OpenGLRenderer.cpp revision 5b7a3150a6dbf193b371854b66fa654937633d3a
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DisplayListRenderer.h"
35#include "Vector.h"
36
37namespace android {
38namespace uirenderer {
39
40///////////////////////////////////////////////////////////////////////////////
41// Defines
42///////////////////////////////////////////////////////////////////////////////
43
44#define RAD_TO_DEG (180.0f / 3.14159265f)
45#define MIN_ANGLE 0.001f
46
47// TODO: This should be set in properties
48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
49
50///////////////////////////////////////////////////////////////////////////////
51// Globals
52///////////////////////////////////////////////////////////////////////////////
53
54/**
55 * Structure mapping Skia xfermodes to OpenGL blending factors.
56 */
57struct Blender {
58    SkXfermode::Mode mode;
59    GLenum src;
60    GLenum dst;
61}; // struct Blender
62
63// In this array, the index of each Blender equals the value of the first
64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
65static const Blender gBlends[] = {
66    { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
67    { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
68    { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
69    { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
70    { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
71    { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
72    { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
73    { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
74    { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
76    { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
77    { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
78};
79
80// This array contains the swapped version of each SkXfermode. For instance
81// this array's SrcOver blending mode is actually DstOver. You can refer to
82// createLayer() for more information on the purpose of this array.
83static const Blender gBlendsSwap[] = {
84    { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
85    { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
86    { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
87    { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
88    { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
89    { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
90    { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
91    { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
92    { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
93    { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
94    { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
96};
97
98static const GLenum gTextureUnits[] = {
99    GL_TEXTURE0,
100    GL_TEXTURE1,
101    GL_TEXTURE2
102};
103
104///////////////////////////////////////////////////////////////////////////////
105// Constructors/destructor
106///////////////////////////////////////////////////////////////////////////////
107
108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
109    mShader = NULL;
110    mColorFilter = NULL;
111    mHasShadow = false;
112
113    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
114
115    mFirstSnapshot = new Snapshot;
116}
117
118OpenGLRenderer::~OpenGLRenderer() {
119    // The context has already been destroyed at this point, do not call
120    // GL APIs. All GL state should be kept in Caches.h
121}
122
123///////////////////////////////////////////////////////////////////////////////
124// Setup
125///////////////////////////////////////////////////////////////////////////////
126
127void OpenGLRenderer::setViewport(int width, int height) {
128    glViewport(0, 0, width, height);
129    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
130
131    mWidth = width;
132    mHeight = height;
133
134    mFirstSnapshot->height = height;
135    mFirstSnapshot->viewport.set(0, 0, width, height);
136
137    mDirtyClip = false;
138}
139
140void OpenGLRenderer::prepare(bool opaque) {
141    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
142}
143
144void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
145    mCaches.clearGarbage();
146
147    mSnapshot = new Snapshot(mFirstSnapshot,
148            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
149    mSnapshot->fbo = getTargetFbo();
150
151    mSaveCount = 1;
152
153    glViewport(0, 0, mWidth, mHeight);
154
155    glDisable(GL_DITHER);
156
157    glEnable(GL_SCISSOR_TEST);
158    glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
159    mSnapshot->setClip(left, top, right, bottom);
160
161    if (!opaque) {
162        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
163        glClear(GL_COLOR_BUFFER_BIT);
164    }
165}
166
167void OpenGLRenderer::finish() {
168#if DEBUG_OPENGL
169    GLenum status = GL_NO_ERROR;
170    while ((status = glGetError()) != GL_NO_ERROR) {
171        LOGD("GL error from OpenGLRenderer: 0x%x", status);
172        switch (status) {
173            case GL_OUT_OF_MEMORY:
174                LOGE("  OpenGLRenderer is out of memory!");
175                break;
176        }
177    }
178#endif
179#if DEBUG_MEMORY_USAGE
180    mCaches.dumpMemoryUsage();
181#else
182    if (mCaches.getDebugLevel() & kDebugMemory) {
183        mCaches.dumpMemoryUsage();
184    }
185#endif
186}
187
188void OpenGLRenderer::interrupt() {
189    if (mCaches.currentProgram) {
190        if (mCaches.currentProgram->isInUse()) {
191            mCaches.currentProgram->remove();
192            mCaches.currentProgram = NULL;
193        }
194    }
195    mCaches.unbindMeshBuffer();
196}
197
198void OpenGLRenderer::resume() {
199    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
200
201    glEnable(GL_SCISSOR_TEST);
202    dirtyClip();
203
204    glDisable(GL_DITHER);
205
206    glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
207    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
208
209    mCaches.blend = true;
210    glEnable(GL_BLEND);
211    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
212    glBlendEquation(GL_FUNC_ADD);
213}
214
215bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
216    interrupt();
217    if (mDirtyClip) {
218        setScissorFromClip();
219    }
220
221    Rect clip(*mSnapshot->clipRect);
222    clip.snapToPixelBoundaries();
223
224#if RENDER_LAYERS_AS_REGIONS
225    // Since we don't know what the functor will draw, let's dirty
226    // tne entire clip region
227    if (hasLayer()) {
228        dirtyLayerUnchecked(clip, getRegion());
229    }
230#endif
231
232    DrawGlInfo info;
233    info.clipLeft = clip.left;
234    info.clipTop = clip.top;
235    info.clipRight = clip.right;
236    info.clipBottom = clip.bottom;
237    info.isLayer = hasLayer();
238    getSnapshot()->transform->copyTo(&info.transform[0]);
239
240    status_t result = (*functor)(0, &info);
241
242    if (result != 0) {
243        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
244        dirty.unionWith(localDirty);
245    }
246
247    resume();
248    return result != 0;
249}
250
251///////////////////////////////////////////////////////////////////////////////
252// State management
253///////////////////////////////////////////////////////////////////////////////
254
255int OpenGLRenderer::getSaveCount() const {
256    return mSaveCount;
257}
258
259int OpenGLRenderer::save(int flags) {
260    return saveSnapshot(flags);
261}
262
263void OpenGLRenderer::restore() {
264    if (mSaveCount > 1) {
265        restoreSnapshot();
266    }
267}
268
269void OpenGLRenderer::restoreToCount(int saveCount) {
270    if (saveCount < 1) saveCount = 1;
271
272    while (mSaveCount > saveCount) {
273        restoreSnapshot();
274    }
275}
276
277int OpenGLRenderer::saveSnapshot(int flags) {
278    mSnapshot = new Snapshot(mSnapshot, flags);
279    return mSaveCount++;
280}
281
282bool OpenGLRenderer::restoreSnapshot() {
283    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
284    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
285    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
286
287    sp<Snapshot> current = mSnapshot;
288    sp<Snapshot> previous = mSnapshot->previous;
289
290    if (restoreOrtho) {
291        Rect& r = previous->viewport;
292        glViewport(r.left, r.top, r.right, r.bottom);
293        mOrthoMatrix.load(current->orthoMatrix);
294    }
295
296    mSaveCount--;
297    mSnapshot = previous;
298
299    if (restoreClip) {
300        dirtyClip();
301    }
302
303    if (restoreLayer) {
304        composeLayer(current, previous);
305    }
306
307    return restoreClip;
308}
309
310///////////////////////////////////////////////////////////////////////////////
311// Layers
312///////////////////////////////////////////////////////////////////////////////
313
314int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
315        SkPaint* p, int flags) {
316    const GLuint previousFbo = mSnapshot->fbo;
317    const int count = saveSnapshot(flags);
318
319    if (!mSnapshot->isIgnored()) {
320        int alpha = 255;
321        SkXfermode::Mode mode;
322
323        if (p) {
324            alpha = p->getAlpha();
325            if (!mCaches.extensions.hasFramebufferFetch()) {
326                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
327                if (!isMode) {
328                    // Assume SRC_OVER
329                    mode = SkXfermode::kSrcOver_Mode;
330                }
331            } else {
332                mode = getXfermode(p->getXfermode());
333            }
334        } else {
335            mode = SkXfermode::kSrcOver_Mode;
336        }
337
338        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
339    }
340
341    return count;
342}
343
344int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
345        int alpha, int flags) {
346    if (alpha >= 255 - ALPHA_THRESHOLD) {
347        return saveLayer(left, top, right, bottom, NULL, flags);
348    } else {
349        SkPaint paint;
350        paint.setAlpha(alpha);
351        return saveLayer(left, top, right, bottom, &paint, flags);
352    }
353}
354
355/**
356 * Layers are viewed by Skia are slightly different than layers in image editing
357 * programs (for instance.) When a layer is created, previously created layers
358 * and the frame buffer still receive every drawing command. For instance, if a
359 * layer is created and a shape intersecting the bounds of the layers and the
360 * framebuffer is draw, the shape will be drawn on both (unless the layer was
361 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
362 *
363 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
364 * texture. Unfortunately, this is inefficient as it requires every primitive to
365 * be drawn n + 1 times, where n is the number of active layers. In practice this
366 * means, for every primitive:
367 *   - Switch active frame buffer
368 *   - Change viewport, clip and projection matrix
369 *   - Issue the drawing
370 *
371 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
372 * To avoid this, layers are implemented in a different way here, at least in the
373 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
374 * is set. When this flag is set we can redirect all drawing operations into a
375 * single FBO.
376 *
377 * This implementation relies on the frame buffer being at least RGBA 8888. When
378 * a layer is created, only a texture is created, not an FBO. The content of the
379 * frame buffer contained within the layer's bounds is copied into this texture
380 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
381 * buffer and drawing continues as normal. This technique therefore treats the
382 * frame buffer as a scratch buffer for the layers.
383 *
384 * To compose the layers back onto the frame buffer, each layer texture
385 * (containing the original frame buffer data) is drawn as a simple quad over
386 * the frame buffer. The trick is that the quad is set as the composition
387 * destination in the blending equation, and the frame buffer becomes the source
388 * of the composition.
389 *
390 * Drawing layers with an alpha value requires an extra step before composition.
391 * An empty quad is drawn over the layer's region in the frame buffer. This quad
392 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
393 * quad is used to multiply the colors in the frame buffer. This is achieved by
394 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
395 * GL_ZERO, GL_SRC_ALPHA.
396 *
397 * Because glCopyTexImage2D() can be slow, an alternative implementation might
398 * be use to draw a single clipped layer. The implementation described above
399 * is correct in every case.
400 *
401 * (1) The frame buffer is actually not cleared right away. To allow the GPU
402 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
403 *     buffer is left untouched until the first drawing operation. Only when
404 *     something actually gets drawn are the layers regions cleared.
405 */
406bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
407        float right, float bottom, int alpha, SkXfermode::Mode mode,
408        int flags, GLuint previousFbo) {
409    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
410    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
411
412    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
413
414    // Window coordinates of the layer
415    Rect bounds(left, top, right, bottom);
416    if (!fboLayer) {
417        mSnapshot->transform->mapRect(bounds);
418
419        // Layers only make sense if they are in the framebuffer's bounds
420        if (bounds.intersect(*snapshot->clipRect)) {
421            // We cannot work with sub-pixels in this case
422            bounds.snapToPixelBoundaries();
423
424            // When the layer is not an FBO, we may use glCopyTexImage so we
425            // need to make sure the layer does not extend outside the bounds
426            // of the framebuffer
427            if (!bounds.intersect(snapshot->previous->viewport)) {
428                bounds.setEmpty();
429            }
430        } else {
431            bounds.setEmpty();
432        }
433    }
434
435    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
436            bounds.getHeight() > mCaches.maxTextureSize) {
437        snapshot->empty = fboLayer;
438    } else {
439        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
440    }
441
442    // Bail out if we won't draw in this snapshot
443    if (snapshot->invisible || snapshot->empty) {
444        return false;
445    }
446
447    glActiveTexture(gTextureUnits[0]);
448    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
449    if (!layer) {
450        return false;
451    }
452
453    layer->mode = mode;
454    layer->alpha = alpha;
455    layer->layer.set(bounds);
456    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
457            bounds.getWidth() / float(layer->width), 0.0f);
458    layer->colorFilter = mColorFilter;
459
460    // Save the layer in the snapshot
461    snapshot->flags |= Snapshot::kFlagIsLayer;
462    snapshot->layer = layer;
463
464    if (fboLayer) {
465        return createFboLayer(layer, bounds, snapshot, previousFbo);
466    } else {
467        // Copy the framebuffer into the layer
468        glBindTexture(GL_TEXTURE_2D, layer->texture);
469        if (!bounds.isEmpty()) {
470            if (layer->empty) {
471                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left,
472                        snapshot->height - bounds.bottom, layer->width, layer->height, 0);
473                layer->empty = false;
474            } else {
475                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
476                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
477            }
478
479            // Clear the framebuffer where the layer will draw
480            glScissor(bounds.left, mSnapshot->height - bounds.bottom,
481                    bounds.getWidth(), bounds.getHeight());
482            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
483            glClear(GL_COLOR_BUFFER_BIT);
484
485            dirtyClip();
486        }
487    }
488
489    return true;
490}
491
492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
493        GLuint previousFbo) {
494    layer->fbo = mCaches.fboCache.get();
495
496#if RENDER_LAYERS_AS_REGIONS
497    snapshot->region = &snapshot->layer->region;
498    snapshot->flags |= Snapshot::kFlagFboTarget;
499#endif
500
501    Rect clip(bounds);
502    snapshot->transform->mapRect(clip);
503    clip.intersect(*snapshot->clipRect);
504    clip.snapToPixelBoundaries();
505    clip.intersect(snapshot->previous->viewport);
506
507    mat4 inverse;
508    inverse.loadInverse(*mSnapshot->transform);
509
510    inverse.mapRect(clip);
511    clip.snapToPixelBoundaries();
512    clip.intersect(bounds);
513    clip.translate(-bounds.left, -bounds.top);
514
515    snapshot->flags |= Snapshot::kFlagIsFboLayer;
516    snapshot->fbo = layer->fbo;
517    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
518    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
519    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
520    snapshot->height = bounds.getHeight();
521    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
522    snapshot->orthoMatrix.load(mOrthoMatrix);
523
524    // Bind texture to FBO
525    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
526    glBindTexture(GL_TEXTURE_2D, layer->texture);
527
528    // Initialize the texture if needed
529    if (layer->empty) {
530        layer->empty = false;
531        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
532                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
533    }
534
535    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
536            layer->texture, 0);
537
538#if DEBUG_LAYERS_AS_REGIONS
539    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
540    if (status != GL_FRAMEBUFFER_COMPLETE) {
541        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
542
543        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
544        glDeleteTextures(1, &layer->texture);
545        mCaches.fboCache.put(layer->fbo);
546
547        delete layer;
548
549        return false;
550    }
551#endif
552
553    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
554    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
555            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
556    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
557    glClear(GL_COLOR_BUFFER_BIT);
558
559    dirtyClip();
560
561    // Change the ortho projection
562    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
563    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
564
565    return true;
566}
567
568/**
569 * Read the documentation of createLayer() before doing anything in this method.
570 */
571void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
572    if (!current->layer) {
573        LOGE("Attempting to compose a layer that does not exist");
574        return;
575    }
576
577    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
578
579    if (fboLayer) {
580        // Unbind current FBO and restore previous one
581        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
582    }
583
584    Layer* layer = current->layer;
585    const Rect& rect = layer->layer;
586
587    if (!fboLayer && layer->alpha < 255) {
588        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
589                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
590        // Required below, composeLayerRect() will divide by 255
591        layer->alpha = 255;
592    }
593
594    mCaches.unbindMeshBuffer();
595
596    glActiveTexture(gTextureUnits[0]);
597
598    // When the layer is stored in an FBO, we can save a bit of fillrate by
599    // drawing only the dirty region
600    if (fboLayer) {
601        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
602        if (layer->colorFilter) {
603            setupColorFilter(layer->colorFilter);
604        }
605        composeLayerRegion(layer, rect);
606        if (layer->colorFilter) {
607            resetColorFilter();
608        }
609    } else {
610        if (!rect.isEmpty()) {
611            dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
612            composeLayerRect(layer, rect, true);
613        }
614    }
615
616    if (fboLayer) {
617        // Detach the texture from the FBO
618        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
619        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
620        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
621
622        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
623        mCaches.fboCache.put(current->fbo);
624    }
625
626    dirtyClip();
627
628    // Failing to add the layer to the cache should happen only if the layer is too large
629    if (!mCaches.layerCache.put(layer)) {
630        LAYER_LOGD("Deleting layer");
631        glDeleteTextures(1, &layer->texture);
632        delete layer;
633    }
634}
635
636void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
637    const Rect& texCoords = layer->texCoords;
638    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
639
640    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
641            layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
642            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
643
644    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
645}
646
647void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
648#if RENDER_LAYERS_AS_REGIONS
649    if (layer->region.isRect()) {
650        composeLayerRect(layer, layer->regionRect);
651        layer->region.clear();
652        return;
653    }
654
655    if (!layer->region.isEmpty()) {
656        size_t count;
657        const android::Rect* rects = layer->region.getArray(&count);
658
659        const float alpha = layer->alpha / 255.0f;
660        const float texX = 1.0f / float(layer->width);
661        const float texY = 1.0f / float(layer->height);
662        const float height = rect.getHeight();
663
664        TextureVertex* mesh = mCaches.getRegionMesh();
665        GLsizei numQuads = 0;
666
667        setupDraw();
668        setupDrawWithTexture();
669        setupDrawColor(alpha, alpha, alpha, alpha);
670        setupDrawColorFilter();
671        setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
672        setupDrawProgram();
673        setupDrawDirtyRegionsDisabled();
674        setupDrawPureColorUniforms();
675        setupDrawColorFilterUniforms();
676        setupDrawTexture(layer->texture);
677        setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
678        setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
679
680        for (size_t i = 0; i < count; i++) {
681            const android::Rect* r = &rects[i];
682
683            const float u1 = r->left * texX;
684            const float v1 = (height - r->top) * texY;
685            const float u2 = r->right * texX;
686            const float v2 = (height - r->bottom) * texY;
687
688            // TODO: Reject quads outside of the clip
689            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
690            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
691            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
692            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
693
694            numQuads++;
695
696            if (numQuads >= REGION_MESH_QUAD_COUNT) {
697                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
698                numQuads = 0;
699                mesh = mCaches.getRegionMesh();
700            }
701        }
702
703        if (numQuads > 0) {
704            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
705        }
706
707        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
708        finishDrawTexture();
709
710#if DEBUG_LAYERS_AS_REGIONS
711        drawRegionRects(layer->region);
712#endif
713
714        layer->region.clear();
715    }
716#else
717    composeLayerRect(layer, rect);
718#endif
719}
720
721void OpenGLRenderer::drawRegionRects(const Region& region) {
722#if DEBUG_LAYERS_AS_REGIONS
723    size_t count;
724    const android::Rect* rects = region.getArray(&count);
725
726    uint32_t colors[] = {
727            0x7fff0000, 0x7f00ff00,
728            0x7f0000ff, 0x7fff00ff,
729    };
730
731    int offset = 0;
732    int32_t top = rects[0].top;
733
734    for (size_t i = 0; i < count; i++) {
735        if (top != rects[i].top) {
736            offset ^= 0x2;
737            top = rects[i].top;
738        }
739
740        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
741        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
742                SkXfermode::kSrcOver_Mode);
743    }
744#endif
745}
746
747void OpenGLRenderer::dirtyLayer(const float left, const float top,
748        const float right, const float bottom, const mat4 transform) {
749#if RENDER_LAYERS_AS_REGIONS
750    if (hasLayer()) {
751        Rect bounds(left, top, right, bottom);
752        transform.mapRect(bounds);
753        dirtyLayerUnchecked(bounds, getRegion());
754    }
755#endif
756}
757
758void OpenGLRenderer::dirtyLayer(const float left, const float top,
759        const float right, const float bottom) {
760#if RENDER_LAYERS_AS_REGIONS
761    if (hasLayer()) {
762        Rect bounds(left, top, right, bottom);
763        dirtyLayerUnchecked(bounds, getRegion());
764    }
765#endif
766}
767
768void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
769#if RENDER_LAYERS_AS_REGIONS
770    if (bounds.intersect(*mSnapshot->clipRect)) {
771        bounds.snapToPixelBoundaries();
772        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
773        if (!dirty.isEmpty()) {
774            region->orSelf(dirty);
775        }
776    }
777#endif
778}
779
780///////////////////////////////////////////////////////////////////////////////
781// Transforms
782///////////////////////////////////////////////////////////////////////////////
783
784void OpenGLRenderer::translate(float dx, float dy) {
785    mSnapshot->transform->translate(dx, dy, 0.0f);
786}
787
788void OpenGLRenderer::rotate(float degrees) {
789    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
790}
791
792void OpenGLRenderer::scale(float sx, float sy) {
793    mSnapshot->transform->scale(sx, sy, 1.0f);
794}
795
796void OpenGLRenderer::skew(float sx, float sy) {
797    mSnapshot->transform->skew(sx, sy);
798}
799
800void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
801    mSnapshot->transform->load(*matrix);
802}
803
804const float* OpenGLRenderer::getMatrix() const {
805    if (mSnapshot->fbo != 0) {
806        return &mSnapshot->transform->data[0];
807    }
808    return &mIdentity.data[0];
809}
810
811void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
812    mSnapshot->transform->copyTo(*matrix);
813}
814
815void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
816    SkMatrix transform;
817    mSnapshot->transform->copyTo(transform);
818    transform.preConcat(*matrix);
819    mSnapshot->transform->load(transform);
820}
821
822///////////////////////////////////////////////////////////////////////////////
823// Clipping
824///////////////////////////////////////////////////////////////////////////////
825
826void OpenGLRenderer::setScissorFromClip() {
827    Rect clip(*mSnapshot->clipRect);
828    clip.snapToPixelBoundaries();
829    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
830    mDirtyClip = false;
831}
832
833const Rect& OpenGLRenderer::getClipBounds() {
834    return mSnapshot->getLocalClip();
835}
836
837bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
838    if (mSnapshot->isIgnored()) {
839        return true;
840    }
841
842    Rect r(left, top, right, bottom);
843    mSnapshot->transform->mapRect(r);
844    r.snapToPixelBoundaries();
845
846    Rect clipRect(*mSnapshot->clipRect);
847    clipRect.snapToPixelBoundaries();
848
849    return !clipRect.intersects(r);
850}
851
852bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
853    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
854    if (clipped) {
855        dirtyClip();
856    }
857    return !mSnapshot->clipRect->isEmpty();
858}
859
860///////////////////////////////////////////////////////////////////////////////
861// Drawing commands
862///////////////////////////////////////////////////////////////////////////////
863
864void OpenGLRenderer::setupDraw() {
865    if (mDirtyClip) {
866        setScissorFromClip();
867    }
868    mDescription.reset();
869    mSetShaderColor = false;
870    mColorSet = false;
871    mColorA = mColorR = mColorG = mColorB = 0.0f;
872    mTextureUnit = 0;
873    mTrackDirtyRegions = true;
874    mTexCoordsSlot = -1;
875}
876
877void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
878    mDescription.hasTexture = true;
879    mDescription.hasAlpha8Texture = isAlpha8;
880}
881
882void OpenGLRenderer::setupDrawPoint(float pointSize) {
883    mDescription.isPoint = true;
884    mDescription.pointSize = pointSize;
885}
886
887void OpenGLRenderer::setupDrawColor(int color) {
888    setupDrawColor(color, (color >> 24) & 0xFF);
889}
890
891void OpenGLRenderer::setupDrawColor(int color, int alpha) {
892    mColorA = alpha / 255.0f;
893    const float a = mColorA / 255.0f;
894    mColorR = a * ((color >> 16) & 0xFF);
895    mColorG = a * ((color >>  8) & 0xFF);
896    mColorB = a * ((color      ) & 0xFF);
897    mColorSet = true;
898    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
899}
900
901void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
902    mColorA = alpha / 255.0f;
903    const float a = mColorA / 255.0f;
904    mColorR = a * ((color >> 16) & 0xFF);
905    mColorG = a * ((color >>  8) & 0xFF);
906    mColorB = a * ((color      ) & 0xFF);
907    mColorSet = true;
908    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
909}
910
911void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
912    mColorA = a;
913    mColorR = r;
914    mColorG = g;
915    mColorB = b;
916    mColorSet = true;
917    mSetShaderColor = mDescription.setColor(r, g, b, a);
918}
919
920void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
921    mColorA = a;
922    mColorR = r;
923    mColorG = g;
924    mColorB = b;
925    mColorSet = true;
926    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
927}
928
929void OpenGLRenderer::setupDrawShader() {
930    if (mShader) {
931        mShader->describe(mDescription, mCaches.extensions);
932    }
933}
934
935void OpenGLRenderer::setupDrawColorFilter() {
936    if (mColorFilter) {
937        mColorFilter->describe(mDescription, mCaches.extensions);
938    }
939}
940
941void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
942    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
943            mDescription, swapSrcDst);
944}
945
946void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
947    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
948            mDescription, swapSrcDst);
949}
950
951void OpenGLRenderer::setupDrawProgram() {
952    useProgram(mCaches.programCache.get(mDescription));
953}
954
955void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
956    mTrackDirtyRegions = false;
957}
958
959void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
960        bool ignoreTransform) {
961    mModelView.loadTranslate(left, top, 0.0f);
962    if (!ignoreTransform) {
963        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
964        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
965    } else {
966        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
967        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
968    }
969}
970
971void OpenGLRenderer::setupDrawModelViewIdentity() {
972    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform);
973}
974
975void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
976        bool ignoreTransform, bool ignoreModelView) {
977    if (!ignoreModelView) {
978        mModelView.loadTranslate(left, top, 0.0f);
979        mModelView.scale(right - left, bottom - top, 1.0f);
980    } else {
981        mModelView.loadIdentity();
982    }
983    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
984    if (!ignoreTransform) {
985        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
986        if (mTrackDirtyRegions && dirty) {
987            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
988        }
989    } else {
990        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
991        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
992    }
993}
994
995void OpenGLRenderer::setupDrawPointUniforms() {
996    int slot = mCaches.currentProgram->getUniform("pointSize");
997    glUniform1f(slot, mDescription.pointSize);
998}
999
1000void OpenGLRenderer::setupDrawColorUniforms() {
1001    if (mColorSet || (mShader && mSetShaderColor)) {
1002        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1003    }
1004}
1005
1006void OpenGLRenderer::setupDrawPureColorUniforms() {
1007    if (mSetShaderColor) {
1008        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1009    }
1010}
1011
1012void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1013    if (mShader) {
1014        if (ignoreTransform) {
1015            mModelView.loadInverse(*mSnapshot->transform);
1016        }
1017        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1018    }
1019}
1020
1021void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1022    if (mShader) {
1023        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1024    }
1025}
1026
1027void OpenGLRenderer::setupDrawColorFilterUniforms() {
1028    if (mColorFilter) {
1029        mColorFilter->setupProgram(mCaches.currentProgram);
1030    }
1031}
1032
1033void OpenGLRenderer::setupDrawSimpleMesh() {
1034    mCaches.bindMeshBuffer();
1035    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1036            gMeshStride, 0);
1037}
1038
1039void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1040    bindTexture(texture);
1041    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1042
1043    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1044    glEnableVertexAttribArray(mTexCoordsSlot);
1045}
1046
1047void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1048    if (!vertices) {
1049        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1050    } else {
1051        mCaches.unbindMeshBuffer();
1052    }
1053    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1054            gMeshStride, vertices);
1055    if (mTexCoordsSlot >= 0) {
1056        glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1057    }
1058}
1059
1060void OpenGLRenderer::finishDrawTexture() {
1061    glDisableVertexAttribArray(mTexCoordsSlot);
1062}
1063
1064///////////////////////////////////////////////////////////////////////////////
1065// Drawing
1066///////////////////////////////////////////////////////////////////////////////
1067
1068bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1069        Rect& dirty, uint32_t level) {
1070    if (quickReject(0.0f, 0.0f, width, height)) {
1071        return false;
1072    }
1073
1074    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1075    // will be performed by the display list itself
1076    if (displayList) {
1077        return displayList->replay(*this, dirty, level);
1078    }
1079
1080    return false;
1081}
1082
1083void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1084    int alpha;
1085    SkXfermode::Mode mode;
1086    getAlphaAndMode(paint, &alpha, &mode);
1087
1088    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1089
1090    float x = left;
1091    float y = top;
1092
1093    bool ignoreTransform = false;
1094    if (mSnapshot->transform->isPureTranslate()) {
1095        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1096        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1097        ignoreTransform = true;
1098    }
1099
1100    setupDraw();
1101    setupDrawWithTexture(true);
1102    if (paint) {
1103        setupDrawAlpha8Color(paint->getColor(), alpha);
1104    }
1105    setupDrawColorFilter();
1106    setupDrawShader();
1107    setupDrawBlending(true, mode);
1108    setupDrawProgram();
1109    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1110    setupDrawTexture(texture->id);
1111    setupDrawPureColorUniforms();
1112    setupDrawColorFilterUniforms();
1113    setupDrawShaderUniforms();
1114    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1115
1116    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1117
1118    finishDrawTexture();
1119}
1120
1121void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1122    const float right = left + bitmap->width();
1123    const float bottom = top + bitmap->height();
1124
1125    if (quickReject(left, top, right, bottom)) {
1126        return;
1127    }
1128
1129    glActiveTexture(gTextureUnits[0]);
1130    Texture* texture = mCaches.textureCache.get(bitmap);
1131    if (!texture) return;
1132    const AutoTexture autoCleanup(texture);
1133
1134    if (bitmap->getConfig() == SkBitmap::kA8_Config) {
1135        drawAlphaBitmap(texture, left, top, paint);
1136    } else {
1137        drawTextureRect(left, top, right, bottom, texture, paint);
1138    }
1139}
1140
1141void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1142    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1143    const mat4 transform(*matrix);
1144    transform.mapRect(r);
1145
1146    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1147        return;
1148    }
1149
1150    glActiveTexture(gTextureUnits[0]);
1151    Texture* texture = mCaches.textureCache.get(bitmap);
1152    if (!texture) return;
1153    const AutoTexture autoCleanup(texture);
1154
1155    // This could be done in a cheaper way, all we need is pass the matrix
1156    // to the vertex shader. The save/restore is a bit overkill.
1157    save(SkCanvas::kMatrix_SaveFlag);
1158    concatMatrix(matrix);
1159    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1160    restore();
1161}
1162
1163void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1164        float* vertices, int* colors, SkPaint* paint) {
1165    // TODO: Do a quickReject
1166    if (!vertices || mSnapshot->isIgnored()) {
1167        return;
1168    }
1169
1170    glActiveTexture(gTextureUnits[0]);
1171    Texture* texture = mCaches.textureCache.get(bitmap);
1172    if (!texture) return;
1173    const AutoTexture autoCleanup(texture);
1174    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1175
1176    int alpha;
1177    SkXfermode::Mode mode;
1178    getAlphaAndMode(paint, &alpha, &mode);
1179
1180    const uint32_t count = meshWidth * meshHeight * 6;
1181
1182    float left = FLT_MAX;
1183    float top = FLT_MAX;
1184    float right = FLT_MIN;
1185    float bottom = FLT_MIN;
1186
1187#if RENDER_LAYERS_AS_REGIONS
1188    bool hasActiveLayer = hasLayer();
1189#else
1190    bool hasActiveLayer = false;
1191#endif
1192
1193    // TODO: Support the colors array
1194    TextureVertex mesh[count];
1195    TextureVertex* vertex = mesh;
1196    for (int32_t y = 0; y < meshHeight; y++) {
1197        for (int32_t x = 0; x < meshWidth; x++) {
1198            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1199
1200            float u1 = float(x) / meshWidth;
1201            float u2 = float(x + 1) / meshWidth;
1202            float v1 = float(y) / meshHeight;
1203            float v2 = float(y + 1) / meshHeight;
1204
1205            int ax = i + (meshWidth + 1) * 2;
1206            int ay = ax + 1;
1207            int bx = i;
1208            int by = bx + 1;
1209            int cx = i + 2;
1210            int cy = cx + 1;
1211            int dx = i + (meshWidth + 1) * 2 + 2;
1212            int dy = dx + 1;
1213
1214            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1215            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1216            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1217
1218            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1219            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1220            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1221
1222#if RENDER_LAYERS_AS_REGIONS
1223            if (hasActiveLayer) {
1224                // TODO: This could be optimized to avoid unnecessary ops
1225                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1226                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1227                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1228                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1229            }
1230#endif
1231        }
1232    }
1233
1234#if RENDER_LAYERS_AS_REGIONS
1235    if (hasActiveLayer) {
1236        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1237    }
1238#endif
1239
1240    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1241            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1242            GL_TRIANGLES, count, false, false, 0, false, false);
1243}
1244
1245void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1246         float srcLeft, float srcTop, float srcRight, float srcBottom,
1247         float dstLeft, float dstTop, float dstRight, float dstBottom,
1248         SkPaint* paint) {
1249    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1250        return;
1251    }
1252
1253    glActiveTexture(gTextureUnits[0]);
1254    Texture* texture = mCaches.textureCache.get(bitmap);
1255    if (!texture) return;
1256    const AutoTexture autoCleanup(texture);
1257    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1258
1259    const float width = texture->width;
1260    const float height = texture->height;
1261
1262    const float u1 = srcLeft / width;
1263    const float v1 = srcTop / height;
1264    const float u2 = srcRight / width;
1265    const float v2 = srcBottom / height;
1266
1267    mCaches.unbindMeshBuffer();
1268    resetDrawTextureTexCoords(u1, v1, u2, v2);
1269
1270    int alpha;
1271    SkXfermode::Mode mode;
1272    getAlphaAndMode(paint, &alpha, &mode);
1273
1274    if (mSnapshot->transform->isPureTranslate()) {
1275        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1276        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1277
1278        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1279                texture->id, alpha / 255.0f, mode, texture->blend,
1280                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1281                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1282    } else {
1283        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1284                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1285                GL_TRIANGLE_STRIP, gMeshCount);
1286    }
1287
1288    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1289}
1290
1291void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1292        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1293        float left, float top, float right, float bottom, SkPaint* paint) {
1294    if (quickReject(left, top, right, bottom)) {
1295        return;
1296    }
1297
1298    glActiveTexture(gTextureUnits[0]);
1299    Texture* texture = mCaches.textureCache.get(bitmap);
1300    if (!texture) return;
1301    const AutoTexture autoCleanup(texture);
1302    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1303
1304    int alpha;
1305    SkXfermode::Mode mode;
1306    getAlphaAndMode(paint, &alpha, &mode);
1307
1308    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1309            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1310
1311    if (mesh && mesh->verticesCount > 0) {
1312        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1313#if RENDER_LAYERS_AS_REGIONS
1314        // Mark the current layer dirty where we are going to draw the patch
1315        if (hasLayer() && mesh->hasEmptyQuads) {
1316            const float offsetX = left + mSnapshot->transform->getTranslateX();
1317            const float offsetY = top + mSnapshot->transform->getTranslateY();
1318            const size_t count = mesh->quads.size();
1319            for (size_t i = 0; i < count; i++) {
1320                const Rect& bounds = mesh->quads.itemAt(i);
1321                if (pureTranslate) {
1322                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1323                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1324                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1325                } else {
1326                    dirtyLayer(left + bounds.left, top + bounds.top,
1327                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1328                }
1329            }
1330        }
1331#endif
1332
1333        if (pureTranslate) {
1334            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1335            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1336
1337            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1338                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1339                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1340                    true, !mesh->hasEmptyQuads);
1341        } else {
1342            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1343                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1344                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1345                    true, !mesh->hasEmptyQuads);
1346        }
1347    }
1348}
1349
1350void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1351    if (mSnapshot->isIgnored()) return;
1352
1353    const bool isAA = paint->isAntiAlias();
1354    const float strokeWidth = paint->getStrokeWidth() * 0.5f;
1355    // A stroke width of 0 has a special meaningin Skia:
1356    // it draws an unscaled 1px wide line
1357    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1358
1359    int alpha;
1360    SkXfermode::Mode mode;
1361    getAlphaAndMode(paint, &alpha, &mode);
1362
1363    int verticesCount = count >> 2;
1364    int generatedVerticesCount = 0;
1365    if (!isHairLine) {
1366        // TODO: AA needs more vertices
1367        verticesCount *= 6;
1368    } else {
1369        // TODO: AA will be different
1370        verticesCount *= 2;
1371    }
1372
1373    TextureVertex lines[verticesCount];
1374    TextureVertex* vertex = &lines[0];
1375
1376    setupDraw();
1377    setupDrawColor(paint->getColor(), alpha);
1378    setupDrawColorFilter();
1379    setupDrawShader();
1380    setupDrawBlending(mode);
1381    setupDrawProgram();
1382    setupDrawModelViewIdentity();
1383    setupDrawColorUniforms();
1384    setupDrawColorFilterUniforms();
1385    setupDrawShaderIdentityUniforms();
1386    setupDrawMesh(vertex);
1387
1388    if (!isHairLine) {
1389        // TODO: Handle the AA case
1390        for (int i = 0; i < count; i += 4) {
1391            // a = start point, b = end point
1392            vec2 a(points[i], points[i + 1]);
1393            vec2 b(points[i + 2], points[i + 3]);
1394
1395            // Bias to snap to the same pixels as Skia
1396            a += 0.375;
1397            b += 0.375;
1398
1399            // Find the normal to the line
1400            vec2 n = (b - a).copyNormalized() * strokeWidth;
1401            float x = n.x;
1402            n.x = -n.y;
1403            n.y = x;
1404
1405            // Four corners of the rectangle defining a thick line
1406            vec2 p1 = a - n;
1407            vec2 p2 = a + n;
1408            vec2 p3 = b + n;
1409            vec2 p4 = b - n;
1410
1411            const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1412            const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1413            const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1414            const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1415
1416            if (!quickReject(left, top, right, bottom)) {
1417                // Draw the line as 2 triangles, could be optimized
1418                // by using only 4 vertices and the correct indices
1419                // Also we should probably used non textured vertices
1420                // when line AA is disabled to save on bandwidth
1421                TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
1422                TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f);
1423                TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
1424                TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
1425                TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
1426                TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f);
1427
1428                generatedVerticesCount += 6;
1429
1430                dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1431            }
1432        }
1433
1434        if (generatedVerticesCount > 0) {
1435            // GL_LINE does not give the result we want to match Skia
1436            glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount);
1437        }
1438    } else {
1439        // TODO: Handle the AA case
1440        for (int i = 0; i < count; i += 4) {
1441            TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1442            TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f);
1443
1444            generatedVerticesCount += 2;
1445
1446            const float left = fmin(points[i], points[i + 2]);
1447            const float right = fmax(points[i], points[i + 2]);
1448            const float top = fmin(points[i + 1], points[i + 3]);
1449            const float bottom = fmax(points[i + 1], points[i + 3]);
1450
1451            dirtyLayer(left, top,
1452                    right == left ? left + 1 : right, bottom == top ? top + 1 : bottom,
1453                    *mSnapshot->transform);
1454        }
1455
1456        glLineWidth(1.0f);
1457        glDrawArrays(GL_LINES, 0, generatedVerticesCount);
1458    }
1459}
1460
1461void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1462    if (mSnapshot->isIgnored()) return;
1463
1464    // TODO: The paint's cap style defines whether the points are square or circular
1465    // TODO: Handle AA for round points
1466
1467    // A stroke width of 0 has a special meaningin Skia:
1468    // it draws an unscaled 1px point
1469    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1470
1471    int alpha;
1472    SkXfermode::Mode mode;
1473    getAlphaAndMode(paint, &alpha, &mode);
1474
1475    int verticesCount = count >> 1;
1476    int generatedVerticesCount = 0;
1477
1478    TextureVertex pointsData[verticesCount];
1479    TextureVertex* vertex = &pointsData[0];
1480
1481    setupDraw();
1482    setupDrawPoint(isHairLine ? 1.0f : paint->getStrokeWidth());
1483    setupDrawColor(paint->getColor(), alpha);
1484    setupDrawColorFilter();
1485    setupDrawShader();
1486    setupDrawBlending(mode);
1487    setupDrawProgram();
1488    setupDrawModelViewIdentity();
1489    setupDrawColorUniforms();
1490    setupDrawColorFilterUniforms();
1491    setupDrawPointUniforms();
1492    setupDrawShaderIdentityUniforms();
1493    setupDrawMesh(vertex);
1494
1495    for (int i = 0; i < count; i += 2) {
1496        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1497        generatedVerticesCount++;
1498    }
1499
1500    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1501}
1502
1503void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1504    // No need to check against the clip, we fill the clip region
1505    if (mSnapshot->isIgnored()) return;
1506
1507    Rect& clip(*mSnapshot->clipRect);
1508    clip.snapToPixelBoundaries();
1509
1510    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1511}
1512
1513void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
1514    if (!texture) return;
1515    const AutoTexture autoCleanup(texture);
1516
1517    const float x = left + texture->left - texture->offset;
1518    const float y = top + texture->top - texture->offset;
1519
1520    drawPathTexture(texture, x, y, paint);
1521}
1522
1523void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1524        float rx, float ry, SkPaint* paint) {
1525    if (mSnapshot->isIgnored()) return;
1526
1527    glActiveTexture(gTextureUnits[0]);
1528    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
1529            right - left, bottom - top, rx, ry, paint);
1530    drawShape(left, top, texture, paint);
1531}
1532
1533void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
1534    if (mSnapshot->isIgnored()) return;
1535
1536    glActiveTexture(gTextureUnits[0]);
1537    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
1538    drawShape(x - radius, y - radius, texture, paint);
1539}
1540
1541void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
1542    if (mSnapshot->isIgnored()) return;
1543
1544    glActiveTexture(gTextureUnits[0]);
1545    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
1546    drawShape(left, top, texture, paint);
1547}
1548
1549void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
1550        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
1551    if (mSnapshot->isIgnored()) return;
1552
1553    if (fabs(sweepAngle) >= 360.0f) {
1554        drawOval(left, top, right, bottom, paint);
1555        return;
1556    }
1557
1558    glActiveTexture(gTextureUnits[0]);
1559    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
1560            startAngle, sweepAngle, useCenter, paint);
1561    drawShape(left, top, texture, paint);
1562}
1563
1564void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
1565        SkPaint* paint) {
1566    if (mSnapshot->isIgnored()) return;
1567
1568    glActiveTexture(gTextureUnits[0]);
1569    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
1570    drawShape(left, top, texture, paint);
1571}
1572
1573void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
1574    if (p->getStyle() != SkPaint::kFill_Style) {
1575        drawRectAsShape(left, top, right, bottom, p);
1576        return;
1577    }
1578
1579    if (quickReject(left, top, right, bottom)) {
1580        return;
1581    }
1582
1583    SkXfermode::Mode mode;
1584    if (!mCaches.extensions.hasFramebufferFetch()) {
1585        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
1586        if (!isMode) {
1587            // Assume SRC_OVER
1588            mode = SkXfermode::kSrcOver_Mode;
1589        }
1590    } else {
1591        mode = getXfermode(p->getXfermode());
1592    }
1593
1594    int color = p->getColor();
1595    drawColorRect(left, top, right, bottom, color, mode);
1596}
1597
1598void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
1599        float x, float y, SkPaint* paint) {
1600    if (text == NULL || count == 0) {
1601        return;
1602    }
1603    if (mSnapshot->isIgnored()) return;
1604
1605    paint->setAntiAlias(true);
1606
1607    float length = -1.0f;
1608    switch (paint->getTextAlign()) {
1609        case SkPaint::kCenter_Align:
1610            length = paint->measureText(text, bytesCount);
1611            x -= length / 2.0f;
1612            break;
1613        case SkPaint::kRight_Align:
1614            length = paint->measureText(text, bytesCount);
1615            x -= length;
1616            break;
1617        default:
1618            break;
1619    }
1620
1621    const float oldX = x;
1622    const float oldY = y;
1623    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1624    if (pureTranslate) {
1625        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
1626        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
1627    }
1628
1629    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
1630    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
1631            paint->getTextSize());
1632
1633    int alpha;
1634    SkXfermode::Mode mode;
1635    getAlphaAndMode(paint, &alpha, &mode);
1636
1637    if (mHasShadow) {
1638        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1639        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
1640                count, mShadowRadius);
1641        const AutoTexture autoCleanup(shadow);
1642
1643        const float sx = x - shadow->left + mShadowDx;
1644        const float sy = y - shadow->top + mShadowDy;
1645
1646        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
1647
1648        glActiveTexture(gTextureUnits[0]);
1649        setupDraw();
1650        setupDrawWithTexture(true);
1651        setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
1652        setupDrawBlending(true, mode);
1653        setupDrawProgram();
1654        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate);
1655        setupDrawTexture(shadow->id);
1656        setupDrawPureColorUniforms();
1657        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1658
1659        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1660        finishDrawTexture();
1661    }
1662
1663    if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
1664        return;
1665    }
1666
1667    // Pick the appropriate texture filtering
1668    bool linearFilter = mSnapshot->transform->changesBounds();
1669    if (pureTranslate && !linearFilter) {
1670        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
1671    }
1672
1673    glActiveTexture(gTextureUnits[0]);
1674    setupDraw();
1675    setupDrawDirtyRegionsDisabled();
1676    setupDrawWithTexture(true);
1677    setupDrawAlpha8Color(paint->getColor(), alpha);
1678    setupDrawColorFilter();
1679    setupDrawShader();
1680    setupDrawBlending(true, mode);
1681    setupDrawProgram();
1682    setupDrawModelView(x, y, x, y, pureTranslate, true);
1683    setupDrawTexture(fontRenderer.getTexture(linearFilter));
1684    setupDrawPureColorUniforms();
1685    setupDrawColorFilterUniforms();
1686    setupDrawShaderUniforms(pureTranslate);
1687
1688    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
1689    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
1690
1691#if RENDER_LAYERS_AS_REGIONS
1692    bool hasActiveLayer = hasLayer();
1693#else
1694    bool hasActiveLayer = false;
1695#endif
1696    mCaches.unbindMeshBuffer();
1697
1698    // Tell font renderer the locations of position and texture coord
1699    // attributes so it can bind its data properly
1700    int positionSlot = mCaches.currentProgram->position;
1701    fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot);
1702    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
1703            hasActiveLayer ? &bounds : NULL)) {
1704#if RENDER_LAYERS_AS_REGIONS
1705        if (hasActiveLayer) {
1706            if (!pureTranslate) {
1707                mSnapshot->transform->mapRect(bounds);
1708            }
1709            dirtyLayerUnchecked(bounds, getRegion());
1710        }
1711#endif
1712    }
1713
1714    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1715    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1716
1717    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
1718}
1719
1720void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
1721    if (mSnapshot->isIgnored()) return;
1722
1723    glActiveTexture(gTextureUnits[0]);
1724
1725    const PathTexture* texture = mCaches.pathCache.get(path, paint);
1726    if (!texture) return;
1727    const AutoTexture autoCleanup(texture);
1728
1729    const float x = texture->left - texture->offset;
1730    const float y = texture->top - texture->offset;
1731
1732    drawPathTexture(texture, x, y, paint);
1733}
1734
1735void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
1736    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
1737        return;
1738    }
1739
1740    glActiveTexture(gTextureUnits[0]);
1741
1742    int alpha;
1743    SkXfermode::Mode mode;
1744    getAlphaAndMode(paint, &alpha, &mode);
1745
1746    layer->alpha = alpha;
1747    layer->mode = mode;
1748
1749#if RENDER_LAYERS_AS_REGIONS
1750    if (!layer->region.isEmpty()) {
1751        if (layer->region.isRect()) {
1752            composeLayerRect(layer, layer->regionRect);
1753        } else if (layer->mesh) {
1754            const float a = alpha / 255.0f;
1755            const Rect& rect = layer->layer;
1756
1757            setupDraw();
1758            setupDrawWithTexture();
1759            setupDrawColor(a, a, a, a);
1760            setupDrawColorFilter();
1761            setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
1762            setupDrawProgram();
1763            setupDrawModelViewTranslate(x, y,
1764                    x + layer->layer.getWidth(), y + layer->layer.getHeight());
1765            setupDrawPureColorUniforms();
1766            setupDrawColorFilterUniforms();
1767            setupDrawTexture(layer->texture);
1768            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
1769
1770            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
1771                    GL_UNSIGNED_SHORT, layer->meshIndices);
1772
1773            finishDrawTexture();
1774
1775#if DEBUG_LAYERS_AS_REGIONS
1776            drawRegionRects(layer->region);
1777#endif
1778        }
1779    }
1780#else
1781    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
1782    composeLayerRect(layer, r);
1783#endif
1784}
1785
1786///////////////////////////////////////////////////////////////////////////////
1787// Shaders
1788///////////////////////////////////////////////////////////////////////////////
1789
1790void OpenGLRenderer::resetShader() {
1791    mShader = NULL;
1792}
1793
1794void OpenGLRenderer::setupShader(SkiaShader* shader) {
1795    mShader = shader;
1796    if (mShader) {
1797        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
1798    }
1799}
1800
1801///////////////////////////////////////////////////////////////////////////////
1802// Color filters
1803///////////////////////////////////////////////////////////////////////////////
1804
1805void OpenGLRenderer::resetColorFilter() {
1806    mColorFilter = NULL;
1807}
1808
1809void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
1810    mColorFilter = filter;
1811}
1812
1813///////////////////////////////////////////////////////////////////////////////
1814// Drop shadow
1815///////////////////////////////////////////////////////////////////////////////
1816
1817void OpenGLRenderer::resetShadow() {
1818    mHasShadow = false;
1819}
1820
1821void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
1822    mHasShadow = true;
1823    mShadowRadius = radius;
1824    mShadowDx = dx;
1825    mShadowDy = dy;
1826    mShadowColor = color;
1827}
1828
1829///////////////////////////////////////////////////////////////////////////////
1830// Drawing implementation
1831///////////////////////////////////////////////////////////////////////////////
1832
1833void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
1834        float x, float y, SkPaint* paint) {
1835    if (quickReject(x, y, x + texture->width, y + texture->height)) {
1836        return;
1837    }
1838
1839    int alpha;
1840    SkXfermode::Mode mode;
1841    getAlphaAndMode(paint, &alpha, &mode);
1842
1843    setupDraw();
1844    setupDrawWithTexture(true);
1845    setupDrawAlpha8Color(paint->getColor(), alpha);
1846    setupDrawColorFilter();
1847    setupDrawShader();
1848    setupDrawBlending(true, mode);
1849    setupDrawProgram();
1850    setupDrawModelView(x, y, x + texture->width, y + texture->height);
1851    setupDrawTexture(texture->id);
1852    setupDrawPureColorUniforms();
1853    setupDrawColorFilterUniforms();
1854    setupDrawShaderUniforms();
1855    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1856
1857    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1858
1859    finishDrawTexture();
1860}
1861
1862// Same values used by Skia
1863#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1864#define kStdUnderline_Offset    (1.0f / 9.0f)
1865#define kStdUnderline_Thickness (1.0f / 18.0f)
1866
1867void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1868        float x, float y, SkPaint* paint) {
1869    // Handle underline and strike-through
1870    uint32_t flags = paint->getFlags();
1871    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1872        float underlineWidth = length;
1873        // If length is > 0.0f, we already measured the text for the text alignment
1874        if (length <= 0.0f) {
1875            underlineWidth = paint->measureText(text, bytesCount);
1876        }
1877
1878        float offsetX = 0;
1879        switch (paint->getTextAlign()) {
1880            case SkPaint::kCenter_Align:
1881                offsetX = underlineWidth * 0.5f;
1882                break;
1883            case SkPaint::kRight_Align:
1884                offsetX = underlineWidth;
1885                break;
1886            default:
1887                break;
1888        }
1889
1890        if (underlineWidth > 0.0f) {
1891            const float textSize = paint->getTextSize();
1892            // TODO: Support stroke width < 1.0f when we have AA lines
1893            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
1894
1895            const float left = x - offsetX;
1896            float top = 0.0f;
1897
1898            int linesCount = 0;
1899            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
1900            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
1901
1902            const int pointsCount = 4 * linesCount;
1903            float points[pointsCount];
1904            int currentPoint = 0;
1905
1906            if (flags & SkPaint::kUnderlineText_Flag) {
1907                top = y + textSize * kStdUnderline_Offset;
1908                points[currentPoint++] = left;
1909                points[currentPoint++] = top;
1910                points[currentPoint++] = left + underlineWidth;
1911                points[currentPoint++] = top;
1912            }
1913
1914            if (flags & SkPaint::kStrikeThruText_Flag) {
1915                top = y + textSize * kStdStrikeThru_Offset;
1916                points[currentPoint++] = left;
1917                points[currentPoint++] = top;
1918                points[currentPoint++] = left + underlineWidth;
1919                points[currentPoint++] = top;
1920            }
1921
1922            SkPaint linesPaint(*paint);
1923            linesPaint.setStrokeWidth(strokeWidth);
1924
1925            drawLines(&points[0], pointsCount, &linesPaint);
1926        }
1927    }
1928}
1929
1930void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1931        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1932    // If a shader is set, preserve only the alpha
1933    if (mShader) {
1934        color |= 0x00ffffff;
1935    }
1936
1937    setupDraw();
1938    setupDrawColor(color);
1939    setupDrawShader();
1940    setupDrawColorFilter();
1941    setupDrawBlending(mode);
1942    setupDrawProgram();
1943    setupDrawModelView(left, top, right, bottom, ignoreTransform);
1944    setupDrawColorUniforms();
1945    setupDrawShaderUniforms(ignoreTransform);
1946    setupDrawColorFilterUniforms();
1947    setupDrawSimpleMesh();
1948
1949    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1950}
1951
1952void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1953        Texture* texture, SkPaint* paint) {
1954    int alpha;
1955    SkXfermode::Mode mode;
1956    getAlphaAndMode(paint, &alpha, &mode);
1957
1958    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1959
1960    if (mSnapshot->transform->isPureTranslate()) {
1961        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1962        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1963
1964        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1965                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
1966                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
1967    } else {
1968        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1969                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1970                GL_TRIANGLE_STRIP, gMeshCount);
1971    }
1972}
1973
1974void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1975        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1976    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1977            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
1978}
1979
1980void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1981        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1982        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1983        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
1984
1985    setupDraw();
1986    setupDrawWithTexture();
1987    setupDrawColor(alpha, alpha, alpha, alpha);
1988    setupDrawColorFilter();
1989    setupDrawBlending(blend, mode, swapSrcDst);
1990    setupDrawProgram();
1991    if (!dirty) {
1992        setupDrawDirtyRegionsDisabled();
1993    }
1994    if (!ignoreScale) {
1995        setupDrawModelView(left, top, right, bottom, ignoreTransform);
1996    } else {
1997        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
1998    }
1999    setupDrawPureColorUniforms();
2000    setupDrawColorFilterUniforms();
2001    setupDrawTexture(texture);
2002    setupDrawMesh(vertices, texCoords, vbo);
2003
2004    glDrawArrays(drawMode, 0, elementsCount);
2005
2006    finishDrawTexture();
2007}
2008
2009void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2010        ProgramDescription& description, bool swapSrcDst) {
2011    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2012    if (blend) {
2013        if (mode < SkXfermode::kPlus_Mode) {
2014            if (!mCaches.blend) {
2015                glEnable(GL_BLEND);
2016            }
2017
2018            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2019            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2020
2021            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2022                glBlendFunc(sourceMode, destMode);
2023                mCaches.lastSrcMode = sourceMode;
2024                mCaches.lastDstMode = destMode;
2025            }
2026        } else {
2027            // These blend modes are not supported by OpenGL directly and have
2028            // to be implemented using shaders. Since the shader will perform
2029            // the blending, turn blending off here
2030            if (mCaches.extensions.hasFramebufferFetch()) {
2031                description.framebufferMode = mode;
2032                description.swapSrcDst = swapSrcDst;
2033            }
2034
2035            if (mCaches.blend) {
2036                glDisable(GL_BLEND);
2037            }
2038            blend = false;
2039        }
2040    } else if (mCaches.blend) {
2041        glDisable(GL_BLEND);
2042    }
2043    mCaches.blend = blend;
2044}
2045
2046bool OpenGLRenderer::useProgram(Program* program) {
2047    if (!program->isInUse()) {
2048        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2049        program->use();
2050        mCaches.currentProgram = program;
2051        return false;
2052    }
2053    return true;
2054}
2055
2056void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2057    TextureVertex* v = &mMeshVertices[0];
2058    TextureVertex::setUV(v++, u1, v1);
2059    TextureVertex::setUV(v++, u2, v1);
2060    TextureVertex::setUV(v++, u1, v2);
2061    TextureVertex::setUV(v++, u2, v2);
2062}
2063
2064void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2065    if (paint) {
2066        if (!mCaches.extensions.hasFramebufferFetch()) {
2067            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
2068            if (!isMode) {
2069                // Assume SRC_OVER
2070                *mode = SkXfermode::kSrcOver_Mode;
2071            }
2072        } else {
2073            *mode = getXfermode(paint->getXfermode());
2074        }
2075
2076        // Skia draws using the color's alpha channel if < 255
2077        // Otherwise, it uses the paint's alpha
2078        int color = paint->getColor();
2079        *alpha = (color >> 24) & 0xFF;
2080        if (*alpha == 255) {
2081            *alpha = paint->getAlpha();
2082        }
2083    } else {
2084        *mode = SkXfermode::kSrcOver_Mode;
2085        *alpha = 255;
2086    }
2087}
2088
2089SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2090    // In the future we should look at unifying the Porter-Duff modes and
2091    // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode).
2092    if (mode == NULL) {
2093        return SkXfermode::kSrcOver_Mode;
2094    }
2095    return mode->fMode;
2096}
2097
2098void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
2099    bool bound = false;
2100    if (wrapS != texture->wrapS) {
2101        glBindTexture(GL_TEXTURE_2D, texture->id);
2102        bound = true;
2103        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
2104        texture->wrapS = wrapS;
2105    }
2106    if (wrapT != texture->wrapT) {
2107        if (!bound) {
2108            glBindTexture(GL_TEXTURE_2D, texture->id);
2109        }
2110        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
2111        texture->wrapT = wrapT;
2112    }
2113}
2114
2115}; // namespace uirenderer
2116}; // namespace android
2117