OpenGLRenderer.cpp revision d3ea6b40bb8f0fbc2a877963db1ab4fa0fc02b2f
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DisplayListRenderer.h"
35#include "Vector.h"
36
37namespace android {
38namespace uirenderer {
39
40///////////////////////////////////////////////////////////////////////////////
41// Defines
42///////////////////////////////////////////////////////////////////////////////
43
44#define RAD_TO_DEG (180.0f / 3.14159265f)
45#define MIN_ANGLE 0.001f
46
47// TODO: This should be set in properties
48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
49
50///////////////////////////////////////////////////////////////////////////////
51// Globals
52///////////////////////////////////////////////////////////////////////////////
53
54/**
55 * Structure mapping Skia xfermodes to OpenGL blending factors.
56 */
57struct Blender {
58    SkXfermode::Mode mode;
59    GLenum src;
60    GLenum dst;
61}; // struct Blender
62
63// In this array, the index of each Blender equals the value of the first
64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
65static const Blender gBlends[] = {
66    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
67    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
68    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
69    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
70    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
71    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
72    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
73    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
74    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
76    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
77    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
79    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
80    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
81};
82
83// This array contains the swapped version of each SkXfermode. For instance
84// this array's SrcOver blending mode is actually DstOver. You can refer to
85// createLayer() for more information on the purpose of this array.
86static const Blender gBlendsSwap[] = {
87    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
88    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
89    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
90    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
91    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
92    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
93    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
94    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
96    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
97    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
98    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
100    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
101    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
102};
103
104static const GLenum gTextureUnits[] = {
105    GL_TEXTURE0,
106    GL_TEXTURE1,
107    GL_TEXTURE2
108};
109
110///////////////////////////////////////////////////////////////////////////////
111// Constructors/destructor
112///////////////////////////////////////////////////////////////////////////////
113
114OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
115    mShader = NULL;
116    mColorFilter = NULL;
117    mHasShadow = false;
118
119    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
120
121    mFirstSnapshot = new Snapshot;
122}
123
124OpenGLRenderer::~OpenGLRenderer() {
125    // The context has already been destroyed at this point, do not call
126    // GL APIs. All GL state should be kept in Caches.h
127}
128
129///////////////////////////////////////////////////////////////////////////////
130// Setup
131///////////////////////////////////////////////////////////////////////////////
132
133void OpenGLRenderer::setViewport(int width, int height) {
134    glDisable(GL_DITHER);
135    glViewport(0, 0, width, height);
136    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
137
138    mWidth = width;
139    mHeight = height;
140
141    mFirstSnapshot->height = height;
142    mFirstSnapshot->viewport.set(0, 0, width, height);
143
144    mDirtyClip = false;
145}
146
147void OpenGLRenderer::prepare(bool opaque) {
148    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
149}
150
151void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
152    mCaches.clearGarbage();
153
154    mSnapshot = new Snapshot(mFirstSnapshot,
155            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
156    mSnapshot->fbo = getTargetFbo();
157
158    mSaveCount = 1;
159
160    glViewport(0, 0, mWidth, mHeight);
161
162    glEnable(GL_SCISSOR_TEST);
163    glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
164    mSnapshot->setClip(left, top, right, bottom);
165
166    if (!opaque) {
167        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168        glClear(GL_COLOR_BUFFER_BIT);
169    }
170}
171
172void OpenGLRenderer::finish() {
173#if DEBUG_OPENGL
174    GLenum status = GL_NO_ERROR;
175    while ((status = glGetError()) != GL_NO_ERROR) {
176        LOGD("GL error from OpenGLRenderer: 0x%x", status);
177        switch (status) {
178            case GL_OUT_OF_MEMORY:
179                LOGE("  OpenGLRenderer is out of memory!");
180                break;
181        }
182    }
183#endif
184#if DEBUG_MEMORY_USAGE
185    mCaches.dumpMemoryUsage();
186#else
187    if (mCaches.getDebugLevel() & kDebugMemory) {
188        mCaches.dumpMemoryUsage();
189    }
190#endif
191}
192
193void OpenGLRenderer::interrupt() {
194    if (mCaches.currentProgram) {
195        if (mCaches.currentProgram->isInUse()) {
196            mCaches.currentProgram->remove();
197            mCaches.currentProgram = NULL;
198        }
199    }
200    mCaches.unbindMeshBuffer();
201}
202
203void OpenGLRenderer::resume() {
204    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
205
206    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
207
208    glEnable(GL_SCISSOR_TEST);
209    dirtyClip();
210
211    glDisable(GL_DITHER);
212
213    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
214    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
215
216    mCaches.blend = true;
217    glEnable(GL_BLEND);
218    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
219    glBlendEquation(GL_FUNC_ADD);
220}
221
222bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
223    interrupt();
224    if (mDirtyClip) {
225        setScissorFromClip();
226    }
227
228    Rect clip(*mSnapshot->clipRect);
229    clip.snapToPixelBoundaries();
230
231#if RENDER_LAYERS_AS_REGIONS
232    // Since we don't know what the functor will draw, let's dirty
233    // tne entire clip region
234    if (hasLayer()) {
235        dirtyLayerUnchecked(clip, getRegion());
236    }
237#endif
238
239    DrawGlInfo info;
240    info.clipLeft = clip.left;
241    info.clipTop = clip.top;
242    info.clipRight = clip.right;
243    info.clipBottom = clip.bottom;
244    info.isLayer = hasLayer();
245    getSnapshot()->transform->copyTo(&info.transform[0]);
246
247    status_t result = (*functor)(0, &info);
248
249    if (result != 0) {
250        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
251        dirty.unionWith(localDirty);
252    }
253
254    resume();
255    return result != 0;
256}
257
258///////////////////////////////////////////////////////////////////////////////
259// State management
260///////////////////////////////////////////////////////////////////////////////
261
262int OpenGLRenderer::getSaveCount() const {
263    return mSaveCount;
264}
265
266int OpenGLRenderer::save(int flags) {
267    return saveSnapshot(flags);
268}
269
270void OpenGLRenderer::restore() {
271    if (mSaveCount > 1) {
272        restoreSnapshot();
273    }
274}
275
276void OpenGLRenderer::restoreToCount(int saveCount) {
277    if (saveCount < 1) saveCount = 1;
278
279    while (mSaveCount > saveCount) {
280        restoreSnapshot();
281    }
282}
283
284int OpenGLRenderer::saveSnapshot(int flags) {
285    mSnapshot = new Snapshot(mSnapshot, flags);
286    return mSaveCount++;
287}
288
289bool OpenGLRenderer::restoreSnapshot() {
290    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
291    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
292    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
293
294    sp<Snapshot> current = mSnapshot;
295    sp<Snapshot> previous = mSnapshot->previous;
296
297    if (restoreOrtho) {
298        Rect& r = previous->viewport;
299        glViewport(r.left, r.top, r.right, r.bottom);
300        mOrthoMatrix.load(current->orthoMatrix);
301    }
302
303    mSaveCount--;
304    mSnapshot = previous;
305
306    if (restoreClip) {
307        dirtyClip();
308    }
309
310    if (restoreLayer) {
311        composeLayer(current, previous);
312    }
313
314    return restoreClip;
315}
316
317///////////////////////////////////////////////////////////////////////////////
318// Layers
319///////////////////////////////////////////////////////////////////////////////
320
321int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
322        SkPaint* p, int flags) {
323    const GLuint previousFbo = mSnapshot->fbo;
324    const int count = saveSnapshot(flags);
325
326    if (!mSnapshot->isIgnored()) {
327        int alpha = 255;
328        SkXfermode::Mode mode;
329
330        if (p) {
331            alpha = p->getAlpha();
332            if (!mCaches.extensions.hasFramebufferFetch()) {
333                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
334                if (!isMode) {
335                    // Assume SRC_OVER
336                    mode = SkXfermode::kSrcOver_Mode;
337                }
338            } else {
339                mode = getXfermode(p->getXfermode());
340            }
341        } else {
342            mode = SkXfermode::kSrcOver_Mode;
343        }
344
345        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
346    }
347
348    return count;
349}
350
351int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
352        int alpha, int flags) {
353    if (alpha >= 255 - ALPHA_THRESHOLD) {
354        return saveLayer(left, top, right, bottom, NULL, flags);
355    } else {
356        SkPaint paint;
357        paint.setAlpha(alpha);
358        return saveLayer(left, top, right, bottom, &paint, flags);
359    }
360}
361
362/**
363 * Layers are viewed by Skia are slightly different than layers in image editing
364 * programs (for instance.) When a layer is created, previously created layers
365 * and the frame buffer still receive every drawing command. For instance, if a
366 * layer is created and a shape intersecting the bounds of the layers and the
367 * framebuffer is draw, the shape will be drawn on both (unless the layer was
368 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
369 *
370 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
371 * texture. Unfortunately, this is inefficient as it requires every primitive to
372 * be drawn n + 1 times, where n is the number of active layers. In practice this
373 * means, for every primitive:
374 *   - Switch active frame buffer
375 *   - Change viewport, clip and projection matrix
376 *   - Issue the drawing
377 *
378 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
379 * To avoid this, layers are implemented in a different way here, at least in the
380 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
381 * is set. When this flag is set we can redirect all drawing operations into a
382 * single FBO.
383 *
384 * This implementation relies on the frame buffer being at least RGBA 8888. When
385 * a layer is created, only a texture is created, not an FBO. The content of the
386 * frame buffer contained within the layer's bounds is copied into this texture
387 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
388 * buffer and drawing continues as normal. This technique therefore treats the
389 * frame buffer as a scratch buffer for the layers.
390 *
391 * To compose the layers back onto the frame buffer, each layer texture
392 * (containing the original frame buffer data) is drawn as a simple quad over
393 * the frame buffer. The trick is that the quad is set as the composition
394 * destination in the blending equation, and the frame buffer becomes the source
395 * of the composition.
396 *
397 * Drawing layers with an alpha value requires an extra step before composition.
398 * An empty quad is drawn over the layer's region in the frame buffer. This quad
399 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
400 * quad is used to multiply the colors in the frame buffer. This is achieved by
401 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
402 * GL_ZERO, GL_SRC_ALPHA.
403 *
404 * Because glCopyTexImage2D() can be slow, an alternative implementation might
405 * be use to draw a single clipped layer. The implementation described above
406 * is correct in every case.
407 *
408 * (1) The frame buffer is actually not cleared right away. To allow the GPU
409 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
410 *     buffer is left untouched until the first drawing operation. Only when
411 *     something actually gets drawn are the layers regions cleared.
412 */
413bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
414        float right, float bottom, int alpha, SkXfermode::Mode mode,
415        int flags, GLuint previousFbo) {
416    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
417    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
418
419    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
420
421    // Window coordinates of the layer
422    Rect bounds(left, top, right, bottom);
423    if (!fboLayer) {
424        mSnapshot->transform->mapRect(bounds);
425
426        // Layers only make sense if they are in the framebuffer's bounds
427        if (bounds.intersect(*snapshot->clipRect)) {
428            // We cannot work with sub-pixels in this case
429            bounds.snapToPixelBoundaries();
430
431            // When the layer is not an FBO, we may use glCopyTexImage so we
432            // need to make sure the layer does not extend outside the bounds
433            // of the framebuffer
434            if (!bounds.intersect(snapshot->previous->viewport)) {
435                bounds.setEmpty();
436            }
437        } else {
438            bounds.setEmpty();
439        }
440    }
441
442    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
443            bounds.getHeight() > mCaches.maxTextureSize) {
444        snapshot->empty = fboLayer;
445    } else {
446        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
447    }
448
449    // Bail out if we won't draw in this snapshot
450    if (snapshot->invisible || snapshot->empty) {
451        return false;
452    }
453
454    glActiveTexture(gTextureUnits[0]);
455    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
456    if (!layer) {
457        return false;
458    }
459
460    layer->setAlpha(alpha, mode);
461    layer->layer.set(bounds);
462    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
463            bounds.getWidth() / float(layer->getWidth()), 0.0f);
464    layer->setColorFilter(mColorFilter);
465
466    // Save the layer in the snapshot
467    snapshot->flags |= Snapshot::kFlagIsLayer;
468    snapshot->layer = layer;
469
470    if (fboLayer) {
471        return createFboLayer(layer, bounds, snapshot, previousFbo);
472    } else {
473        // Copy the framebuffer into the layer
474        layer->bindTexture();
475        if (!bounds.isEmpty()) {
476            if (layer->isEmpty()) {
477                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
478                        bounds.left, snapshot->height - bounds.bottom,
479                        layer->getWidth(), layer->getHeight(), 0);
480                layer->setEmpty(false);
481            } else {
482                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
483                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
484            }
485
486            // Enqueue the buffer coordinates to clear the corresponding region later
487            mLayers.push(new Rect(bounds));
488        }
489    }
490
491    return true;
492}
493
494bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
495        GLuint previousFbo) {
496    layer->setFbo(mCaches.fboCache.get());
497
498#if RENDER_LAYERS_AS_REGIONS
499    snapshot->region = &snapshot->layer->region;
500    snapshot->flags |= Snapshot::kFlagFboTarget;
501#endif
502
503    Rect clip(bounds);
504    snapshot->transform->mapRect(clip);
505    clip.intersect(*snapshot->clipRect);
506    clip.snapToPixelBoundaries();
507    clip.intersect(snapshot->previous->viewport);
508
509    mat4 inverse;
510    inverse.loadInverse(*mSnapshot->transform);
511
512    inverse.mapRect(clip);
513    clip.snapToPixelBoundaries();
514    clip.intersect(bounds);
515    clip.translate(-bounds.left, -bounds.top);
516
517    snapshot->flags |= Snapshot::kFlagIsFboLayer;
518    snapshot->fbo = layer->getFbo();
519    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
520    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
521    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
522    snapshot->height = bounds.getHeight();
523    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
524    snapshot->orthoMatrix.load(mOrthoMatrix);
525
526    // Bind texture to FBO
527    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
528    layer->bindTexture();
529
530    // Initialize the texture if needed
531    if (layer->isEmpty()) {
532        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
533        layer->setEmpty(false);
534    }
535
536    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
537            layer->getTexture(), 0);
538
539#if DEBUG_LAYERS_AS_REGIONS
540    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
541    if (status != GL_FRAMEBUFFER_COMPLETE) {
542        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
543
544        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
545        layer->deleteTexture();
546        mCaches.fboCache.put(layer->getFbo());
547
548        delete layer;
549
550        return false;
551    }
552#endif
553
554    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
555    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
556            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
557    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
558    glClear(GL_COLOR_BUFFER_BIT);
559
560    dirtyClip();
561
562    // Change the ortho projection
563    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
564    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
565
566    return true;
567}
568
569/**
570 * Read the documentation of createLayer() before doing anything in this method.
571 */
572void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
573    if (!current->layer) {
574        LOGE("Attempting to compose a layer that does not exist");
575        return;
576    }
577
578    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
579
580    if (fboLayer) {
581        // Unbind current FBO and restore previous one
582        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
583    }
584
585    Layer* layer = current->layer;
586    const Rect& rect = layer->layer;
587
588    if (!fboLayer && layer->getAlpha() < 255) {
589        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
590                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
591        // Required below, composeLayerRect() will divide by 255
592        layer->setAlpha(255);
593    }
594
595    mCaches.unbindMeshBuffer();
596
597    glActiveTexture(gTextureUnits[0]);
598
599    // When the layer is stored in an FBO, we can save a bit of fillrate by
600    // drawing only the dirty region
601    if (fboLayer) {
602        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
603        if (layer->getColorFilter()) {
604            setupColorFilter(layer->getColorFilter());
605        }
606        composeLayerRegion(layer, rect);
607        if (layer->getColorFilter()) {
608            resetColorFilter();
609        }
610    } else if (!rect.isEmpty()) {
611        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
612        composeLayerRect(layer, rect, true);
613    }
614
615    if (fboLayer) {
616        // Detach the texture from the FBO
617        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
618        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
619        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
620
621        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
622        mCaches.fboCache.put(current->fbo);
623    }
624
625    dirtyClip();
626
627    // Failing to add the layer to the cache should happen only if the layer is too large
628    if (!mCaches.layerCache.put(layer)) {
629        LAYER_LOGD("Deleting layer");
630        layer->deleteTexture();
631        delete layer;
632    }
633}
634
635void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
636    float alpha = layer->getAlpha() / 255.0f;
637
638    mat4& transform = layer->getTransform();
639    if (!transform.isIdentity()) {
640        save(0);
641        mSnapshot->transform->multiply(transform);
642    }
643
644    setupDraw();
645    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
646        setupDrawWithTexture();
647    } else {
648        setupDrawWithExternalTexture();
649    }
650    setupDrawTextureTransform();
651    setupDrawColor(alpha, alpha, alpha, alpha);
652    setupDrawColorFilter();
653    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
654    setupDrawProgram();
655    setupDrawPureColorUniforms();
656    setupDrawColorFilterUniforms();
657    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
658        setupDrawTexture(layer->getTexture());
659    } else {
660        setupDrawExternalTexture(layer->getTexture());
661    }
662    if (mSnapshot->transform->isPureTranslate() &&
663            layer->getWidth() == (uint32_t) rect.getWidth() &&
664            layer->getHeight() == (uint32_t) rect.getHeight()) {
665        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
666        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
667
668        layer->setFilter(GL_NEAREST, GL_NEAREST);
669        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
670    } else {
671        layer->setFilter(GL_LINEAR, GL_LINEAR);
672        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
673    }
674    setupDrawTextureTransformUniforms(layer->getTexTransform());
675    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
676
677    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
678
679    finishDrawTexture();
680
681    if (!transform.isIdentity()) {
682        restore();
683    }
684}
685
686void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
687    if (!layer->isTextureLayer()) {
688        const Rect& texCoords = layer->texCoords;
689        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
690                texCoords.right, texCoords.bottom);
691
692        float x = rect.left;
693        float y = rect.top;
694        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
695                layer->getWidth() == (uint32_t) rect.getWidth() &&
696                layer->getHeight() == (uint32_t) rect.getHeight();
697
698        if (simpleTransform) {
699            // When we're swapping, the layer is already in screen coordinates
700            if (!swap) {
701                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
702                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
703            }
704
705            layer->setFilter(GL_NEAREST, GL_NEAREST, true);
706        } else {
707            layer->setFilter(GL_LINEAR, GL_LINEAR, true);
708        }
709
710        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
711                layer->getTexture(), layer->getAlpha() / 255.0f,
712                layer->getMode(), layer->isBlend(),
713                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
714                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
715
716        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
717    } else {
718        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
719        drawTextureLayer(layer, rect);
720        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
721    }
722}
723
724void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
725#if RENDER_LAYERS_AS_REGIONS
726    if (layer->region.isRect()) {
727        layer->setRegionAsRect();
728
729        composeLayerRect(layer, layer->regionRect);
730
731        layer->region.clear();
732        return;
733    }
734
735    // TODO: See LayerRenderer.cpp::generateMesh() for important
736    //       information about this implementation
737    if (!layer->region.isEmpty()) {
738        size_t count;
739        const android::Rect* rects = layer->region.getArray(&count);
740
741        const float alpha = layer->getAlpha() / 255.0f;
742        const float texX = 1.0f / float(layer->getWidth());
743        const float texY = 1.0f / float(layer->getHeight());
744        const float height = rect.getHeight();
745
746        TextureVertex* mesh = mCaches.getRegionMesh();
747        GLsizei numQuads = 0;
748
749        setupDraw();
750        setupDrawWithTexture();
751        setupDrawColor(alpha, alpha, alpha, alpha);
752        setupDrawColorFilter();
753        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
754        setupDrawProgram();
755        setupDrawDirtyRegionsDisabled();
756        setupDrawPureColorUniforms();
757        setupDrawColorFilterUniforms();
758        setupDrawTexture(layer->getTexture());
759        if (mSnapshot->transform->isPureTranslate()) {
760            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
761            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
762
763            layer->setFilter(GL_NEAREST, GL_NEAREST);
764            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
765        } else {
766            layer->setFilter(GL_LINEAR, GL_LINEAR);
767            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
768        }
769        setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
770
771        for (size_t i = 0; i < count; i++) {
772            const android::Rect* r = &rects[i];
773
774            const float u1 = r->left * texX;
775            const float v1 = (height - r->top) * texY;
776            const float u2 = r->right * texX;
777            const float v2 = (height - r->bottom) * texY;
778
779            // TODO: Reject quads outside of the clip
780            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
781            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
782            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
783            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
784
785            numQuads++;
786
787            if (numQuads >= REGION_MESH_QUAD_COUNT) {
788                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
789                numQuads = 0;
790                mesh = mCaches.getRegionMesh();
791            }
792        }
793
794        if (numQuads > 0) {
795            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
796        }
797
798        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
799        finishDrawTexture();
800
801#if DEBUG_LAYERS_AS_REGIONS
802        drawRegionRects(layer->region);
803#endif
804
805        layer->region.clear();
806    }
807#else
808    composeLayerRect(layer, rect);
809#endif
810}
811
812void OpenGLRenderer::drawRegionRects(const Region& region) {
813#if DEBUG_LAYERS_AS_REGIONS
814    size_t count;
815    const android::Rect* rects = region.getArray(&count);
816
817    uint32_t colors[] = {
818            0x7fff0000, 0x7f00ff00,
819            0x7f0000ff, 0x7fff00ff,
820    };
821
822    int offset = 0;
823    int32_t top = rects[0].top;
824
825    for (size_t i = 0; i < count; i++) {
826        if (top != rects[i].top) {
827            offset ^= 0x2;
828            top = rects[i].top;
829        }
830
831        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
832        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
833                SkXfermode::kSrcOver_Mode);
834    }
835#endif
836}
837
838void OpenGLRenderer::dirtyLayer(const float left, const float top,
839        const float right, const float bottom, const mat4 transform) {
840#if RENDER_LAYERS_AS_REGIONS
841    if (hasLayer()) {
842        Rect bounds(left, top, right, bottom);
843        transform.mapRect(bounds);
844        dirtyLayerUnchecked(bounds, getRegion());
845    }
846#endif
847}
848
849void OpenGLRenderer::dirtyLayer(const float left, const float top,
850        const float right, const float bottom) {
851#if RENDER_LAYERS_AS_REGIONS
852    if (hasLayer()) {
853        Rect bounds(left, top, right, bottom);
854        dirtyLayerUnchecked(bounds, getRegion());
855    }
856#endif
857}
858
859void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
860#if RENDER_LAYERS_AS_REGIONS
861    if (bounds.intersect(*mSnapshot->clipRect)) {
862        bounds.snapToPixelBoundaries();
863        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
864        if (!dirty.isEmpty()) {
865            region->orSelf(dirty);
866        }
867    }
868#endif
869}
870
871void OpenGLRenderer::clearLayerRegions() {
872    const size_t count = mLayers.size();
873    if (count == 0) return;
874
875    if (!mSnapshot->isIgnored()) {
876        // Doing several glScissor/glClear here can negatively impact
877        // GPUs with a tiler architecture, instead we draw quads with
878        // the Clear blending mode
879
880        // The list contains bounds that have already been clipped
881        // against their initial clip rect, and the current clip
882        // is likely different so we need to disable clipping here
883        glDisable(GL_SCISSOR_TEST);
884
885        Vertex mesh[count * 6];
886        Vertex* vertex = mesh;
887
888        for (uint32_t i = 0; i < count; i++) {
889            Rect* bounds = mLayers.itemAt(i);
890
891            Vertex::set(vertex++, bounds->left, bounds->bottom);
892            Vertex::set(vertex++, bounds->left, bounds->top);
893            Vertex::set(vertex++, bounds->right, bounds->top);
894            Vertex::set(vertex++, bounds->left, bounds->bottom);
895            Vertex::set(vertex++, bounds->right, bounds->top);
896            Vertex::set(vertex++, bounds->right, bounds->bottom);
897
898            delete bounds;
899        }
900
901        setupDraw(false);
902        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
903        setupDrawBlending(true, SkXfermode::kClear_Mode);
904        setupDrawProgram();
905        setupDrawPureColorUniforms();
906        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
907
908        mCaches.unbindMeshBuffer();
909        glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
910                gVertexStride, &mesh[0].position[0]);
911        glDrawArrays(GL_TRIANGLES, 0, count * 6);
912
913        glEnable(GL_SCISSOR_TEST);
914    } else {
915        for (uint32_t i = 0; i < count; i++) {
916            delete mLayers.itemAt(i);
917        }
918    }
919
920    mLayers.clear();
921}
922
923///////////////////////////////////////////////////////////////////////////////
924// Transforms
925///////////////////////////////////////////////////////////////////////////////
926
927void OpenGLRenderer::translate(float dx, float dy) {
928    mSnapshot->transform->translate(dx, dy, 0.0f);
929}
930
931void OpenGLRenderer::rotate(float degrees) {
932    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
933}
934
935void OpenGLRenderer::scale(float sx, float sy) {
936    mSnapshot->transform->scale(sx, sy, 1.0f);
937}
938
939void OpenGLRenderer::skew(float sx, float sy) {
940    mSnapshot->transform->skew(sx, sy);
941}
942
943void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
944    if (matrix) {
945        mSnapshot->transform->load(*matrix);
946    } else {
947        mSnapshot->transform->loadIdentity();
948    }
949}
950
951void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
952    mSnapshot->transform->copyTo(*matrix);
953}
954
955void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
956    SkMatrix transform;
957    mSnapshot->transform->copyTo(transform);
958    transform.preConcat(*matrix);
959    mSnapshot->transform->load(transform);
960}
961
962///////////////////////////////////////////////////////////////////////////////
963// Clipping
964///////////////////////////////////////////////////////////////////////////////
965
966void OpenGLRenderer::setScissorFromClip() {
967    Rect clip(*mSnapshot->clipRect);
968    clip.snapToPixelBoundaries();
969    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
970    mDirtyClip = false;
971}
972
973const Rect& OpenGLRenderer::getClipBounds() {
974    return mSnapshot->getLocalClip();
975}
976
977bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
978    if (mSnapshot->isIgnored()) {
979        return true;
980    }
981
982    Rect r(left, top, right, bottom);
983    mSnapshot->transform->mapRect(r);
984    r.snapToPixelBoundaries();
985
986    Rect clipRect(*mSnapshot->clipRect);
987    clipRect.snapToPixelBoundaries();
988
989    return !clipRect.intersects(r);
990}
991
992bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
993    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
994    if (clipped) {
995        dirtyClip();
996    }
997    return !mSnapshot->clipRect->isEmpty();
998}
999
1000///////////////////////////////////////////////////////////////////////////////
1001// Drawing commands
1002///////////////////////////////////////////////////////////////////////////////
1003
1004void OpenGLRenderer::setupDraw(bool clear) {
1005    if (clear) clearLayerRegions();
1006    if (mDirtyClip) {
1007        setScissorFromClip();
1008    }
1009    mDescription.reset();
1010    mSetShaderColor = false;
1011    mColorSet = false;
1012    mColorA = mColorR = mColorG = mColorB = 0.0f;
1013    mTextureUnit = 0;
1014    mTrackDirtyRegions = true;
1015    mTexCoordsSlot = -1;
1016}
1017
1018void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1019    mDescription.hasTexture = true;
1020    mDescription.hasAlpha8Texture = isAlpha8;
1021}
1022
1023void OpenGLRenderer::setupDrawWithExternalTexture() {
1024    mDescription.hasExternalTexture = true;
1025}
1026
1027void OpenGLRenderer::setupDrawAALine() {
1028    mDescription.isAA = true;
1029}
1030
1031void OpenGLRenderer::setupDrawPoint(float pointSize) {
1032    mDescription.isPoint = true;
1033    mDescription.pointSize = pointSize;
1034}
1035
1036void OpenGLRenderer::setupDrawColor(int color) {
1037    setupDrawColor(color, (color >> 24) & 0xFF);
1038}
1039
1040void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1041    mColorA = alpha / 255.0f;
1042    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1043    // the rgb values by a instead of also dividing by 255
1044    const float a = mColorA / 255.0f;
1045    mColorR = a * ((color >> 16) & 0xFF);
1046    mColorG = a * ((color >>  8) & 0xFF);
1047    mColorB = a * ((color      ) & 0xFF);
1048    mColorSet = true;
1049    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1050}
1051
1052void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1053    mColorA = alpha / 255.0f;
1054    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1055    // the rgb values by a instead of also dividing by 255
1056    const float a = mColorA / 255.0f;
1057    mColorR = a * ((color >> 16) & 0xFF);
1058    mColorG = a * ((color >>  8) & 0xFF);
1059    mColorB = a * ((color      ) & 0xFF);
1060    mColorSet = true;
1061    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1062}
1063
1064void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1065    mColorA = a;
1066    mColorR = r;
1067    mColorG = g;
1068    mColorB = b;
1069    mColorSet = true;
1070    mSetShaderColor = mDescription.setColor(r, g, b, a);
1071}
1072
1073void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1074    mColorA = a;
1075    mColorR = r;
1076    mColorG = g;
1077    mColorB = b;
1078    mColorSet = true;
1079    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1080}
1081
1082void OpenGLRenderer::setupDrawShader() {
1083    if (mShader) {
1084        mShader->describe(mDescription, mCaches.extensions);
1085    }
1086}
1087
1088void OpenGLRenderer::setupDrawColorFilter() {
1089    if (mColorFilter) {
1090        mColorFilter->describe(mDescription, mCaches.extensions);
1091    }
1092}
1093
1094void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1095    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1096        mColorA = 1.0f;
1097        mColorR = mColorG = mColorB = 0.0f;
1098        mSetShaderColor = mDescription.modulate = true;
1099    }
1100}
1101
1102void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1103    // When the blending mode is kClear_Mode, we need to use a modulate color
1104    // argb=1,0,0,0
1105    accountForClear(mode);
1106    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1107            mDescription, swapSrcDst);
1108}
1109
1110void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1111    // When the blending mode is kClear_Mode, we need to use a modulate color
1112    // argb=1,0,0,0
1113    accountForClear(mode);
1114    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1115            mDescription, swapSrcDst);
1116}
1117
1118void OpenGLRenderer::setupDrawProgram() {
1119    useProgram(mCaches.programCache.get(mDescription));
1120}
1121
1122void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1123    mTrackDirtyRegions = false;
1124}
1125
1126void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1127        bool ignoreTransform) {
1128    mModelView.loadTranslate(left, top, 0.0f);
1129    if (!ignoreTransform) {
1130        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1131        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1132    } else {
1133        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1134        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1135    }
1136}
1137
1138void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1139    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1140}
1141
1142void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1143        bool ignoreTransform, bool ignoreModelView) {
1144    if (!ignoreModelView) {
1145        mModelView.loadTranslate(left, top, 0.0f);
1146        mModelView.scale(right - left, bottom - top, 1.0f);
1147    } else {
1148        mModelView.loadIdentity();
1149    }
1150    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1151    if (!ignoreTransform) {
1152        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1153        if (mTrackDirtyRegions && dirty) {
1154            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1155        }
1156    } else {
1157        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1158        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1159    }
1160}
1161
1162void OpenGLRenderer::setupDrawPointUniforms() {
1163    int slot = mCaches.currentProgram->getUniform("pointSize");
1164    glUniform1f(slot, mDescription.pointSize);
1165}
1166
1167void OpenGLRenderer::setupDrawColorUniforms() {
1168    if (mColorSet || (mShader && mSetShaderColor)) {
1169        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1170    }
1171}
1172
1173void OpenGLRenderer::setupDrawPureColorUniforms() {
1174    if (mSetShaderColor) {
1175        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1176    }
1177}
1178
1179void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1180    if (mShader) {
1181        if (ignoreTransform) {
1182            mModelView.loadInverse(*mSnapshot->transform);
1183        }
1184        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1185    }
1186}
1187
1188void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1189    if (mShader) {
1190        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1191    }
1192}
1193
1194void OpenGLRenderer::setupDrawColorFilterUniforms() {
1195    if (mColorFilter) {
1196        mColorFilter->setupProgram(mCaches.currentProgram);
1197    }
1198}
1199
1200void OpenGLRenderer::setupDrawSimpleMesh() {
1201    mCaches.bindMeshBuffer();
1202    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1203            gMeshStride, 0);
1204}
1205
1206void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1207    bindTexture(texture);
1208    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1209
1210    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1211    glEnableVertexAttribArray(mTexCoordsSlot);
1212}
1213
1214void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1215    bindExternalTexture(texture);
1216    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1217
1218    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1219    glEnableVertexAttribArray(mTexCoordsSlot);
1220}
1221
1222void OpenGLRenderer::setupDrawTextureTransform() {
1223    mDescription.hasTextureTransform = true;
1224}
1225
1226void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1227    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1228            GL_FALSE, &transform.data[0]);
1229}
1230
1231void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1232    if (!vertices) {
1233        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1234    } else {
1235        mCaches.unbindMeshBuffer();
1236    }
1237    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1238            gMeshStride, vertices);
1239    if (mTexCoordsSlot >= 0) {
1240        glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1241    }
1242}
1243
1244void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1245    mCaches.unbindMeshBuffer();
1246    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1247            gVertexStride, vertices);
1248}
1249
1250/**
1251 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1252 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1253 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1254 * attributes (one per vertex) are values from zero to one that tells the fragment
1255 * shader where the fragment is in relation to the line width/length overall; these values are
1256 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1257 * region of the line.
1258 * Note that we only pass down the width values in this setup function. The length coordinates
1259 * are set up for each individual segment.
1260 */
1261void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1262        GLvoid* lengthCoords, float boundaryWidthProportion) {
1263    mCaches.unbindMeshBuffer();
1264    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1265            gAAVertexStride, vertices);
1266    int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1267    glEnableVertexAttribArray(widthSlot);
1268    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1269    int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1270    glEnableVertexAttribArray(lengthSlot);
1271    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1272    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1273    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1274    // Setting the inverse value saves computations per-fragment in the shader
1275    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1276    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1277}
1278
1279void OpenGLRenderer::finishDrawTexture() {
1280    glDisableVertexAttribArray(mTexCoordsSlot);
1281}
1282
1283///////////////////////////////////////////////////////////////////////////////
1284// Drawing
1285///////////////////////////////////////////////////////////////////////////////
1286
1287bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1288        Rect& dirty, uint32_t level) {
1289    if (quickReject(0.0f, 0.0f, width, height)) {
1290        return false;
1291    }
1292
1293    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1294    // will be performed by the display list itself
1295    if (displayList && displayList->isRenderable()) {
1296        return displayList->replay(*this, dirty, level);
1297    }
1298
1299    return false;
1300}
1301
1302void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1303    if (displayList) {
1304        displayList->output(*this, level);
1305    }
1306}
1307
1308void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1309    int alpha;
1310    SkXfermode::Mode mode;
1311    getAlphaAndMode(paint, &alpha, &mode);
1312
1313    float x = left;
1314    float y = top;
1315
1316    GLenum filter = GL_LINEAR;
1317    bool ignoreTransform = false;
1318    if (mSnapshot->transform->isPureTranslate()) {
1319        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1320        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1321        ignoreTransform = true;
1322        filter = GL_NEAREST;
1323    }
1324
1325    setupDraw();
1326    setupDrawWithTexture(true);
1327    if (paint) {
1328        setupDrawAlpha8Color(paint->getColor(), alpha);
1329    }
1330    setupDrawColorFilter();
1331    setupDrawShader();
1332    setupDrawBlending(true, mode);
1333    setupDrawProgram();
1334    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1335
1336    setupDrawTexture(texture->id);
1337    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1338    texture->setFilter(filter, filter);
1339
1340    setupDrawPureColorUniforms();
1341    setupDrawColorFilterUniforms();
1342    setupDrawShaderUniforms();
1343    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1344
1345    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1346
1347    finishDrawTexture();
1348}
1349
1350void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1351    const float right = left + bitmap->width();
1352    const float bottom = top + bitmap->height();
1353
1354    if (quickReject(left, top, right, bottom)) {
1355        return;
1356    }
1357
1358    glActiveTexture(gTextureUnits[0]);
1359    Texture* texture = mCaches.textureCache.get(bitmap);
1360    if (!texture) return;
1361    const AutoTexture autoCleanup(texture);
1362
1363    if (bitmap->getConfig() == SkBitmap::kA8_Config) {
1364        drawAlphaBitmap(texture, left, top, paint);
1365    } else {
1366        drawTextureRect(left, top, right, bottom, texture, paint);
1367    }
1368}
1369
1370void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1371    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1372    const mat4 transform(*matrix);
1373    transform.mapRect(r);
1374
1375    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1376        return;
1377    }
1378
1379    glActiveTexture(gTextureUnits[0]);
1380    Texture* texture = mCaches.textureCache.get(bitmap);
1381    if (!texture) return;
1382    const AutoTexture autoCleanup(texture);
1383
1384    // This could be done in a cheaper way, all we need is pass the matrix
1385    // to the vertex shader. The save/restore is a bit overkill.
1386    save(SkCanvas::kMatrix_SaveFlag);
1387    concatMatrix(matrix);
1388    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1389    restore();
1390}
1391
1392void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1393        float* vertices, int* colors, SkPaint* paint) {
1394    // TODO: Do a quickReject
1395    if (!vertices || mSnapshot->isIgnored()) {
1396        return;
1397    }
1398
1399    glActiveTexture(gTextureUnits[0]);
1400    Texture* texture = mCaches.textureCache.get(bitmap);
1401    if (!texture) return;
1402    const AutoTexture autoCleanup(texture);
1403
1404    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1405    texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1406
1407    int alpha;
1408    SkXfermode::Mode mode;
1409    getAlphaAndMode(paint, &alpha, &mode);
1410
1411    const uint32_t count = meshWidth * meshHeight * 6;
1412
1413    float left = FLT_MAX;
1414    float top = FLT_MAX;
1415    float right = FLT_MIN;
1416    float bottom = FLT_MIN;
1417
1418#if RENDER_LAYERS_AS_REGIONS
1419    bool hasActiveLayer = hasLayer();
1420#else
1421    bool hasActiveLayer = false;
1422#endif
1423
1424    // TODO: Support the colors array
1425    TextureVertex mesh[count];
1426    TextureVertex* vertex = mesh;
1427    for (int32_t y = 0; y < meshHeight; y++) {
1428        for (int32_t x = 0; x < meshWidth; x++) {
1429            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1430
1431            float u1 = float(x) / meshWidth;
1432            float u2 = float(x + 1) / meshWidth;
1433            float v1 = float(y) / meshHeight;
1434            float v2 = float(y + 1) / meshHeight;
1435
1436            int ax = i + (meshWidth + 1) * 2;
1437            int ay = ax + 1;
1438            int bx = i;
1439            int by = bx + 1;
1440            int cx = i + 2;
1441            int cy = cx + 1;
1442            int dx = i + (meshWidth + 1) * 2 + 2;
1443            int dy = dx + 1;
1444
1445            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1446            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1447            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1448
1449            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1450            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1451            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1452
1453#if RENDER_LAYERS_AS_REGIONS
1454            if (hasActiveLayer) {
1455                // TODO: This could be optimized to avoid unnecessary ops
1456                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1457                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1458                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1459                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1460            }
1461#endif
1462        }
1463    }
1464
1465#if RENDER_LAYERS_AS_REGIONS
1466    if (hasActiveLayer) {
1467        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1468    }
1469#endif
1470
1471    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1472            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1473            GL_TRIANGLES, count, false, false, 0, false, false);
1474}
1475
1476void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1477         float srcLeft, float srcTop, float srcRight, float srcBottom,
1478         float dstLeft, float dstTop, float dstRight, float dstBottom,
1479         SkPaint* paint) {
1480    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1481        return;
1482    }
1483
1484    glActiveTexture(gTextureUnits[0]);
1485    Texture* texture = mCaches.textureCache.get(bitmap);
1486    if (!texture) return;
1487    const AutoTexture autoCleanup(texture);
1488    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1489
1490    const float width = texture->width;
1491    const float height = texture->height;
1492
1493    const float u1 = fmax(0.0f, srcLeft / width);
1494    const float v1 = fmax(0.0f, srcTop / height);
1495    const float u2 = fmin(1.0f, srcRight / width);
1496    const float v2 = fmin(1.0f, srcBottom / height);
1497
1498    mCaches.unbindMeshBuffer();
1499    resetDrawTextureTexCoords(u1, v1, u2, v2);
1500
1501    int alpha;
1502    SkXfermode::Mode mode;
1503    getAlphaAndMode(paint, &alpha, &mode);
1504
1505    if (mSnapshot->transform->isPureTranslate()) {
1506        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1507        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1508
1509        GLenum filter = GL_NEAREST;
1510        // Enable linear filtering if the source rectangle is scaled
1511        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1512            filter = GL_LINEAR;
1513        }
1514        texture->setFilter(filter, filter, true);
1515
1516        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1517                texture->id, alpha / 255.0f, mode, texture->blend,
1518                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1519                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1520    } else {
1521        texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1522
1523        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1524                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1525                GL_TRIANGLE_STRIP, gMeshCount);
1526    }
1527
1528    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1529}
1530
1531void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1532        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1533        float left, float top, float right, float bottom, SkPaint* paint) {
1534    if (quickReject(left, top, right, bottom)) {
1535        return;
1536    }
1537
1538    glActiveTexture(gTextureUnits[0]);
1539    Texture* texture = mCaches.textureCache.get(bitmap);
1540    if (!texture) return;
1541    const AutoTexture autoCleanup(texture);
1542    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1543    texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1544
1545    int alpha;
1546    SkXfermode::Mode mode;
1547    getAlphaAndMode(paint, &alpha, &mode);
1548
1549    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1550            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1551
1552    if (mesh && mesh->verticesCount > 0) {
1553        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1554#if RENDER_LAYERS_AS_REGIONS
1555        // Mark the current layer dirty where we are going to draw the patch
1556        if (hasLayer() && mesh->hasEmptyQuads) {
1557            const float offsetX = left + mSnapshot->transform->getTranslateX();
1558            const float offsetY = top + mSnapshot->transform->getTranslateY();
1559            const size_t count = mesh->quads.size();
1560            for (size_t i = 0; i < count; i++) {
1561                const Rect& bounds = mesh->quads.itemAt(i);
1562                if (pureTranslate) {
1563                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1564                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1565                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1566                } else {
1567                    dirtyLayer(left + bounds.left, top + bounds.top,
1568                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1569                }
1570            }
1571        }
1572#endif
1573
1574        if (pureTranslate) {
1575            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1576            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1577
1578            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1579                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1580                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1581                    true, !mesh->hasEmptyQuads);
1582        } else {
1583            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1584                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1585                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1586                    true, !mesh->hasEmptyQuads);
1587        }
1588    }
1589}
1590
1591/**
1592 * This function uses a similar approach to that of AA lines in the drawLines() function.
1593 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1594 * shader to compute the translucency of the color, determined by whether a given pixel is
1595 * within that boundary region and how far into the region it is.
1596 */
1597void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1598        int color, SkXfermode::Mode mode) {
1599    float inverseScaleX = 1.0f;
1600    float inverseScaleY = 1.0f;
1601    // The quad that we use needs to account for scaling.
1602    if (!mSnapshot->transform->isPureTranslate()) {
1603        Matrix4 *mat = mSnapshot->transform;
1604        float m00 = mat->data[Matrix4::kScaleX];
1605        float m01 = mat->data[Matrix4::kSkewY];
1606        float m02 = mat->data[2];
1607        float m10 = mat->data[Matrix4::kSkewX];
1608        float m11 = mat->data[Matrix4::kScaleX];
1609        float m12 = mat->data[6];
1610        float scaleX = sqrt(m00 * m00 + m01 * m01);
1611        float scaleY = sqrt(m10 * m10 + m11 * m11);
1612        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1613        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1614    }
1615
1616    setupDraw();
1617    setupDrawAALine();
1618    setupDrawColor(color);
1619    setupDrawColorFilter();
1620    setupDrawShader();
1621    setupDrawBlending(true, mode);
1622    setupDrawProgram();
1623    setupDrawModelViewIdentity(true);
1624    setupDrawColorUniforms();
1625    setupDrawColorFilterUniforms();
1626    setupDrawShaderIdentityUniforms();
1627
1628    AAVertex rects[4];
1629    AAVertex* aaVertices = &rects[0];
1630    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1631    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1632
1633    float boundarySizeX = .5 * inverseScaleX;
1634    float boundarySizeY = .5 * inverseScaleY;
1635
1636    // Adjust the rect by the AA boundary padding
1637    left -= boundarySizeX;
1638    right += boundarySizeX;
1639    top -= boundarySizeY;
1640    bottom += boundarySizeY;
1641
1642    float width = right - left;
1643    float height = bottom - top;
1644
1645    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1646    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1647    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1648    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1649    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1650    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1651    glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1652
1653    if (!quickReject(left, top, right, bottom)) {
1654        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1655        AAVertex::set(aaVertices++, left, top, 1, 0);
1656        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1657        AAVertex::set(aaVertices++, right, top, 0, 0);
1658        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1659        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1660    }
1661}
1662
1663/**
1664 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1665 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1666 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1667 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1668 * of the line. Hairlines are more involved because we need to account for transform scaling
1669 * to end up with a one-pixel-wide line in screen space..
1670 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1671 * in combination with values that we calculate and pass down in this method. The basic approach
1672 * is that the quad we create contains both the core line area plus a bounding area in which
1673 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1674 * proportion of the width and the length of a given segment is represented by the boundary
1675 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1676 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1677 * on the inside). This ends up giving the result we want, with pixels that are completely
1678 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1679 * how far into the boundary region they are, which is determined by shader interpolation.
1680 */
1681void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1682    if (mSnapshot->isIgnored()) return;
1683
1684    const bool isAA = paint->isAntiAlias();
1685    // We use half the stroke width here because we're going to position the quad
1686    // corner vertices half of the width away from the line endpoints
1687    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1688    // A stroke width of 0 has a special meaning in Skia:
1689    // it draws a line 1 px wide regardless of current transform
1690    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1691    float inverseScaleX = 1.0f;
1692    float inverseScaleY = 1.0f;
1693    bool scaled = false;
1694    int alpha;
1695    SkXfermode::Mode mode;
1696    int generatedVerticesCount = 0;
1697    int verticesCount = count;
1698    if (count > 4) {
1699        // Polyline: account for extra vertices needed for continuous tri-strip
1700        verticesCount += (count - 4);
1701    }
1702
1703    if (isHairLine || isAA) {
1704        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1705        // the line on the screen should always be one pixel wide regardless of scale. For
1706        // AA lines, we only want one pixel of translucent boundary around the quad.
1707        if (!mSnapshot->transform->isPureTranslate()) {
1708            Matrix4 *mat = mSnapshot->transform;
1709            float m00 = mat->data[Matrix4::kScaleX];
1710            float m01 = mat->data[Matrix4::kSkewY];
1711            float m02 = mat->data[2];
1712            float m10 = mat->data[Matrix4::kSkewX];
1713            float m11 = mat->data[Matrix4::kScaleX];
1714            float m12 = mat->data[6];
1715            float scaleX = sqrt(m00*m00 + m01*m01);
1716            float scaleY = sqrt(m10*m10 + m11*m11);
1717            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1718            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1719            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1720                scaled = true;
1721            }
1722        }
1723    }
1724
1725    getAlphaAndMode(paint, &alpha, &mode);
1726    setupDraw();
1727    if (isAA) {
1728        setupDrawAALine();
1729    }
1730    setupDrawColor(paint->getColor(), alpha);
1731    setupDrawColorFilter();
1732    setupDrawShader();
1733    if (isAA) {
1734        setupDrawBlending(true, mode);
1735    } else {
1736        setupDrawBlending(mode);
1737    }
1738    setupDrawProgram();
1739    setupDrawModelViewIdentity(true);
1740    setupDrawColorUniforms();
1741    setupDrawColorFilterUniforms();
1742    setupDrawShaderIdentityUniforms();
1743
1744    if (isHairLine) {
1745        // Set a real stroke width to be used in quad construction
1746        halfStrokeWidth = isAA? 1 : .5;
1747    } else if (isAA && !scaled) {
1748        // Expand boundary to enable AA calculations on the quad border
1749        halfStrokeWidth += .5f;
1750    }
1751    Vertex lines[verticesCount];
1752    Vertex* vertices = &lines[0];
1753    AAVertex wLines[verticesCount];
1754    AAVertex* aaVertices = &wLines[0];
1755    if (!isAA) {
1756        setupDrawVertices(vertices);
1757    } else {
1758        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1759        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1760        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1761        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1762        // This value is used in the fragment shader to determine how to fill fragments.
1763        // We will need to calculate the actual width proportion on each segment for
1764        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1765        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1766        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1767    }
1768
1769    AAVertex* prevAAVertex = NULL;
1770    Vertex* prevVertex = NULL;
1771
1772    int boundaryLengthSlot = -1;
1773    int inverseBoundaryLengthSlot = -1;
1774    int boundaryWidthSlot = -1;
1775    int inverseBoundaryWidthSlot = -1;
1776    for (int i = 0; i < count; i += 4) {
1777        // a = start point, b = end point
1778        vec2 a(points[i], points[i + 1]);
1779        vec2 b(points[i + 2], points[i + 3]);
1780        float length = 0;
1781        float boundaryLengthProportion = 0;
1782        float boundaryWidthProportion = 0;
1783
1784        // Find the normal to the line
1785        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1786        if (isHairLine) {
1787            if (isAA) {
1788                float wideningFactor;
1789                if (fabs(n.x) >= fabs(n.y)) {
1790                    wideningFactor = fabs(1.0f / n.x);
1791                } else {
1792                    wideningFactor = fabs(1.0f / n.y);
1793                }
1794                n *= wideningFactor;
1795            }
1796            if (scaled) {
1797                n.x *= inverseScaleX;
1798                n.y *= inverseScaleY;
1799            }
1800        } else if (scaled) {
1801            // Extend n by .5 pixel on each side, post-transform
1802            vec2 extendedN = n.copyNormalized();
1803            extendedN /= 2;
1804            extendedN.x *= inverseScaleX;
1805            extendedN.y *= inverseScaleY;
1806            float extendedNLength = extendedN.length();
1807            // We need to set this value on the shader prior to drawing
1808            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1809            n += extendedN;
1810        }
1811        float x = n.x;
1812        n.x = -n.y;
1813        n.y = x;
1814
1815        // aa lines expand the endpoint vertices to encompass the AA boundary
1816        if (isAA) {
1817            vec2 abVector = (b - a);
1818            length = abVector.length();
1819            abVector.normalize();
1820            if (scaled) {
1821                abVector.x *= inverseScaleX;
1822                abVector.y *= inverseScaleY;
1823                float abLength = abVector.length();
1824                boundaryLengthProportion = abLength / (length + abLength);
1825            } else {
1826                boundaryLengthProportion = .5 / (length + 1);
1827            }
1828            abVector /= 2;
1829            a -= abVector;
1830            b += abVector;
1831        }
1832
1833        // Four corners of the rectangle defining a thick line
1834        vec2 p1 = a - n;
1835        vec2 p2 = a + n;
1836        vec2 p3 = b + n;
1837        vec2 p4 = b - n;
1838
1839
1840        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1841        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1842        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1843        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1844
1845        if (!quickReject(left, top, right, bottom)) {
1846            if (!isAA) {
1847                if (prevVertex != NULL) {
1848                    // Issue two repeat vertices to create degenerate triangles to bridge
1849                    // between the previous line and the new one. This is necessary because
1850                    // we are creating a single triangle_strip which will contain
1851                    // potentially discontinuous line segments.
1852                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1853                    Vertex::set(vertices++, p1.x, p1.y);
1854                    generatedVerticesCount += 2;
1855                }
1856                Vertex::set(vertices++, p1.x, p1.y);
1857                Vertex::set(vertices++, p2.x, p2.y);
1858                Vertex::set(vertices++, p4.x, p4.y);
1859                Vertex::set(vertices++, p3.x, p3.y);
1860                prevVertex = vertices - 1;
1861                generatedVerticesCount += 4;
1862            } else {
1863                if (!isHairLine && scaled) {
1864                    // Must set width proportions per-segment for scaled non-hairlines to use the
1865                    // correct AA boundary dimensions
1866                    if (boundaryWidthSlot < 0) {
1867                        boundaryWidthSlot =
1868                                mCaches.currentProgram->getUniform("boundaryWidth");
1869                        inverseBoundaryWidthSlot =
1870                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1871                    }
1872                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1873                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1874                }
1875                if (boundaryLengthSlot < 0) {
1876                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1877                    inverseBoundaryLengthSlot =
1878                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1879                }
1880                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1881                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1882
1883                if (prevAAVertex != NULL) {
1884                    // Issue two repeat vertices to create degenerate triangles to bridge
1885                    // between the previous line and the new one. This is necessary because
1886                    // we are creating a single triangle_strip which will contain
1887                    // potentially discontinuous line segments.
1888                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
1889                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1890                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1891                    generatedVerticesCount += 2;
1892                }
1893                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1894                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1895                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1896                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1897                prevAAVertex = aaVertices - 1;
1898                generatedVerticesCount += 4;
1899            }
1900            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1901                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1902                    *mSnapshot->transform);
1903        }
1904    }
1905    if (generatedVerticesCount > 0) {
1906       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1907    }
1908}
1909
1910void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1911    if (mSnapshot->isIgnored()) return;
1912
1913    // TODO: The paint's cap style defines whether the points are square or circular
1914    // TODO: Handle AA for round points
1915
1916    // A stroke width of 0 has a special meaning in Skia:
1917    // it draws an unscaled 1px point
1918    float strokeWidth = paint->getStrokeWidth();
1919    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1920    if (isHairLine) {
1921        // Now that we know it's hairline, we can set the effective width, to be used later
1922        strokeWidth = 1.0f;
1923    }
1924    const float halfWidth = strokeWidth / 2;
1925    int alpha;
1926    SkXfermode::Mode mode;
1927    getAlphaAndMode(paint, &alpha, &mode);
1928
1929    int verticesCount = count >> 1;
1930    int generatedVerticesCount = 0;
1931
1932    TextureVertex pointsData[verticesCount];
1933    TextureVertex* vertex = &pointsData[0];
1934
1935    setupDraw();
1936    setupDrawPoint(strokeWidth);
1937    setupDrawColor(paint->getColor(), alpha);
1938    setupDrawColorFilter();
1939    setupDrawShader();
1940    setupDrawBlending(mode);
1941    setupDrawProgram();
1942    setupDrawModelViewIdentity(true);
1943    setupDrawColorUniforms();
1944    setupDrawColorFilterUniforms();
1945    setupDrawPointUniforms();
1946    setupDrawShaderIdentityUniforms();
1947    setupDrawMesh(vertex);
1948
1949    for (int i = 0; i < count; i += 2) {
1950        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1951        generatedVerticesCount++;
1952        float left = points[i] - halfWidth;
1953        float right = points[i] + halfWidth;
1954        float top = points[i + 1] - halfWidth;
1955        float bottom = points [i + 1] + halfWidth;
1956        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1957    }
1958
1959    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1960}
1961
1962void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1963    // No need to check against the clip, we fill the clip region
1964    if (mSnapshot->isIgnored()) return;
1965
1966    Rect& clip(*mSnapshot->clipRect);
1967    clip.snapToPixelBoundaries();
1968
1969    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1970}
1971
1972void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
1973    if (!texture) return;
1974    const AutoTexture autoCleanup(texture);
1975
1976    const float x = left + texture->left - texture->offset;
1977    const float y = top + texture->top - texture->offset;
1978
1979    drawPathTexture(texture, x, y, paint);
1980}
1981
1982void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1983        float rx, float ry, SkPaint* paint) {
1984    if (mSnapshot->isIgnored()) return;
1985
1986    glActiveTexture(gTextureUnits[0]);
1987    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
1988            right - left, bottom - top, rx, ry, paint);
1989    drawShape(left, top, texture, paint);
1990}
1991
1992void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
1993    if (mSnapshot->isIgnored()) return;
1994
1995    glActiveTexture(gTextureUnits[0]);
1996    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
1997    drawShape(x - radius, y - radius, texture, paint);
1998}
1999
2000void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2001    if (mSnapshot->isIgnored()) return;
2002
2003    glActiveTexture(gTextureUnits[0]);
2004    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2005    drawShape(left, top, texture, paint);
2006}
2007
2008void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2009        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2010    if (mSnapshot->isIgnored()) return;
2011
2012    if (fabs(sweepAngle) >= 360.0f) {
2013        drawOval(left, top, right, bottom, paint);
2014        return;
2015    }
2016
2017    glActiveTexture(gTextureUnits[0]);
2018    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2019            startAngle, sweepAngle, useCenter, paint);
2020    drawShape(left, top, texture, paint);
2021}
2022
2023void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2024        SkPaint* paint) {
2025    if (mSnapshot->isIgnored()) return;
2026
2027    glActiveTexture(gTextureUnits[0]);
2028    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2029    drawShape(left, top, texture, paint);
2030}
2031
2032void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2033    if (p->getStyle() != SkPaint::kFill_Style) {
2034        drawRectAsShape(left, top, right, bottom, p);
2035        return;
2036    }
2037
2038    if (quickReject(left, top, right, bottom)) {
2039        return;
2040    }
2041
2042    SkXfermode::Mode mode;
2043    if (!mCaches.extensions.hasFramebufferFetch()) {
2044        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2045        if (!isMode) {
2046            // Assume SRC_OVER
2047            mode = SkXfermode::kSrcOver_Mode;
2048        }
2049    } else {
2050        mode = getXfermode(p->getXfermode());
2051    }
2052
2053    int color = p->getColor();
2054    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2055        drawAARect(left, top, right, bottom, color, mode);
2056    } else {
2057        drawColorRect(left, top, right, bottom, color, mode);
2058    }
2059}
2060
2061void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2062        float x, float y, SkPaint* paint) {
2063    if (text == NULL || count == 0) {
2064        return;
2065    }
2066    if (mSnapshot->isIgnored()) return;
2067
2068    // TODO: We should probably make a copy of the paint instead of modifying
2069    //       it; modifying the paint will change its generationID the first
2070    //       time, which might impact caches. More investigation needed to
2071    //       see if it matters.
2072    //       If we make a copy, then drawTextDecorations() should *not* make
2073    //       its own copy as it does right now.
2074    paint->setAntiAlias(true);
2075#if RENDER_TEXT_AS_GLYPHS
2076    paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding);
2077#endif
2078
2079    float length = -1.0f;
2080    switch (paint->getTextAlign()) {
2081        case SkPaint::kCenter_Align:
2082            length = paint->measureText(text, bytesCount);
2083            x -= length / 2.0f;
2084            break;
2085        case SkPaint::kRight_Align:
2086            length = paint->measureText(text, bytesCount);
2087            x -= length;
2088            break;
2089        default:
2090            break;
2091    }
2092
2093    const float oldX = x;
2094    const float oldY = y;
2095    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2096    if (pureTranslate) {
2097        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2098        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2099    }
2100
2101    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2102#if DEBUG_GLYPHS
2103    LOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2104#endif
2105    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2106            paint->getTextSize());
2107
2108    int alpha;
2109    SkXfermode::Mode mode;
2110    getAlphaAndMode(paint, &alpha, &mode);
2111
2112    if (mHasShadow) {
2113        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2114        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2115                paint, text, bytesCount, count, mShadowRadius);
2116        const AutoTexture autoCleanup(shadow);
2117
2118        const float sx = oldX - shadow->left + mShadowDx;
2119        const float sy = oldY - shadow->top + mShadowDy;
2120
2121        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2122        int shadowColor = mShadowColor;
2123        if (mShader) {
2124            shadowColor = 0xffffffff;
2125        }
2126
2127        glActiveTexture(gTextureUnits[0]);
2128        setupDraw();
2129        setupDrawWithTexture(true);
2130        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2131        setupDrawColorFilter();
2132        setupDrawShader();
2133        setupDrawBlending(true, mode);
2134        setupDrawProgram();
2135        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2136        setupDrawTexture(shadow->id);
2137        setupDrawPureColorUniforms();
2138        setupDrawColorFilterUniforms();
2139        setupDrawShaderUniforms();
2140        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2141
2142        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2143
2144        finishDrawTexture();
2145    }
2146
2147    if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
2148        return;
2149    }
2150
2151    // Pick the appropriate texture filtering
2152    bool linearFilter = mSnapshot->transform->changesBounds();
2153    if (pureTranslate && !linearFilter) {
2154        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2155    }
2156
2157    glActiveTexture(gTextureUnits[0]);
2158    setupDraw();
2159    setupDrawDirtyRegionsDisabled();
2160    setupDrawWithTexture(true);
2161    setupDrawAlpha8Color(paint->getColor(), alpha);
2162    setupDrawColorFilter();
2163    setupDrawShader();
2164    setupDrawBlending(true, mode);
2165    setupDrawProgram();
2166    setupDrawModelView(x, y, x, y, pureTranslate, true);
2167    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2168    setupDrawPureColorUniforms();
2169    setupDrawColorFilterUniforms();
2170    setupDrawShaderUniforms(pureTranslate);
2171
2172    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2173    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2174
2175#if RENDER_LAYERS_AS_REGIONS
2176    bool hasActiveLayer = hasLayer();
2177#else
2178    bool hasActiveLayer = false;
2179#endif
2180    mCaches.unbindMeshBuffer();
2181
2182    // Tell font renderer the locations of position and texture coord
2183    // attributes so it can bind its data properly
2184    int positionSlot = mCaches.currentProgram->position;
2185    fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot);
2186    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2187            hasActiveLayer ? &bounds : NULL)) {
2188#if RENDER_LAYERS_AS_REGIONS
2189        if (hasActiveLayer) {
2190            if (!pureTranslate) {
2191                mSnapshot->transform->mapRect(bounds);
2192            }
2193            dirtyLayerUnchecked(bounds, getRegion());
2194        }
2195#endif
2196    }
2197
2198    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
2199    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
2200
2201    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2202}
2203
2204void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2205    if (mSnapshot->isIgnored()) return;
2206
2207    glActiveTexture(gTextureUnits[0]);
2208
2209    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2210    if (!texture) return;
2211    const AutoTexture autoCleanup(texture);
2212
2213    const float x = texture->left - texture->offset;
2214    const float y = texture->top - texture->offset;
2215
2216    drawPathTexture(texture, x, y, paint);
2217}
2218
2219void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2220    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2221        return;
2222    }
2223
2224    glActiveTexture(gTextureUnits[0]);
2225
2226    int alpha;
2227    SkXfermode::Mode mode;
2228    getAlphaAndMode(paint, &alpha, &mode);
2229
2230    layer->setAlpha(alpha, mode);
2231
2232#if RENDER_LAYERS_AS_REGIONS
2233    if (!layer->region.isEmpty()) {
2234        if (layer->region.isRect()) {
2235            composeLayerRect(layer, layer->regionRect);
2236        } else if (layer->mesh) {
2237            const float a = alpha / 255.0f;
2238            const Rect& rect = layer->layer;
2239
2240            setupDraw();
2241            setupDrawWithTexture();
2242            setupDrawColor(a, a, a, a);
2243            setupDrawColorFilter();
2244            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2245            setupDrawProgram();
2246            setupDrawPureColorUniforms();
2247            setupDrawColorFilterUniforms();
2248            setupDrawTexture(layer->getTexture());
2249            if (mSnapshot->transform->isPureTranslate()) {
2250                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2251                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2252
2253                layer->setFilter(GL_NEAREST, GL_NEAREST);
2254                setupDrawModelViewTranslate(x, y,
2255                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2256            } else {
2257                layer->setFilter(GL_LINEAR, GL_LINEAR);
2258                setupDrawModelViewTranslate(x, y,
2259                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2260            }
2261            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2262
2263            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2264                    GL_UNSIGNED_SHORT, layer->meshIndices);
2265
2266            finishDrawTexture();
2267
2268#if DEBUG_LAYERS_AS_REGIONS
2269            drawRegionRects(layer->region);
2270#endif
2271        }
2272    }
2273#else
2274    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2275    composeLayerRect(layer, r);
2276#endif
2277}
2278
2279///////////////////////////////////////////////////////////////////////////////
2280// Shaders
2281///////////////////////////////////////////////////////////////////////////////
2282
2283void OpenGLRenderer::resetShader() {
2284    mShader = NULL;
2285}
2286
2287void OpenGLRenderer::setupShader(SkiaShader* shader) {
2288    mShader = shader;
2289    if (mShader) {
2290        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2291    }
2292}
2293
2294///////////////////////////////////////////////////////////////////////////////
2295// Color filters
2296///////////////////////////////////////////////////////////////////////////////
2297
2298void OpenGLRenderer::resetColorFilter() {
2299    mColorFilter = NULL;
2300}
2301
2302void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2303    mColorFilter = filter;
2304}
2305
2306///////////////////////////////////////////////////////////////////////////////
2307// Drop shadow
2308///////////////////////////////////////////////////////////////////////////////
2309
2310void OpenGLRenderer::resetShadow() {
2311    mHasShadow = false;
2312}
2313
2314void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2315    mHasShadow = true;
2316    mShadowRadius = radius;
2317    mShadowDx = dx;
2318    mShadowDy = dy;
2319    mShadowColor = color;
2320}
2321
2322///////////////////////////////////////////////////////////////////////////////
2323// Drawing implementation
2324///////////////////////////////////////////////////////////////////////////////
2325
2326void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2327        float x, float y, SkPaint* paint) {
2328    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2329        return;
2330    }
2331
2332    int alpha;
2333    SkXfermode::Mode mode;
2334    getAlphaAndMode(paint, &alpha, &mode);
2335
2336    setupDraw();
2337    setupDrawWithTexture(true);
2338    setupDrawAlpha8Color(paint->getColor(), alpha);
2339    setupDrawColorFilter();
2340    setupDrawShader();
2341    setupDrawBlending(true, mode);
2342    setupDrawProgram();
2343    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2344    setupDrawTexture(texture->id);
2345    setupDrawPureColorUniforms();
2346    setupDrawColorFilterUniforms();
2347    setupDrawShaderUniforms();
2348    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2349
2350    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2351
2352    finishDrawTexture();
2353}
2354
2355// Same values used by Skia
2356#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2357#define kStdUnderline_Offset    (1.0f / 9.0f)
2358#define kStdUnderline_Thickness (1.0f / 18.0f)
2359
2360void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2361        float x, float y, SkPaint* paint) {
2362    // Handle underline and strike-through
2363    uint32_t flags = paint->getFlags();
2364    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2365        SkPaint paintCopy(*paint);
2366        float underlineWidth = length;
2367        // If length is > 0.0f, we already measured the text for the text alignment
2368        if (length <= 0.0f) {
2369            underlineWidth = paintCopy.measureText(text, bytesCount);
2370        }
2371
2372        float offsetX = 0;
2373        switch (paintCopy.getTextAlign()) {
2374            case SkPaint::kCenter_Align:
2375                offsetX = underlineWidth * 0.5f;
2376                break;
2377            case SkPaint::kRight_Align:
2378                offsetX = underlineWidth;
2379                break;
2380            default:
2381                break;
2382        }
2383
2384        if (underlineWidth > 0.0f) {
2385            const float textSize = paintCopy.getTextSize();
2386            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2387
2388            const float left = x - offsetX;
2389            float top = 0.0f;
2390
2391            int linesCount = 0;
2392            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2393            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2394
2395            const int pointsCount = 4 * linesCount;
2396            float points[pointsCount];
2397            int currentPoint = 0;
2398
2399            if (flags & SkPaint::kUnderlineText_Flag) {
2400                top = y + textSize * kStdUnderline_Offset;
2401                points[currentPoint++] = left;
2402                points[currentPoint++] = top;
2403                points[currentPoint++] = left + underlineWidth;
2404                points[currentPoint++] = top;
2405            }
2406
2407            if (flags & SkPaint::kStrikeThruText_Flag) {
2408                top = y + textSize * kStdStrikeThru_Offset;
2409                points[currentPoint++] = left;
2410                points[currentPoint++] = top;
2411                points[currentPoint++] = left + underlineWidth;
2412                points[currentPoint++] = top;
2413            }
2414
2415            paintCopy.setStrokeWidth(strokeWidth);
2416
2417            drawLines(&points[0], pointsCount, &paintCopy);
2418        }
2419    }
2420}
2421
2422void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2423        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2424    // If a shader is set, preserve only the alpha
2425    if (mShader) {
2426        color |= 0x00ffffff;
2427    }
2428
2429    setupDraw();
2430    setupDrawColor(color);
2431    setupDrawShader();
2432    setupDrawColorFilter();
2433    setupDrawBlending(mode);
2434    setupDrawProgram();
2435    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2436    setupDrawColorUniforms();
2437    setupDrawShaderUniforms(ignoreTransform);
2438    setupDrawColorFilterUniforms();
2439    setupDrawSimpleMesh();
2440
2441    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2442}
2443
2444void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2445        Texture* texture, SkPaint* paint) {
2446    int alpha;
2447    SkXfermode::Mode mode;
2448    getAlphaAndMode(paint, &alpha, &mode);
2449
2450    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
2451
2452    if (mSnapshot->transform->isPureTranslate()) {
2453        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2454        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2455
2456        texture->setFilter(GL_NEAREST, GL_NEAREST, true);
2457        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2458                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2459                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2460    } else {
2461        texture->setFilter(GL_LINEAR, GL_LINEAR, true);
2462        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2463                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2464                GL_TRIANGLE_STRIP, gMeshCount);
2465    }
2466}
2467
2468void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2469        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2470    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2471            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2472}
2473
2474void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2475        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2476        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2477        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2478
2479    setupDraw();
2480    setupDrawWithTexture();
2481    setupDrawColor(alpha, alpha, alpha, alpha);
2482    setupDrawColorFilter();
2483    setupDrawBlending(blend, mode, swapSrcDst);
2484    setupDrawProgram();
2485    if (!dirty) {
2486        setupDrawDirtyRegionsDisabled();
2487    }
2488    if (!ignoreScale) {
2489        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2490    } else {
2491        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2492    }
2493    setupDrawPureColorUniforms();
2494    setupDrawColorFilterUniforms();
2495    setupDrawTexture(texture);
2496    setupDrawMesh(vertices, texCoords, vbo);
2497
2498    glDrawArrays(drawMode, 0, elementsCount);
2499
2500    finishDrawTexture();
2501}
2502
2503void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2504        ProgramDescription& description, bool swapSrcDst) {
2505    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2506    if (blend) {
2507        if (mode <= SkXfermode::kScreen_Mode) {
2508            if (!mCaches.blend) {
2509                glEnable(GL_BLEND);
2510            }
2511
2512            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2513            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2514
2515            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2516                glBlendFunc(sourceMode, destMode);
2517                mCaches.lastSrcMode = sourceMode;
2518                mCaches.lastDstMode = destMode;
2519            }
2520        } else {
2521            // These blend modes are not supported by OpenGL directly and have
2522            // to be implemented using shaders. Since the shader will perform
2523            // the blending, turn blending off here
2524            if (mCaches.extensions.hasFramebufferFetch()) {
2525                description.framebufferMode = mode;
2526                description.swapSrcDst = swapSrcDst;
2527            }
2528
2529            if (mCaches.blend) {
2530                glDisable(GL_BLEND);
2531            }
2532            blend = false;
2533        }
2534    } else if (mCaches.blend) {
2535        glDisable(GL_BLEND);
2536    }
2537    mCaches.blend = blend;
2538}
2539
2540bool OpenGLRenderer::useProgram(Program* program) {
2541    if (!program->isInUse()) {
2542        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2543        program->use();
2544        mCaches.currentProgram = program;
2545        return false;
2546    }
2547    return true;
2548}
2549
2550void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2551    TextureVertex* v = &mMeshVertices[0];
2552    TextureVertex::setUV(v++, u1, v1);
2553    TextureVertex::setUV(v++, u2, v1);
2554    TextureVertex::setUV(v++, u1, v2);
2555    TextureVertex::setUV(v++, u2, v2);
2556}
2557
2558void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2559    if (paint) {
2560        *mode = getXfermode(paint->getXfermode());
2561
2562        // Skia draws using the color's alpha channel if < 255
2563        // Otherwise, it uses the paint's alpha
2564        int color = paint->getColor();
2565        *alpha = (color >> 24) & 0xFF;
2566        if (*alpha == 255) {
2567            *alpha = paint->getAlpha();
2568        }
2569    } else {
2570        *mode = SkXfermode::kSrcOver_Mode;
2571        *alpha = 255;
2572    }
2573}
2574
2575SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2576    SkXfermode::Mode resultMode;
2577    if (!SkXfermode::AsMode(mode, &resultMode)) {
2578        resultMode = SkXfermode::kSrcOver_Mode;
2579    }
2580    return resultMode;
2581}
2582
2583}; // namespace uirenderer
2584}; // namespace android
2585