OpenGLRenderer.cpp revision 65924a3e56c2e7ac863f8e25e9f9a58b9db7d513
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48// TODO: This should be set in properties
49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
50
51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
52
53///////////////////////////////////////////////////////////////////////////////
54// Globals
55///////////////////////////////////////////////////////////////////////////////
56
57/**
58 * Structure mapping Skia xfermodes to OpenGL blending factors.
59 */
60struct Blender {
61    SkXfermode::Mode mode;
62    GLenum src;
63    GLenum dst;
64}; // struct Blender
65
66// In this array, the index of each Blender equals the value of the first
67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
68static const Blender gBlends[] = {
69    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
70    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
71    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
72    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
73    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
74    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
75    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
76    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
77    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
80    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
82    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
83    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
84};
85
86// This array contains the swapped version of each SkXfermode. For instance
87// this array's SrcOver blending mode is actually DstOver. You can refer to
88// createLayer() for more information on the purpose of this array.
89static const Blender gBlendsSwap[] = {
90    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
91    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
92    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
93    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
94    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
96    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
97    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
98    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
99    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
100    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
103    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
104    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
105};
106
107///////////////////////////////////////////////////////////////////////////////
108// Constructors/destructor
109///////////////////////////////////////////////////////////////////////////////
110
111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
112    mShader = NULL;
113    mColorFilter = NULL;
114    mHasShadow = false;
115    mHasDrawFilter = false;
116
117    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
118
119    mFirstSnapshot = new Snapshot;
120}
121
122OpenGLRenderer::~OpenGLRenderer() {
123    // The context has already been destroyed at this point, do not call
124    // GL APIs. All GL state should be kept in Caches.h
125}
126
127///////////////////////////////////////////////////////////////////////////////
128// Debug
129///////////////////////////////////////////////////////////////////////////////
130
131void OpenGLRenderer::startMark(const char* name) const {
132    mCaches.startMark(0, name);
133}
134
135void OpenGLRenderer::endMark() const {
136    mCaches.endMark();
137}
138
139///////////////////////////////////////////////////////////////////////////////
140// Setup
141///////////////////////////////////////////////////////////////////////////////
142
143uint32_t OpenGLRenderer::getStencilSize() {
144    return STENCIL_BUFFER_SIZE;
145}
146
147void OpenGLRenderer::setViewport(int width, int height) {
148    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
149
150    mWidth = width;
151    mHeight = height;
152
153    mFirstSnapshot->height = height;
154    mFirstSnapshot->viewport.set(0, 0, width, height);
155
156    glDisable(GL_DITHER);
157    glEnable(GL_SCISSOR_TEST);
158    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
159
160    glEnableVertexAttribArray(Program::kBindingPosition);
161}
162
163void OpenGLRenderer::prepare(bool opaque) {
164    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
165}
166
167void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
168    mCaches.clearGarbage();
169    mFunctors.clear();
170
171    mSnapshot = new Snapshot(mFirstSnapshot,
172            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
173    mSnapshot->fbo = getTargetFbo();
174    mSaveCount = 1;
175
176    glViewport(0, 0, mWidth, mHeight);
177    mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
178
179    mSnapshot->setClip(left, top, right, bottom);
180    mDirtyClip = false;
181
182    if (!opaque) {
183        glClear(GL_COLOR_BUFFER_BIT);
184    }
185}
186
187void OpenGLRenderer::finish() {
188#if DEBUG_OPENGL
189    GLenum status = GL_NO_ERROR;
190    while ((status = glGetError()) != GL_NO_ERROR) {
191        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
192        switch (status) {
193            case GL_OUT_OF_MEMORY:
194                ALOGE("  OpenGLRenderer is out of memory!");
195                break;
196        }
197    }
198#endif
199#if DEBUG_MEMORY_USAGE
200    mCaches.dumpMemoryUsage();
201#else
202    if (mCaches.getDebugLevel() & kDebugMemory) {
203        mCaches.dumpMemoryUsage();
204    }
205#endif
206}
207
208void OpenGLRenderer::interrupt() {
209    if (mCaches.currentProgram) {
210        if (mCaches.currentProgram->isInUse()) {
211            mCaches.currentProgram->remove();
212            mCaches.currentProgram = NULL;
213        }
214    }
215    mCaches.unbindMeshBuffer();
216    mCaches.unbindIndicesBuffer();
217    mCaches.resetVertexPointers();
218    mCaches.disbaleTexCoordsVertexArray();
219}
220
221void OpenGLRenderer::resume() {
222    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
223
224    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
225    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
226
227    glEnable(GL_SCISSOR_TEST);
228    mCaches.resetScissor();
229    dirtyClip();
230
231    mCaches.activeTexture(0);
232    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
233
234    mCaches.blend = true;
235    glEnable(GL_BLEND);
236    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
237    glBlendEquation(GL_FUNC_ADD);
238}
239
240status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
241    status_t result = DrawGlInfo::kStatusDone;
242
243    Vector<Functor*> functors(mFunctors);
244    mFunctors.clear();
245
246    DrawGlInfo info;
247    info.clipLeft = 0;
248    info.clipTop = 0;
249    info.clipRight = 0;
250    info.clipBottom = 0;
251    info.isLayer = false;
252    memset(info.transform, 0, sizeof(float) * 16);
253
254    size_t count = functors.size();
255    for (size_t i = 0; i < count; i++) {
256        Functor* f = functors.itemAt(i);
257        result |= (*f)(DrawGlInfo::kModeProcess, &info);
258
259        if (result != DrawGlInfo::kStatusDone) {
260            Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
261            dirty.unionWith(localDirty);
262
263            if (result & DrawGlInfo::kStatusInvoke) {
264                mFunctors.push(f);
265            }
266        }
267    }
268
269    return result;
270}
271
272status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
273    interrupt();
274    if (mDirtyClip) {
275        setScissorFromClip();
276    }
277
278    Rect clip(*mSnapshot->clipRect);
279    clip.snapToPixelBoundaries();
280
281#if RENDER_LAYERS_AS_REGIONS
282    // Since we don't know what the functor will draw, let's dirty
283    // tne entire clip region
284    if (hasLayer()) {
285        dirtyLayerUnchecked(clip, getRegion());
286    }
287#endif
288
289    DrawGlInfo info;
290    info.clipLeft = clip.left;
291    info.clipTop = clip.top;
292    info.clipRight = clip.right;
293    info.clipBottom = clip.bottom;
294    info.isLayer = hasLayer();
295    getSnapshot()->transform->copyTo(&info.transform[0]);
296
297    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
298
299    if (result != DrawGlInfo::kStatusDone) {
300        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
301        dirty.unionWith(localDirty);
302
303        if (result & DrawGlInfo::kStatusInvoke) {
304            mFunctors.push(functor);
305        }
306    }
307
308    resume();
309    return result;
310}
311
312///////////////////////////////////////////////////////////////////////////////
313// State management
314///////////////////////////////////////////////////////////////////////////////
315
316int OpenGLRenderer::getSaveCount() const {
317    return mSaveCount;
318}
319
320int OpenGLRenderer::save(int flags) {
321    return saveSnapshot(flags);
322}
323
324void OpenGLRenderer::restore() {
325    if (mSaveCount > 1) {
326        restoreSnapshot();
327    }
328}
329
330void OpenGLRenderer::restoreToCount(int saveCount) {
331    if (saveCount < 1) saveCount = 1;
332
333    while (mSaveCount > saveCount) {
334        restoreSnapshot();
335    }
336}
337
338int OpenGLRenderer::saveSnapshot(int flags) {
339    mSnapshot = new Snapshot(mSnapshot, flags);
340    return mSaveCount++;
341}
342
343bool OpenGLRenderer::restoreSnapshot() {
344    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
345    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
346    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
347
348    sp<Snapshot> current = mSnapshot;
349    sp<Snapshot> previous = mSnapshot->previous;
350
351    if (restoreOrtho) {
352        Rect& r = previous->viewport;
353        glViewport(r.left, r.top, r.right, r.bottom);
354        mOrthoMatrix.load(current->orthoMatrix);
355    }
356
357    mSaveCount--;
358    mSnapshot = previous;
359
360    if (restoreClip) {
361        dirtyClip();
362    }
363
364    if (restoreLayer) {
365        composeLayer(current, previous);
366    }
367
368    return restoreClip;
369}
370
371///////////////////////////////////////////////////////////////////////////////
372// Layers
373///////////////////////////////////////////////////////////////////////////////
374
375int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
376        SkPaint* p, int flags) {
377    const GLuint previousFbo = mSnapshot->fbo;
378    const int count = saveSnapshot(flags);
379
380    if (!mSnapshot->isIgnored()) {
381        int alpha = 255;
382        SkXfermode::Mode mode;
383
384        if (p) {
385            alpha = p->getAlpha();
386            if (!mCaches.extensions.hasFramebufferFetch()) {
387                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
388                if (!isMode) {
389                    // Assume SRC_OVER
390                    mode = SkXfermode::kSrcOver_Mode;
391                }
392            } else {
393                mode = getXfermode(p->getXfermode());
394            }
395        } else {
396            mode = SkXfermode::kSrcOver_Mode;
397        }
398
399        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
400    }
401
402    return count;
403}
404
405int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
406        int alpha, int flags) {
407    if (alpha >= 255 - ALPHA_THRESHOLD) {
408        return saveLayer(left, top, right, bottom, NULL, flags);
409    } else {
410        SkPaint paint;
411        paint.setAlpha(alpha);
412        return saveLayer(left, top, right, bottom, &paint, flags);
413    }
414}
415
416/**
417 * Layers are viewed by Skia are slightly different than layers in image editing
418 * programs (for instance.) When a layer is created, previously created layers
419 * and the frame buffer still receive every drawing command. For instance, if a
420 * layer is created and a shape intersecting the bounds of the layers and the
421 * framebuffer is draw, the shape will be drawn on both (unless the layer was
422 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
423 *
424 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
425 * texture. Unfortunately, this is inefficient as it requires every primitive to
426 * be drawn n + 1 times, where n is the number of active layers. In practice this
427 * means, for every primitive:
428 *   - Switch active frame buffer
429 *   - Change viewport, clip and projection matrix
430 *   - Issue the drawing
431 *
432 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
433 * To avoid this, layers are implemented in a different way here, at least in the
434 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
435 * is set. When this flag is set we can redirect all drawing operations into a
436 * single FBO.
437 *
438 * This implementation relies on the frame buffer being at least RGBA 8888. When
439 * a layer is created, only a texture is created, not an FBO. The content of the
440 * frame buffer contained within the layer's bounds is copied into this texture
441 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
442 * buffer and drawing continues as normal. This technique therefore treats the
443 * frame buffer as a scratch buffer for the layers.
444 *
445 * To compose the layers back onto the frame buffer, each layer texture
446 * (containing the original frame buffer data) is drawn as a simple quad over
447 * the frame buffer. The trick is that the quad is set as the composition
448 * destination in the blending equation, and the frame buffer becomes the source
449 * of the composition.
450 *
451 * Drawing layers with an alpha value requires an extra step before composition.
452 * An empty quad is drawn over the layer's region in the frame buffer. This quad
453 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
454 * quad is used to multiply the colors in the frame buffer. This is achieved by
455 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
456 * GL_ZERO, GL_SRC_ALPHA.
457 *
458 * Because glCopyTexImage2D() can be slow, an alternative implementation might
459 * be use to draw a single clipped layer. The implementation described above
460 * is correct in every case.
461 *
462 * (1) The frame buffer is actually not cleared right away. To allow the GPU
463 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
464 *     buffer is left untouched until the first drawing operation. Only when
465 *     something actually gets drawn are the layers regions cleared.
466 */
467bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
468        float right, float bottom, int alpha, SkXfermode::Mode mode,
469        int flags, GLuint previousFbo) {
470    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
471    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
472
473    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
474
475    // Window coordinates of the layer
476    Rect bounds(left, top, right, bottom);
477    if (!fboLayer) {
478        mSnapshot->transform->mapRect(bounds);
479
480        // Layers only make sense if they are in the framebuffer's bounds
481        if (bounds.intersect(*snapshot->clipRect)) {
482            // We cannot work with sub-pixels in this case
483            bounds.snapToPixelBoundaries();
484
485            // When the layer is not an FBO, we may use glCopyTexImage so we
486            // need to make sure the layer does not extend outside the bounds
487            // of the framebuffer
488            if (!bounds.intersect(snapshot->previous->viewport)) {
489                bounds.setEmpty();
490            }
491        } else {
492            bounds.setEmpty();
493        }
494    }
495
496    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
497            bounds.getHeight() > mCaches.maxTextureSize) {
498        snapshot->empty = fboLayer;
499    } else {
500        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
501    }
502
503    // Bail out if we won't draw in this snapshot
504    if (snapshot->invisible || snapshot->empty) {
505        return false;
506    }
507
508    mCaches.activeTexture(0);
509    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
510    if (!layer) {
511        return false;
512    }
513
514    layer->setAlpha(alpha, mode);
515    layer->layer.set(bounds);
516    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
517            bounds.getWidth() / float(layer->getWidth()), 0.0f);
518    layer->setColorFilter(mColorFilter);
519
520    // Save the layer in the snapshot
521    snapshot->flags |= Snapshot::kFlagIsLayer;
522    snapshot->layer = layer;
523
524    if (fboLayer) {
525        return createFboLayer(layer, bounds, snapshot, previousFbo);
526    } else {
527        // Copy the framebuffer into the layer
528        layer->bindTexture();
529        if (!bounds.isEmpty()) {
530            if (layer->isEmpty()) {
531                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
532                        bounds.left, snapshot->height - bounds.bottom,
533                        layer->getWidth(), layer->getHeight(), 0);
534                layer->setEmpty(false);
535            } else {
536                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
537                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
538            }
539
540            // Enqueue the buffer coordinates to clear the corresponding region later
541            mLayers.push(new Rect(bounds));
542        }
543    }
544
545    return true;
546}
547
548bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
549        GLuint previousFbo) {
550    layer->setFbo(mCaches.fboCache.get());
551
552#if RENDER_LAYERS_AS_REGIONS
553    snapshot->region = &snapshot->layer->region;
554    snapshot->flags |= Snapshot::kFlagFboTarget;
555#endif
556
557    Rect clip(bounds);
558    snapshot->transform->mapRect(clip);
559    clip.intersect(*snapshot->clipRect);
560    clip.snapToPixelBoundaries();
561    clip.intersect(snapshot->previous->viewport);
562
563    mat4 inverse;
564    inverse.loadInverse(*mSnapshot->transform);
565
566    inverse.mapRect(clip);
567    clip.snapToPixelBoundaries();
568    clip.intersect(bounds);
569    clip.translate(-bounds.left, -bounds.top);
570
571    snapshot->flags |= Snapshot::kFlagIsFboLayer;
572    snapshot->fbo = layer->getFbo();
573    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
574    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
575    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
576    snapshot->height = bounds.getHeight();
577    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
578    snapshot->orthoMatrix.load(mOrthoMatrix);
579
580    // Bind texture to FBO
581    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
582    layer->bindTexture();
583
584    // Initialize the texture if needed
585    if (layer->isEmpty()) {
586        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
587        layer->setEmpty(false);
588    }
589
590    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
591            layer->getTexture(), 0);
592
593#if DEBUG_LAYERS_AS_REGIONS
594    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
595    if (status != GL_FRAMEBUFFER_COMPLETE) {
596        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
597
598        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
599        layer->deleteTexture();
600        mCaches.fboCache.put(layer->getFbo());
601
602        delete layer;
603
604        return false;
605    }
606#endif
607
608    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
609    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
610            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
611    glClear(GL_COLOR_BUFFER_BIT);
612
613    dirtyClip();
614
615    // Change the ortho projection
616    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
617    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
618
619    return true;
620}
621
622/**
623 * Read the documentation of createLayer() before doing anything in this method.
624 */
625void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
626    if (!current->layer) {
627        ALOGE("Attempting to compose a layer that does not exist");
628        return;
629    }
630
631    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
632
633    if (fboLayer) {
634        // Detach the texture from the FBO
635        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
636
637        // Unbind current FBO and restore previous one
638        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
639    }
640
641    Layer* layer = current->layer;
642    const Rect& rect = layer->layer;
643
644    if (!fboLayer && layer->getAlpha() < 255) {
645        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
646                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
647        // Required below, composeLayerRect() will divide by 255
648        layer->setAlpha(255);
649    }
650
651    mCaches.unbindMeshBuffer();
652
653    mCaches.activeTexture(0);
654
655    // When the layer is stored in an FBO, we can save a bit of fillrate by
656    // drawing only the dirty region
657    if (fboLayer) {
658        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
659        if (layer->getColorFilter()) {
660            setupColorFilter(layer->getColorFilter());
661        }
662        composeLayerRegion(layer, rect);
663        if (layer->getColorFilter()) {
664            resetColorFilter();
665        }
666    } else if (!rect.isEmpty()) {
667        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
668        composeLayerRect(layer, rect, true);
669    }
670
671    if (fboLayer) {
672        // Note: No need to use glDiscardFramebufferEXT() since we never
673        //       create/compose layers that are not on screen with this
674        //       code path
675        // See LayerRenderer::destroyLayer(Layer*)
676
677        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
678        mCaches.fboCache.put(current->fbo);
679        layer->setFbo(0);
680    }
681
682    dirtyClip();
683
684    // Failing to add the layer to the cache should happen only if the layer is too large
685    if (!mCaches.layerCache.put(layer)) {
686        LAYER_LOGD("Deleting layer");
687        layer->deleteTexture();
688        delete layer;
689    }
690}
691
692void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
693    float alpha = layer->getAlpha() / 255.0f;
694
695    mat4& transform = layer->getTransform();
696    if (!transform.isIdentity()) {
697        save(0);
698        mSnapshot->transform->multiply(transform);
699    }
700
701    setupDraw();
702    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
703        setupDrawWithTexture();
704    } else {
705        setupDrawWithExternalTexture();
706    }
707    setupDrawTextureTransform();
708    setupDrawColor(alpha, alpha, alpha, alpha);
709    setupDrawColorFilter();
710    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
711    setupDrawProgram();
712    setupDrawPureColorUniforms();
713    setupDrawColorFilterUniforms();
714    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
715        setupDrawTexture(layer->getTexture());
716    } else {
717        setupDrawExternalTexture(layer->getTexture());
718    }
719    if (mSnapshot->transform->isPureTranslate() &&
720            layer->getWidth() == (uint32_t) rect.getWidth() &&
721            layer->getHeight() == (uint32_t) rect.getHeight()) {
722        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
723        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
724
725        layer->setFilter(GL_NEAREST);
726        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
727    } else {
728        layer->setFilter(GL_LINEAR);
729        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
730    }
731    setupDrawTextureTransformUniforms(layer->getTexTransform());
732    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
733
734    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
735
736    finishDrawTexture();
737
738    if (!transform.isIdentity()) {
739        restore();
740    }
741}
742
743void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
744    if (!layer->isTextureLayer()) {
745        const Rect& texCoords = layer->texCoords;
746        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
747                texCoords.right, texCoords.bottom);
748
749        float x = rect.left;
750        float y = rect.top;
751        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
752                layer->getWidth() == (uint32_t) rect.getWidth() &&
753                layer->getHeight() == (uint32_t) rect.getHeight();
754
755        if (simpleTransform) {
756            // When we're swapping, the layer is already in screen coordinates
757            if (!swap) {
758                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
759                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
760            }
761
762            layer->setFilter(GL_NEAREST, true);
763        } else {
764            layer->setFilter(GL_LINEAR, true);
765        }
766
767        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
768                layer->getTexture(), layer->getAlpha() / 255.0f,
769                layer->getMode(), layer->isBlend(),
770                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
771                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
772
773        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
774    } else {
775        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
776        drawTextureLayer(layer, rect);
777        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
778    }
779}
780
781void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
782#if RENDER_LAYERS_AS_REGIONS
783    if (layer->region.isRect()) {
784        layer->setRegionAsRect();
785
786        composeLayerRect(layer, layer->regionRect);
787
788        layer->region.clear();
789        return;
790    }
791
792    // TODO: See LayerRenderer.cpp::generateMesh() for important
793    //       information about this implementation
794    if (CC_LIKELY(!layer->region.isEmpty())) {
795        size_t count;
796        const android::Rect* rects = layer->region.getArray(&count);
797
798        const float alpha = layer->getAlpha() / 255.0f;
799        const float texX = 1.0f / float(layer->getWidth());
800        const float texY = 1.0f / float(layer->getHeight());
801        const float height = rect.getHeight();
802
803        TextureVertex* mesh = mCaches.getRegionMesh();
804        GLsizei numQuads = 0;
805
806        setupDraw();
807        setupDrawWithTexture();
808        setupDrawColor(alpha, alpha, alpha, alpha);
809        setupDrawColorFilter();
810        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
811        setupDrawProgram();
812        setupDrawDirtyRegionsDisabled();
813        setupDrawPureColorUniforms();
814        setupDrawColorFilterUniforms();
815        setupDrawTexture(layer->getTexture());
816        if (mSnapshot->transform->isPureTranslate()) {
817            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
818            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
819
820            layer->setFilter(GL_NEAREST);
821            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
822        } else {
823            layer->setFilter(GL_LINEAR);
824            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
825        }
826        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
827
828        for (size_t i = 0; i < count; i++) {
829            const android::Rect* r = &rects[i];
830
831            const float u1 = r->left * texX;
832            const float v1 = (height - r->top) * texY;
833            const float u2 = r->right * texX;
834            const float v2 = (height - r->bottom) * texY;
835
836            // TODO: Reject quads outside of the clip
837            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
838            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
839            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
840            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
841
842            numQuads++;
843
844            if (numQuads >= REGION_MESH_QUAD_COUNT) {
845                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
846                numQuads = 0;
847                mesh = mCaches.getRegionMesh();
848            }
849        }
850
851        if (numQuads > 0) {
852            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
853        }
854
855        finishDrawTexture();
856
857#if DEBUG_LAYERS_AS_REGIONS
858        drawRegionRects(layer->region);
859#endif
860
861        layer->region.clear();
862    }
863#else
864    composeLayerRect(layer, rect);
865#endif
866}
867
868void OpenGLRenderer::drawRegionRects(const Region& region) {
869#if DEBUG_LAYERS_AS_REGIONS
870    size_t count;
871    const android::Rect* rects = region.getArray(&count);
872
873    uint32_t colors[] = {
874            0x7fff0000, 0x7f00ff00,
875            0x7f0000ff, 0x7fff00ff,
876    };
877
878    int offset = 0;
879    int32_t top = rects[0].top;
880
881    for (size_t i = 0; i < count; i++) {
882        if (top != rects[i].top) {
883            offset ^= 0x2;
884            top = rects[i].top;
885        }
886
887        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
888        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
889                SkXfermode::kSrcOver_Mode);
890    }
891#endif
892}
893
894void OpenGLRenderer::dirtyLayer(const float left, const float top,
895        const float right, const float bottom, const mat4 transform) {
896#if RENDER_LAYERS_AS_REGIONS
897    if (hasLayer()) {
898        Rect bounds(left, top, right, bottom);
899        transform.mapRect(bounds);
900        dirtyLayerUnchecked(bounds, getRegion());
901    }
902#endif
903}
904
905void OpenGLRenderer::dirtyLayer(const float left, const float top,
906        const float right, const float bottom) {
907#if RENDER_LAYERS_AS_REGIONS
908    if (hasLayer()) {
909        Rect bounds(left, top, right, bottom);
910        dirtyLayerUnchecked(bounds, getRegion());
911    }
912#endif
913}
914
915void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
916#if RENDER_LAYERS_AS_REGIONS
917    if (bounds.intersect(*mSnapshot->clipRect)) {
918        bounds.snapToPixelBoundaries();
919        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
920        if (!dirty.isEmpty()) {
921            region->orSelf(dirty);
922        }
923    }
924#endif
925}
926
927void OpenGLRenderer::clearLayerRegions() {
928    const size_t count = mLayers.size();
929    if (count == 0) return;
930
931    if (!mSnapshot->isIgnored()) {
932        // Doing several glScissor/glClear here can negatively impact
933        // GPUs with a tiler architecture, instead we draw quads with
934        // the Clear blending mode
935
936        // The list contains bounds that have already been clipped
937        // against their initial clip rect, and the current clip
938        // is likely different so we need to disable clipping here
939        glDisable(GL_SCISSOR_TEST);
940
941        Vertex mesh[count * 6];
942        Vertex* vertex = mesh;
943
944        for (uint32_t i = 0; i < count; i++) {
945            Rect* bounds = mLayers.itemAt(i);
946
947            Vertex::set(vertex++, bounds->left, bounds->bottom);
948            Vertex::set(vertex++, bounds->left, bounds->top);
949            Vertex::set(vertex++, bounds->right, bounds->top);
950            Vertex::set(vertex++, bounds->left, bounds->bottom);
951            Vertex::set(vertex++, bounds->right, bounds->top);
952            Vertex::set(vertex++, bounds->right, bounds->bottom);
953
954            delete bounds;
955        }
956
957        setupDraw(false);
958        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
959        setupDrawBlending(true, SkXfermode::kClear_Mode);
960        setupDrawProgram();
961        setupDrawPureColorUniforms();
962        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
963        setupDrawVertices(&mesh[0].position[0]);
964
965        glDrawArrays(GL_TRIANGLES, 0, count * 6);
966
967        glEnable(GL_SCISSOR_TEST);
968    } else {
969        for (uint32_t i = 0; i < count; i++) {
970            delete mLayers.itemAt(i);
971        }
972    }
973
974    mLayers.clear();
975}
976
977///////////////////////////////////////////////////////////////////////////////
978// Transforms
979///////////////////////////////////////////////////////////////////////////////
980
981void OpenGLRenderer::translate(float dx, float dy) {
982    mSnapshot->transform->translate(dx, dy, 0.0f);
983}
984
985void OpenGLRenderer::rotate(float degrees) {
986    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
987}
988
989void OpenGLRenderer::scale(float sx, float sy) {
990    mSnapshot->transform->scale(sx, sy, 1.0f);
991}
992
993void OpenGLRenderer::skew(float sx, float sy) {
994    mSnapshot->transform->skew(sx, sy);
995}
996
997void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
998    if (matrix) {
999        mSnapshot->transform->load(*matrix);
1000    } else {
1001        mSnapshot->transform->loadIdentity();
1002    }
1003}
1004
1005void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1006    mSnapshot->transform->copyTo(*matrix);
1007}
1008
1009void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1010    SkMatrix transform;
1011    mSnapshot->transform->copyTo(transform);
1012    transform.preConcat(*matrix);
1013    mSnapshot->transform->load(transform);
1014}
1015
1016///////////////////////////////////////////////////////////////////////////////
1017// Clipping
1018///////////////////////////////////////////////////////////////////////////////
1019
1020void OpenGLRenderer::setScissorFromClip() {
1021    Rect clip(*mSnapshot->clipRect);
1022    clip.snapToPixelBoundaries();
1023
1024    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1025            clip.getWidth(), clip.getHeight());
1026
1027    mDirtyClip = false;
1028}
1029
1030const Rect& OpenGLRenderer::getClipBounds() {
1031    return mSnapshot->getLocalClip();
1032}
1033
1034bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1035    if (mSnapshot->isIgnored()) {
1036        return true;
1037    }
1038
1039    Rect r(left, top, right, bottom);
1040    mSnapshot->transform->mapRect(r);
1041    r.snapToPixelBoundaries();
1042
1043    Rect clipRect(*mSnapshot->clipRect);
1044    clipRect.snapToPixelBoundaries();
1045
1046    return !clipRect.intersects(r);
1047}
1048
1049bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1050    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1051    if (clipped) {
1052        dirtyClip();
1053    }
1054    return !mSnapshot->clipRect->isEmpty();
1055}
1056
1057///////////////////////////////////////////////////////////////////////////////
1058// Drawing commands
1059///////////////////////////////////////////////////////////////////////////////
1060
1061void OpenGLRenderer::setupDraw(bool clear) {
1062    if (clear) clearLayerRegions();
1063    if (mDirtyClip) {
1064        setScissorFromClip();
1065    }
1066    mDescription.reset();
1067    mSetShaderColor = false;
1068    mColorSet = false;
1069    mColorA = mColorR = mColorG = mColorB = 0.0f;
1070    mTextureUnit = 0;
1071    mTrackDirtyRegions = true;
1072}
1073
1074void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1075    mDescription.hasTexture = true;
1076    mDescription.hasAlpha8Texture = isAlpha8;
1077}
1078
1079void OpenGLRenderer::setupDrawWithExternalTexture() {
1080    mDescription.hasExternalTexture = true;
1081}
1082
1083void OpenGLRenderer::setupDrawNoTexture() {
1084    mCaches.disbaleTexCoordsVertexArray();
1085}
1086
1087void OpenGLRenderer::setupDrawAALine() {
1088    mDescription.isAA = true;
1089}
1090
1091void OpenGLRenderer::setupDrawPoint(float pointSize) {
1092    mDescription.isPoint = true;
1093    mDescription.pointSize = pointSize;
1094}
1095
1096void OpenGLRenderer::setupDrawColor(int color) {
1097    setupDrawColor(color, (color >> 24) & 0xFF);
1098}
1099
1100void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1101    mColorA = alpha / 255.0f;
1102    mColorA *= mSnapshot->alpha;
1103    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1104    // the rgb values by a instead of also dividing by 255
1105    const float a = mColorA / 255.0f;
1106    mColorR = a * ((color >> 16) & 0xFF);
1107    mColorG = a * ((color >>  8) & 0xFF);
1108    mColorB = a * ((color      ) & 0xFF);
1109    mColorSet = true;
1110    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1111}
1112
1113void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1114    mColorA = alpha / 255.0f;
1115    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1116    // the rgb values by a instead of also dividing by 255
1117    const float a = mColorA / 255.0f;
1118    mColorR = a * ((color >> 16) & 0xFF);
1119    mColorG = a * ((color >>  8) & 0xFF);
1120    mColorB = a * ((color      ) & 0xFF);
1121    mColorSet = true;
1122    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1123}
1124
1125void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1126    mColorA = a;
1127    mColorR = r;
1128    mColorG = g;
1129    mColorB = b;
1130    mColorSet = true;
1131    mSetShaderColor = mDescription.setColor(r, g, b, a);
1132}
1133
1134void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1135    mColorA = a;
1136    mColorR = r;
1137    mColorG = g;
1138    mColorB = b;
1139    mColorSet = true;
1140    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1141}
1142
1143void OpenGLRenderer::setupDrawShader() {
1144    if (mShader) {
1145        mShader->describe(mDescription, mCaches.extensions);
1146    }
1147}
1148
1149void OpenGLRenderer::setupDrawColorFilter() {
1150    if (mColorFilter) {
1151        mColorFilter->describe(mDescription, mCaches.extensions);
1152    }
1153}
1154
1155void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1156    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1157        mColorA = 1.0f;
1158        mColorR = mColorG = mColorB = 0.0f;
1159        mSetShaderColor = mDescription.modulate = true;
1160    }
1161}
1162
1163void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1164    // When the blending mode is kClear_Mode, we need to use a modulate color
1165    // argb=1,0,0,0
1166    accountForClear(mode);
1167    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1168            mDescription, swapSrcDst);
1169}
1170
1171void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1172    // When the blending mode is kClear_Mode, we need to use a modulate color
1173    // argb=1,0,0,0
1174    accountForClear(mode);
1175    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1176            mDescription, swapSrcDst);
1177}
1178
1179void OpenGLRenderer::setupDrawProgram() {
1180    useProgram(mCaches.programCache.get(mDescription));
1181}
1182
1183void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1184    mTrackDirtyRegions = false;
1185}
1186
1187void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1188        bool ignoreTransform) {
1189    mModelView.loadTranslate(left, top, 0.0f);
1190    if (!ignoreTransform) {
1191        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1192        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1193    } else {
1194        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1195        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1196    }
1197}
1198
1199void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1200    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1201}
1202
1203void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1204        bool ignoreTransform, bool ignoreModelView) {
1205    if (!ignoreModelView) {
1206        mModelView.loadTranslate(left, top, 0.0f);
1207        mModelView.scale(right - left, bottom - top, 1.0f);
1208    } else {
1209        mModelView.loadIdentity();
1210    }
1211    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1212    if (!ignoreTransform) {
1213        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1214        if (mTrackDirtyRegions && dirty) {
1215            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1216        }
1217    } else {
1218        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1219        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1220    }
1221}
1222
1223void OpenGLRenderer::setupDrawPointUniforms() {
1224    int slot = mCaches.currentProgram->getUniform("pointSize");
1225    glUniform1f(slot, mDescription.pointSize);
1226}
1227
1228void OpenGLRenderer::setupDrawColorUniforms() {
1229    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1230        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1231    }
1232}
1233
1234void OpenGLRenderer::setupDrawPureColorUniforms() {
1235    if (mSetShaderColor) {
1236        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1237    }
1238}
1239
1240void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1241    if (mShader) {
1242        if (ignoreTransform) {
1243            mModelView.loadInverse(*mSnapshot->transform);
1244        }
1245        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1246    }
1247}
1248
1249void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1250    if (mShader) {
1251        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1252    }
1253}
1254
1255void OpenGLRenderer::setupDrawColorFilterUniforms() {
1256    if (mColorFilter) {
1257        mColorFilter->setupProgram(mCaches.currentProgram);
1258    }
1259}
1260
1261void OpenGLRenderer::setupDrawSimpleMesh() {
1262    bool force = mCaches.bindMeshBuffer();
1263    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1264    mCaches.unbindIndicesBuffer();
1265}
1266
1267void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1268    bindTexture(texture);
1269    mTextureUnit++;
1270    mCaches.enableTexCoordsVertexArray();
1271}
1272
1273void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1274    bindExternalTexture(texture);
1275    mTextureUnit++;
1276    mCaches.enableTexCoordsVertexArray();
1277}
1278
1279void OpenGLRenderer::setupDrawTextureTransform() {
1280    mDescription.hasTextureTransform = true;
1281}
1282
1283void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1284    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1285            GL_FALSE, &transform.data[0]);
1286}
1287
1288void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1289    bool force = false;
1290    if (!vertices) {
1291        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1292    } else {
1293        force = mCaches.unbindMeshBuffer();
1294    }
1295
1296    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1297    if (mCaches.currentProgram->texCoords >= 0) {
1298        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1299    }
1300
1301    mCaches.unbindIndicesBuffer();
1302}
1303
1304void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1305    bool force = mCaches.unbindMeshBuffer();
1306    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1307    if (mCaches.currentProgram->texCoords >= 0) {
1308        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1309    }
1310}
1311
1312void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1313    bool force = mCaches.unbindMeshBuffer();
1314    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1315            vertices, gVertexStride);
1316    mCaches.unbindIndicesBuffer();
1317}
1318
1319/**
1320 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1321 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1322 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1323 * attributes (one per vertex) are values from zero to one that tells the fragment
1324 * shader where the fragment is in relation to the line width/length overall; these values are
1325 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1326 * region of the line.
1327 * Note that we only pass down the width values in this setup function. The length coordinates
1328 * are set up for each individual segment.
1329 */
1330void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1331        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1332    bool force = mCaches.unbindMeshBuffer();
1333    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1334            vertices, gAAVertexStride);
1335    mCaches.resetTexCoordsVertexPointer();
1336    mCaches.unbindIndicesBuffer();
1337
1338    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1339    glEnableVertexAttribArray(widthSlot);
1340    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1341
1342    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1343    glEnableVertexAttribArray(lengthSlot);
1344    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1345
1346    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1347    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1348
1349    // Setting the inverse value saves computations per-fragment in the shader
1350    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1351    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1352}
1353
1354void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1355    glDisableVertexAttribArray(widthSlot);
1356    glDisableVertexAttribArray(lengthSlot);
1357}
1358
1359void OpenGLRenderer::finishDrawTexture() {
1360}
1361
1362///////////////////////////////////////////////////////////////////////////////
1363// Drawing
1364///////////////////////////////////////////////////////////////////////////////
1365
1366status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1367        Rect& dirty, int32_t flags, uint32_t level) {
1368
1369    if (!USE_DISPLAY_LIST_PROPERTIES && quickReject(0, 0, width, height)) {
1370        return false;
1371    }
1372
1373    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1374    // will be performed by the display list itself
1375    if (displayList && displayList->isRenderable()) {
1376        return displayList->replay(*this, width, height, dirty, flags, level);
1377    }
1378
1379    return DrawGlInfo::kStatusDone;
1380}
1381
1382void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1383    if (displayList) {
1384        displayList->output(*this, level);
1385    }
1386}
1387
1388void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1389    int alpha;
1390    SkXfermode::Mode mode;
1391    getAlphaAndMode(paint, &alpha, &mode);
1392
1393    float x = left;
1394    float y = top;
1395
1396    GLenum filter = GL_LINEAR;
1397    bool ignoreTransform = false;
1398    if (mSnapshot->transform->isPureTranslate()) {
1399        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1400        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1401        ignoreTransform = true;
1402        filter = GL_NEAREST;
1403    } else {
1404        filter = FILTER(paint);
1405    }
1406
1407    setupDraw();
1408    setupDrawWithTexture(true);
1409    if (paint) {
1410        setupDrawAlpha8Color(paint->getColor(), alpha);
1411    }
1412    setupDrawColorFilter();
1413    setupDrawShader();
1414    setupDrawBlending(true, mode);
1415    setupDrawProgram();
1416    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1417
1418    setupDrawTexture(texture->id);
1419    texture->setWrap(GL_CLAMP_TO_EDGE);
1420    texture->setFilter(filter);
1421
1422    setupDrawPureColorUniforms();
1423    setupDrawColorFilterUniforms();
1424    setupDrawShaderUniforms();
1425    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1426
1427    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1428
1429    finishDrawTexture();
1430}
1431
1432void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1433    const float right = left + bitmap->width();
1434    const float bottom = top + bitmap->height();
1435
1436    if (quickReject(left, top, right, bottom)) {
1437        return;
1438    }
1439
1440    mCaches.activeTexture(0);
1441    Texture* texture = mCaches.textureCache.get(bitmap);
1442    if (!texture) return;
1443    const AutoTexture autoCleanup(texture);
1444
1445    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1446        drawAlphaBitmap(texture, left, top, paint);
1447    } else {
1448        drawTextureRect(left, top, right, bottom, texture, paint);
1449    }
1450}
1451
1452void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1453    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1454    const mat4 transform(*matrix);
1455    transform.mapRect(r);
1456
1457    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1458        return;
1459    }
1460
1461    mCaches.activeTexture(0);
1462    Texture* texture = mCaches.textureCache.get(bitmap);
1463    if (!texture) return;
1464    const AutoTexture autoCleanup(texture);
1465
1466    // This could be done in a cheaper way, all we need is pass the matrix
1467    // to the vertex shader. The save/restore is a bit overkill.
1468    save(SkCanvas::kMatrix_SaveFlag);
1469    concatMatrix(matrix);
1470    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1471    restore();
1472}
1473
1474void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1475        float* vertices, int* colors, SkPaint* paint) {
1476    // TODO: Do a quickReject
1477    if (!vertices || mSnapshot->isIgnored()) {
1478        return;
1479    }
1480
1481    mCaches.activeTexture(0);
1482    Texture* texture = mCaches.textureCache.get(bitmap);
1483    if (!texture) return;
1484    const AutoTexture autoCleanup(texture);
1485
1486    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1487    texture->setFilter(FILTER(paint), true);
1488
1489    int alpha;
1490    SkXfermode::Mode mode;
1491    getAlphaAndMode(paint, &alpha, &mode);
1492
1493    const uint32_t count = meshWidth * meshHeight * 6;
1494
1495    float left = FLT_MAX;
1496    float top = FLT_MAX;
1497    float right = FLT_MIN;
1498    float bottom = FLT_MIN;
1499
1500#if RENDER_LAYERS_AS_REGIONS
1501    const bool hasActiveLayer = hasLayer();
1502#else
1503    const bool hasActiveLayer = false;
1504#endif
1505
1506    // TODO: Support the colors array
1507    TextureVertex mesh[count];
1508    TextureVertex* vertex = mesh;
1509    for (int32_t y = 0; y < meshHeight; y++) {
1510        for (int32_t x = 0; x < meshWidth; x++) {
1511            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1512
1513            float u1 = float(x) / meshWidth;
1514            float u2 = float(x + 1) / meshWidth;
1515            float v1 = float(y) / meshHeight;
1516            float v2 = float(y + 1) / meshHeight;
1517
1518            int ax = i + (meshWidth + 1) * 2;
1519            int ay = ax + 1;
1520            int bx = i;
1521            int by = bx + 1;
1522            int cx = i + 2;
1523            int cy = cx + 1;
1524            int dx = i + (meshWidth + 1) * 2 + 2;
1525            int dy = dx + 1;
1526
1527            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1528            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1529            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1530
1531            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1532            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1533            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1534
1535#if RENDER_LAYERS_AS_REGIONS
1536            if (hasActiveLayer) {
1537                // TODO: This could be optimized to avoid unnecessary ops
1538                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1539                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1540                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1541                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1542            }
1543#endif
1544        }
1545    }
1546
1547#if RENDER_LAYERS_AS_REGIONS
1548    if (hasActiveLayer) {
1549        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1550    }
1551#endif
1552
1553    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1554            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1555            GL_TRIANGLES, count, false, false, 0, false, false);
1556}
1557
1558void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1559         float srcLeft, float srcTop, float srcRight, float srcBottom,
1560         float dstLeft, float dstTop, float dstRight, float dstBottom,
1561         SkPaint* paint) {
1562    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1563        return;
1564    }
1565
1566    mCaches.activeTexture(0);
1567    Texture* texture = mCaches.textureCache.get(bitmap);
1568    if (!texture) return;
1569    const AutoTexture autoCleanup(texture);
1570
1571    const float width = texture->width;
1572    const float height = texture->height;
1573
1574    const float u1 = fmax(0.0f, srcLeft / width);
1575    const float v1 = fmax(0.0f, srcTop / height);
1576    const float u2 = fmin(1.0f, srcRight / width);
1577    const float v2 = fmin(1.0f, srcBottom / height);
1578
1579    mCaches.unbindMeshBuffer();
1580    resetDrawTextureTexCoords(u1, v1, u2, v2);
1581
1582    int alpha;
1583    SkXfermode::Mode mode;
1584    getAlphaAndMode(paint, &alpha, &mode);
1585
1586    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1587
1588    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1589        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1590        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1591
1592        GLenum filter = GL_NEAREST;
1593        // Enable linear filtering if the source rectangle is scaled
1594        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1595            filter = FILTER(paint);
1596        }
1597
1598        texture->setFilter(filter, true);
1599        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1600                texture->id, alpha / 255.0f, mode, texture->blend,
1601                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1602                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1603    } else {
1604        texture->setFilter(FILTER(paint), true);
1605        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1606                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1607                GL_TRIANGLE_STRIP, gMeshCount);
1608    }
1609
1610    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1611}
1612
1613void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1614        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1615        float left, float top, float right, float bottom, SkPaint* paint) {
1616    if (quickReject(left, top, right, bottom)) {
1617        return;
1618    }
1619
1620    mCaches.activeTexture(0);
1621    Texture* texture = mCaches.textureCache.get(bitmap);
1622    if (!texture) return;
1623    const AutoTexture autoCleanup(texture);
1624    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1625    texture->setFilter(GL_LINEAR, true);
1626
1627    int alpha;
1628    SkXfermode::Mode mode;
1629    getAlphaAndMode(paint, &alpha, &mode);
1630
1631    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1632            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1633
1634    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1635        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1636#if RENDER_LAYERS_AS_REGIONS
1637        // Mark the current layer dirty where we are going to draw the patch
1638        if (hasLayer() && mesh->hasEmptyQuads) {
1639            const float offsetX = left + mSnapshot->transform->getTranslateX();
1640            const float offsetY = top + mSnapshot->transform->getTranslateY();
1641            const size_t count = mesh->quads.size();
1642            for (size_t i = 0; i < count; i++) {
1643                const Rect& bounds = mesh->quads.itemAt(i);
1644                if (CC_LIKELY(pureTranslate)) {
1645                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1646                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1647                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1648                } else {
1649                    dirtyLayer(left + bounds.left, top + bounds.top,
1650                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1651                }
1652            }
1653        }
1654#endif
1655
1656        if (CC_LIKELY(pureTranslate)) {
1657            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1658            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1659
1660            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1661                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1662                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1663                    true, !mesh->hasEmptyQuads);
1664        } else {
1665            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1666                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1667                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1668                    true, !mesh->hasEmptyQuads);
1669        }
1670    }
1671}
1672
1673/**
1674 * This function uses a similar approach to that of AA lines in the drawLines() function.
1675 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1676 * shader to compute the translucency of the color, determined by whether a given pixel is
1677 * within that boundary region and how far into the region it is.
1678 */
1679void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1680        int color, SkXfermode::Mode mode) {
1681    float inverseScaleX = 1.0f;
1682    float inverseScaleY = 1.0f;
1683    // The quad that we use needs to account for scaling.
1684    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1685        Matrix4 *mat = mSnapshot->transform;
1686        float m00 = mat->data[Matrix4::kScaleX];
1687        float m01 = mat->data[Matrix4::kSkewY];
1688        float m02 = mat->data[2];
1689        float m10 = mat->data[Matrix4::kSkewX];
1690        float m11 = mat->data[Matrix4::kScaleX];
1691        float m12 = mat->data[6];
1692        float scaleX = sqrt(m00 * m00 + m01 * m01);
1693        float scaleY = sqrt(m10 * m10 + m11 * m11);
1694        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1695        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1696    }
1697
1698    setupDraw();
1699    setupDrawNoTexture();
1700    setupDrawAALine();
1701    setupDrawColor(color);
1702    setupDrawColorFilter();
1703    setupDrawShader();
1704    setupDrawBlending(true, mode);
1705    setupDrawProgram();
1706    setupDrawModelViewIdentity(true);
1707    setupDrawColorUniforms();
1708    setupDrawColorFilterUniforms();
1709    setupDrawShaderIdentityUniforms();
1710
1711    AAVertex rects[4];
1712    AAVertex* aaVertices = &rects[0];
1713    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1714    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1715
1716    float boundarySizeX = .5 * inverseScaleX;
1717    float boundarySizeY = .5 * inverseScaleY;
1718
1719    // Adjust the rect by the AA boundary padding
1720    left -= boundarySizeX;
1721    right += boundarySizeX;
1722    top -= boundarySizeY;
1723    bottom += boundarySizeY;
1724
1725    float width = right - left;
1726    float height = bottom - top;
1727
1728    int widthSlot;
1729    int lengthSlot;
1730
1731    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1732    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1733    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1734            boundaryWidthProportion, widthSlot, lengthSlot);
1735
1736    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1737    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1738    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1739    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1740
1741    if (!quickReject(left, top, right, bottom)) {
1742        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1743        AAVertex::set(aaVertices++, left, top, 1, 0);
1744        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1745        AAVertex::set(aaVertices++, right, top, 0, 0);
1746        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1747        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1748    }
1749
1750    finishDrawAALine(widthSlot, lengthSlot);
1751}
1752
1753/**
1754 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1755 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1756 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1757 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1758 * of the line. Hairlines are more involved because we need to account for transform scaling
1759 * to end up with a one-pixel-wide line in screen space..
1760 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1761 * in combination with values that we calculate and pass down in this method. The basic approach
1762 * is that the quad we create contains both the core line area plus a bounding area in which
1763 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1764 * proportion of the width and the length of a given segment is represented by the boundary
1765 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1766 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1767 * on the inside). This ends up giving the result we want, with pixels that are completely
1768 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1769 * how far into the boundary region they are, which is determined by shader interpolation.
1770 */
1771void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1772    if (mSnapshot->isIgnored()) return;
1773
1774    const bool isAA = paint->isAntiAlias();
1775    // We use half the stroke width here because we're going to position the quad
1776    // corner vertices half of the width away from the line endpoints
1777    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1778    // A stroke width of 0 has a special meaning in Skia:
1779    // it draws a line 1 px wide regardless of current transform
1780    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1781
1782    float inverseScaleX = 1.0f;
1783    float inverseScaleY = 1.0f;
1784    bool scaled = false;
1785
1786    int alpha;
1787    SkXfermode::Mode mode;
1788
1789    int generatedVerticesCount = 0;
1790    int verticesCount = count;
1791    if (count > 4) {
1792        // Polyline: account for extra vertices needed for continuous tri-strip
1793        verticesCount += (count - 4);
1794    }
1795
1796    if (isHairLine || isAA) {
1797        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1798        // the line on the screen should always be one pixel wide regardless of scale. For
1799        // AA lines, we only want one pixel of translucent boundary around the quad.
1800        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1801            Matrix4 *mat = mSnapshot->transform;
1802            float m00 = mat->data[Matrix4::kScaleX];
1803            float m01 = mat->data[Matrix4::kSkewY];
1804            float m02 = mat->data[2];
1805            float m10 = mat->data[Matrix4::kSkewX];
1806            float m11 = mat->data[Matrix4::kScaleX];
1807            float m12 = mat->data[6];
1808
1809            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1810            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1811
1812            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1813            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1814
1815            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1816                scaled = true;
1817            }
1818        }
1819    }
1820
1821    getAlphaAndMode(paint, &alpha, &mode);
1822    setupDraw();
1823    setupDrawNoTexture();
1824    if (isAA) {
1825        setupDrawAALine();
1826    }
1827    setupDrawColor(paint->getColor(), alpha);
1828    setupDrawColorFilter();
1829    setupDrawShader();
1830    setupDrawBlending(isAA, mode);
1831    setupDrawProgram();
1832    setupDrawModelViewIdentity(true);
1833    setupDrawColorUniforms();
1834    setupDrawColorFilterUniforms();
1835    setupDrawShaderIdentityUniforms();
1836
1837    if (isHairLine) {
1838        // Set a real stroke width to be used in quad construction
1839        halfStrokeWidth = isAA? 1 : .5;
1840    } else if (isAA && !scaled) {
1841        // Expand boundary to enable AA calculations on the quad border
1842        halfStrokeWidth += .5f;
1843    }
1844
1845    int widthSlot;
1846    int lengthSlot;
1847
1848    Vertex lines[verticesCount];
1849    Vertex* vertices = &lines[0];
1850
1851    AAVertex wLines[verticesCount];
1852    AAVertex* aaVertices = &wLines[0];
1853
1854    if (CC_UNLIKELY(!isAA)) {
1855        setupDrawVertices(vertices);
1856    } else {
1857        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1858        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1859        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1860        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1861        // This value is used in the fragment shader to determine how to fill fragments.
1862        // We will need to calculate the actual width proportion on each segment for
1863        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1864        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1865        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1866                boundaryWidthProportion, widthSlot, lengthSlot);
1867    }
1868
1869    AAVertex* prevAAVertex = NULL;
1870    Vertex* prevVertex = NULL;
1871
1872    int boundaryLengthSlot = -1;
1873    int inverseBoundaryLengthSlot = -1;
1874    int boundaryWidthSlot = -1;
1875    int inverseBoundaryWidthSlot = -1;
1876
1877    for (int i = 0; i < count; i += 4) {
1878        // a = start point, b = end point
1879        vec2 a(points[i], points[i + 1]);
1880        vec2 b(points[i + 2], points[i + 3]);
1881
1882        float length = 0;
1883        float boundaryLengthProportion = 0;
1884        float boundaryWidthProportion = 0;
1885
1886        // Find the normal to the line
1887        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1888        if (isHairLine) {
1889            if (isAA) {
1890                float wideningFactor;
1891                if (fabs(n.x) >= fabs(n.y)) {
1892                    wideningFactor = fabs(1.0f / n.x);
1893                } else {
1894                    wideningFactor = fabs(1.0f / n.y);
1895                }
1896                n *= wideningFactor;
1897            }
1898
1899            if (scaled) {
1900                n.x *= inverseScaleX;
1901                n.y *= inverseScaleY;
1902            }
1903        } else if (scaled) {
1904            // Extend n by .5 pixel on each side, post-transform
1905            vec2 extendedN = n.copyNormalized();
1906            extendedN /= 2;
1907            extendedN.x *= inverseScaleX;
1908            extendedN.y *= inverseScaleY;
1909
1910            float extendedNLength = extendedN.length();
1911            // We need to set this value on the shader prior to drawing
1912            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1913            n += extendedN;
1914        }
1915
1916        float x = n.x;
1917        n.x = -n.y;
1918        n.y = x;
1919
1920        // aa lines expand the endpoint vertices to encompass the AA boundary
1921        if (isAA) {
1922            vec2 abVector = (b - a);
1923            length = abVector.length();
1924            abVector.normalize();
1925
1926            if (scaled) {
1927                abVector.x *= inverseScaleX;
1928                abVector.y *= inverseScaleY;
1929                float abLength = abVector.length();
1930                boundaryLengthProportion = abLength / (length + abLength);
1931            } else {
1932                boundaryLengthProportion = .5 / (length + 1);
1933            }
1934
1935            abVector /= 2;
1936            a -= abVector;
1937            b += abVector;
1938        }
1939
1940        // Four corners of the rectangle defining a thick line
1941        vec2 p1 = a - n;
1942        vec2 p2 = a + n;
1943        vec2 p3 = b + n;
1944        vec2 p4 = b - n;
1945
1946
1947        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1948        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1949        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1950        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1951
1952        if (!quickReject(left, top, right, bottom)) {
1953            if (!isAA) {
1954                if (prevVertex != NULL) {
1955                    // Issue two repeat vertices to create degenerate triangles to bridge
1956                    // between the previous line and the new one. This is necessary because
1957                    // we are creating a single triangle_strip which will contain
1958                    // potentially discontinuous line segments.
1959                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1960                    Vertex::set(vertices++, p1.x, p1.y);
1961                    generatedVerticesCount += 2;
1962                }
1963
1964                Vertex::set(vertices++, p1.x, p1.y);
1965                Vertex::set(vertices++, p2.x, p2.y);
1966                Vertex::set(vertices++, p4.x, p4.y);
1967                Vertex::set(vertices++, p3.x, p3.y);
1968
1969                prevVertex = vertices - 1;
1970                generatedVerticesCount += 4;
1971            } else {
1972                if (!isHairLine && scaled) {
1973                    // Must set width proportions per-segment for scaled non-hairlines to use the
1974                    // correct AA boundary dimensions
1975                    if (boundaryWidthSlot < 0) {
1976                        boundaryWidthSlot =
1977                                mCaches.currentProgram->getUniform("boundaryWidth");
1978                        inverseBoundaryWidthSlot =
1979                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1980                    }
1981
1982                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1983                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1984                }
1985
1986                if (boundaryLengthSlot < 0) {
1987                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1988                    inverseBoundaryLengthSlot =
1989                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1990                }
1991
1992                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1993                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1994
1995                if (prevAAVertex != NULL) {
1996                    // Issue two repeat vertices to create degenerate triangles to bridge
1997                    // between the previous line and the new one. This is necessary because
1998                    // we are creating a single triangle_strip which will contain
1999                    // potentially discontinuous line segments.
2000                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2001                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2002                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2003                    generatedVerticesCount += 2;
2004                }
2005
2006                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2007                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2008                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2009                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2010
2011                prevAAVertex = aaVertices - 1;
2012                generatedVerticesCount += 4;
2013            }
2014
2015            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2016                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2017                    *mSnapshot->transform);
2018        }
2019    }
2020
2021    if (generatedVerticesCount > 0) {
2022       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2023    }
2024
2025    if (isAA) {
2026        finishDrawAALine(widthSlot, lengthSlot);
2027    }
2028}
2029
2030void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2031    if (mSnapshot->isIgnored()) return;
2032
2033    // TODO: The paint's cap style defines whether the points are square or circular
2034    // TODO: Handle AA for round points
2035
2036    // A stroke width of 0 has a special meaning in Skia:
2037    // it draws an unscaled 1px point
2038    float strokeWidth = paint->getStrokeWidth();
2039    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2040    if (isHairLine) {
2041        // Now that we know it's hairline, we can set the effective width, to be used later
2042        strokeWidth = 1.0f;
2043    }
2044    const float halfWidth = strokeWidth / 2;
2045    int alpha;
2046    SkXfermode::Mode mode;
2047    getAlphaAndMode(paint, &alpha, &mode);
2048
2049    int verticesCount = count >> 1;
2050    int generatedVerticesCount = 0;
2051
2052    TextureVertex pointsData[verticesCount];
2053    TextureVertex* vertex = &pointsData[0];
2054
2055    setupDraw();
2056    setupDrawNoTexture();
2057    setupDrawPoint(strokeWidth);
2058    setupDrawColor(paint->getColor(), alpha);
2059    setupDrawColorFilter();
2060    setupDrawShader();
2061    setupDrawBlending(mode);
2062    setupDrawProgram();
2063    setupDrawModelViewIdentity(true);
2064    setupDrawColorUniforms();
2065    setupDrawColorFilterUniforms();
2066    setupDrawPointUniforms();
2067    setupDrawShaderIdentityUniforms();
2068    setupDrawMesh(vertex);
2069
2070    for (int i = 0; i < count; i += 2) {
2071        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2072        generatedVerticesCount++;
2073
2074        float left = points[i] - halfWidth;
2075        float right = points[i] + halfWidth;
2076        float top = points[i + 1] - halfWidth;
2077        float bottom = points [i + 1] + halfWidth;
2078
2079        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2080    }
2081
2082    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2083}
2084
2085void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2086    // No need to check against the clip, we fill the clip region
2087    if (mSnapshot->isIgnored()) return;
2088
2089    Rect& clip(*mSnapshot->clipRect);
2090    clip.snapToPixelBoundaries();
2091
2092    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2093}
2094
2095void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
2096    if (!texture) return;
2097    const AutoTexture autoCleanup(texture);
2098
2099    const float x = left + texture->left - texture->offset;
2100    const float y = top + texture->top - texture->offset;
2101
2102    drawPathTexture(texture, x, y, paint);
2103}
2104
2105void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2106        float rx, float ry, SkPaint* paint) {
2107    if (mSnapshot->isIgnored()) return;
2108
2109    mCaches.activeTexture(0);
2110    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2111            right - left, bottom - top, rx, ry, paint);
2112    drawShape(left, top, texture, paint);
2113}
2114
2115void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2116    if (mSnapshot->isIgnored()) return;
2117
2118    mCaches.activeTexture(0);
2119    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2120    drawShape(x - radius, y - radius, texture, paint);
2121}
2122
2123void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2124    if (mSnapshot->isIgnored()) return;
2125
2126    mCaches.activeTexture(0);
2127    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2128    drawShape(left, top, texture, paint);
2129}
2130
2131void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2132        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2133    if (mSnapshot->isIgnored()) return;
2134
2135    if (fabs(sweepAngle) >= 360.0f) {
2136        drawOval(left, top, right, bottom, paint);
2137        return;
2138    }
2139
2140    mCaches.activeTexture(0);
2141    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2142            startAngle, sweepAngle, useCenter, paint);
2143    drawShape(left, top, texture, paint);
2144}
2145
2146void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2147        SkPaint* paint) {
2148    if (mSnapshot->isIgnored()) return;
2149
2150    mCaches.activeTexture(0);
2151    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2152    drawShape(left, top, texture, paint);
2153}
2154
2155void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2156    if (p->getStyle() != SkPaint::kFill_Style) {
2157        drawRectAsShape(left, top, right, bottom, p);
2158        return;
2159    }
2160
2161    if (quickReject(left, top, right, bottom)) {
2162        return;
2163    }
2164
2165    SkXfermode::Mode mode;
2166    if (!mCaches.extensions.hasFramebufferFetch()) {
2167        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2168        if (!isMode) {
2169            // Assume SRC_OVER
2170            mode = SkXfermode::kSrcOver_Mode;
2171        }
2172    } else {
2173        mode = getXfermode(p->getXfermode());
2174    }
2175
2176    int color = p->getColor();
2177    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2178        drawAARect(left, top, right, bottom, color, mode);
2179    } else {
2180        drawColorRect(left, top, right, bottom, color, mode);
2181    }
2182}
2183
2184void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2185        const float* positions, SkPaint* paint) {
2186    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2187            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2188        return;
2189    }
2190
2191    // NOTE: Skia does not support perspective transform on drawPosText yet
2192    if (!mSnapshot->transform->isSimple()) {
2193        return;
2194    }
2195
2196    float x = 0.0f;
2197    float y = 0.0f;
2198    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2199    if (pureTranslate) {
2200        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2201        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2202    }
2203
2204    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2205    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2206            paint->getTextSize());
2207
2208    int alpha;
2209    SkXfermode::Mode mode;
2210    getAlphaAndMode(paint, &alpha, &mode);
2211
2212    // Pick the appropriate texture filtering
2213    bool linearFilter = mSnapshot->transform->changesBounds();
2214    if (pureTranslate && !linearFilter) {
2215        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2216    }
2217
2218    mCaches.activeTexture(0);
2219    setupDraw();
2220    setupDrawDirtyRegionsDisabled();
2221    setupDrawWithTexture(true);
2222    setupDrawAlpha8Color(paint->getColor(), alpha);
2223    setupDrawColorFilter();
2224    setupDrawShader();
2225    setupDrawBlending(true, mode);
2226    setupDrawProgram();
2227    setupDrawModelView(x, y, x, y, pureTranslate, true);
2228    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2229    setupDrawPureColorUniforms();
2230    setupDrawColorFilterUniforms();
2231    setupDrawShaderUniforms(pureTranslate);
2232
2233    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2234    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2235
2236#if RENDER_LAYERS_AS_REGIONS
2237    const bool hasActiveLayer = hasLayer();
2238#else
2239    const bool hasActiveLayer = false;
2240#endif
2241
2242    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2243            positions, hasActiveLayer ? &bounds : NULL)) {
2244#if RENDER_LAYERS_AS_REGIONS
2245        if (hasActiveLayer) {
2246            if (!pureTranslate) {
2247                mSnapshot->transform->mapRect(bounds);
2248            }
2249            dirtyLayerUnchecked(bounds, getRegion());
2250        }
2251#endif
2252    }
2253}
2254
2255void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2256        float x, float y, SkPaint* paint, float length) {
2257    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2258            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2259        return;
2260    }
2261
2262    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2263    switch (paint->getTextAlign()) {
2264        case SkPaint::kCenter_Align:
2265            x -= length / 2.0f;
2266            break;
2267        case SkPaint::kRight_Align:
2268            x -= length;
2269            break;
2270        default:
2271            break;
2272    }
2273
2274    SkPaint::FontMetrics metrics;
2275    paint->getFontMetrics(&metrics, 0.0f);
2276    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2277        return;
2278    }
2279
2280    const float oldX = x;
2281    const float oldY = y;
2282    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2283    if (CC_LIKELY(pureTranslate)) {
2284        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2285        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2286    }
2287
2288#if DEBUG_GLYPHS
2289    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2290#endif
2291
2292    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2293    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2294            paint->getTextSize());
2295
2296    int alpha;
2297    SkXfermode::Mode mode;
2298    getAlphaAndMode(paint, &alpha, &mode);
2299
2300    if (CC_UNLIKELY(mHasShadow)) {
2301        mCaches.activeTexture(0);
2302
2303        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2304        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2305                paint, text, bytesCount, count, mShadowRadius);
2306        const AutoTexture autoCleanup(shadow);
2307
2308        const float sx = oldX - shadow->left + mShadowDx;
2309        const float sy = oldY - shadow->top + mShadowDy;
2310
2311        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2312        int shadowColor = mShadowColor;
2313        if (mShader) {
2314            shadowColor = 0xffffffff;
2315        }
2316
2317        setupDraw();
2318        setupDrawWithTexture(true);
2319        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2320        setupDrawColorFilter();
2321        setupDrawShader();
2322        setupDrawBlending(true, mode);
2323        setupDrawProgram();
2324        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2325        setupDrawTexture(shadow->id);
2326        setupDrawPureColorUniforms();
2327        setupDrawColorFilterUniforms();
2328        setupDrawShaderUniforms();
2329        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2330
2331        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2332    }
2333
2334    // Pick the appropriate texture filtering
2335    bool linearFilter = mSnapshot->transform->changesBounds();
2336    if (pureTranslate && !linearFilter) {
2337        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2338    }
2339
2340    mCaches.activeTexture(0);
2341    setupDraw();
2342    setupDrawDirtyRegionsDisabled();
2343    setupDrawWithTexture(true);
2344    setupDrawAlpha8Color(paint->getColor(), alpha);
2345    setupDrawColorFilter();
2346    setupDrawShader();
2347    setupDrawBlending(true, mode);
2348    setupDrawProgram();
2349    setupDrawModelView(x, y, x, y, pureTranslate, true);
2350    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2351    setupDrawPureColorUniforms();
2352    setupDrawColorFilterUniforms();
2353    setupDrawShaderUniforms(pureTranslate);
2354
2355    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2356    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2357
2358#if RENDER_LAYERS_AS_REGIONS
2359    const bool hasActiveLayer = hasLayer();
2360#else
2361    const bool hasActiveLayer = false;
2362#endif
2363
2364    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2365            hasActiveLayer ? &bounds : NULL)) {
2366#if RENDER_LAYERS_AS_REGIONS
2367        if (hasActiveLayer) {
2368            if (!pureTranslate) {
2369                mSnapshot->transform->mapRect(bounds);
2370            }
2371            dirtyLayerUnchecked(bounds, getRegion());
2372        }
2373#endif
2374    }
2375
2376    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2377}
2378
2379void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2380        float hOffset, float vOffset, SkPaint* paint) {
2381    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2382            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2383        return;
2384    }
2385
2386    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2387    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2388            paint->getTextSize());
2389
2390    int alpha;
2391    SkXfermode::Mode mode;
2392    getAlphaAndMode(paint, &alpha, &mode);
2393
2394    mCaches.activeTexture(0);
2395    setupDraw();
2396    setupDrawDirtyRegionsDisabled();
2397    setupDrawWithTexture(true);
2398    setupDrawAlpha8Color(paint->getColor(), alpha);
2399    setupDrawColorFilter();
2400    setupDrawShader();
2401    setupDrawBlending(true, mode);
2402    setupDrawProgram();
2403    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2404    setupDrawTexture(fontRenderer.getTexture(true));
2405    setupDrawPureColorUniforms();
2406    setupDrawColorFilterUniforms();
2407    setupDrawShaderUniforms(false);
2408
2409    const Rect* clip = &mSnapshot->getLocalClip();
2410    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2411
2412#if RENDER_LAYERS_AS_REGIONS
2413    const bool hasActiveLayer = hasLayer();
2414#else
2415    const bool hasActiveLayer = false;
2416#endif
2417
2418    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2419            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2420#if RENDER_LAYERS_AS_REGIONS
2421        if (hasActiveLayer) {
2422            mSnapshot->transform->mapRect(bounds);
2423            dirtyLayerUnchecked(bounds, getRegion());
2424        }
2425#endif
2426    }
2427}
2428
2429void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2430    if (mSnapshot->isIgnored()) return;
2431
2432    mCaches.activeTexture(0);
2433
2434    // TODO: Perform early clip test before we rasterize the path
2435    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2436    if (!texture) return;
2437    const AutoTexture autoCleanup(texture);
2438
2439    const float x = texture->left - texture->offset;
2440    const float y = texture->top - texture->offset;
2441
2442    drawPathTexture(texture, x, y, paint);
2443}
2444
2445void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2446    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2447        return;
2448    }
2449
2450    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2451        OpenGLRenderer* renderer = layer->renderer;
2452        Rect& dirty = layer->dirtyRect;
2453
2454        interrupt();
2455        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2456        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2457        renderer->drawDisplayList(layer->displayList, layer->getWidth(), layer->getHeight(),
2458                dirty, DisplayList::kReplayFlag_ClipChildren);
2459        renderer->finish();
2460        resume();
2461
2462        dirty.setEmpty();
2463        layer->deferredUpdateScheduled = false;
2464        layer->renderer = NULL;
2465        layer->displayList = NULL;
2466    }
2467
2468    mCaches.activeTexture(0);
2469
2470    int alpha;
2471    SkXfermode::Mode mode;
2472    getAlphaAndMode(paint, &alpha, &mode);
2473
2474    layer->setAlpha(alpha, mode);
2475
2476#if RENDER_LAYERS_AS_REGIONS
2477    if (CC_LIKELY(!layer->region.isEmpty())) {
2478        if (layer->region.isRect()) {
2479            composeLayerRect(layer, layer->regionRect);
2480        } else if (layer->mesh) {
2481            const float a = alpha / 255.0f;
2482            const Rect& rect = layer->layer;
2483
2484            setupDraw();
2485            setupDrawWithTexture();
2486            setupDrawColor(a, a, a, a);
2487            setupDrawColorFilter();
2488            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2489            setupDrawProgram();
2490            setupDrawPureColorUniforms();
2491            setupDrawColorFilterUniforms();
2492            setupDrawTexture(layer->getTexture());
2493            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2494                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2495                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2496
2497                layer->setFilter(GL_NEAREST);
2498                setupDrawModelViewTranslate(x, y,
2499                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2500            } else {
2501                layer->setFilter(GL_LINEAR);
2502                setupDrawModelViewTranslate(x, y,
2503                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2504            }
2505            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2506
2507            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2508                    GL_UNSIGNED_SHORT, layer->meshIndices);
2509
2510            finishDrawTexture();
2511
2512#if DEBUG_LAYERS_AS_REGIONS
2513            drawRegionRects(layer->region);
2514#endif
2515        }
2516    }
2517#else
2518    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2519    composeLayerRect(layer, r);
2520#endif
2521}
2522
2523///////////////////////////////////////////////////////////////////////////////
2524// Shaders
2525///////////////////////////////////////////////////////////////////////////////
2526
2527void OpenGLRenderer::resetShader() {
2528    mShader = NULL;
2529}
2530
2531void OpenGLRenderer::setupShader(SkiaShader* shader) {
2532    mShader = shader;
2533    if (mShader) {
2534        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2535    }
2536}
2537
2538///////////////////////////////////////////////////////////////////////////////
2539// Color filters
2540///////////////////////////////////////////////////////////////////////////////
2541
2542void OpenGLRenderer::resetColorFilter() {
2543    mColorFilter = NULL;
2544}
2545
2546void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2547    mColorFilter = filter;
2548}
2549
2550///////////////////////////////////////////////////////////////////////////////
2551// Drop shadow
2552///////////////////////////////////////////////////////////////////////////////
2553
2554void OpenGLRenderer::resetShadow() {
2555    mHasShadow = false;
2556}
2557
2558void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2559    mHasShadow = true;
2560    mShadowRadius = radius;
2561    mShadowDx = dx;
2562    mShadowDy = dy;
2563    mShadowColor = color;
2564}
2565
2566///////////////////////////////////////////////////////////////////////////////
2567// Draw filters
2568///////////////////////////////////////////////////////////////////////////////
2569
2570void OpenGLRenderer::resetPaintFilter() {
2571    mHasDrawFilter = false;
2572}
2573
2574void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2575    mHasDrawFilter = true;
2576    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2577    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2578}
2579
2580SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2581    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2582
2583    uint32_t flags = paint->getFlags();
2584
2585    mFilteredPaint = *paint;
2586    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2587
2588    return &mFilteredPaint;
2589}
2590
2591///////////////////////////////////////////////////////////////////////////////
2592// Drawing implementation
2593///////////////////////////////////////////////////////////////////////////////
2594
2595void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2596        float x, float y, SkPaint* paint) {
2597    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2598        return;
2599    }
2600
2601    int alpha;
2602    SkXfermode::Mode mode;
2603    getAlphaAndMode(paint, &alpha, &mode);
2604
2605    setupDraw();
2606    setupDrawWithTexture(true);
2607    setupDrawAlpha8Color(paint->getColor(), alpha);
2608    setupDrawColorFilter();
2609    setupDrawShader();
2610    setupDrawBlending(true, mode);
2611    setupDrawProgram();
2612    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2613    setupDrawTexture(texture->id);
2614    setupDrawPureColorUniforms();
2615    setupDrawColorFilterUniforms();
2616    setupDrawShaderUniforms();
2617    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2618
2619    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2620
2621    finishDrawTexture();
2622}
2623
2624// Same values used by Skia
2625#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2626#define kStdUnderline_Offset    (1.0f / 9.0f)
2627#define kStdUnderline_Thickness (1.0f / 18.0f)
2628
2629void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2630        float x, float y, SkPaint* paint) {
2631    // Handle underline and strike-through
2632    uint32_t flags = paint->getFlags();
2633    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2634        SkPaint paintCopy(*paint);
2635        float underlineWidth = length;
2636        // If length is > 0.0f, we already measured the text for the text alignment
2637        if (length <= 0.0f) {
2638            underlineWidth = paintCopy.measureText(text, bytesCount);
2639        }
2640
2641        float offsetX = 0;
2642        switch (paintCopy.getTextAlign()) {
2643            case SkPaint::kCenter_Align:
2644                offsetX = underlineWidth * 0.5f;
2645                break;
2646            case SkPaint::kRight_Align:
2647                offsetX = underlineWidth;
2648                break;
2649            default:
2650                break;
2651        }
2652
2653        if (CC_LIKELY(underlineWidth > 0.0f)) {
2654            const float textSize = paintCopy.getTextSize();
2655            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2656
2657            const float left = x - offsetX;
2658            float top = 0.0f;
2659
2660            int linesCount = 0;
2661            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2662            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2663
2664            const int pointsCount = 4 * linesCount;
2665            float points[pointsCount];
2666            int currentPoint = 0;
2667
2668            if (flags & SkPaint::kUnderlineText_Flag) {
2669                top = y + textSize * kStdUnderline_Offset;
2670                points[currentPoint++] = left;
2671                points[currentPoint++] = top;
2672                points[currentPoint++] = left + underlineWidth;
2673                points[currentPoint++] = top;
2674            }
2675
2676            if (flags & SkPaint::kStrikeThruText_Flag) {
2677                top = y + textSize * kStdStrikeThru_Offset;
2678                points[currentPoint++] = left;
2679                points[currentPoint++] = top;
2680                points[currentPoint++] = left + underlineWidth;
2681                points[currentPoint++] = top;
2682            }
2683
2684            paintCopy.setStrokeWidth(strokeWidth);
2685
2686            drawLines(&points[0], pointsCount, &paintCopy);
2687        }
2688    }
2689}
2690
2691void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2692        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2693    // If a shader is set, preserve only the alpha
2694    if (mShader) {
2695        color |= 0x00ffffff;
2696    }
2697
2698    setupDraw();
2699    setupDrawNoTexture();
2700    setupDrawColor(color);
2701    setupDrawShader();
2702    setupDrawColorFilter();
2703    setupDrawBlending(mode);
2704    setupDrawProgram();
2705    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2706    setupDrawColorUniforms();
2707    setupDrawShaderUniforms(ignoreTransform);
2708    setupDrawColorFilterUniforms();
2709    setupDrawSimpleMesh();
2710
2711    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2712}
2713
2714void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2715        Texture* texture, SkPaint* paint) {
2716    int alpha;
2717    SkXfermode::Mode mode;
2718    getAlphaAndMode(paint, &alpha, &mode);
2719
2720    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2721
2722    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2723        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2724        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2725
2726        texture->setFilter(GL_NEAREST, true);
2727        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2728                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2729                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2730    } else {
2731        texture->setFilter(FILTER(paint), true);
2732        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2733                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2734                GL_TRIANGLE_STRIP, gMeshCount);
2735    }
2736}
2737
2738void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2739        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2740    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2741            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2742}
2743
2744void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2745        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2746        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2747        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2748
2749    setupDraw();
2750    setupDrawWithTexture();
2751    setupDrawColor(alpha, alpha, alpha, alpha);
2752    setupDrawColorFilter();
2753    setupDrawBlending(blend, mode, swapSrcDst);
2754    setupDrawProgram();
2755    if (!dirty) {
2756        setupDrawDirtyRegionsDisabled();
2757    }
2758    if (!ignoreScale) {
2759        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2760    } else {
2761        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2762    }
2763    setupDrawPureColorUniforms();
2764    setupDrawColorFilterUniforms();
2765    setupDrawTexture(texture);
2766    setupDrawMesh(vertices, texCoords, vbo);
2767
2768    glDrawArrays(drawMode, 0, elementsCount);
2769
2770    finishDrawTexture();
2771}
2772
2773void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2774        ProgramDescription& description, bool swapSrcDst) {
2775    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2776    if (blend) {
2777        // These blend modes are not supported by OpenGL directly and have
2778        // to be implemented using shaders. Since the shader will perform
2779        // the blending, turn blending off here
2780        // If the blend mode cannot be implemented using shaders, fall
2781        // back to the default SrcOver blend mode instead
2782        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2783            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2784                description.framebufferMode = mode;
2785                description.swapSrcDst = swapSrcDst;
2786
2787                if (mCaches.blend) {
2788                    glDisable(GL_BLEND);
2789                    mCaches.blend = false;
2790                }
2791
2792                return;
2793            } else {
2794                mode = SkXfermode::kSrcOver_Mode;
2795            }
2796        }
2797
2798        if (!mCaches.blend) {
2799            glEnable(GL_BLEND);
2800        }
2801
2802        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2803        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2804
2805        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2806            glBlendFunc(sourceMode, destMode);
2807            mCaches.lastSrcMode = sourceMode;
2808            mCaches.lastDstMode = destMode;
2809        }
2810    } else if (mCaches.blend) {
2811        glDisable(GL_BLEND);
2812    }
2813    mCaches.blend = blend;
2814}
2815
2816bool OpenGLRenderer::useProgram(Program* program) {
2817    if (!program->isInUse()) {
2818        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2819        program->use();
2820        mCaches.currentProgram = program;
2821        return false;
2822    }
2823    return true;
2824}
2825
2826void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2827    TextureVertex* v = &mMeshVertices[0];
2828    TextureVertex::setUV(v++, u1, v1);
2829    TextureVertex::setUV(v++, u2, v1);
2830    TextureVertex::setUV(v++, u1, v2);
2831    TextureVertex::setUV(v++, u2, v2);
2832}
2833
2834void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2835    if (paint) {
2836        *mode = getXfermode(paint->getXfermode());
2837
2838        // Skia draws using the color's alpha channel if < 255
2839        // Otherwise, it uses the paint's alpha
2840        int color = paint->getColor();
2841        *alpha = (color >> 24) & 0xFF;
2842        if (*alpha == 255) {
2843            *alpha = paint->getAlpha();
2844        }
2845    } else {
2846        *mode = SkXfermode::kSrcOver_Mode;
2847        *alpha = 255;
2848    }
2849    *alpha *= mSnapshot->alpha;
2850}
2851
2852SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2853    SkXfermode::Mode resultMode;
2854    if (!SkXfermode::AsMode(mode, &resultMode)) {
2855        resultMode = SkXfermode::kSrcOver_Mode;
2856    }
2857    return resultMode;
2858}
2859
2860}; // namespace uirenderer
2861}; // namespace android
2862