OpenGLRenderer.cpp revision 3e263fac8c9c0e0fb242186b514a7af8efb40961
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DisplayListRenderer.h"
35#include "Vector.h"
36
37namespace android {
38namespace uirenderer {
39
40///////////////////////////////////////////////////////////////////////////////
41// Defines
42///////////////////////////////////////////////////////////////////////////////
43
44#define RAD_TO_DEG (180.0f / 3.14159265f)
45#define MIN_ANGLE 0.001f
46
47// TODO: This should be set in properties
48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106static const GLenum gTextureUnits[] = {
107    GL_TEXTURE0,
108    GL_TEXTURE1,
109    GL_TEXTURE2
110};
111
112///////////////////////////////////////////////////////////////////////////////
113// Constructors/destructor
114///////////////////////////////////////////////////////////////////////////////
115
116OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
117    mShader = NULL;
118    mColorFilter = NULL;
119    mHasShadow = false;
120
121    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
122
123    mFirstSnapshot = new Snapshot;
124}
125
126OpenGLRenderer::~OpenGLRenderer() {
127    // The context has already been destroyed at this point, do not call
128    // GL APIs. All GL state should be kept in Caches.h
129}
130
131///////////////////////////////////////////////////////////////////////////////
132// Setup
133///////////////////////////////////////////////////////////////////////////////
134
135void OpenGLRenderer::setViewport(int width, int 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    glDisable(GL_DITHER);
147    glViewport(0, 0, width, height);
148
149    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
150
151    glEnableVertexAttribArray(Program::kBindingPosition);
152}
153
154void OpenGLRenderer::prepare(bool opaque) {
155    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
156}
157
158void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
159    mCaches.clearGarbage();
160
161    mSnapshot = new Snapshot(mFirstSnapshot,
162            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
163    mSnapshot->fbo = getTargetFbo();
164
165    mSaveCount = 1;
166
167    glEnable(GL_SCISSOR_TEST);
168    glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
169    mSnapshot->setClip(left, top, right, bottom);
170
171    if (!opaque) {
172        glClear(GL_COLOR_BUFFER_BIT);
173    }
174}
175
176void OpenGLRenderer::finish() {
177#if DEBUG_OPENGL
178    GLenum status = GL_NO_ERROR;
179    while ((status = glGetError()) != GL_NO_ERROR) {
180        LOGD("GL error from OpenGLRenderer: 0x%x", status);
181        switch (status) {
182            case GL_OUT_OF_MEMORY:
183                LOGE("  OpenGLRenderer is out of memory!");
184                break;
185        }
186    }
187#endif
188#if DEBUG_MEMORY_USAGE
189    mCaches.dumpMemoryUsage();
190#else
191    if (mCaches.getDebugLevel() & kDebugMemory) {
192        mCaches.dumpMemoryUsage();
193    }
194#endif
195}
196
197void OpenGLRenderer::interrupt() {
198    if (mCaches.currentProgram) {
199        if (mCaches.currentProgram->isInUse()) {
200            mCaches.currentProgram->remove();
201            mCaches.currentProgram = NULL;
202        }
203    }
204    mCaches.unbindMeshBuffer();
205}
206
207void OpenGLRenderer::resume() {
208    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
209
210    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
211
212    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
213
214    glEnable(GL_SCISSOR_TEST);
215    dirtyClip();
216
217    glDisable(GL_DITHER);
218
219    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
220    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
221
222    glEnableVertexAttribArray(Program::kBindingPosition);
223
224    mCaches.blend = true;
225    glEnable(GL_BLEND);
226    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
227    glBlendEquation(GL_FUNC_ADD);
228}
229
230bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
231    interrupt();
232    if (mDirtyClip) {
233        setScissorFromClip();
234    }
235
236    Rect clip(*mSnapshot->clipRect);
237    clip.snapToPixelBoundaries();
238
239#if RENDER_LAYERS_AS_REGIONS
240    // Since we don't know what the functor will draw, let's dirty
241    // tne entire clip region
242    if (hasLayer()) {
243        dirtyLayerUnchecked(clip, getRegion());
244    }
245#endif
246
247    DrawGlInfo info;
248    info.clipLeft = clip.left;
249    info.clipTop = clip.top;
250    info.clipRight = clip.right;
251    info.clipBottom = clip.bottom;
252    info.isLayer = hasLayer();
253    getSnapshot()->transform->copyTo(&info.transform[0]);
254
255    status_t result = (*functor)(0, &info);
256
257    if (result != 0) {
258        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
259        dirty.unionWith(localDirty);
260    }
261
262    resume();
263    return result != 0;
264}
265
266///////////////////////////////////////////////////////////////////////////////
267// State management
268///////////////////////////////////////////////////////////////////////////////
269
270int OpenGLRenderer::getSaveCount() const {
271    return mSaveCount;
272}
273
274int OpenGLRenderer::save(int flags) {
275    return saveSnapshot(flags);
276}
277
278void OpenGLRenderer::restore() {
279    if (mSaveCount > 1) {
280        restoreSnapshot();
281    }
282}
283
284void OpenGLRenderer::restoreToCount(int saveCount) {
285    if (saveCount < 1) saveCount = 1;
286
287    while (mSaveCount > saveCount) {
288        restoreSnapshot();
289    }
290}
291
292int OpenGLRenderer::saveSnapshot(int flags) {
293    mSnapshot = new Snapshot(mSnapshot, flags);
294    return mSaveCount++;
295}
296
297bool OpenGLRenderer::restoreSnapshot() {
298    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
299    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
300    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
301
302    sp<Snapshot> current = mSnapshot;
303    sp<Snapshot> previous = mSnapshot->previous;
304
305    if (restoreOrtho) {
306        Rect& r = previous->viewport;
307        glViewport(r.left, r.top, r.right, r.bottom);
308        mOrthoMatrix.load(current->orthoMatrix);
309    }
310
311    mSaveCount--;
312    mSnapshot = previous;
313
314    if (restoreClip) {
315        dirtyClip();
316    }
317
318    if (restoreLayer) {
319        composeLayer(current, previous);
320    }
321
322    return restoreClip;
323}
324
325///////////////////////////////////////////////////////////////////////////////
326// Layers
327///////////////////////////////////////////////////////////////////////////////
328
329int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
330        SkPaint* p, int flags) {
331    const GLuint previousFbo = mSnapshot->fbo;
332    const int count = saveSnapshot(flags);
333
334    if (!mSnapshot->isIgnored()) {
335        int alpha = 255;
336        SkXfermode::Mode mode;
337
338        if (p) {
339            alpha = p->getAlpha();
340            if (!mCaches.extensions.hasFramebufferFetch()) {
341                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
342                if (!isMode) {
343                    // Assume SRC_OVER
344                    mode = SkXfermode::kSrcOver_Mode;
345                }
346            } else {
347                mode = getXfermode(p->getXfermode());
348            }
349        } else {
350            mode = SkXfermode::kSrcOver_Mode;
351        }
352
353        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
354    }
355
356    return count;
357}
358
359int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
360        int alpha, int flags) {
361    if (alpha >= 255 - ALPHA_THRESHOLD) {
362        return saveLayer(left, top, right, bottom, NULL, flags);
363    } else {
364        SkPaint paint;
365        paint.setAlpha(alpha);
366        return saveLayer(left, top, right, bottom, &paint, flags);
367    }
368}
369
370/**
371 * Layers are viewed by Skia are slightly different than layers in image editing
372 * programs (for instance.) When a layer is created, previously created layers
373 * and the frame buffer still receive every drawing command. For instance, if a
374 * layer is created and a shape intersecting the bounds of the layers and the
375 * framebuffer is draw, the shape will be drawn on both (unless the layer was
376 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
377 *
378 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
379 * texture. Unfortunately, this is inefficient as it requires every primitive to
380 * be drawn n + 1 times, where n is the number of active layers. In practice this
381 * means, for every primitive:
382 *   - Switch active frame buffer
383 *   - Change viewport, clip and projection matrix
384 *   - Issue the drawing
385 *
386 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
387 * To avoid this, layers are implemented in a different way here, at least in the
388 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
389 * is set. When this flag is set we can redirect all drawing operations into a
390 * single FBO.
391 *
392 * This implementation relies on the frame buffer being at least RGBA 8888. When
393 * a layer is created, only a texture is created, not an FBO. The content of the
394 * frame buffer contained within the layer's bounds is copied into this texture
395 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
396 * buffer and drawing continues as normal. This technique therefore treats the
397 * frame buffer as a scratch buffer for the layers.
398 *
399 * To compose the layers back onto the frame buffer, each layer texture
400 * (containing the original frame buffer data) is drawn as a simple quad over
401 * the frame buffer. The trick is that the quad is set as the composition
402 * destination in the blending equation, and the frame buffer becomes the source
403 * of the composition.
404 *
405 * Drawing layers with an alpha value requires an extra step before composition.
406 * An empty quad is drawn over the layer's region in the frame buffer. This quad
407 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
408 * quad is used to multiply the colors in the frame buffer. This is achieved by
409 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
410 * GL_ZERO, GL_SRC_ALPHA.
411 *
412 * Because glCopyTexImage2D() can be slow, an alternative implementation might
413 * be use to draw a single clipped layer. The implementation described above
414 * is correct in every case.
415 *
416 * (1) The frame buffer is actually not cleared right away. To allow the GPU
417 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
418 *     buffer is left untouched until the first drawing operation. Only when
419 *     something actually gets drawn are the layers regions cleared.
420 */
421bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
422        float right, float bottom, int alpha, SkXfermode::Mode mode,
423        int flags, GLuint previousFbo) {
424    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
425    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
426
427    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
428
429    // Window coordinates of the layer
430    Rect bounds(left, top, right, bottom);
431    if (!fboLayer) {
432        mSnapshot->transform->mapRect(bounds);
433
434        // Layers only make sense if they are in the framebuffer's bounds
435        if (bounds.intersect(*snapshot->clipRect)) {
436            // We cannot work with sub-pixels in this case
437            bounds.snapToPixelBoundaries();
438
439            // When the layer is not an FBO, we may use glCopyTexImage so we
440            // need to make sure the layer does not extend outside the bounds
441            // of the framebuffer
442            if (!bounds.intersect(snapshot->previous->viewport)) {
443                bounds.setEmpty();
444            }
445        } else {
446            bounds.setEmpty();
447        }
448    }
449
450    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
451            bounds.getHeight() > mCaches.maxTextureSize) {
452        snapshot->empty = fboLayer;
453    } else {
454        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
455    }
456
457    // Bail out if we won't draw in this snapshot
458    if (snapshot->invisible || snapshot->empty) {
459        return false;
460    }
461
462    glActiveTexture(gTextureUnits[0]);
463    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
464    if (!layer) {
465        return false;
466    }
467
468    layer->setAlpha(alpha, mode);
469    layer->layer.set(bounds);
470    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
471            bounds.getWidth() / float(layer->getWidth()), 0.0f);
472    layer->setColorFilter(mColorFilter);
473
474    // Save the layer in the snapshot
475    snapshot->flags |= Snapshot::kFlagIsLayer;
476    snapshot->layer = layer;
477
478    if (fboLayer) {
479        return createFboLayer(layer, bounds, snapshot, previousFbo);
480    } else {
481        // Copy the framebuffer into the layer
482        layer->bindTexture();
483        if (!bounds.isEmpty()) {
484            if (layer->isEmpty()) {
485                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
486                        bounds.left, snapshot->height - bounds.bottom,
487                        layer->getWidth(), layer->getHeight(), 0);
488                layer->setEmpty(false);
489            } else {
490                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
491                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
492            }
493
494            // Enqueue the buffer coordinates to clear the corresponding region later
495            mLayers.push(new Rect(bounds));
496        }
497    }
498
499    return true;
500}
501
502bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
503        GLuint previousFbo) {
504    layer->setFbo(mCaches.fboCache.get());
505
506#if RENDER_LAYERS_AS_REGIONS
507    snapshot->region = &snapshot->layer->region;
508    snapshot->flags |= Snapshot::kFlagFboTarget;
509#endif
510
511    Rect clip(bounds);
512    snapshot->transform->mapRect(clip);
513    clip.intersect(*snapshot->clipRect);
514    clip.snapToPixelBoundaries();
515    clip.intersect(snapshot->previous->viewport);
516
517    mat4 inverse;
518    inverse.loadInverse(*mSnapshot->transform);
519
520    inverse.mapRect(clip);
521    clip.snapToPixelBoundaries();
522    clip.intersect(bounds);
523    clip.translate(-bounds.left, -bounds.top);
524
525    snapshot->flags |= Snapshot::kFlagIsFboLayer;
526    snapshot->fbo = layer->getFbo();
527    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
528    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
529    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
530    snapshot->height = bounds.getHeight();
531    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
532    snapshot->orthoMatrix.load(mOrthoMatrix);
533
534    // Bind texture to FBO
535    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
536    layer->bindTexture();
537
538    // Initialize the texture if needed
539    if (layer->isEmpty()) {
540        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
541        layer->setEmpty(false);
542    }
543
544    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
545            layer->getTexture(), 0);
546
547#if DEBUG_LAYERS_AS_REGIONS
548    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
549    if (status != GL_FRAMEBUFFER_COMPLETE) {
550        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
551
552        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
553        layer->deleteTexture();
554        mCaches.fboCache.put(layer->getFbo());
555
556        delete layer;
557
558        return false;
559    }
560#endif
561
562    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
563    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
564            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
565    glClear(GL_COLOR_BUFFER_BIT);
566
567    dirtyClip();
568
569    // Change the ortho projection
570    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
571    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
572
573    return true;
574}
575
576/**
577 * Read the documentation of createLayer() before doing anything in this method.
578 */
579void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
580    if (!current->layer) {
581        LOGE("Attempting to compose a layer that does not exist");
582        return;
583    }
584
585    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
586
587    if (fboLayer) {
588        // Unbind current FBO and restore previous one
589        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
590    }
591
592    Layer* layer = current->layer;
593    const Rect& rect = layer->layer;
594
595    if (!fboLayer && layer->getAlpha() < 255) {
596        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
597                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
598        // Required below, composeLayerRect() will divide by 255
599        layer->setAlpha(255);
600    }
601
602    mCaches.unbindMeshBuffer();
603
604    glActiveTexture(gTextureUnits[0]);
605
606    // When the layer is stored in an FBO, we can save a bit of fillrate by
607    // drawing only the dirty region
608    if (fboLayer) {
609        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
610        if (layer->getColorFilter()) {
611            setupColorFilter(layer->getColorFilter());
612        }
613        composeLayerRegion(layer, rect);
614        if (layer->getColorFilter()) {
615            resetColorFilter();
616        }
617    } else if (!rect.isEmpty()) {
618        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
619        composeLayerRect(layer, rect, true);
620    }
621
622    if (fboLayer) {
623        // Note: No need to use glDiscardFramebufferEXT() since we never
624        //       create/compose layers that are not on screen with this
625        //       code path
626        // See LayerRenderer::destroyLayer(Layer*)
627
628        // Detach the texture from the FBO
629        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
630        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
631        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
632
633        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
634        mCaches.fboCache.put(current->fbo);
635    }
636
637    dirtyClip();
638
639    // Failing to add the layer to the cache should happen only if the layer is too large
640    if (!mCaches.layerCache.put(layer)) {
641        LAYER_LOGD("Deleting layer");
642        layer->deleteTexture();
643        delete layer;
644    }
645}
646
647void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
648    float alpha = layer->getAlpha() / 255.0f;
649
650    mat4& transform = layer->getTransform();
651    if (!transform.isIdentity()) {
652        save(0);
653        mSnapshot->transform->multiply(transform);
654    }
655
656    setupDraw();
657    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
658        setupDrawWithTexture();
659    } else {
660        setupDrawWithExternalTexture();
661    }
662    setupDrawTextureTransform();
663    setupDrawColor(alpha, alpha, alpha, alpha);
664    setupDrawColorFilter();
665    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
666    setupDrawProgram();
667    setupDrawPureColorUniforms();
668    setupDrawColorFilterUniforms();
669    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
670        setupDrawTexture(layer->getTexture());
671    } else {
672        setupDrawExternalTexture(layer->getTexture());
673    }
674    if (mSnapshot->transform->isPureTranslate() &&
675            layer->getWidth() == (uint32_t) rect.getWidth() &&
676            layer->getHeight() == (uint32_t) rect.getHeight()) {
677        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
678        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
679
680        layer->setFilter(GL_NEAREST);
681        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
682    } else {
683        layer->setFilter(GL_LINEAR);
684        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
685    }
686    setupDrawTextureTransformUniforms(layer->getTexTransform());
687    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
688
689    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
690
691    finishDrawTexture();
692
693    if (!transform.isIdentity()) {
694        restore();
695    }
696}
697
698void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
699    if (!layer->isTextureLayer()) {
700        const Rect& texCoords = layer->texCoords;
701        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
702                texCoords.right, texCoords.bottom);
703
704        float x = rect.left;
705        float y = rect.top;
706        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
707                layer->getWidth() == (uint32_t) rect.getWidth() &&
708                layer->getHeight() == (uint32_t) rect.getHeight();
709
710        if (simpleTransform) {
711            // When we're swapping, the layer is already in screen coordinates
712            if (!swap) {
713                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
714                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
715            }
716
717            layer->setFilter(GL_NEAREST, true);
718        } else {
719            layer->setFilter(GL_LINEAR, true);
720        }
721
722        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
723                layer->getTexture(), layer->getAlpha() / 255.0f,
724                layer->getMode(), layer->isBlend(),
725                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
726                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
727
728        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
729    } else {
730        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
731        drawTextureLayer(layer, rect);
732        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
733    }
734}
735
736void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
737#if RENDER_LAYERS_AS_REGIONS
738    if (layer->region.isRect()) {
739        layer->setRegionAsRect();
740
741        composeLayerRect(layer, layer->regionRect);
742
743        layer->region.clear();
744        return;
745    }
746
747    // TODO: See LayerRenderer.cpp::generateMesh() for important
748    //       information about this implementation
749    if (!layer->region.isEmpty()) {
750        size_t count;
751        const android::Rect* rects = layer->region.getArray(&count);
752
753        const float alpha = layer->getAlpha() / 255.0f;
754        const float texX = 1.0f / float(layer->getWidth());
755        const float texY = 1.0f / float(layer->getHeight());
756        const float height = rect.getHeight();
757
758        TextureVertex* mesh = mCaches.getRegionMesh();
759        GLsizei numQuads = 0;
760
761        setupDraw();
762        setupDrawWithTexture();
763        setupDrawColor(alpha, alpha, alpha, alpha);
764        setupDrawColorFilter();
765        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
766        setupDrawProgram();
767        setupDrawDirtyRegionsDisabled();
768        setupDrawPureColorUniforms();
769        setupDrawColorFilterUniforms();
770        setupDrawTexture(layer->getTexture());
771        if (mSnapshot->transform->isPureTranslate()) {
772            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
773            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
774
775            layer->setFilter(GL_NEAREST);
776            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
777        } else {
778            layer->setFilter(GL_LINEAR);
779            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
780        }
781        setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
782
783        for (size_t i = 0; i < count; i++) {
784            const android::Rect* r = &rects[i];
785
786            const float u1 = r->left * texX;
787            const float v1 = (height - r->top) * texY;
788            const float u2 = r->right * texX;
789            const float v2 = (height - r->bottom) * texY;
790
791            // TODO: Reject quads outside of the clip
792            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
793            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
794            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
795            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
796
797            numQuads++;
798
799            if (numQuads >= REGION_MESH_QUAD_COUNT) {
800                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
801                numQuads = 0;
802                mesh = mCaches.getRegionMesh();
803            }
804        }
805
806        if (numQuads > 0) {
807            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
808        }
809
810        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
811        finishDrawTexture();
812
813#if DEBUG_LAYERS_AS_REGIONS
814        drawRegionRects(layer->region);
815#endif
816
817        layer->region.clear();
818    }
819#else
820    composeLayerRect(layer, rect);
821#endif
822}
823
824void OpenGLRenderer::drawRegionRects(const Region& region) {
825#if DEBUG_LAYERS_AS_REGIONS
826    size_t count;
827    const android::Rect* rects = region.getArray(&count);
828
829    uint32_t colors[] = {
830            0x7fff0000, 0x7f00ff00,
831            0x7f0000ff, 0x7fff00ff,
832    };
833
834    int offset = 0;
835    int32_t top = rects[0].top;
836
837    for (size_t i = 0; i < count; i++) {
838        if (top != rects[i].top) {
839            offset ^= 0x2;
840            top = rects[i].top;
841        }
842
843        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
844        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
845                SkXfermode::kSrcOver_Mode);
846    }
847#endif
848}
849
850void OpenGLRenderer::dirtyLayer(const float left, const float top,
851        const float right, const float bottom, const mat4 transform) {
852#if RENDER_LAYERS_AS_REGIONS
853    if (hasLayer()) {
854        Rect bounds(left, top, right, bottom);
855        transform.mapRect(bounds);
856        dirtyLayerUnchecked(bounds, getRegion());
857    }
858#endif
859}
860
861void OpenGLRenderer::dirtyLayer(const float left, const float top,
862        const float right, const float bottom) {
863#if RENDER_LAYERS_AS_REGIONS
864    if (hasLayer()) {
865        Rect bounds(left, top, right, bottom);
866        dirtyLayerUnchecked(bounds, getRegion());
867    }
868#endif
869}
870
871void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
872#if RENDER_LAYERS_AS_REGIONS
873    if (bounds.intersect(*mSnapshot->clipRect)) {
874        bounds.snapToPixelBoundaries();
875        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
876        if (!dirty.isEmpty()) {
877            region->orSelf(dirty);
878        }
879    }
880#endif
881}
882
883void OpenGLRenderer::clearLayerRegions() {
884    const size_t count = mLayers.size();
885    if (count == 0) return;
886
887    if (!mSnapshot->isIgnored()) {
888        // Doing several glScissor/glClear here can negatively impact
889        // GPUs with a tiler architecture, instead we draw quads with
890        // the Clear blending mode
891
892        // The list contains bounds that have already been clipped
893        // against their initial clip rect, and the current clip
894        // is likely different so we need to disable clipping here
895        glDisable(GL_SCISSOR_TEST);
896
897        Vertex mesh[count * 6];
898        Vertex* vertex = mesh;
899
900        for (uint32_t i = 0; i < count; i++) {
901            Rect* bounds = mLayers.itemAt(i);
902
903            Vertex::set(vertex++, bounds->left, bounds->bottom);
904            Vertex::set(vertex++, bounds->left, bounds->top);
905            Vertex::set(vertex++, bounds->right, bounds->top);
906            Vertex::set(vertex++, bounds->left, bounds->bottom);
907            Vertex::set(vertex++, bounds->right, bounds->top);
908            Vertex::set(vertex++, bounds->right, bounds->bottom);
909
910            delete bounds;
911        }
912
913        setupDraw(false);
914        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
915        setupDrawBlending(true, SkXfermode::kClear_Mode);
916        setupDrawProgram();
917        setupDrawPureColorUniforms();
918        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
919
920        mCaches.unbindMeshBuffer();
921        glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
922                gVertexStride, &mesh[0].position[0]);
923        glDrawArrays(GL_TRIANGLES, 0, count * 6);
924
925        glEnable(GL_SCISSOR_TEST);
926    } else {
927        for (uint32_t i = 0; i < count; i++) {
928            delete mLayers.itemAt(i);
929        }
930    }
931
932    mLayers.clear();
933}
934
935///////////////////////////////////////////////////////////////////////////////
936// Transforms
937///////////////////////////////////////////////////////////////////////////////
938
939void OpenGLRenderer::translate(float dx, float dy) {
940    mSnapshot->transform->translate(dx, dy, 0.0f);
941}
942
943void OpenGLRenderer::rotate(float degrees) {
944    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
945}
946
947void OpenGLRenderer::scale(float sx, float sy) {
948    mSnapshot->transform->scale(sx, sy, 1.0f);
949}
950
951void OpenGLRenderer::skew(float sx, float sy) {
952    mSnapshot->transform->skew(sx, sy);
953}
954
955void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
956    if (matrix) {
957        mSnapshot->transform->load(*matrix);
958    } else {
959        mSnapshot->transform->loadIdentity();
960    }
961}
962
963void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
964    mSnapshot->transform->copyTo(*matrix);
965}
966
967void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
968    SkMatrix transform;
969    mSnapshot->transform->copyTo(transform);
970    transform.preConcat(*matrix);
971    mSnapshot->transform->load(transform);
972}
973
974///////////////////////////////////////////////////////////////////////////////
975// Clipping
976///////////////////////////////////////////////////////////////////////////////
977
978void OpenGLRenderer::setScissorFromClip() {
979    Rect clip(*mSnapshot->clipRect);
980    clip.snapToPixelBoundaries();
981    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
982    mDirtyClip = false;
983}
984
985const Rect& OpenGLRenderer::getClipBounds() {
986    return mSnapshot->getLocalClip();
987}
988
989bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
990    if (mSnapshot->isIgnored()) {
991        return true;
992    }
993
994    Rect r(left, top, right, bottom);
995    mSnapshot->transform->mapRect(r);
996    r.snapToPixelBoundaries();
997
998    Rect clipRect(*mSnapshot->clipRect);
999    clipRect.snapToPixelBoundaries();
1000
1001    return !clipRect.intersects(r);
1002}
1003
1004bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1005    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1006    if (clipped) {
1007        dirtyClip();
1008    }
1009    return !mSnapshot->clipRect->isEmpty();
1010}
1011
1012///////////////////////////////////////////////////////////////////////////////
1013// Drawing commands
1014///////////////////////////////////////////////////////////////////////////////
1015
1016void OpenGLRenderer::setupDraw(bool clear) {
1017    if (clear) clearLayerRegions();
1018    if (mDirtyClip) {
1019        setScissorFromClip();
1020    }
1021    mDescription.reset();
1022    mSetShaderColor = false;
1023    mColorSet = false;
1024    mColorA = mColorR = mColorG = mColorB = 0.0f;
1025    mTextureUnit = 0;
1026    mTrackDirtyRegions = true;
1027    mTexCoordsSlot = -1;
1028}
1029
1030void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1031    mDescription.hasTexture = true;
1032    mDescription.hasAlpha8Texture = isAlpha8;
1033}
1034
1035void OpenGLRenderer::setupDrawWithExternalTexture() {
1036    mDescription.hasExternalTexture = true;
1037}
1038
1039void OpenGLRenderer::setupDrawAALine() {
1040    mDescription.isAA = true;
1041}
1042
1043void OpenGLRenderer::setupDrawPoint(float pointSize) {
1044    mDescription.isPoint = true;
1045    mDescription.pointSize = pointSize;
1046}
1047
1048void OpenGLRenderer::setupDrawColor(int color) {
1049    setupDrawColor(color, (color >> 24) & 0xFF);
1050}
1051
1052void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1053    mColorA = alpha / 255.0f;
1054    // Second 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.setColor(mColorR, mColorG, mColorB, mColorA);
1062}
1063
1064void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1065    mColorA = alpha / 255.0f;
1066    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1067    // the rgb values by a instead of also dividing by 255
1068    const float a = mColorA / 255.0f;
1069    mColorR = a * ((color >> 16) & 0xFF);
1070    mColorG = a * ((color >>  8) & 0xFF);
1071    mColorB = a * ((color      ) & 0xFF);
1072    mColorSet = true;
1073    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1074}
1075
1076void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1077    mColorA = a;
1078    mColorR = r;
1079    mColorG = g;
1080    mColorB = b;
1081    mColorSet = true;
1082    mSetShaderColor = mDescription.setColor(r, g, b, a);
1083}
1084
1085void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1086    mColorA = a;
1087    mColorR = r;
1088    mColorG = g;
1089    mColorB = b;
1090    mColorSet = true;
1091    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1092}
1093
1094void OpenGLRenderer::setupDrawShader() {
1095    if (mShader) {
1096        mShader->describe(mDescription, mCaches.extensions);
1097    }
1098}
1099
1100void OpenGLRenderer::setupDrawColorFilter() {
1101    if (mColorFilter) {
1102        mColorFilter->describe(mDescription, mCaches.extensions);
1103    }
1104}
1105
1106void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1107    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1108        mColorA = 1.0f;
1109        mColorR = mColorG = mColorB = 0.0f;
1110        mSetShaderColor = mDescription.modulate = true;
1111    }
1112}
1113
1114void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1115    // When the blending mode is kClear_Mode, we need to use a modulate color
1116    // argb=1,0,0,0
1117    accountForClear(mode);
1118    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1119            mDescription, swapSrcDst);
1120}
1121
1122void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1123    // When the blending mode is kClear_Mode, we need to use a modulate color
1124    // argb=1,0,0,0
1125    accountForClear(mode);
1126    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1127            mDescription, swapSrcDst);
1128}
1129
1130void OpenGLRenderer::setupDrawProgram() {
1131    useProgram(mCaches.programCache.get(mDescription));
1132}
1133
1134void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1135    mTrackDirtyRegions = false;
1136}
1137
1138void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1139        bool ignoreTransform) {
1140    mModelView.loadTranslate(left, top, 0.0f);
1141    if (!ignoreTransform) {
1142        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1143        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1144    } else {
1145        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1146        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1147    }
1148}
1149
1150void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1151    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1152}
1153
1154void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1155        bool ignoreTransform, bool ignoreModelView) {
1156    if (!ignoreModelView) {
1157        mModelView.loadTranslate(left, top, 0.0f);
1158        mModelView.scale(right - left, bottom - top, 1.0f);
1159    } else {
1160        mModelView.loadIdentity();
1161    }
1162    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1163    if (!ignoreTransform) {
1164        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1165        if (mTrackDirtyRegions && dirty) {
1166            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1167        }
1168    } else {
1169        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1170        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1171    }
1172}
1173
1174void OpenGLRenderer::setupDrawPointUniforms() {
1175    int slot = mCaches.currentProgram->getUniform("pointSize");
1176    glUniform1f(slot, mDescription.pointSize);
1177}
1178
1179void OpenGLRenderer::setupDrawColorUniforms() {
1180    if (mColorSet || (mShader && mSetShaderColor)) {
1181        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1182    }
1183}
1184
1185void OpenGLRenderer::setupDrawPureColorUniforms() {
1186    if (mSetShaderColor) {
1187        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1188    }
1189}
1190
1191void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1192    if (mShader) {
1193        if (ignoreTransform) {
1194            mModelView.loadInverse(*mSnapshot->transform);
1195        }
1196        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1197    }
1198}
1199
1200void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1201    if (mShader) {
1202        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1203    }
1204}
1205
1206void OpenGLRenderer::setupDrawColorFilterUniforms() {
1207    if (mColorFilter) {
1208        mColorFilter->setupProgram(mCaches.currentProgram);
1209    }
1210}
1211
1212void OpenGLRenderer::setupDrawSimpleMesh() {
1213    mCaches.bindMeshBuffer();
1214    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1215            gMeshStride, 0);
1216}
1217
1218void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1219    bindTexture(texture);
1220    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1221
1222    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1223    glEnableVertexAttribArray(mTexCoordsSlot);
1224}
1225
1226void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1227    bindExternalTexture(texture);
1228    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1229
1230    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1231    glEnableVertexAttribArray(mTexCoordsSlot);
1232}
1233
1234void OpenGLRenderer::setupDrawTextureTransform() {
1235    mDescription.hasTextureTransform = true;
1236}
1237
1238void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1239    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1240            GL_FALSE, &transform.data[0]);
1241}
1242
1243void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1244    if (!vertices) {
1245        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1246    } else {
1247        mCaches.unbindMeshBuffer();
1248    }
1249    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1250            gMeshStride, vertices);
1251    if (mTexCoordsSlot >= 0) {
1252        glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1253    }
1254}
1255
1256void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1257    mCaches.unbindMeshBuffer();
1258    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1259            gVertexStride, vertices);
1260}
1261
1262/**
1263 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1264 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1265 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1266 * attributes (one per vertex) are values from zero to one that tells the fragment
1267 * shader where the fragment is in relation to the line width/length overall; these values are
1268 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1269 * region of the line.
1270 * Note that we only pass down the width values in this setup function. The length coordinates
1271 * are set up for each individual segment.
1272 */
1273void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1274        GLvoid* lengthCoords, float boundaryWidthProportion) {
1275    mCaches.unbindMeshBuffer();
1276    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1277            gAAVertexStride, vertices);
1278    int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1279    glEnableVertexAttribArray(widthSlot);
1280    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1281    int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1282    glEnableVertexAttribArray(lengthSlot);
1283    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1284    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1285    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1286    // Setting the inverse value saves computations per-fragment in the shader
1287    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1288    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1289}
1290
1291void OpenGLRenderer::finishDrawTexture() {
1292    glDisableVertexAttribArray(mTexCoordsSlot);
1293}
1294
1295///////////////////////////////////////////////////////////////////////////////
1296// Drawing
1297///////////////////////////////////////////////////////////////////////////////
1298
1299bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1300        Rect& dirty, uint32_t level) {
1301    if (quickReject(0.0f, 0.0f, width, height)) {
1302        return false;
1303    }
1304
1305    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1306    // will be performed by the display list itself
1307    if (displayList && displayList->isRenderable()) {
1308        return displayList->replay(*this, dirty, level);
1309    }
1310
1311    return false;
1312}
1313
1314void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1315    if (displayList) {
1316        displayList->output(*this, level);
1317    }
1318}
1319
1320void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1321    int alpha;
1322    SkXfermode::Mode mode;
1323    getAlphaAndMode(paint, &alpha, &mode);
1324
1325    float x = left;
1326    float y = top;
1327
1328    GLenum filter = GL_LINEAR;
1329    bool ignoreTransform = false;
1330    if (mSnapshot->transform->isPureTranslate()) {
1331        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1332        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1333        ignoreTransform = true;
1334        filter = GL_NEAREST;
1335    } else {
1336        filter = FILTER(paint);
1337    }
1338
1339    setupDraw();
1340    setupDrawWithTexture(true);
1341    if (paint) {
1342        setupDrawAlpha8Color(paint->getColor(), alpha);
1343    }
1344    setupDrawColorFilter();
1345    setupDrawShader();
1346    setupDrawBlending(true, mode);
1347    setupDrawProgram();
1348    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1349
1350    setupDrawTexture(texture->id);
1351    texture->setWrap(GL_CLAMP_TO_EDGE);
1352    texture->setFilter(filter);
1353
1354    setupDrawPureColorUniforms();
1355    setupDrawColorFilterUniforms();
1356    setupDrawShaderUniforms();
1357    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1358
1359    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1360
1361    finishDrawTexture();
1362}
1363
1364void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1365    const float right = left + bitmap->width();
1366    const float bottom = top + bitmap->height();
1367
1368    if (quickReject(left, top, right, bottom)) {
1369        return;
1370    }
1371
1372    glActiveTexture(gTextureUnits[0]);
1373    Texture* texture = mCaches.textureCache.get(bitmap);
1374    if (!texture) return;
1375    const AutoTexture autoCleanup(texture);
1376
1377    if (bitmap->getConfig() == SkBitmap::kA8_Config) {
1378        drawAlphaBitmap(texture, left, top, paint);
1379    } else {
1380        drawTextureRect(left, top, right, bottom, texture, paint);
1381    }
1382}
1383
1384void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1385    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1386    const mat4 transform(*matrix);
1387    transform.mapRect(r);
1388
1389    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1390        return;
1391    }
1392
1393    glActiveTexture(gTextureUnits[0]);
1394    Texture* texture = mCaches.textureCache.get(bitmap);
1395    if (!texture) return;
1396    const AutoTexture autoCleanup(texture);
1397
1398    // This could be done in a cheaper way, all we need is pass the matrix
1399    // to the vertex shader. The save/restore is a bit overkill.
1400    save(SkCanvas::kMatrix_SaveFlag);
1401    concatMatrix(matrix);
1402    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1403    restore();
1404}
1405
1406void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1407        float* vertices, int* colors, SkPaint* paint) {
1408    // TODO: Do a quickReject
1409    if (!vertices || mSnapshot->isIgnored()) {
1410        return;
1411    }
1412
1413    glActiveTexture(gTextureUnits[0]);
1414    Texture* texture = mCaches.textureCache.get(bitmap);
1415    if (!texture) return;
1416    const AutoTexture autoCleanup(texture);
1417
1418    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1419    texture->setFilter(FILTER(paint), true);
1420
1421    int alpha;
1422    SkXfermode::Mode mode;
1423    getAlphaAndMode(paint, &alpha, &mode);
1424
1425    const uint32_t count = meshWidth * meshHeight * 6;
1426
1427    float left = FLT_MAX;
1428    float top = FLT_MAX;
1429    float right = FLT_MIN;
1430    float bottom = FLT_MIN;
1431
1432#if RENDER_LAYERS_AS_REGIONS
1433    bool hasActiveLayer = hasLayer();
1434#else
1435    bool hasActiveLayer = false;
1436#endif
1437
1438    // TODO: Support the colors array
1439    TextureVertex mesh[count];
1440    TextureVertex* vertex = mesh;
1441    for (int32_t y = 0; y < meshHeight; y++) {
1442        for (int32_t x = 0; x < meshWidth; x++) {
1443            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1444
1445            float u1 = float(x) / meshWidth;
1446            float u2 = float(x + 1) / meshWidth;
1447            float v1 = float(y) / meshHeight;
1448            float v2 = float(y + 1) / meshHeight;
1449
1450            int ax = i + (meshWidth + 1) * 2;
1451            int ay = ax + 1;
1452            int bx = i;
1453            int by = bx + 1;
1454            int cx = i + 2;
1455            int cy = cx + 1;
1456            int dx = i + (meshWidth + 1) * 2 + 2;
1457            int dy = dx + 1;
1458
1459            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1460            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1461            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1462
1463            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1464            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1465            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1466
1467#if RENDER_LAYERS_AS_REGIONS
1468            if (hasActiveLayer) {
1469                // TODO: This could be optimized to avoid unnecessary ops
1470                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1471                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1472                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1473                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1474            }
1475#endif
1476        }
1477    }
1478
1479#if RENDER_LAYERS_AS_REGIONS
1480    if (hasActiveLayer) {
1481        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1482    }
1483#endif
1484
1485    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1486            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1487            GL_TRIANGLES, count, false, false, 0, false, false);
1488}
1489
1490void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1491         float srcLeft, float srcTop, float srcRight, float srcBottom,
1492         float dstLeft, float dstTop, float dstRight, float dstBottom,
1493         SkPaint* paint) {
1494    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1495        return;
1496    }
1497
1498    glActiveTexture(gTextureUnits[0]);
1499    Texture* texture = mCaches.textureCache.get(bitmap);
1500    if (!texture) return;
1501    const AutoTexture autoCleanup(texture);
1502
1503    const float width = texture->width;
1504    const float height = texture->height;
1505
1506    const float u1 = fmax(0.0f, srcLeft / width);
1507    const float v1 = fmax(0.0f, srcTop / height);
1508    const float u2 = fmin(1.0f, srcRight / width);
1509    const float v2 = fmin(1.0f, srcBottom / height);
1510
1511    mCaches.unbindMeshBuffer();
1512    resetDrawTextureTexCoords(u1, v1, u2, v2);
1513
1514    int alpha;
1515    SkXfermode::Mode mode;
1516    getAlphaAndMode(paint, &alpha, &mode);
1517
1518    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1519
1520    if (mSnapshot->transform->isPureTranslate()) {
1521        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1522        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1523
1524        GLenum filter = GL_NEAREST;
1525        // Enable linear filtering if the source rectangle is scaled
1526        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1527            filter = FILTER(paint);
1528        }
1529
1530        texture->setFilter(filter, true);
1531        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1532                texture->id, alpha / 255.0f, mode, texture->blend,
1533                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1534                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1535    } else {
1536        texture->setFilter(FILTER(paint), true);
1537        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1538                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1539                GL_TRIANGLE_STRIP, gMeshCount);
1540    }
1541
1542    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1543}
1544
1545void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1546        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1547        float left, float top, float right, float bottom, SkPaint* paint) {
1548    if (quickReject(left, top, right, bottom)) {
1549        return;
1550    }
1551
1552    glActiveTexture(gTextureUnits[0]);
1553    Texture* texture = mCaches.textureCache.get(bitmap);
1554    if (!texture) return;
1555    const AutoTexture autoCleanup(texture);
1556    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1557    texture->setFilter(GL_LINEAR, true);
1558
1559    int alpha;
1560    SkXfermode::Mode mode;
1561    getAlphaAndMode(paint, &alpha, &mode);
1562
1563    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1564            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1565
1566    if (mesh && mesh->verticesCount > 0) {
1567        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1568#if RENDER_LAYERS_AS_REGIONS
1569        // Mark the current layer dirty where we are going to draw the patch
1570        if (hasLayer() && mesh->hasEmptyQuads) {
1571            const float offsetX = left + mSnapshot->transform->getTranslateX();
1572            const float offsetY = top + mSnapshot->transform->getTranslateY();
1573            const size_t count = mesh->quads.size();
1574            for (size_t i = 0; i < count; i++) {
1575                const Rect& bounds = mesh->quads.itemAt(i);
1576                if (pureTranslate) {
1577                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1578                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1579                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1580                } else {
1581                    dirtyLayer(left + bounds.left, top + bounds.top,
1582                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1583                }
1584            }
1585        }
1586#endif
1587
1588        if (pureTranslate) {
1589            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1590            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1591
1592            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1593                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1594                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1595                    true, !mesh->hasEmptyQuads);
1596        } else {
1597            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1598                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1599                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1600                    true, !mesh->hasEmptyQuads);
1601        }
1602    }
1603}
1604
1605/**
1606 * This function uses a similar approach to that of AA lines in the drawLines() function.
1607 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1608 * shader to compute the translucency of the color, determined by whether a given pixel is
1609 * within that boundary region and how far into the region it is.
1610 */
1611void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1612        int color, SkXfermode::Mode mode) {
1613    float inverseScaleX = 1.0f;
1614    float inverseScaleY = 1.0f;
1615    // The quad that we use needs to account for scaling.
1616    if (!mSnapshot->transform->isPureTranslate()) {
1617        Matrix4 *mat = mSnapshot->transform;
1618        float m00 = mat->data[Matrix4::kScaleX];
1619        float m01 = mat->data[Matrix4::kSkewY];
1620        float m02 = mat->data[2];
1621        float m10 = mat->data[Matrix4::kSkewX];
1622        float m11 = mat->data[Matrix4::kScaleX];
1623        float m12 = mat->data[6];
1624        float scaleX = sqrt(m00 * m00 + m01 * m01);
1625        float scaleY = sqrt(m10 * m10 + m11 * m11);
1626        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1627        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1628    }
1629
1630    setupDraw();
1631    setupDrawAALine();
1632    setupDrawColor(color);
1633    setupDrawColorFilter();
1634    setupDrawShader();
1635    setupDrawBlending(true, mode);
1636    setupDrawProgram();
1637    setupDrawModelViewIdentity(true);
1638    setupDrawColorUniforms();
1639    setupDrawColorFilterUniforms();
1640    setupDrawShaderIdentityUniforms();
1641
1642    AAVertex rects[4];
1643    AAVertex* aaVertices = &rects[0];
1644    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1645    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1646
1647    float boundarySizeX = .5 * inverseScaleX;
1648    float boundarySizeY = .5 * inverseScaleY;
1649
1650    // Adjust the rect by the AA boundary padding
1651    left -= boundarySizeX;
1652    right += boundarySizeX;
1653    top -= boundarySizeY;
1654    bottom += boundarySizeY;
1655
1656    float width = right - left;
1657    float height = bottom - top;
1658
1659    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1660    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1661    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1662    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1663    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1664    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1665    glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1666
1667    if (!quickReject(left, top, right, bottom)) {
1668        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1669        AAVertex::set(aaVertices++, left, top, 1, 0);
1670        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1671        AAVertex::set(aaVertices++, right, top, 0, 0);
1672        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1673        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1674    }
1675}
1676
1677/**
1678 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1679 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1680 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1681 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1682 * of the line. Hairlines are more involved because we need to account for transform scaling
1683 * to end up with a one-pixel-wide line in screen space..
1684 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1685 * in combination with values that we calculate and pass down in this method. The basic approach
1686 * is that the quad we create contains both the core line area plus a bounding area in which
1687 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1688 * proportion of the width and the length of a given segment is represented by the boundary
1689 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1690 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1691 * on the inside). This ends up giving the result we want, with pixels that are completely
1692 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1693 * how far into the boundary region they are, which is determined by shader interpolation.
1694 */
1695void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1696    if (mSnapshot->isIgnored()) return;
1697
1698    const bool isAA = paint->isAntiAlias();
1699    // We use half the stroke width here because we're going to position the quad
1700    // corner vertices half of the width away from the line endpoints
1701    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1702    // A stroke width of 0 has a special meaning in Skia:
1703    // it draws a line 1 px wide regardless of current transform
1704    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1705    float inverseScaleX = 1.0f;
1706    float inverseScaleY = 1.0f;
1707    bool scaled = false;
1708    int alpha;
1709    SkXfermode::Mode mode;
1710    int generatedVerticesCount = 0;
1711    int verticesCount = count;
1712    if (count > 4) {
1713        // Polyline: account for extra vertices needed for continuous tri-strip
1714        verticesCount += (count - 4);
1715    }
1716
1717    if (isHairLine || isAA) {
1718        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1719        // the line on the screen should always be one pixel wide regardless of scale. For
1720        // AA lines, we only want one pixel of translucent boundary around the quad.
1721        if (!mSnapshot->transform->isPureTranslate()) {
1722            Matrix4 *mat = mSnapshot->transform;
1723            float m00 = mat->data[Matrix4::kScaleX];
1724            float m01 = mat->data[Matrix4::kSkewY];
1725            float m02 = mat->data[2];
1726            float m10 = mat->data[Matrix4::kSkewX];
1727            float m11 = mat->data[Matrix4::kScaleX];
1728            float m12 = mat->data[6];
1729            float scaleX = sqrt(m00*m00 + m01*m01);
1730            float scaleY = sqrt(m10*m10 + m11*m11);
1731            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1732            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1733            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1734                scaled = true;
1735            }
1736        }
1737    }
1738
1739    getAlphaAndMode(paint, &alpha, &mode);
1740    setupDraw();
1741    if (isAA) {
1742        setupDrawAALine();
1743    }
1744    setupDrawColor(paint->getColor(), alpha);
1745    setupDrawColorFilter();
1746    setupDrawShader();
1747    if (isAA) {
1748        setupDrawBlending(true, mode);
1749    } else {
1750        setupDrawBlending(mode);
1751    }
1752    setupDrawProgram();
1753    setupDrawModelViewIdentity(true);
1754    setupDrawColorUniforms();
1755    setupDrawColorFilterUniforms();
1756    setupDrawShaderIdentityUniforms();
1757
1758    if (isHairLine) {
1759        // Set a real stroke width to be used in quad construction
1760        halfStrokeWidth = isAA? 1 : .5;
1761    } else if (isAA && !scaled) {
1762        // Expand boundary to enable AA calculations on the quad border
1763        halfStrokeWidth += .5f;
1764    }
1765    Vertex lines[verticesCount];
1766    Vertex* vertices = &lines[0];
1767    AAVertex wLines[verticesCount];
1768    AAVertex* aaVertices = &wLines[0];
1769    if (!isAA) {
1770        setupDrawVertices(vertices);
1771    } else {
1772        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1773        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1774        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1775        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1776        // This value is used in the fragment shader to determine how to fill fragments.
1777        // We will need to calculate the actual width proportion on each segment for
1778        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1779        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1780        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1781    }
1782
1783    AAVertex* prevAAVertex = NULL;
1784    Vertex* prevVertex = NULL;
1785
1786    int boundaryLengthSlot = -1;
1787    int inverseBoundaryLengthSlot = -1;
1788    int boundaryWidthSlot = -1;
1789    int inverseBoundaryWidthSlot = -1;
1790    for (int i = 0; i < count; i += 4) {
1791        // a = start point, b = end point
1792        vec2 a(points[i], points[i + 1]);
1793        vec2 b(points[i + 2], points[i + 3]);
1794        float length = 0;
1795        float boundaryLengthProportion = 0;
1796        float boundaryWidthProportion = 0;
1797
1798        // Find the normal to the line
1799        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1800        if (isHairLine) {
1801            if (isAA) {
1802                float wideningFactor;
1803                if (fabs(n.x) >= fabs(n.y)) {
1804                    wideningFactor = fabs(1.0f / n.x);
1805                } else {
1806                    wideningFactor = fabs(1.0f / n.y);
1807                }
1808                n *= wideningFactor;
1809            }
1810            if (scaled) {
1811                n.x *= inverseScaleX;
1812                n.y *= inverseScaleY;
1813            }
1814        } else if (scaled) {
1815            // Extend n by .5 pixel on each side, post-transform
1816            vec2 extendedN = n.copyNormalized();
1817            extendedN /= 2;
1818            extendedN.x *= inverseScaleX;
1819            extendedN.y *= inverseScaleY;
1820            float extendedNLength = extendedN.length();
1821            // We need to set this value on the shader prior to drawing
1822            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1823            n += extendedN;
1824        }
1825        float x = n.x;
1826        n.x = -n.y;
1827        n.y = x;
1828
1829        // aa lines expand the endpoint vertices to encompass the AA boundary
1830        if (isAA) {
1831            vec2 abVector = (b - a);
1832            length = abVector.length();
1833            abVector.normalize();
1834            if (scaled) {
1835                abVector.x *= inverseScaleX;
1836                abVector.y *= inverseScaleY;
1837                float abLength = abVector.length();
1838                boundaryLengthProportion = abLength / (length + abLength);
1839            } else {
1840                boundaryLengthProportion = .5 / (length + 1);
1841            }
1842            abVector /= 2;
1843            a -= abVector;
1844            b += abVector;
1845        }
1846
1847        // Four corners of the rectangle defining a thick line
1848        vec2 p1 = a - n;
1849        vec2 p2 = a + n;
1850        vec2 p3 = b + n;
1851        vec2 p4 = b - n;
1852
1853
1854        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1855        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1856        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1857        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1858
1859        if (!quickReject(left, top, right, bottom)) {
1860            if (!isAA) {
1861                if (prevVertex != NULL) {
1862                    // Issue two repeat vertices to create degenerate triangles to bridge
1863                    // between the previous line and the new one. This is necessary because
1864                    // we are creating a single triangle_strip which will contain
1865                    // potentially discontinuous line segments.
1866                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1867                    Vertex::set(vertices++, p1.x, p1.y);
1868                    generatedVerticesCount += 2;
1869                }
1870                Vertex::set(vertices++, p1.x, p1.y);
1871                Vertex::set(vertices++, p2.x, p2.y);
1872                Vertex::set(vertices++, p4.x, p4.y);
1873                Vertex::set(vertices++, p3.x, p3.y);
1874                prevVertex = vertices - 1;
1875                generatedVerticesCount += 4;
1876            } else {
1877                if (!isHairLine && scaled) {
1878                    // Must set width proportions per-segment for scaled non-hairlines to use the
1879                    // correct AA boundary dimensions
1880                    if (boundaryWidthSlot < 0) {
1881                        boundaryWidthSlot =
1882                                mCaches.currentProgram->getUniform("boundaryWidth");
1883                        inverseBoundaryWidthSlot =
1884                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1885                    }
1886                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1887                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1888                }
1889                if (boundaryLengthSlot < 0) {
1890                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1891                    inverseBoundaryLengthSlot =
1892                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1893                }
1894                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1895                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1896
1897                if (prevAAVertex != NULL) {
1898                    // Issue two repeat vertices to create degenerate triangles to bridge
1899                    // between the previous line and the new one. This is necessary because
1900                    // we are creating a single triangle_strip which will contain
1901                    // potentially discontinuous line segments.
1902                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
1903                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1904                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1905                    generatedVerticesCount += 2;
1906                }
1907                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1908                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1909                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1910                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1911                prevAAVertex = aaVertices - 1;
1912                generatedVerticesCount += 4;
1913            }
1914            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1915                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1916                    *mSnapshot->transform);
1917        }
1918    }
1919    if (generatedVerticesCount > 0) {
1920       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1921    }
1922}
1923
1924void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1925    if (mSnapshot->isIgnored()) return;
1926
1927    // TODO: The paint's cap style defines whether the points are square or circular
1928    // TODO: Handle AA for round points
1929
1930    // A stroke width of 0 has a special meaning in Skia:
1931    // it draws an unscaled 1px point
1932    float strokeWidth = paint->getStrokeWidth();
1933    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1934    if (isHairLine) {
1935        // Now that we know it's hairline, we can set the effective width, to be used later
1936        strokeWidth = 1.0f;
1937    }
1938    const float halfWidth = strokeWidth / 2;
1939    int alpha;
1940    SkXfermode::Mode mode;
1941    getAlphaAndMode(paint, &alpha, &mode);
1942
1943    int verticesCount = count >> 1;
1944    int generatedVerticesCount = 0;
1945
1946    TextureVertex pointsData[verticesCount];
1947    TextureVertex* vertex = &pointsData[0];
1948
1949    setupDraw();
1950    setupDrawPoint(strokeWidth);
1951    setupDrawColor(paint->getColor(), alpha);
1952    setupDrawColorFilter();
1953    setupDrawShader();
1954    setupDrawBlending(mode);
1955    setupDrawProgram();
1956    setupDrawModelViewIdentity(true);
1957    setupDrawColorUniforms();
1958    setupDrawColorFilterUniforms();
1959    setupDrawPointUniforms();
1960    setupDrawShaderIdentityUniforms();
1961    setupDrawMesh(vertex);
1962
1963    for (int i = 0; i < count; i += 2) {
1964        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1965        generatedVerticesCount++;
1966        float left = points[i] - halfWidth;
1967        float right = points[i] + halfWidth;
1968        float top = points[i + 1] - halfWidth;
1969        float bottom = points [i + 1] + halfWidth;
1970        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1971    }
1972
1973    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1974}
1975
1976void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1977    // No need to check against the clip, we fill the clip region
1978    if (mSnapshot->isIgnored()) return;
1979
1980    Rect& clip(*mSnapshot->clipRect);
1981    clip.snapToPixelBoundaries();
1982
1983    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1984}
1985
1986void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
1987    if (!texture) return;
1988    const AutoTexture autoCleanup(texture);
1989
1990    const float x = left + texture->left - texture->offset;
1991    const float y = top + texture->top - texture->offset;
1992
1993    drawPathTexture(texture, x, y, paint);
1994}
1995
1996void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1997        float rx, float ry, SkPaint* paint) {
1998    if (mSnapshot->isIgnored()) return;
1999
2000    glActiveTexture(gTextureUnits[0]);
2001    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2002            right - left, bottom - top, rx, ry, paint);
2003    drawShape(left, top, texture, paint);
2004}
2005
2006void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2007    if (mSnapshot->isIgnored()) return;
2008
2009    glActiveTexture(gTextureUnits[0]);
2010    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2011    drawShape(x - radius, y - radius, texture, paint);
2012}
2013
2014void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2015    if (mSnapshot->isIgnored()) return;
2016
2017    glActiveTexture(gTextureUnits[0]);
2018    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2019    drawShape(left, top, texture, paint);
2020}
2021
2022void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2023        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2024    if (mSnapshot->isIgnored()) return;
2025
2026    if (fabs(sweepAngle) >= 360.0f) {
2027        drawOval(left, top, right, bottom, paint);
2028        return;
2029    }
2030
2031    glActiveTexture(gTextureUnits[0]);
2032    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2033            startAngle, sweepAngle, useCenter, paint);
2034    drawShape(left, top, texture, paint);
2035}
2036
2037void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2038        SkPaint* paint) {
2039    if (mSnapshot->isIgnored()) return;
2040
2041    glActiveTexture(gTextureUnits[0]);
2042    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2043    drawShape(left, top, texture, paint);
2044}
2045
2046void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2047    if (p->getStyle() != SkPaint::kFill_Style) {
2048        drawRectAsShape(left, top, right, bottom, p);
2049        return;
2050    }
2051
2052    if (quickReject(left, top, right, bottom)) {
2053        return;
2054    }
2055
2056    SkXfermode::Mode mode;
2057    if (!mCaches.extensions.hasFramebufferFetch()) {
2058        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2059        if (!isMode) {
2060            // Assume SRC_OVER
2061            mode = SkXfermode::kSrcOver_Mode;
2062        }
2063    } else {
2064        mode = getXfermode(p->getXfermode());
2065    }
2066
2067    int color = p->getColor();
2068    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2069        drawAARect(left, top, right, bottom, color, mode);
2070    } else {
2071        drawColorRect(left, top, right, bottom, color, mode);
2072    }
2073}
2074
2075void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2076        float x, float y, SkPaint* paint, float length) {
2077    if (text == NULL || count == 0) {
2078        return;
2079    }
2080    if (mSnapshot->isIgnored()) return;
2081
2082    // NOTE: AA and glyph id encoding are set in DisplayListRenderer.cpp
2083
2084    switch (paint->getTextAlign()) {
2085        case SkPaint::kCenter_Align:
2086            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2087            x -= length / 2.0f;
2088            break;
2089        case SkPaint::kRight_Align:
2090            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2091            x -= length;
2092            break;
2093        default:
2094            break;
2095    }
2096
2097    SkPaint::FontMetrics metrics;
2098    paint->getFontMetrics(&metrics, 0.0f);
2099    // If no length was specified, just perform the hit test on the Y axis
2100    if (quickReject(x, y + metrics.fTop,
2101            x + (length >= 0.0f ? length : INT_MAX / 2), y + metrics.fBottom)) {
2102        return;
2103    }
2104
2105    const float oldX = x;
2106    const float oldY = y;
2107    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2108    if (pureTranslate) {
2109        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2110        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2111    }
2112
2113    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2114#if DEBUG_GLYPHS
2115    LOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2116#endif
2117    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2118            paint->getTextSize());
2119
2120    int alpha;
2121    SkXfermode::Mode mode;
2122    getAlphaAndMode(paint, &alpha, &mode);
2123
2124    if (mHasShadow) {
2125        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2126        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2127                paint, text, bytesCount, count, mShadowRadius);
2128        const AutoTexture autoCleanup(shadow);
2129
2130        const float sx = oldX - shadow->left + mShadowDx;
2131        const float sy = oldY - shadow->top + mShadowDy;
2132
2133        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2134        int shadowColor = mShadowColor;
2135        if (mShader) {
2136            shadowColor = 0xffffffff;
2137        }
2138
2139        glActiveTexture(gTextureUnits[0]);
2140        setupDraw();
2141        setupDrawWithTexture(true);
2142        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2143        setupDrawColorFilter();
2144        setupDrawShader();
2145        setupDrawBlending(true, mode);
2146        setupDrawProgram();
2147        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2148        setupDrawTexture(shadow->id);
2149        setupDrawPureColorUniforms();
2150        setupDrawColorFilterUniforms();
2151        setupDrawShaderUniforms();
2152        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2153
2154        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2155
2156        finishDrawTexture();
2157    }
2158
2159    if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
2160        return;
2161    }
2162
2163    // Pick the appropriate texture filtering
2164    bool linearFilter = mSnapshot->transform->changesBounds();
2165    if (pureTranslate && !linearFilter) {
2166        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2167    }
2168
2169    glActiveTexture(gTextureUnits[0]);
2170    setupDraw();
2171    setupDrawDirtyRegionsDisabled();
2172    setupDrawWithTexture(true);
2173    setupDrawAlpha8Color(paint->getColor(), alpha);
2174    setupDrawColorFilter();
2175    setupDrawShader();
2176    setupDrawBlending(true, mode);
2177    setupDrawProgram();
2178    setupDrawModelView(x, y, x, y, pureTranslate, true);
2179    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2180    setupDrawPureColorUniforms();
2181    setupDrawColorFilterUniforms();
2182    setupDrawShaderUniforms(pureTranslate);
2183
2184    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2185    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2186
2187#if RENDER_LAYERS_AS_REGIONS
2188    bool hasActiveLayer = hasLayer();
2189#else
2190    bool hasActiveLayer = false;
2191#endif
2192    mCaches.unbindMeshBuffer();
2193
2194    // Tell font renderer the locations of position and texture coord
2195    // attributes so it can bind its data properly
2196    int positionSlot = mCaches.currentProgram->position;
2197    fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot);
2198    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2199            hasActiveLayer ? &bounds : NULL)) {
2200#if RENDER_LAYERS_AS_REGIONS
2201        if (hasActiveLayer) {
2202            if (!pureTranslate) {
2203                mSnapshot->transform->mapRect(bounds);
2204            }
2205            dirtyLayerUnchecked(bounds, getRegion());
2206        }
2207#endif
2208    }
2209
2210    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
2211    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
2212
2213    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2214}
2215
2216void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2217    if (mSnapshot->isIgnored()) return;
2218
2219    glActiveTexture(gTextureUnits[0]);
2220
2221    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2222    if (!texture) return;
2223    const AutoTexture autoCleanup(texture);
2224
2225    const float x = texture->left - texture->offset;
2226    const float y = texture->top - texture->offset;
2227
2228    drawPathTexture(texture, x, y, paint);
2229}
2230
2231void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2232    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2233        return;
2234    }
2235
2236    glActiveTexture(gTextureUnits[0]);
2237
2238    int alpha;
2239    SkXfermode::Mode mode;
2240    getAlphaAndMode(paint, &alpha, &mode);
2241
2242    layer->setAlpha(alpha, mode);
2243
2244#if RENDER_LAYERS_AS_REGIONS
2245    if (!layer->region.isEmpty()) {
2246        if (layer->region.isRect()) {
2247            composeLayerRect(layer, layer->regionRect);
2248        } else if (layer->mesh) {
2249            const float a = alpha / 255.0f;
2250            const Rect& rect = layer->layer;
2251
2252            setupDraw();
2253            setupDrawWithTexture();
2254            setupDrawColor(a, a, a, a);
2255            setupDrawColorFilter();
2256            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2257            setupDrawProgram();
2258            setupDrawPureColorUniforms();
2259            setupDrawColorFilterUniforms();
2260            setupDrawTexture(layer->getTexture());
2261            if (mSnapshot->transform->isPureTranslate()) {
2262                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2263                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2264
2265                layer->setFilter(GL_NEAREST);
2266                setupDrawModelViewTranslate(x, y,
2267                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2268            } else {
2269                layer->setFilter(GL_LINEAR);
2270                setupDrawModelViewTranslate(x, y,
2271                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2272            }
2273            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2274
2275            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2276                    GL_UNSIGNED_SHORT, layer->meshIndices);
2277
2278            finishDrawTexture();
2279
2280#if DEBUG_LAYERS_AS_REGIONS
2281            drawRegionRects(layer->region);
2282#endif
2283        }
2284    }
2285#else
2286    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2287    composeLayerRect(layer, r);
2288#endif
2289}
2290
2291///////////////////////////////////////////////////////////////////////////////
2292// Shaders
2293///////////////////////////////////////////////////////////////////////////////
2294
2295void OpenGLRenderer::resetShader() {
2296    mShader = NULL;
2297}
2298
2299void OpenGLRenderer::setupShader(SkiaShader* shader) {
2300    mShader = shader;
2301    if (mShader) {
2302        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2303    }
2304}
2305
2306///////////////////////////////////////////////////////////////////////////////
2307// Color filters
2308///////////////////////////////////////////////////////////////////////////////
2309
2310void OpenGLRenderer::resetColorFilter() {
2311    mColorFilter = NULL;
2312}
2313
2314void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2315    mColorFilter = filter;
2316}
2317
2318///////////////////////////////////////////////////////////////////////////////
2319// Drop shadow
2320///////////////////////////////////////////////////////////////////////////////
2321
2322void OpenGLRenderer::resetShadow() {
2323    mHasShadow = false;
2324}
2325
2326void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2327    mHasShadow = true;
2328    mShadowRadius = radius;
2329    mShadowDx = dx;
2330    mShadowDy = dy;
2331    mShadowColor = color;
2332}
2333
2334///////////////////////////////////////////////////////////////////////////////
2335// Drawing implementation
2336///////////////////////////////////////////////////////////////////////////////
2337
2338void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2339        float x, float y, SkPaint* paint) {
2340    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2341        return;
2342    }
2343
2344    int alpha;
2345    SkXfermode::Mode mode;
2346    getAlphaAndMode(paint, &alpha, &mode);
2347
2348    setupDraw();
2349    setupDrawWithTexture(true);
2350    setupDrawAlpha8Color(paint->getColor(), alpha);
2351    setupDrawColorFilter();
2352    setupDrawShader();
2353    setupDrawBlending(true, mode);
2354    setupDrawProgram();
2355    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2356    setupDrawTexture(texture->id);
2357    setupDrawPureColorUniforms();
2358    setupDrawColorFilterUniforms();
2359    setupDrawShaderUniforms();
2360    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2361
2362    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2363
2364    finishDrawTexture();
2365}
2366
2367// Same values used by Skia
2368#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2369#define kStdUnderline_Offset    (1.0f / 9.0f)
2370#define kStdUnderline_Thickness (1.0f / 18.0f)
2371
2372void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2373        float x, float y, SkPaint* paint) {
2374    // Handle underline and strike-through
2375    uint32_t flags = paint->getFlags();
2376    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2377        SkPaint paintCopy(*paint);
2378        float underlineWidth = length;
2379        // If length is > 0.0f, we already measured the text for the text alignment
2380        if (length <= 0.0f) {
2381            underlineWidth = paintCopy.measureText(text, bytesCount);
2382        }
2383
2384        float offsetX = 0;
2385        switch (paintCopy.getTextAlign()) {
2386            case SkPaint::kCenter_Align:
2387                offsetX = underlineWidth * 0.5f;
2388                break;
2389            case SkPaint::kRight_Align:
2390                offsetX = underlineWidth;
2391                break;
2392            default:
2393                break;
2394        }
2395
2396        if (underlineWidth > 0.0f) {
2397            const float textSize = paintCopy.getTextSize();
2398            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2399
2400            const float left = x - offsetX;
2401            float top = 0.0f;
2402
2403            int linesCount = 0;
2404            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2405            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2406
2407            const int pointsCount = 4 * linesCount;
2408            float points[pointsCount];
2409            int currentPoint = 0;
2410
2411            if (flags & SkPaint::kUnderlineText_Flag) {
2412                top = y + textSize * kStdUnderline_Offset;
2413                points[currentPoint++] = left;
2414                points[currentPoint++] = top;
2415                points[currentPoint++] = left + underlineWidth;
2416                points[currentPoint++] = top;
2417            }
2418
2419            if (flags & SkPaint::kStrikeThruText_Flag) {
2420                top = y + textSize * kStdStrikeThru_Offset;
2421                points[currentPoint++] = left;
2422                points[currentPoint++] = top;
2423                points[currentPoint++] = left + underlineWidth;
2424                points[currentPoint++] = top;
2425            }
2426
2427            paintCopy.setStrokeWidth(strokeWidth);
2428
2429            drawLines(&points[0], pointsCount, &paintCopy);
2430        }
2431    }
2432}
2433
2434void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2435        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2436    // If a shader is set, preserve only the alpha
2437    if (mShader) {
2438        color |= 0x00ffffff;
2439    }
2440
2441    setupDraw();
2442    setupDrawColor(color);
2443    setupDrawShader();
2444    setupDrawColorFilter();
2445    setupDrawBlending(mode);
2446    setupDrawProgram();
2447    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2448    setupDrawColorUniforms();
2449    setupDrawShaderUniforms(ignoreTransform);
2450    setupDrawColorFilterUniforms();
2451    setupDrawSimpleMesh();
2452
2453    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2454}
2455
2456void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2457        Texture* texture, SkPaint* paint) {
2458    int alpha;
2459    SkXfermode::Mode mode;
2460    getAlphaAndMode(paint, &alpha, &mode);
2461
2462    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2463
2464    if (mSnapshot->transform->isPureTranslate()) {
2465        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2466        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2467
2468        texture->setFilter(GL_NEAREST, true);
2469        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2470                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2471                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2472    } else {
2473        texture->setFilter(FILTER(paint), true);
2474        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2475                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2476                GL_TRIANGLE_STRIP, gMeshCount);
2477    }
2478}
2479
2480void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2481        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2482    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2483            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2484}
2485
2486void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2487        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2488        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2489        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2490
2491    setupDraw();
2492    setupDrawWithTexture();
2493    setupDrawColor(alpha, alpha, alpha, alpha);
2494    setupDrawColorFilter();
2495    setupDrawBlending(blend, mode, swapSrcDst);
2496    setupDrawProgram();
2497    if (!dirty) {
2498        setupDrawDirtyRegionsDisabled();
2499    }
2500    if (!ignoreScale) {
2501        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2502    } else {
2503        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2504    }
2505    setupDrawPureColorUniforms();
2506    setupDrawColorFilterUniforms();
2507    setupDrawTexture(texture);
2508    setupDrawMesh(vertices, texCoords, vbo);
2509
2510    glDrawArrays(drawMode, 0, elementsCount);
2511
2512    finishDrawTexture();
2513}
2514
2515void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2516        ProgramDescription& description, bool swapSrcDst) {
2517    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2518    if (blend) {
2519        if (mode <= SkXfermode::kScreen_Mode) {
2520            if (!mCaches.blend) {
2521                glEnable(GL_BLEND);
2522            }
2523
2524            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2525            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2526
2527            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2528                glBlendFunc(sourceMode, destMode);
2529                mCaches.lastSrcMode = sourceMode;
2530                mCaches.lastDstMode = destMode;
2531            }
2532        } else {
2533            // These blend modes are not supported by OpenGL directly and have
2534            // to be implemented using shaders. Since the shader will perform
2535            // the blending, turn blending off here
2536            if (mCaches.extensions.hasFramebufferFetch()) {
2537                description.framebufferMode = mode;
2538                description.swapSrcDst = swapSrcDst;
2539            }
2540
2541            if (mCaches.blend) {
2542                glDisable(GL_BLEND);
2543            }
2544            blend = false;
2545        }
2546    } else if (mCaches.blend) {
2547        glDisable(GL_BLEND);
2548    }
2549    mCaches.blend = blend;
2550}
2551
2552bool OpenGLRenderer::useProgram(Program* program) {
2553    if (!program->isInUse()) {
2554        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2555        program->use();
2556        mCaches.currentProgram = program;
2557        return false;
2558    }
2559    return true;
2560}
2561
2562void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2563    TextureVertex* v = &mMeshVertices[0];
2564    TextureVertex::setUV(v++, u1, v1);
2565    TextureVertex::setUV(v++, u2, v1);
2566    TextureVertex::setUV(v++, u1, v2);
2567    TextureVertex::setUV(v++, u2, v2);
2568}
2569
2570void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2571    if (paint) {
2572        *mode = getXfermode(paint->getXfermode());
2573
2574        // Skia draws using the color's alpha channel if < 255
2575        // Otherwise, it uses the paint's alpha
2576        int color = paint->getColor();
2577        *alpha = (color >> 24) & 0xFF;
2578        if (*alpha == 255) {
2579            *alpha = paint->getAlpha();
2580        }
2581    } else {
2582        *mode = SkXfermode::kSrcOver_Mode;
2583        *alpha = 255;
2584    }
2585}
2586
2587SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2588    SkXfermode::Mode resultMode;
2589    if (!SkXfermode::AsMode(mode, &resultMode)) {
2590        resultMode = SkXfermode::kSrcOver_Mode;
2591    }
2592    return resultMode;
2593}
2594
2595}; // namespace uirenderer
2596}; // namespace android
2597