OpenGLRenderer.cpp revision 7b6a75872bd2df96a23453d31c2e2e7fcc373554
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48// TODO: This should be set in properties
49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
50
51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
52
53///////////////////////////////////////////////////////////////////////////////
54// Globals
55///////////////////////////////////////////////////////////////////////////////
56
57/**
58 * Structure mapping Skia xfermodes to OpenGL blending factors.
59 */
60struct Blender {
61    SkXfermode::Mode mode;
62    GLenum src;
63    GLenum dst;
64}; // struct Blender
65
66// In this array, the index of each Blender equals the value of the first
67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
68static const Blender gBlends[] = {
69    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
70    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
71    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
72    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
73    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
74    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
75    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
76    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
77    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
80    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
82    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
83    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
84};
85
86// This array contains the swapped version of each SkXfermode. For instance
87// this array's SrcOver blending mode is actually DstOver. You can refer to
88// createLayer() for more information on the purpose of this array.
89static const Blender gBlendsSwap[] = {
90    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
91    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
92    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
93    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
94    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
96    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
97    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
98    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
99    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
100    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
103    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
104    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
105};
106
107///////////////////////////////////////////////////////////////////////////////
108// Constructors/destructor
109///////////////////////////////////////////////////////////////////////////////
110
111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
112    mShader = NULL;
113    mColorFilter = NULL;
114    mHasShadow = false;
115    mHasDrawFilter = false;
116
117    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
118
119    mFirstSnapshot = new Snapshot;
120}
121
122OpenGLRenderer::~OpenGLRenderer() {
123    // The context has already been destroyed at this point, do not call
124    // GL APIs. All GL state should be kept in Caches.h
125}
126
127///////////////////////////////////////////////////////////////////////////////
128// Debug
129///////////////////////////////////////////////////////////////////////////////
130
131void OpenGLRenderer::startMark(const char* name) const {
132    mCaches.startMark(0, name);
133}
134
135void OpenGLRenderer::endMark() const {
136    mCaches.endMark();
137}
138
139///////////////////////////////////////////////////////////////////////////////
140// Setup
141///////////////////////////////////////////////////////////////////////////////
142
143uint32_t OpenGLRenderer::getStencilSize() {
144    return STENCIL_BUFFER_SIZE;
145}
146
147void OpenGLRenderer::setViewport(int width, int height) {
148    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
149
150    mWidth = width;
151    mHeight = height;
152
153    mFirstSnapshot->height = height;
154    mFirstSnapshot->viewport.set(0, 0, width, height);
155
156    glDisable(GL_DITHER);
157    glEnable(GL_SCISSOR_TEST);
158    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
159
160    glEnableVertexAttribArray(Program::kBindingPosition);
161}
162
163void OpenGLRenderer::prepare(bool opaque) {
164    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
165}
166
167void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
168    mCaches.clearGarbage();
169    mFunctors.clear();
170
171    mSnapshot = new Snapshot(mFirstSnapshot,
172            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
173    mSnapshot->fbo = getTargetFbo();
174    mSaveCount = 1;
175
176    glViewport(0, 0, mWidth, mHeight);
177    mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
178
179    mSnapshot->setClip(left, top, right, bottom);
180    mDirtyClip = false;
181
182    if (!opaque) {
183        glClear(GL_COLOR_BUFFER_BIT);
184    }
185}
186
187void OpenGLRenderer::finish() {
188#if DEBUG_OPENGL
189    GLenum status = GL_NO_ERROR;
190    while ((status = glGetError()) != GL_NO_ERROR) {
191        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
192        switch (status) {
193            case GL_OUT_OF_MEMORY:
194                ALOGE("  OpenGLRenderer is out of memory!");
195                break;
196        }
197    }
198#endif
199#if DEBUG_MEMORY_USAGE
200    mCaches.dumpMemoryUsage();
201#else
202    if (mCaches.getDebugLevel() & kDebugMemory) {
203        mCaches.dumpMemoryUsage();
204    }
205#endif
206}
207
208void OpenGLRenderer::interrupt() {
209    if (mCaches.currentProgram) {
210        if (mCaches.currentProgram->isInUse()) {
211            mCaches.currentProgram->remove();
212            mCaches.currentProgram = NULL;
213        }
214    }
215    mCaches.unbindMeshBuffer();
216    mCaches.unbindIndicesBuffer();
217    mCaches.resetVertexPointers();
218    mCaches.disbaleTexCoordsVertexArray();
219}
220
221void OpenGLRenderer::resume() {
222    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
223
224    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
225    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
226
227    glEnable(GL_SCISSOR_TEST);
228    mCaches.resetScissor();
229    dirtyClip();
230
231    mCaches.activeTexture(0);
232    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
233
234    mCaches.blend = true;
235    glEnable(GL_BLEND);
236    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
237    glBlendEquation(GL_FUNC_ADD);
238}
239
240status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
241    status_t result = DrawGlInfo::kStatusDone;
242
243    Vector<Functor*> functors(mFunctors);
244    mFunctors.clear();
245
246    DrawGlInfo info;
247    info.clipLeft = 0;
248    info.clipTop = 0;
249    info.clipRight = 0;
250    info.clipBottom = 0;
251    info.isLayer = false;
252    info.width = 0;
253    info.height = 0;
254    memset(info.transform, 0, sizeof(float) * 16);
255
256    size_t count = functors.size();
257    for (size_t i = 0; i < count; i++) {
258        Functor* f = functors.itemAt(i);
259        result |= (*f)(DrawGlInfo::kModeProcess, &info);
260
261        if (result != DrawGlInfo::kStatusDone) {
262            Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
263            dirty.unionWith(localDirty);
264
265            if (result & DrawGlInfo::kStatusInvoke) {
266                mFunctors.push(f);
267            }
268        }
269    }
270
271    return result;
272}
273
274status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
275    interrupt();
276    if (mDirtyClip) {
277        setScissorFromClip();
278    }
279
280    Rect clip(*mSnapshot->clipRect);
281    clip.snapToPixelBoundaries();
282
283#if RENDER_LAYERS_AS_REGIONS
284    // Since we don't know what the functor will draw, let's dirty
285    // tne entire clip region
286    if (hasLayer()) {
287        dirtyLayerUnchecked(clip, getRegion());
288    }
289#endif
290
291    DrawGlInfo info;
292    info.clipLeft = clip.left;
293    info.clipTop = clip.top;
294    info.clipRight = clip.right;
295    info.clipBottom = clip.bottom;
296    info.isLayer = hasLayer();
297    info.width = getSnapshot()->viewport.getWidth();
298    info.height = getSnapshot()->height;
299    getSnapshot()->transform->copyTo(&info.transform[0]);
300
301    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
302
303    if (result != DrawGlInfo::kStatusDone) {
304        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
305        dirty.unionWith(localDirty);
306
307        if (result & DrawGlInfo::kStatusInvoke) {
308            mFunctors.push(functor);
309        }
310    }
311
312    resume();
313    return result;
314}
315
316///////////////////////////////////////////////////////////////////////////////
317// State management
318///////////////////////////////////////////////////////////////////////////////
319
320int OpenGLRenderer::getSaveCount() const {
321    return mSaveCount;
322}
323
324int OpenGLRenderer::save(int flags) {
325    return saveSnapshot(flags);
326}
327
328void OpenGLRenderer::restore() {
329    if (mSaveCount > 1) {
330        restoreSnapshot();
331    }
332}
333
334void OpenGLRenderer::restoreToCount(int saveCount) {
335    if (saveCount < 1) saveCount = 1;
336
337    while (mSaveCount > saveCount) {
338        restoreSnapshot();
339    }
340}
341
342int OpenGLRenderer::saveSnapshot(int flags) {
343    mSnapshot = new Snapshot(mSnapshot, flags);
344    return mSaveCount++;
345}
346
347bool OpenGLRenderer::restoreSnapshot() {
348    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
349    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
350    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
351
352    sp<Snapshot> current = mSnapshot;
353    sp<Snapshot> previous = mSnapshot->previous;
354
355    if (restoreOrtho) {
356        Rect& r = previous->viewport;
357        glViewport(r.left, r.top, r.right, r.bottom);
358        mOrthoMatrix.load(current->orthoMatrix);
359    }
360
361    mSaveCount--;
362    mSnapshot = previous;
363
364    if (restoreClip) {
365        dirtyClip();
366    }
367
368    if (restoreLayer) {
369        composeLayer(current, previous);
370    }
371
372    return restoreClip;
373}
374
375///////////////////////////////////////////////////////////////////////////////
376// Layers
377///////////////////////////////////////////////////////////////////////////////
378
379int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
380        SkPaint* p, int flags) {
381    const GLuint previousFbo = mSnapshot->fbo;
382    const int count = saveSnapshot(flags);
383
384    if (!mSnapshot->isIgnored()) {
385        int alpha = 255;
386        SkXfermode::Mode mode;
387
388        if (p) {
389            alpha = p->getAlpha();
390            if (!mCaches.extensions.hasFramebufferFetch()) {
391                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
392                if (!isMode) {
393                    // Assume SRC_OVER
394                    mode = SkXfermode::kSrcOver_Mode;
395                }
396            } else {
397                mode = getXfermode(p->getXfermode());
398            }
399        } else {
400            mode = SkXfermode::kSrcOver_Mode;
401        }
402
403        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
404    }
405
406    return count;
407}
408
409int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
410        int alpha, int flags) {
411    if (alpha >= 255 - ALPHA_THRESHOLD) {
412        return saveLayer(left, top, right, bottom, NULL, flags);
413    } else {
414        SkPaint paint;
415        paint.setAlpha(alpha);
416        return saveLayer(left, top, right, bottom, &paint, flags);
417    }
418}
419
420/**
421 * Layers are viewed by Skia are slightly different than layers in image editing
422 * programs (for instance.) When a layer is created, previously created layers
423 * and the frame buffer still receive every drawing command. For instance, if a
424 * layer is created and a shape intersecting the bounds of the layers and the
425 * framebuffer is draw, the shape will be drawn on both (unless the layer was
426 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
427 *
428 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
429 * texture. Unfortunately, this is inefficient as it requires every primitive to
430 * be drawn n + 1 times, where n is the number of active layers. In practice this
431 * means, for every primitive:
432 *   - Switch active frame buffer
433 *   - Change viewport, clip and projection matrix
434 *   - Issue the drawing
435 *
436 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
437 * To avoid this, layers are implemented in a different way here, at least in the
438 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
439 * is set. When this flag is set we can redirect all drawing operations into a
440 * single FBO.
441 *
442 * This implementation relies on the frame buffer being at least RGBA 8888. When
443 * a layer is created, only a texture is created, not an FBO. The content of the
444 * frame buffer contained within the layer's bounds is copied into this texture
445 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
446 * buffer and drawing continues as normal. This technique therefore treats the
447 * frame buffer as a scratch buffer for the layers.
448 *
449 * To compose the layers back onto the frame buffer, each layer texture
450 * (containing the original frame buffer data) is drawn as a simple quad over
451 * the frame buffer. The trick is that the quad is set as the composition
452 * destination in the blending equation, and the frame buffer becomes the source
453 * of the composition.
454 *
455 * Drawing layers with an alpha value requires an extra step before composition.
456 * An empty quad is drawn over the layer's region in the frame buffer. This quad
457 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
458 * quad is used to multiply the colors in the frame buffer. This is achieved by
459 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
460 * GL_ZERO, GL_SRC_ALPHA.
461 *
462 * Because glCopyTexImage2D() can be slow, an alternative implementation might
463 * be use to draw a single clipped layer. The implementation described above
464 * is correct in every case.
465 *
466 * (1) The frame buffer is actually not cleared right away. To allow the GPU
467 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
468 *     buffer is left untouched until the first drawing operation. Only when
469 *     something actually gets drawn are the layers regions cleared.
470 */
471bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
472        float right, float bottom, int alpha, SkXfermode::Mode mode,
473        int flags, GLuint previousFbo) {
474    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
475    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
476
477    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
478
479    // Window coordinates of the layer
480    Rect bounds(left, top, right, bottom);
481    if (!fboLayer) {
482        mSnapshot->transform->mapRect(bounds);
483
484        // Layers only make sense if they are in the framebuffer's bounds
485        if (bounds.intersect(*snapshot->clipRect)) {
486            // We cannot work with sub-pixels in this case
487            bounds.snapToPixelBoundaries();
488
489            // When the layer is not an FBO, we may use glCopyTexImage so we
490            // need to make sure the layer does not extend outside the bounds
491            // of the framebuffer
492            if (!bounds.intersect(snapshot->previous->viewport)) {
493                bounds.setEmpty();
494            }
495        } else {
496            bounds.setEmpty();
497        }
498    }
499
500    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
501            bounds.getHeight() > mCaches.maxTextureSize) {
502        snapshot->empty = fboLayer;
503    } else {
504        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
505    }
506
507    // Bail out if we won't draw in this snapshot
508    if (snapshot->invisible || snapshot->empty) {
509        return false;
510    }
511
512    mCaches.activeTexture(0);
513    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
514    if (!layer) {
515        return false;
516    }
517
518    layer->setAlpha(alpha, mode);
519    layer->layer.set(bounds);
520    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
521            bounds.getWidth() / float(layer->getWidth()), 0.0f);
522    layer->setColorFilter(mColorFilter);
523
524    // Save the layer in the snapshot
525    snapshot->flags |= Snapshot::kFlagIsLayer;
526    snapshot->layer = layer;
527
528    if (fboLayer) {
529        return createFboLayer(layer, bounds, snapshot, previousFbo);
530    } else {
531        // Copy the framebuffer into the layer
532        layer->bindTexture();
533        if (!bounds.isEmpty()) {
534            if (layer->isEmpty()) {
535                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
536                        bounds.left, snapshot->height - bounds.bottom,
537                        layer->getWidth(), layer->getHeight(), 0);
538                layer->setEmpty(false);
539            } else {
540                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
541                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
542            }
543
544            // Enqueue the buffer coordinates to clear the corresponding region later
545            mLayers.push(new Rect(bounds));
546        }
547    }
548
549    return true;
550}
551
552bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
553        GLuint previousFbo) {
554    layer->setFbo(mCaches.fboCache.get());
555
556#if RENDER_LAYERS_AS_REGIONS
557    snapshot->region = &snapshot->layer->region;
558    snapshot->flags |= Snapshot::kFlagFboTarget;
559#endif
560
561    Rect clip(bounds);
562    snapshot->transform->mapRect(clip);
563    clip.intersect(*snapshot->clipRect);
564    clip.snapToPixelBoundaries();
565    clip.intersect(snapshot->previous->viewport);
566
567    mat4 inverse;
568    inverse.loadInverse(*mSnapshot->transform);
569
570    inverse.mapRect(clip);
571    clip.snapToPixelBoundaries();
572    clip.intersect(bounds);
573    clip.translate(-bounds.left, -bounds.top);
574
575    snapshot->flags |= Snapshot::kFlagIsFboLayer;
576    snapshot->fbo = layer->getFbo();
577    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
578    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
579    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
580    snapshot->height = bounds.getHeight();
581    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
582    snapshot->orthoMatrix.load(mOrthoMatrix);
583
584    // Bind texture to FBO
585    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
586    layer->bindTexture();
587
588    // Initialize the texture if needed
589    if (layer->isEmpty()) {
590        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
591        layer->setEmpty(false);
592    }
593
594    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
595            layer->getTexture(), 0);
596
597#if DEBUG_LAYERS_AS_REGIONS
598    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
599    if (status != GL_FRAMEBUFFER_COMPLETE) {
600        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
601
602        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
603        layer->deleteTexture();
604        mCaches.fboCache.put(layer->getFbo());
605
606        delete layer;
607
608        return false;
609    }
610#endif
611
612    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
613    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
614            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
615    glClear(GL_COLOR_BUFFER_BIT);
616
617    dirtyClip();
618
619    // Change the ortho projection
620    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
621    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
622
623    return true;
624}
625
626/**
627 * Read the documentation of createLayer() before doing anything in this method.
628 */
629void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
630    if (!current->layer) {
631        ALOGE("Attempting to compose a layer that does not exist");
632        return;
633    }
634
635    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
636
637    if (fboLayer) {
638        // Detach the texture from the FBO
639        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
640
641        // Unbind current FBO and restore previous one
642        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
643    }
644
645    Layer* layer = current->layer;
646    const Rect& rect = layer->layer;
647
648    if (!fboLayer && layer->getAlpha() < 255) {
649        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
650                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
651        // Required below, composeLayerRect() will divide by 255
652        layer->setAlpha(255);
653    }
654
655    mCaches.unbindMeshBuffer();
656
657    mCaches.activeTexture(0);
658
659    // When the layer is stored in an FBO, we can save a bit of fillrate by
660    // drawing only the dirty region
661    if (fboLayer) {
662        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
663        if (layer->getColorFilter()) {
664            setupColorFilter(layer->getColorFilter());
665        }
666        composeLayerRegion(layer, rect);
667        if (layer->getColorFilter()) {
668            resetColorFilter();
669        }
670    } else if (!rect.isEmpty()) {
671        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
672        composeLayerRect(layer, rect, true);
673    }
674
675    if (fboLayer) {
676        // Note: No need to use glDiscardFramebufferEXT() since we never
677        //       create/compose layers that are not on screen with this
678        //       code path
679        // See LayerRenderer::destroyLayer(Layer*)
680
681        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
682        mCaches.fboCache.put(current->fbo);
683        layer->setFbo(0);
684    }
685
686    dirtyClip();
687
688    // Failing to add the layer to the cache should happen only if the layer is too large
689    if (!mCaches.layerCache.put(layer)) {
690        LAYER_LOGD("Deleting layer");
691        layer->deleteTexture();
692        delete layer;
693    }
694}
695
696void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
697    float alpha = layer->getAlpha() / 255.0f;
698
699    mat4& transform = layer->getTransform();
700    if (!transform.isIdentity()) {
701        save(0);
702        mSnapshot->transform->multiply(transform);
703    }
704
705    setupDraw();
706    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
707        setupDrawWithTexture();
708    } else {
709        setupDrawWithExternalTexture();
710    }
711    setupDrawTextureTransform();
712    setupDrawColor(alpha, alpha, alpha, alpha);
713    setupDrawColorFilter();
714    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
715    setupDrawProgram();
716    setupDrawPureColorUniforms();
717    setupDrawColorFilterUniforms();
718    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
719        setupDrawTexture(layer->getTexture());
720    } else {
721        setupDrawExternalTexture(layer->getTexture());
722    }
723    if (mSnapshot->transform->isPureTranslate() &&
724            layer->getWidth() == (uint32_t) rect.getWidth() &&
725            layer->getHeight() == (uint32_t) rect.getHeight()) {
726        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
727        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
728
729        layer->setFilter(GL_NEAREST);
730        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
731    } else {
732        layer->setFilter(GL_LINEAR);
733        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
734    }
735    setupDrawTextureTransformUniforms(layer->getTexTransform());
736    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
737
738    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
739
740    finishDrawTexture();
741
742    if (!transform.isIdentity()) {
743        restore();
744    }
745}
746
747void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
748    if (!layer->isTextureLayer()) {
749        const Rect& texCoords = layer->texCoords;
750        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
751                texCoords.right, texCoords.bottom);
752
753        float x = rect.left;
754        float y = rect.top;
755        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
756                layer->getWidth() == (uint32_t) rect.getWidth() &&
757                layer->getHeight() == (uint32_t) rect.getHeight();
758
759        if (simpleTransform) {
760            // When we're swapping, the layer is already in screen coordinates
761            if (!swap) {
762                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
763                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
764            }
765
766            layer->setFilter(GL_NEAREST, true);
767        } else {
768            layer->setFilter(GL_LINEAR, true);
769        }
770
771        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
772                layer->getTexture(), layer->getAlpha() / 255.0f,
773                layer->getMode(), layer->isBlend(),
774                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
775                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
776
777        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
778    } else {
779        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
780        drawTextureLayer(layer, rect);
781        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
782    }
783}
784
785void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
786#if RENDER_LAYERS_AS_REGIONS
787    if (layer->region.isRect()) {
788        layer->setRegionAsRect();
789
790        composeLayerRect(layer, layer->regionRect);
791
792        layer->region.clear();
793        return;
794    }
795
796    // TODO: See LayerRenderer.cpp::generateMesh() for important
797    //       information about this implementation
798    if (CC_LIKELY(!layer->region.isEmpty())) {
799        size_t count;
800        const android::Rect* rects = layer->region.getArray(&count);
801
802        const float alpha = layer->getAlpha() / 255.0f;
803        const float texX = 1.0f / float(layer->getWidth());
804        const float texY = 1.0f / float(layer->getHeight());
805        const float height = rect.getHeight();
806
807        TextureVertex* mesh = mCaches.getRegionMesh();
808        GLsizei numQuads = 0;
809
810        setupDraw();
811        setupDrawWithTexture();
812        setupDrawColor(alpha, alpha, alpha, alpha);
813        setupDrawColorFilter();
814        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
815        setupDrawProgram();
816        setupDrawDirtyRegionsDisabled();
817        setupDrawPureColorUniforms();
818        setupDrawColorFilterUniforms();
819        setupDrawTexture(layer->getTexture());
820        if (mSnapshot->transform->isPureTranslate()) {
821            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
822            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
823
824            layer->setFilter(GL_NEAREST);
825            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
826        } else {
827            layer->setFilter(GL_LINEAR);
828            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
829        }
830        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
831
832        for (size_t i = 0; i < count; i++) {
833            const android::Rect* r = &rects[i];
834
835            const float u1 = r->left * texX;
836            const float v1 = (height - r->top) * texY;
837            const float u2 = r->right * texX;
838            const float v2 = (height - r->bottom) * texY;
839
840            // TODO: Reject quads outside of the clip
841            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
842            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
843            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
844            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
845
846            numQuads++;
847
848            if (numQuads >= REGION_MESH_QUAD_COUNT) {
849                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
850                numQuads = 0;
851                mesh = mCaches.getRegionMesh();
852            }
853        }
854
855        if (numQuads > 0) {
856            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
857        }
858
859        finishDrawTexture();
860
861#if DEBUG_LAYERS_AS_REGIONS
862        drawRegionRects(layer->region);
863#endif
864
865        layer->region.clear();
866    }
867#else
868    composeLayerRect(layer, rect);
869#endif
870}
871
872void OpenGLRenderer::drawRegionRects(const Region& region) {
873#if DEBUG_LAYERS_AS_REGIONS
874    size_t count;
875    const android::Rect* rects = region.getArray(&count);
876
877    uint32_t colors[] = {
878            0x7fff0000, 0x7f00ff00,
879            0x7f0000ff, 0x7fff00ff,
880    };
881
882    int offset = 0;
883    int32_t top = rects[0].top;
884
885    for (size_t i = 0; i < count; i++) {
886        if (top != rects[i].top) {
887            offset ^= 0x2;
888            top = rects[i].top;
889        }
890
891        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
892        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
893                SkXfermode::kSrcOver_Mode);
894    }
895#endif
896}
897
898void OpenGLRenderer::dirtyLayer(const float left, const float top,
899        const float right, const float bottom, const mat4 transform) {
900#if RENDER_LAYERS_AS_REGIONS
901    if (hasLayer()) {
902        Rect bounds(left, top, right, bottom);
903        transform.mapRect(bounds);
904        dirtyLayerUnchecked(bounds, getRegion());
905    }
906#endif
907}
908
909void OpenGLRenderer::dirtyLayer(const float left, const float top,
910        const float right, const float bottom) {
911#if RENDER_LAYERS_AS_REGIONS
912    if (hasLayer()) {
913        Rect bounds(left, top, right, bottom);
914        dirtyLayerUnchecked(bounds, getRegion());
915    }
916#endif
917}
918
919void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
920#if RENDER_LAYERS_AS_REGIONS
921    if (bounds.intersect(*mSnapshot->clipRect)) {
922        bounds.snapToPixelBoundaries();
923        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
924        if (!dirty.isEmpty()) {
925            region->orSelf(dirty);
926        }
927    }
928#endif
929}
930
931void OpenGLRenderer::clearLayerRegions() {
932    const size_t count = mLayers.size();
933    if (count == 0) return;
934
935    if (!mSnapshot->isIgnored()) {
936        // Doing several glScissor/glClear here can negatively impact
937        // GPUs with a tiler architecture, instead we draw quads with
938        // the Clear blending mode
939
940        // The list contains bounds that have already been clipped
941        // against their initial clip rect, and the current clip
942        // is likely different so we need to disable clipping here
943        glDisable(GL_SCISSOR_TEST);
944
945        Vertex mesh[count * 6];
946        Vertex* vertex = mesh;
947
948        for (uint32_t i = 0; i < count; i++) {
949            Rect* bounds = mLayers.itemAt(i);
950
951            Vertex::set(vertex++, bounds->left, bounds->bottom);
952            Vertex::set(vertex++, bounds->left, bounds->top);
953            Vertex::set(vertex++, bounds->right, bounds->top);
954            Vertex::set(vertex++, bounds->left, bounds->bottom);
955            Vertex::set(vertex++, bounds->right, bounds->top);
956            Vertex::set(vertex++, bounds->right, bounds->bottom);
957
958            delete bounds;
959        }
960
961        setupDraw(false);
962        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
963        setupDrawBlending(true, SkXfermode::kClear_Mode);
964        setupDrawProgram();
965        setupDrawPureColorUniforms();
966        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
967        setupDrawVertices(&mesh[0].position[0]);
968
969        glDrawArrays(GL_TRIANGLES, 0, count * 6);
970
971        glEnable(GL_SCISSOR_TEST);
972    } else {
973        for (uint32_t i = 0; i < count; i++) {
974            delete mLayers.itemAt(i);
975        }
976    }
977
978    mLayers.clear();
979}
980
981///////////////////////////////////////////////////////////////////////////////
982// Transforms
983///////////////////////////////////////////////////////////////////////////////
984
985void OpenGLRenderer::translate(float dx, float dy) {
986    mSnapshot->transform->translate(dx, dy, 0.0f);
987}
988
989void OpenGLRenderer::rotate(float degrees) {
990    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
991}
992
993void OpenGLRenderer::scale(float sx, float sy) {
994    mSnapshot->transform->scale(sx, sy, 1.0f);
995}
996
997void OpenGLRenderer::skew(float sx, float sy) {
998    mSnapshot->transform->skew(sx, sy);
999}
1000
1001void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1002    if (matrix) {
1003        mSnapshot->transform->load(*matrix);
1004    } else {
1005        mSnapshot->transform->loadIdentity();
1006    }
1007}
1008
1009void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1010    mSnapshot->transform->copyTo(*matrix);
1011}
1012
1013void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1014    SkMatrix transform;
1015    mSnapshot->transform->copyTo(transform);
1016    transform.preConcat(*matrix);
1017    mSnapshot->transform->load(transform);
1018}
1019
1020///////////////////////////////////////////////////////////////////////////////
1021// Clipping
1022///////////////////////////////////////////////////////////////////////////////
1023
1024void OpenGLRenderer::setScissorFromClip() {
1025    Rect clip(*mSnapshot->clipRect);
1026    clip.snapToPixelBoundaries();
1027
1028    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1029            clip.getWidth(), clip.getHeight());
1030
1031    mDirtyClip = false;
1032}
1033
1034const Rect& OpenGLRenderer::getClipBounds() {
1035    return mSnapshot->getLocalClip();
1036}
1037
1038bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1039    if (mSnapshot->isIgnored()) {
1040        return true;
1041    }
1042
1043    Rect r(left, top, right, bottom);
1044    mSnapshot->transform->mapRect(r);
1045    r.snapToPixelBoundaries();
1046
1047    Rect clipRect(*mSnapshot->clipRect);
1048    clipRect.snapToPixelBoundaries();
1049
1050    return !clipRect.intersects(r);
1051}
1052
1053bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1054    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1055    if (clipped) {
1056        dirtyClip();
1057    }
1058    return !mSnapshot->clipRect->isEmpty();
1059}
1060
1061///////////////////////////////////////////////////////////////////////////////
1062// Drawing commands
1063///////////////////////////////////////////////////////////////////////////////
1064
1065void OpenGLRenderer::setupDraw(bool clear) {
1066    if (clear) clearLayerRegions();
1067    if (mDirtyClip) {
1068        setScissorFromClip();
1069    }
1070    mDescription.reset();
1071    mSetShaderColor = false;
1072    mColorSet = false;
1073    mColorA = mColorR = mColorG = mColorB = 0.0f;
1074    mTextureUnit = 0;
1075    mTrackDirtyRegions = true;
1076}
1077
1078void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1079    mDescription.hasTexture = true;
1080    mDescription.hasAlpha8Texture = isAlpha8;
1081}
1082
1083void OpenGLRenderer::setupDrawWithExternalTexture() {
1084    mDescription.hasExternalTexture = true;
1085}
1086
1087void OpenGLRenderer::setupDrawNoTexture() {
1088    mCaches.disbaleTexCoordsVertexArray();
1089}
1090
1091void OpenGLRenderer::setupDrawAALine() {
1092    mDescription.isAA = true;
1093}
1094
1095void OpenGLRenderer::setupDrawPoint(float pointSize) {
1096    mDescription.isPoint = true;
1097    mDescription.pointSize = pointSize;
1098}
1099
1100void OpenGLRenderer::setupDrawColor(int color) {
1101    setupDrawColor(color, (color >> 24) & 0xFF);
1102}
1103
1104void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1105    mColorA = alpha / 255.0f;
1106    mColorA *= mSnapshot->alpha;
1107    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1108    // the rgb values by a instead of also dividing by 255
1109    const float a = mColorA / 255.0f;
1110    mColorR = a * ((color >> 16) & 0xFF);
1111    mColorG = a * ((color >>  8) & 0xFF);
1112    mColorB = a * ((color      ) & 0xFF);
1113    mColorSet = true;
1114    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1115}
1116
1117void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1118    mColorA = alpha / 255.0f;
1119    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1120    // the rgb values by a instead of also dividing by 255
1121    const float a = mColorA / 255.0f;
1122    mColorR = a * ((color >> 16) & 0xFF);
1123    mColorG = a * ((color >>  8) & 0xFF);
1124    mColorB = a * ((color      ) & 0xFF);
1125    mColorSet = true;
1126    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1127}
1128
1129void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1130    mColorA = a;
1131    mColorR = r;
1132    mColorG = g;
1133    mColorB = b;
1134    mColorSet = true;
1135    mSetShaderColor = mDescription.setColor(r, g, b, a);
1136}
1137
1138void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1139    mColorA = a;
1140    mColorR = r;
1141    mColorG = g;
1142    mColorB = b;
1143    mColorSet = true;
1144    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1145}
1146
1147void OpenGLRenderer::setupDrawShader() {
1148    if (mShader) {
1149        mShader->describe(mDescription, mCaches.extensions);
1150    }
1151}
1152
1153void OpenGLRenderer::setupDrawColorFilter() {
1154    if (mColorFilter) {
1155        mColorFilter->describe(mDescription, mCaches.extensions);
1156    }
1157}
1158
1159void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1160    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1161        mColorA = 1.0f;
1162        mColorR = mColorG = mColorB = 0.0f;
1163        mSetShaderColor = mDescription.modulate = true;
1164    }
1165}
1166
1167void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1168    // When the blending mode is kClear_Mode, we need to use a modulate color
1169    // argb=1,0,0,0
1170    accountForClear(mode);
1171    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1172            mDescription, swapSrcDst);
1173}
1174
1175void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1176    // When the blending mode is kClear_Mode, we need to use a modulate color
1177    // argb=1,0,0,0
1178    accountForClear(mode);
1179    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1180            mDescription, swapSrcDst);
1181}
1182
1183void OpenGLRenderer::setupDrawProgram() {
1184    useProgram(mCaches.programCache.get(mDescription));
1185}
1186
1187void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1188    mTrackDirtyRegions = false;
1189}
1190
1191void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1192        bool ignoreTransform) {
1193    mModelView.loadTranslate(left, top, 0.0f);
1194    if (!ignoreTransform) {
1195        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1196        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1197    } else {
1198        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1199        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1200    }
1201}
1202
1203void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1204    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1205}
1206
1207void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1208        bool ignoreTransform, bool ignoreModelView) {
1209    if (!ignoreModelView) {
1210        mModelView.loadTranslate(left, top, 0.0f);
1211        mModelView.scale(right - left, bottom - top, 1.0f);
1212    } else {
1213        mModelView.loadIdentity();
1214    }
1215    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1216    if (!ignoreTransform) {
1217        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1218        if (mTrackDirtyRegions && dirty) {
1219            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1220        }
1221    } else {
1222        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1223        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1224    }
1225}
1226
1227void OpenGLRenderer::setupDrawPointUniforms() {
1228    int slot = mCaches.currentProgram->getUniform("pointSize");
1229    glUniform1f(slot, mDescription.pointSize);
1230}
1231
1232void OpenGLRenderer::setupDrawColorUniforms() {
1233    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1234        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1235    }
1236}
1237
1238void OpenGLRenderer::setupDrawPureColorUniforms() {
1239    if (mSetShaderColor) {
1240        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1241    }
1242}
1243
1244void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1245    if (mShader) {
1246        if (ignoreTransform) {
1247            mModelView.loadInverse(*mSnapshot->transform);
1248        }
1249        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1250    }
1251}
1252
1253void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1254    if (mShader) {
1255        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1256    }
1257}
1258
1259void OpenGLRenderer::setupDrawColorFilterUniforms() {
1260    if (mColorFilter) {
1261        mColorFilter->setupProgram(mCaches.currentProgram);
1262    }
1263}
1264
1265void OpenGLRenderer::setupDrawSimpleMesh() {
1266    bool force = mCaches.bindMeshBuffer();
1267    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1268    mCaches.unbindIndicesBuffer();
1269}
1270
1271void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1272    bindTexture(texture);
1273    mTextureUnit++;
1274    mCaches.enableTexCoordsVertexArray();
1275}
1276
1277void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1278    bindExternalTexture(texture);
1279    mTextureUnit++;
1280    mCaches.enableTexCoordsVertexArray();
1281}
1282
1283void OpenGLRenderer::setupDrawTextureTransform() {
1284    mDescription.hasTextureTransform = true;
1285}
1286
1287void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1288    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1289            GL_FALSE, &transform.data[0]);
1290}
1291
1292void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1293    bool force = false;
1294    if (!vertices) {
1295        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1296    } else {
1297        force = mCaches.unbindMeshBuffer();
1298    }
1299
1300    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1301    if (mCaches.currentProgram->texCoords >= 0) {
1302        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1303    }
1304
1305    mCaches.unbindIndicesBuffer();
1306}
1307
1308void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1309    bool force = mCaches.unbindMeshBuffer();
1310    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1311    if (mCaches.currentProgram->texCoords >= 0) {
1312        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1313    }
1314}
1315
1316void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1317    bool force = mCaches.unbindMeshBuffer();
1318    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1319            vertices, gVertexStride);
1320    mCaches.unbindIndicesBuffer();
1321}
1322
1323/**
1324 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1325 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1326 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1327 * attributes (one per vertex) are values from zero to one that tells the fragment
1328 * shader where the fragment is in relation to the line width/length overall; these values are
1329 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1330 * region of the line.
1331 * Note that we only pass down the width values in this setup function. The length coordinates
1332 * are set up for each individual segment.
1333 */
1334void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1335        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1336    bool force = mCaches.unbindMeshBuffer();
1337    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1338            vertices, gAAVertexStride);
1339    mCaches.resetTexCoordsVertexPointer();
1340    mCaches.unbindIndicesBuffer();
1341
1342    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1343    glEnableVertexAttribArray(widthSlot);
1344    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1345
1346    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1347    glEnableVertexAttribArray(lengthSlot);
1348    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1349
1350    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1351    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1352
1353    // Setting the inverse value saves computations per-fragment in the shader
1354    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1355    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1356}
1357
1358void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1359    glDisableVertexAttribArray(widthSlot);
1360    glDisableVertexAttribArray(lengthSlot);
1361}
1362
1363void OpenGLRenderer::finishDrawTexture() {
1364}
1365
1366///////////////////////////////////////////////////////////////////////////////
1367// Drawing
1368///////////////////////////////////////////////////////////////////////////////
1369
1370status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1371        Rect& dirty, int32_t flags, uint32_t level) {
1372
1373    if (!USE_DISPLAY_LIST_PROPERTIES && quickReject(0, 0, width, height)) {
1374        return false;
1375    }
1376
1377    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1378    // will be performed by the display list itself
1379    if (displayList && displayList->isRenderable()) {
1380        return displayList->replay(*this, width, height, dirty, flags, level);
1381    }
1382
1383    return DrawGlInfo::kStatusDone;
1384}
1385
1386void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1387    if (displayList) {
1388        displayList->output(*this, level);
1389    }
1390}
1391
1392void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1393    int alpha;
1394    SkXfermode::Mode mode;
1395    getAlphaAndMode(paint, &alpha, &mode);
1396
1397    float x = left;
1398    float y = top;
1399
1400    GLenum filter = GL_LINEAR;
1401    bool ignoreTransform = false;
1402    if (mSnapshot->transform->isPureTranslate()) {
1403        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1404        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1405        ignoreTransform = true;
1406        filter = GL_NEAREST;
1407    } else {
1408        filter = FILTER(paint);
1409    }
1410
1411    setupDraw();
1412    setupDrawWithTexture(true);
1413    if (paint) {
1414        setupDrawAlpha8Color(paint->getColor(), alpha);
1415    }
1416    setupDrawColorFilter();
1417    setupDrawShader();
1418    setupDrawBlending(true, mode);
1419    setupDrawProgram();
1420    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1421
1422    setupDrawTexture(texture->id);
1423    texture->setWrap(GL_CLAMP_TO_EDGE);
1424    texture->setFilter(filter);
1425
1426    setupDrawPureColorUniforms();
1427    setupDrawColorFilterUniforms();
1428    setupDrawShaderUniforms();
1429    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1430
1431    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1432
1433    finishDrawTexture();
1434}
1435
1436void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1437    const float right = left + bitmap->width();
1438    const float bottom = top + bitmap->height();
1439
1440    if (quickReject(left, top, right, bottom)) {
1441        return;
1442    }
1443
1444    mCaches.activeTexture(0);
1445    Texture* texture = mCaches.textureCache.get(bitmap);
1446    if (!texture) return;
1447    const AutoTexture autoCleanup(texture);
1448
1449    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1450        drawAlphaBitmap(texture, left, top, paint);
1451    } else {
1452        drawTextureRect(left, top, right, bottom, texture, paint);
1453    }
1454}
1455
1456void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1457    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1458    const mat4 transform(*matrix);
1459    transform.mapRect(r);
1460
1461    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1462        return;
1463    }
1464
1465    mCaches.activeTexture(0);
1466    Texture* texture = mCaches.textureCache.get(bitmap);
1467    if (!texture) return;
1468    const AutoTexture autoCleanup(texture);
1469
1470    // This could be done in a cheaper way, all we need is pass the matrix
1471    // to the vertex shader. The save/restore is a bit overkill.
1472    save(SkCanvas::kMatrix_SaveFlag);
1473    concatMatrix(matrix);
1474    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1475    restore();
1476}
1477
1478void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1479        float* vertices, int* colors, SkPaint* paint) {
1480    // TODO: Do a quickReject
1481    if (!vertices || mSnapshot->isIgnored()) {
1482        return;
1483    }
1484
1485    mCaches.activeTexture(0);
1486    Texture* texture = mCaches.textureCache.get(bitmap);
1487    if (!texture) return;
1488    const AutoTexture autoCleanup(texture);
1489
1490    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1491    texture->setFilter(FILTER(paint), true);
1492
1493    int alpha;
1494    SkXfermode::Mode mode;
1495    getAlphaAndMode(paint, &alpha, &mode);
1496
1497    const uint32_t count = meshWidth * meshHeight * 6;
1498
1499    float left = FLT_MAX;
1500    float top = FLT_MAX;
1501    float right = FLT_MIN;
1502    float bottom = FLT_MIN;
1503
1504#if RENDER_LAYERS_AS_REGIONS
1505    const bool hasActiveLayer = hasLayer();
1506#else
1507    const bool hasActiveLayer = false;
1508#endif
1509
1510    // TODO: Support the colors array
1511    TextureVertex mesh[count];
1512    TextureVertex* vertex = mesh;
1513    for (int32_t y = 0; y < meshHeight; y++) {
1514        for (int32_t x = 0; x < meshWidth; x++) {
1515            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1516
1517            float u1 = float(x) / meshWidth;
1518            float u2 = float(x + 1) / meshWidth;
1519            float v1 = float(y) / meshHeight;
1520            float v2 = float(y + 1) / meshHeight;
1521
1522            int ax = i + (meshWidth + 1) * 2;
1523            int ay = ax + 1;
1524            int bx = i;
1525            int by = bx + 1;
1526            int cx = i + 2;
1527            int cy = cx + 1;
1528            int dx = i + (meshWidth + 1) * 2 + 2;
1529            int dy = dx + 1;
1530
1531            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1532            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1533            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1534
1535            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1536            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1537            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1538
1539#if RENDER_LAYERS_AS_REGIONS
1540            if (hasActiveLayer) {
1541                // TODO: This could be optimized to avoid unnecessary ops
1542                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1543                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1544                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1545                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1546            }
1547#endif
1548        }
1549    }
1550
1551#if RENDER_LAYERS_AS_REGIONS
1552    if (hasActiveLayer) {
1553        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1554    }
1555#endif
1556
1557    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1558            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1559            GL_TRIANGLES, count, false, false, 0, false, false);
1560}
1561
1562void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1563         float srcLeft, float srcTop, float srcRight, float srcBottom,
1564         float dstLeft, float dstTop, float dstRight, float dstBottom,
1565         SkPaint* paint) {
1566    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1567        return;
1568    }
1569
1570    mCaches.activeTexture(0);
1571    Texture* texture = mCaches.textureCache.get(bitmap);
1572    if (!texture) return;
1573    const AutoTexture autoCleanup(texture);
1574
1575    const float width = texture->width;
1576    const float height = texture->height;
1577
1578    const float u1 = fmax(0.0f, srcLeft / width);
1579    const float v1 = fmax(0.0f, srcTop / height);
1580    const float u2 = fmin(1.0f, srcRight / width);
1581    const float v2 = fmin(1.0f, srcBottom / height);
1582
1583    mCaches.unbindMeshBuffer();
1584    resetDrawTextureTexCoords(u1, v1, u2, v2);
1585
1586    int alpha;
1587    SkXfermode::Mode mode;
1588    getAlphaAndMode(paint, &alpha, &mode);
1589
1590    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1591
1592    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1593        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1594        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1595
1596        GLenum filter = GL_NEAREST;
1597        // Enable linear filtering if the source rectangle is scaled
1598        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1599            filter = FILTER(paint);
1600        }
1601
1602        texture->setFilter(filter, true);
1603        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1604                texture->id, alpha / 255.0f, mode, texture->blend,
1605                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1606                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1607    } else {
1608        texture->setFilter(FILTER(paint), true);
1609        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1610                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1611                GL_TRIANGLE_STRIP, gMeshCount);
1612    }
1613
1614    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1615}
1616
1617void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1618        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1619        float left, float top, float right, float bottom, SkPaint* paint) {
1620    if (quickReject(left, top, right, bottom)) {
1621        return;
1622    }
1623
1624    mCaches.activeTexture(0);
1625    Texture* texture = mCaches.textureCache.get(bitmap);
1626    if (!texture) return;
1627    const AutoTexture autoCleanup(texture);
1628    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1629    texture->setFilter(GL_LINEAR, true);
1630
1631    int alpha;
1632    SkXfermode::Mode mode;
1633    getAlphaAndMode(paint, &alpha, &mode);
1634
1635    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1636            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1637
1638    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1639        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1640#if RENDER_LAYERS_AS_REGIONS
1641        // Mark the current layer dirty where we are going to draw the patch
1642        if (hasLayer() && mesh->hasEmptyQuads) {
1643            const float offsetX = left + mSnapshot->transform->getTranslateX();
1644            const float offsetY = top + mSnapshot->transform->getTranslateY();
1645            const size_t count = mesh->quads.size();
1646            for (size_t i = 0; i < count; i++) {
1647                const Rect& bounds = mesh->quads.itemAt(i);
1648                if (CC_LIKELY(pureTranslate)) {
1649                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1650                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1651                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1652                } else {
1653                    dirtyLayer(left + bounds.left, top + bounds.top,
1654                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1655                }
1656            }
1657        }
1658#endif
1659
1660        if (CC_LIKELY(pureTranslate)) {
1661            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1662            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1663
1664            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1665                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1666                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1667                    true, !mesh->hasEmptyQuads);
1668        } else {
1669            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1670                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1671                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1672                    true, !mesh->hasEmptyQuads);
1673        }
1674    }
1675}
1676
1677/**
1678 * This function uses a similar approach to that of AA lines in the drawLines() function.
1679 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1680 * shader to compute the translucency of the color, determined by whether a given pixel is
1681 * within that boundary region and how far into the region it is.
1682 */
1683void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1684        int color, SkXfermode::Mode mode) {
1685    float inverseScaleX = 1.0f;
1686    float inverseScaleY = 1.0f;
1687    // The quad that we use needs to account for scaling.
1688    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1689        Matrix4 *mat = mSnapshot->transform;
1690        float m00 = mat->data[Matrix4::kScaleX];
1691        float m01 = mat->data[Matrix4::kSkewY];
1692        float m02 = mat->data[2];
1693        float m10 = mat->data[Matrix4::kSkewX];
1694        float m11 = mat->data[Matrix4::kScaleX];
1695        float m12 = mat->data[6];
1696        float scaleX = sqrt(m00 * m00 + m01 * m01);
1697        float scaleY = sqrt(m10 * m10 + m11 * m11);
1698        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1699        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1700    }
1701
1702    setupDraw();
1703    setupDrawNoTexture();
1704    setupDrawAALine();
1705    setupDrawColor(color);
1706    setupDrawColorFilter();
1707    setupDrawShader();
1708    setupDrawBlending(true, mode);
1709    setupDrawProgram();
1710    setupDrawModelViewIdentity(true);
1711    setupDrawColorUniforms();
1712    setupDrawColorFilterUniforms();
1713    setupDrawShaderIdentityUniforms();
1714
1715    AAVertex rects[4];
1716    AAVertex* aaVertices = &rects[0];
1717    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1718    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1719
1720    float boundarySizeX = .5 * inverseScaleX;
1721    float boundarySizeY = .5 * inverseScaleY;
1722
1723    // Adjust the rect by the AA boundary padding
1724    left -= boundarySizeX;
1725    right += boundarySizeX;
1726    top -= boundarySizeY;
1727    bottom += boundarySizeY;
1728
1729    float width = right - left;
1730    float height = bottom - top;
1731
1732    int widthSlot;
1733    int lengthSlot;
1734
1735    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1736    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1737    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1738            boundaryWidthProportion, widthSlot, lengthSlot);
1739
1740    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1741    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1742    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1743    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1744
1745    if (!quickReject(left, top, right, bottom)) {
1746        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1747        AAVertex::set(aaVertices++, left, top, 1, 0);
1748        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1749        AAVertex::set(aaVertices++, right, top, 0, 0);
1750        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1751        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1752    }
1753
1754    finishDrawAALine(widthSlot, lengthSlot);
1755}
1756
1757/**
1758 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1759 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1760 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1761 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1762 * of the line. Hairlines are more involved because we need to account for transform scaling
1763 * to end up with a one-pixel-wide line in screen space..
1764 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1765 * in combination with values that we calculate and pass down in this method. The basic approach
1766 * is that the quad we create contains both the core line area plus a bounding area in which
1767 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1768 * proportion of the width and the length of a given segment is represented by the boundary
1769 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1770 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1771 * on the inside). This ends up giving the result we want, with pixels that are completely
1772 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1773 * how far into the boundary region they are, which is determined by shader interpolation.
1774 */
1775void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1776    if (mSnapshot->isIgnored()) return;
1777
1778    const bool isAA = paint->isAntiAlias();
1779    // We use half the stroke width here because we're going to position the quad
1780    // corner vertices half of the width away from the line endpoints
1781    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1782    // A stroke width of 0 has a special meaning in Skia:
1783    // it draws a line 1 px wide regardless of current transform
1784    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1785
1786    float inverseScaleX = 1.0f;
1787    float inverseScaleY = 1.0f;
1788    bool scaled = false;
1789
1790    int alpha;
1791    SkXfermode::Mode mode;
1792
1793    int generatedVerticesCount = 0;
1794    int verticesCount = count;
1795    if (count > 4) {
1796        // Polyline: account for extra vertices needed for continuous tri-strip
1797        verticesCount += (count - 4);
1798    }
1799
1800    if (isHairLine || isAA) {
1801        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1802        // the line on the screen should always be one pixel wide regardless of scale. For
1803        // AA lines, we only want one pixel of translucent boundary around the quad.
1804        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1805            Matrix4 *mat = mSnapshot->transform;
1806            float m00 = mat->data[Matrix4::kScaleX];
1807            float m01 = mat->data[Matrix4::kSkewY];
1808            float m02 = mat->data[2];
1809            float m10 = mat->data[Matrix4::kSkewX];
1810            float m11 = mat->data[Matrix4::kScaleX];
1811            float m12 = mat->data[6];
1812
1813            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1814            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1815
1816            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1817            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1818
1819            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1820                scaled = true;
1821            }
1822        }
1823    }
1824
1825    getAlphaAndMode(paint, &alpha, &mode);
1826    setupDraw();
1827    setupDrawNoTexture();
1828    if (isAA) {
1829        setupDrawAALine();
1830    }
1831    setupDrawColor(paint->getColor(), alpha);
1832    setupDrawColorFilter();
1833    setupDrawShader();
1834    setupDrawBlending(isAA, mode);
1835    setupDrawProgram();
1836    setupDrawModelViewIdentity(true);
1837    setupDrawColorUniforms();
1838    setupDrawColorFilterUniforms();
1839    setupDrawShaderIdentityUniforms();
1840
1841    if (isHairLine) {
1842        // Set a real stroke width to be used in quad construction
1843        halfStrokeWidth = isAA? 1 : .5;
1844    } else if (isAA && !scaled) {
1845        // Expand boundary to enable AA calculations on the quad border
1846        halfStrokeWidth += .5f;
1847    }
1848
1849    int widthSlot;
1850    int lengthSlot;
1851
1852    Vertex lines[verticesCount];
1853    Vertex* vertices = &lines[0];
1854
1855    AAVertex wLines[verticesCount];
1856    AAVertex* aaVertices = &wLines[0];
1857
1858    if (CC_UNLIKELY(!isAA)) {
1859        setupDrawVertices(vertices);
1860    } else {
1861        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1862        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1863        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1864        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1865        // This value is used in the fragment shader to determine how to fill fragments.
1866        // We will need to calculate the actual width proportion on each segment for
1867        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1868        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1869        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1870                boundaryWidthProportion, widthSlot, lengthSlot);
1871    }
1872
1873    AAVertex* prevAAVertex = NULL;
1874    Vertex* prevVertex = NULL;
1875
1876    int boundaryLengthSlot = -1;
1877    int inverseBoundaryLengthSlot = -1;
1878    int boundaryWidthSlot = -1;
1879    int inverseBoundaryWidthSlot = -1;
1880
1881    for (int i = 0; i < count; i += 4) {
1882        // a = start point, b = end point
1883        vec2 a(points[i], points[i + 1]);
1884        vec2 b(points[i + 2], points[i + 3]);
1885
1886        float length = 0;
1887        float boundaryLengthProportion = 0;
1888        float boundaryWidthProportion = 0;
1889
1890        // Find the normal to the line
1891        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1892        if (isHairLine) {
1893            if (isAA) {
1894                float wideningFactor;
1895                if (fabs(n.x) >= fabs(n.y)) {
1896                    wideningFactor = fabs(1.0f / n.x);
1897                } else {
1898                    wideningFactor = fabs(1.0f / n.y);
1899                }
1900                n *= wideningFactor;
1901            }
1902
1903            if (scaled) {
1904                n.x *= inverseScaleX;
1905                n.y *= inverseScaleY;
1906            }
1907        } else if (scaled) {
1908            // Extend n by .5 pixel on each side, post-transform
1909            vec2 extendedN = n.copyNormalized();
1910            extendedN /= 2;
1911            extendedN.x *= inverseScaleX;
1912            extendedN.y *= inverseScaleY;
1913
1914            float extendedNLength = extendedN.length();
1915            // We need to set this value on the shader prior to drawing
1916            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1917            n += extendedN;
1918        }
1919
1920        float x = n.x;
1921        n.x = -n.y;
1922        n.y = x;
1923
1924        // aa lines expand the endpoint vertices to encompass the AA boundary
1925        if (isAA) {
1926            vec2 abVector = (b - a);
1927            length = abVector.length();
1928            abVector.normalize();
1929
1930            if (scaled) {
1931                abVector.x *= inverseScaleX;
1932                abVector.y *= inverseScaleY;
1933                float abLength = abVector.length();
1934                boundaryLengthProportion = abLength / (length + abLength);
1935            } else {
1936                boundaryLengthProportion = .5 / (length + 1);
1937            }
1938
1939            abVector /= 2;
1940            a -= abVector;
1941            b += abVector;
1942        }
1943
1944        // Four corners of the rectangle defining a thick line
1945        vec2 p1 = a - n;
1946        vec2 p2 = a + n;
1947        vec2 p3 = b + n;
1948        vec2 p4 = b - n;
1949
1950
1951        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1952        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1953        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1954        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1955
1956        if (!quickReject(left, top, right, bottom)) {
1957            if (!isAA) {
1958                if (prevVertex != NULL) {
1959                    // Issue two repeat vertices to create degenerate triangles to bridge
1960                    // between the previous line and the new one. This is necessary because
1961                    // we are creating a single triangle_strip which will contain
1962                    // potentially discontinuous line segments.
1963                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1964                    Vertex::set(vertices++, p1.x, p1.y);
1965                    generatedVerticesCount += 2;
1966                }
1967
1968                Vertex::set(vertices++, p1.x, p1.y);
1969                Vertex::set(vertices++, p2.x, p2.y);
1970                Vertex::set(vertices++, p4.x, p4.y);
1971                Vertex::set(vertices++, p3.x, p3.y);
1972
1973                prevVertex = vertices - 1;
1974                generatedVerticesCount += 4;
1975            } else {
1976                if (!isHairLine && scaled) {
1977                    // Must set width proportions per-segment for scaled non-hairlines to use the
1978                    // correct AA boundary dimensions
1979                    if (boundaryWidthSlot < 0) {
1980                        boundaryWidthSlot =
1981                                mCaches.currentProgram->getUniform("boundaryWidth");
1982                        inverseBoundaryWidthSlot =
1983                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1984                    }
1985
1986                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1987                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1988                }
1989
1990                if (boundaryLengthSlot < 0) {
1991                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1992                    inverseBoundaryLengthSlot =
1993                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1994                }
1995
1996                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1997                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1998
1999                if (prevAAVertex != NULL) {
2000                    // Issue two repeat vertices to create degenerate triangles to bridge
2001                    // between the previous line and the new one. This is necessary because
2002                    // we are creating a single triangle_strip which will contain
2003                    // potentially discontinuous line segments.
2004                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2005                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2006                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2007                    generatedVerticesCount += 2;
2008                }
2009
2010                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2011                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2012                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2013                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2014
2015                prevAAVertex = aaVertices - 1;
2016                generatedVerticesCount += 4;
2017            }
2018
2019            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2020                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2021                    *mSnapshot->transform);
2022        }
2023    }
2024
2025    if (generatedVerticesCount > 0) {
2026       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2027    }
2028
2029    if (isAA) {
2030        finishDrawAALine(widthSlot, lengthSlot);
2031    }
2032}
2033
2034void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2035    if (mSnapshot->isIgnored()) return;
2036
2037    // TODO: The paint's cap style defines whether the points are square or circular
2038    // TODO: Handle AA for round points
2039
2040    // A stroke width of 0 has a special meaning in Skia:
2041    // it draws an unscaled 1px point
2042    float strokeWidth = paint->getStrokeWidth();
2043    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2044    if (isHairLine) {
2045        // Now that we know it's hairline, we can set the effective width, to be used later
2046        strokeWidth = 1.0f;
2047    }
2048    const float halfWidth = strokeWidth / 2;
2049    int alpha;
2050    SkXfermode::Mode mode;
2051    getAlphaAndMode(paint, &alpha, &mode);
2052
2053    int verticesCount = count >> 1;
2054    int generatedVerticesCount = 0;
2055
2056    TextureVertex pointsData[verticesCount];
2057    TextureVertex* vertex = &pointsData[0];
2058
2059    setupDraw();
2060    setupDrawNoTexture();
2061    setupDrawPoint(strokeWidth);
2062    setupDrawColor(paint->getColor(), alpha);
2063    setupDrawColorFilter();
2064    setupDrawShader();
2065    setupDrawBlending(mode);
2066    setupDrawProgram();
2067    setupDrawModelViewIdentity(true);
2068    setupDrawColorUniforms();
2069    setupDrawColorFilterUniforms();
2070    setupDrawPointUniforms();
2071    setupDrawShaderIdentityUniforms();
2072    setupDrawMesh(vertex);
2073
2074    for (int i = 0; i < count; i += 2) {
2075        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2076        generatedVerticesCount++;
2077
2078        float left = points[i] - halfWidth;
2079        float right = points[i] + halfWidth;
2080        float top = points[i + 1] - halfWidth;
2081        float bottom = points [i + 1] + halfWidth;
2082
2083        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2084    }
2085
2086    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2087}
2088
2089void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2090    // No need to check against the clip, we fill the clip region
2091    if (mSnapshot->isIgnored()) return;
2092
2093    Rect& clip(*mSnapshot->clipRect);
2094    clip.snapToPixelBoundaries();
2095
2096    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2097}
2098
2099void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
2100    if (!texture) return;
2101    const AutoTexture autoCleanup(texture);
2102
2103    const float x = left + texture->left - texture->offset;
2104    const float y = top + texture->top - texture->offset;
2105
2106    drawPathTexture(texture, x, y, paint);
2107}
2108
2109void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2110        float rx, float ry, SkPaint* paint) {
2111    if (mSnapshot->isIgnored()) return;
2112
2113    mCaches.activeTexture(0);
2114    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2115            right - left, bottom - top, rx, ry, paint);
2116    drawShape(left, top, texture, paint);
2117}
2118
2119void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2120    if (mSnapshot->isIgnored()) return;
2121
2122    mCaches.activeTexture(0);
2123    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2124    drawShape(x - radius, y - radius, texture, paint);
2125}
2126
2127void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2128    if (mSnapshot->isIgnored()) return;
2129
2130    mCaches.activeTexture(0);
2131    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2132    drawShape(left, top, texture, paint);
2133}
2134
2135void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2136        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2137    if (mSnapshot->isIgnored()) return;
2138
2139    if (fabs(sweepAngle) >= 360.0f) {
2140        drawOval(left, top, right, bottom, paint);
2141        return;
2142    }
2143
2144    mCaches.activeTexture(0);
2145    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2146            startAngle, sweepAngle, useCenter, paint);
2147    drawShape(left, top, texture, paint);
2148}
2149
2150void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2151        SkPaint* paint) {
2152    if (mSnapshot->isIgnored()) return;
2153
2154    mCaches.activeTexture(0);
2155    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2156    drawShape(left, top, texture, paint);
2157}
2158
2159void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2160    if (p->getStyle() != SkPaint::kFill_Style) {
2161        drawRectAsShape(left, top, right, bottom, p);
2162        return;
2163    }
2164
2165    if (quickReject(left, top, right, bottom)) {
2166        return;
2167    }
2168
2169    SkXfermode::Mode mode;
2170    if (!mCaches.extensions.hasFramebufferFetch()) {
2171        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2172        if (!isMode) {
2173            // Assume SRC_OVER
2174            mode = SkXfermode::kSrcOver_Mode;
2175        }
2176    } else {
2177        mode = getXfermode(p->getXfermode());
2178    }
2179
2180    int color = p->getColor();
2181    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2182        drawAARect(left, top, right, bottom, color, mode);
2183    } else {
2184        drawColorRect(left, top, right, bottom, color, mode);
2185    }
2186}
2187
2188void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2189        const float* positions, SkPaint* paint) {
2190    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2191            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2192        return;
2193    }
2194
2195    // NOTE: Skia does not support perspective transform on drawPosText yet
2196    if (!mSnapshot->transform->isSimple()) {
2197        return;
2198    }
2199
2200    float x = 0.0f;
2201    float y = 0.0f;
2202    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2203    if (pureTranslate) {
2204        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2205        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2206    }
2207
2208    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2209    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2210            paint->getTextSize());
2211
2212    int alpha;
2213    SkXfermode::Mode mode;
2214    getAlphaAndMode(paint, &alpha, &mode);
2215
2216    // Pick the appropriate texture filtering
2217    bool linearFilter = mSnapshot->transform->changesBounds();
2218    if (pureTranslate && !linearFilter) {
2219        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2220    }
2221
2222    mCaches.activeTexture(0);
2223    setupDraw();
2224    setupDrawDirtyRegionsDisabled();
2225    setupDrawWithTexture(true);
2226    setupDrawAlpha8Color(paint->getColor(), alpha);
2227    setupDrawColorFilter();
2228    setupDrawShader();
2229    setupDrawBlending(true, mode);
2230    setupDrawProgram();
2231    setupDrawModelView(x, y, x, y, pureTranslate, true);
2232    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2233    setupDrawPureColorUniforms();
2234    setupDrawColorFilterUniforms();
2235    setupDrawShaderUniforms(pureTranslate);
2236
2237    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2238    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2239
2240#if RENDER_LAYERS_AS_REGIONS
2241    const bool hasActiveLayer = hasLayer();
2242#else
2243    const bool hasActiveLayer = false;
2244#endif
2245
2246    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2247            positions, hasActiveLayer ? &bounds : NULL)) {
2248#if RENDER_LAYERS_AS_REGIONS
2249        if (hasActiveLayer) {
2250            if (!pureTranslate) {
2251                mSnapshot->transform->mapRect(bounds);
2252            }
2253            dirtyLayerUnchecked(bounds, getRegion());
2254        }
2255#endif
2256    }
2257}
2258
2259void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2260        float x, float y, SkPaint* paint, float length) {
2261    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2262            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2263        return;
2264    }
2265
2266    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2267    switch (paint->getTextAlign()) {
2268        case SkPaint::kCenter_Align:
2269            x -= length / 2.0f;
2270            break;
2271        case SkPaint::kRight_Align:
2272            x -= length;
2273            break;
2274        default:
2275            break;
2276    }
2277
2278    SkPaint::FontMetrics metrics;
2279    paint->getFontMetrics(&metrics, 0.0f);
2280    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2281        return;
2282    }
2283
2284    const float oldX = x;
2285    const float oldY = y;
2286    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2287    if (CC_LIKELY(pureTranslate)) {
2288        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2289        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2290    }
2291
2292#if DEBUG_GLYPHS
2293    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2294#endif
2295
2296    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2297    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2298            paint->getTextSize());
2299
2300    int alpha;
2301    SkXfermode::Mode mode;
2302    getAlphaAndMode(paint, &alpha, &mode);
2303
2304    if (CC_UNLIKELY(mHasShadow)) {
2305        mCaches.activeTexture(0);
2306
2307        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2308        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2309                paint, text, bytesCount, count, mShadowRadius);
2310        const AutoTexture autoCleanup(shadow);
2311
2312        const float sx = oldX - shadow->left + mShadowDx;
2313        const float sy = oldY - shadow->top + mShadowDy;
2314
2315        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2316        int shadowColor = mShadowColor;
2317        if (mShader) {
2318            shadowColor = 0xffffffff;
2319        }
2320
2321        setupDraw();
2322        setupDrawWithTexture(true);
2323        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2324        setupDrawColorFilter();
2325        setupDrawShader();
2326        setupDrawBlending(true, mode);
2327        setupDrawProgram();
2328        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2329        setupDrawTexture(shadow->id);
2330        setupDrawPureColorUniforms();
2331        setupDrawColorFilterUniforms();
2332        setupDrawShaderUniforms();
2333        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2334
2335        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2336    }
2337
2338    // Pick the appropriate texture filtering
2339    bool linearFilter = mSnapshot->transform->changesBounds();
2340    if (pureTranslate && !linearFilter) {
2341        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2342    }
2343
2344    mCaches.activeTexture(0);
2345    setupDraw();
2346    setupDrawDirtyRegionsDisabled();
2347    setupDrawWithTexture(true);
2348    setupDrawAlpha8Color(paint->getColor(), alpha);
2349    setupDrawColorFilter();
2350    setupDrawShader();
2351    setupDrawBlending(true, mode);
2352    setupDrawProgram();
2353    setupDrawModelView(x, y, x, y, pureTranslate, true);
2354    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2355    setupDrawPureColorUniforms();
2356    setupDrawColorFilterUniforms();
2357    setupDrawShaderUniforms(pureTranslate);
2358
2359    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2360    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2361
2362#if RENDER_LAYERS_AS_REGIONS
2363    const bool hasActiveLayer = hasLayer();
2364#else
2365    const bool hasActiveLayer = false;
2366#endif
2367
2368    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2369            hasActiveLayer ? &bounds : NULL)) {
2370#if RENDER_LAYERS_AS_REGIONS
2371        if (hasActiveLayer) {
2372            if (!pureTranslate) {
2373                mSnapshot->transform->mapRect(bounds);
2374            }
2375            dirtyLayerUnchecked(bounds, getRegion());
2376        }
2377#endif
2378    }
2379
2380    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2381}
2382
2383void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2384        float hOffset, float vOffset, SkPaint* paint) {
2385    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2386            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2387        return;
2388    }
2389
2390    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2391    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2392            paint->getTextSize());
2393
2394    int alpha;
2395    SkXfermode::Mode mode;
2396    getAlphaAndMode(paint, &alpha, &mode);
2397
2398    mCaches.activeTexture(0);
2399    setupDraw();
2400    setupDrawDirtyRegionsDisabled();
2401    setupDrawWithTexture(true);
2402    setupDrawAlpha8Color(paint->getColor(), alpha);
2403    setupDrawColorFilter();
2404    setupDrawShader();
2405    setupDrawBlending(true, mode);
2406    setupDrawProgram();
2407    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2408    setupDrawTexture(fontRenderer.getTexture(true));
2409    setupDrawPureColorUniforms();
2410    setupDrawColorFilterUniforms();
2411    setupDrawShaderUniforms(false);
2412
2413    const Rect* clip = &mSnapshot->getLocalClip();
2414    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2415
2416#if RENDER_LAYERS_AS_REGIONS
2417    const bool hasActiveLayer = hasLayer();
2418#else
2419    const bool hasActiveLayer = false;
2420#endif
2421
2422    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2423            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2424#if RENDER_LAYERS_AS_REGIONS
2425        if (hasActiveLayer) {
2426            mSnapshot->transform->mapRect(bounds);
2427            dirtyLayerUnchecked(bounds, getRegion());
2428        }
2429#endif
2430    }
2431}
2432
2433void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2434    if (mSnapshot->isIgnored()) return;
2435
2436    mCaches.activeTexture(0);
2437
2438    // TODO: Perform early clip test before we rasterize the path
2439    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2440    if (!texture) return;
2441    const AutoTexture autoCleanup(texture);
2442
2443    const float x = texture->left - texture->offset;
2444    const float y = texture->top - texture->offset;
2445
2446    drawPathTexture(texture, x, y, paint);
2447}
2448
2449void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2450    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2451        return;
2452    }
2453
2454    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2455        OpenGLRenderer* renderer = layer->renderer;
2456        Rect& dirty = layer->dirtyRect;
2457
2458        interrupt();
2459        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2460        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2461        renderer->drawDisplayList(layer->displayList, layer->getWidth(), layer->getHeight(),
2462                dirty, DisplayList::kReplayFlag_ClipChildren);
2463        renderer->finish();
2464        resume();
2465
2466        dirty.setEmpty();
2467        layer->deferredUpdateScheduled = false;
2468        layer->renderer = NULL;
2469        layer->displayList = NULL;
2470    }
2471
2472    mCaches.activeTexture(0);
2473
2474    int alpha;
2475    SkXfermode::Mode mode;
2476    getAlphaAndMode(paint, &alpha, &mode);
2477
2478    layer->setAlpha(alpha, mode);
2479
2480#if RENDER_LAYERS_AS_REGIONS
2481    if (CC_LIKELY(!layer->region.isEmpty())) {
2482        if (layer->region.isRect()) {
2483            composeLayerRect(layer, layer->regionRect);
2484        } else if (layer->mesh) {
2485            const float a = alpha / 255.0f;
2486            const Rect& rect = layer->layer;
2487
2488            setupDraw();
2489            setupDrawWithTexture();
2490            setupDrawColor(a, a, a, a);
2491            setupDrawColorFilter();
2492            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2493            setupDrawProgram();
2494            setupDrawPureColorUniforms();
2495            setupDrawColorFilterUniforms();
2496            setupDrawTexture(layer->getTexture());
2497            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2498                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2499                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2500
2501                layer->setFilter(GL_NEAREST);
2502                setupDrawModelViewTranslate(x, y,
2503                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2504            } else {
2505                layer->setFilter(GL_LINEAR);
2506                setupDrawModelViewTranslate(x, y,
2507                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2508            }
2509            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2510
2511            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2512                    GL_UNSIGNED_SHORT, layer->meshIndices);
2513
2514            finishDrawTexture();
2515
2516#if DEBUG_LAYERS_AS_REGIONS
2517            drawRegionRects(layer->region);
2518#endif
2519        }
2520    }
2521#else
2522    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2523    composeLayerRect(layer, r);
2524#endif
2525}
2526
2527///////////////////////////////////////////////////////////////////////////////
2528// Shaders
2529///////////////////////////////////////////////////////////////////////////////
2530
2531void OpenGLRenderer::resetShader() {
2532    mShader = NULL;
2533}
2534
2535void OpenGLRenderer::setupShader(SkiaShader* shader) {
2536    mShader = shader;
2537    if (mShader) {
2538        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2539    }
2540}
2541
2542///////////////////////////////////////////////////////////////////////////////
2543// Color filters
2544///////////////////////////////////////////////////////////////////////////////
2545
2546void OpenGLRenderer::resetColorFilter() {
2547    mColorFilter = NULL;
2548}
2549
2550void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2551    mColorFilter = filter;
2552}
2553
2554///////////////////////////////////////////////////////////////////////////////
2555// Drop shadow
2556///////////////////////////////////////////////////////////////////////////////
2557
2558void OpenGLRenderer::resetShadow() {
2559    mHasShadow = false;
2560}
2561
2562void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2563    mHasShadow = true;
2564    mShadowRadius = radius;
2565    mShadowDx = dx;
2566    mShadowDy = dy;
2567    mShadowColor = color;
2568}
2569
2570///////////////////////////////////////////////////////////////////////////////
2571// Draw filters
2572///////////////////////////////////////////////////////////////////////////////
2573
2574void OpenGLRenderer::resetPaintFilter() {
2575    mHasDrawFilter = false;
2576}
2577
2578void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2579    mHasDrawFilter = true;
2580    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2581    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2582}
2583
2584SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2585    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2586
2587    uint32_t flags = paint->getFlags();
2588
2589    mFilteredPaint = *paint;
2590    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2591
2592    return &mFilteredPaint;
2593}
2594
2595///////////////////////////////////////////////////////////////////////////////
2596// Drawing implementation
2597///////////////////////////////////////////////////////////////////////////////
2598
2599void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2600        float x, float y, SkPaint* paint) {
2601    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2602        return;
2603    }
2604
2605    int alpha;
2606    SkXfermode::Mode mode;
2607    getAlphaAndMode(paint, &alpha, &mode);
2608
2609    setupDraw();
2610    setupDrawWithTexture(true);
2611    setupDrawAlpha8Color(paint->getColor(), alpha);
2612    setupDrawColorFilter();
2613    setupDrawShader();
2614    setupDrawBlending(true, mode);
2615    setupDrawProgram();
2616    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2617    setupDrawTexture(texture->id);
2618    setupDrawPureColorUniforms();
2619    setupDrawColorFilterUniforms();
2620    setupDrawShaderUniforms();
2621    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2622
2623    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2624
2625    finishDrawTexture();
2626}
2627
2628// Same values used by Skia
2629#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2630#define kStdUnderline_Offset    (1.0f / 9.0f)
2631#define kStdUnderline_Thickness (1.0f / 18.0f)
2632
2633void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2634        float x, float y, SkPaint* paint) {
2635    // Handle underline and strike-through
2636    uint32_t flags = paint->getFlags();
2637    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2638        SkPaint paintCopy(*paint);
2639        float underlineWidth = length;
2640        // If length is > 0.0f, we already measured the text for the text alignment
2641        if (length <= 0.0f) {
2642            underlineWidth = paintCopy.measureText(text, bytesCount);
2643        }
2644
2645        float offsetX = 0;
2646        switch (paintCopy.getTextAlign()) {
2647            case SkPaint::kCenter_Align:
2648                offsetX = underlineWidth * 0.5f;
2649                break;
2650            case SkPaint::kRight_Align:
2651                offsetX = underlineWidth;
2652                break;
2653            default:
2654                break;
2655        }
2656
2657        if (CC_LIKELY(underlineWidth > 0.0f)) {
2658            const float textSize = paintCopy.getTextSize();
2659            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2660
2661            const float left = x - offsetX;
2662            float top = 0.0f;
2663
2664            int linesCount = 0;
2665            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2666            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2667
2668            const int pointsCount = 4 * linesCount;
2669            float points[pointsCount];
2670            int currentPoint = 0;
2671
2672            if (flags & SkPaint::kUnderlineText_Flag) {
2673                top = y + textSize * kStdUnderline_Offset;
2674                points[currentPoint++] = left;
2675                points[currentPoint++] = top;
2676                points[currentPoint++] = left + underlineWidth;
2677                points[currentPoint++] = top;
2678            }
2679
2680            if (flags & SkPaint::kStrikeThruText_Flag) {
2681                top = y + textSize * kStdStrikeThru_Offset;
2682                points[currentPoint++] = left;
2683                points[currentPoint++] = top;
2684                points[currentPoint++] = left + underlineWidth;
2685                points[currentPoint++] = top;
2686            }
2687
2688            paintCopy.setStrokeWidth(strokeWidth);
2689
2690            drawLines(&points[0], pointsCount, &paintCopy);
2691        }
2692    }
2693}
2694
2695void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2696        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2697    // If a shader is set, preserve only the alpha
2698    if (mShader) {
2699        color |= 0x00ffffff;
2700    }
2701
2702    setupDraw();
2703    setupDrawNoTexture();
2704    setupDrawColor(color);
2705    setupDrawShader();
2706    setupDrawColorFilter();
2707    setupDrawBlending(mode);
2708    setupDrawProgram();
2709    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2710    setupDrawColorUniforms();
2711    setupDrawShaderUniforms(ignoreTransform);
2712    setupDrawColorFilterUniforms();
2713    setupDrawSimpleMesh();
2714
2715    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2716}
2717
2718void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2719        Texture* texture, SkPaint* paint) {
2720    int alpha;
2721    SkXfermode::Mode mode;
2722    getAlphaAndMode(paint, &alpha, &mode);
2723
2724    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2725
2726    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2727        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2728        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2729
2730        texture->setFilter(GL_NEAREST, true);
2731        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2732                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2733                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2734    } else {
2735        texture->setFilter(FILTER(paint), true);
2736        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2737                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2738                GL_TRIANGLE_STRIP, gMeshCount);
2739    }
2740}
2741
2742void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2743        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2744    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2745            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2746}
2747
2748void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2749        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2750        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2751        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2752
2753    setupDraw();
2754    setupDrawWithTexture();
2755    setupDrawColor(alpha, alpha, alpha, alpha);
2756    setupDrawColorFilter();
2757    setupDrawBlending(blend, mode, swapSrcDst);
2758    setupDrawProgram();
2759    if (!dirty) {
2760        setupDrawDirtyRegionsDisabled();
2761    }
2762    if (!ignoreScale) {
2763        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2764    } else {
2765        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2766    }
2767    setupDrawPureColorUniforms();
2768    setupDrawColorFilterUniforms();
2769    setupDrawTexture(texture);
2770    setupDrawMesh(vertices, texCoords, vbo);
2771
2772    glDrawArrays(drawMode, 0, elementsCount);
2773
2774    finishDrawTexture();
2775}
2776
2777void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2778        ProgramDescription& description, bool swapSrcDst) {
2779    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2780    if (blend) {
2781        // These blend modes are not supported by OpenGL directly and have
2782        // to be implemented using shaders. Since the shader will perform
2783        // the blending, turn blending off here
2784        // If the blend mode cannot be implemented using shaders, fall
2785        // back to the default SrcOver blend mode instead
2786        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2787            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2788                description.framebufferMode = mode;
2789                description.swapSrcDst = swapSrcDst;
2790
2791                if (mCaches.blend) {
2792                    glDisable(GL_BLEND);
2793                    mCaches.blend = false;
2794                }
2795
2796                return;
2797            } else {
2798                mode = SkXfermode::kSrcOver_Mode;
2799            }
2800        }
2801
2802        if (!mCaches.blend) {
2803            glEnable(GL_BLEND);
2804        }
2805
2806        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2807        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2808
2809        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2810            glBlendFunc(sourceMode, destMode);
2811            mCaches.lastSrcMode = sourceMode;
2812            mCaches.lastDstMode = destMode;
2813        }
2814    } else if (mCaches.blend) {
2815        glDisable(GL_BLEND);
2816    }
2817    mCaches.blend = blend;
2818}
2819
2820bool OpenGLRenderer::useProgram(Program* program) {
2821    if (!program->isInUse()) {
2822        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2823        program->use();
2824        mCaches.currentProgram = program;
2825        return false;
2826    }
2827    return true;
2828}
2829
2830void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2831    TextureVertex* v = &mMeshVertices[0];
2832    TextureVertex::setUV(v++, u1, v1);
2833    TextureVertex::setUV(v++, u2, v1);
2834    TextureVertex::setUV(v++, u1, v2);
2835    TextureVertex::setUV(v++, u2, v2);
2836}
2837
2838void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2839    if (paint) {
2840        *mode = getXfermode(paint->getXfermode());
2841
2842        // Skia draws using the color's alpha channel if < 255
2843        // Otherwise, it uses the paint's alpha
2844        int color = paint->getColor();
2845        *alpha = (color >> 24) & 0xFF;
2846        if (*alpha == 255) {
2847            *alpha = paint->getAlpha();
2848        }
2849    } else {
2850        *mode = SkXfermode::kSrcOver_Mode;
2851        *alpha = 255;
2852    }
2853    *alpha *= mSnapshot->alpha;
2854}
2855
2856SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2857    SkXfermode::Mode resultMode;
2858    if (!SkXfermode::AsMode(mode, &resultMode)) {
2859        resultMode = SkXfermode::kSrcOver_Mode;
2860    }
2861    return resultMode;
2862}
2863
2864}; // namespace uirenderer
2865}; // namespace android
2866