OpenGLRenderer.cpp revision ba6be8a62dcdb3ffd210cd36b9af4e3a658eac47
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
240void OpenGLRenderer::detachFunctor(Functor* functor) {
241    mFunctors.remove(functor);
242}
243
244void OpenGLRenderer::attachFunctor(Functor* functor) {
245    mFunctors.add(functor);
246}
247
248status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
249    status_t result = DrawGlInfo::kStatusDone;
250    size_t count = functors.size();
251
252    if (count > 0) {
253        SortedVector<Functor*> functors(mFunctors);
254        mFunctors.clear();
255
256        DrawGlInfo info;
257        info.clipLeft = 0;
258        info.clipTop = 0;
259        info.clipRight = 0;
260        info.clipBottom = 0;
261        info.isLayer = false;
262        info.width = 0;
263        info.height = 0;
264        memset(info.transform, 0, sizeof(float) * 16);
265
266        for (size_t i = 0; i < count; i++) {
267            Functor* f = functors.itemAt(i);
268            result |= (*f)(DrawGlInfo::kModeProcess, &info);
269
270            if (result != DrawGlInfo::kStatusDone) {
271                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
272                dirty.unionWith(localDirty);
273
274                if (result & DrawGlInfo::kStatusInvoke) {
275                    mFunctors.add(f);
276                }
277            }
278        }
279    }
280
281    return result;
282}
283
284status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
285    interrupt();
286    if (mDirtyClip) {
287        setScissorFromClip();
288    }
289
290    Rect clip(*mSnapshot->clipRect);
291    clip.snapToPixelBoundaries();
292
293#if RENDER_LAYERS_AS_REGIONS
294    // Since we don't know what the functor will draw, let's dirty
295    // tne entire clip region
296    if (hasLayer()) {
297        dirtyLayerUnchecked(clip, getRegion());
298    }
299#endif
300
301    DrawGlInfo info;
302    info.clipLeft = clip.left;
303    info.clipTop = clip.top;
304    info.clipRight = clip.right;
305    info.clipBottom = clip.bottom;
306    info.isLayer = hasLayer();
307    info.width = getSnapshot()->viewport.getWidth();
308    info.height = getSnapshot()->height;
309    getSnapshot()->transform->copyTo(&info.transform[0]);
310
311    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
312
313    if (result != DrawGlInfo::kStatusDone) {
314        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
315        dirty.unionWith(localDirty);
316
317        if (result & DrawGlInfo::kStatusInvoke) {
318            mFunctors.add(functor);
319        }
320    }
321
322    resume();
323    return result;
324}
325
326///////////////////////////////////////////////////////////////////////////////
327// State management
328///////////////////////////////////////////////////////////////////////////////
329
330int OpenGLRenderer::getSaveCount() const {
331    return mSaveCount;
332}
333
334int OpenGLRenderer::save(int flags) {
335    return saveSnapshot(flags);
336}
337
338void OpenGLRenderer::restore() {
339    if (mSaveCount > 1) {
340        restoreSnapshot();
341    }
342}
343
344void OpenGLRenderer::restoreToCount(int saveCount) {
345    if (saveCount < 1) saveCount = 1;
346
347    while (mSaveCount > saveCount) {
348        restoreSnapshot();
349    }
350}
351
352int OpenGLRenderer::saveSnapshot(int flags) {
353    mSnapshot = new Snapshot(mSnapshot, flags);
354    return mSaveCount++;
355}
356
357bool OpenGLRenderer::restoreSnapshot() {
358    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
359    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
360    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
361
362    sp<Snapshot> current = mSnapshot;
363    sp<Snapshot> previous = mSnapshot->previous;
364
365    if (restoreOrtho) {
366        Rect& r = previous->viewport;
367        glViewport(r.left, r.top, r.right, r.bottom);
368        mOrthoMatrix.load(current->orthoMatrix);
369    }
370
371    mSaveCount--;
372    mSnapshot = previous;
373
374    if (restoreClip) {
375        dirtyClip();
376    }
377
378    if (restoreLayer) {
379        composeLayer(current, previous);
380    }
381
382    return restoreClip;
383}
384
385///////////////////////////////////////////////////////////////////////////////
386// Layers
387///////////////////////////////////////////////////////////////////////////////
388
389int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
390        SkPaint* p, int flags) {
391    const GLuint previousFbo = mSnapshot->fbo;
392    const int count = saveSnapshot(flags);
393
394    if (!mSnapshot->isIgnored()) {
395        int alpha = 255;
396        SkXfermode::Mode mode;
397
398        if (p) {
399            alpha = p->getAlpha();
400            if (!mCaches.extensions.hasFramebufferFetch()) {
401                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
402                if (!isMode) {
403                    // Assume SRC_OVER
404                    mode = SkXfermode::kSrcOver_Mode;
405                }
406            } else {
407                mode = getXfermode(p->getXfermode());
408            }
409        } else {
410            mode = SkXfermode::kSrcOver_Mode;
411        }
412
413        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
414    }
415
416    return count;
417}
418
419int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
420        int alpha, int flags) {
421    if (alpha >= 255 - ALPHA_THRESHOLD) {
422        return saveLayer(left, top, right, bottom, NULL, flags);
423    } else {
424        SkPaint paint;
425        paint.setAlpha(alpha);
426        return saveLayer(left, top, right, bottom, &paint, flags);
427    }
428}
429
430/**
431 * Layers are viewed by Skia are slightly different than layers in image editing
432 * programs (for instance.) When a layer is created, previously created layers
433 * and the frame buffer still receive every drawing command. For instance, if a
434 * layer is created and a shape intersecting the bounds of the layers and the
435 * framebuffer is draw, the shape will be drawn on both (unless the layer was
436 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
437 *
438 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
439 * texture. Unfortunately, this is inefficient as it requires every primitive to
440 * be drawn n + 1 times, where n is the number of active layers. In practice this
441 * means, for every primitive:
442 *   - Switch active frame buffer
443 *   - Change viewport, clip and projection matrix
444 *   - Issue the drawing
445 *
446 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
447 * To avoid this, layers are implemented in a different way here, at least in the
448 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
449 * is set. When this flag is set we can redirect all drawing operations into a
450 * single FBO.
451 *
452 * This implementation relies on the frame buffer being at least RGBA 8888. When
453 * a layer is created, only a texture is created, not an FBO. The content of the
454 * frame buffer contained within the layer's bounds is copied into this texture
455 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
456 * buffer and drawing continues as normal. This technique therefore treats the
457 * frame buffer as a scratch buffer for the layers.
458 *
459 * To compose the layers back onto the frame buffer, each layer texture
460 * (containing the original frame buffer data) is drawn as a simple quad over
461 * the frame buffer. The trick is that the quad is set as the composition
462 * destination in the blending equation, and the frame buffer becomes the source
463 * of the composition.
464 *
465 * Drawing layers with an alpha value requires an extra step before composition.
466 * An empty quad is drawn over the layer's region in the frame buffer. This quad
467 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
468 * quad is used to multiply the colors in the frame buffer. This is achieved by
469 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
470 * GL_ZERO, GL_SRC_ALPHA.
471 *
472 * Because glCopyTexImage2D() can be slow, an alternative implementation might
473 * be use to draw a single clipped layer. The implementation described above
474 * is correct in every case.
475 *
476 * (1) The frame buffer is actually not cleared right away. To allow the GPU
477 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
478 *     buffer is left untouched until the first drawing operation. Only when
479 *     something actually gets drawn are the layers regions cleared.
480 */
481bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
482        float right, float bottom, int alpha, SkXfermode::Mode mode,
483        int flags, GLuint previousFbo) {
484    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
485    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
486
487    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
488
489    // Window coordinates of the layer
490    Rect bounds(left, top, right, bottom);
491    if (!fboLayer) {
492        mSnapshot->transform->mapRect(bounds);
493
494        // Layers only make sense if they are in the framebuffer's bounds
495        if (bounds.intersect(*snapshot->clipRect)) {
496            // We cannot work with sub-pixels in this case
497            bounds.snapToPixelBoundaries();
498
499            // When the layer is not an FBO, we may use glCopyTexImage so we
500            // need to make sure the layer does not extend outside the bounds
501            // of the framebuffer
502            if (!bounds.intersect(snapshot->previous->viewport)) {
503                bounds.setEmpty();
504            }
505        } else {
506            bounds.setEmpty();
507        }
508    }
509
510    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
511            bounds.getHeight() > mCaches.maxTextureSize) {
512        snapshot->empty = fboLayer;
513    } else {
514        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
515    }
516
517    // Bail out if we won't draw in this snapshot
518    if (snapshot->invisible || snapshot->empty) {
519        return false;
520    }
521
522    mCaches.activeTexture(0);
523    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
524    if (!layer) {
525        return false;
526    }
527
528    layer->setAlpha(alpha, mode);
529    layer->layer.set(bounds);
530    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
531            bounds.getWidth() / float(layer->getWidth()), 0.0f);
532    layer->setColorFilter(mColorFilter);
533    layer->setBlend(true);
534
535    // Save the layer in the snapshot
536    snapshot->flags |= Snapshot::kFlagIsLayer;
537    snapshot->layer = layer;
538
539    if (fboLayer) {
540        return createFboLayer(layer, bounds, snapshot, previousFbo);
541    } else {
542        // Copy the framebuffer into the layer
543        layer->bindTexture();
544        if (!bounds.isEmpty()) {
545            if (layer->isEmpty()) {
546                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
547                        bounds.left, snapshot->height - bounds.bottom,
548                        layer->getWidth(), layer->getHeight(), 0);
549                layer->setEmpty(false);
550            } else {
551                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
552                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
553            }
554
555            // Enqueue the buffer coordinates to clear the corresponding region later
556            mLayers.push(new Rect(bounds));
557        }
558    }
559
560    return true;
561}
562
563bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
564        GLuint previousFbo) {
565    layer->setFbo(mCaches.fboCache.get());
566
567#if RENDER_LAYERS_AS_REGIONS
568    snapshot->region = &snapshot->layer->region;
569    snapshot->flags |= Snapshot::kFlagFboTarget;
570#endif
571
572    Rect clip(bounds);
573    snapshot->transform->mapRect(clip);
574    clip.intersect(*snapshot->clipRect);
575    clip.snapToPixelBoundaries();
576    clip.intersect(snapshot->previous->viewport);
577
578    mat4 inverse;
579    inverse.loadInverse(*mSnapshot->transform);
580
581    inverse.mapRect(clip);
582    clip.snapToPixelBoundaries();
583    clip.intersect(bounds);
584    clip.translate(-bounds.left, -bounds.top);
585
586    snapshot->flags |= Snapshot::kFlagIsFboLayer;
587    snapshot->fbo = layer->getFbo();
588    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
589    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
590    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
591    snapshot->height = bounds.getHeight();
592    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
593    snapshot->orthoMatrix.load(mOrthoMatrix);
594
595    // Bind texture to FBO
596    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
597    layer->bindTexture();
598
599    // Initialize the texture if needed
600    if (layer->isEmpty()) {
601        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
602        layer->setEmpty(false);
603    }
604
605    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
606            layer->getTexture(), 0);
607
608#if DEBUG_LAYERS_AS_REGIONS
609    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
610    if (status != GL_FRAMEBUFFER_COMPLETE) {
611        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
612
613        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
614        layer->deleteTexture();
615        mCaches.fboCache.put(layer->getFbo());
616
617        delete layer;
618
619        return false;
620    }
621#endif
622
623    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
624    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
625            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
626    glClear(GL_COLOR_BUFFER_BIT);
627
628    dirtyClip();
629
630    // Change the ortho projection
631    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
632    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
633
634    return true;
635}
636
637/**
638 * Read the documentation of createLayer() before doing anything in this method.
639 */
640void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
641    if (!current->layer) {
642        ALOGE("Attempting to compose a layer that does not exist");
643        return;
644    }
645
646    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
647
648    if (fboLayer) {
649        // Detach the texture from the FBO
650        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
651
652        // Unbind current FBO and restore previous one
653        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
654    }
655
656    Layer* layer = current->layer;
657    const Rect& rect = layer->layer;
658
659    if (!fboLayer && layer->getAlpha() < 255) {
660        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
661                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
662        // Required below, composeLayerRect() will divide by 255
663        layer->setAlpha(255);
664    }
665
666    mCaches.unbindMeshBuffer();
667
668    mCaches.activeTexture(0);
669
670    // When the layer is stored in an FBO, we can save a bit of fillrate by
671    // drawing only the dirty region
672    if (fboLayer) {
673        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
674        if (layer->getColorFilter()) {
675            setupColorFilter(layer->getColorFilter());
676        }
677        composeLayerRegion(layer, rect);
678        if (layer->getColorFilter()) {
679            resetColorFilter();
680        }
681    } else if (!rect.isEmpty()) {
682        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
683        composeLayerRect(layer, rect, true);
684    }
685
686    if (fboLayer) {
687        // Note: No need to use glDiscardFramebufferEXT() since we never
688        //       create/compose layers that are not on screen with this
689        //       code path
690        // See LayerRenderer::destroyLayer(Layer*)
691
692        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
693        mCaches.fboCache.put(current->fbo);
694        layer->setFbo(0);
695    }
696
697    dirtyClip();
698
699    // Failing to add the layer to the cache should happen only if the layer is too large
700    if (!mCaches.layerCache.put(layer)) {
701        LAYER_LOGD("Deleting layer");
702        layer->deleteTexture();
703        delete layer;
704    }
705}
706
707void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
708    float alpha = layer->getAlpha() / 255.0f;
709
710    mat4& transform = layer->getTransform();
711    if (!transform.isIdentity()) {
712        save(0);
713        mSnapshot->transform->multiply(transform);
714    }
715
716    setupDraw();
717    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
718        setupDrawWithTexture();
719    } else {
720        setupDrawWithExternalTexture();
721    }
722    setupDrawTextureTransform();
723    setupDrawColor(alpha, alpha, alpha, alpha);
724    setupDrawColorFilter();
725    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
726    setupDrawProgram();
727    setupDrawPureColorUniforms();
728    setupDrawColorFilterUniforms();
729    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
730        setupDrawTexture(layer->getTexture());
731    } else {
732        setupDrawExternalTexture(layer->getTexture());
733    }
734    if (mSnapshot->transform->isPureTranslate() &&
735            layer->getWidth() == (uint32_t) rect.getWidth() &&
736            layer->getHeight() == (uint32_t) rect.getHeight()) {
737        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
738        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
739
740        layer->setFilter(GL_NEAREST);
741        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
742    } else {
743        layer->setFilter(GL_LINEAR);
744        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
745    }
746    setupDrawTextureTransformUniforms(layer->getTexTransform());
747    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
748
749    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
750
751    finishDrawTexture();
752
753    if (!transform.isIdentity()) {
754        restore();
755    }
756}
757
758void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
759    if (!layer->isTextureLayer()) {
760        const Rect& texCoords = layer->texCoords;
761        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
762                texCoords.right, texCoords.bottom);
763
764        float x = rect.left;
765        float y = rect.top;
766        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
767                layer->getWidth() == (uint32_t) rect.getWidth() &&
768                layer->getHeight() == (uint32_t) rect.getHeight();
769
770        if (simpleTransform) {
771            // When we're swapping, the layer is already in screen coordinates
772            if (!swap) {
773                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
774                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
775            }
776
777            layer->setFilter(GL_NEAREST, true);
778        } else {
779            layer->setFilter(GL_LINEAR, true);
780        }
781
782        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
783                layer->getTexture(), layer->getAlpha() / 255.0f,
784                layer->getMode(), layer->isBlend(),
785                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
786                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
787
788        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
789    } else {
790        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
791        drawTextureLayer(layer, rect);
792        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
793    }
794}
795
796void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
797#if RENDER_LAYERS_AS_REGIONS
798    if (layer->region.isRect()) {
799        layer->setRegionAsRect();
800
801        composeLayerRect(layer, layer->regionRect);
802
803        layer->region.clear();
804        return;
805    }
806
807    // TODO: See LayerRenderer.cpp::generateMesh() for important
808    //       information about this implementation
809    if (CC_LIKELY(!layer->region.isEmpty())) {
810        size_t count;
811        const android::Rect* rects = layer->region.getArray(&count);
812
813        const float alpha = layer->getAlpha() / 255.0f;
814        const float texX = 1.0f / float(layer->getWidth());
815        const float texY = 1.0f / float(layer->getHeight());
816        const float height = rect.getHeight();
817
818        TextureVertex* mesh = mCaches.getRegionMesh();
819        GLsizei numQuads = 0;
820
821        setupDraw();
822        setupDrawWithTexture();
823        setupDrawColor(alpha, alpha, alpha, alpha);
824        setupDrawColorFilter();
825        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
826        setupDrawProgram();
827        setupDrawDirtyRegionsDisabled();
828        setupDrawPureColorUniforms();
829        setupDrawColorFilterUniforms();
830        setupDrawTexture(layer->getTexture());
831        if (mSnapshot->transform->isPureTranslate()) {
832            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
833            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
834
835            layer->setFilter(GL_NEAREST);
836            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
837        } else {
838            layer->setFilter(GL_LINEAR);
839            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
840        }
841        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
842
843        for (size_t i = 0; i < count; i++) {
844            const android::Rect* r = &rects[i];
845
846            const float u1 = r->left * texX;
847            const float v1 = (height - r->top) * texY;
848            const float u2 = r->right * texX;
849            const float v2 = (height - r->bottom) * texY;
850
851            // TODO: Reject quads outside of the clip
852            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
853            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
854            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
855            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
856
857            numQuads++;
858
859            if (numQuads >= REGION_MESH_QUAD_COUNT) {
860                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
861                numQuads = 0;
862                mesh = mCaches.getRegionMesh();
863            }
864        }
865
866        if (numQuads > 0) {
867            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
868        }
869
870        finishDrawTexture();
871
872#if DEBUG_LAYERS_AS_REGIONS
873        drawRegionRects(layer->region);
874#endif
875
876        layer->region.clear();
877    }
878#else
879    composeLayerRect(layer, rect);
880#endif
881}
882
883void OpenGLRenderer::drawRegionRects(const Region& region) {
884#if DEBUG_LAYERS_AS_REGIONS
885    size_t count;
886    const android::Rect* rects = region.getArray(&count);
887
888    uint32_t colors[] = {
889            0x7fff0000, 0x7f00ff00,
890            0x7f0000ff, 0x7fff00ff,
891    };
892
893    int offset = 0;
894    int32_t top = rects[0].top;
895
896    for (size_t i = 0; i < count; i++) {
897        if (top != rects[i].top) {
898            offset ^= 0x2;
899            top = rects[i].top;
900        }
901
902        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
903        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
904                SkXfermode::kSrcOver_Mode);
905    }
906#endif
907}
908
909void OpenGLRenderer::dirtyLayer(const float left, const float top,
910        const float right, const float bottom, const mat4 transform) {
911#if RENDER_LAYERS_AS_REGIONS
912    if (hasLayer()) {
913        Rect bounds(left, top, right, bottom);
914        transform.mapRect(bounds);
915        dirtyLayerUnchecked(bounds, getRegion());
916    }
917#endif
918}
919
920void OpenGLRenderer::dirtyLayer(const float left, const float top,
921        const float right, const float bottom) {
922#if RENDER_LAYERS_AS_REGIONS
923    if (hasLayer()) {
924        Rect bounds(left, top, right, bottom);
925        dirtyLayerUnchecked(bounds, getRegion());
926    }
927#endif
928}
929
930void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
931#if RENDER_LAYERS_AS_REGIONS
932    if (bounds.intersect(*mSnapshot->clipRect)) {
933        bounds.snapToPixelBoundaries();
934        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
935        if (!dirty.isEmpty()) {
936            region->orSelf(dirty);
937        }
938    }
939#endif
940}
941
942void OpenGLRenderer::clearLayerRegions() {
943    const size_t count = mLayers.size();
944    if (count == 0) return;
945
946    if (!mSnapshot->isIgnored()) {
947        // Doing several glScissor/glClear here can negatively impact
948        // GPUs with a tiler architecture, instead we draw quads with
949        // the Clear blending mode
950
951        // The list contains bounds that have already been clipped
952        // against their initial clip rect, and the current clip
953        // is likely different so we need to disable clipping here
954        glDisable(GL_SCISSOR_TEST);
955
956        Vertex mesh[count * 6];
957        Vertex* vertex = mesh;
958
959        for (uint32_t i = 0; i < count; i++) {
960            Rect* bounds = mLayers.itemAt(i);
961
962            Vertex::set(vertex++, bounds->left, bounds->bottom);
963            Vertex::set(vertex++, bounds->left, bounds->top);
964            Vertex::set(vertex++, bounds->right, bounds->top);
965            Vertex::set(vertex++, bounds->left, bounds->bottom);
966            Vertex::set(vertex++, bounds->right, bounds->top);
967            Vertex::set(vertex++, bounds->right, bounds->bottom);
968
969            delete bounds;
970        }
971
972        setupDraw(false);
973        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
974        setupDrawBlending(true, SkXfermode::kClear_Mode);
975        setupDrawProgram();
976        setupDrawPureColorUniforms();
977        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
978        setupDrawVertices(&mesh[0].position[0]);
979
980        glDrawArrays(GL_TRIANGLES, 0, count * 6);
981
982        glEnable(GL_SCISSOR_TEST);
983    } else {
984        for (uint32_t i = 0; i < count; i++) {
985            delete mLayers.itemAt(i);
986        }
987    }
988
989    mLayers.clear();
990}
991
992///////////////////////////////////////////////////////////////////////////////
993// Transforms
994///////////////////////////////////////////////////////////////////////////////
995
996void OpenGLRenderer::translate(float dx, float dy) {
997    mSnapshot->transform->translate(dx, dy, 0.0f);
998}
999
1000void OpenGLRenderer::rotate(float degrees) {
1001    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1002}
1003
1004void OpenGLRenderer::scale(float sx, float sy) {
1005    mSnapshot->transform->scale(sx, sy, 1.0f);
1006}
1007
1008void OpenGLRenderer::skew(float sx, float sy) {
1009    mSnapshot->transform->skew(sx, sy);
1010}
1011
1012void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1013    if (matrix) {
1014        mSnapshot->transform->load(*matrix);
1015    } else {
1016        mSnapshot->transform->loadIdentity();
1017    }
1018}
1019
1020void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1021    mSnapshot->transform->copyTo(*matrix);
1022}
1023
1024void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1025    SkMatrix transform;
1026    mSnapshot->transform->copyTo(transform);
1027    transform.preConcat(*matrix);
1028    mSnapshot->transform->load(transform);
1029}
1030
1031///////////////////////////////////////////////////////////////////////////////
1032// Clipping
1033///////////////////////////////////////////////////////////////////////////////
1034
1035void OpenGLRenderer::setScissorFromClip() {
1036    Rect clip(*mSnapshot->clipRect);
1037    clip.snapToPixelBoundaries();
1038
1039    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1040            clip.getWidth(), clip.getHeight());
1041
1042    mDirtyClip = false;
1043}
1044
1045const Rect& OpenGLRenderer::getClipBounds() {
1046    return mSnapshot->getLocalClip();
1047}
1048
1049bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1050    if (mSnapshot->isIgnored()) {
1051        return true;
1052    }
1053
1054    Rect r(left, top, right, bottom);
1055    mSnapshot->transform->mapRect(r);
1056    r.snapToPixelBoundaries();
1057
1058    Rect clipRect(*mSnapshot->clipRect);
1059    clipRect.snapToPixelBoundaries();
1060
1061    return !clipRect.intersects(r);
1062}
1063
1064bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1065    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1066    if (clipped) {
1067        dirtyClip();
1068    }
1069    return !mSnapshot->clipRect->isEmpty();
1070}
1071
1072Rect* OpenGLRenderer::getClipRect() {
1073    return mSnapshot->clipRect;
1074}
1075
1076///////////////////////////////////////////////////////////////////////////////
1077// Drawing commands
1078///////////////////////////////////////////////////////////////////////////////
1079
1080void OpenGLRenderer::setupDraw(bool clear) {
1081    if (clear) clearLayerRegions();
1082    if (mDirtyClip) {
1083        setScissorFromClip();
1084    }
1085    mDescription.reset();
1086    mSetShaderColor = false;
1087    mColorSet = false;
1088    mColorA = mColorR = mColorG = mColorB = 0.0f;
1089    mTextureUnit = 0;
1090    mTrackDirtyRegions = true;
1091}
1092
1093void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1094    mDescription.hasTexture = true;
1095    mDescription.hasAlpha8Texture = isAlpha8;
1096}
1097
1098void OpenGLRenderer::setupDrawWithExternalTexture() {
1099    mDescription.hasExternalTexture = true;
1100}
1101
1102void OpenGLRenderer::setupDrawNoTexture() {
1103    mCaches.disbaleTexCoordsVertexArray();
1104}
1105
1106void OpenGLRenderer::setupDrawAALine() {
1107    mDescription.isAA = true;
1108}
1109
1110void OpenGLRenderer::setupDrawPoint(float pointSize) {
1111    mDescription.isPoint = true;
1112    mDescription.pointSize = pointSize;
1113}
1114
1115void OpenGLRenderer::setupDrawColor(int color) {
1116    setupDrawColor(color, (color >> 24) & 0xFF);
1117}
1118
1119void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1120    mColorA = alpha / 255.0f;
1121    mColorA *= mSnapshot->alpha;
1122    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1123    // the rgb values by a instead of also dividing by 255
1124    const float a = mColorA / 255.0f;
1125    mColorR = a * ((color >> 16) & 0xFF);
1126    mColorG = a * ((color >>  8) & 0xFF);
1127    mColorB = a * ((color      ) & 0xFF);
1128    mColorSet = true;
1129    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1130}
1131
1132void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1133    mColorA = alpha / 255.0f;
1134    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1135    // the rgb values by a instead of also dividing by 255
1136    const float a = mColorA / 255.0f;
1137    mColorR = a * ((color >> 16) & 0xFF);
1138    mColorG = a * ((color >>  8) & 0xFF);
1139    mColorB = a * ((color      ) & 0xFF);
1140    mColorSet = true;
1141    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1142}
1143
1144void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1145    mColorA = a;
1146    mColorR = r;
1147    mColorG = g;
1148    mColorB = b;
1149    mColorSet = true;
1150    mSetShaderColor = mDescription.setColor(r, g, b, a);
1151}
1152
1153void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1154    mColorA = a;
1155    mColorR = r;
1156    mColorG = g;
1157    mColorB = b;
1158    mColorSet = true;
1159    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1160}
1161
1162void OpenGLRenderer::setupDrawShader() {
1163    if (mShader) {
1164        mShader->describe(mDescription, mCaches.extensions);
1165    }
1166}
1167
1168void OpenGLRenderer::setupDrawColorFilter() {
1169    if (mColorFilter) {
1170        mColorFilter->describe(mDescription, mCaches.extensions);
1171    }
1172}
1173
1174void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1175    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1176        mColorA = 1.0f;
1177        mColorR = mColorG = mColorB = 0.0f;
1178        mSetShaderColor = mDescription.modulate = true;
1179    }
1180}
1181
1182void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1183    // When the blending mode is kClear_Mode, we need to use a modulate color
1184    // argb=1,0,0,0
1185    accountForClear(mode);
1186    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1187            mDescription, swapSrcDst);
1188}
1189
1190void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1191    // When the blending mode is kClear_Mode, we need to use a modulate color
1192    // argb=1,0,0,0
1193    accountForClear(mode);
1194    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1195            mDescription, swapSrcDst);
1196}
1197
1198void OpenGLRenderer::setupDrawProgram() {
1199    useProgram(mCaches.programCache.get(mDescription));
1200}
1201
1202void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1203    mTrackDirtyRegions = false;
1204}
1205
1206void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1207        bool ignoreTransform) {
1208    mModelView.loadTranslate(left, top, 0.0f);
1209    if (!ignoreTransform) {
1210        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1211        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1212    } else {
1213        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1214        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1215    }
1216}
1217
1218void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1219    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1220}
1221
1222void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1223        bool ignoreTransform, bool ignoreModelView) {
1224    if (!ignoreModelView) {
1225        mModelView.loadTranslate(left, top, 0.0f);
1226        mModelView.scale(right - left, bottom - top, 1.0f);
1227    } else {
1228        mModelView.loadIdentity();
1229    }
1230    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1231    if (!ignoreTransform) {
1232        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1233        if (mTrackDirtyRegions && dirty) {
1234            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1235        }
1236    } else {
1237        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1238        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1239    }
1240}
1241
1242void OpenGLRenderer::setupDrawPointUniforms() {
1243    int slot = mCaches.currentProgram->getUniform("pointSize");
1244    glUniform1f(slot, mDescription.pointSize);
1245}
1246
1247void OpenGLRenderer::setupDrawColorUniforms() {
1248    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1249        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1250    }
1251}
1252
1253void OpenGLRenderer::setupDrawPureColorUniforms() {
1254    if (mSetShaderColor) {
1255        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1256    }
1257}
1258
1259void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1260    if (mShader) {
1261        if (ignoreTransform) {
1262            mModelView.loadInverse(*mSnapshot->transform);
1263        }
1264        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1265    }
1266}
1267
1268void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1269    if (mShader) {
1270        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1271    }
1272}
1273
1274void OpenGLRenderer::setupDrawColorFilterUniforms() {
1275    if (mColorFilter) {
1276        mColorFilter->setupProgram(mCaches.currentProgram);
1277    }
1278}
1279
1280void OpenGLRenderer::setupDrawSimpleMesh() {
1281    bool force = mCaches.bindMeshBuffer();
1282    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1283    mCaches.unbindIndicesBuffer();
1284}
1285
1286void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1287    bindTexture(texture);
1288    mTextureUnit++;
1289    mCaches.enableTexCoordsVertexArray();
1290}
1291
1292void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1293    bindExternalTexture(texture);
1294    mTextureUnit++;
1295    mCaches.enableTexCoordsVertexArray();
1296}
1297
1298void OpenGLRenderer::setupDrawTextureTransform() {
1299    mDescription.hasTextureTransform = true;
1300}
1301
1302void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1303    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1304            GL_FALSE, &transform.data[0]);
1305}
1306
1307void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1308    bool force = false;
1309    if (!vertices) {
1310        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1311    } else {
1312        force = mCaches.unbindMeshBuffer();
1313    }
1314
1315    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1316    if (mCaches.currentProgram->texCoords >= 0) {
1317        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1318    }
1319
1320    mCaches.unbindIndicesBuffer();
1321}
1322
1323void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1324    bool force = mCaches.unbindMeshBuffer();
1325    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1326    if (mCaches.currentProgram->texCoords >= 0) {
1327        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1328    }
1329}
1330
1331void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1332    bool force = mCaches.unbindMeshBuffer();
1333    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1334            vertices, gVertexStride);
1335    mCaches.unbindIndicesBuffer();
1336}
1337
1338/**
1339 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1340 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1341 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1342 * attributes (one per vertex) are values from zero to one that tells the fragment
1343 * shader where the fragment is in relation to the line width/length overall; these values are
1344 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1345 * region of the line.
1346 * Note that we only pass down the width values in this setup function. The length coordinates
1347 * are set up for each individual segment.
1348 */
1349void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1350        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1351    bool force = mCaches.unbindMeshBuffer();
1352    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1353            vertices, gAAVertexStride);
1354    mCaches.resetTexCoordsVertexPointer();
1355    mCaches.unbindIndicesBuffer();
1356
1357    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1358    glEnableVertexAttribArray(widthSlot);
1359    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1360
1361    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1362    glEnableVertexAttribArray(lengthSlot);
1363    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1364
1365    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1366    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1367
1368    // Setting the inverse value saves computations per-fragment in the shader
1369    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1370    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1371}
1372
1373void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1374    glDisableVertexAttribArray(widthSlot);
1375    glDisableVertexAttribArray(lengthSlot);
1376}
1377
1378void OpenGLRenderer::finishDrawTexture() {
1379}
1380
1381///////////////////////////////////////////////////////////////////////////////
1382// Drawing
1383///////////////////////////////////////////////////////////////////////////////
1384
1385status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1386        Rect& dirty, int32_t flags, uint32_t level) {
1387
1388    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1389    // will be performed by the display list itself
1390    if (displayList && displayList->isRenderable()) {
1391        return displayList->replay(*this, dirty, flags, level);
1392    }
1393
1394    return DrawGlInfo::kStatusDone;
1395}
1396
1397void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1398    if (displayList) {
1399        displayList->output(*this, level);
1400    }
1401}
1402
1403void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1404    int alpha;
1405    SkXfermode::Mode mode;
1406    getAlphaAndMode(paint, &alpha, &mode);
1407
1408    float x = left;
1409    float y = top;
1410
1411    GLenum filter = GL_LINEAR;
1412    bool ignoreTransform = false;
1413    if (mSnapshot->transform->isPureTranslate()) {
1414        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1415        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1416        ignoreTransform = true;
1417        filter = GL_NEAREST;
1418    } else {
1419        filter = FILTER(paint);
1420    }
1421
1422    setupDraw();
1423    setupDrawWithTexture(true);
1424    if (paint) {
1425        setupDrawAlpha8Color(paint->getColor(), alpha);
1426    }
1427    setupDrawColorFilter();
1428    setupDrawShader();
1429    setupDrawBlending(true, mode);
1430    setupDrawProgram();
1431    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1432
1433    setupDrawTexture(texture->id);
1434    texture->setWrap(GL_CLAMP_TO_EDGE);
1435    texture->setFilter(filter);
1436
1437    setupDrawPureColorUniforms();
1438    setupDrawColorFilterUniforms();
1439    setupDrawShaderUniforms();
1440    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1441
1442    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1443
1444    finishDrawTexture();
1445}
1446
1447void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1448    const float right = left + bitmap->width();
1449    const float bottom = top + bitmap->height();
1450
1451    if (quickReject(left, top, right, bottom)) {
1452        return;
1453    }
1454
1455    mCaches.activeTexture(0);
1456    Texture* texture = mCaches.textureCache.get(bitmap);
1457    if (!texture) return;
1458    const AutoTexture autoCleanup(texture);
1459
1460    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1461        drawAlphaBitmap(texture, left, top, paint);
1462    } else {
1463        drawTextureRect(left, top, right, bottom, texture, paint);
1464    }
1465}
1466
1467void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1468    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1469    const mat4 transform(*matrix);
1470    transform.mapRect(r);
1471
1472    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1473        return;
1474    }
1475
1476    mCaches.activeTexture(0);
1477    Texture* texture = mCaches.textureCache.get(bitmap);
1478    if (!texture) return;
1479    const AutoTexture autoCleanup(texture);
1480
1481    // This could be done in a cheaper way, all we need is pass the matrix
1482    // to the vertex shader. The save/restore is a bit overkill.
1483    save(SkCanvas::kMatrix_SaveFlag);
1484    concatMatrix(matrix);
1485    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1486    restore();
1487}
1488
1489void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1490        float* vertices, int* colors, SkPaint* paint) {
1491    // TODO: Do a quickReject
1492    if (!vertices || mSnapshot->isIgnored()) {
1493        return;
1494    }
1495
1496    mCaches.activeTexture(0);
1497    Texture* texture = mCaches.textureCache.get(bitmap);
1498    if (!texture) return;
1499    const AutoTexture autoCleanup(texture);
1500
1501    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1502    texture->setFilter(FILTER(paint), true);
1503
1504    int alpha;
1505    SkXfermode::Mode mode;
1506    getAlphaAndMode(paint, &alpha, &mode);
1507
1508    const uint32_t count = meshWidth * meshHeight * 6;
1509
1510    float left = FLT_MAX;
1511    float top = FLT_MAX;
1512    float right = FLT_MIN;
1513    float bottom = FLT_MIN;
1514
1515#if RENDER_LAYERS_AS_REGIONS
1516    const bool hasActiveLayer = hasLayer();
1517#else
1518    const bool hasActiveLayer = false;
1519#endif
1520
1521    // TODO: Support the colors array
1522    TextureVertex mesh[count];
1523    TextureVertex* vertex = mesh;
1524    for (int32_t y = 0; y < meshHeight; y++) {
1525        for (int32_t x = 0; x < meshWidth; x++) {
1526            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1527
1528            float u1 = float(x) / meshWidth;
1529            float u2 = float(x + 1) / meshWidth;
1530            float v1 = float(y) / meshHeight;
1531            float v2 = float(y + 1) / meshHeight;
1532
1533            int ax = i + (meshWidth + 1) * 2;
1534            int ay = ax + 1;
1535            int bx = i;
1536            int by = bx + 1;
1537            int cx = i + 2;
1538            int cy = cx + 1;
1539            int dx = i + (meshWidth + 1) * 2 + 2;
1540            int dy = dx + 1;
1541
1542            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1543            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1544            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1545
1546            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1547            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1548            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1549
1550#if RENDER_LAYERS_AS_REGIONS
1551            if (hasActiveLayer) {
1552                // TODO: This could be optimized to avoid unnecessary ops
1553                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1554                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1555                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1556                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1557            }
1558#endif
1559        }
1560    }
1561
1562#if RENDER_LAYERS_AS_REGIONS
1563    if (hasActiveLayer) {
1564        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1565    }
1566#endif
1567
1568    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1569            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1570            GL_TRIANGLES, count, false, false, 0, false, false);
1571}
1572
1573void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1574         float srcLeft, float srcTop, float srcRight, float srcBottom,
1575         float dstLeft, float dstTop, float dstRight, float dstBottom,
1576         SkPaint* paint) {
1577    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1578        return;
1579    }
1580
1581    mCaches.activeTexture(0);
1582    Texture* texture = mCaches.textureCache.get(bitmap);
1583    if (!texture) return;
1584    const AutoTexture autoCleanup(texture);
1585
1586    const float width = texture->width;
1587    const float height = texture->height;
1588
1589    const float u1 = fmax(0.0f, srcLeft / width);
1590    const float v1 = fmax(0.0f, srcTop / height);
1591    const float u2 = fmin(1.0f, srcRight / width);
1592    const float v2 = fmin(1.0f, srcBottom / height);
1593
1594    mCaches.unbindMeshBuffer();
1595    resetDrawTextureTexCoords(u1, v1, u2, v2);
1596
1597    int alpha;
1598    SkXfermode::Mode mode;
1599    getAlphaAndMode(paint, &alpha, &mode);
1600
1601    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1602
1603    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1604        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1605        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1606
1607        GLenum filter = GL_NEAREST;
1608        // Enable linear filtering if the source rectangle is scaled
1609        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1610            filter = FILTER(paint);
1611        }
1612
1613        texture->setFilter(filter, true);
1614        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1615                texture->id, alpha / 255.0f, mode, texture->blend,
1616                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1617                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1618    } else {
1619        texture->setFilter(FILTER(paint), true);
1620        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1621                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1622                GL_TRIANGLE_STRIP, gMeshCount);
1623    }
1624
1625    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1626}
1627
1628void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1629        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1630        float left, float top, float right, float bottom, SkPaint* paint) {
1631    if (quickReject(left, top, right, bottom)) {
1632        return;
1633    }
1634
1635    mCaches.activeTexture(0);
1636    Texture* texture = mCaches.textureCache.get(bitmap);
1637    if (!texture) return;
1638    const AutoTexture autoCleanup(texture);
1639    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1640    texture->setFilter(GL_LINEAR, true);
1641
1642    int alpha;
1643    SkXfermode::Mode mode;
1644    getAlphaAndMode(paint, &alpha, &mode);
1645
1646    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1647            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1648
1649    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1650        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1651#if RENDER_LAYERS_AS_REGIONS
1652        // Mark the current layer dirty where we are going to draw the patch
1653        if (hasLayer() && mesh->hasEmptyQuads) {
1654            const float offsetX = left + mSnapshot->transform->getTranslateX();
1655            const float offsetY = top + mSnapshot->transform->getTranslateY();
1656            const size_t count = mesh->quads.size();
1657            for (size_t i = 0; i < count; i++) {
1658                const Rect& bounds = mesh->quads.itemAt(i);
1659                if (CC_LIKELY(pureTranslate)) {
1660                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1661                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1662                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1663                } else {
1664                    dirtyLayer(left + bounds.left, top + bounds.top,
1665                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1666                }
1667            }
1668        }
1669#endif
1670
1671        if (CC_LIKELY(pureTranslate)) {
1672            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1673            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1674
1675            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1676                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1677                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1678                    true, !mesh->hasEmptyQuads);
1679        } else {
1680            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1681                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1682                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1683                    true, !mesh->hasEmptyQuads);
1684        }
1685    }
1686}
1687
1688/**
1689 * This function uses a similar approach to that of AA lines in the drawLines() function.
1690 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1691 * shader to compute the translucency of the color, determined by whether a given pixel is
1692 * within that boundary region and how far into the region it is.
1693 */
1694void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1695        int color, SkXfermode::Mode mode) {
1696    float inverseScaleX = 1.0f;
1697    float inverseScaleY = 1.0f;
1698    // The quad that we use needs to account for scaling.
1699    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1700        Matrix4 *mat = mSnapshot->transform;
1701        float m00 = mat->data[Matrix4::kScaleX];
1702        float m01 = mat->data[Matrix4::kSkewY];
1703        float m02 = mat->data[2];
1704        float m10 = mat->data[Matrix4::kSkewX];
1705        float m11 = mat->data[Matrix4::kScaleX];
1706        float m12 = mat->data[6];
1707        float scaleX = sqrt(m00 * m00 + m01 * m01);
1708        float scaleY = sqrt(m10 * m10 + m11 * m11);
1709        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1710        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1711    }
1712
1713    setupDraw();
1714    setupDrawNoTexture();
1715    setupDrawAALine();
1716    setupDrawColor(color);
1717    setupDrawColorFilter();
1718    setupDrawShader();
1719    setupDrawBlending(true, mode);
1720    setupDrawProgram();
1721    setupDrawModelViewIdentity(true);
1722    setupDrawColorUniforms();
1723    setupDrawColorFilterUniforms();
1724    setupDrawShaderIdentityUniforms();
1725
1726    AAVertex rects[4];
1727    AAVertex* aaVertices = &rects[0];
1728    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1729    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1730
1731    float boundarySizeX = .5 * inverseScaleX;
1732    float boundarySizeY = .5 * inverseScaleY;
1733
1734    // Adjust the rect by the AA boundary padding
1735    left -= boundarySizeX;
1736    right += boundarySizeX;
1737    top -= boundarySizeY;
1738    bottom += boundarySizeY;
1739
1740    float width = right - left;
1741    float height = bottom - top;
1742
1743    int widthSlot;
1744    int lengthSlot;
1745
1746    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1747    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1748    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1749            boundaryWidthProportion, widthSlot, lengthSlot);
1750
1751    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1752    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1753    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1754    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1755
1756    if (!quickReject(left, top, right, bottom)) {
1757        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1758        AAVertex::set(aaVertices++, left, top, 1, 0);
1759        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1760        AAVertex::set(aaVertices++, right, top, 0, 0);
1761        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1762        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1763    }
1764
1765    finishDrawAALine(widthSlot, lengthSlot);
1766}
1767
1768/**
1769 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1770 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1771 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1772 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1773 * of the line. Hairlines are more involved because we need to account for transform scaling
1774 * to end up with a one-pixel-wide line in screen space..
1775 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1776 * in combination with values that we calculate and pass down in this method. The basic approach
1777 * is that the quad we create contains both the core line area plus a bounding area in which
1778 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1779 * proportion of the width and the length of a given segment is represented by the boundary
1780 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1781 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1782 * on the inside). This ends up giving the result we want, with pixels that are completely
1783 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1784 * how far into the boundary region they are, which is determined by shader interpolation.
1785 */
1786void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1787    if (mSnapshot->isIgnored()) return;
1788
1789    const bool isAA = paint->isAntiAlias();
1790    // We use half the stroke width here because we're going to position the quad
1791    // corner vertices half of the width away from the line endpoints
1792    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1793    // A stroke width of 0 has a special meaning in Skia:
1794    // it draws a line 1 px wide regardless of current transform
1795    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1796
1797    float inverseScaleX = 1.0f;
1798    float inverseScaleY = 1.0f;
1799    bool scaled = false;
1800
1801    int alpha;
1802    SkXfermode::Mode mode;
1803
1804    int generatedVerticesCount = 0;
1805    int verticesCount = count;
1806    if (count > 4) {
1807        // Polyline: account for extra vertices needed for continuous tri-strip
1808        verticesCount += (count - 4);
1809    }
1810
1811    if (isHairLine || isAA) {
1812        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1813        // the line on the screen should always be one pixel wide regardless of scale. For
1814        // AA lines, we only want one pixel of translucent boundary around the quad.
1815        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1816            Matrix4 *mat = mSnapshot->transform;
1817            float m00 = mat->data[Matrix4::kScaleX];
1818            float m01 = mat->data[Matrix4::kSkewY];
1819            float m02 = mat->data[2];
1820            float m10 = mat->data[Matrix4::kSkewX];
1821            float m11 = mat->data[Matrix4::kScaleX];
1822            float m12 = mat->data[6];
1823
1824            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1825            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1826
1827            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1828            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1829
1830            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1831                scaled = true;
1832            }
1833        }
1834    }
1835
1836    getAlphaAndMode(paint, &alpha, &mode);
1837    setupDraw();
1838    setupDrawNoTexture();
1839    if (isAA) {
1840        setupDrawAALine();
1841    }
1842    setupDrawColor(paint->getColor(), alpha);
1843    setupDrawColorFilter();
1844    setupDrawShader();
1845    setupDrawBlending(isAA, mode);
1846    setupDrawProgram();
1847    setupDrawModelViewIdentity(true);
1848    setupDrawColorUniforms();
1849    setupDrawColorFilterUniforms();
1850    setupDrawShaderIdentityUniforms();
1851
1852    if (isHairLine) {
1853        // Set a real stroke width to be used in quad construction
1854        halfStrokeWidth = isAA? 1 : .5;
1855    } else if (isAA && !scaled) {
1856        // Expand boundary to enable AA calculations on the quad border
1857        halfStrokeWidth += .5f;
1858    }
1859
1860    int widthSlot;
1861    int lengthSlot;
1862
1863    Vertex lines[verticesCount];
1864    Vertex* vertices = &lines[0];
1865
1866    AAVertex wLines[verticesCount];
1867    AAVertex* aaVertices = &wLines[0];
1868
1869    if (CC_UNLIKELY(!isAA)) {
1870        setupDrawVertices(vertices);
1871    } else {
1872        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1873        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1874        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1875        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1876        // This value is used in the fragment shader to determine how to fill fragments.
1877        // We will need to calculate the actual width proportion on each segment for
1878        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1879        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1880        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1881                boundaryWidthProportion, widthSlot, lengthSlot);
1882    }
1883
1884    AAVertex* prevAAVertex = NULL;
1885    Vertex* prevVertex = NULL;
1886
1887    int boundaryLengthSlot = -1;
1888    int inverseBoundaryLengthSlot = -1;
1889    int boundaryWidthSlot = -1;
1890    int inverseBoundaryWidthSlot = -1;
1891
1892    for (int i = 0; i < count; i += 4) {
1893        // a = start point, b = end point
1894        vec2 a(points[i], points[i + 1]);
1895        vec2 b(points[i + 2], points[i + 3]);
1896
1897        float length = 0;
1898        float boundaryLengthProportion = 0;
1899        float boundaryWidthProportion = 0;
1900
1901        // Find the normal to the line
1902        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1903        if (isHairLine) {
1904            if (isAA) {
1905                float wideningFactor;
1906                if (fabs(n.x) >= fabs(n.y)) {
1907                    wideningFactor = fabs(1.0f / n.x);
1908                } else {
1909                    wideningFactor = fabs(1.0f / n.y);
1910                }
1911                n *= wideningFactor;
1912            }
1913
1914            if (scaled) {
1915                n.x *= inverseScaleX;
1916                n.y *= inverseScaleY;
1917            }
1918        } else if (scaled) {
1919            // Extend n by .5 pixel on each side, post-transform
1920            vec2 extendedN = n.copyNormalized();
1921            extendedN /= 2;
1922            extendedN.x *= inverseScaleX;
1923            extendedN.y *= inverseScaleY;
1924
1925            float extendedNLength = extendedN.length();
1926            // We need to set this value on the shader prior to drawing
1927            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1928            n += extendedN;
1929        }
1930
1931        float x = n.x;
1932        n.x = -n.y;
1933        n.y = x;
1934
1935        // aa lines expand the endpoint vertices to encompass the AA boundary
1936        if (isAA) {
1937            vec2 abVector = (b - a);
1938            length = abVector.length();
1939            abVector.normalize();
1940
1941            if (scaled) {
1942                abVector.x *= inverseScaleX;
1943                abVector.y *= inverseScaleY;
1944                float abLength = abVector.length();
1945                boundaryLengthProportion = abLength / (length + abLength);
1946            } else {
1947                boundaryLengthProportion = .5 / (length + 1);
1948            }
1949
1950            abVector /= 2;
1951            a -= abVector;
1952            b += abVector;
1953        }
1954
1955        // Four corners of the rectangle defining a thick line
1956        vec2 p1 = a - n;
1957        vec2 p2 = a + n;
1958        vec2 p3 = b + n;
1959        vec2 p4 = b - n;
1960
1961
1962        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1963        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1964        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1965        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1966
1967        if (!quickReject(left, top, right, bottom)) {
1968            if (!isAA) {
1969                if (prevVertex != NULL) {
1970                    // Issue two repeat vertices to create degenerate triangles to bridge
1971                    // between the previous line and the new one. This is necessary because
1972                    // we are creating a single triangle_strip which will contain
1973                    // potentially discontinuous line segments.
1974                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1975                    Vertex::set(vertices++, p1.x, p1.y);
1976                    generatedVerticesCount += 2;
1977                }
1978
1979                Vertex::set(vertices++, p1.x, p1.y);
1980                Vertex::set(vertices++, p2.x, p2.y);
1981                Vertex::set(vertices++, p4.x, p4.y);
1982                Vertex::set(vertices++, p3.x, p3.y);
1983
1984                prevVertex = vertices - 1;
1985                generatedVerticesCount += 4;
1986            } else {
1987                if (!isHairLine && scaled) {
1988                    // Must set width proportions per-segment for scaled non-hairlines to use the
1989                    // correct AA boundary dimensions
1990                    if (boundaryWidthSlot < 0) {
1991                        boundaryWidthSlot =
1992                                mCaches.currentProgram->getUniform("boundaryWidth");
1993                        inverseBoundaryWidthSlot =
1994                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1995                    }
1996
1997                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1998                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1999                }
2000
2001                if (boundaryLengthSlot < 0) {
2002                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2003                    inverseBoundaryLengthSlot =
2004                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2005                }
2006
2007                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2008                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2009
2010                if (prevAAVertex != NULL) {
2011                    // Issue two repeat vertices to create degenerate triangles to bridge
2012                    // between the previous line and the new one. This is necessary because
2013                    // we are creating a single triangle_strip which will contain
2014                    // potentially discontinuous line segments.
2015                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2016                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2017                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2018                    generatedVerticesCount += 2;
2019                }
2020
2021                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2022                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2023                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2024                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2025
2026                prevAAVertex = aaVertices - 1;
2027                generatedVerticesCount += 4;
2028            }
2029
2030            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2031                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2032                    *mSnapshot->transform);
2033        }
2034    }
2035
2036    if (generatedVerticesCount > 0) {
2037       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2038    }
2039
2040    if (isAA) {
2041        finishDrawAALine(widthSlot, lengthSlot);
2042    }
2043}
2044
2045void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2046    if (mSnapshot->isIgnored()) return;
2047
2048    // TODO: The paint's cap style defines whether the points are square or circular
2049    // TODO: Handle AA for round points
2050
2051    // A stroke width of 0 has a special meaning in Skia:
2052    // it draws an unscaled 1px point
2053    float strokeWidth = paint->getStrokeWidth();
2054    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2055    if (isHairLine) {
2056        // Now that we know it's hairline, we can set the effective width, to be used later
2057        strokeWidth = 1.0f;
2058    }
2059    const float halfWidth = strokeWidth / 2;
2060    int alpha;
2061    SkXfermode::Mode mode;
2062    getAlphaAndMode(paint, &alpha, &mode);
2063
2064    int verticesCount = count >> 1;
2065    int generatedVerticesCount = 0;
2066
2067    TextureVertex pointsData[verticesCount];
2068    TextureVertex* vertex = &pointsData[0];
2069
2070    setupDraw();
2071    setupDrawNoTexture();
2072    setupDrawPoint(strokeWidth);
2073    setupDrawColor(paint->getColor(), alpha);
2074    setupDrawColorFilter();
2075    setupDrawShader();
2076    setupDrawBlending(mode);
2077    setupDrawProgram();
2078    setupDrawModelViewIdentity(true);
2079    setupDrawColorUniforms();
2080    setupDrawColorFilterUniforms();
2081    setupDrawPointUniforms();
2082    setupDrawShaderIdentityUniforms();
2083    setupDrawMesh(vertex);
2084
2085    for (int i = 0; i < count; i += 2) {
2086        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2087        generatedVerticesCount++;
2088
2089        float left = points[i] - halfWidth;
2090        float right = points[i] + halfWidth;
2091        float top = points[i + 1] - halfWidth;
2092        float bottom = points [i + 1] + halfWidth;
2093
2094        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2095    }
2096
2097    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2098}
2099
2100void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2101    // No need to check against the clip, we fill the clip region
2102    if (mSnapshot->isIgnored()) return;
2103
2104    Rect& clip(*mSnapshot->clipRect);
2105    clip.snapToPixelBoundaries();
2106
2107    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2108}
2109
2110void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
2111    if (!texture) return;
2112    const AutoTexture autoCleanup(texture);
2113
2114    const float x = left + texture->left - texture->offset;
2115    const float y = top + texture->top - texture->offset;
2116
2117    drawPathTexture(texture, x, y, paint);
2118}
2119
2120void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2121        float rx, float ry, SkPaint* paint) {
2122    if (mSnapshot->isIgnored()) return;
2123
2124    mCaches.activeTexture(0);
2125    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2126            right - left, bottom - top, rx, ry, paint);
2127    drawShape(left, top, texture, paint);
2128}
2129
2130void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2131    if (mSnapshot->isIgnored()) return;
2132
2133    mCaches.activeTexture(0);
2134    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2135    drawShape(x - radius, y - radius, texture, paint);
2136}
2137
2138void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2139    if (mSnapshot->isIgnored()) return;
2140
2141    mCaches.activeTexture(0);
2142    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2143    drawShape(left, top, texture, paint);
2144}
2145
2146void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2147        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2148    if (mSnapshot->isIgnored()) return;
2149
2150    if (fabs(sweepAngle) >= 360.0f) {
2151        drawOval(left, top, right, bottom, paint);
2152        return;
2153    }
2154
2155    mCaches.activeTexture(0);
2156    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2157            startAngle, sweepAngle, useCenter, paint);
2158    drawShape(left, top, texture, paint);
2159}
2160
2161void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2162        SkPaint* paint) {
2163    if (mSnapshot->isIgnored()) return;
2164
2165    mCaches.activeTexture(0);
2166    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2167    drawShape(left, top, texture, paint);
2168}
2169
2170void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2171    if (p->getStyle() != SkPaint::kFill_Style) {
2172        drawRectAsShape(left, top, right, bottom, p);
2173        return;
2174    }
2175
2176    if (quickReject(left, top, right, bottom)) {
2177        return;
2178    }
2179
2180    SkXfermode::Mode mode;
2181    if (!mCaches.extensions.hasFramebufferFetch()) {
2182        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2183        if (!isMode) {
2184            // Assume SRC_OVER
2185            mode = SkXfermode::kSrcOver_Mode;
2186        }
2187    } else {
2188        mode = getXfermode(p->getXfermode());
2189    }
2190
2191    int color = p->getColor();
2192    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2193        drawAARect(left, top, right, bottom, color, mode);
2194    } else {
2195        drawColorRect(left, top, right, bottom, color, mode);
2196    }
2197}
2198
2199void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2200        const float* positions, SkPaint* paint) {
2201    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2202            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2203        return;
2204    }
2205
2206    // NOTE: Skia does not support perspective transform on drawPosText yet
2207    if (!mSnapshot->transform->isSimple()) {
2208        return;
2209    }
2210
2211    float x = 0.0f;
2212    float y = 0.0f;
2213    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2214    if (pureTranslate) {
2215        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2216        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2217    }
2218
2219    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2220    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2221            paint->getTextSize());
2222
2223    int alpha;
2224    SkXfermode::Mode mode;
2225    getAlphaAndMode(paint, &alpha, &mode);
2226
2227    // Pick the appropriate texture filtering
2228    bool linearFilter = mSnapshot->transform->changesBounds();
2229    if (pureTranslate && !linearFilter) {
2230        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2231    }
2232
2233    mCaches.activeTexture(0);
2234    setupDraw();
2235    setupDrawDirtyRegionsDisabled();
2236    setupDrawWithTexture(true);
2237    setupDrawAlpha8Color(paint->getColor(), alpha);
2238    setupDrawColorFilter();
2239    setupDrawShader();
2240    setupDrawBlending(true, mode);
2241    setupDrawProgram();
2242    setupDrawModelView(x, y, x, y, pureTranslate, true);
2243    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2244    setupDrawPureColorUniforms();
2245    setupDrawColorFilterUniforms();
2246    setupDrawShaderUniforms(pureTranslate);
2247
2248    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2249    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2250
2251#if RENDER_LAYERS_AS_REGIONS
2252    const bool hasActiveLayer = hasLayer();
2253#else
2254    const bool hasActiveLayer = false;
2255#endif
2256
2257    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2258            positions, hasActiveLayer ? &bounds : NULL)) {
2259#if RENDER_LAYERS_AS_REGIONS
2260        if (hasActiveLayer) {
2261            if (!pureTranslate) {
2262                mSnapshot->transform->mapRect(bounds);
2263            }
2264            dirtyLayerUnchecked(bounds, getRegion());
2265        }
2266#endif
2267    }
2268}
2269
2270void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2271        float x, float y, SkPaint* paint, float length) {
2272    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2273            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2274        return;
2275    }
2276
2277    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2278    switch (paint->getTextAlign()) {
2279        case SkPaint::kCenter_Align:
2280            x -= length / 2.0f;
2281            break;
2282        case SkPaint::kRight_Align:
2283            x -= length;
2284            break;
2285        default:
2286            break;
2287    }
2288
2289    SkPaint::FontMetrics metrics;
2290    paint->getFontMetrics(&metrics, 0.0f);
2291    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2292        return;
2293    }
2294
2295    const float oldX = x;
2296    const float oldY = y;
2297    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2298    if (CC_LIKELY(pureTranslate)) {
2299        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2300        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2301    }
2302
2303#if DEBUG_GLYPHS
2304    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2305#endif
2306
2307    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2308    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2309            paint->getTextSize());
2310
2311    int alpha;
2312    SkXfermode::Mode mode;
2313    getAlphaAndMode(paint, &alpha, &mode);
2314
2315    if (CC_UNLIKELY(mHasShadow)) {
2316        mCaches.activeTexture(0);
2317
2318        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2319        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2320                paint, text, bytesCount, count, mShadowRadius);
2321        const AutoTexture autoCleanup(shadow);
2322
2323        const float sx = oldX - shadow->left + mShadowDx;
2324        const float sy = oldY - shadow->top + mShadowDy;
2325
2326        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2327        int shadowColor = mShadowColor;
2328        if (mShader) {
2329            shadowColor = 0xffffffff;
2330        }
2331
2332        setupDraw();
2333        setupDrawWithTexture(true);
2334        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2335        setupDrawColorFilter();
2336        setupDrawShader();
2337        setupDrawBlending(true, mode);
2338        setupDrawProgram();
2339        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2340        setupDrawTexture(shadow->id);
2341        setupDrawPureColorUniforms();
2342        setupDrawColorFilterUniforms();
2343        setupDrawShaderUniforms();
2344        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2345
2346        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2347    }
2348
2349    // Pick the appropriate texture filtering
2350    bool linearFilter = mSnapshot->transform->changesBounds();
2351    if (pureTranslate && !linearFilter) {
2352        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2353    }
2354
2355    mCaches.activeTexture(0);
2356    setupDraw();
2357    setupDrawDirtyRegionsDisabled();
2358    setupDrawWithTexture(true);
2359    setupDrawAlpha8Color(paint->getColor(), alpha);
2360    setupDrawColorFilter();
2361    setupDrawShader();
2362    setupDrawBlending(true, mode);
2363    setupDrawProgram();
2364    setupDrawModelView(x, y, x, y, pureTranslate, true);
2365    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2366    setupDrawPureColorUniforms();
2367    setupDrawColorFilterUniforms();
2368    setupDrawShaderUniforms(pureTranslate);
2369
2370    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2371    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2372
2373#if RENDER_LAYERS_AS_REGIONS
2374    const bool hasActiveLayer = hasLayer();
2375#else
2376    const bool hasActiveLayer = false;
2377#endif
2378
2379    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2380            hasActiveLayer ? &bounds : NULL)) {
2381#if RENDER_LAYERS_AS_REGIONS
2382        if (hasActiveLayer) {
2383            if (!pureTranslate) {
2384                mSnapshot->transform->mapRect(bounds);
2385            }
2386            dirtyLayerUnchecked(bounds, getRegion());
2387        }
2388#endif
2389    }
2390
2391    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2392}
2393
2394void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2395        float hOffset, float vOffset, SkPaint* paint) {
2396    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2397            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2398        return;
2399    }
2400
2401    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2402    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2403            paint->getTextSize());
2404
2405    int alpha;
2406    SkXfermode::Mode mode;
2407    getAlphaAndMode(paint, &alpha, &mode);
2408
2409    mCaches.activeTexture(0);
2410    setupDraw();
2411    setupDrawDirtyRegionsDisabled();
2412    setupDrawWithTexture(true);
2413    setupDrawAlpha8Color(paint->getColor(), alpha);
2414    setupDrawColorFilter();
2415    setupDrawShader();
2416    setupDrawBlending(true, mode);
2417    setupDrawProgram();
2418    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2419    setupDrawTexture(fontRenderer.getTexture(true));
2420    setupDrawPureColorUniforms();
2421    setupDrawColorFilterUniforms();
2422    setupDrawShaderUniforms(false);
2423
2424    const Rect* clip = &mSnapshot->getLocalClip();
2425    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2426
2427#if RENDER_LAYERS_AS_REGIONS
2428    const bool hasActiveLayer = hasLayer();
2429#else
2430    const bool hasActiveLayer = false;
2431#endif
2432
2433    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2434            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2435#if RENDER_LAYERS_AS_REGIONS
2436        if (hasActiveLayer) {
2437            mSnapshot->transform->mapRect(bounds);
2438            dirtyLayerUnchecked(bounds, getRegion());
2439        }
2440#endif
2441    }
2442}
2443
2444void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2445    if (mSnapshot->isIgnored()) return;
2446
2447    mCaches.activeTexture(0);
2448
2449    // TODO: Perform early clip test before we rasterize the path
2450    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2451    if (!texture) return;
2452    const AutoTexture autoCleanup(texture);
2453
2454    const float x = texture->left - texture->offset;
2455    const float y = texture->top - texture->offset;
2456
2457    drawPathTexture(texture, x, y, paint);
2458}
2459
2460void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2461    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2462        return;
2463    }
2464
2465    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2466        OpenGLRenderer* renderer = layer->renderer;
2467        Rect& dirty = layer->dirtyRect;
2468
2469        interrupt();
2470        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2471        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2472        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2473        renderer->finish();
2474        resume();
2475
2476        dirty.setEmpty();
2477        layer->deferredUpdateScheduled = false;
2478        layer->renderer = NULL;
2479        layer->displayList = NULL;
2480    }
2481
2482    mCaches.activeTexture(0);
2483
2484    int alpha;
2485    SkXfermode::Mode mode;
2486    getAlphaAndMode(paint, &alpha, &mode);
2487
2488    layer->setAlpha(alpha, mode);
2489
2490#if RENDER_LAYERS_AS_REGIONS
2491    if (CC_LIKELY(!layer->region.isEmpty())) {
2492        if (layer->region.isRect()) {
2493            composeLayerRect(layer, layer->regionRect);
2494        } else if (layer->mesh) {
2495            const float a = alpha / 255.0f;
2496            const Rect& rect = layer->layer;
2497
2498            setupDraw();
2499            setupDrawWithTexture();
2500            setupDrawColor(a, a, a, a);
2501            setupDrawColorFilter();
2502            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2503            setupDrawProgram();
2504            setupDrawPureColorUniforms();
2505            setupDrawColorFilterUniforms();
2506            setupDrawTexture(layer->getTexture());
2507            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2508                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2509                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2510
2511                layer->setFilter(GL_NEAREST);
2512                setupDrawModelViewTranslate(x, y,
2513                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2514            } else {
2515                layer->setFilter(GL_LINEAR);
2516                setupDrawModelViewTranslate(x, y,
2517                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2518            }
2519            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2520
2521            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2522                    GL_UNSIGNED_SHORT, layer->meshIndices);
2523
2524            finishDrawTexture();
2525
2526#if DEBUG_LAYERS_AS_REGIONS
2527            drawRegionRects(layer->region);
2528#endif
2529        }
2530    }
2531#else
2532    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2533    composeLayerRect(layer, r);
2534#endif
2535}
2536
2537///////////////////////////////////////////////////////////////////////////////
2538// Shaders
2539///////////////////////////////////////////////////////////////////////////////
2540
2541void OpenGLRenderer::resetShader() {
2542    mShader = NULL;
2543}
2544
2545void OpenGLRenderer::setupShader(SkiaShader* shader) {
2546    mShader = shader;
2547    if (mShader) {
2548        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2549    }
2550}
2551
2552///////////////////////////////////////////////////////////////////////////////
2553// Color filters
2554///////////////////////////////////////////////////////////////////////////////
2555
2556void OpenGLRenderer::resetColorFilter() {
2557    mColorFilter = NULL;
2558}
2559
2560void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2561    mColorFilter = filter;
2562}
2563
2564///////////////////////////////////////////////////////////////////////////////
2565// Drop shadow
2566///////////////////////////////////////////////////////////////////////////////
2567
2568void OpenGLRenderer::resetShadow() {
2569    mHasShadow = false;
2570}
2571
2572void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2573    mHasShadow = true;
2574    mShadowRadius = radius;
2575    mShadowDx = dx;
2576    mShadowDy = dy;
2577    mShadowColor = color;
2578}
2579
2580///////////////////////////////////////////////////////////////////////////////
2581// Draw filters
2582///////////////////////////////////////////////////////////////////////////////
2583
2584void OpenGLRenderer::resetPaintFilter() {
2585    mHasDrawFilter = false;
2586}
2587
2588void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2589    mHasDrawFilter = true;
2590    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2591    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2592}
2593
2594SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2595    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2596
2597    uint32_t flags = paint->getFlags();
2598
2599    mFilteredPaint = *paint;
2600    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2601
2602    return &mFilteredPaint;
2603}
2604
2605///////////////////////////////////////////////////////////////////////////////
2606// Drawing implementation
2607///////////////////////////////////////////////////////////////////////////////
2608
2609void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2610        float x, float y, SkPaint* paint) {
2611    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2612        return;
2613    }
2614
2615    int alpha;
2616    SkXfermode::Mode mode;
2617    getAlphaAndMode(paint, &alpha, &mode);
2618
2619    setupDraw();
2620    setupDrawWithTexture(true);
2621    setupDrawAlpha8Color(paint->getColor(), alpha);
2622    setupDrawColorFilter();
2623    setupDrawShader();
2624    setupDrawBlending(true, mode);
2625    setupDrawProgram();
2626    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2627    setupDrawTexture(texture->id);
2628    setupDrawPureColorUniforms();
2629    setupDrawColorFilterUniforms();
2630    setupDrawShaderUniforms();
2631    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2632
2633    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2634
2635    finishDrawTexture();
2636}
2637
2638// Same values used by Skia
2639#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2640#define kStdUnderline_Offset    (1.0f / 9.0f)
2641#define kStdUnderline_Thickness (1.0f / 18.0f)
2642
2643void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2644        float x, float y, SkPaint* paint) {
2645    // Handle underline and strike-through
2646    uint32_t flags = paint->getFlags();
2647    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2648        SkPaint paintCopy(*paint);
2649        float underlineWidth = length;
2650        // If length is > 0.0f, we already measured the text for the text alignment
2651        if (length <= 0.0f) {
2652            underlineWidth = paintCopy.measureText(text, bytesCount);
2653        }
2654
2655        float offsetX = 0;
2656        switch (paintCopy.getTextAlign()) {
2657            case SkPaint::kCenter_Align:
2658                offsetX = underlineWidth * 0.5f;
2659                break;
2660            case SkPaint::kRight_Align:
2661                offsetX = underlineWidth;
2662                break;
2663            default:
2664                break;
2665        }
2666
2667        if (CC_LIKELY(underlineWidth > 0.0f)) {
2668            const float textSize = paintCopy.getTextSize();
2669            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2670
2671            const float left = x - offsetX;
2672            float top = 0.0f;
2673
2674            int linesCount = 0;
2675            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2676            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2677
2678            const int pointsCount = 4 * linesCount;
2679            float points[pointsCount];
2680            int currentPoint = 0;
2681
2682            if (flags & SkPaint::kUnderlineText_Flag) {
2683                top = y + textSize * kStdUnderline_Offset;
2684                points[currentPoint++] = left;
2685                points[currentPoint++] = top;
2686                points[currentPoint++] = left + underlineWidth;
2687                points[currentPoint++] = top;
2688            }
2689
2690            if (flags & SkPaint::kStrikeThruText_Flag) {
2691                top = y + textSize * kStdStrikeThru_Offset;
2692                points[currentPoint++] = left;
2693                points[currentPoint++] = top;
2694                points[currentPoint++] = left + underlineWidth;
2695                points[currentPoint++] = top;
2696            }
2697
2698            paintCopy.setStrokeWidth(strokeWidth);
2699
2700            drawLines(&points[0], pointsCount, &paintCopy);
2701        }
2702    }
2703}
2704
2705void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2706        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2707    // If a shader is set, preserve only the alpha
2708    if (mShader) {
2709        color |= 0x00ffffff;
2710    }
2711
2712    setupDraw();
2713    setupDrawNoTexture();
2714    setupDrawColor(color);
2715    setupDrawShader();
2716    setupDrawColorFilter();
2717    setupDrawBlending(mode);
2718    setupDrawProgram();
2719    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2720    setupDrawColorUniforms();
2721    setupDrawShaderUniforms(ignoreTransform);
2722    setupDrawColorFilterUniforms();
2723    setupDrawSimpleMesh();
2724
2725    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2726}
2727
2728void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2729        Texture* texture, SkPaint* paint) {
2730    int alpha;
2731    SkXfermode::Mode mode;
2732    getAlphaAndMode(paint, &alpha, &mode);
2733
2734    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2735
2736    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2737        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2738        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2739
2740        texture->setFilter(GL_NEAREST, true);
2741        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2742                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2743                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2744    } else {
2745        texture->setFilter(FILTER(paint), true);
2746        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2747                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2748                GL_TRIANGLE_STRIP, gMeshCount);
2749    }
2750}
2751
2752void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2753        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2754    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2755            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2756}
2757
2758void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2759        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2760        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2761        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2762
2763    setupDraw();
2764    setupDrawWithTexture();
2765    setupDrawColor(alpha, alpha, alpha, alpha);
2766    setupDrawColorFilter();
2767    setupDrawBlending(blend, mode, swapSrcDst);
2768    setupDrawProgram();
2769    if (!dirty) {
2770        setupDrawDirtyRegionsDisabled();
2771    }
2772    if (!ignoreScale) {
2773        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2774    } else {
2775        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2776    }
2777    setupDrawPureColorUniforms();
2778    setupDrawColorFilterUniforms();
2779    setupDrawTexture(texture);
2780    setupDrawMesh(vertices, texCoords, vbo);
2781
2782    glDrawArrays(drawMode, 0, elementsCount);
2783
2784    finishDrawTexture();
2785}
2786
2787void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2788        ProgramDescription& description, bool swapSrcDst) {
2789    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2790    if (blend) {
2791        // These blend modes are not supported by OpenGL directly and have
2792        // to be implemented using shaders. Since the shader will perform
2793        // the blending, turn blending off here
2794        // If the blend mode cannot be implemented using shaders, fall
2795        // back to the default SrcOver blend mode instead
2796        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2797            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2798                description.framebufferMode = mode;
2799                description.swapSrcDst = swapSrcDst;
2800
2801                if (mCaches.blend) {
2802                    glDisable(GL_BLEND);
2803                    mCaches.blend = false;
2804                }
2805
2806                return;
2807            } else {
2808                mode = SkXfermode::kSrcOver_Mode;
2809            }
2810        }
2811
2812        if (!mCaches.blend) {
2813            glEnable(GL_BLEND);
2814        }
2815
2816        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2817        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2818
2819        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2820            glBlendFunc(sourceMode, destMode);
2821            mCaches.lastSrcMode = sourceMode;
2822            mCaches.lastDstMode = destMode;
2823        }
2824    } else if (mCaches.blend) {
2825        glDisable(GL_BLEND);
2826    }
2827    mCaches.blend = blend;
2828}
2829
2830bool OpenGLRenderer::useProgram(Program* program) {
2831    if (!program->isInUse()) {
2832        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2833        program->use();
2834        mCaches.currentProgram = program;
2835        return false;
2836    }
2837    return true;
2838}
2839
2840void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2841    TextureVertex* v = &mMeshVertices[0];
2842    TextureVertex::setUV(v++, u1, v1);
2843    TextureVertex::setUV(v++, u2, v1);
2844    TextureVertex::setUV(v++, u1, v2);
2845    TextureVertex::setUV(v++, u2, v2);
2846}
2847
2848void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2849    if (paint) {
2850        *mode = getXfermode(paint->getXfermode());
2851
2852        // Skia draws using the color's alpha channel if < 255
2853        // Otherwise, it uses the paint's alpha
2854        int color = paint->getColor();
2855        *alpha = (color >> 24) & 0xFF;
2856        if (*alpha == 255) {
2857            *alpha = paint->getAlpha();
2858        }
2859    } else {
2860        *mode = SkXfermode::kSrcOver_Mode;
2861        *alpha = 255;
2862    }
2863    *alpha *= mSnapshot->alpha;
2864}
2865
2866SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2867    SkXfermode::Mode resultMode;
2868    if (!SkXfermode::AsMode(mode, &resultMode)) {
2869        resultMode = SkXfermode::kSrcOver_Mode;
2870    }
2871    return resultMode;
2872}
2873
2874}; // namespace uirenderer
2875}; // namespace android
2876