OpenGLRenderer.cpp revision 325740fb444af8fc7fb0119b2e30ce322c2ae134
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DisplayListRenderer.h"
35#include "Vector.h"
36
37namespace android {
38namespace uirenderer {
39
40///////////////////////////////////////////////////////////////////////////////
41// Defines
42///////////////////////////////////////////////////////////////////////////////
43
44#define RAD_TO_DEG (180.0f / 3.14159265f)
45#define MIN_ANGLE 0.001f
46
47// TODO: This should be set in properties
48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106///////////////////////////////////////////////////////////////////////////////
107// Constructors/destructor
108///////////////////////////////////////////////////////////////////////////////
109
110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
111    mShader = NULL;
112    mColorFilter = NULL;
113    mHasShadow = false;
114    mHasDrawFilter = false;
115
116    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
117
118    mFirstSnapshot = new Snapshot;
119}
120
121OpenGLRenderer::~OpenGLRenderer() {
122    // The context has already been destroyed at this point, do not call
123    // GL APIs. All GL state should be kept in Caches.h
124}
125
126///////////////////////////////////////////////////////////////////////////////
127// Debug
128///////////////////////////////////////////////////////////////////////////////
129
130void OpenGLRenderer::startMark(const char* name) const {
131    mCaches.startMark(0, name);
132}
133
134void OpenGLRenderer::endMark() const {
135    mCaches.endMark();
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142uint32_t OpenGLRenderer::getStencilSize() {
143    return STENCIL_BUFFER_SIZE;
144}
145
146void OpenGLRenderer::setViewport(int width, int height) {
147    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
148
149    mWidth = width;
150    mHeight = height;
151
152    mFirstSnapshot->height = height;
153    mFirstSnapshot->viewport.set(0, 0, width, height);
154
155    glDisable(GL_DITHER);
156    glEnable(GL_SCISSOR_TEST);
157    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
158
159    glEnableVertexAttribArray(Program::kBindingPosition);
160}
161
162void OpenGLRenderer::prepare(bool opaque) {
163    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
164}
165
166void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
167    mCaches.clearGarbage();
168
169    mSnapshot = new Snapshot(mFirstSnapshot,
170            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
171    mSnapshot->fbo = getTargetFbo();
172    mSaveCount = 1;
173
174    glViewport(0, 0, mWidth, mHeight);
175    mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
176
177    mSnapshot->setClip(left, top, right, bottom);
178    mDirtyClip = false;
179
180    if (!opaque) {
181        glClear(GL_COLOR_BUFFER_BIT);
182    }
183}
184
185void OpenGLRenderer::finish() {
186#if DEBUG_OPENGL
187    GLenum status = GL_NO_ERROR;
188    while ((status = glGetError()) != GL_NO_ERROR) {
189        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
190        switch (status) {
191            case GL_OUT_OF_MEMORY:
192                ALOGE("  OpenGLRenderer is out of memory!");
193                break;
194        }
195    }
196#endif
197#if DEBUG_MEMORY_USAGE
198    mCaches.dumpMemoryUsage();
199#else
200    if (mCaches.getDebugLevel() & kDebugMemory) {
201        mCaches.dumpMemoryUsage();
202    }
203#endif
204}
205
206void OpenGLRenderer::interrupt() {
207    if (mCaches.currentProgram) {
208        if (mCaches.currentProgram->isInUse()) {
209            mCaches.currentProgram->remove();
210            mCaches.currentProgram = NULL;
211        }
212    }
213    mCaches.unbindMeshBuffer();
214    mCaches.unbindIndicesBuffer();
215    mCaches.resetVertexPointers();
216    mCaches.disbaleTexCoordsVertexArray();
217}
218
219void OpenGLRenderer::resume() {
220    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
221
222    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
223    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
224
225    glEnable(GL_SCISSOR_TEST);
226    mCaches.resetScissor();
227    dirtyClip();
228
229    mCaches.activeTexture(0);
230    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
231
232    mCaches.blend = true;
233    glEnable(GL_BLEND);
234    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
235    glBlendEquation(GL_FUNC_ADD);
236}
237
238bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
239    interrupt();
240    if (mDirtyClip) {
241        setScissorFromClip();
242    }
243
244    Rect clip(*mSnapshot->clipRect);
245    clip.snapToPixelBoundaries();
246
247#if RENDER_LAYERS_AS_REGIONS
248    // Since we don't know what the functor will draw, let's dirty
249    // tne entire clip region
250    if (hasLayer()) {
251        dirtyLayerUnchecked(clip, getRegion());
252    }
253#endif
254
255    DrawGlInfo info;
256    info.clipLeft = clip.left;
257    info.clipTop = clip.top;
258    info.clipRight = clip.right;
259    info.clipBottom = clip.bottom;
260    info.isLayer = hasLayer();
261    getSnapshot()->transform->copyTo(&info.transform[0]);
262
263    status_t result = (*functor)(0, &info);
264
265    if (result != 0) {
266        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
267        dirty.unionWith(localDirty);
268    }
269
270    resume();
271    return result != 0;
272}
273
274///////////////////////////////////////////////////////////////////////////////
275// State management
276///////////////////////////////////////////////////////////////////////////////
277
278int OpenGLRenderer::getSaveCount() const {
279    return mSaveCount;
280}
281
282int OpenGLRenderer::save(int flags) {
283    return saveSnapshot(flags);
284}
285
286void OpenGLRenderer::restore() {
287    if (mSaveCount > 1) {
288        restoreSnapshot();
289    }
290}
291
292void OpenGLRenderer::restoreToCount(int saveCount) {
293    if (saveCount < 1) saveCount = 1;
294
295    while (mSaveCount > saveCount) {
296        restoreSnapshot();
297    }
298}
299
300int OpenGLRenderer::saveSnapshot(int flags) {
301    mSnapshot = new Snapshot(mSnapshot, flags);
302    return mSaveCount++;
303}
304
305bool OpenGLRenderer::restoreSnapshot() {
306    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
307    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
308    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
309
310    sp<Snapshot> current = mSnapshot;
311    sp<Snapshot> previous = mSnapshot->previous;
312
313    if (restoreOrtho) {
314        Rect& r = previous->viewport;
315        glViewport(r.left, r.top, r.right, r.bottom);
316        mOrthoMatrix.load(current->orthoMatrix);
317    }
318
319    mSaveCount--;
320    mSnapshot = previous;
321
322    if (restoreClip) {
323        dirtyClip();
324    }
325
326    if (restoreLayer) {
327        composeLayer(current, previous);
328    }
329
330    return restoreClip;
331}
332
333///////////////////////////////////////////////////////////////////////////////
334// Layers
335///////////////////////////////////////////////////////////////////////////////
336
337int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
338        SkPaint* p, int flags) {
339    const GLuint previousFbo = mSnapshot->fbo;
340    const int count = saveSnapshot(flags);
341
342    if (!mSnapshot->isIgnored()) {
343        int alpha = 255;
344        SkXfermode::Mode mode;
345
346        if (p) {
347            alpha = p->getAlpha();
348            if (!mCaches.extensions.hasFramebufferFetch()) {
349                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
350                if (!isMode) {
351                    // Assume SRC_OVER
352                    mode = SkXfermode::kSrcOver_Mode;
353                }
354            } else {
355                mode = getXfermode(p->getXfermode());
356            }
357        } else {
358            mode = SkXfermode::kSrcOver_Mode;
359        }
360
361        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
362    }
363
364    return count;
365}
366
367int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
368        int alpha, int flags) {
369    if (alpha >= 255 - ALPHA_THRESHOLD) {
370        return saveLayer(left, top, right, bottom, NULL, flags);
371    } else {
372        SkPaint paint;
373        paint.setAlpha(alpha);
374        return saveLayer(left, top, right, bottom, &paint, flags);
375    }
376}
377
378/**
379 * Layers are viewed by Skia are slightly different than layers in image editing
380 * programs (for instance.) When a layer is created, previously created layers
381 * and the frame buffer still receive every drawing command. For instance, if a
382 * layer is created and a shape intersecting the bounds of the layers and the
383 * framebuffer is draw, the shape will be drawn on both (unless the layer was
384 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
385 *
386 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
387 * texture. Unfortunately, this is inefficient as it requires every primitive to
388 * be drawn n + 1 times, where n is the number of active layers. In practice this
389 * means, for every primitive:
390 *   - Switch active frame buffer
391 *   - Change viewport, clip and projection matrix
392 *   - Issue the drawing
393 *
394 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
395 * To avoid this, layers are implemented in a different way here, at least in the
396 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
397 * is set. When this flag is set we can redirect all drawing operations into a
398 * single FBO.
399 *
400 * This implementation relies on the frame buffer being at least RGBA 8888. When
401 * a layer is created, only a texture is created, not an FBO. The content of the
402 * frame buffer contained within the layer's bounds is copied into this texture
403 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
404 * buffer and drawing continues as normal. This technique therefore treats the
405 * frame buffer as a scratch buffer for the layers.
406 *
407 * To compose the layers back onto the frame buffer, each layer texture
408 * (containing the original frame buffer data) is drawn as a simple quad over
409 * the frame buffer. The trick is that the quad is set as the composition
410 * destination in the blending equation, and the frame buffer becomes the source
411 * of the composition.
412 *
413 * Drawing layers with an alpha value requires an extra step before composition.
414 * An empty quad is drawn over the layer's region in the frame buffer. This quad
415 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
416 * quad is used to multiply the colors in the frame buffer. This is achieved by
417 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
418 * GL_ZERO, GL_SRC_ALPHA.
419 *
420 * Because glCopyTexImage2D() can be slow, an alternative implementation might
421 * be use to draw a single clipped layer. The implementation described above
422 * is correct in every case.
423 *
424 * (1) The frame buffer is actually not cleared right away. To allow the GPU
425 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
426 *     buffer is left untouched until the first drawing operation. Only when
427 *     something actually gets drawn are the layers regions cleared.
428 */
429bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
430        float right, float bottom, int alpha, SkXfermode::Mode mode,
431        int flags, GLuint previousFbo) {
432    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
433    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
434
435    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
436
437    // Window coordinates of the layer
438    Rect bounds(left, top, right, bottom);
439    if (!fboLayer) {
440        mSnapshot->transform->mapRect(bounds);
441
442        // Layers only make sense if they are in the framebuffer's bounds
443        if (bounds.intersect(*snapshot->clipRect)) {
444            // We cannot work with sub-pixels in this case
445            bounds.snapToPixelBoundaries();
446
447            // When the layer is not an FBO, we may use glCopyTexImage so we
448            // need to make sure the layer does not extend outside the bounds
449            // of the framebuffer
450            if (!bounds.intersect(snapshot->previous->viewport)) {
451                bounds.setEmpty();
452            }
453        } else {
454            bounds.setEmpty();
455        }
456    }
457
458    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
459            bounds.getHeight() > mCaches.maxTextureSize) {
460        snapshot->empty = fboLayer;
461    } else {
462        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
463    }
464
465    // Bail out if we won't draw in this snapshot
466    if (snapshot->invisible || snapshot->empty) {
467        return false;
468    }
469
470    mCaches.activeTexture(0);
471    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
472    if (!layer) {
473        return false;
474    }
475
476    layer->setAlpha(alpha, mode);
477    layer->layer.set(bounds);
478    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
479            bounds.getWidth() / float(layer->getWidth()), 0.0f);
480    layer->setColorFilter(mColorFilter);
481
482    // Save the layer in the snapshot
483    snapshot->flags |= Snapshot::kFlagIsLayer;
484    snapshot->layer = layer;
485
486    if (fboLayer) {
487        return createFboLayer(layer, bounds, snapshot, previousFbo);
488    } else {
489        // Copy the framebuffer into the layer
490        layer->bindTexture();
491        if (!bounds.isEmpty()) {
492            if (layer->isEmpty()) {
493                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
494                        bounds.left, snapshot->height - bounds.bottom,
495                        layer->getWidth(), layer->getHeight(), 0);
496                layer->setEmpty(false);
497            } else {
498                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
499                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
500            }
501
502            // Enqueue the buffer coordinates to clear the corresponding region later
503            mLayers.push(new Rect(bounds));
504        }
505    }
506
507    return true;
508}
509
510bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
511        GLuint previousFbo) {
512    layer->setFbo(mCaches.fboCache.get());
513
514#if RENDER_LAYERS_AS_REGIONS
515    snapshot->region = &snapshot->layer->region;
516    snapshot->flags |= Snapshot::kFlagFboTarget;
517#endif
518
519    Rect clip(bounds);
520    snapshot->transform->mapRect(clip);
521    clip.intersect(*snapshot->clipRect);
522    clip.snapToPixelBoundaries();
523    clip.intersect(snapshot->previous->viewport);
524
525    mat4 inverse;
526    inverse.loadInverse(*mSnapshot->transform);
527
528    inverse.mapRect(clip);
529    clip.snapToPixelBoundaries();
530    clip.intersect(bounds);
531    clip.translate(-bounds.left, -bounds.top);
532
533    snapshot->flags |= Snapshot::kFlagIsFboLayer;
534    snapshot->fbo = layer->getFbo();
535    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
536    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
537    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
538    snapshot->height = bounds.getHeight();
539    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
540    snapshot->orthoMatrix.load(mOrthoMatrix);
541
542    // Bind texture to FBO
543    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
544    layer->bindTexture();
545
546    // Initialize the texture if needed
547    if (layer->isEmpty()) {
548        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
549        layer->setEmpty(false);
550    }
551
552    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
553            layer->getTexture(), 0);
554
555#if DEBUG_LAYERS_AS_REGIONS
556    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
557    if (status != GL_FRAMEBUFFER_COMPLETE) {
558        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
559
560        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
561        layer->deleteTexture();
562        mCaches.fboCache.put(layer->getFbo());
563
564        delete layer;
565
566        return false;
567    }
568#endif
569
570    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
571    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
572            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
573    glClear(GL_COLOR_BUFFER_BIT);
574
575    dirtyClip();
576
577    // Change the ortho projection
578    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
579    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
580
581    return true;
582}
583
584/**
585 * Read the documentation of createLayer() before doing anything in this method.
586 */
587void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
588    if (!current->layer) {
589        ALOGE("Attempting to compose a layer that does not exist");
590        return;
591    }
592
593    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
594
595    if (fboLayer) {
596        // Unbind current FBO and restore previous one
597        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
598    }
599
600    Layer* layer = current->layer;
601    const Rect& rect = layer->layer;
602
603    if (!fboLayer && layer->getAlpha() < 255) {
604        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
605                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
606        // Required below, composeLayerRect() will divide by 255
607        layer->setAlpha(255);
608    }
609
610    mCaches.unbindMeshBuffer();
611
612    mCaches.activeTexture(0);
613
614    // When the layer is stored in an FBO, we can save a bit of fillrate by
615    // drawing only the dirty region
616    if (fboLayer) {
617        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
618        if (layer->getColorFilter()) {
619            setupColorFilter(layer->getColorFilter());
620        }
621        composeLayerRegion(layer, rect);
622        if (layer->getColorFilter()) {
623            resetColorFilter();
624        }
625    } else if (!rect.isEmpty()) {
626        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
627        composeLayerRect(layer, rect, true);
628    }
629
630    if (fboLayer) {
631        // Note: No need to use glDiscardFramebufferEXT() since we never
632        //       create/compose layers that are not on screen with this
633        //       code path
634        // See LayerRenderer::destroyLayer(Layer*)
635
636        // Detach the texture from the FBO
637        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
638        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
639        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
640
641        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
642        mCaches.fboCache.put(current->fbo);
643    }
644
645    dirtyClip();
646
647    // Failing to add the layer to the cache should happen only if the layer is too large
648    if (!mCaches.layerCache.put(layer)) {
649        LAYER_LOGD("Deleting layer");
650        layer->deleteTexture();
651        delete layer;
652    }
653}
654
655void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
656    float alpha = layer->getAlpha() / 255.0f;
657
658    mat4& transform = layer->getTransform();
659    if (!transform.isIdentity()) {
660        save(0);
661        mSnapshot->transform->multiply(transform);
662    }
663
664    setupDraw();
665    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
666        setupDrawWithTexture();
667    } else {
668        setupDrawWithExternalTexture();
669    }
670    setupDrawTextureTransform();
671    setupDrawColor(alpha, alpha, alpha, alpha);
672    setupDrawColorFilter();
673    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
674    setupDrawProgram();
675    setupDrawPureColorUniforms();
676    setupDrawColorFilterUniforms();
677    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
678        setupDrawTexture(layer->getTexture());
679    } else {
680        setupDrawExternalTexture(layer->getTexture());
681    }
682    if (mSnapshot->transform->isPureTranslate() &&
683            layer->getWidth() == (uint32_t) rect.getWidth() &&
684            layer->getHeight() == (uint32_t) rect.getHeight()) {
685        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
686        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
687
688        layer->setFilter(GL_NEAREST);
689        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
690    } else {
691        layer->setFilter(GL_LINEAR);
692        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
693    }
694    setupDrawTextureTransformUniforms(layer->getTexTransform());
695    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
696
697    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
698
699    finishDrawTexture();
700
701    if (!transform.isIdentity()) {
702        restore();
703    }
704}
705
706void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
707    if (!layer->isTextureLayer()) {
708        const Rect& texCoords = layer->texCoords;
709        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
710                texCoords.right, texCoords.bottom);
711
712        float x = rect.left;
713        float y = rect.top;
714        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
715                layer->getWidth() == (uint32_t) rect.getWidth() &&
716                layer->getHeight() == (uint32_t) rect.getHeight();
717
718        if (simpleTransform) {
719            // When we're swapping, the layer is already in screen coordinates
720            if (!swap) {
721                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
722                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
723            }
724
725            layer->setFilter(GL_NEAREST, true);
726        } else {
727            layer->setFilter(GL_LINEAR, true);
728        }
729
730        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
731                layer->getTexture(), layer->getAlpha() / 255.0f,
732                layer->getMode(), layer->isBlend(),
733                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
734                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
735
736        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
737    } else {
738        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
739        drawTextureLayer(layer, rect);
740        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
741    }
742}
743
744void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
745#if RENDER_LAYERS_AS_REGIONS
746    if (layer->region.isRect()) {
747        layer->setRegionAsRect();
748
749        composeLayerRect(layer, layer->regionRect);
750
751        layer->region.clear();
752        return;
753    }
754
755    // TODO: See LayerRenderer.cpp::generateMesh() for important
756    //       information about this implementation
757    if (CC_LIKELY(!layer->region.isEmpty())) {
758        size_t count;
759        const android::Rect* rects = layer->region.getArray(&count);
760
761        const float alpha = layer->getAlpha() / 255.0f;
762        const float texX = 1.0f / float(layer->getWidth());
763        const float texY = 1.0f / float(layer->getHeight());
764        const float height = rect.getHeight();
765
766        TextureVertex* mesh = mCaches.getRegionMesh();
767        GLsizei numQuads = 0;
768
769        setupDraw();
770        setupDrawWithTexture();
771        setupDrawColor(alpha, alpha, alpha, alpha);
772        setupDrawColorFilter();
773        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
774        setupDrawProgram();
775        setupDrawDirtyRegionsDisabled();
776        setupDrawPureColorUniforms();
777        setupDrawColorFilterUniforms();
778        setupDrawTexture(layer->getTexture());
779        if (mSnapshot->transform->isPureTranslate()) {
780            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
781            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
782
783            layer->setFilter(GL_NEAREST);
784            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
785        } else {
786            layer->setFilter(GL_LINEAR);
787            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
788        }
789        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
790
791        for (size_t i = 0; i < count; i++) {
792            const android::Rect* r = &rects[i];
793
794            const float u1 = r->left * texX;
795            const float v1 = (height - r->top) * texY;
796            const float u2 = r->right * texX;
797            const float v2 = (height - r->bottom) * texY;
798
799            // TODO: Reject quads outside of the clip
800            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
801            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
802            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
803            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
804
805            numQuads++;
806
807            if (numQuads >= REGION_MESH_QUAD_COUNT) {
808                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
809                numQuads = 0;
810                mesh = mCaches.getRegionMesh();
811            }
812        }
813
814        if (numQuads > 0) {
815            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
816        }
817
818        finishDrawTexture();
819
820#if DEBUG_LAYERS_AS_REGIONS
821        drawRegionRects(layer->region);
822#endif
823
824        layer->region.clear();
825    }
826#else
827    composeLayerRect(layer, rect);
828#endif
829}
830
831void OpenGLRenderer::drawRegionRects(const Region& region) {
832#if DEBUG_LAYERS_AS_REGIONS
833    size_t count;
834    const android::Rect* rects = region.getArray(&count);
835
836    uint32_t colors[] = {
837            0x7fff0000, 0x7f00ff00,
838            0x7f0000ff, 0x7fff00ff,
839    };
840
841    int offset = 0;
842    int32_t top = rects[0].top;
843
844    for (size_t i = 0; i < count; i++) {
845        if (top != rects[i].top) {
846            offset ^= 0x2;
847            top = rects[i].top;
848        }
849
850        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
851        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
852                SkXfermode::kSrcOver_Mode);
853    }
854#endif
855}
856
857void OpenGLRenderer::dirtyLayer(const float left, const float top,
858        const float right, const float bottom, const mat4 transform) {
859#if RENDER_LAYERS_AS_REGIONS
860    if (hasLayer()) {
861        Rect bounds(left, top, right, bottom);
862        transform.mapRect(bounds);
863        dirtyLayerUnchecked(bounds, getRegion());
864    }
865#endif
866}
867
868void OpenGLRenderer::dirtyLayer(const float left, const float top,
869        const float right, const float bottom) {
870#if RENDER_LAYERS_AS_REGIONS
871    if (hasLayer()) {
872        Rect bounds(left, top, right, bottom);
873        dirtyLayerUnchecked(bounds, getRegion());
874    }
875#endif
876}
877
878void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
879#if RENDER_LAYERS_AS_REGIONS
880    if (bounds.intersect(*mSnapshot->clipRect)) {
881        bounds.snapToPixelBoundaries();
882        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
883        if (!dirty.isEmpty()) {
884            region->orSelf(dirty);
885        }
886    }
887#endif
888}
889
890void OpenGLRenderer::clearLayerRegions() {
891    const size_t count = mLayers.size();
892    if (count == 0) return;
893
894    if (!mSnapshot->isIgnored()) {
895        // Doing several glScissor/glClear here can negatively impact
896        // GPUs with a tiler architecture, instead we draw quads with
897        // the Clear blending mode
898
899        // The list contains bounds that have already been clipped
900        // against their initial clip rect, and the current clip
901        // is likely different so we need to disable clipping here
902        glDisable(GL_SCISSOR_TEST);
903
904        Vertex mesh[count * 6];
905        Vertex* vertex = mesh;
906
907        for (uint32_t i = 0; i < count; i++) {
908            Rect* bounds = mLayers.itemAt(i);
909
910            Vertex::set(vertex++, bounds->left, bounds->bottom);
911            Vertex::set(vertex++, bounds->left, bounds->top);
912            Vertex::set(vertex++, bounds->right, bounds->top);
913            Vertex::set(vertex++, bounds->left, bounds->bottom);
914            Vertex::set(vertex++, bounds->right, bounds->top);
915            Vertex::set(vertex++, bounds->right, bounds->bottom);
916
917            delete bounds;
918        }
919
920        setupDraw(false);
921        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
922        setupDrawBlending(true, SkXfermode::kClear_Mode);
923        setupDrawProgram();
924        setupDrawPureColorUniforms();
925        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
926        setupDrawVertices(&mesh[0].position[0]);
927
928        glDrawArrays(GL_TRIANGLES, 0, count * 6);
929
930        glEnable(GL_SCISSOR_TEST);
931    } else {
932        for (uint32_t i = 0; i < count; i++) {
933            delete mLayers.itemAt(i);
934        }
935    }
936
937    mLayers.clear();
938}
939
940///////////////////////////////////////////////////////////////////////////////
941// Transforms
942///////////////////////////////////////////////////////////////////////////////
943
944void OpenGLRenderer::translate(float dx, float dy) {
945    mSnapshot->transform->translate(dx, dy, 0.0f);
946}
947
948void OpenGLRenderer::rotate(float degrees) {
949    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
950}
951
952void OpenGLRenderer::scale(float sx, float sy) {
953    mSnapshot->transform->scale(sx, sy, 1.0f);
954}
955
956void OpenGLRenderer::skew(float sx, float sy) {
957    mSnapshot->transform->skew(sx, sy);
958}
959
960void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
961    if (matrix) {
962        mSnapshot->transform->load(*matrix);
963    } else {
964        mSnapshot->transform->loadIdentity();
965    }
966}
967
968void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
969    mSnapshot->transform->copyTo(*matrix);
970}
971
972void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
973    SkMatrix transform;
974    mSnapshot->transform->copyTo(transform);
975    transform.preConcat(*matrix);
976    mSnapshot->transform->load(transform);
977}
978
979///////////////////////////////////////////////////////////////////////////////
980// Clipping
981///////////////////////////////////////////////////////////////////////////////
982
983void OpenGLRenderer::setScissorFromClip() {
984    Rect clip(*mSnapshot->clipRect);
985    clip.snapToPixelBoundaries();
986
987    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
988            clip.getWidth(), clip.getHeight());
989
990    mDirtyClip = false;
991}
992
993const Rect& OpenGLRenderer::getClipBounds() {
994    return mSnapshot->getLocalClip();
995}
996
997bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
998    if (mSnapshot->isIgnored()) {
999        return true;
1000    }
1001
1002    Rect r(left, top, right, bottom);
1003    mSnapshot->transform->mapRect(r);
1004    r.snapToPixelBoundaries();
1005
1006    Rect clipRect(*mSnapshot->clipRect);
1007    clipRect.snapToPixelBoundaries();
1008
1009    return !clipRect.intersects(r);
1010}
1011
1012bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1013    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1014    if (clipped) {
1015        dirtyClip();
1016    }
1017    return !mSnapshot->clipRect->isEmpty();
1018}
1019
1020///////////////////////////////////////////////////////////////////////////////
1021// Drawing commands
1022///////////////////////////////////////////////////////////////////////////////
1023
1024void OpenGLRenderer::setupDraw(bool clear) {
1025    if (clear) clearLayerRegions();
1026    if (mDirtyClip) {
1027        setScissorFromClip();
1028    }
1029    mDescription.reset();
1030    mSetShaderColor = false;
1031    mColorSet = false;
1032    mColorA = mColorR = mColorG = mColorB = 0.0f;
1033    mTextureUnit = 0;
1034    mTrackDirtyRegions = true;
1035}
1036
1037void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1038    mDescription.hasTexture = true;
1039    mDescription.hasAlpha8Texture = isAlpha8;
1040}
1041
1042void OpenGLRenderer::setupDrawWithExternalTexture() {
1043    mDescription.hasExternalTexture = true;
1044}
1045
1046void OpenGLRenderer::setupDrawNoTexture() {
1047    mCaches.disbaleTexCoordsVertexArray();
1048}
1049
1050void OpenGLRenderer::setupDrawAALine() {
1051    mDescription.isAA = true;
1052}
1053
1054void OpenGLRenderer::setupDrawPoint(float pointSize) {
1055    mDescription.isPoint = true;
1056    mDescription.pointSize = pointSize;
1057}
1058
1059void OpenGLRenderer::setupDrawColor(int color) {
1060    setupDrawColor(color, (color >> 24) & 0xFF);
1061}
1062
1063void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1064    mColorA = alpha / 255.0f;
1065    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1066    // the rgb values by a instead of also dividing by 255
1067    const float a = mColorA / 255.0f;
1068    mColorR = a * ((color >> 16) & 0xFF);
1069    mColorG = a * ((color >>  8) & 0xFF);
1070    mColorB = a * ((color      ) & 0xFF);
1071    mColorSet = true;
1072    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1073}
1074
1075void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1076    mColorA = alpha / 255.0f;
1077    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1078    // the rgb values by a instead of also dividing by 255
1079    const float a = mColorA / 255.0f;
1080    mColorR = a * ((color >> 16) & 0xFF);
1081    mColorG = a * ((color >>  8) & 0xFF);
1082    mColorB = a * ((color      ) & 0xFF);
1083    mColorSet = true;
1084    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1085}
1086
1087void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1088    mColorA = a;
1089    mColorR = r;
1090    mColorG = g;
1091    mColorB = b;
1092    mColorSet = true;
1093    mSetShaderColor = mDescription.setColor(r, g, b, a);
1094}
1095
1096void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1097    mColorA = a;
1098    mColorR = r;
1099    mColorG = g;
1100    mColorB = b;
1101    mColorSet = true;
1102    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1103}
1104
1105void OpenGLRenderer::setupDrawShader() {
1106    if (mShader) {
1107        mShader->describe(mDescription, mCaches.extensions);
1108    }
1109}
1110
1111void OpenGLRenderer::setupDrawColorFilter() {
1112    if (mColorFilter) {
1113        mColorFilter->describe(mDescription, mCaches.extensions);
1114    }
1115}
1116
1117void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1118    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1119        mColorA = 1.0f;
1120        mColorR = mColorG = mColorB = 0.0f;
1121        mSetShaderColor = mDescription.modulate = true;
1122    }
1123}
1124
1125void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1126    // When the blending mode is kClear_Mode, we need to use a modulate color
1127    // argb=1,0,0,0
1128    accountForClear(mode);
1129    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1130            mDescription, swapSrcDst);
1131}
1132
1133void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1134    // When the blending mode is kClear_Mode, we need to use a modulate color
1135    // argb=1,0,0,0
1136    accountForClear(mode);
1137    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1138            mDescription, swapSrcDst);
1139}
1140
1141void OpenGLRenderer::setupDrawProgram() {
1142    useProgram(mCaches.programCache.get(mDescription));
1143}
1144
1145void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1146    mTrackDirtyRegions = false;
1147}
1148
1149void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1150        bool ignoreTransform) {
1151    mModelView.loadTranslate(left, top, 0.0f);
1152    if (!ignoreTransform) {
1153        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1154        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1155    } else {
1156        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1157        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1158    }
1159}
1160
1161void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1162    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1163}
1164
1165void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1166        bool ignoreTransform, bool ignoreModelView) {
1167    if (!ignoreModelView) {
1168        mModelView.loadTranslate(left, top, 0.0f);
1169        mModelView.scale(right - left, bottom - top, 1.0f);
1170    } else {
1171        mModelView.loadIdentity();
1172    }
1173    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1174    if (!ignoreTransform) {
1175        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1176        if (mTrackDirtyRegions && dirty) {
1177            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1178        }
1179    } else {
1180        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1181        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1182    }
1183}
1184
1185void OpenGLRenderer::setupDrawPointUniforms() {
1186    int slot = mCaches.currentProgram->getUniform("pointSize");
1187    glUniform1f(slot, mDescription.pointSize);
1188}
1189
1190void OpenGLRenderer::setupDrawColorUniforms() {
1191    if (mColorSet || (mShader && mSetShaderColor)) {
1192        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1193    }
1194}
1195
1196void OpenGLRenderer::setupDrawPureColorUniforms() {
1197    if (mSetShaderColor) {
1198        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1199    }
1200}
1201
1202void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1203    if (mShader) {
1204        if (ignoreTransform) {
1205            mModelView.loadInverse(*mSnapshot->transform);
1206        }
1207        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1208    }
1209}
1210
1211void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1212    if (mShader) {
1213        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1214    }
1215}
1216
1217void OpenGLRenderer::setupDrawColorFilterUniforms() {
1218    if (mColorFilter) {
1219        mColorFilter->setupProgram(mCaches.currentProgram);
1220    }
1221}
1222
1223void OpenGLRenderer::setupDrawSimpleMesh() {
1224    bool force = mCaches.bindMeshBuffer();
1225    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1226    mCaches.unbindIndicesBuffer();
1227}
1228
1229void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1230    bindTexture(texture);
1231    mTextureUnit++;
1232    mCaches.enableTexCoordsVertexArray();
1233}
1234
1235void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1236    bindExternalTexture(texture);
1237    mTextureUnit++;
1238    mCaches.enableTexCoordsVertexArray();
1239}
1240
1241void OpenGLRenderer::setupDrawTextureTransform() {
1242    mDescription.hasTextureTransform = true;
1243}
1244
1245void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1246    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1247            GL_FALSE, &transform.data[0]);
1248}
1249
1250void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1251    bool force = false;
1252    if (!vertices) {
1253        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1254    } else {
1255        force = mCaches.unbindMeshBuffer();
1256    }
1257
1258    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1259    if (mCaches.currentProgram->texCoords >= 0) {
1260        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1261    }
1262
1263    mCaches.unbindIndicesBuffer();
1264}
1265
1266void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1267    bool force = mCaches.unbindMeshBuffer();
1268    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1269    if (mCaches.currentProgram->texCoords >= 0) {
1270        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1271    }
1272}
1273
1274void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1275    bool force = mCaches.unbindMeshBuffer();
1276    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1277            vertices, gVertexStride);
1278    mCaches.unbindIndicesBuffer();
1279}
1280
1281/**
1282 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1283 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1284 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1285 * attributes (one per vertex) are values from zero to one that tells the fragment
1286 * shader where the fragment is in relation to the line width/length overall; these values are
1287 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1288 * region of the line.
1289 * Note that we only pass down the width values in this setup function. The length coordinates
1290 * are set up for each individual segment.
1291 */
1292void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1293        GLvoid* lengthCoords, float boundaryWidthProportion) {
1294    bool force = mCaches.unbindMeshBuffer();
1295    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1296            vertices, gAAVertexStride);
1297    mCaches.resetTexCoordsVertexPointer();
1298    mCaches.unbindIndicesBuffer();
1299
1300    int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1301    glEnableVertexAttribArray(widthSlot);
1302    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1303
1304    int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1305    glEnableVertexAttribArray(lengthSlot);
1306    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1307
1308    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1309    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1310
1311    // Setting the inverse value saves computations per-fragment in the shader
1312    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1313    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1314}
1315
1316void OpenGLRenderer::finishDrawTexture() {
1317}
1318
1319///////////////////////////////////////////////////////////////////////////////
1320// Drawing
1321///////////////////////////////////////////////////////////////////////////////
1322
1323bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1324        Rect& dirty, int32_t flags, uint32_t level) {
1325    if (quickReject(0.0f, 0.0f, width, height)) {
1326        return false;
1327    }
1328
1329    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1330    // will be performed by the display list itself
1331    if (displayList && displayList->isRenderable()) {
1332        return displayList->replay(*this, dirty, flags, level);
1333    }
1334
1335    return false;
1336}
1337
1338void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1339    if (displayList) {
1340        displayList->output(*this, level);
1341    }
1342}
1343
1344void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1345    int alpha;
1346    SkXfermode::Mode mode;
1347    getAlphaAndMode(paint, &alpha, &mode);
1348
1349    float x = left;
1350    float y = top;
1351
1352    GLenum filter = GL_LINEAR;
1353    bool ignoreTransform = false;
1354    if (mSnapshot->transform->isPureTranslate()) {
1355        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1356        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1357        ignoreTransform = true;
1358        filter = GL_NEAREST;
1359    } else {
1360        filter = FILTER(paint);
1361    }
1362
1363    setupDraw();
1364    setupDrawWithTexture(true);
1365    if (paint) {
1366        setupDrawAlpha8Color(paint->getColor(), alpha);
1367    }
1368    setupDrawColorFilter();
1369    setupDrawShader();
1370    setupDrawBlending(true, mode);
1371    setupDrawProgram();
1372    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1373
1374    setupDrawTexture(texture->id);
1375    texture->setWrap(GL_CLAMP_TO_EDGE);
1376    texture->setFilter(filter);
1377
1378    setupDrawPureColorUniforms();
1379    setupDrawColorFilterUniforms();
1380    setupDrawShaderUniforms();
1381    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1382
1383    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1384
1385    finishDrawTexture();
1386}
1387
1388void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1389    const float right = left + bitmap->width();
1390    const float bottom = top + bitmap->height();
1391
1392    if (quickReject(left, top, right, bottom)) {
1393        return;
1394    }
1395
1396    mCaches.activeTexture(0);
1397    Texture* texture = mCaches.textureCache.get(bitmap);
1398    if (!texture) return;
1399    const AutoTexture autoCleanup(texture);
1400
1401    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1402        drawAlphaBitmap(texture, left, top, paint);
1403    } else {
1404        drawTextureRect(left, top, right, bottom, texture, paint);
1405    }
1406}
1407
1408void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1409    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1410    const mat4 transform(*matrix);
1411    transform.mapRect(r);
1412
1413    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1414        return;
1415    }
1416
1417    mCaches.activeTexture(0);
1418    Texture* texture = mCaches.textureCache.get(bitmap);
1419    if (!texture) return;
1420    const AutoTexture autoCleanup(texture);
1421
1422    // This could be done in a cheaper way, all we need is pass the matrix
1423    // to the vertex shader. The save/restore is a bit overkill.
1424    save(SkCanvas::kMatrix_SaveFlag);
1425    concatMatrix(matrix);
1426    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1427    restore();
1428}
1429
1430void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1431        float* vertices, int* colors, SkPaint* paint) {
1432    // TODO: Do a quickReject
1433    if (!vertices || mSnapshot->isIgnored()) {
1434        return;
1435    }
1436
1437    mCaches.activeTexture(0);
1438    Texture* texture = mCaches.textureCache.get(bitmap);
1439    if (!texture) return;
1440    const AutoTexture autoCleanup(texture);
1441
1442    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1443    texture->setFilter(FILTER(paint), true);
1444
1445    int alpha;
1446    SkXfermode::Mode mode;
1447    getAlphaAndMode(paint, &alpha, &mode);
1448
1449    const uint32_t count = meshWidth * meshHeight * 6;
1450
1451    float left = FLT_MAX;
1452    float top = FLT_MAX;
1453    float right = FLT_MIN;
1454    float bottom = FLT_MIN;
1455
1456#if RENDER_LAYERS_AS_REGIONS
1457    const bool hasActiveLayer = hasLayer();
1458#else
1459    const bool hasActiveLayer = false;
1460#endif
1461
1462    // TODO: Support the colors array
1463    TextureVertex mesh[count];
1464    TextureVertex* vertex = mesh;
1465    for (int32_t y = 0; y < meshHeight; y++) {
1466        for (int32_t x = 0; x < meshWidth; x++) {
1467            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1468
1469            float u1 = float(x) / meshWidth;
1470            float u2 = float(x + 1) / meshWidth;
1471            float v1 = float(y) / meshHeight;
1472            float v2 = float(y + 1) / meshHeight;
1473
1474            int ax = i + (meshWidth + 1) * 2;
1475            int ay = ax + 1;
1476            int bx = i;
1477            int by = bx + 1;
1478            int cx = i + 2;
1479            int cy = cx + 1;
1480            int dx = i + (meshWidth + 1) * 2 + 2;
1481            int dy = dx + 1;
1482
1483            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1484            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1485            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1486
1487            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1488            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1489            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1490
1491#if RENDER_LAYERS_AS_REGIONS
1492            if (hasActiveLayer) {
1493                // TODO: This could be optimized to avoid unnecessary ops
1494                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1495                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1496                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1497                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1498            }
1499#endif
1500        }
1501    }
1502
1503#if RENDER_LAYERS_AS_REGIONS
1504    if (hasActiveLayer) {
1505        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1506    }
1507#endif
1508
1509    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1510            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1511            GL_TRIANGLES, count, false, false, 0, false, false);
1512}
1513
1514void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1515         float srcLeft, float srcTop, float srcRight, float srcBottom,
1516         float dstLeft, float dstTop, float dstRight, float dstBottom,
1517         SkPaint* paint) {
1518    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1519        return;
1520    }
1521
1522    mCaches.activeTexture(0);
1523    Texture* texture = mCaches.textureCache.get(bitmap);
1524    if (!texture) return;
1525    const AutoTexture autoCleanup(texture);
1526
1527    const float width = texture->width;
1528    const float height = texture->height;
1529
1530    const float u1 = fmax(0.0f, srcLeft / width);
1531    const float v1 = fmax(0.0f, srcTop / height);
1532    const float u2 = fmin(1.0f, srcRight / width);
1533    const float v2 = fmin(1.0f, srcBottom / height);
1534
1535    mCaches.unbindMeshBuffer();
1536    resetDrawTextureTexCoords(u1, v1, u2, v2);
1537
1538    int alpha;
1539    SkXfermode::Mode mode;
1540    getAlphaAndMode(paint, &alpha, &mode);
1541
1542    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1543
1544    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1545        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1546        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1547
1548        GLenum filter = GL_NEAREST;
1549        // Enable linear filtering if the source rectangle is scaled
1550        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1551            filter = FILTER(paint);
1552        }
1553
1554        texture->setFilter(filter, true);
1555        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1556                texture->id, alpha / 255.0f, mode, texture->blend,
1557                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1558                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1559    } else {
1560        texture->setFilter(FILTER(paint), true);
1561        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1562                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1563                GL_TRIANGLE_STRIP, gMeshCount);
1564    }
1565
1566    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1567}
1568
1569void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1570        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1571        float left, float top, float right, float bottom, SkPaint* paint) {
1572    if (quickReject(left, top, right, bottom)) {
1573        return;
1574    }
1575
1576    mCaches.activeTexture(0);
1577    Texture* texture = mCaches.textureCache.get(bitmap);
1578    if (!texture) return;
1579    const AutoTexture autoCleanup(texture);
1580    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1581    texture->setFilter(GL_LINEAR, true);
1582
1583    int alpha;
1584    SkXfermode::Mode mode;
1585    getAlphaAndMode(paint, &alpha, &mode);
1586
1587    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1588            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1589
1590    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1591        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1592#if RENDER_LAYERS_AS_REGIONS
1593        // Mark the current layer dirty where we are going to draw the patch
1594        if (hasLayer() && mesh->hasEmptyQuads) {
1595            const float offsetX = left + mSnapshot->transform->getTranslateX();
1596            const float offsetY = top + mSnapshot->transform->getTranslateY();
1597            const size_t count = mesh->quads.size();
1598            for (size_t i = 0; i < count; i++) {
1599                const Rect& bounds = mesh->quads.itemAt(i);
1600                if (CC_LIKELY(pureTranslate)) {
1601                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1602                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1603                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1604                } else {
1605                    dirtyLayer(left + bounds.left, top + bounds.top,
1606                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1607                }
1608            }
1609        }
1610#endif
1611
1612        if (CC_LIKELY(pureTranslate)) {
1613            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1614            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1615
1616            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1617                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1618                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1619                    true, !mesh->hasEmptyQuads);
1620        } else {
1621            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1622                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1623                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1624                    true, !mesh->hasEmptyQuads);
1625        }
1626    }
1627}
1628
1629/**
1630 * This function uses a similar approach to that of AA lines in the drawLines() function.
1631 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1632 * shader to compute the translucency of the color, determined by whether a given pixel is
1633 * within that boundary region and how far into the region it is.
1634 */
1635void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1636        int color, SkXfermode::Mode mode) {
1637    float inverseScaleX = 1.0f;
1638    float inverseScaleY = 1.0f;
1639    // The quad that we use needs to account for scaling.
1640    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1641        Matrix4 *mat = mSnapshot->transform;
1642        float m00 = mat->data[Matrix4::kScaleX];
1643        float m01 = mat->data[Matrix4::kSkewY];
1644        float m02 = mat->data[2];
1645        float m10 = mat->data[Matrix4::kSkewX];
1646        float m11 = mat->data[Matrix4::kScaleX];
1647        float m12 = mat->data[6];
1648        float scaleX = sqrt(m00 * m00 + m01 * m01);
1649        float scaleY = sqrt(m10 * m10 + m11 * m11);
1650        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1651        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1652    }
1653
1654    setupDraw();
1655    setupDrawNoTexture();
1656    setupDrawAALine();
1657    setupDrawColor(color);
1658    setupDrawColorFilter();
1659    setupDrawShader();
1660    setupDrawBlending(true, mode);
1661    setupDrawProgram();
1662    setupDrawModelViewIdentity(true);
1663    setupDrawColorUniforms();
1664    setupDrawColorFilterUniforms();
1665    setupDrawShaderIdentityUniforms();
1666
1667    AAVertex rects[4];
1668    AAVertex* aaVertices = &rects[0];
1669    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1670    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1671
1672    float boundarySizeX = .5 * inverseScaleX;
1673    float boundarySizeY = .5 * inverseScaleY;
1674
1675    // Adjust the rect by the AA boundary padding
1676    left -= boundarySizeX;
1677    right += boundarySizeX;
1678    top -= boundarySizeY;
1679    bottom += boundarySizeY;
1680
1681    float width = right - left;
1682    float height = bottom - top;
1683
1684    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1685    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1686    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1687    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1688    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1689    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1690    glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1691
1692    if (!quickReject(left, top, right, bottom)) {
1693        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1694        AAVertex::set(aaVertices++, left, top, 1, 0);
1695        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1696        AAVertex::set(aaVertices++, right, top, 0, 0);
1697        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1698        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1699    }
1700}
1701
1702/**
1703 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1704 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1705 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1706 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1707 * of the line. Hairlines are more involved because we need to account for transform scaling
1708 * to end up with a one-pixel-wide line in screen space..
1709 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1710 * in combination with values that we calculate and pass down in this method. The basic approach
1711 * is that the quad we create contains both the core line area plus a bounding area in which
1712 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1713 * proportion of the width and the length of a given segment is represented by the boundary
1714 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1715 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1716 * on the inside). This ends up giving the result we want, with pixels that are completely
1717 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1718 * how far into the boundary region they are, which is determined by shader interpolation.
1719 */
1720void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1721    if (mSnapshot->isIgnored()) return;
1722
1723    const bool isAA = paint->isAntiAlias();
1724    // We use half the stroke width here because we're going to position the quad
1725    // corner vertices half of the width away from the line endpoints
1726    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1727    // A stroke width of 0 has a special meaning in Skia:
1728    // it draws a line 1 px wide regardless of current transform
1729    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1730    float inverseScaleX = 1.0f;
1731    float inverseScaleY = 1.0f;
1732    bool scaled = false;
1733    int alpha;
1734    SkXfermode::Mode mode;
1735    int generatedVerticesCount = 0;
1736    int verticesCount = count;
1737    if (count > 4) {
1738        // Polyline: account for extra vertices needed for continuous tri-strip
1739        verticesCount += (count - 4);
1740    }
1741
1742    if (isHairLine || isAA) {
1743        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1744        // the line on the screen should always be one pixel wide regardless of scale. For
1745        // AA lines, we only want one pixel of translucent boundary around the quad.
1746        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1747            Matrix4 *mat = mSnapshot->transform;
1748            float m00 = mat->data[Matrix4::kScaleX];
1749            float m01 = mat->data[Matrix4::kSkewY];
1750            float m02 = mat->data[2];
1751            float m10 = mat->data[Matrix4::kSkewX];
1752            float m11 = mat->data[Matrix4::kScaleX];
1753            float m12 = mat->data[6];
1754            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1755            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1756            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1757            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1758            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1759                scaled = true;
1760            }
1761        }
1762    }
1763
1764    getAlphaAndMode(paint, &alpha, &mode);
1765    setupDraw();
1766    setupDrawNoTexture();
1767    if (isAA) {
1768        setupDrawAALine();
1769    }
1770    setupDrawColor(paint->getColor(), alpha);
1771    setupDrawColorFilter();
1772    setupDrawShader();
1773    setupDrawBlending(isAA, mode);
1774    setupDrawProgram();
1775    setupDrawModelViewIdentity(true);
1776    setupDrawColorUniforms();
1777    setupDrawColorFilterUniforms();
1778    setupDrawShaderIdentityUniforms();
1779
1780    if (isHairLine) {
1781        // Set a real stroke width to be used in quad construction
1782        halfStrokeWidth = isAA? 1 : .5;
1783    } else if (isAA && !scaled) {
1784        // Expand boundary to enable AA calculations on the quad border
1785        halfStrokeWidth += .5f;
1786    }
1787    Vertex lines[verticesCount];
1788    Vertex* vertices = &lines[0];
1789    AAVertex wLines[verticesCount];
1790    AAVertex* aaVertices = &wLines[0];
1791    if (CC_UNLIKELY(!isAA)) {
1792        setupDrawVertices(vertices);
1793    } else {
1794        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1795        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1796        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1797        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1798        // This value is used in the fragment shader to determine how to fill fragments.
1799        // We will need to calculate the actual width proportion on each segment for
1800        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1801        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1802        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1803    }
1804
1805    AAVertex* prevAAVertex = NULL;
1806    Vertex* prevVertex = NULL;
1807
1808    int boundaryLengthSlot = -1;
1809    int inverseBoundaryLengthSlot = -1;
1810    int boundaryWidthSlot = -1;
1811    int inverseBoundaryWidthSlot = -1;
1812    for (int i = 0; i < count; i += 4) {
1813        // a = start point, b = end point
1814        vec2 a(points[i], points[i + 1]);
1815        vec2 b(points[i + 2], points[i + 3]);
1816        float length = 0;
1817        float boundaryLengthProportion = 0;
1818        float boundaryWidthProportion = 0;
1819
1820        // Find the normal to the line
1821        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1822        if (isHairLine) {
1823            if (isAA) {
1824                float wideningFactor;
1825                if (fabs(n.x) >= fabs(n.y)) {
1826                    wideningFactor = fabs(1.0f / n.x);
1827                } else {
1828                    wideningFactor = fabs(1.0f / n.y);
1829                }
1830                n *= wideningFactor;
1831            }
1832            if (scaled) {
1833                n.x *= inverseScaleX;
1834                n.y *= inverseScaleY;
1835            }
1836        } else if (scaled) {
1837            // Extend n by .5 pixel on each side, post-transform
1838            vec2 extendedN = n.copyNormalized();
1839            extendedN /= 2;
1840            extendedN.x *= inverseScaleX;
1841            extendedN.y *= inverseScaleY;
1842            float extendedNLength = extendedN.length();
1843            // We need to set this value on the shader prior to drawing
1844            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1845            n += extendedN;
1846        }
1847        float x = n.x;
1848        n.x = -n.y;
1849        n.y = x;
1850
1851        // aa lines expand the endpoint vertices to encompass the AA boundary
1852        if (isAA) {
1853            vec2 abVector = (b - a);
1854            length = abVector.length();
1855            abVector.normalize();
1856            if (scaled) {
1857                abVector.x *= inverseScaleX;
1858                abVector.y *= inverseScaleY;
1859                float abLength = abVector.length();
1860                boundaryLengthProportion = abLength / (length + abLength);
1861            } else {
1862                boundaryLengthProportion = .5 / (length + 1);
1863            }
1864            abVector /= 2;
1865            a -= abVector;
1866            b += abVector;
1867        }
1868
1869        // Four corners of the rectangle defining a thick line
1870        vec2 p1 = a - n;
1871        vec2 p2 = a + n;
1872        vec2 p3 = b + n;
1873        vec2 p4 = b - n;
1874
1875
1876        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1877        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1878        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1879        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1880
1881        if (!quickReject(left, top, right, bottom)) {
1882            if (!isAA) {
1883                if (prevVertex != NULL) {
1884                    // Issue two repeat vertices to create degenerate triangles to bridge
1885                    // between the previous line and the new one. This is necessary because
1886                    // we are creating a single triangle_strip which will contain
1887                    // potentially discontinuous line segments.
1888                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1889                    Vertex::set(vertices++, p1.x, p1.y);
1890                    generatedVerticesCount += 2;
1891                }
1892                Vertex::set(vertices++, p1.x, p1.y);
1893                Vertex::set(vertices++, p2.x, p2.y);
1894                Vertex::set(vertices++, p4.x, p4.y);
1895                Vertex::set(vertices++, p3.x, p3.y);
1896                prevVertex = vertices - 1;
1897                generatedVerticesCount += 4;
1898            } else {
1899                if (!isHairLine && scaled) {
1900                    // Must set width proportions per-segment for scaled non-hairlines to use the
1901                    // correct AA boundary dimensions
1902                    if (boundaryWidthSlot < 0) {
1903                        boundaryWidthSlot =
1904                                mCaches.currentProgram->getUniform("boundaryWidth");
1905                        inverseBoundaryWidthSlot =
1906                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1907                    }
1908                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1909                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1910                }
1911                if (boundaryLengthSlot < 0) {
1912                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1913                    inverseBoundaryLengthSlot =
1914                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1915                }
1916                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1917                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1918
1919                if (prevAAVertex != NULL) {
1920                    // Issue two repeat vertices to create degenerate triangles to bridge
1921                    // between the previous line and the new one. This is necessary because
1922                    // we are creating a single triangle_strip which will contain
1923                    // potentially discontinuous line segments.
1924                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
1925                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1926                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1927                    generatedVerticesCount += 2;
1928                }
1929                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1930                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1931                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1932                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1933                prevAAVertex = aaVertices - 1;
1934                generatedVerticesCount += 4;
1935            }
1936            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1937                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1938                    *mSnapshot->transform);
1939        }
1940    }
1941    if (generatedVerticesCount > 0) {
1942       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1943    }
1944}
1945
1946void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1947    if (mSnapshot->isIgnored()) return;
1948
1949    // TODO: The paint's cap style defines whether the points are square or circular
1950    // TODO: Handle AA for round points
1951
1952    // A stroke width of 0 has a special meaning in Skia:
1953    // it draws an unscaled 1px point
1954    float strokeWidth = paint->getStrokeWidth();
1955    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1956    if (isHairLine) {
1957        // Now that we know it's hairline, we can set the effective width, to be used later
1958        strokeWidth = 1.0f;
1959    }
1960    const float halfWidth = strokeWidth / 2;
1961    int alpha;
1962    SkXfermode::Mode mode;
1963    getAlphaAndMode(paint, &alpha, &mode);
1964
1965    int verticesCount = count >> 1;
1966    int generatedVerticesCount = 0;
1967
1968    TextureVertex pointsData[verticesCount];
1969    TextureVertex* vertex = &pointsData[0];
1970
1971    setupDraw();
1972    setupDrawNoTexture();
1973    setupDrawPoint(strokeWidth);
1974    setupDrawColor(paint->getColor(), alpha);
1975    setupDrawColorFilter();
1976    setupDrawShader();
1977    setupDrawBlending(mode);
1978    setupDrawProgram();
1979    setupDrawModelViewIdentity(true);
1980    setupDrawColorUniforms();
1981    setupDrawColorFilterUniforms();
1982    setupDrawPointUniforms();
1983    setupDrawShaderIdentityUniforms();
1984    setupDrawMesh(vertex);
1985
1986    for (int i = 0; i < count; i += 2) {
1987        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1988        generatedVerticesCount++;
1989        float left = points[i] - halfWidth;
1990        float right = points[i] + halfWidth;
1991        float top = points[i + 1] - halfWidth;
1992        float bottom = points [i + 1] + halfWidth;
1993        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1994    }
1995
1996    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1997}
1998
1999void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2000    // No need to check against the clip, we fill the clip region
2001    if (mSnapshot->isIgnored()) return;
2002
2003    Rect& clip(*mSnapshot->clipRect);
2004    clip.snapToPixelBoundaries();
2005
2006    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2007}
2008
2009void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
2010    if (!texture) return;
2011    const AutoTexture autoCleanup(texture);
2012
2013    const float x = left + texture->left - texture->offset;
2014    const float y = top + texture->top - texture->offset;
2015
2016    drawPathTexture(texture, x, y, paint);
2017}
2018
2019void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2020        float rx, float ry, SkPaint* paint) {
2021    if (mSnapshot->isIgnored()) return;
2022
2023    mCaches.activeTexture(0);
2024    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2025            right - left, bottom - top, rx, ry, paint);
2026    drawShape(left, top, texture, paint);
2027}
2028
2029void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2030    if (mSnapshot->isIgnored()) return;
2031
2032    mCaches.activeTexture(0);
2033    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2034    drawShape(x - radius, y - radius, texture, paint);
2035}
2036
2037void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2038    if (mSnapshot->isIgnored()) return;
2039
2040    mCaches.activeTexture(0);
2041    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2042    drawShape(left, top, texture, paint);
2043}
2044
2045void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2046        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2047    if (mSnapshot->isIgnored()) return;
2048
2049    if (fabs(sweepAngle) >= 360.0f) {
2050        drawOval(left, top, right, bottom, paint);
2051        return;
2052    }
2053
2054    mCaches.activeTexture(0);
2055    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2056            startAngle, sweepAngle, useCenter, paint);
2057    drawShape(left, top, texture, paint);
2058}
2059
2060void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2061        SkPaint* paint) {
2062    if (mSnapshot->isIgnored()) return;
2063
2064    mCaches.activeTexture(0);
2065    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2066    drawShape(left, top, texture, paint);
2067}
2068
2069void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2070    if (p->getStyle() != SkPaint::kFill_Style) {
2071        drawRectAsShape(left, top, right, bottom, p);
2072        return;
2073    }
2074
2075    if (quickReject(left, top, right, bottom)) {
2076        return;
2077    }
2078
2079    SkXfermode::Mode mode;
2080    if (!mCaches.extensions.hasFramebufferFetch()) {
2081        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2082        if (!isMode) {
2083            // Assume SRC_OVER
2084            mode = SkXfermode::kSrcOver_Mode;
2085        }
2086    } else {
2087        mode = getXfermode(p->getXfermode());
2088    }
2089
2090    int color = p->getColor();
2091    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2092        drawAARect(left, top, right, bottom, color, mode);
2093    } else {
2094        drawColorRect(left, top, right, bottom, color, mode);
2095    }
2096}
2097
2098void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2099        const float* positions, SkPaint* paint) {
2100    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2101            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2102        return;
2103    }
2104
2105    // NOTE: Skia does not support perspective transform on drawPosText yet
2106    if (!mSnapshot->transform->isSimple()) {
2107        return;
2108    }
2109
2110    float x = 0.0f;
2111    float y = 0.0f;
2112    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2113    if (pureTranslate) {
2114        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2115        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2116    }
2117
2118    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2119    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2120            paint->getTextSize());
2121
2122    int alpha;
2123    SkXfermode::Mode mode;
2124    getAlphaAndMode(paint, &alpha, &mode);
2125
2126    // Pick the appropriate texture filtering
2127    bool linearFilter = mSnapshot->transform->changesBounds();
2128    if (pureTranslate && !linearFilter) {
2129        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2130    }
2131
2132    mCaches.activeTexture(0);
2133    setupDraw();
2134    setupDrawDirtyRegionsDisabled();
2135    setupDrawWithTexture(true);
2136    setupDrawAlpha8Color(paint->getColor(), alpha);
2137    setupDrawColorFilter();
2138    setupDrawShader();
2139    setupDrawBlending(true, mode);
2140    setupDrawProgram();
2141    setupDrawModelView(x, y, x, y, pureTranslate, true);
2142    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2143    setupDrawPureColorUniforms();
2144    setupDrawColorFilterUniforms();
2145    setupDrawShaderUniforms(pureTranslate);
2146
2147    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2148    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2149
2150#if RENDER_LAYERS_AS_REGIONS
2151    const bool hasActiveLayer = hasLayer();
2152#else
2153    const bool hasActiveLayer = false;
2154#endif
2155
2156    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2157            positions, hasActiveLayer ? &bounds : NULL)) {
2158#if RENDER_LAYERS_AS_REGIONS
2159        if (hasActiveLayer) {
2160            if (!pureTranslate) {
2161                mSnapshot->transform->mapRect(bounds);
2162            }
2163            dirtyLayerUnchecked(bounds, getRegion());
2164        }
2165#endif
2166    }
2167}
2168
2169void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2170        float x, float y, SkPaint* paint, float length) {
2171    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2172            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2173        return;
2174    }
2175
2176    switch (paint->getTextAlign()) {
2177        case SkPaint::kCenter_Align:
2178            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2179            x -= length / 2.0f;
2180            break;
2181        case SkPaint::kRight_Align:
2182            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2183            x -= length;
2184            break;
2185        default:
2186            break;
2187    }
2188
2189    SkPaint::FontMetrics metrics;
2190    paint->getFontMetrics(&metrics, 0.0f);
2191    // If no length was specified, just perform the hit test on the Y axis
2192    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2193        return;
2194    }
2195
2196    const float oldX = x;
2197    const float oldY = y;
2198    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2199    if (CC_LIKELY(pureTranslate)) {
2200        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2201        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2202    }
2203
2204#if DEBUG_GLYPHS
2205    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2206#endif
2207
2208    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2209    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2210            paint->getTextSize());
2211
2212    int alpha;
2213    SkXfermode::Mode mode;
2214    getAlphaAndMode(paint, &alpha, &mode);
2215
2216    if (CC_UNLIKELY(mHasShadow)) {
2217        mCaches.activeTexture(0);
2218
2219        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2220        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2221                paint, text, bytesCount, count, mShadowRadius);
2222        const AutoTexture autoCleanup(shadow);
2223
2224        const float sx = oldX - shadow->left + mShadowDx;
2225        const float sy = oldY - shadow->top + mShadowDy;
2226
2227        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2228        int shadowColor = mShadowColor;
2229        if (mShader) {
2230            shadowColor = 0xffffffff;
2231        }
2232
2233        setupDraw();
2234        setupDrawWithTexture(true);
2235        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2236        setupDrawColorFilter();
2237        setupDrawShader();
2238        setupDrawBlending(true, mode);
2239        setupDrawProgram();
2240        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2241        setupDrawTexture(shadow->id);
2242        setupDrawPureColorUniforms();
2243        setupDrawColorFilterUniforms();
2244        setupDrawShaderUniforms();
2245        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2246
2247        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2248    }
2249
2250    // Pick the appropriate texture filtering
2251    bool linearFilter = mSnapshot->transform->changesBounds();
2252    if (pureTranslate && !linearFilter) {
2253        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2254    }
2255
2256    mCaches.activeTexture(0);
2257    setupDraw();
2258    setupDrawDirtyRegionsDisabled();
2259    setupDrawWithTexture(true);
2260    setupDrawAlpha8Color(paint->getColor(), alpha);
2261    setupDrawColorFilter();
2262    setupDrawShader();
2263    setupDrawBlending(true, mode);
2264    setupDrawProgram();
2265    setupDrawModelView(x, y, x, y, pureTranslate, true);
2266    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2267    setupDrawPureColorUniforms();
2268    setupDrawColorFilterUniforms();
2269    setupDrawShaderUniforms(pureTranslate);
2270
2271    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2272    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2273
2274#if RENDER_LAYERS_AS_REGIONS
2275    const bool hasActiveLayer = hasLayer();
2276#else
2277    const bool hasActiveLayer = false;
2278#endif
2279
2280    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2281            hasActiveLayer ? &bounds : NULL)) {
2282#if RENDER_LAYERS_AS_REGIONS
2283        if (hasActiveLayer) {
2284            if (!pureTranslate) {
2285                mSnapshot->transform->mapRect(bounds);
2286            }
2287            dirtyLayerUnchecked(bounds, getRegion());
2288        }
2289#endif
2290    }
2291
2292    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2293}
2294
2295void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2296        float hOffset, float vOffset, SkPaint* paint) {
2297    // TODO: Implement
2298}
2299
2300void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2301    if (mSnapshot->isIgnored()) return;
2302
2303    mCaches.activeTexture(0);
2304
2305    // TODO: Perform early clip test before we rasterize the path
2306    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2307    if (!texture) return;
2308    const AutoTexture autoCleanup(texture);
2309
2310    const float x = texture->left - texture->offset;
2311    const float y = texture->top - texture->offset;
2312
2313    drawPathTexture(texture, x, y, paint);
2314}
2315
2316void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2317    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2318        return;
2319    }
2320
2321    mCaches.activeTexture(0);
2322
2323    int alpha;
2324    SkXfermode::Mode mode;
2325    getAlphaAndMode(paint, &alpha, &mode);
2326
2327    layer->setAlpha(alpha, mode);
2328
2329#if RENDER_LAYERS_AS_REGIONS
2330    if (CC_LIKELY(!layer->region.isEmpty())) {
2331        if (layer->region.isRect()) {
2332            composeLayerRect(layer, layer->regionRect);
2333        } else if (layer->mesh) {
2334            const float a = alpha / 255.0f;
2335            const Rect& rect = layer->layer;
2336
2337            setupDraw();
2338            setupDrawWithTexture();
2339            setupDrawColor(a, a, a, a);
2340            setupDrawColorFilter();
2341            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2342            setupDrawProgram();
2343            setupDrawPureColorUniforms();
2344            setupDrawColorFilterUniforms();
2345            setupDrawTexture(layer->getTexture());
2346            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2347                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2348                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2349
2350                layer->setFilter(GL_NEAREST);
2351                setupDrawModelViewTranslate(x, y,
2352                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2353            } else {
2354                layer->setFilter(GL_LINEAR);
2355                setupDrawModelViewTranslate(x, y,
2356                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2357            }
2358            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2359
2360            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2361                    GL_UNSIGNED_SHORT, layer->meshIndices);
2362
2363            finishDrawTexture();
2364
2365#if DEBUG_LAYERS_AS_REGIONS
2366            drawRegionRects(layer->region);
2367#endif
2368        }
2369    }
2370#else
2371    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2372    composeLayerRect(layer, r);
2373#endif
2374}
2375
2376///////////////////////////////////////////////////////////////////////////////
2377// Shaders
2378///////////////////////////////////////////////////////////////////////////////
2379
2380void OpenGLRenderer::resetShader() {
2381    mShader = NULL;
2382}
2383
2384void OpenGLRenderer::setupShader(SkiaShader* shader) {
2385    mShader = shader;
2386    if (mShader) {
2387        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2388    }
2389}
2390
2391///////////////////////////////////////////////////////////////////////////////
2392// Color filters
2393///////////////////////////////////////////////////////////////////////////////
2394
2395void OpenGLRenderer::resetColorFilter() {
2396    mColorFilter = NULL;
2397}
2398
2399void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2400    mColorFilter = filter;
2401}
2402
2403///////////////////////////////////////////////////////////////////////////////
2404// Drop shadow
2405///////////////////////////////////////////////////////////////////////////////
2406
2407void OpenGLRenderer::resetShadow() {
2408    mHasShadow = false;
2409}
2410
2411void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2412    mHasShadow = true;
2413    mShadowRadius = radius;
2414    mShadowDx = dx;
2415    mShadowDy = dy;
2416    mShadowColor = color;
2417}
2418
2419///////////////////////////////////////////////////////////////////////////////
2420// Draw filters
2421///////////////////////////////////////////////////////////////////////////////
2422
2423void OpenGLRenderer::resetPaintFilter() {
2424    mHasDrawFilter = false;
2425}
2426
2427void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2428    mHasDrawFilter = true;
2429    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2430    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2431}
2432
2433SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2434    if (!mHasDrawFilter || !paint) return paint;
2435
2436    uint32_t flags = paint->getFlags();
2437
2438    mFilteredPaint = *paint;
2439    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2440
2441    return &mFilteredPaint;
2442}
2443
2444///////////////////////////////////////////////////////////////////////////////
2445// Drawing implementation
2446///////////////////////////////////////////////////////////////////////////////
2447
2448void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2449        float x, float y, SkPaint* paint) {
2450    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2451        return;
2452    }
2453
2454    int alpha;
2455    SkXfermode::Mode mode;
2456    getAlphaAndMode(paint, &alpha, &mode);
2457
2458    setupDraw();
2459    setupDrawWithTexture(true);
2460    setupDrawAlpha8Color(paint->getColor(), alpha);
2461    setupDrawColorFilter();
2462    setupDrawShader();
2463    setupDrawBlending(true, mode);
2464    setupDrawProgram();
2465    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2466    setupDrawTexture(texture->id);
2467    setupDrawPureColorUniforms();
2468    setupDrawColorFilterUniforms();
2469    setupDrawShaderUniforms();
2470    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2471
2472    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2473
2474    finishDrawTexture();
2475}
2476
2477// Same values used by Skia
2478#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2479#define kStdUnderline_Offset    (1.0f / 9.0f)
2480#define kStdUnderline_Thickness (1.0f / 18.0f)
2481
2482void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2483        float x, float y, SkPaint* paint) {
2484    // Handle underline and strike-through
2485    uint32_t flags = paint->getFlags();
2486    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2487        SkPaint paintCopy(*paint);
2488        float underlineWidth = length;
2489        // If length is > 0.0f, we already measured the text for the text alignment
2490        if (length <= 0.0f) {
2491            underlineWidth = paintCopy.measureText(text, bytesCount);
2492        }
2493
2494        float offsetX = 0;
2495        switch (paintCopy.getTextAlign()) {
2496            case SkPaint::kCenter_Align:
2497                offsetX = underlineWidth * 0.5f;
2498                break;
2499            case SkPaint::kRight_Align:
2500                offsetX = underlineWidth;
2501                break;
2502            default:
2503                break;
2504        }
2505
2506        if (CC_LIKELY(underlineWidth > 0.0f)) {
2507            const float textSize = paintCopy.getTextSize();
2508            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2509
2510            const float left = x - offsetX;
2511            float top = 0.0f;
2512
2513            int linesCount = 0;
2514            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2515            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2516
2517            const int pointsCount = 4 * linesCount;
2518            float points[pointsCount];
2519            int currentPoint = 0;
2520
2521            if (flags & SkPaint::kUnderlineText_Flag) {
2522                top = y + textSize * kStdUnderline_Offset;
2523                points[currentPoint++] = left;
2524                points[currentPoint++] = top;
2525                points[currentPoint++] = left + underlineWidth;
2526                points[currentPoint++] = top;
2527            }
2528
2529            if (flags & SkPaint::kStrikeThruText_Flag) {
2530                top = y + textSize * kStdStrikeThru_Offset;
2531                points[currentPoint++] = left;
2532                points[currentPoint++] = top;
2533                points[currentPoint++] = left + underlineWidth;
2534                points[currentPoint++] = top;
2535            }
2536
2537            paintCopy.setStrokeWidth(strokeWidth);
2538
2539            drawLines(&points[0], pointsCount, &paintCopy);
2540        }
2541    }
2542}
2543
2544void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2545        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2546    // If a shader is set, preserve only the alpha
2547    if (mShader) {
2548        color |= 0x00ffffff;
2549    }
2550
2551    setupDraw();
2552    setupDrawNoTexture();
2553    setupDrawColor(color);
2554    setupDrawShader();
2555    setupDrawColorFilter();
2556    setupDrawBlending(mode);
2557    setupDrawProgram();
2558    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2559    setupDrawColorUniforms();
2560    setupDrawShaderUniforms(ignoreTransform);
2561    setupDrawColorFilterUniforms();
2562    setupDrawSimpleMesh();
2563
2564    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2565}
2566
2567void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2568        Texture* texture, SkPaint* paint) {
2569    int alpha;
2570    SkXfermode::Mode mode;
2571    getAlphaAndMode(paint, &alpha, &mode);
2572
2573    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2574
2575    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2576        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2577        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2578
2579        texture->setFilter(GL_NEAREST, true);
2580        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2581                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2582                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2583    } else {
2584        texture->setFilter(FILTER(paint), true);
2585        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2586                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2587                GL_TRIANGLE_STRIP, gMeshCount);
2588    }
2589}
2590
2591void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2592        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2593    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2594            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2595}
2596
2597void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2598        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2599        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2600        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2601
2602    setupDraw();
2603    setupDrawWithTexture();
2604    setupDrawColor(alpha, alpha, alpha, alpha);
2605    setupDrawColorFilter();
2606    setupDrawBlending(blend, mode, swapSrcDst);
2607    setupDrawProgram();
2608    if (!dirty) {
2609        setupDrawDirtyRegionsDisabled();
2610    }
2611    if (!ignoreScale) {
2612        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2613    } else {
2614        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2615    }
2616    setupDrawPureColorUniforms();
2617    setupDrawColorFilterUniforms();
2618    setupDrawTexture(texture);
2619    setupDrawMesh(vertices, texCoords, vbo);
2620
2621    glDrawArrays(drawMode, 0, elementsCount);
2622
2623    finishDrawTexture();
2624}
2625
2626void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2627        ProgramDescription& description, bool swapSrcDst) {
2628    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2629    if (blend) {
2630        // These blend modes are not supported by OpenGL directly and have
2631        // to be implemented using shaders. Since the shader will perform
2632        // the blending, turn blending off here
2633        // If the blend mode cannot be implemented using shaders, fall
2634        // back to the default SrcOver blend mode instead
2635        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2636            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2637                description.framebufferMode = mode;
2638                description.swapSrcDst = swapSrcDst;
2639
2640                if (mCaches.blend) {
2641                    glDisable(GL_BLEND);
2642                    mCaches.blend = false;
2643                }
2644
2645                return;
2646            } else {
2647                mode = SkXfermode::kSrcOver_Mode;
2648            }
2649        }
2650
2651        if (!mCaches.blend) {
2652            glEnable(GL_BLEND);
2653        }
2654
2655        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2656        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2657
2658        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2659            glBlendFunc(sourceMode, destMode);
2660            mCaches.lastSrcMode = sourceMode;
2661            mCaches.lastDstMode = destMode;
2662        }
2663    } else if (mCaches.blend) {
2664        glDisable(GL_BLEND);
2665    }
2666    mCaches.blend = blend;
2667}
2668
2669bool OpenGLRenderer::useProgram(Program* program) {
2670    if (!program->isInUse()) {
2671        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2672        program->use();
2673        mCaches.currentProgram = program;
2674        return false;
2675    }
2676    return true;
2677}
2678
2679void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2680    TextureVertex* v = &mMeshVertices[0];
2681    TextureVertex::setUV(v++, u1, v1);
2682    TextureVertex::setUV(v++, u2, v1);
2683    TextureVertex::setUV(v++, u1, v2);
2684    TextureVertex::setUV(v++, u2, v2);
2685}
2686
2687void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2688    if (paint) {
2689        *mode = getXfermode(paint->getXfermode());
2690
2691        // Skia draws using the color's alpha channel if < 255
2692        // Otherwise, it uses the paint's alpha
2693        int color = paint->getColor();
2694        *alpha = (color >> 24) & 0xFF;
2695        if (*alpha == 255) {
2696            *alpha = paint->getAlpha();
2697        }
2698    } else {
2699        *mode = SkXfermode::kSrcOver_Mode;
2700        *alpha = 255;
2701    }
2702}
2703
2704SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2705    SkXfermode::Mode resultMode;
2706    if (!SkXfermode::AsMode(mode, &resultMode)) {
2707        resultMode = SkXfermode::kSrcOver_Mode;
2708    }
2709    return resultMode;
2710}
2711
2712}; // namespace uirenderer
2713}; // namespace android
2714