OpenGLRenderer.cpp revision f158198ccc3a1f53bfebaa6b8f4426e80e1867ea
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 "PathRenderer.h"
37#include "Properties.h"
38#include "Vector.h"
39
40namespace android {
41namespace uirenderer {
42
43///////////////////////////////////////////////////////////////////////////////
44// Defines
45///////////////////////////////////////////////////////////////////////////////
46
47#define RAD_TO_DEG (180.0f / 3.14159265f)
48#define MIN_ANGLE 0.001f
49
50#define ALPHA_THRESHOLD 0
51
52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
53
54///////////////////////////////////////////////////////////////////////////////
55// Globals
56///////////////////////////////////////////////////////////////////////////////
57
58/**
59 * Structure mapping Skia xfermodes to OpenGL blending factors.
60 */
61struct Blender {
62    SkXfermode::Mode mode;
63    GLenum src;
64    GLenum dst;
65}; // struct Blender
66
67// In this array, the index of each Blender equals the value of the first
68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
69static const Blender gBlends[] = {
70    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
71    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
72    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
73    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
75    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
76    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
77    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
78    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
81    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
83    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
84    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
85};
86
87// This array contains the swapped version of each SkXfermode. For instance
88// this array's SrcOver blending mode is actually DstOver. You can refer to
89// createLayer() for more information on the purpose of this array.
90static const Blender gBlendsSwap[] = {
91    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
92    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
93    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
94    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
95    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
97    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
98    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
100    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
101    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
104    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
105    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
106};
107
108///////////////////////////////////////////////////////////////////////////////
109// Constructors/destructor
110///////////////////////////////////////////////////////////////////////////////
111
112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
113    mShader = NULL;
114    mColorFilter = NULL;
115    mHasShadow = false;
116    mHasDrawFilter = false;
117
118    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
119
120    mFirstSnapshot = new Snapshot;
121
122    mScissorOptimizationDisabled = false;
123}
124
125OpenGLRenderer::~OpenGLRenderer() {
126    // The context has already been destroyed at this point, do not call
127    // GL APIs. All GL state should be kept in Caches.h
128}
129
130void OpenGLRenderer::initProperties() {
131    char property[PROPERTY_VALUE_MAX];
132    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
133        mScissorOptimizationDisabled = !strcasecmp(property, "true");
134        INIT_LOGD("  Scissor optimization %s",
135                mScissorOptimizationDisabled ? "disabled" : "enabled");
136    } else {
137        INIT_LOGD("  Scissor optimization enabled");
138    }
139}
140
141///////////////////////////////////////////////////////////////////////////////
142// Setup
143///////////////////////////////////////////////////////////////////////////////
144
145bool OpenGLRenderer::isDeferred() {
146    return false;
147}
148
149void OpenGLRenderer::setViewport(int width, int height) {
150    initViewport(width, height);
151
152    glDisable(GL_DITHER);
153    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
154
155    glEnableVertexAttribArray(Program::kBindingPosition);
156}
157
158void OpenGLRenderer::initViewport(int width, int height) {
159    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
160
161    mWidth = width;
162    mHeight = height;
163
164    mFirstSnapshot->height = height;
165    mFirstSnapshot->viewport.set(0, 0, width, height);
166}
167
168status_t OpenGLRenderer::prepare(bool opaque) {
169    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
170}
171
172status_t OpenGLRenderer::prepareDirty(float left, float top,
173        float right, float bottom, bool opaque) {
174    mCaches.clearGarbage();
175
176    mSnapshot = new Snapshot(mFirstSnapshot,
177            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
178    mSnapshot->fbo = getTargetFbo();
179    mSaveCount = 1;
180
181    mSnapshot->setClip(left, top, right, bottom);
182    mDirtyClip = true;
183
184    updateLayers();
185
186    discardFramebuffer(left, top, right, bottom);
187
188    syncState();
189
190    // Functors break the tiling extension in pretty spectacular ways
191    // This ensures we don't use tiling when a functor is going to be
192    // invoked during the frame
193    mSuppressTiling = mCaches.hasRegisteredFunctors();
194
195    mTilingSnapshot = mSnapshot;
196    startTiling(mTilingSnapshot, true);
197
198    debugOverdraw(true, true);
199
200    return clear(left, top, right, bottom, opaque);
201}
202
203void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
204    // If we know that we are going to redraw the entire framebuffer,
205    // perform a discard to let the driver know we don't need to preserve
206    // the back buffer for this frame.
207    if (mCaches.extensions.hasDiscardFramebuffer() &&
208            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
209        const bool isFbo = getTargetFbo() == 0;
210        const GLenum attachments[] = {
211                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
212                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
213        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
214    }
215}
216
217status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
218    if (!opaque) {
219        mCaches.enableScissor();
220        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
221        glClear(GL_COLOR_BUFFER_BIT);
222        return DrawGlInfo::kStatusDrew;
223    }
224
225    mCaches.resetScissor();
226    return DrawGlInfo::kStatusDone;
227}
228
229void OpenGLRenderer::syncState() {
230    glViewport(0, 0, mWidth, mHeight);
231
232    if (mCaches.blend) {
233        glEnable(GL_BLEND);
234    } else {
235        glDisable(GL_BLEND);
236    }
237}
238
239void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
240    if (!mSuppressTiling) {
241        Rect* clip = mTilingSnapshot->clipRect;
242        if (s->flags & Snapshot::kFlagFboTarget) {
243            clip = &s->layer->clipRect;
244        }
245
246        startTiling(*clip, s->height, opaque);
247    }
248}
249
250void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
251    if (!mSuppressTiling) {
252        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
253                    clip.right - clip.left, clip.bottom - clip.top, opaque);
254    }
255}
256
257void OpenGLRenderer::endTiling() {
258    if (!mSuppressTiling) mCaches.endTiling();
259}
260
261void OpenGLRenderer::finish() {
262    renderOverdraw();
263    endTiling();
264
265    if (!suppressErrorChecks()) {
266#if DEBUG_OPENGL
267        GLenum status = GL_NO_ERROR;
268        while ((status = glGetError()) != GL_NO_ERROR) {
269            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
270            switch (status) {
271                case GL_INVALID_ENUM:
272                    ALOGE("  GL_INVALID_ENUM");
273                    break;
274                case GL_INVALID_VALUE:
275                    ALOGE("  GL_INVALID_VALUE");
276                    break;
277                case GL_INVALID_OPERATION:
278                    ALOGE("  GL_INVALID_OPERATION");
279                    break;
280                case GL_OUT_OF_MEMORY:
281                    ALOGE("  Out of memory!");
282                    break;
283            }
284        }
285#endif
286
287#if DEBUG_MEMORY_USAGE
288        mCaches.dumpMemoryUsage();
289#else
290        if (mCaches.getDebugLevel() & kDebugMemory) {
291            mCaches.dumpMemoryUsage();
292        }
293#endif
294    }
295}
296
297void OpenGLRenderer::interrupt() {
298    if (mCaches.currentProgram) {
299        if (mCaches.currentProgram->isInUse()) {
300            mCaches.currentProgram->remove();
301            mCaches.currentProgram = NULL;
302        }
303    }
304    mCaches.unbindMeshBuffer();
305    mCaches.unbindIndicesBuffer();
306    mCaches.resetVertexPointers();
307    mCaches.disbaleTexCoordsVertexArray();
308    debugOverdraw(false, false);
309}
310
311void OpenGLRenderer::resume() {
312    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
313    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
314    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
315    debugOverdraw(true, false);
316
317    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
318
319    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
320    mCaches.enableScissor();
321    mCaches.resetScissor();
322    dirtyClip();
323
324    mCaches.activeTexture(0);
325
326    mCaches.blend = true;
327    glEnable(GL_BLEND);
328    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
329    glBlendEquation(GL_FUNC_ADD);
330}
331
332void OpenGLRenderer::resumeAfterLayer() {
333    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
334    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
335    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
336    debugOverdraw(true, false);
337
338    mCaches.resetScissor();
339    dirtyClip();
340}
341
342void OpenGLRenderer::detachFunctor(Functor* functor) {
343    mFunctors.remove(functor);
344}
345
346void OpenGLRenderer::attachFunctor(Functor* functor) {
347    mFunctors.add(functor);
348}
349
350status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
351    status_t result = DrawGlInfo::kStatusDone;
352    size_t count = mFunctors.size();
353
354    if (count > 0) {
355        interrupt();
356        SortedVector<Functor*> functors(mFunctors);
357        mFunctors.clear();
358
359        DrawGlInfo info;
360        info.clipLeft = 0;
361        info.clipTop = 0;
362        info.clipRight = 0;
363        info.clipBottom = 0;
364        info.isLayer = false;
365        info.width = 0;
366        info.height = 0;
367        memset(info.transform, 0, sizeof(float) * 16);
368
369        for (size_t i = 0; i < count; i++) {
370            Functor* f = functors.itemAt(i);
371            result |= (*f)(DrawGlInfo::kModeProcess, &info);
372
373            if (result & DrawGlInfo::kStatusDraw) {
374                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
375                dirty.unionWith(localDirty);
376            }
377
378            if (result & DrawGlInfo::kStatusInvoke) {
379                mFunctors.add(f);
380            }
381        }
382        resume();
383    }
384
385    return result;
386}
387
388status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
389    interrupt();
390    detachFunctor(functor);
391
392    mCaches.enableScissor();
393    if (mDirtyClip) {
394        setScissorFromClip();
395    }
396
397    Rect clip(*mSnapshot->clipRect);
398    clip.snapToPixelBoundaries();
399
400    // Since we don't know what the functor will draw, let's dirty
401    // tne entire clip region
402    if (hasLayer()) {
403        dirtyLayerUnchecked(clip, getRegion());
404    }
405
406    DrawGlInfo info;
407    info.clipLeft = clip.left;
408    info.clipTop = clip.top;
409    info.clipRight = clip.right;
410    info.clipBottom = clip.bottom;
411    info.isLayer = hasLayer();
412    info.width = getSnapshot()->viewport.getWidth();
413    info.height = getSnapshot()->height;
414    getSnapshot()->transform->copyTo(&info.transform[0]);
415
416    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
417
418    if (result != DrawGlInfo::kStatusDone) {
419        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
420        dirty.unionWith(localDirty);
421
422        if (result & DrawGlInfo::kStatusInvoke) {
423            mFunctors.add(functor);
424        }
425    }
426
427    resume();
428    return result;
429}
430
431///////////////////////////////////////////////////////////////////////////////
432// Debug
433///////////////////////////////////////////////////////////////////////////////
434
435void OpenGLRenderer::startMark(const char* name) const {
436    mCaches.startMark(0, name);
437}
438
439void OpenGLRenderer::endMark() const {
440    mCaches.endMark();
441}
442
443void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
444    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
445        if (clear) {
446            mCaches.disableScissor();
447            mCaches.stencil.clear();
448        }
449        if (enable) {
450            mCaches.stencil.enableDebugWrite();
451        } else {
452            mCaches.stencil.disable();
453        }
454    }
455}
456
457void OpenGLRenderer::renderOverdraw() {
458    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
459        const Rect* clip = mTilingSnapshot->clipRect;
460
461        mCaches.enableScissor();
462        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
463                clip->right - clip->left, clip->bottom - clip->top);
464
465        mCaches.stencil.enableDebugTest(2);
466        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
467        mCaches.stencil.enableDebugTest(3);
468        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
469        mCaches.stencil.enableDebugTest(4);
470        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
471        mCaches.stencil.enableDebugTest(4, true);
472        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
473        mCaches.stencil.disable();
474    }
475}
476
477///////////////////////////////////////////////////////////////////////////////
478// Layers
479///////////////////////////////////////////////////////////////////////////////
480
481bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
482    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
483        OpenGLRenderer* renderer = layer->renderer;
484        Rect& dirty = layer->dirtyRect;
485
486        if (inFrame) {
487            endTiling();
488            debugOverdraw(false, false);
489        }
490
491        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
492        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
493        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
494        renderer->finish();
495
496        if (inFrame) {
497            resumeAfterLayer();
498            startTiling(mSnapshot);
499        }
500
501        dirty.setEmpty();
502        layer->deferredUpdateScheduled = false;
503        layer->renderer = NULL;
504        layer->displayList = NULL;
505        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
506
507        return true;
508    }
509
510    return false;
511}
512
513void OpenGLRenderer::updateLayers() {
514    int count = mLayerUpdates.size();
515    if (count > 0) {
516        startMark("Layer Updates");
517
518        // Note: it is very important to update the layers in reverse order
519        for (int i = count - 1; i >= 0; i--) {
520            Layer* layer = mLayerUpdates.itemAt(i);
521            updateLayer(layer, false);
522            mCaches.resourceCache.decrementRefcount(layer);
523        }
524        mLayerUpdates.clear();
525
526        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
527        endMark();
528    }
529}
530
531void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
532    if (layer) {
533        mLayerUpdates.push_back(layer);
534        mCaches.resourceCache.incrementRefcount(layer);
535    }
536}
537
538void OpenGLRenderer::clearLayerUpdates() {
539    size_t count = mLayerUpdates.size();
540    if (count > 0) {
541        mCaches.resourceCache.lock();
542        for (size_t i = 0; i < count; i++) {
543            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
544        }
545        mCaches.resourceCache.unlock();
546        mLayerUpdates.clear();
547    }
548}
549
550///////////////////////////////////////////////////////////////////////////////
551// State management
552///////////////////////////////////////////////////////////////////////////////
553
554int OpenGLRenderer::getSaveCount() const {
555    return mSaveCount;
556}
557
558int OpenGLRenderer::save(int flags) {
559    return saveSnapshot(flags);
560}
561
562void OpenGLRenderer::restore() {
563    if (mSaveCount > 1) {
564        restoreSnapshot();
565    }
566}
567
568void OpenGLRenderer::restoreToCount(int saveCount) {
569    if (saveCount < 1) saveCount = 1;
570
571    while (mSaveCount > saveCount) {
572        restoreSnapshot();
573    }
574}
575
576int OpenGLRenderer::saveSnapshot(int flags) {
577    mSnapshot = new Snapshot(mSnapshot, flags);
578    return mSaveCount++;
579}
580
581bool OpenGLRenderer::restoreSnapshot() {
582    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
583    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
584    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
585
586    sp<Snapshot> current = mSnapshot;
587    sp<Snapshot> previous = mSnapshot->previous;
588
589    if (restoreOrtho) {
590        Rect& r = previous->viewport;
591        glViewport(r.left, r.top, r.right, r.bottom);
592        mOrthoMatrix.load(current->orthoMatrix);
593    }
594
595    mSaveCount--;
596    mSnapshot = previous;
597
598    if (restoreClip) {
599        dirtyClip();
600    }
601
602    if (restoreLayer) {
603        composeLayer(current, previous);
604    }
605
606    return restoreClip;
607}
608
609///////////////////////////////////////////////////////////////////////////////
610// Layers
611///////////////////////////////////////////////////////////////////////////////
612
613int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
614        SkPaint* p, int flags) {
615    const GLuint previousFbo = mSnapshot->fbo;
616    const int count = saveSnapshot(flags);
617
618    if (!mSnapshot->isIgnored()) {
619        int alpha = 255;
620        SkXfermode::Mode mode;
621
622        if (p) {
623            alpha = p->getAlpha();
624            mode = getXfermode(p->getXfermode());
625        } else {
626            mode = SkXfermode::kSrcOver_Mode;
627        }
628
629        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
630    }
631
632    return count;
633}
634
635int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
636        int alpha, int flags) {
637    if (alpha >= 255) {
638        return saveLayer(left, top, right, bottom, NULL, flags);
639    } else {
640        SkPaint paint;
641        paint.setAlpha(alpha);
642        return saveLayer(left, top, right, bottom, &paint, flags);
643    }
644}
645
646/**
647 * Layers are viewed by Skia are slightly different than layers in image editing
648 * programs (for instance.) When a layer is created, previously created layers
649 * and the frame buffer still receive every drawing command. For instance, if a
650 * layer is created and a shape intersecting the bounds of the layers and the
651 * framebuffer is draw, the shape will be drawn on both (unless the layer was
652 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
653 *
654 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
655 * texture. Unfortunately, this is inefficient as it requires every primitive to
656 * be drawn n + 1 times, where n is the number of active layers. In practice this
657 * means, for every primitive:
658 *   - Switch active frame buffer
659 *   - Change viewport, clip and projection matrix
660 *   - Issue the drawing
661 *
662 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
663 * To avoid this, layers are implemented in a different way here, at least in the
664 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
665 * is set. When this flag is set we can redirect all drawing operations into a
666 * single FBO.
667 *
668 * This implementation relies on the frame buffer being at least RGBA 8888. When
669 * a layer is created, only a texture is created, not an FBO. The content of the
670 * frame buffer contained within the layer's bounds is copied into this texture
671 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
672 * buffer and drawing continues as normal. This technique therefore treats the
673 * frame buffer as a scratch buffer for the layers.
674 *
675 * To compose the layers back onto the frame buffer, each layer texture
676 * (containing the original frame buffer data) is drawn as a simple quad over
677 * the frame buffer. The trick is that the quad is set as the composition
678 * destination in the blending equation, and the frame buffer becomes the source
679 * of the composition.
680 *
681 * Drawing layers with an alpha value requires an extra step before composition.
682 * An empty quad is drawn over the layer's region in the frame buffer. This quad
683 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
684 * quad is used to multiply the colors in the frame buffer. This is achieved by
685 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
686 * GL_ZERO, GL_SRC_ALPHA.
687 *
688 * Because glCopyTexImage2D() can be slow, an alternative implementation might
689 * be use to draw a single clipped layer. The implementation described above
690 * is correct in every case.
691 *
692 * (1) The frame buffer is actually not cleared right away. To allow the GPU
693 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
694 *     buffer is left untouched until the first drawing operation. Only when
695 *     something actually gets drawn are the layers regions cleared.
696 */
697bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
698        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
699    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
700    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
701
702    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
703
704    // Window coordinates of the layer
705    Rect clip;
706    Rect bounds(left, top, right, bottom);
707    Rect untransformedBounds(bounds);
708    mSnapshot->transform->mapRect(bounds);
709
710    // Layers only make sense if they are in the framebuffer's bounds
711    if (bounds.intersect(*mSnapshot->clipRect)) {
712        // We cannot work with sub-pixels in this case
713        bounds.snapToPixelBoundaries();
714
715        // When the layer is not an FBO, we may use glCopyTexImage so we
716        // need to make sure the layer does not extend outside the bounds
717        // of the framebuffer
718        if (!bounds.intersect(mSnapshot->previous->viewport)) {
719            bounds.setEmpty();
720        } else if (fboLayer) {
721            clip.set(bounds);
722            mat4 inverse;
723            inverse.loadInverse(*mSnapshot->transform);
724            inverse.mapRect(clip);
725            clip.snapToPixelBoundaries();
726            if (clip.intersect(untransformedBounds)) {
727                clip.translate(-left, -top);
728                bounds.set(untransformedBounds);
729            } else {
730                clip.setEmpty();
731            }
732        }
733    } else {
734        bounds.setEmpty();
735    }
736
737    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
738            bounds.getHeight() > mCaches.maxTextureSize ||
739            (fboLayer && clip.isEmpty())) {
740        mSnapshot->empty = fboLayer;
741    } else {
742        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
743    }
744
745    // Bail out if we won't draw in this snapshot
746    if (mSnapshot->invisible || mSnapshot->empty) {
747        return false;
748    }
749
750    mCaches.activeTexture(0);
751    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
752    if (!layer) {
753        return false;
754    }
755
756    layer->setAlpha(alpha, mode);
757    layer->layer.set(bounds);
758    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
759            bounds.getWidth() / float(layer->getWidth()), 0.0f);
760    layer->setColorFilter(mColorFilter);
761    layer->setBlend(true);
762    layer->setDirty(false);
763
764    // Save the layer in the snapshot
765    mSnapshot->flags |= Snapshot::kFlagIsLayer;
766    mSnapshot->layer = layer;
767
768    if (fboLayer) {
769        return createFboLayer(layer, bounds, clip, previousFbo);
770    } else {
771        // Copy the framebuffer into the layer
772        layer->bindTexture();
773        if (!bounds.isEmpty()) {
774            if (layer->isEmpty()) {
775                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
776                        bounds.left, mSnapshot->height - bounds.bottom,
777                        layer->getWidth(), layer->getHeight(), 0);
778                layer->setEmpty(false);
779            } else {
780                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
781                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
782            }
783
784            // Enqueue the buffer coordinates to clear the corresponding region later
785            mLayers.push(new Rect(bounds));
786        }
787    }
788
789    return true;
790}
791
792bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
793    layer->clipRect.set(clip);
794    layer->setFbo(mCaches.fboCache.get());
795
796    mSnapshot->region = &mSnapshot->layer->region;
797    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
798            Snapshot::kFlagDirtyOrtho;
799    mSnapshot->fbo = layer->getFbo();
800    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
801    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
802    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
803    mSnapshot->height = bounds.getHeight();
804    mSnapshot->orthoMatrix.load(mOrthoMatrix);
805
806    endTiling();
807    debugOverdraw(false, false);
808    // Bind texture to FBO
809    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
810    layer->bindTexture();
811
812    // Initialize the texture if needed
813    if (layer->isEmpty()) {
814        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
815        layer->setEmpty(false);
816    }
817
818    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
819            layer->getTexture(), 0);
820
821    startTiling(mSnapshot, !layer->isBlend());
822
823    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
824    mCaches.enableScissor();
825    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
826            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
827    glClear(GL_COLOR_BUFFER_BIT);
828
829    dirtyClip();
830
831    // Change the ortho projection
832    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
833    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
834
835    return true;
836}
837
838/**
839 * Read the documentation of createLayer() before doing anything in this method.
840 */
841void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
842    if (!current->layer) {
843        ALOGE("Attempting to compose a layer that does not exist");
844        return;
845    }
846
847    Layer* layer = current->layer;
848    const Rect& rect = layer->layer;
849    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
850
851    if (fboLayer) {
852        endTiling();
853
854        // Detach the texture from the FBO
855        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
856
857        layer->removeFbo(false);
858
859        // Unbind current FBO and restore previous one
860        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
861        debugOverdraw(true, false);
862
863        startTiling(previous);
864    }
865
866    if (!fboLayer && layer->getAlpha() < 255) {
867        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
868                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
869        // Required below, composeLayerRect() will divide by 255
870        layer->setAlpha(255);
871    }
872
873    mCaches.unbindMeshBuffer();
874
875    mCaches.activeTexture(0);
876
877    // When the layer is stored in an FBO, we can save a bit of fillrate by
878    // drawing only the dirty region
879    if (fboLayer) {
880        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
881        if (layer->getColorFilter()) {
882            setupColorFilter(layer->getColorFilter());
883        }
884        composeLayerRegion(layer, rect);
885        if (layer->getColorFilter()) {
886            resetColorFilter();
887        }
888    } else if (!rect.isEmpty()) {
889        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
890        composeLayerRect(layer, rect, true);
891    }
892
893    dirtyClip();
894
895    // Failing to add the layer to the cache should happen only if the layer is too large
896    if (!mCaches.layerCache.put(layer)) {
897        LAYER_LOGD("Deleting layer");
898        Caches::getInstance().resourceCache.decrementRefcount(layer);
899    }
900}
901
902void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
903    float alpha = layer->getAlpha() / 255.0f;
904
905    setupDraw();
906    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
907        setupDrawWithTexture();
908    } else {
909        setupDrawWithExternalTexture();
910    }
911    setupDrawTextureTransform();
912    setupDrawColor(alpha, alpha, alpha, alpha);
913    setupDrawColorFilter();
914    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
915    setupDrawProgram();
916    setupDrawPureColorUniforms();
917    setupDrawColorFilterUniforms();
918    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
919        setupDrawTexture(layer->getTexture());
920    } else {
921        setupDrawExternalTexture(layer->getTexture());
922    }
923    if (mSnapshot->transform->isPureTranslate() &&
924            layer->getWidth() == (uint32_t) rect.getWidth() &&
925            layer->getHeight() == (uint32_t) rect.getHeight()) {
926        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
927        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
928
929        layer->setFilter(GL_NEAREST);
930        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
931    } else {
932        layer->setFilter(GL_LINEAR);
933        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
934    }
935    setupDrawTextureTransformUniforms(layer->getTexTransform());
936    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
937
938    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
939
940    finishDrawTexture();
941}
942
943void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
944    if (!layer->isTextureLayer()) {
945        const Rect& texCoords = layer->texCoords;
946        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
947                texCoords.right, texCoords.bottom);
948
949        float x = rect.left;
950        float y = rect.top;
951        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
952                layer->getWidth() == (uint32_t) rect.getWidth() &&
953                layer->getHeight() == (uint32_t) rect.getHeight();
954
955        if (simpleTransform) {
956            // When we're swapping, the layer is already in screen coordinates
957            if (!swap) {
958                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
959                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
960            }
961
962            layer->setFilter(GL_NEAREST, true);
963        } else {
964            layer->setFilter(GL_LINEAR, true);
965        }
966
967        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
968                layer->getTexture(), layer->getAlpha() / 255.0f,
969                layer->getMode(), layer->isBlend(),
970                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
971                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
972
973        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
974    } else {
975        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
976        drawTextureLayer(layer, rect);
977        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
978    }
979}
980
981void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
982    if (layer->region.isRect()) {
983        layer->setRegionAsRect();
984
985        composeLayerRect(layer, layer->regionRect);
986
987        layer->region.clear();
988        return;
989    }
990
991    // TODO: See LayerRenderer.cpp::generateMesh() for important
992    //       information about this implementation
993    if (CC_LIKELY(!layer->region.isEmpty())) {
994        size_t count;
995        const android::Rect* rects = layer->region.getArray(&count);
996
997        const float alpha = layer->getAlpha() / 255.0f;
998        const float texX = 1.0f / float(layer->getWidth());
999        const float texY = 1.0f / float(layer->getHeight());
1000        const float height = rect.getHeight();
1001
1002        setupDraw();
1003
1004        // We must get (and therefore bind) the region mesh buffer
1005        // after we setup drawing in case we need to mess with the
1006        // stencil buffer in setupDraw()
1007        TextureVertex* mesh = mCaches.getRegionMesh();
1008        GLsizei numQuads = 0;
1009
1010        setupDrawWithTexture();
1011        setupDrawColor(alpha, alpha, alpha, alpha);
1012        setupDrawColorFilter();
1013        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1014        setupDrawProgram();
1015        setupDrawDirtyRegionsDisabled();
1016        setupDrawPureColorUniforms();
1017        setupDrawColorFilterUniforms();
1018        setupDrawTexture(layer->getTexture());
1019        if (mSnapshot->transform->isPureTranslate()) {
1020            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
1021            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
1022
1023            layer->setFilter(GL_NEAREST);
1024            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1025        } else {
1026            layer->setFilter(GL_LINEAR);
1027            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1028        }
1029        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1030
1031        for (size_t i = 0; i < count; i++) {
1032            const android::Rect* r = &rects[i];
1033
1034            const float u1 = r->left * texX;
1035            const float v1 = (height - r->top) * texY;
1036            const float u2 = r->right * texX;
1037            const float v2 = (height - r->bottom) * texY;
1038
1039            // TODO: Reject quads outside of the clip
1040            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1041            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1042            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1043            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1044
1045            numQuads++;
1046
1047            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1048                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1049                numQuads = 0;
1050                mesh = mCaches.getRegionMesh();
1051            }
1052        }
1053
1054        if (numQuads > 0) {
1055            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1056        }
1057
1058        finishDrawTexture();
1059
1060#if DEBUG_LAYERS_AS_REGIONS
1061        drawRegionRects(layer->region);
1062#endif
1063
1064        layer->region.clear();
1065    }
1066}
1067
1068void OpenGLRenderer::drawRegionRects(const Region& region) {
1069#if DEBUG_LAYERS_AS_REGIONS
1070    size_t count;
1071    const android::Rect* rects = region.getArray(&count);
1072
1073    uint32_t colors[] = {
1074            0x7fff0000, 0x7f00ff00,
1075            0x7f0000ff, 0x7fff00ff,
1076    };
1077
1078    int offset = 0;
1079    int32_t top = rects[0].top;
1080
1081    for (size_t i = 0; i < count; i++) {
1082        if (top != rects[i].top) {
1083            offset ^= 0x2;
1084            top = rects[i].top;
1085        }
1086
1087        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1088        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1089                SkXfermode::kSrcOver_Mode);
1090    }
1091#endif
1092}
1093
1094void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1095        SkXfermode::Mode mode, bool dirty) {
1096    int count = 0;
1097    Vector<float> rects;
1098
1099    SkRegion::Iterator it(region);
1100    while (!it.done()) {
1101        const SkIRect& r = it.rect();
1102        rects.push(r.fLeft);
1103        rects.push(r.fTop);
1104        rects.push(r.fRight);
1105        rects.push(r.fBottom);
1106        count += 4;
1107        it.next();
1108    }
1109
1110    drawColorRects(rects.array(), count, color, mode, true, dirty);
1111}
1112
1113void OpenGLRenderer::dirtyLayer(const float left, const float top,
1114        const float right, const float bottom, const mat4 transform) {
1115    if (hasLayer()) {
1116        Rect bounds(left, top, right, bottom);
1117        transform.mapRect(bounds);
1118        dirtyLayerUnchecked(bounds, getRegion());
1119    }
1120}
1121
1122void OpenGLRenderer::dirtyLayer(const float left, const float top,
1123        const float right, const float bottom) {
1124    if (hasLayer()) {
1125        Rect bounds(left, top, right, bottom);
1126        dirtyLayerUnchecked(bounds, getRegion());
1127    }
1128}
1129
1130void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1131    if (bounds.intersect(*mSnapshot->clipRect)) {
1132        bounds.snapToPixelBoundaries();
1133        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1134        if (!dirty.isEmpty()) {
1135            region->orSelf(dirty);
1136        }
1137    }
1138}
1139
1140void OpenGLRenderer::clearLayerRegions() {
1141    const size_t count = mLayers.size();
1142    if (count == 0) return;
1143
1144    if (!mSnapshot->isIgnored()) {
1145        // Doing several glScissor/glClear here can negatively impact
1146        // GPUs with a tiler architecture, instead we draw quads with
1147        // the Clear blending mode
1148
1149        // The list contains bounds that have already been clipped
1150        // against their initial clip rect, and the current clip
1151        // is likely different so we need to disable clipping here
1152        bool scissorChanged = mCaches.disableScissor();
1153
1154        Vertex mesh[count * 6];
1155        Vertex* vertex = mesh;
1156
1157        for (uint32_t i = 0; i < count; i++) {
1158            Rect* bounds = mLayers.itemAt(i);
1159
1160            Vertex::set(vertex++, bounds->left, bounds->bottom);
1161            Vertex::set(vertex++, bounds->left, bounds->top);
1162            Vertex::set(vertex++, bounds->right, bounds->top);
1163            Vertex::set(vertex++, bounds->left, bounds->bottom);
1164            Vertex::set(vertex++, bounds->right, bounds->top);
1165            Vertex::set(vertex++, bounds->right, bounds->bottom);
1166
1167            delete bounds;
1168        }
1169
1170        setupDraw(false);
1171        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1172        setupDrawBlending(true, SkXfermode::kClear_Mode);
1173        setupDrawProgram();
1174        setupDrawPureColorUniforms();
1175        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1176        setupDrawVertices(&mesh[0].position[0]);
1177
1178        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1179
1180        if (scissorChanged) mCaches.enableScissor();
1181    } else {
1182        for (uint32_t i = 0; i < count; i++) {
1183            delete mLayers.itemAt(i);
1184        }
1185    }
1186
1187    mLayers.clear();
1188}
1189
1190///////////////////////////////////////////////////////////////////////////////
1191// Transforms
1192///////////////////////////////////////////////////////////////////////////////
1193
1194void OpenGLRenderer::translate(float dx, float dy) {
1195    mSnapshot->transform->translate(dx, dy, 0.0f);
1196}
1197
1198void OpenGLRenderer::rotate(float degrees) {
1199    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1200}
1201
1202void OpenGLRenderer::scale(float sx, float sy) {
1203    mSnapshot->transform->scale(sx, sy, 1.0f);
1204}
1205
1206void OpenGLRenderer::skew(float sx, float sy) {
1207    mSnapshot->transform->skew(sx, sy);
1208}
1209
1210void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1211    if (matrix) {
1212        mSnapshot->transform->load(*matrix);
1213    } else {
1214        mSnapshot->transform->loadIdentity();
1215    }
1216}
1217
1218void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1219    mSnapshot->transform->copyTo(*matrix);
1220}
1221
1222void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1223    SkMatrix transform;
1224    mSnapshot->transform->copyTo(transform);
1225    transform.preConcat(*matrix);
1226    mSnapshot->transform->load(transform);
1227}
1228
1229///////////////////////////////////////////////////////////////////////////////
1230// Clipping
1231///////////////////////////////////////////////////////////////////////////////
1232
1233void OpenGLRenderer::setScissorFromClip() {
1234    Rect clip(*mSnapshot->clipRect);
1235    clip.snapToPixelBoundaries();
1236
1237    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1238            clip.getWidth(), clip.getHeight())) {
1239        mDirtyClip = false;
1240    }
1241}
1242
1243void OpenGLRenderer::ensureStencilBuffer() {
1244    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1245    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1246    // just hope we have one when hasLayer() returns false.
1247    if (hasLayer()) {
1248        attachStencilBufferToLayer(mSnapshot->layer);
1249    }
1250}
1251
1252void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1253    // The layer's FBO is already bound when we reach this stage
1254    if (!layer->getStencilRenderBuffer()) {
1255        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1256        // is attached after we initiated tiling. We must turn it off,
1257        // attach the new render buffer then turn tiling back on
1258        endTiling();
1259
1260        // TODO: See Layer::removeFbo(). The stencil renderbuffer should be cached
1261        GLuint buffer;
1262        glGenRenderbuffers(1, &buffer);
1263
1264        layer->setStencilRenderBuffer(buffer);
1265        layer->bindStencilRenderBuffer();
1266        layer->allocateStencilRenderBuffer();
1267
1268        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer);
1269
1270        startTiling(layer->clipRect, layer->layer.getHeight(), !layer->isBlend());
1271    }
1272}
1273
1274void OpenGLRenderer::setStencilFromClip() {
1275    if (!mCaches.debugOverdraw) {
1276        if (!mSnapshot->clipRegion->isEmpty()) {
1277            // NOTE: The order here is important, we must set dirtyClip to false
1278            //       before any draw call to avoid calling back into this method
1279            mDirtyClip = false;
1280
1281            ensureStencilBuffer();
1282
1283            mCaches.stencil.enableWrite();
1284
1285            // Clear the stencil but first make sure we restrict drawing
1286            // to the region's bounds
1287            bool resetScissor = mCaches.enableScissor();
1288            if (resetScissor) {
1289                // The scissor was not set so we now need to update it
1290                setScissorFromClip();
1291            }
1292            mCaches.stencil.clear();
1293            if (resetScissor) mCaches.disableScissor();
1294
1295            // NOTE: We could use the region contour path to generate a smaller mesh
1296            //       Since we are using the stencil we could use the red book path
1297            //       drawing technique. It might increase bandwidth usage though.
1298
1299            // The last parameter is important: we are not drawing in the color buffer
1300            // so we don't want to dirty the current layer, if any
1301            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1302
1303            mCaches.stencil.enableTest();
1304        } else {
1305            mCaches.stencil.disable();
1306        }
1307    }
1308}
1309
1310const Rect& OpenGLRenderer::getClipBounds() {
1311    return mSnapshot->getLocalClip();
1312}
1313
1314bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1315    if (mSnapshot->isIgnored()) {
1316        return true;
1317    }
1318
1319    Rect r(left, top, right, bottom);
1320    mSnapshot->transform->mapRect(r);
1321    r.snapToPixelBoundaries();
1322
1323    Rect clipRect(*mSnapshot->clipRect);
1324    clipRect.snapToPixelBoundaries();
1325
1326    return !clipRect.intersects(r);
1327}
1328
1329bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1330        Rect& transformed, Rect& clip) {
1331    if (mSnapshot->isIgnored()) {
1332        return true;
1333    }
1334
1335    transformed.set(left, top, right, bottom);
1336    mSnapshot->transform->mapRect(transformed);
1337    transformed.snapToPixelBoundaries();
1338
1339    clip.set(*mSnapshot->clipRect);
1340    clip.snapToPixelBoundaries();
1341
1342    return !clip.intersects(transformed);
1343}
1344
1345bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1346        SkPaint* paint) {
1347    if (paint->getStyle() != SkPaint::kFill_Style) {
1348        float outset = paint->getStrokeWidth() * 0.5f;
1349        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1350    } else {
1351        return quickReject(left, top, right, bottom);
1352    }
1353}
1354
1355bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1356    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1357        return true;
1358    }
1359
1360    Rect r(left, top, right, bottom);
1361    mSnapshot->transform->mapRect(r);
1362    r.snapToPixelBoundaries();
1363
1364    Rect clipRect(*mSnapshot->clipRect);
1365    clipRect.snapToPixelBoundaries();
1366
1367    bool rejected = !clipRect.intersects(r);
1368    if (!isDeferred() && !rejected) {
1369        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1370    }
1371
1372    return rejected;
1373}
1374
1375void OpenGLRenderer::debugClip() {
1376#if DEBUG_CLIP_REGIONS
1377    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1378        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1379    }
1380#endif
1381}
1382
1383bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1384    if (CC_LIKELY(mSnapshot->transform->rectToRect())) {
1385        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1386        if (clipped) {
1387            dirtyClip();
1388        }
1389        return !mSnapshot->clipRect->isEmpty();
1390    }
1391
1392    SkPath path;
1393    path.addRect(left, top, right, bottom);
1394
1395    return clipPath(&path, op);
1396}
1397
1398bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1399    SkMatrix transform;
1400    mSnapshot->transform->copyTo(transform);
1401
1402    SkPath transformed;
1403    path->transform(transform, &transformed);
1404
1405    SkRegion clip;
1406    if (!mSnapshot->clipRegion->isEmpty()) {
1407        clip.setRegion(*mSnapshot->clipRegion);
1408    } else {
1409        Rect* bounds = mSnapshot->clipRect;
1410        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1411    }
1412
1413    SkRegion region;
1414    region.setPath(transformed, clip);
1415
1416    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1417    if (clipped) {
1418        dirtyClip();
1419    }
1420    return !mSnapshot->clipRect->isEmpty();
1421}
1422
1423bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1424    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1425    if (clipped) {
1426        dirtyClip();
1427    }
1428    return !mSnapshot->clipRect->isEmpty();
1429}
1430
1431Rect* OpenGLRenderer::getClipRect() {
1432    return mSnapshot->clipRect;
1433}
1434
1435///////////////////////////////////////////////////////////////////////////////
1436// Drawing commands
1437///////////////////////////////////////////////////////////////////////////////
1438
1439void OpenGLRenderer::setupDraw(bool clear) {
1440    // TODO: It would be best if we could do this before quickReject()
1441    //       changes the scissor test state
1442    if (clear) clearLayerRegions();
1443    // Make sure setScissor & setStencil happen at the beginning of
1444    // this method
1445    if (mDirtyClip) {
1446        setScissorFromClip();
1447        setStencilFromClip();
1448    }
1449    mDescription.reset();
1450    mSetShaderColor = false;
1451    mColorSet = false;
1452    mColorA = mColorR = mColorG = mColorB = 0.0f;
1453    mTextureUnit = 0;
1454    mTrackDirtyRegions = true;
1455}
1456
1457void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1458    mDescription.hasTexture = true;
1459    mDescription.hasAlpha8Texture = isAlpha8;
1460}
1461
1462void OpenGLRenderer::setupDrawWithExternalTexture() {
1463    mDescription.hasExternalTexture = true;
1464}
1465
1466void OpenGLRenderer::setupDrawNoTexture() {
1467    mCaches.disbaleTexCoordsVertexArray();
1468}
1469
1470void OpenGLRenderer::setupDrawAA() {
1471    mDescription.isAA = true;
1472}
1473
1474void OpenGLRenderer::setupDrawVertexShape() {
1475    mDescription.isVertexShape = true;
1476}
1477
1478void OpenGLRenderer::setupDrawPoint(float pointSize) {
1479    mDescription.isPoint = true;
1480    mDescription.pointSize = pointSize;
1481}
1482
1483void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1484    mColorA = alpha / 255.0f;
1485    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1486    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1487    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1488    mColorSet = true;
1489    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1490}
1491
1492void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1493    mColorA = alpha / 255.0f;
1494    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1495    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1496    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1497    mColorSet = true;
1498    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1499}
1500
1501void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1502    mCaches.fontRenderer->describe(mDescription, paint);
1503}
1504
1505void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1506    mColorA = a;
1507    mColorR = r;
1508    mColorG = g;
1509    mColorB = b;
1510    mColorSet = true;
1511    mSetShaderColor = mDescription.setColor(r, g, b, a);
1512}
1513
1514void OpenGLRenderer::setupDrawShader() {
1515    if (mShader) {
1516        mShader->describe(mDescription, mCaches.extensions);
1517    }
1518}
1519
1520void OpenGLRenderer::setupDrawColorFilter() {
1521    if (mColorFilter) {
1522        mColorFilter->describe(mDescription, mCaches.extensions);
1523    }
1524}
1525
1526void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1527    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1528        mColorA = 1.0f;
1529        mColorR = mColorG = mColorB = 0.0f;
1530        mSetShaderColor = mDescription.modulate = true;
1531    }
1532}
1533
1534void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1535    // When the blending mode is kClear_Mode, we need to use a modulate color
1536    // argb=1,0,0,0
1537    accountForClear(mode);
1538    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1539            mDescription, swapSrcDst);
1540}
1541
1542void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1543    // When the blending mode is kClear_Mode, we need to use a modulate color
1544    // argb=1,0,0,0
1545    accountForClear(mode);
1546    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) ||
1547            (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst);
1548}
1549
1550void OpenGLRenderer::setupDrawProgram() {
1551    useProgram(mCaches.programCache.get(mDescription));
1552}
1553
1554void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1555    mTrackDirtyRegions = false;
1556}
1557
1558void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1559        bool ignoreTransform) {
1560    mModelView.loadTranslate(left, top, 0.0f);
1561    if (!ignoreTransform) {
1562        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1563        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1564    } else {
1565        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1566        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1567    }
1568}
1569
1570void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1571    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1572}
1573
1574void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1575        bool ignoreTransform, bool ignoreModelView) {
1576    if (!ignoreModelView) {
1577        mModelView.loadTranslate(left, top, 0.0f);
1578        mModelView.scale(right - left, bottom - top, 1.0f);
1579    } else {
1580        mModelView.loadIdentity();
1581    }
1582    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1583    if (!ignoreTransform) {
1584        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1585        if (mTrackDirtyRegions && dirty) {
1586            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1587        }
1588    } else {
1589        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1590        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1591    }
1592}
1593
1594void OpenGLRenderer::setupDrawPointUniforms() {
1595    int slot = mCaches.currentProgram->getUniform("pointSize");
1596    glUniform1f(slot, mDescription.pointSize);
1597}
1598
1599void OpenGLRenderer::setupDrawColorUniforms() {
1600    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1601        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1602    }
1603}
1604
1605void OpenGLRenderer::setupDrawPureColorUniforms() {
1606    if (mSetShaderColor) {
1607        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1608    }
1609}
1610
1611void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1612    if (mShader) {
1613        if (ignoreTransform) {
1614            mModelView.loadInverse(*mSnapshot->transform);
1615        }
1616        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1617    }
1618}
1619
1620void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1621    if (mShader) {
1622        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1623    }
1624}
1625
1626void OpenGLRenderer::setupDrawColorFilterUniforms() {
1627    if (mColorFilter) {
1628        mColorFilter->setupProgram(mCaches.currentProgram);
1629    }
1630}
1631
1632void OpenGLRenderer::setupDrawTextGammaUniforms() {
1633    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1634}
1635
1636void OpenGLRenderer::setupDrawSimpleMesh() {
1637    bool force = mCaches.bindMeshBuffer();
1638    mCaches.bindPositionVertexPointer(force, 0);
1639    mCaches.unbindIndicesBuffer();
1640}
1641
1642void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1643    bindTexture(texture);
1644    mTextureUnit++;
1645    mCaches.enableTexCoordsVertexArray();
1646}
1647
1648void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1649    bindExternalTexture(texture);
1650    mTextureUnit++;
1651    mCaches.enableTexCoordsVertexArray();
1652}
1653
1654void OpenGLRenderer::setupDrawTextureTransform() {
1655    mDescription.hasTextureTransform = true;
1656}
1657
1658void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1659    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1660            GL_FALSE, &transform.data[0]);
1661}
1662
1663void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1664    bool force = false;
1665    if (!vertices) {
1666        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1667    } else {
1668        force = mCaches.unbindMeshBuffer();
1669    }
1670
1671    mCaches.bindPositionVertexPointer(force, vertices);
1672    if (mCaches.currentProgram->texCoords >= 0) {
1673        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1674    }
1675
1676    mCaches.unbindIndicesBuffer();
1677}
1678
1679void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1680    bool force = mCaches.unbindMeshBuffer();
1681    mCaches.bindPositionVertexPointer(force, vertices);
1682    if (mCaches.currentProgram->texCoords >= 0) {
1683        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1684    }
1685}
1686
1687void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1688    bool force = mCaches.unbindMeshBuffer();
1689    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1690    mCaches.unbindIndicesBuffer();
1691}
1692
1693/**
1694 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1695 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1696 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1697 * attributes (one per vertex) are values from zero to one that tells the fragment
1698 * shader where the fragment is in relation to the line width/length overall; these values are
1699 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1700 * region of the line.
1701 * Note that we only pass down the width values in this setup function. The length coordinates
1702 * are set up for each individual segment.
1703 */
1704void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1705        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1706    bool force = mCaches.unbindMeshBuffer();
1707    mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride);
1708    mCaches.resetTexCoordsVertexPointer();
1709    mCaches.unbindIndicesBuffer();
1710
1711    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1712    glEnableVertexAttribArray(widthSlot);
1713    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1714
1715    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1716    glEnableVertexAttribArray(lengthSlot);
1717    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1718
1719    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1720    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1721}
1722
1723void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1724    glDisableVertexAttribArray(widthSlot);
1725    glDisableVertexAttribArray(lengthSlot);
1726}
1727
1728void OpenGLRenderer::finishDrawTexture() {
1729}
1730
1731///////////////////////////////////////////////////////////////////////////////
1732// Drawing
1733///////////////////////////////////////////////////////////////////////////////
1734
1735status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1736        Rect& dirty, int32_t flags, uint32_t level) {
1737
1738    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1739    // will be performed by the display list itself
1740    if (displayList && displayList->isRenderable()) {
1741        return displayList->replay(*this, dirty, flags, level);
1742    }
1743
1744    return DrawGlInfo::kStatusDone;
1745}
1746
1747void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1748    if (displayList) {
1749        displayList->output(level);
1750    }
1751}
1752
1753void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1754    int alpha;
1755    SkXfermode::Mode mode;
1756    getAlphaAndMode(paint, &alpha, &mode);
1757
1758    int color = paint != NULL ? paint->getColor() : 0;
1759
1760    float x = left;
1761    float y = top;
1762
1763    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1764
1765    bool ignoreTransform = false;
1766    if (mSnapshot->transform->isPureTranslate()) {
1767        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1768        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1769        ignoreTransform = true;
1770
1771        texture->setFilter(GL_NEAREST, true);
1772    } else {
1773        texture->setFilter(FILTER(paint), true);
1774    }
1775
1776    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1777            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1778            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1779}
1780
1781status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1782    const float right = left + bitmap->width();
1783    const float bottom = top + bitmap->height();
1784
1785    if (quickReject(left, top, right, bottom)) {
1786        return DrawGlInfo::kStatusDone;
1787    }
1788
1789    mCaches.activeTexture(0);
1790    Texture* texture = mCaches.textureCache.get(bitmap);
1791    if (!texture) return DrawGlInfo::kStatusDone;
1792    const AutoTexture autoCleanup(texture);
1793
1794    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1795        drawAlphaBitmap(texture, left, top, paint);
1796    } else {
1797        drawTextureRect(left, top, right, bottom, texture, paint);
1798    }
1799
1800    return DrawGlInfo::kStatusDrew;
1801}
1802
1803status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1804    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1805    const mat4 transform(*matrix);
1806    transform.mapRect(r);
1807
1808    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1809        return DrawGlInfo::kStatusDone;
1810    }
1811
1812    mCaches.activeTexture(0);
1813    Texture* texture = mCaches.textureCache.get(bitmap);
1814    if (!texture) return DrawGlInfo::kStatusDone;
1815    const AutoTexture autoCleanup(texture);
1816
1817    // This could be done in a cheaper way, all we need is pass the matrix
1818    // to the vertex shader. The save/restore is a bit overkill.
1819    save(SkCanvas::kMatrix_SaveFlag);
1820    concatMatrix(matrix);
1821    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1822        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
1823    } else {
1824        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1825    }
1826    restore();
1827
1828    return DrawGlInfo::kStatusDrew;
1829}
1830
1831status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1832    const float right = left + bitmap->width();
1833    const float bottom = top + bitmap->height();
1834
1835    if (quickReject(left, top, right, bottom)) {
1836        return DrawGlInfo::kStatusDone;
1837    }
1838
1839    mCaches.activeTexture(0);
1840    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1841    const AutoTexture autoCleanup(texture);
1842
1843    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1844        drawAlphaBitmap(texture, left, top, paint);
1845    } else {
1846        drawTextureRect(left, top, right, bottom, texture, paint);
1847    }
1848
1849    return DrawGlInfo::kStatusDrew;
1850}
1851
1852status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1853        float* vertices, int* colors, SkPaint* paint) {
1854    if (!vertices || mSnapshot->isIgnored()) {
1855        return DrawGlInfo::kStatusDone;
1856    }
1857
1858    float left = FLT_MAX;
1859    float top = FLT_MAX;
1860    float right = FLT_MIN;
1861    float bottom = FLT_MIN;
1862
1863    const uint32_t count = meshWidth * meshHeight * 6;
1864
1865    // TODO: Support the colors array
1866    TextureVertex mesh[count];
1867    TextureVertex* vertex = mesh;
1868
1869    for (int32_t y = 0; y < meshHeight; y++) {
1870        for (int32_t x = 0; x < meshWidth; x++) {
1871            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1872
1873            float u1 = float(x) / meshWidth;
1874            float u2 = float(x + 1) / meshWidth;
1875            float v1 = float(y) / meshHeight;
1876            float v2 = float(y + 1) / meshHeight;
1877
1878            int ax = i + (meshWidth + 1) * 2;
1879            int ay = ax + 1;
1880            int bx = i;
1881            int by = bx + 1;
1882            int cx = i + 2;
1883            int cy = cx + 1;
1884            int dx = i + (meshWidth + 1) * 2 + 2;
1885            int dy = dx + 1;
1886
1887            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1888            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1889            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1890
1891            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1892            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1893            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1894
1895            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1896            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1897            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1898            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1899        }
1900    }
1901
1902    if (quickReject(left, top, right, bottom)) {
1903        return DrawGlInfo::kStatusDone;
1904    }
1905
1906    mCaches.activeTexture(0);
1907    Texture* texture = mCaches.textureCache.get(bitmap);
1908    if (!texture) return DrawGlInfo::kStatusDone;
1909    const AutoTexture autoCleanup(texture);
1910
1911    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1912    texture->setFilter(FILTER(paint), true);
1913
1914    int alpha;
1915    SkXfermode::Mode mode;
1916    getAlphaAndMode(paint, &alpha, &mode);
1917
1918    if (hasLayer()) {
1919        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1920    }
1921
1922    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1923            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1924            GL_TRIANGLES, count, false, false, 0, false, false);
1925
1926    return DrawGlInfo::kStatusDrew;
1927}
1928
1929status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1930         float srcLeft, float srcTop, float srcRight, float srcBottom,
1931         float dstLeft, float dstTop, float dstRight, float dstBottom,
1932         SkPaint* paint) {
1933    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1934        return DrawGlInfo::kStatusDone;
1935    }
1936
1937    mCaches.activeTexture(0);
1938    Texture* texture = mCaches.textureCache.get(bitmap);
1939    if (!texture) return DrawGlInfo::kStatusDone;
1940    const AutoTexture autoCleanup(texture);
1941
1942    const float width = texture->width;
1943    const float height = texture->height;
1944
1945    const float u1 = fmax(0.0f, srcLeft / width);
1946    const float v1 = fmax(0.0f, srcTop / height);
1947    const float u2 = fmin(1.0f, srcRight / width);
1948    const float v2 = fmin(1.0f, srcBottom / height);
1949
1950    mCaches.unbindMeshBuffer();
1951    resetDrawTextureTexCoords(u1, v1, u2, v2);
1952
1953    int alpha;
1954    SkXfermode::Mode mode;
1955    getAlphaAndMode(paint, &alpha, &mode);
1956
1957    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1958
1959    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
1960    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
1961
1962    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
1963    // Apply a scale transform on the canvas only when a shader is in use
1964    // Skia handles the ratio between the dst and src rects as a scale factor
1965    // when a shader is set
1966    bool useScaleTransform = mShader && scaled;
1967    bool ignoreTransform = false;
1968
1969    if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) {
1970        float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1971        float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1972
1973        dstRight = x + (dstRight - dstLeft);
1974        dstBottom = y + (dstBottom - dstTop);
1975
1976        dstLeft = x;
1977        dstTop = y;
1978
1979        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
1980        ignoreTransform = true;
1981    } else {
1982        texture->setFilter(FILTER(paint), true);
1983    }
1984
1985    if (CC_UNLIKELY(useScaleTransform)) {
1986        save(SkCanvas::kMatrix_SaveFlag);
1987        translate(dstLeft, dstTop);
1988        scale(scaleX, scaleY);
1989
1990        dstLeft = 0.0f;
1991        dstTop = 0.0f;
1992
1993        dstRight = srcRight - srcLeft;
1994        dstBottom = srcBottom - srcTop;
1995    }
1996
1997    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1998        int color = paint ? paint->getColor() : 0;
1999        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2000                texture->id, paint != NULL, color, alpha, mode,
2001                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2002                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2003    } else {
2004        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2005                texture->id, alpha / 255.0f, mode, texture->blend,
2006                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2007                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2008    }
2009
2010    if (CC_UNLIKELY(useScaleTransform)) {
2011        restore();
2012    }
2013
2014    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2015
2016    return DrawGlInfo::kStatusDrew;
2017}
2018
2019status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2020        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2021        float left, float top, float right, float bottom, SkPaint* paint) {
2022    int alpha;
2023    SkXfermode::Mode mode;
2024    getAlphaAndModeDirect(paint, &alpha, &mode);
2025
2026    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2027            left, top, right, bottom, alpha, mode);
2028}
2029
2030status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2031        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2032        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2033    if (quickReject(left, top, right, bottom)) {
2034        return DrawGlInfo::kStatusDone;
2035    }
2036
2037    alpha *= mSnapshot->alpha;
2038
2039    mCaches.activeTexture(0);
2040    Texture* texture = mCaches.textureCache.get(bitmap);
2041    if (!texture) return DrawGlInfo::kStatusDone;
2042    const AutoTexture autoCleanup(texture);
2043    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2044    texture->setFilter(GL_LINEAR, true);
2045
2046    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2047            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2048
2049    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2050        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2051        // Mark the current layer dirty where we are going to draw the patch
2052        if (hasLayer() && mesh->hasEmptyQuads) {
2053            const float offsetX = left + mSnapshot->transform->getTranslateX();
2054            const float offsetY = top + mSnapshot->transform->getTranslateY();
2055            const size_t count = mesh->quads.size();
2056            for (size_t i = 0; i < count; i++) {
2057                const Rect& bounds = mesh->quads.itemAt(i);
2058                if (CC_LIKELY(pureTranslate)) {
2059                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2060                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2061                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2062                } else {
2063                    dirtyLayer(left + bounds.left, top + bounds.top,
2064                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
2065                }
2066            }
2067        }
2068
2069        if (CC_LIKELY(pureTranslate)) {
2070            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2071            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2072
2073            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2074                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2075                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2076                    true, !mesh->hasEmptyQuads);
2077        } else {
2078            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2079                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2080                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2081                    true, !mesh->hasEmptyQuads);
2082        }
2083    }
2084
2085    return DrawGlInfo::kStatusDrew;
2086}
2087
2088/**
2089 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2090 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2091 * screen space in all directions. However, instead of using a fragment shader to compute the
2092 * translucency of the color from its position, we simply use a varying parameter to define how far
2093 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2094 *
2095 * Doesn't yet support joins, caps, or path effects.
2096 */
2097void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2098    int color = paint->getColor();
2099    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2100    bool isAA = paint->isAntiAlias();
2101
2102    VertexBuffer vertexBuffer;
2103    // TODO: try clipping large paths to viewport
2104    PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer);
2105
2106    if (!vertexBuffer.getSize()) {
2107        // no vertices to draw
2108        return;
2109    }
2110
2111    setupDraw();
2112    setupDrawNoTexture();
2113    if (isAA) setupDrawAA();
2114    setupDrawVertexShape();
2115    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2116    setupDrawColorFilter();
2117    setupDrawShader();
2118    setupDrawBlending(isAA, mode);
2119    setupDrawProgram();
2120    setupDrawModelViewIdentity();
2121    setupDrawColorUniforms();
2122    setupDrawColorFilterUniforms();
2123    setupDrawShaderIdentityUniforms();
2124
2125    void* vertices = vertexBuffer.getBuffer();
2126    bool force = mCaches.unbindMeshBuffer();
2127    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2128    mCaches.resetTexCoordsVertexPointer();
2129    mCaches.unbindIndicesBuffer();
2130
2131    int alphaSlot = -1;
2132    if (isAA) {
2133        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2134        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2135
2136        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2137        glEnableVertexAttribArray(alphaSlot);
2138        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2139    }
2140
2141    SkRect bounds = PathRenderer::computePathBounds(path, paint);
2142    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
2143
2144    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2145
2146    if (isAA) {
2147        glDisableVertexAttribArray(alphaSlot);
2148    }
2149}
2150
2151/**
2152 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
2153 * rules for those lines produces some unexpected results, and may vary between hardware devices.
2154 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
2155 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
2156 * of the line. Hairlines are more involved because we need to account for transform scaling
2157 * to end up with a one-pixel-wide line in screen space..
2158 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
2159 * in combination with values that we calculate and pass down in this method. The basic approach
2160 * is that the quad we create contains both the core line area plus a bounding area in which
2161 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
2162 * proportion of the width and the length of a given segment is represented by the boundary
2163 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
2164 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
2165 * on the inside). This ends up giving the result we want, with pixels that are completely
2166 * 'inside' the line area being filled opaquely and the other pixels being filled according to
2167 * how far into the boundary region they are, which is determined by shader interpolation.
2168 */
2169status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2170    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2171
2172    const bool isAA = paint->isAntiAlias();
2173    // We use half the stroke width here because we're going to position the quad
2174    // corner vertices half of the width away from the line endpoints
2175    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
2176    // A stroke width of 0 has a special meaning in Skia:
2177    // it draws a line 1 px wide regardless of current transform
2178    bool isHairLine = paint->getStrokeWidth() == 0.0f;
2179
2180    float inverseScaleX = 1.0f;
2181    float inverseScaleY = 1.0f;
2182    bool scaled = false;
2183
2184    int alpha;
2185    SkXfermode::Mode mode;
2186
2187    int generatedVerticesCount = 0;
2188    int verticesCount = count;
2189    if (count > 4) {
2190        // Polyline: account for extra vertices needed for continuous tri-strip
2191        verticesCount += (count - 4);
2192    }
2193
2194    if (isHairLine || isAA) {
2195        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
2196        // the line on the screen should always be one pixel wide regardless of scale. For
2197        // AA lines, we only want one pixel of translucent boundary around the quad.
2198        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
2199            Matrix4 *mat = mSnapshot->transform;
2200            float m00 = mat->data[Matrix4::kScaleX];
2201            float m01 = mat->data[Matrix4::kSkewY];
2202            float m10 = mat->data[Matrix4::kSkewX];
2203            float m11 = mat->data[Matrix4::kScaleY];
2204
2205            float scaleX = sqrtf(m00 * m00 + m01 * m01);
2206            float scaleY = sqrtf(m10 * m10 + m11 * m11);
2207
2208            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
2209            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
2210
2211            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
2212                scaled = true;
2213            }
2214        }
2215    }
2216
2217    getAlphaAndMode(paint, &alpha, &mode);
2218
2219    mCaches.enableScissor();
2220
2221    setupDraw();
2222    setupDrawNoTexture();
2223    if (isAA) {
2224        setupDrawAA();
2225    }
2226    setupDrawColor(paint->getColor(), alpha);
2227    setupDrawColorFilter();
2228    setupDrawShader();
2229    setupDrawBlending(isAA, mode);
2230    setupDrawProgram();
2231    setupDrawModelViewIdentity(true);
2232    setupDrawColorUniforms();
2233    setupDrawColorFilterUniforms();
2234    setupDrawShaderIdentityUniforms();
2235
2236    if (isHairLine) {
2237        // Set a real stroke width to be used in quad construction
2238        halfStrokeWidth = isAA? 1 : .5;
2239    } else if (isAA && !scaled) {
2240        // Expand boundary to enable AA calculations on the quad border
2241        halfStrokeWidth += .5f;
2242    }
2243
2244    int widthSlot;
2245    int lengthSlot;
2246
2247    Vertex lines[verticesCount];
2248    Vertex* vertices = &lines[0];
2249
2250    AAVertex wLines[verticesCount];
2251    AAVertex* aaVertices = &wLines[0];
2252
2253    if (CC_UNLIKELY(!isAA)) {
2254        setupDrawVertices(vertices);
2255    } else {
2256        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
2257        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
2258        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
2259        // AA stroke width (the base stroke width expanded by a half pixel on either side).
2260        // This value is used in the fragment shader to determine how to fill fragments.
2261        // We will need to calculate the actual width proportion on each segment for
2262        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
2263        float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth);
2264        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
2265                boundaryWidthProportion, widthSlot, lengthSlot);
2266    }
2267
2268    AAVertex* prevAAVertex = NULL;
2269    Vertex* prevVertex = NULL;
2270
2271    int boundaryLengthSlot = -1;
2272    int boundaryWidthSlot = -1;
2273
2274    for (int i = 0; i < count; i += 4) {
2275        // a = start point, b = end point
2276        vec2 a(points[i], points[i + 1]);
2277        vec2 b(points[i + 2], points[i + 3]);
2278
2279        float length = 0;
2280        float boundaryLengthProportion = 0;
2281        float boundaryWidthProportion = 0;
2282
2283        // Find the normal to the line
2284        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
2285        float x = n.x;
2286        n.x = -n.y;
2287        n.y = x;
2288
2289        if (isHairLine) {
2290            if (isAA) {
2291                float wideningFactor;
2292                if (fabs(n.x) >= fabs(n.y)) {
2293                    wideningFactor = fabs(1.0f / n.x);
2294                } else {
2295                    wideningFactor = fabs(1.0f / n.y);
2296                }
2297                n *= wideningFactor;
2298            }
2299
2300            if (scaled) {
2301                n.x *= inverseScaleX;
2302                n.y *= inverseScaleY;
2303            }
2304        } else if (scaled) {
2305            // Extend n by .5 pixel on each side, post-transform
2306            vec2 extendedN = n.copyNormalized();
2307            extendedN /= 2;
2308            extendedN.x *= inverseScaleX;
2309            extendedN.y *= inverseScaleY;
2310
2311            float extendedNLength = extendedN.length();
2312            // We need to set this value on the shader prior to drawing
2313            boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength);
2314            n += extendedN;
2315        }
2316
2317        // aa lines expand the endpoint vertices to encompass the AA boundary
2318        if (isAA) {
2319            vec2 abVector = (b - a);
2320            length = abVector.length();
2321            abVector.normalize();
2322
2323            if (scaled) {
2324                abVector.x *= inverseScaleX;
2325                abVector.y *= inverseScaleY;
2326                float abLength = abVector.length();
2327                boundaryLengthProportion = .5 - abLength / (length + abLength);
2328            } else {
2329                boundaryLengthProportion = .5 - .5 / (length + 1);
2330            }
2331
2332            abVector /= 2;
2333            a -= abVector;
2334            b += abVector;
2335        }
2336
2337        // Four corners of the rectangle defining a thick line
2338        vec2 p1 = a - n;
2339        vec2 p2 = a + n;
2340        vec2 p3 = b + n;
2341        vec2 p4 = b - n;
2342
2343
2344        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2345        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2346        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2347        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2348
2349        if (!quickRejectNoScissor(left, top, right, bottom)) {
2350            if (!isAA) {
2351                if (prevVertex != NULL) {
2352                    // Issue two repeat vertices to create degenerate triangles to bridge
2353                    // between the previous line and the new one. This is necessary because
2354                    // we are creating a single triangle_strip which will contain
2355                    // potentially discontinuous line segments.
2356                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2357                    Vertex::set(vertices++, p1.x, p1.y);
2358                    generatedVerticesCount += 2;
2359                }
2360
2361                Vertex::set(vertices++, p1.x, p1.y);
2362                Vertex::set(vertices++, p2.x, p2.y);
2363                Vertex::set(vertices++, p4.x, p4.y);
2364                Vertex::set(vertices++, p3.x, p3.y);
2365
2366                prevVertex = vertices - 1;
2367                generatedVerticesCount += 4;
2368            } else {
2369                if (!isHairLine && scaled) {
2370                    // Must set width proportions per-segment for scaled non-hairlines to use the
2371                    // correct AA boundary dimensions
2372                    if (boundaryWidthSlot < 0) {
2373                        boundaryWidthSlot =
2374                                mCaches.currentProgram->getUniform("boundaryWidth");
2375                    }
2376
2377                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2378                }
2379
2380                if (boundaryLengthSlot < 0) {
2381                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2382                }
2383
2384                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2385
2386                if (prevAAVertex != NULL) {
2387                    // Issue two repeat vertices to create degenerate triangles to bridge
2388                    // between the previous line and the new one. This is necessary because
2389                    // we are creating a single triangle_strip which will contain
2390                    // potentially discontinuous line segments.
2391                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2392                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2393                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2394                    generatedVerticesCount += 2;
2395                }
2396
2397                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2398                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2399                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2400                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2401
2402                prevAAVertex = aaVertices - 1;
2403                generatedVerticesCount += 4;
2404            }
2405
2406            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2407                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2408                    *mSnapshot->transform);
2409        }
2410    }
2411
2412    if (generatedVerticesCount > 0) {
2413       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2414    }
2415
2416    if (isAA) {
2417        finishDrawAALine(widthSlot, lengthSlot);
2418    }
2419
2420    return DrawGlInfo::kStatusDrew;
2421}
2422
2423status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2424    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2425
2426    // TODO: The paint's cap style defines whether the points are square or circular
2427    // TODO: Handle AA for round points
2428
2429    // A stroke width of 0 has a special meaning in Skia:
2430    // it draws an unscaled 1px point
2431    float strokeWidth = paint->getStrokeWidth();
2432    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2433    if (isHairLine) {
2434        // Now that we know it's hairline, we can set the effective width, to be used later
2435        strokeWidth = 1.0f;
2436    }
2437    const float halfWidth = strokeWidth / 2;
2438    int alpha;
2439    SkXfermode::Mode mode;
2440    getAlphaAndMode(paint, &alpha, &mode);
2441
2442    int verticesCount = count >> 1;
2443    int generatedVerticesCount = 0;
2444
2445    TextureVertex pointsData[verticesCount];
2446    TextureVertex* vertex = &pointsData[0];
2447
2448    // TODO: We should optimize this method to not generate vertices for points
2449    // that lie outside of the clip.
2450    mCaches.enableScissor();
2451
2452    setupDraw();
2453    setupDrawNoTexture();
2454    setupDrawPoint(strokeWidth);
2455    setupDrawColor(paint->getColor(), alpha);
2456    setupDrawColorFilter();
2457    setupDrawShader();
2458    setupDrawBlending(mode);
2459    setupDrawProgram();
2460    setupDrawModelViewIdentity(true);
2461    setupDrawColorUniforms();
2462    setupDrawColorFilterUniforms();
2463    setupDrawPointUniforms();
2464    setupDrawShaderIdentityUniforms();
2465    setupDrawMesh(vertex);
2466
2467    for (int i = 0; i < count; i += 2) {
2468        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2469        generatedVerticesCount++;
2470
2471        float left = points[i] - halfWidth;
2472        float right = points[i] + halfWidth;
2473        float top = points[i + 1] - halfWidth;
2474        float bottom = points [i + 1] + halfWidth;
2475
2476        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2477    }
2478
2479    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2480
2481    return DrawGlInfo::kStatusDrew;
2482}
2483
2484status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2485    // No need to check against the clip, we fill the clip region
2486    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2487
2488    Rect& clip(*mSnapshot->clipRect);
2489    clip.snapToPixelBoundaries();
2490
2491    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2492
2493    return DrawGlInfo::kStatusDrew;
2494}
2495
2496status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2497        SkPaint* paint) {
2498    if (!texture) return DrawGlInfo::kStatusDone;
2499    const AutoTexture autoCleanup(texture);
2500
2501    const float x = left + texture->left - texture->offset;
2502    const float y = top + texture->top - texture->offset;
2503
2504    drawPathTexture(texture, x, y, paint);
2505
2506    return DrawGlInfo::kStatusDrew;
2507}
2508
2509status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2510        float rx, float ry, SkPaint* p) {
2511    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2512        return DrawGlInfo::kStatusDone;
2513    }
2514
2515    if (p->getPathEffect() != 0) {
2516        mCaches.activeTexture(0);
2517        const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2518                right - left, bottom - top, rx, ry, p);
2519        return drawShape(left, top, texture, p);
2520    }
2521
2522    SkPath path;
2523    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2524    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2525        float outset = p->getStrokeWidth() / 2;
2526        rect.outset(outset, outset);
2527        rx += outset;
2528        ry += outset;
2529    }
2530    path.addRoundRect(rect, rx, ry);
2531    drawConvexPath(path, p);
2532
2533    return DrawGlInfo::kStatusDrew;
2534}
2535
2536status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2537    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2538            x + radius, y + radius, p)) {
2539        return DrawGlInfo::kStatusDone;
2540    }
2541    if (p->getPathEffect() != 0) {
2542        mCaches.activeTexture(0);
2543        const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p);
2544        return drawShape(x - radius, y - radius, texture, p);
2545    }
2546
2547    SkPath path;
2548    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2549        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2550    } else {
2551        path.addCircle(x, y, radius);
2552    }
2553    drawConvexPath(path, p);
2554
2555    return DrawGlInfo::kStatusDrew;
2556}
2557
2558status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2559        SkPaint* p) {
2560    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2561        return DrawGlInfo::kStatusDone;
2562    }
2563
2564    if (p->getPathEffect() != 0) {
2565        mCaches.activeTexture(0);
2566        const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p);
2567        return drawShape(left, top, texture, p);
2568    }
2569
2570    SkPath path;
2571    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2572    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2573        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2574    }
2575    path.addOval(rect);
2576    drawConvexPath(path, p);
2577
2578    return DrawGlInfo::kStatusDrew;
2579}
2580
2581status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2582        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2583    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2584        return DrawGlInfo::kStatusDone;
2585    }
2586
2587    if (fabs(sweepAngle) >= 360.0f) {
2588        return drawOval(left, top, right, bottom, p);
2589    }
2590
2591    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2592    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 ||
2593            p->getStrokeCap() != SkPaint::kButt_Cap || useCenter) {
2594        mCaches.activeTexture(0);
2595        const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2596                startAngle, sweepAngle, useCenter, p);
2597        return drawShape(left, top, texture, p);
2598    }
2599
2600    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2601    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2602        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2603    }
2604
2605    SkPath path;
2606    if (useCenter) {
2607        path.moveTo(rect.centerX(), rect.centerY());
2608    }
2609    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2610    if (useCenter) {
2611        path.close();
2612    }
2613    drawConvexPath(path, p);
2614
2615    return DrawGlInfo::kStatusDrew;
2616}
2617
2618// See SkPaintDefaults.h
2619#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2620
2621status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2622    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2623        return DrawGlInfo::kStatusDone;
2624    }
2625
2626    if (p->getStyle() != SkPaint::kFill_Style) {
2627        // only fill style is supported by drawConvexPath, since others have to handle joins
2628        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2629                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2630            mCaches.activeTexture(0);
2631            const PathTexture* texture =
2632                    mCaches.rectShapeCache.getRect(right - left, bottom - top, p);
2633            return drawShape(left, top, texture, p);
2634        }
2635
2636        SkPath path;
2637        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2638        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2639            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2640        }
2641        path.addRect(rect);
2642        drawConvexPath(path, p);
2643
2644        return DrawGlInfo::kStatusDrew;
2645    }
2646
2647    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2648        SkPath path;
2649        path.addRect(left, top, right, bottom);
2650        drawConvexPath(path, p);
2651    } else {
2652        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2653    }
2654
2655    return DrawGlInfo::kStatusDrew;
2656}
2657
2658void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2659        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2660        float x, float y) {
2661    mCaches.activeTexture(0);
2662
2663    // NOTE: The drop shadow will not perform gamma correction
2664    //       if shader-based correction is enabled
2665    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2666    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2667            paint, text, bytesCount, count, mShadowRadius, positions);
2668    const AutoTexture autoCleanup(shadow);
2669
2670    const float sx = x - shadow->left + mShadowDx;
2671    const float sy = y - shadow->top + mShadowDy;
2672
2673    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2674    int shadowColor = mShadowColor;
2675    if (mShader) {
2676        shadowColor = 0xffffffff;
2677    }
2678
2679    setupDraw();
2680    setupDrawWithTexture(true);
2681    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2682    setupDrawColorFilter();
2683    setupDrawShader();
2684    setupDrawBlending(true, mode);
2685    setupDrawProgram();
2686    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2687    setupDrawTexture(shadow->id);
2688    setupDrawPureColorUniforms();
2689    setupDrawColorFilterUniforms();
2690    setupDrawShaderUniforms();
2691    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2692
2693    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2694}
2695
2696status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2697        const float* positions, SkPaint* paint) {
2698    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2699            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2700        return DrawGlInfo::kStatusDone;
2701    }
2702
2703    // NOTE: Skia does not support perspective transform on drawPosText yet
2704    if (!mSnapshot->transform->isSimple()) {
2705        return DrawGlInfo::kStatusDone;
2706    }
2707
2708    float x = 0.0f;
2709    float y = 0.0f;
2710    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2711    if (pureTranslate) {
2712        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2713        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2714    }
2715
2716    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2717    fontRenderer.setFont(paint, *mSnapshot->transform);
2718
2719    int alpha;
2720    SkXfermode::Mode mode;
2721    getAlphaAndMode(paint, &alpha, &mode);
2722
2723    if (CC_UNLIKELY(mHasShadow)) {
2724        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2725                alpha, mode, 0.0f, 0.0f);
2726    }
2727
2728    // Pick the appropriate texture filtering
2729    bool linearFilter = mSnapshot->transform->changesBounds();
2730    if (pureTranslate && !linearFilter) {
2731        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2732    }
2733
2734    mCaches.activeTexture(0);
2735    setupDraw();
2736    setupDrawTextGamma(paint);
2737    setupDrawDirtyRegionsDisabled();
2738    setupDrawWithTexture(true);
2739    setupDrawAlpha8Color(paint->getColor(), alpha);
2740    setupDrawColorFilter();
2741    setupDrawShader();
2742    setupDrawBlending(true, mode);
2743    setupDrawProgram();
2744    setupDrawModelView(x, y, x, y, pureTranslate, true);
2745    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2746    setupDrawPureColorUniforms();
2747    setupDrawColorFilterUniforms();
2748    setupDrawShaderUniforms(pureTranslate);
2749    setupDrawTextGammaUniforms();
2750
2751    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2752    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2753
2754    const bool hasActiveLayer = hasLayer();
2755
2756    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2757            positions, hasActiveLayer ? &bounds : NULL)) {
2758        if (hasActiveLayer) {
2759            if (!pureTranslate) {
2760                mSnapshot->transform->mapRect(bounds);
2761            }
2762            dirtyLayerUnchecked(bounds, getRegion());
2763        }
2764    }
2765
2766    return DrawGlInfo::kStatusDrew;
2767}
2768
2769status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2770        float x, float y, const float* positions, SkPaint* paint, float length) {
2771    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2772            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2773        return DrawGlInfo::kStatusDone;
2774    }
2775
2776    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2777    switch (paint->getTextAlign()) {
2778        case SkPaint::kCenter_Align:
2779            x -= length / 2.0f;
2780            break;
2781        case SkPaint::kRight_Align:
2782            x -= length;
2783            break;
2784        default:
2785            break;
2786    }
2787
2788    SkPaint::FontMetrics metrics;
2789    paint->getFontMetrics(&metrics, 0.0f);
2790    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2791        return DrawGlInfo::kStatusDone;
2792    }
2793
2794#if DEBUG_GLYPHS
2795    ALOGD("OpenGLRenderer drawText() with FontID=%d",
2796            SkTypeface::UniqueID(paint->getTypeface()));
2797#endif
2798
2799    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2800    fontRenderer.setFont(paint, *mSnapshot->transform);
2801
2802    const float oldX = x;
2803    const float oldY = y;
2804    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2805    if (CC_LIKELY(pureTranslate)) {
2806        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2807        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2808    }
2809
2810    int alpha;
2811    SkXfermode::Mode mode;
2812    getAlphaAndMode(paint, &alpha, &mode);
2813
2814    if (CC_UNLIKELY(mHasShadow)) {
2815        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2816                oldX, oldY);
2817    }
2818
2819    // Pick the appropriate texture filtering
2820    bool linearFilter = mSnapshot->transform->changesBounds();
2821    if (pureTranslate && !linearFilter) {
2822        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2823    }
2824
2825    // The font renderer will always use texture unit 0
2826    mCaches.activeTexture(0);
2827    setupDraw();
2828    setupDrawTextGamma(paint);
2829    setupDrawDirtyRegionsDisabled();
2830    setupDrawWithTexture(true);
2831    setupDrawAlpha8Color(paint->getColor(), alpha);
2832    setupDrawColorFilter();
2833    setupDrawShader();
2834    setupDrawBlending(true, mode);
2835    setupDrawProgram();
2836    setupDrawModelView(x, y, x, y, pureTranslate, true);
2837    // See comment above; the font renderer must use texture unit 0
2838    // assert(mTextureUnit == 0)
2839    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2840    setupDrawPureColorUniforms();
2841    setupDrawColorFilterUniforms();
2842    setupDrawShaderUniforms(pureTranslate);
2843    setupDrawTextGammaUniforms();
2844
2845    const Rect* clip = pureTranslate ? mSnapshot->clipRect :
2846            (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip());
2847    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2848
2849    const bool hasActiveLayer = hasLayer();
2850
2851    bool status;
2852    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2853        SkPaint paintCopy(*paint);
2854        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2855        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2856                positions, hasActiveLayer ? &bounds : NULL);
2857    } else {
2858        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2859                positions, hasActiveLayer ? &bounds : NULL);
2860    }
2861
2862    if (status && hasActiveLayer) {
2863        if (!pureTranslate) {
2864            mSnapshot->transform->mapRect(bounds);
2865        }
2866        dirtyLayerUnchecked(bounds, getRegion());
2867    }
2868
2869    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2870
2871    return DrawGlInfo::kStatusDrew;
2872}
2873
2874status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2875        float hOffset, float vOffset, SkPaint* paint) {
2876    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2877            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2878        return DrawGlInfo::kStatusDone;
2879    }
2880
2881    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2882    fontRenderer.setFont(paint, *mSnapshot->transform);
2883
2884    int alpha;
2885    SkXfermode::Mode mode;
2886    getAlphaAndMode(paint, &alpha, &mode);
2887
2888    mCaches.activeTexture(0);
2889    setupDraw();
2890    setupDrawTextGamma(paint);
2891    setupDrawDirtyRegionsDisabled();
2892    setupDrawWithTexture(true);
2893    setupDrawAlpha8Color(paint->getColor(), alpha);
2894    setupDrawColorFilter();
2895    setupDrawShader();
2896    setupDrawBlending(true, mode);
2897    setupDrawProgram();
2898    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2899    setupDrawTexture(fontRenderer.getTexture(true));
2900    setupDrawPureColorUniforms();
2901    setupDrawColorFilterUniforms();
2902    setupDrawShaderUniforms(false);
2903    setupDrawTextGammaUniforms();
2904
2905    const Rect* clip = &mSnapshot->getLocalClip();
2906    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2907
2908    const bool hasActiveLayer = hasLayer();
2909
2910    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2911            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2912        if (hasActiveLayer) {
2913            mSnapshot->transform->mapRect(bounds);
2914            dirtyLayerUnchecked(bounds, getRegion());
2915        }
2916    }
2917
2918    return DrawGlInfo::kStatusDrew;
2919}
2920
2921status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2922    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2923
2924    mCaches.activeTexture(0);
2925
2926    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2927    if (!texture) return DrawGlInfo::kStatusDone;
2928    const AutoTexture autoCleanup(texture);
2929
2930    const float x = texture->left - texture->offset;
2931    const float y = texture->top - texture->offset;
2932
2933    drawPathTexture(texture, x, y, paint);
2934
2935    return DrawGlInfo::kStatusDrew;
2936}
2937
2938status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2939    if (!layer) {
2940        return DrawGlInfo::kStatusDone;
2941    }
2942
2943    mat4* transform = NULL;
2944    if (layer->isTextureLayer()) {
2945        transform = &layer->getTransform();
2946        if (!transform->isIdentity()) {
2947            save(0);
2948            mSnapshot->transform->multiply(*transform);
2949        }
2950    }
2951
2952    Rect transformed;
2953    Rect clip;
2954    const bool rejected = quickRejectNoScissor(x, y,
2955            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2956
2957    if (rejected) {
2958        if (transform && !transform->isIdentity()) {
2959            restore();
2960        }
2961        return DrawGlInfo::kStatusDone;
2962    }
2963
2964    updateLayer(layer, true);
2965
2966    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2967    mCaches.activeTexture(0);
2968
2969    if (CC_LIKELY(!layer->region.isEmpty())) {
2970        SkiaColorFilter* oldFilter = mColorFilter;
2971        mColorFilter = layer->getColorFilter();
2972
2973        if (layer->region.isRect()) {
2974            composeLayerRect(layer, layer->regionRect);
2975        } else if (layer->mesh) {
2976            const float a = layer->getAlpha() / 255.0f;
2977            setupDraw();
2978            setupDrawWithTexture();
2979            setupDrawColor(a, a, a, a);
2980            setupDrawColorFilter();
2981            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2982            setupDrawProgram();
2983            setupDrawPureColorUniforms();
2984            setupDrawColorFilterUniforms();
2985            setupDrawTexture(layer->getTexture());
2986            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2987                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2988                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2989
2990                layer->setFilter(GL_NEAREST);
2991                setupDrawModelViewTranslate(tx, ty,
2992                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2993            } else {
2994                layer->setFilter(GL_LINEAR);
2995                setupDrawModelViewTranslate(x, y,
2996                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2997            }
2998            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2999
3000            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3001                    GL_UNSIGNED_SHORT, layer->meshIndices);
3002
3003            finishDrawTexture();
3004
3005#if DEBUG_LAYERS_AS_REGIONS
3006            drawRegionRects(layer->region);
3007#endif
3008        }
3009
3010        mColorFilter = oldFilter;
3011
3012        if (layer->debugDrawUpdate) {
3013            layer->debugDrawUpdate = false;
3014            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3015                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3016        }
3017    }
3018
3019    if (transform && !transform->isIdentity()) {
3020        restore();
3021    }
3022
3023    return DrawGlInfo::kStatusDrew;
3024}
3025
3026///////////////////////////////////////////////////////////////////////////////
3027// Shaders
3028///////////////////////////////////////////////////////////////////////////////
3029
3030void OpenGLRenderer::resetShader() {
3031    mShader = NULL;
3032}
3033
3034void OpenGLRenderer::setupShader(SkiaShader* shader) {
3035    mShader = shader;
3036    if (mShader) {
3037        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
3038    }
3039}
3040
3041///////////////////////////////////////////////////////////////////////////////
3042// Color filters
3043///////////////////////////////////////////////////////////////////////////////
3044
3045void OpenGLRenderer::resetColorFilter() {
3046    mColorFilter = NULL;
3047}
3048
3049void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3050    mColorFilter = filter;
3051}
3052
3053///////////////////////////////////////////////////////////////////////////////
3054// Drop shadow
3055///////////////////////////////////////////////////////////////////////////////
3056
3057void OpenGLRenderer::resetShadow() {
3058    mHasShadow = false;
3059}
3060
3061void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3062    mHasShadow = true;
3063    mShadowRadius = radius;
3064    mShadowDx = dx;
3065    mShadowDy = dy;
3066    mShadowColor = color;
3067}
3068
3069///////////////////////////////////////////////////////////////////////////////
3070// Draw filters
3071///////////////////////////////////////////////////////////////////////////////
3072
3073void OpenGLRenderer::resetPaintFilter() {
3074    mHasDrawFilter = false;
3075}
3076
3077void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3078    mHasDrawFilter = true;
3079    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3080    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3081}
3082
3083SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3084    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
3085
3086    uint32_t flags = paint->getFlags();
3087
3088    mFilteredPaint = *paint;
3089    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
3090
3091    return &mFilteredPaint;
3092}
3093
3094///////////////////////////////////////////////////////////////////////////////
3095// Drawing implementation
3096///////////////////////////////////////////////////////////////////////////////
3097
3098void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3099        float x, float y, SkPaint* paint) {
3100    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3101        return;
3102    }
3103
3104    int alpha;
3105    SkXfermode::Mode mode;
3106    getAlphaAndMode(paint, &alpha, &mode);
3107
3108    setupDraw();
3109    setupDrawWithTexture(true);
3110    setupDrawAlpha8Color(paint->getColor(), alpha);
3111    setupDrawColorFilter();
3112    setupDrawShader();
3113    setupDrawBlending(true, mode);
3114    setupDrawProgram();
3115    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3116    setupDrawTexture(texture->id);
3117    setupDrawPureColorUniforms();
3118    setupDrawColorFilterUniforms();
3119    setupDrawShaderUniforms();
3120    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3121
3122    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3123
3124    finishDrawTexture();
3125}
3126
3127// Same values used by Skia
3128#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3129#define kStdUnderline_Offset    (1.0f / 9.0f)
3130#define kStdUnderline_Thickness (1.0f / 18.0f)
3131
3132void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3133        float x, float y, SkPaint* paint) {
3134    // Handle underline and strike-through
3135    uint32_t flags = paint->getFlags();
3136    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3137        SkPaint paintCopy(*paint);
3138        float underlineWidth = length;
3139        // If length is > 0.0f, we already measured the text for the text alignment
3140        if (length <= 0.0f) {
3141            underlineWidth = paintCopy.measureText(text, bytesCount);
3142        }
3143
3144        if (CC_LIKELY(underlineWidth > 0.0f)) {
3145            const float textSize = paintCopy.getTextSize();
3146            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3147
3148            const float left = x;
3149            float top = 0.0f;
3150
3151            int linesCount = 0;
3152            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3153            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3154
3155            const int pointsCount = 4 * linesCount;
3156            float points[pointsCount];
3157            int currentPoint = 0;
3158
3159            if (flags & SkPaint::kUnderlineText_Flag) {
3160                top = y + textSize * kStdUnderline_Offset;
3161                points[currentPoint++] = left;
3162                points[currentPoint++] = top;
3163                points[currentPoint++] = left + underlineWidth;
3164                points[currentPoint++] = top;
3165            }
3166
3167            if (flags & SkPaint::kStrikeThruText_Flag) {
3168                top = y + textSize * kStdStrikeThru_Offset;
3169                points[currentPoint++] = left;
3170                points[currentPoint++] = top;
3171                points[currentPoint++] = left + underlineWidth;
3172                points[currentPoint++] = top;
3173            }
3174
3175            paintCopy.setStrokeWidth(strokeWidth);
3176
3177            drawLines(&points[0], pointsCount, &paintCopy);
3178        }
3179    }
3180}
3181
3182status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3183    if (mSnapshot->isIgnored()) {
3184        return DrawGlInfo::kStatusDone;
3185    }
3186
3187    int color = paint->getColor();
3188    // If a shader is set, preserve only the alpha
3189    if (mShader) {
3190        color |= 0x00ffffff;
3191    }
3192    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3193
3194    return drawColorRects(rects, count, color, mode);
3195}
3196
3197status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3198        SkXfermode::Mode mode, bool ignoreTransform, bool dirty) {
3199
3200    float left = FLT_MAX;
3201    float top = FLT_MAX;
3202    float right = FLT_MIN;
3203    float bottom = FLT_MIN;
3204
3205    int vertexCount = 0;
3206    Vertex mesh[count * 6];
3207    Vertex* vertex = mesh;
3208
3209    for (int index = 0; index < count; index += 4) {
3210        float l = rects[index + 0];
3211        float t = rects[index + 1];
3212        float r = rects[index + 2];
3213        float b = rects[index + 3];
3214
3215        if (ignoreTransform || !quickRejectNoScissor(left, top, right, bottom)) {
3216            Vertex::set(vertex++, l, b);
3217            Vertex::set(vertex++, l, t);
3218            Vertex::set(vertex++, r, t);
3219            Vertex::set(vertex++, l, b);
3220            Vertex::set(vertex++, r, t);
3221            Vertex::set(vertex++, r, b);
3222
3223            vertexCount += 6;
3224
3225            left = fminf(left, l);
3226            top = fminf(top, t);
3227            right = fmaxf(right, r);
3228            bottom = fmaxf(bottom, b);
3229        }
3230    }
3231
3232    if (count == 0) return DrawGlInfo::kStatusDone;
3233
3234    setupDraw();
3235    setupDrawNoTexture();
3236    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3237    setupDrawShader();
3238    setupDrawColorFilter();
3239    setupDrawBlending(mode);
3240    setupDrawProgram();
3241    setupDrawDirtyRegionsDisabled();
3242    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3243    setupDrawColorUniforms();
3244    setupDrawShaderUniforms();
3245    setupDrawColorFilterUniforms();
3246    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3247
3248    if (dirty && hasLayer()) {
3249        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
3250    }
3251
3252    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3253
3254    return DrawGlInfo::kStatusDrew;
3255}
3256
3257void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3258        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3259    // If a shader is set, preserve only the alpha
3260    if (mShader) {
3261        color |= 0x00ffffff;
3262    }
3263
3264    setupDraw();
3265    setupDrawNoTexture();
3266    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3267    setupDrawShader();
3268    setupDrawColorFilter();
3269    setupDrawBlending(mode);
3270    setupDrawProgram();
3271    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3272    setupDrawColorUniforms();
3273    setupDrawShaderUniforms(ignoreTransform);
3274    setupDrawColorFilterUniforms();
3275    setupDrawSimpleMesh();
3276
3277    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3278}
3279
3280void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3281        Texture* texture, SkPaint* paint) {
3282    int alpha;
3283    SkXfermode::Mode mode;
3284    getAlphaAndMode(paint, &alpha, &mode);
3285
3286    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3287
3288    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
3289        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
3290        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
3291
3292        texture->setFilter(GL_NEAREST, true);
3293        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3294                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3295                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3296    } else {
3297        texture->setFilter(FILTER(paint), true);
3298        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3299                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3300                GL_TRIANGLE_STRIP, gMeshCount);
3301    }
3302}
3303
3304void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3305        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3306    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3307            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3308}
3309
3310void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3311        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3312        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3313        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3314
3315    setupDraw();
3316    setupDrawWithTexture();
3317    setupDrawColor(alpha, alpha, alpha, alpha);
3318    setupDrawColorFilter();
3319    setupDrawBlending(blend, mode, swapSrcDst);
3320    setupDrawProgram();
3321    if (!dirty) setupDrawDirtyRegionsDisabled();
3322    if (!ignoreScale) {
3323        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3324    } else {
3325        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3326    }
3327    setupDrawTexture(texture);
3328    setupDrawPureColorUniforms();
3329    setupDrawColorFilterUniforms();
3330    setupDrawMesh(vertices, texCoords, vbo);
3331
3332    glDrawArrays(drawMode, 0, elementsCount);
3333
3334    finishDrawTexture();
3335}
3336
3337void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3338        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3339        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3340        bool ignoreTransform, bool dirty) {
3341
3342    setupDraw();
3343    setupDrawWithTexture(true);
3344    if (hasColor) {
3345        setupDrawAlpha8Color(color, alpha);
3346    }
3347    setupDrawColorFilter();
3348    setupDrawShader();
3349    setupDrawBlending(true, mode);
3350    setupDrawProgram();
3351    if (!dirty) setupDrawDirtyRegionsDisabled();
3352    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3353    setupDrawTexture(texture);
3354    setupDrawPureColorUniforms();
3355    setupDrawColorFilterUniforms();
3356    setupDrawShaderUniforms();
3357    setupDrawMesh(vertices, texCoords);
3358
3359    glDrawArrays(drawMode, 0, elementsCount);
3360
3361    finishDrawTexture();
3362}
3363
3364void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3365        ProgramDescription& description, bool swapSrcDst) {
3366    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3367
3368    if (blend) {
3369        // These blend modes are not supported by OpenGL directly and have
3370        // to be implemented using shaders. Since the shader will perform
3371        // the blending, turn blending off here
3372        // If the blend mode cannot be implemented using shaders, fall
3373        // back to the default SrcOver blend mode instead
3374        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3375            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
3376                description.framebufferMode = mode;
3377                description.swapSrcDst = swapSrcDst;
3378
3379                if (mCaches.blend) {
3380                    glDisable(GL_BLEND);
3381                    mCaches.blend = false;
3382                }
3383
3384                return;
3385            } else {
3386                mode = SkXfermode::kSrcOver_Mode;
3387            }
3388        }
3389
3390        if (!mCaches.blend) {
3391            glEnable(GL_BLEND);
3392        }
3393
3394        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3395        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3396
3397        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3398            glBlendFunc(sourceMode, destMode);
3399            mCaches.lastSrcMode = sourceMode;
3400            mCaches.lastDstMode = destMode;
3401        }
3402    } else if (mCaches.blend) {
3403        glDisable(GL_BLEND);
3404    }
3405    mCaches.blend = blend;
3406}
3407
3408bool OpenGLRenderer::useProgram(Program* program) {
3409    if (!program->isInUse()) {
3410        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3411        program->use();
3412        mCaches.currentProgram = program;
3413        return false;
3414    }
3415    return true;
3416}
3417
3418void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3419    TextureVertex* v = &mMeshVertices[0];
3420    TextureVertex::setUV(v++, u1, v1);
3421    TextureVertex::setUV(v++, u2, v1);
3422    TextureVertex::setUV(v++, u1, v2);
3423    TextureVertex::setUV(v++, u2, v2);
3424}
3425
3426void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3427    getAlphaAndModeDirect(paint, alpha,  mode);
3428    *alpha *= mSnapshot->alpha;
3429}
3430
3431}; // namespace uirenderer
3432}; // namespace android
3433