OpenGLRenderer.cpp revision a1d3c91afbd52c7e8b01f4a9060c5459f02ae7a5
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DisplayListRenderer.h"
35#include "Vector.h"
36
37namespace android {
38namespace uirenderer {
39
40///////////////////////////////////////////////////////////////////////////////
41// Defines
42///////////////////////////////////////////////////////////////////////////////
43
44#define RAD_TO_DEG (180.0f / 3.14159265f)
45#define MIN_ANGLE 0.001f
46
47// TODO: This should be set in properties
48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106///////////////////////////////////////////////////////////////////////////////
107// Constructors/destructor
108///////////////////////////////////////////////////////////////////////////////
109
110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
111    mShader = NULL;
112    mColorFilter = NULL;
113    mHasShadow = false;
114
115    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
116
117    mFirstSnapshot = new Snapshot;
118}
119
120OpenGLRenderer::~OpenGLRenderer() {
121    // The context has already been destroyed at this point, do not call
122    // GL APIs. All GL state should be kept in Caches.h
123}
124
125///////////////////////////////////////////////////////////////////////////////
126// Setup
127///////////////////////////////////////////////////////////////////////////////
128
129void OpenGLRenderer::setViewport(int width, int height) {
130    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
131
132    mWidth = width;
133    mHeight = height;
134
135    mFirstSnapshot->height = height;
136    mFirstSnapshot->viewport.set(0, 0, width, height);
137
138    glDisable(GL_DITHER);
139    glEnable(GL_SCISSOR_TEST);
140    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
141
142    glEnableVertexAttribArray(Program::kBindingPosition);
143}
144
145void OpenGLRenderer::prepare(bool opaque) {
146    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
147}
148
149void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
150    mCaches.clearGarbage();
151
152    mSnapshot = new Snapshot(mFirstSnapshot,
153            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
154    mSnapshot->fbo = getTargetFbo();
155    mSaveCount = 1;
156
157    glViewport(0, 0, mWidth, mHeight);
158    glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
159
160    mSnapshot->setClip(left, top, right, bottom);
161    mDirtyClip = false;
162
163    if (!opaque) {
164        glClear(GL_COLOR_BUFFER_BIT);
165    }
166}
167
168void OpenGLRenderer::finish() {
169#if DEBUG_OPENGL
170    GLenum status = GL_NO_ERROR;
171    while ((status = glGetError()) != GL_NO_ERROR) {
172        LOGD("GL error from OpenGLRenderer: 0x%x", status);
173        switch (status) {
174            case GL_OUT_OF_MEMORY:
175                LOGE("  OpenGLRenderer is out of memory!");
176                break;
177        }
178    }
179#endif
180#if DEBUG_MEMORY_USAGE
181    mCaches.dumpMemoryUsage();
182#else
183    if (mCaches.getDebugLevel() & kDebugMemory) {
184        mCaches.dumpMemoryUsage();
185    }
186#endif
187}
188
189void OpenGLRenderer::interrupt() {
190    if (mCaches.currentProgram) {
191        if (mCaches.currentProgram->isInUse()) {
192            mCaches.currentProgram->remove();
193            mCaches.currentProgram = NULL;
194        }
195    }
196    mCaches.unbindMeshBuffer();
197    mCaches.unbindIndicesBuffer();
198    mCaches.resetVertexPointers();
199    mCaches.disbaleTexCoordsVertexArray();
200}
201
202void OpenGLRenderer::resume() {
203    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
204
205    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
206    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
207
208    glEnable(GL_SCISSOR_TEST);
209    dirtyClip();
210
211    mCaches.activeTexture(0);
212    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
213
214    mCaches.blend = true;
215    glEnable(GL_BLEND);
216    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
217    glBlendEquation(GL_FUNC_ADD);
218}
219
220bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
221    interrupt();
222    if (mDirtyClip) {
223        setScissorFromClip();
224    }
225
226    Rect clip(*mSnapshot->clipRect);
227    clip.snapToPixelBoundaries();
228
229#if RENDER_LAYERS_AS_REGIONS
230    // Since we don't know what the functor will draw, let's dirty
231    // tne entire clip region
232    if (hasLayer()) {
233        dirtyLayerUnchecked(clip, getRegion());
234    }
235#endif
236
237    DrawGlInfo info;
238    info.clipLeft = clip.left;
239    info.clipTop = clip.top;
240    info.clipRight = clip.right;
241    info.clipBottom = clip.bottom;
242    info.isLayer = hasLayer();
243    getSnapshot()->transform->copyTo(&info.transform[0]);
244
245    status_t result = (*functor)(0, &info);
246
247    if (result != 0) {
248        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
249        dirty.unionWith(localDirty);
250    }
251
252    resume();
253    return result != 0;
254}
255
256///////////////////////////////////////////////////////////////////////////////
257// State management
258///////////////////////////////////////////////////////////////////////////////
259
260int OpenGLRenderer::getSaveCount() const {
261    return mSaveCount;
262}
263
264int OpenGLRenderer::save(int flags) {
265    return saveSnapshot(flags);
266}
267
268void OpenGLRenderer::restore() {
269    if (mSaveCount > 1) {
270        restoreSnapshot();
271    }
272}
273
274void OpenGLRenderer::restoreToCount(int saveCount) {
275    if (saveCount < 1) saveCount = 1;
276
277    while (mSaveCount > saveCount) {
278        restoreSnapshot();
279    }
280}
281
282int OpenGLRenderer::saveSnapshot(int flags) {
283    mSnapshot = new Snapshot(mSnapshot, flags);
284    return mSaveCount++;
285}
286
287bool OpenGLRenderer::restoreSnapshot() {
288    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
289    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
290    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
291
292    sp<Snapshot> current = mSnapshot;
293    sp<Snapshot> previous = mSnapshot->previous;
294
295    if (restoreOrtho) {
296        Rect& r = previous->viewport;
297        glViewport(r.left, r.top, r.right, r.bottom);
298        mOrthoMatrix.load(current->orthoMatrix);
299    }
300
301    mSaveCount--;
302    mSnapshot = previous;
303
304    if (restoreClip) {
305        dirtyClip();
306    }
307
308    if (restoreLayer) {
309        composeLayer(current, previous);
310    }
311
312    return restoreClip;
313}
314
315///////////////////////////////////////////////////////////////////////////////
316// Layers
317///////////////////////////////////////////////////////////////////////////////
318
319int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
320        SkPaint* p, int flags) {
321    const GLuint previousFbo = mSnapshot->fbo;
322    const int count = saveSnapshot(flags);
323
324    if (!mSnapshot->isIgnored()) {
325        int alpha = 255;
326        SkXfermode::Mode mode;
327
328        if (p) {
329            alpha = p->getAlpha();
330            if (!mCaches.extensions.hasFramebufferFetch()) {
331                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
332                if (!isMode) {
333                    // Assume SRC_OVER
334                    mode = SkXfermode::kSrcOver_Mode;
335                }
336            } else {
337                mode = getXfermode(p->getXfermode());
338            }
339        } else {
340            mode = SkXfermode::kSrcOver_Mode;
341        }
342
343        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
344    }
345
346    return count;
347}
348
349int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
350        int alpha, int flags) {
351    if (alpha >= 255 - ALPHA_THRESHOLD) {
352        return saveLayer(left, top, right, bottom, NULL, flags);
353    } else {
354        SkPaint paint;
355        paint.setAlpha(alpha);
356        return saveLayer(left, top, right, bottom, &paint, flags);
357    }
358}
359
360/**
361 * Layers are viewed by Skia are slightly different than layers in image editing
362 * programs (for instance.) When a layer is created, previously created layers
363 * and the frame buffer still receive every drawing command. For instance, if a
364 * layer is created and a shape intersecting the bounds of the layers and the
365 * framebuffer is draw, the shape will be drawn on both (unless the layer was
366 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
367 *
368 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
369 * texture. Unfortunately, this is inefficient as it requires every primitive to
370 * be drawn n + 1 times, where n is the number of active layers. In practice this
371 * means, for every primitive:
372 *   - Switch active frame buffer
373 *   - Change viewport, clip and projection matrix
374 *   - Issue the drawing
375 *
376 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
377 * To avoid this, layers are implemented in a different way here, at least in the
378 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
379 * is set. When this flag is set we can redirect all drawing operations into a
380 * single FBO.
381 *
382 * This implementation relies on the frame buffer being at least RGBA 8888. When
383 * a layer is created, only a texture is created, not an FBO. The content of the
384 * frame buffer contained within the layer's bounds is copied into this texture
385 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
386 * buffer and drawing continues as normal. This technique therefore treats the
387 * frame buffer as a scratch buffer for the layers.
388 *
389 * To compose the layers back onto the frame buffer, each layer texture
390 * (containing the original frame buffer data) is drawn as a simple quad over
391 * the frame buffer. The trick is that the quad is set as the composition
392 * destination in the blending equation, and the frame buffer becomes the source
393 * of the composition.
394 *
395 * Drawing layers with an alpha value requires an extra step before composition.
396 * An empty quad is drawn over the layer's region in the frame buffer. This quad
397 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
398 * quad is used to multiply the colors in the frame buffer. This is achieved by
399 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
400 * GL_ZERO, GL_SRC_ALPHA.
401 *
402 * Because glCopyTexImage2D() can be slow, an alternative implementation might
403 * be use to draw a single clipped layer. The implementation described above
404 * is correct in every case.
405 *
406 * (1) The frame buffer is actually not cleared right away. To allow the GPU
407 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
408 *     buffer is left untouched until the first drawing operation. Only when
409 *     something actually gets drawn are the layers regions cleared.
410 */
411bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
412        float right, float bottom, int alpha, SkXfermode::Mode mode,
413        int flags, GLuint previousFbo) {
414    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
415    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
416
417    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
418
419    // Window coordinates of the layer
420    Rect bounds(left, top, right, bottom);
421    if (!fboLayer) {
422        mSnapshot->transform->mapRect(bounds);
423
424        // Layers only make sense if they are in the framebuffer's bounds
425        if (bounds.intersect(*snapshot->clipRect)) {
426            // We cannot work with sub-pixels in this case
427            bounds.snapToPixelBoundaries();
428
429            // When the layer is not an FBO, we may use glCopyTexImage so we
430            // need to make sure the layer does not extend outside the bounds
431            // of the framebuffer
432            if (!bounds.intersect(snapshot->previous->viewport)) {
433                bounds.setEmpty();
434            }
435        } else {
436            bounds.setEmpty();
437        }
438    }
439
440    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
441            bounds.getHeight() > mCaches.maxTextureSize) {
442        snapshot->empty = fboLayer;
443    } else {
444        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
445    }
446
447    // Bail out if we won't draw in this snapshot
448    if (snapshot->invisible || snapshot->empty) {
449        return false;
450    }
451
452    mCaches.activeTexture(0);
453    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
454    if (!layer) {
455        return false;
456    }
457
458    layer->setAlpha(alpha, mode);
459    layer->layer.set(bounds);
460    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
461            bounds.getWidth() / float(layer->getWidth()), 0.0f);
462    layer->setColorFilter(mColorFilter);
463
464    // Save the layer in the snapshot
465    snapshot->flags |= Snapshot::kFlagIsLayer;
466    snapshot->layer = layer;
467
468    if (fboLayer) {
469        return createFboLayer(layer, bounds, snapshot, previousFbo);
470    } else {
471        // Copy the framebuffer into the layer
472        layer->bindTexture();
473        if (!bounds.isEmpty()) {
474            if (layer->isEmpty()) {
475                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
476                        bounds.left, snapshot->height - bounds.bottom,
477                        layer->getWidth(), layer->getHeight(), 0);
478                layer->setEmpty(false);
479            } else {
480                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
481                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
482            }
483
484            // Enqueue the buffer coordinates to clear the corresponding region later
485            mLayers.push(new Rect(bounds));
486        }
487    }
488
489    return true;
490}
491
492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
493        GLuint previousFbo) {
494    layer->setFbo(mCaches.fboCache.get());
495
496#if RENDER_LAYERS_AS_REGIONS
497    snapshot->region = &snapshot->layer->region;
498    snapshot->flags |= Snapshot::kFlagFboTarget;
499#endif
500
501    Rect clip(bounds);
502    snapshot->transform->mapRect(clip);
503    clip.intersect(*snapshot->clipRect);
504    clip.snapToPixelBoundaries();
505    clip.intersect(snapshot->previous->viewport);
506
507    mat4 inverse;
508    inverse.loadInverse(*mSnapshot->transform);
509
510    inverse.mapRect(clip);
511    clip.snapToPixelBoundaries();
512    clip.intersect(bounds);
513    clip.translate(-bounds.left, -bounds.top);
514
515    snapshot->flags |= Snapshot::kFlagIsFboLayer;
516    snapshot->fbo = layer->getFbo();
517    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
518    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
519    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
520    snapshot->height = bounds.getHeight();
521    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
522    snapshot->orthoMatrix.load(mOrthoMatrix);
523
524    // Bind texture to FBO
525    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
526    layer->bindTexture();
527
528    // Initialize the texture if needed
529    if (layer->isEmpty()) {
530        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
531        layer->setEmpty(false);
532    }
533
534    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
535            layer->getTexture(), 0);
536
537#if DEBUG_LAYERS_AS_REGIONS
538    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
539    if (status != GL_FRAMEBUFFER_COMPLETE) {
540        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
541
542        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
543        layer->deleteTexture();
544        mCaches.fboCache.put(layer->getFbo());
545
546        delete layer;
547
548        return false;
549    }
550#endif
551
552    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
553    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
554            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
555    glClear(GL_COLOR_BUFFER_BIT);
556
557    dirtyClip();
558
559    // Change the ortho projection
560    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
561    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
562
563    return true;
564}
565
566/**
567 * Read the documentation of createLayer() before doing anything in this method.
568 */
569void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
570    if (!current->layer) {
571        LOGE("Attempting to compose a layer that does not exist");
572        return;
573    }
574
575    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
576
577    if (fboLayer) {
578        // Unbind current FBO and restore previous one
579        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
580    }
581
582    Layer* layer = current->layer;
583    const Rect& rect = layer->layer;
584
585    if (!fboLayer && layer->getAlpha() < 255) {
586        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
587                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
588        // Required below, composeLayerRect() will divide by 255
589        layer->setAlpha(255);
590    }
591
592    mCaches.unbindMeshBuffer();
593
594    mCaches.activeTexture(0);
595
596    // When the layer is stored in an FBO, we can save a bit of fillrate by
597    // drawing only the dirty region
598    if (fboLayer) {
599        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
600        if (layer->getColorFilter()) {
601            setupColorFilter(layer->getColorFilter());
602        }
603        composeLayerRegion(layer, rect);
604        if (layer->getColorFilter()) {
605            resetColorFilter();
606        }
607    } else if (!rect.isEmpty()) {
608        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
609        composeLayerRect(layer, rect, true);
610    }
611
612    if (fboLayer) {
613        // Note: No need to use glDiscardFramebufferEXT() since we never
614        //       create/compose layers that are not on screen with this
615        //       code path
616        // See LayerRenderer::destroyLayer(Layer*)
617
618        // Detach the texture from the FBO
619        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
620        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
621        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
622
623        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
624        mCaches.fboCache.put(current->fbo);
625    }
626
627    dirtyClip();
628
629    // Failing to add the layer to the cache should happen only if the layer is too large
630    if (!mCaches.layerCache.put(layer)) {
631        LAYER_LOGD("Deleting layer");
632        layer->deleteTexture();
633        delete layer;
634    }
635}
636
637void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
638    float alpha = layer->getAlpha() / 255.0f;
639
640    mat4& transform = layer->getTransform();
641    if (!transform.isIdentity()) {
642        save(0);
643        mSnapshot->transform->multiply(transform);
644    }
645
646    setupDraw();
647    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
648        setupDrawWithTexture();
649    } else {
650        setupDrawWithExternalTexture();
651    }
652    setupDrawTextureTransform();
653    setupDrawColor(alpha, alpha, alpha, alpha);
654    setupDrawColorFilter();
655    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
656    setupDrawProgram();
657    setupDrawPureColorUniforms();
658    setupDrawColorFilterUniforms();
659    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
660        setupDrawTexture(layer->getTexture());
661    } else {
662        setupDrawExternalTexture(layer->getTexture());
663    }
664    if (mSnapshot->transform->isPureTranslate() &&
665            layer->getWidth() == (uint32_t) rect.getWidth() &&
666            layer->getHeight() == (uint32_t) rect.getHeight()) {
667        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
668        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
669
670        layer->setFilter(GL_NEAREST);
671        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
672    } else {
673        layer->setFilter(GL_LINEAR);
674        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
675    }
676    setupDrawTextureTransformUniforms(layer->getTexTransform());
677    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
678
679    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
680
681    finishDrawTexture();
682
683    if (!transform.isIdentity()) {
684        restore();
685    }
686}
687
688void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
689    if (!layer->isTextureLayer()) {
690        const Rect& texCoords = layer->texCoords;
691        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
692                texCoords.right, texCoords.bottom);
693
694        float x = rect.left;
695        float y = rect.top;
696        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
697                layer->getWidth() == (uint32_t) rect.getWidth() &&
698                layer->getHeight() == (uint32_t) rect.getHeight();
699
700        if (simpleTransform) {
701            // When we're swapping, the layer is already in screen coordinates
702            if (!swap) {
703                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
704                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
705            }
706
707            layer->setFilter(GL_NEAREST, true);
708        } else {
709            layer->setFilter(GL_LINEAR, true);
710        }
711
712        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
713                layer->getTexture(), layer->getAlpha() / 255.0f,
714                layer->getMode(), layer->isBlend(),
715                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
716                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
717
718        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
719    } else {
720        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
721        drawTextureLayer(layer, rect);
722        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
723    }
724}
725
726void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
727#if RENDER_LAYERS_AS_REGIONS
728    if (layer->region.isRect()) {
729        layer->setRegionAsRect();
730
731        composeLayerRect(layer, layer->regionRect);
732
733        layer->region.clear();
734        return;
735    }
736
737    // TODO: See LayerRenderer.cpp::generateMesh() for important
738    //       information about this implementation
739    if (!layer->region.isEmpty()) {
740        size_t count;
741        const android::Rect* rects = layer->region.getArray(&count);
742
743        const float alpha = layer->getAlpha() / 255.0f;
744        const float texX = 1.0f / float(layer->getWidth());
745        const float texY = 1.0f / float(layer->getHeight());
746        const float height = rect.getHeight();
747
748        TextureVertex* mesh = mCaches.getRegionMesh();
749        GLsizei numQuads = 0;
750
751        setupDraw();
752        setupDrawWithTexture();
753        setupDrawColor(alpha, alpha, alpha, alpha);
754        setupDrawColorFilter();
755        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
756        setupDrawProgram();
757        setupDrawDirtyRegionsDisabled();
758        setupDrawPureColorUniforms();
759        setupDrawColorFilterUniforms();
760        setupDrawTexture(layer->getTexture());
761        if (mSnapshot->transform->isPureTranslate()) {
762            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
763            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
764
765            layer->setFilter(GL_NEAREST);
766            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
767        } else {
768            layer->setFilter(GL_LINEAR);
769            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
770        }
771        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
772
773        for (size_t i = 0; i < count; i++) {
774            const android::Rect* r = &rects[i];
775
776            const float u1 = r->left * texX;
777            const float v1 = (height - r->top) * texY;
778            const float u2 = r->right * texX;
779            const float v2 = (height - r->bottom) * texY;
780
781            // TODO: Reject quads outside of the clip
782            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
783            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
784            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
785            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
786
787            numQuads++;
788
789            if (numQuads >= REGION_MESH_QUAD_COUNT) {
790                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
791                numQuads = 0;
792                mesh = mCaches.getRegionMesh();
793            }
794        }
795
796        if (numQuads > 0) {
797            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
798        }
799
800        finishDrawTexture();
801
802#if DEBUG_LAYERS_AS_REGIONS
803        drawRegionRects(layer->region);
804#endif
805
806        layer->region.clear();
807    }
808#else
809    composeLayerRect(layer, rect);
810#endif
811}
812
813void OpenGLRenderer::drawRegionRects(const Region& region) {
814#if DEBUG_LAYERS_AS_REGIONS
815    size_t count;
816    const android::Rect* rects = region.getArray(&count);
817
818    uint32_t colors[] = {
819            0x7fff0000, 0x7f00ff00,
820            0x7f0000ff, 0x7fff00ff,
821    };
822
823    int offset = 0;
824    int32_t top = rects[0].top;
825
826    for (size_t i = 0; i < count; i++) {
827        if (top != rects[i].top) {
828            offset ^= 0x2;
829            top = rects[i].top;
830        }
831
832        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
833        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
834                SkXfermode::kSrcOver_Mode);
835    }
836#endif
837}
838
839void OpenGLRenderer::dirtyLayer(const float left, const float top,
840        const float right, const float bottom, const mat4 transform) {
841#if RENDER_LAYERS_AS_REGIONS
842    if (hasLayer()) {
843        Rect bounds(left, top, right, bottom);
844        transform.mapRect(bounds);
845        dirtyLayerUnchecked(bounds, getRegion());
846    }
847#endif
848}
849
850void OpenGLRenderer::dirtyLayer(const float left, const float top,
851        const float right, const float bottom) {
852#if RENDER_LAYERS_AS_REGIONS
853    if (hasLayer()) {
854        Rect bounds(left, top, right, bottom);
855        dirtyLayerUnchecked(bounds, getRegion());
856    }
857#endif
858}
859
860void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
861#if RENDER_LAYERS_AS_REGIONS
862    if (bounds.intersect(*mSnapshot->clipRect)) {
863        bounds.snapToPixelBoundaries();
864        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
865        if (!dirty.isEmpty()) {
866            region->orSelf(dirty);
867        }
868    }
869#endif
870}
871
872void OpenGLRenderer::clearLayerRegions() {
873    const size_t count = mLayers.size();
874    if (count == 0) return;
875
876    if (!mSnapshot->isIgnored()) {
877        // Doing several glScissor/glClear here can negatively impact
878        // GPUs with a tiler architecture, instead we draw quads with
879        // the Clear blending mode
880
881        // The list contains bounds that have already been clipped
882        // against their initial clip rect, and the current clip
883        // is likely different so we need to disable clipping here
884        glDisable(GL_SCISSOR_TEST);
885
886        Vertex mesh[count * 6];
887        Vertex* vertex = mesh;
888
889        for (uint32_t i = 0; i < count; i++) {
890            Rect* bounds = mLayers.itemAt(i);
891
892            Vertex::set(vertex++, bounds->left, bounds->bottom);
893            Vertex::set(vertex++, bounds->left, bounds->top);
894            Vertex::set(vertex++, bounds->right, bounds->top);
895            Vertex::set(vertex++, bounds->left, bounds->bottom);
896            Vertex::set(vertex++, bounds->right, bounds->top);
897            Vertex::set(vertex++, bounds->right, bounds->bottom);
898
899            delete bounds;
900        }
901
902        setupDraw(false);
903        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
904        setupDrawBlending(true, SkXfermode::kClear_Mode);
905        setupDrawProgram();
906        setupDrawPureColorUniforms();
907        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
908        setupDrawVertices(&mesh[0].position[0]);
909
910        glDrawArrays(GL_TRIANGLES, 0, count * 6);
911
912        glEnable(GL_SCISSOR_TEST);
913    } else {
914        for (uint32_t i = 0; i < count; i++) {
915            delete mLayers.itemAt(i);
916        }
917    }
918
919    mLayers.clear();
920}
921
922///////////////////////////////////////////////////////////////////////////////
923// Transforms
924///////////////////////////////////////////////////////////////////////////////
925
926void OpenGLRenderer::translate(float dx, float dy) {
927    mSnapshot->transform->translate(dx, dy, 0.0f);
928}
929
930void OpenGLRenderer::rotate(float degrees) {
931    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
932}
933
934void OpenGLRenderer::scale(float sx, float sy) {
935    mSnapshot->transform->scale(sx, sy, 1.0f);
936}
937
938void OpenGLRenderer::skew(float sx, float sy) {
939    mSnapshot->transform->skew(sx, sy);
940}
941
942void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
943    if (matrix) {
944        mSnapshot->transform->load(*matrix);
945    } else {
946        mSnapshot->transform->loadIdentity();
947    }
948}
949
950void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
951    mSnapshot->transform->copyTo(*matrix);
952}
953
954void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
955    SkMatrix transform;
956    mSnapshot->transform->copyTo(transform);
957    transform.preConcat(*matrix);
958    mSnapshot->transform->load(transform);
959}
960
961///////////////////////////////////////////////////////////////////////////////
962// Clipping
963///////////////////////////////////////////////////////////////////////////////
964
965void OpenGLRenderer::setScissorFromClip() {
966    Rect clip(*mSnapshot->clipRect);
967    clip.snapToPixelBoundaries();
968    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
969    mDirtyClip = false;
970}
971
972const Rect& OpenGLRenderer::getClipBounds() {
973    return mSnapshot->getLocalClip();
974}
975
976bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
977    if (mSnapshot->isIgnored()) {
978        return true;
979    }
980
981    Rect r(left, top, right, bottom);
982    mSnapshot->transform->mapRect(r);
983    r.snapToPixelBoundaries();
984
985    Rect clipRect(*mSnapshot->clipRect);
986    clipRect.snapToPixelBoundaries();
987
988    return !clipRect.intersects(r);
989}
990
991bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
992    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
993    if (clipped) {
994        dirtyClip();
995    }
996    return !mSnapshot->clipRect->isEmpty();
997}
998
999///////////////////////////////////////////////////////////////////////////////
1000// Drawing commands
1001///////////////////////////////////////////////////////////////////////////////
1002
1003void OpenGLRenderer::setupDraw(bool clear) {
1004    if (clear) clearLayerRegions();
1005    if (mDirtyClip) {
1006        setScissorFromClip();
1007    }
1008    mDescription.reset();
1009    mSetShaderColor = false;
1010    mColorSet = false;
1011    mColorA = mColorR = mColorG = mColorB = 0.0f;
1012    mTextureUnit = 0;
1013    mTrackDirtyRegions = true;
1014}
1015
1016void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1017    mDescription.hasTexture = true;
1018    mDescription.hasAlpha8Texture = isAlpha8;
1019}
1020
1021void OpenGLRenderer::setupDrawWithExternalTexture() {
1022    mDescription.hasExternalTexture = true;
1023}
1024
1025void OpenGLRenderer::setupDrawNoTexture() {
1026    mCaches.disbaleTexCoordsVertexArray();
1027}
1028
1029void OpenGLRenderer::setupDrawAALine() {
1030    mDescription.isAA = true;
1031}
1032
1033void OpenGLRenderer::setupDrawPoint(float pointSize) {
1034    mDescription.isPoint = true;
1035    mDescription.pointSize = pointSize;
1036}
1037
1038void OpenGLRenderer::setupDrawColor(int color) {
1039    setupDrawColor(color, (color >> 24) & 0xFF);
1040}
1041
1042void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1043    mColorA = alpha / 255.0f;
1044    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1045    // the rgb values by a instead of also dividing by 255
1046    const float a = mColorA / 255.0f;
1047    mColorR = a * ((color >> 16) & 0xFF);
1048    mColorG = a * ((color >>  8) & 0xFF);
1049    mColorB = a * ((color      ) & 0xFF);
1050    mColorSet = true;
1051    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1052}
1053
1054void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1055    mColorA = alpha / 255.0f;
1056    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1057    // the rgb values by a instead of also dividing by 255
1058    const float a = mColorA / 255.0f;
1059    mColorR = a * ((color >> 16) & 0xFF);
1060    mColorG = a * ((color >>  8) & 0xFF);
1061    mColorB = a * ((color      ) & 0xFF);
1062    mColorSet = true;
1063    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1064}
1065
1066void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1067    mColorA = a;
1068    mColorR = r;
1069    mColorG = g;
1070    mColorB = b;
1071    mColorSet = true;
1072    mSetShaderColor = mDescription.setColor(r, g, b, a);
1073}
1074
1075void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1076    mColorA = a;
1077    mColorR = r;
1078    mColorG = g;
1079    mColorB = b;
1080    mColorSet = true;
1081    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1082}
1083
1084void OpenGLRenderer::setupDrawShader() {
1085    if (mShader) {
1086        mShader->describe(mDescription, mCaches.extensions);
1087    }
1088}
1089
1090void OpenGLRenderer::setupDrawColorFilter() {
1091    if (mColorFilter) {
1092        mColorFilter->describe(mDescription, mCaches.extensions);
1093    }
1094}
1095
1096void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1097    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1098        mColorA = 1.0f;
1099        mColorR = mColorG = mColorB = 0.0f;
1100        mSetShaderColor = mDescription.modulate = true;
1101    }
1102}
1103
1104void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1105    // When the blending mode is kClear_Mode, we need to use a modulate color
1106    // argb=1,0,0,0
1107    accountForClear(mode);
1108    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1109            mDescription, swapSrcDst);
1110}
1111
1112void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1113    // When the blending mode is kClear_Mode, we need to use a modulate color
1114    // argb=1,0,0,0
1115    accountForClear(mode);
1116    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1117            mDescription, swapSrcDst);
1118}
1119
1120void OpenGLRenderer::setupDrawProgram() {
1121    useProgram(mCaches.programCache.get(mDescription));
1122}
1123
1124void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1125    mTrackDirtyRegions = false;
1126}
1127
1128void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1129        bool ignoreTransform) {
1130    mModelView.loadTranslate(left, top, 0.0f);
1131    if (!ignoreTransform) {
1132        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1133        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1134    } else {
1135        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1136        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1137    }
1138}
1139
1140void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1141    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1142}
1143
1144void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1145        bool ignoreTransform, bool ignoreModelView) {
1146    if (!ignoreModelView) {
1147        mModelView.loadTranslate(left, top, 0.0f);
1148        mModelView.scale(right - left, bottom - top, 1.0f);
1149    } else {
1150        mModelView.loadIdentity();
1151    }
1152    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1153    if (!ignoreTransform) {
1154        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1155        if (mTrackDirtyRegions && dirty) {
1156            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1157        }
1158    } else {
1159        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1160        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1161    }
1162}
1163
1164void OpenGLRenderer::setupDrawPointUniforms() {
1165    int slot = mCaches.currentProgram->getUniform("pointSize");
1166    glUniform1f(slot, mDescription.pointSize);
1167}
1168
1169void OpenGLRenderer::setupDrawColorUniforms() {
1170    if (mColorSet || (mShader && mSetShaderColor)) {
1171        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1172    }
1173}
1174
1175void OpenGLRenderer::setupDrawPureColorUniforms() {
1176    if (mSetShaderColor) {
1177        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1178    }
1179}
1180
1181void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1182    if (mShader) {
1183        if (ignoreTransform) {
1184            mModelView.loadInverse(*mSnapshot->transform);
1185        }
1186        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1187    }
1188}
1189
1190void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1191    if (mShader) {
1192        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1193    }
1194}
1195
1196void OpenGLRenderer::setupDrawColorFilterUniforms() {
1197    if (mColorFilter) {
1198        mColorFilter->setupProgram(mCaches.currentProgram);
1199    }
1200}
1201
1202void OpenGLRenderer::setupDrawSimpleMesh() {
1203    bool force = mCaches.bindMeshBuffer();
1204    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1205    mCaches.unbindIndicesBuffer();
1206}
1207
1208void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1209    bindTexture(texture);
1210    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1211    mCaches.enableTexCoordsVertexArray();
1212}
1213
1214void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1215    bindExternalTexture(texture);
1216    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1217    mCaches.enableTexCoordsVertexArray();
1218}
1219
1220void OpenGLRenderer::setupDrawTextureTransform() {
1221    mDescription.hasTextureTransform = true;
1222}
1223
1224void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1225    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1226            GL_FALSE, &transform.data[0]);
1227}
1228
1229void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1230    bool force = false;
1231    if (!vertices) {
1232        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1233    } else {
1234        force = mCaches.unbindMeshBuffer();
1235    }
1236
1237    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1238    if (mCaches.currentProgram->texCoords >= 0) {
1239        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1240    }
1241
1242    mCaches.unbindIndicesBuffer();
1243}
1244
1245void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1246    bool force = mCaches.unbindMeshBuffer();
1247    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1248    if (mCaches.currentProgram->texCoords >= 0) {
1249        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1250    }
1251}
1252
1253void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1254    bool force = mCaches.unbindMeshBuffer();
1255    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1256            vertices, gVertexStride);
1257    mCaches.unbindIndicesBuffer();
1258}
1259
1260/**
1261 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1262 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1263 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1264 * attributes (one per vertex) are values from zero to one that tells the fragment
1265 * shader where the fragment is in relation to the line width/length overall; these values are
1266 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1267 * region of the line.
1268 * Note that we only pass down the width values in this setup function. The length coordinates
1269 * are set up for each individual segment.
1270 */
1271void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1272        GLvoid* lengthCoords, float boundaryWidthProportion) {
1273    bool force = mCaches.unbindMeshBuffer();
1274    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1275            vertices, gAAVertexStride);
1276    mCaches.resetTexCoordsVertexPointer();
1277    mCaches.unbindIndicesBuffer();
1278
1279    int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1280    glEnableVertexAttribArray(widthSlot);
1281    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1282
1283    int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1284    glEnableVertexAttribArray(lengthSlot);
1285    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1286
1287    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1288    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1289
1290    // Setting the inverse value saves computations per-fragment in the shader
1291    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1292    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1293}
1294
1295void OpenGLRenderer::finishDrawTexture() {
1296}
1297
1298///////////////////////////////////////////////////////////////////////////////
1299// Drawing
1300///////////////////////////////////////////////////////////////////////////////
1301
1302bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1303        Rect& dirty, uint32_t level) {
1304    if (quickReject(0.0f, 0.0f, width, height)) {
1305        return false;
1306    }
1307
1308    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1309    // will be performed by the display list itself
1310    if (displayList && displayList->isRenderable()) {
1311        return displayList->replay(*this, dirty, level);
1312    }
1313
1314    return false;
1315}
1316
1317void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1318    if (displayList) {
1319        displayList->output(*this, level);
1320    }
1321}
1322
1323void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1324    int alpha;
1325    SkXfermode::Mode mode;
1326    getAlphaAndMode(paint, &alpha, &mode);
1327
1328    float x = left;
1329    float y = top;
1330
1331    GLenum filter = GL_LINEAR;
1332    bool ignoreTransform = false;
1333    if (mSnapshot->transform->isPureTranslate()) {
1334        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1335        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1336        ignoreTransform = true;
1337        filter = GL_NEAREST;
1338    } else {
1339        filter = FILTER(paint);
1340    }
1341
1342    setupDraw();
1343    setupDrawWithTexture(true);
1344    if (paint) {
1345        setupDrawAlpha8Color(paint->getColor(), alpha);
1346    }
1347    setupDrawColorFilter();
1348    setupDrawShader();
1349    setupDrawBlending(true, mode);
1350    setupDrawProgram();
1351    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1352
1353    setupDrawTexture(texture->id);
1354    texture->setWrap(GL_CLAMP_TO_EDGE);
1355    texture->setFilter(filter);
1356
1357    setupDrawPureColorUniforms();
1358    setupDrawColorFilterUniforms();
1359    setupDrawShaderUniforms();
1360    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1361
1362    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1363
1364    finishDrawTexture();
1365}
1366
1367void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1368    const float right = left + bitmap->width();
1369    const float bottom = top + bitmap->height();
1370
1371    if (quickReject(left, top, right, bottom)) {
1372        return;
1373    }
1374
1375    mCaches.activeTexture(0);
1376    Texture* texture = mCaches.textureCache.get(bitmap);
1377    if (!texture) return;
1378    const AutoTexture autoCleanup(texture);
1379
1380    if (bitmap->getConfig() == SkBitmap::kA8_Config) {
1381        drawAlphaBitmap(texture, left, top, paint);
1382    } else {
1383        drawTextureRect(left, top, right, bottom, texture, paint);
1384    }
1385}
1386
1387void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1388    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1389    const mat4 transform(*matrix);
1390    transform.mapRect(r);
1391
1392    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1393        return;
1394    }
1395
1396    mCaches.activeTexture(0);
1397    Texture* texture = mCaches.textureCache.get(bitmap);
1398    if (!texture) return;
1399    const AutoTexture autoCleanup(texture);
1400
1401    // This could be done in a cheaper way, all we need is pass the matrix
1402    // to the vertex shader. The save/restore is a bit overkill.
1403    save(SkCanvas::kMatrix_SaveFlag);
1404    concatMatrix(matrix);
1405    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1406    restore();
1407}
1408
1409void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1410        float* vertices, int* colors, SkPaint* paint) {
1411    // TODO: Do a quickReject
1412    if (!vertices || mSnapshot->isIgnored()) {
1413        return;
1414    }
1415
1416    mCaches.activeTexture(0);
1417    Texture* texture = mCaches.textureCache.get(bitmap);
1418    if (!texture) return;
1419    const AutoTexture autoCleanup(texture);
1420
1421    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1422    texture->setFilter(FILTER(paint), true);
1423
1424    int alpha;
1425    SkXfermode::Mode mode;
1426    getAlphaAndMode(paint, &alpha, &mode);
1427
1428    const uint32_t count = meshWidth * meshHeight * 6;
1429
1430    float left = FLT_MAX;
1431    float top = FLT_MAX;
1432    float right = FLT_MIN;
1433    float bottom = FLT_MIN;
1434
1435#if RENDER_LAYERS_AS_REGIONS
1436    bool hasActiveLayer = hasLayer();
1437#else
1438    bool hasActiveLayer = false;
1439#endif
1440
1441    // TODO: Support the colors array
1442    TextureVertex mesh[count];
1443    TextureVertex* vertex = mesh;
1444    for (int32_t y = 0; y < meshHeight; y++) {
1445        for (int32_t x = 0; x < meshWidth; x++) {
1446            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1447
1448            float u1 = float(x) / meshWidth;
1449            float u2 = float(x + 1) / meshWidth;
1450            float v1 = float(y) / meshHeight;
1451            float v2 = float(y + 1) / meshHeight;
1452
1453            int ax = i + (meshWidth + 1) * 2;
1454            int ay = ax + 1;
1455            int bx = i;
1456            int by = bx + 1;
1457            int cx = i + 2;
1458            int cy = cx + 1;
1459            int dx = i + (meshWidth + 1) * 2 + 2;
1460            int dy = dx + 1;
1461
1462            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1463            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1464            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1465
1466            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1467            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1468            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1469
1470#if RENDER_LAYERS_AS_REGIONS
1471            if (hasActiveLayer) {
1472                // TODO: This could be optimized to avoid unnecessary ops
1473                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1474                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1475                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1476                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1477            }
1478#endif
1479        }
1480    }
1481
1482#if RENDER_LAYERS_AS_REGIONS
1483    if (hasActiveLayer) {
1484        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1485    }
1486#endif
1487
1488    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1489            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1490            GL_TRIANGLES, count, false, false, 0, false, false);
1491}
1492
1493void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1494         float srcLeft, float srcTop, float srcRight, float srcBottom,
1495         float dstLeft, float dstTop, float dstRight, float dstBottom,
1496         SkPaint* paint) {
1497    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1498        return;
1499    }
1500
1501    mCaches.activeTexture(0);
1502    Texture* texture = mCaches.textureCache.get(bitmap);
1503    if (!texture) return;
1504    const AutoTexture autoCleanup(texture);
1505
1506    const float width = texture->width;
1507    const float height = texture->height;
1508
1509    const float u1 = fmax(0.0f, srcLeft / width);
1510    const float v1 = fmax(0.0f, srcTop / height);
1511    const float u2 = fmin(1.0f, srcRight / width);
1512    const float v2 = fmin(1.0f, srcBottom / height);
1513
1514    mCaches.unbindMeshBuffer();
1515    resetDrawTextureTexCoords(u1, v1, u2, v2);
1516
1517    int alpha;
1518    SkXfermode::Mode mode;
1519    getAlphaAndMode(paint, &alpha, &mode);
1520
1521    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1522
1523    if (mSnapshot->transform->isPureTranslate()) {
1524        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1525        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1526
1527        GLenum filter = GL_NEAREST;
1528        // Enable linear filtering if the source rectangle is scaled
1529        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1530            filter = FILTER(paint);
1531        }
1532
1533        texture->setFilter(filter, true);
1534        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1535                texture->id, alpha / 255.0f, mode, texture->blend,
1536                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1537                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1538    } else {
1539        texture->setFilter(FILTER(paint), true);
1540        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1541                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1542                GL_TRIANGLE_STRIP, gMeshCount);
1543    }
1544
1545    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1546}
1547
1548void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1549        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1550        float left, float top, float right, float bottom, SkPaint* paint) {
1551    if (quickReject(left, top, right, bottom)) {
1552        return;
1553    }
1554
1555    mCaches.activeTexture(0);
1556    Texture* texture = mCaches.textureCache.get(bitmap);
1557    if (!texture) return;
1558    const AutoTexture autoCleanup(texture);
1559    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1560    texture->setFilter(GL_LINEAR, true);
1561
1562    int alpha;
1563    SkXfermode::Mode mode;
1564    getAlphaAndMode(paint, &alpha, &mode);
1565
1566    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1567            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1568
1569    if (mesh && mesh->verticesCount > 0) {
1570        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1571#if RENDER_LAYERS_AS_REGIONS
1572        // Mark the current layer dirty where we are going to draw the patch
1573        if (hasLayer() && mesh->hasEmptyQuads) {
1574            const float offsetX = left + mSnapshot->transform->getTranslateX();
1575            const float offsetY = top + mSnapshot->transform->getTranslateY();
1576            const size_t count = mesh->quads.size();
1577            for (size_t i = 0; i < count; i++) {
1578                const Rect& bounds = mesh->quads.itemAt(i);
1579                if (pureTranslate) {
1580                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1581                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1582                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1583                } else {
1584                    dirtyLayer(left + bounds.left, top + bounds.top,
1585                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1586                }
1587            }
1588        }
1589#endif
1590
1591        if (pureTranslate) {
1592            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1593            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1594
1595            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1596                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1597                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1598                    true, !mesh->hasEmptyQuads);
1599        } else {
1600            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1601                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1602                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1603                    true, !mesh->hasEmptyQuads);
1604        }
1605    }
1606}
1607
1608/**
1609 * This function uses a similar approach to that of AA lines in the drawLines() function.
1610 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1611 * shader to compute the translucency of the color, determined by whether a given pixel is
1612 * within that boundary region and how far into the region it is.
1613 */
1614void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1615        int color, SkXfermode::Mode mode) {
1616    float inverseScaleX = 1.0f;
1617    float inverseScaleY = 1.0f;
1618    // The quad that we use needs to account for scaling.
1619    if (!mSnapshot->transform->isPureTranslate()) {
1620        Matrix4 *mat = mSnapshot->transform;
1621        float m00 = mat->data[Matrix4::kScaleX];
1622        float m01 = mat->data[Matrix4::kSkewY];
1623        float m02 = mat->data[2];
1624        float m10 = mat->data[Matrix4::kSkewX];
1625        float m11 = mat->data[Matrix4::kScaleX];
1626        float m12 = mat->data[6];
1627        float scaleX = sqrt(m00 * m00 + m01 * m01);
1628        float scaleY = sqrt(m10 * m10 + m11 * m11);
1629        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1630        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1631    }
1632
1633    setupDraw();
1634    setupDrawNoTexture();
1635    setupDrawAALine();
1636    setupDrawColor(color);
1637    setupDrawColorFilter();
1638    setupDrawShader();
1639    setupDrawBlending(true, mode);
1640    setupDrawProgram();
1641    setupDrawModelViewIdentity(true);
1642    setupDrawColorUniforms();
1643    setupDrawColorFilterUniforms();
1644    setupDrawShaderIdentityUniforms();
1645
1646    AAVertex rects[4];
1647    AAVertex* aaVertices = &rects[0];
1648    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1649    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1650
1651    float boundarySizeX = .5 * inverseScaleX;
1652    float boundarySizeY = .5 * inverseScaleY;
1653
1654    // Adjust the rect by the AA boundary padding
1655    left -= boundarySizeX;
1656    right += boundarySizeX;
1657    top -= boundarySizeY;
1658    bottom += boundarySizeY;
1659
1660    float width = right - left;
1661    float height = bottom - top;
1662
1663    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1664    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1665    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1666    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1667    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1668    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1669    glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1670
1671    if (!quickReject(left, top, right, bottom)) {
1672        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1673        AAVertex::set(aaVertices++, left, top, 1, 0);
1674        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1675        AAVertex::set(aaVertices++, right, top, 0, 0);
1676        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1677        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1678    }
1679}
1680
1681/**
1682 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1683 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1684 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1685 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1686 * of the line. Hairlines are more involved because we need to account for transform scaling
1687 * to end up with a one-pixel-wide line in screen space..
1688 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1689 * in combination with values that we calculate and pass down in this method. The basic approach
1690 * is that the quad we create contains both the core line area plus a bounding area in which
1691 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1692 * proportion of the width and the length of a given segment is represented by the boundary
1693 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1694 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1695 * on the inside). This ends up giving the result we want, with pixels that are completely
1696 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1697 * how far into the boundary region they are, which is determined by shader interpolation.
1698 */
1699void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1700    if (mSnapshot->isIgnored()) return;
1701
1702    const bool isAA = paint->isAntiAlias();
1703    // We use half the stroke width here because we're going to position the quad
1704    // corner vertices half of the width away from the line endpoints
1705    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1706    // A stroke width of 0 has a special meaning in Skia:
1707    // it draws a line 1 px wide regardless of current transform
1708    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1709    float inverseScaleX = 1.0f;
1710    float inverseScaleY = 1.0f;
1711    bool scaled = false;
1712    int alpha;
1713    SkXfermode::Mode mode;
1714    int generatedVerticesCount = 0;
1715    int verticesCount = count;
1716    if (count > 4) {
1717        // Polyline: account for extra vertices needed for continuous tri-strip
1718        verticesCount += (count - 4);
1719    }
1720
1721    if (isHairLine || isAA) {
1722        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1723        // the line on the screen should always be one pixel wide regardless of scale. For
1724        // AA lines, we only want one pixel of translucent boundary around the quad.
1725        if (!mSnapshot->transform->isPureTranslate()) {
1726            Matrix4 *mat = mSnapshot->transform;
1727            float m00 = mat->data[Matrix4::kScaleX];
1728            float m01 = mat->data[Matrix4::kSkewY];
1729            float m02 = mat->data[2];
1730            float m10 = mat->data[Matrix4::kSkewX];
1731            float m11 = mat->data[Matrix4::kScaleX];
1732            float m12 = mat->data[6];
1733            float scaleX = sqrt(m00*m00 + m01*m01);
1734            float scaleY = sqrt(m10*m10 + m11*m11);
1735            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1736            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1737            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1738                scaled = true;
1739            }
1740        }
1741    }
1742
1743    getAlphaAndMode(paint, &alpha, &mode);
1744    setupDraw();
1745    setupDrawNoTexture();
1746    if (isAA) {
1747        setupDrawAALine();
1748    }
1749    setupDrawColor(paint->getColor(), alpha);
1750    setupDrawColorFilter();
1751    setupDrawShader();
1752    if (isAA) {
1753        setupDrawBlending(true, mode);
1754    } else {
1755        setupDrawBlending(mode);
1756    }
1757    setupDrawProgram();
1758    setupDrawModelViewIdentity(true);
1759    setupDrawColorUniforms();
1760    setupDrawColorFilterUniforms();
1761    setupDrawShaderIdentityUniforms();
1762
1763    if (isHairLine) {
1764        // Set a real stroke width to be used in quad construction
1765        halfStrokeWidth = isAA? 1 : .5;
1766    } else if (isAA && !scaled) {
1767        // Expand boundary to enable AA calculations on the quad border
1768        halfStrokeWidth += .5f;
1769    }
1770    Vertex lines[verticesCount];
1771    Vertex* vertices = &lines[0];
1772    AAVertex wLines[verticesCount];
1773    AAVertex* aaVertices = &wLines[0];
1774    if (!isAA) {
1775        setupDrawVertices(vertices);
1776    } else {
1777        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1778        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1779        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1780        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1781        // This value is used in the fragment shader to determine how to fill fragments.
1782        // We will need to calculate the actual width proportion on each segment for
1783        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1784        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1785        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1786    }
1787
1788    AAVertex* prevAAVertex = NULL;
1789    Vertex* prevVertex = NULL;
1790
1791    int boundaryLengthSlot = -1;
1792    int inverseBoundaryLengthSlot = -1;
1793    int boundaryWidthSlot = -1;
1794    int inverseBoundaryWidthSlot = -1;
1795    for (int i = 0; i < count; i += 4) {
1796        // a = start point, b = end point
1797        vec2 a(points[i], points[i + 1]);
1798        vec2 b(points[i + 2], points[i + 3]);
1799        float length = 0;
1800        float boundaryLengthProportion = 0;
1801        float boundaryWidthProportion = 0;
1802
1803        // Find the normal to the line
1804        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1805        if (isHairLine) {
1806            if (isAA) {
1807                float wideningFactor;
1808                if (fabs(n.x) >= fabs(n.y)) {
1809                    wideningFactor = fabs(1.0f / n.x);
1810                } else {
1811                    wideningFactor = fabs(1.0f / n.y);
1812                }
1813                n *= wideningFactor;
1814            }
1815            if (scaled) {
1816                n.x *= inverseScaleX;
1817                n.y *= inverseScaleY;
1818            }
1819        } else if (scaled) {
1820            // Extend n by .5 pixel on each side, post-transform
1821            vec2 extendedN = n.copyNormalized();
1822            extendedN /= 2;
1823            extendedN.x *= inverseScaleX;
1824            extendedN.y *= inverseScaleY;
1825            float extendedNLength = extendedN.length();
1826            // We need to set this value on the shader prior to drawing
1827            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1828            n += extendedN;
1829        }
1830        float x = n.x;
1831        n.x = -n.y;
1832        n.y = x;
1833
1834        // aa lines expand the endpoint vertices to encompass the AA boundary
1835        if (isAA) {
1836            vec2 abVector = (b - a);
1837            length = abVector.length();
1838            abVector.normalize();
1839            if (scaled) {
1840                abVector.x *= inverseScaleX;
1841                abVector.y *= inverseScaleY;
1842                float abLength = abVector.length();
1843                boundaryLengthProportion = abLength / (length + abLength);
1844            } else {
1845                boundaryLengthProportion = .5 / (length + 1);
1846            }
1847            abVector /= 2;
1848            a -= abVector;
1849            b += abVector;
1850        }
1851
1852        // Four corners of the rectangle defining a thick line
1853        vec2 p1 = a - n;
1854        vec2 p2 = a + n;
1855        vec2 p3 = b + n;
1856        vec2 p4 = b - n;
1857
1858
1859        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1860        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1861        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1862        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1863
1864        if (!quickReject(left, top, right, bottom)) {
1865            if (!isAA) {
1866                if (prevVertex != NULL) {
1867                    // Issue two repeat vertices to create degenerate triangles to bridge
1868                    // between the previous line and the new one. This is necessary because
1869                    // we are creating a single triangle_strip which will contain
1870                    // potentially discontinuous line segments.
1871                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1872                    Vertex::set(vertices++, p1.x, p1.y);
1873                    generatedVerticesCount += 2;
1874                }
1875                Vertex::set(vertices++, p1.x, p1.y);
1876                Vertex::set(vertices++, p2.x, p2.y);
1877                Vertex::set(vertices++, p4.x, p4.y);
1878                Vertex::set(vertices++, p3.x, p3.y);
1879                prevVertex = vertices - 1;
1880                generatedVerticesCount += 4;
1881            } else {
1882                if (!isHairLine && scaled) {
1883                    // Must set width proportions per-segment for scaled non-hairlines to use the
1884                    // correct AA boundary dimensions
1885                    if (boundaryWidthSlot < 0) {
1886                        boundaryWidthSlot =
1887                                mCaches.currentProgram->getUniform("boundaryWidth");
1888                        inverseBoundaryWidthSlot =
1889                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1890                    }
1891                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1892                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1893                }
1894                if (boundaryLengthSlot < 0) {
1895                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1896                    inverseBoundaryLengthSlot =
1897                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1898                }
1899                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1900                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1901
1902                if (prevAAVertex != NULL) {
1903                    // Issue two repeat vertices to create degenerate triangles to bridge
1904                    // between the previous line and the new one. This is necessary because
1905                    // we are creating a single triangle_strip which will contain
1906                    // potentially discontinuous line segments.
1907                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
1908                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1909                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1910                    generatedVerticesCount += 2;
1911                }
1912                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1913                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1914                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1915                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1916                prevAAVertex = aaVertices - 1;
1917                generatedVerticesCount += 4;
1918            }
1919            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1920                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1921                    *mSnapshot->transform);
1922        }
1923    }
1924    if (generatedVerticesCount > 0) {
1925       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1926    }
1927}
1928
1929void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1930    if (mSnapshot->isIgnored()) return;
1931
1932    // TODO: The paint's cap style defines whether the points are square or circular
1933    // TODO: Handle AA for round points
1934
1935    // A stroke width of 0 has a special meaning in Skia:
1936    // it draws an unscaled 1px point
1937    float strokeWidth = paint->getStrokeWidth();
1938    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1939    if (isHairLine) {
1940        // Now that we know it's hairline, we can set the effective width, to be used later
1941        strokeWidth = 1.0f;
1942    }
1943    const float halfWidth = strokeWidth / 2;
1944    int alpha;
1945    SkXfermode::Mode mode;
1946    getAlphaAndMode(paint, &alpha, &mode);
1947
1948    int verticesCount = count >> 1;
1949    int generatedVerticesCount = 0;
1950
1951    TextureVertex pointsData[verticesCount];
1952    TextureVertex* vertex = &pointsData[0];
1953
1954    setupDraw();
1955    setupDrawNoTexture();
1956    setupDrawPoint(strokeWidth);
1957    setupDrawColor(paint->getColor(), alpha);
1958    setupDrawColorFilter();
1959    setupDrawShader();
1960    setupDrawBlending(mode);
1961    setupDrawProgram();
1962    setupDrawModelViewIdentity(true);
1963    setupDrawColorUniforms();
1964    setupDrawColorFilterUniforms();
1965    setupDrawPointUniforms();
1966    setupDrawShaderIdentityUniforms();
1967    setupDrawMesh(vertex);
1968
1969    for (int i = 0; i < count; i += 2) {
1970        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1971        generatedVerticesCount++;
1972        float left = points[i] - halfWidth;
1973        float right = points[i] + halfWidth;
1974        float top = points[i + 1] - halfWidth;
1975        float bottom = points [i + 1] + halfWidth;
1976        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1977    }
1978
1979    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1980}
1981
1982void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1983    // No need to check against the clip, we fill the clip region
1984    if (mSnapshot->isIgnored()) return;
1985
1986    Rect& clip(*mSnapshot->clipRect);
1987    clip.snapToPixelBoundaries();
1988
1989    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1990}
1991
1992void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
1993    if (!texture) return;
1994    const AutoTexture autoCleanup(texture);
1995
1996    const float x = left + texture->left - texture->offset;
1997    const float y = top + texture->top - texture->offset;
1998
1999    drawPathTexture(texture, x, y, paint);
2000}
2001
2002void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2003        float rx, float ry, SkPaint* paint) {
2004    if (mSnapshot->isIgnored()) return;
2005
2006    mCaches.activeTexture(0);
2007    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2008            right - left, bottom - top, rx, ry, paint);
2009    drawShape(left, top, texture, paint);
2010}
2011
2012void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2013    if (mSnapshot->isIgnored()) return;
2014
2015    mCaches.activeTexture(0);
2016    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2017    drawShape(x - radius, y - radius, texture, paint);
2018}
2019
2020void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2021    if (mSnapshot->isIgnored()) return;
2022
2023    mCaches.activeTexture(0);
2024    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2025    drawShape(left, top, texture, paint);
2026}
2027
2028void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2029        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2030    if (mSnapshot->isIgnored()) return;
2031
2032    if (fabs(sweepAngle) >= 360.0f) {
2033        drawOval(left, top, right, bottom, paint);
2034        return;
2035    }
2036
2037    mCaches.activeTexture(0);
2038    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2039            startAngle, sweepAngle, useCenter, paint);
2040    drawShape(left, top, texture, paint);
2041}
2042
2043void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2044        SkPaint* paint) {
2045    if (mSnapshot->isIgnored()) return;
2046
2047    mCaches.activeTexture(0);
2048    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2049    drawShape(left, top, texture, paint);
2050}
2051
2052void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2053    if (p->getStyle() != SkPaint::kFill_Style) {
2054        drawRectAsShape(left, top, right, bottom, p);
2055        return;
2056    }
2057
2058    if (quickReject(left, top, right, bottom)) {
2059        return;
2060    }
2061
2062    SkXfermode::Mode mode;
2063    if (!mCaches.extensions.hasFramebufferFetch()) {
2064        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2065        if (!isMode) {
2066            // Assume SRC_OVER
2067            mode = SkXfermode::kSrcOver_Mode;
2068        }
2069    } else {
2070        mode = getXfermode(p->getXfermode());
2071    }
2072
2073    int color = p->getColor();
2074    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2075        drawAARect(left, top, right, bottom, color, mode);
2076    } else {
2077        drawColorRect(left, top, right, bottom, color, mode);
2078    }
2079}
2080
2081void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2082        float x, float y, SkPaint* paint, float length) {
2083    if (text == NULL || count == 0) {
2084        return;
2085    }
2086    if (mSnapshot->isIgnored()) return;
2087
2088    // NOTE: AA and glyph id encoding are set in DisplayListRenderer.cpp
2089
2090    switch (paint->getTextAlign()) {
2091        case SkPaint::kCenter_Align:
2092            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2093            x -= length / 2.0f;
2094            break;
2095        case SkPaint::kRight_Align:
2096            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2097            x -= length;
2098            break;
2099        default:
2100            break;
2101    }
2102
2103    SkPaint::FontMetrics metrics;
2104    paint->getFontMetrics(&metrics, 0.0f);
2105    // If no length was specified, just perform the hit test on the Y axis
2106    if (quickReject(x, y + metrics.fTop,
2107            x + (length >= 0.0f ? length : INT_MAX / 2), y + metrics.fBottom)) {
2108        return;
2109    }
2110
2111    const float oldX = x;
2112    const float oldY = y;
2113    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2114    if (pureTranslate) {
2115        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2116        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2117    }
2118
2119    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2120#if DEBUG_GLYPHS
2121    LOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2122#endif
2123    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2124            paint->getTextSize());
2125
2126    int alpha;
2127    SkXfermode::Mode mode;
2128    getAlphaAndMode(paint, &alpha, &mode);
2129
2130    if (mHasShadow) {
2131        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2132        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2133                paint, text, bytesCount, count, mShadowRadius);
2134        const AutoTexture autoCleanup(shadow);
2135
2136        const float sx = oldX - shadow->left + mShadowDx;
2137        const float sy = oldY - shadow->top + mShadowDy;
2138
2139        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2140        int shadowColor = mShadowColor;
2141        if (mShader) {
2142            shadowColor = 0xffffffff;
2143        }
2144
2145        mCaches.activeTexture(0);
2146        setupDraw();
2147        setupDrawWithTexture(true);
2148        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2149        setupDrawColorFilter();
2150        setupDrawShader();
2151        setupDrawBlending(true, mode);
2152        setupDrawProgram();
2153        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2154        setupDrawTexture(shadow->id);
2155        setupDrawPureColorUniforms();
2156        setupDrawColorFilterUniforms();
2157        setupDrawShaderUniforms();
2158        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2159
2160        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2161
2162        finishDrawTexture();
2163    }
2164
2165    if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
2166        return;
2167    }
2168
2169    // Pick the appropriate texture filtering
2170    bool linearFilter = mSnapshot->transform->changesBounds();
2171    if (pureTranslate && !linearFilter) {
2172        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2173    }
2174
2175    mCaches.activeTexture(0);
2176    setupDraw();
2177    setupDrawDirtyRegionsDisabled();
2178    setupDrawWithTexture(true);
2179    setupDrawAlpha8Color(paint->getColor(), alpha);
2180    setupDrawColorFilter();
2181    setupDrawShader();
2182    setupDrawBlending(true, mode);
2183    setupDrawProgram();
2184    setupDrawModelView(x, y, x, y, pureTranslate, true);
2185    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2186    setupDrawPureColorUniforms();
2187    setupDrawColorFilterUniforms();
2188    setupDrawShaderUniforms(pureTranslate);
2189
2190    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2191    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2192
2193#if RENDER_LAYERS_AS_REGIONS
2194    bool hasActiveLayer = hasLayer();
2195#else
2196    bool hasActiveLayer = false;
2197#endif
2198
2199    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2200            hasActiveLayer ? &bounds : NULL)) {
2201#if RENDER_LAYERS_AS_REGIONS
2202        if (hasActiveLayer) {
2203            if (!pureTranslate) {
2204                mSnapshot->transform->mapRect(bounds);
2205            }
2206            dirtyLayerUnchecked(bounds, getRegion());
2207        }
2208#endif
2209    }
2210
2211    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2212}
2213
2214void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2215    if (mSnapshot->isIgnored()) return;
2216
2217    mCaches.activeTexture(0);
2218
2219    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2220    if (!texture) return;
2221    const AutoTexture autoCleanup(texture);
2222
2223    const float x = texture->left - texture->offset;
2224    const float y = texture->top - texture->offset;
2225
2226    drawPathTexture(texture, x, y, paint);
2227}
2228
2229void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2230    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2231        return;
2232    }
2233
2234    mCaches.activeTexture(0);
2235
2236    int alpha;
2237    SkXfermode::Mode mode;
2238    getAlphaAndMode(paint, &alpha, &mode);
2239
2240    layer->setAlpha(alpha, mode);
2241
2242#if RENDER_LAYERS_AS_REGIONS
2243    if (!layer->region.isEmpty()) {
2244        if (layer->region.isRect()) {
2245            composeLayerRect(layer, layer->regionRect);
2246        } else if (layer->mesh) {
2247            const float a = alpha / 255.0f;
2248            const Rect& rect = layer->layer;
2249
2250            setupDraw();
2251            setupDrawWithTexture();
2252            setupDrawColor(a, a, a, a);
2253            setupDrawColorFilter();
2254            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2255            setupDrawProgram();
2256            setupDrawPureColorUniforms();
2257            setupDrawColorFilterUniforms();
2258            setupDrawTexture(layer->getTexture());
2259            if (mSnapshot->transform->isPureTranslate()) {
2260                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2261                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2262
2263                layer->setFilter(GL_NEAREST);
2264                setupDrawModelViewTranslate(x, y,
2265                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2266            } else {
2267                layer->setFilter(GL_LINEAR);
2268                setupDrawModelViewTranslate(x, y,
2269                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2270            }
2271            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2272
2273            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2274                    GL_UNSIGNED_SHORT, layer->meshIndices);
2275
2276            finishDrawTexture();
2277
2278#if DEBUG_LAYERS_AS_REGIONS
2279            drawRegionRects(layer->region);
2280#endif
2281        }
2282    }
2283#else
2284    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2285    composeLayerRect(layer, r);
2286#endif
2287}
2288
2289///////////////////////////////////////////////////////////////////////////////
2290// Shaders
2291///////////////////////////////////////////////////////////////////////////////
2292
2293void OpenGLRenderer::resetShader() {
2294    mShader = NULL;
2295}
2296
2297void OpenGLRenderer::setupShader(SkiaShader* shader) {
2298    mShader = shader;
2299    if (mShader) {
2300        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2301    }
2302}
2303
2304///////////////////////////////////////////////////////////////////////////////
2305// Color filters
2306///////////////////////////////////////////////////////////////////////////////
2307
2308void OpenGLRenderer::resetColorFilter() {
2309    mColorFilter = NULL;
2310}
2311
2312void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2313    mColorFilter = filter;
2314}
2315
2316///////////////////////////////////////////////////////////////////////////////
2317// Drop shadow
2318///////////////////////////////////////////////////////////////////////////////
2319
2320void OpenGLRenderer::resetShadow() {
2321    mHasShadow = false;
2322}
2323
2324void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2325    mHasShadow = true;
2326    mShadowRadius = radius;
2327    mShadowDx = dx;
2328    mShadowDy = dy;
2329    mShadowColor = color;
2330}
2331
2332///////////////////////////////////////////////////////////////////////////////
2333// Drawing implementation
2334///////////////////////////////////////////////////////////////////////////////
2335
2336void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2337        float x, float y, SkPaint* paint) {
2338    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2339        return;
2340    }
2341
2342    int alpha;
2343    SkXfermode::Mode mode;
2344    getAlphaAndMode(paint, &alpha, &mode);
2345
2346    setupDraw();
2347    setupDrawWithTexture(true);
2348    setupDrawAlpha8Color(paint->getColor(), alpha);
2349    setupDrawColorFilter();
2350    setupDrawShader();
2351    setupDrawBlending(true, mode);
2352    setupDrawProgram();
2353    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2354    setupDrawTexture(texture->id);
2355    setupDrawPureColorUniforms();
2356    setupDrawColorFilterUniforms();
2357    setupDrawShaderUniforms();
2358    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2359
2360    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2361
2362    finishDrawTexture();
2363}
2364
2365// Same values used by Skia
2366#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2367#define kStdUnderline_Offset    (1.0f / 9.0f)
2368#define kStdUnderline_Thickness (1.0f / 18.0f)
2369
2370void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2371        float x, float y, SkPaint* paint) {
2372    // Handle underline and strike-through
2373    uint32_t flags = paint->getFlags();
2374    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2375        SkPaint paintCopy(*paint);
2376        float underlineWidth = length;
2377        // If length is > 0.0f, we already measured the text for the text alignment
2378        if (length <= 0.0f) {
2379            underlineWidth = paintCopy.measureText(text, bytesCount);
2380        }
2381
2382        float offsetX = 0;
2383        switch (paintCopy.getTextAlign()) {
2384            case SkPaint::kCenter_Align:
2385                offsetX = underlineWidth * 0.5f;
2386                break;
2387            case SkPaint::kRight_Align:
2388                offsetX = underlineWidth;
2389                break;
2390            default:
2391                break;
2392        }
2393
2394        if (underlineWidth > 0.0f) {
2395            const float textSize = paintCopy.getTextSize();
2396            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2397
2398            const float left = x - offsetX;
2399            float top = 0.0f;
2400
2401            int linesCount = 0;
2402            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2403            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2404
2405            const int pointsCount = 4 * linesCount;
2406            float points[pointsCount];
2407            int currentPoint = 0;
2408
2409            if (flags & SkPaint::kUnderlineText_Flag) {
2410                top = y + textSize * kStdUnderline_Offset;
2411                points[currentPoint++] = left;
2412                points[currentPoint++] = top;
2413                points[currentPoint++] = left + underlineWidth;
2414                points[currentPoint++] = top;
2415            }
2416
2417            if (flags & SkPaint::kStrikeThruText_Flag) {
2418                top = y + textSize * kStdStrikeThru_Offset;
2419                points[currentPoint++] = left;
2420                points[currentPoint++] = top;
2421                points[currentPoint++] = left + underlineWidth;
2422                points[currentPoint++] = top;
2423            }
2424
2425            paintCopy.setStrokeWidth(strokeWidth);
2426
2427            drawLines(&points[0], pointsCount, &paintCopy);
2428        }
2429    }
2430}
2431
2432void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2433        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2434    // If a shader is set, preserve only the alpha
2435    if (mShader) {
2436        color |= 0x00ffffff;
2437    }
2438
2439    setupDraw();
2440    setupDrawNoTexture();
2441    setupDrawColor(color);
2442    setupDrawShader();
2443    setupDrawColorFilter();
2444    setupDrawBlending(mode);
2445    setupDrawProgram();
2446    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2447    setupDrawColorUniforms();
2448    setupDrawShaderUniforms(ignoreTransform);
2449    setupDrawColorFilterUniforms();
2450    setupDrawSimpleMesh();
2451
2452    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2453}
2454
2455void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2456        Texture* texture, SkPaint* paint) {
2457    int alpha;
2458    SkXfermode::Mode mode;
2459    getAlphaAndMode(paint, &alpha, &mode);
2460
2461    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2462
2463    if (mSnapshot->transform->isPureTranslate()) {
2464        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2465        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2466
2467        texture->setFilter(GL_NEAREST, true);
2468        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2469                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2470                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2471    } else {
2472        texture->setFilter(FILTER(paint), true);
2473        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2474                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2475                GL_TRIANGLE_STRIP, gMeshCount);
2476    }
2477}
2478
2479void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2480        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2481    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2482            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2483}
2484
2485void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2486        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2487        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2488        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2489
2490    setupDraw();
2491    setupDrawWithTexture();
2492    setupDrawColor(alpha, alpha, alpha, alpha);
2493    setupDrawColorFilter();
2494    setupDrawBlending(blend, mode, swapSrcDst);
2495    setupDrawProgram();
2496    if (!dirty) {
2497        setupDrawDirtyRegionsDisabled();
2498    }
2499    if (!ignoreScale) {
2500        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2501    } else {
2502        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2503    }
2504    setupDrawPureColorUniforms();
2505    setupDrawColorFilterUniforms();
2506    setupDrawTexture(texture);
2507    setupDrawMesh(vertices, texCoords, vbo);
2508
2509    glDrawArrays(drawMode, 0, elementsCount);
2510
2511    finishDrawTexture();
2512}
2513
2514void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2515        ProgramDescription& description, bool swapSrcDst) {
2516    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2517    if (blend) {
2518        if (mode <= SkXfermode::kScreen_Mode) {
2519            if (!mCaches.blend) {
2520                glEnable(GL_BLEND);
2521            }
2522
2523            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2524            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2525
2526            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2527                glBlendFunc(sourceMode, destMode);
2528                mCaches.lastSrcMode = sourceMode;
2529                mCaches.lastDstMode = destMode;
2530            }
2531        } else {
2532            // These blend modes are not supported by OpenGL directly and have
2533            // to be implemented using shaders. Since the shader will perform
2534            // the blending, turn blending off here
2535            if (mCaches.extensions.hasFramebufferFetch()) {
2536                description.framebufferMode = mode;
2537                description.swapSrcDst = swapSrcDst;
2538            }
2539
2540            if (mCaches.blend) {
2541                glDisable(GL_BLEND);
2542            }
2543            blend = false;
2544        }
2545    } else if (mCaches.blend) {
2546        glDisable(GL_BLEND);
2547    }
2548    mCaches.blend = blend;
2549}
2550
2551bool OpenGLRenderer::useProgram(Program* program) {
2552    if (!program->isInUse()) {
2553        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2554        program->use();
2555        mCaches.currentProgram = program;
2556        return false;
2557    }
2558    return true;
2559}
2560
2561void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2562    TextureVertex* v = &mMeshVertices[0];
2563    TextureVertex::setUV(v++, u1, v1);
2564    TextureVertex::setUV(v++, u2, v1);
2565    TextureVertex::setUV(v++, u1, v2);
2566    TextureVertex::setUV(v++, u2, v2);
2567}
2568
2569void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2570    if (paint) {
2571        *mode = getXfermode(paint->getXfermode());
2572
2573        // Skia draws using the color's alpha channel if < 255
2574        // Otherwise, it uses the paint's alpha
2575        int color = paint->getColor();
2576        *alpha = (color >> 24) & 0xFF;
2577        if (*alpha == 255) {
2578            *alpha = paint->getAlpha();
2579        }
2580    } else {
2581        *mode = SkXfermode::kSrcOver_Mode;
2582        *alpha = 255;
2583    }
2584}
2585
2586SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2587    SkXfermode::Mode resultMode;
2588    if (!SkXfermode::AsMode(mode, &resultMode)) {
2589        resultMode = SkXfermode::kSrcOver_Mode;
2590    }
2591    return resultMode;
2592}
2593
2594}; // namespace uirenderer
2595}; // namespace android
2596