OpenGLRenderer.cpp revision f8dafa14e058cdc2f408b59be7911abaceb73c47
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48// TODO: This should be set in properties
49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
50
51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
52
53///////////////////////////////////////////////////////////////////////////////
54// Globals
55///////////////////////////////////////////////////////////////////////////////
56
57/**
58 * Structure mapping Skia xfermodes to OpenGL blending factors.
59 */
60struct Blender {
61    SkXfermode::Mode mode;
62    GLenum src;
63    GLenum dst;
64}; // struct Blender
65
66// In this array, the index of each Blender equals the value of the first
67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
68static const Blender gBlends[] = {
69    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
70    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
71    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
72    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
73    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
74    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
75    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
76    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
77    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
80    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
82    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
83    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
84};
85
86// This array contains the swapped version of each SkXfermode. For instance
87// this array's SrcOver blending mode is actually DstOver. You can refer to
88// createLayer() for more information on the purpose of this array.
89static const Blender gBlendsSwap[] = {
90    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
91    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
92    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
93    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
94    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
96    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
97    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
98    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
99    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
100    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
103    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
104    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
105};
106
107///////////////////////////////////////////////////////////////////////////////
108// Constructors/destructor
109///////////////////////////////////////////////////////////////////////////////
110
111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
112    mShader = NULL;
113    mColorFilter = NULL;
114    mHasShadow = false;
115    mHasDrawFilter = false;
116
117    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
118
119    mFirstSnapshot = new Snapshot;
120}
121
122OpenGLRenderer::~OpenGLRenderer() {
123    // The context has already been destroyed at this point, do not call
124    // GL APIs. All GL state should be kept in Caches.h
125}
126
127///////////////////////////////////////////////////////////////////////////////
128// Debug
129///////////////////////////////////////////////////////////////////////////////
130
131void OpenGLRenderer::startMark(const char* name) const {
132    mCaches.startMark(0, name);
133}
134
135void OpenGLRenderer::endMark() const {
136    mCaches.endMark();
137}
138
139///////////////////////////////////////////////////////////////////////////////
140// Setup
141///////////////////////////////////////////////////////////////////////////////
142
143uint32_t OpenGLRenderer::getStencilSize() {
144    return STENCIL_BUFFER_SIZE;
145}
146
147bool OpenGLRenderer::isDeferred() {
148    return false;
149}
150
151void OpenGLRenderer::setViewport(int width, int height) {
152    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
153
154    mWidth = width;
155    mHeight = height;
156
157    mFirstSnapshot->height = height;
158    mFirstSnapshot->viewport.set(0, 0, width, height);
159
160    glDisable(GL_DITHER);
161    glEnable(GL_SCISSOR_TEST);
162    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
163
164    glEnableVertexAttribArray(Program::kBindingPosition);
165}
166
167void OpenGLRenderer::prepare(bool opaque) {
168    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
169}
170
171void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
172    mCaches.clearGarbage();
173
174    mSnapshot = new Snapshot(mFirstSnapshot,
175            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
176    mSnapshot->fbo = getTargetFbo();
177    mSaveCount = 1;
178
179    glViewport(0, 0, mWidth, mHeight);
180    mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
181
182    mSnapshot->setClip(left, top, right, bottom);
183    mDirtyClip = false;
184
185    if (!opaque) {
186        glClear(GL_COLOR_BUFFER_BIT);
187    }
188}
189
190void OpenGLRenderer::finish() {
191#if DEBUG_OPENGL
192    GLenum status = GL_NO_ERROR;
193    while ((status = glGetError()) != GL_NO_ERROR) {
194        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
195        switch (status) {
196            case GL_INVALID_ENUM:
197                ALOGE("  GL_INVALID_ENUM");
198                break;
199            case GL_INVALID_VALUE:
200                ALOGE("  GL_INVALID_VALUE");
201                break;
202            case GL_INVALID_OPERATION:
203                ALOGE("  GL_INVALID_OPERATION");
204                break;
205            case GL_OUT_OF_MEMORY:
206                ALOGE("  Out of memory!");
207                break;
208        }
209    }
210#endif
211#if DEBUG_MEMORY_USAGE
212    mCaches.dumpMemoryUsage();
213#else
214    if (mCaches.getDebugLevel() & kDebugMemory) {
215        mCaches.dumpMemoryUsage();
216    }
217#endif
218}
219
220void OpenGLRenderer::interrupt() {
221    if (mCaches.currentProgram) {
222        if (mCaches.currentProgram->isInUse()) {
223            mCaches.currentProgram->remove();
224            mCaches.currentProgram = NULL;
225        }
226    }
227    mCaches.unbindMeshBuffer();
228    mCaches.unbindIndicesBuffer();
229    mCaches.resetVertexPointers();
230    mCaches.disbaleTexCoordsVertexArray();
231}
232
233void OpenGLRenderer::resume() {
234    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
235
236    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
237    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
238
239    glEnable(GL_SCISSOR_TEST);
240    mCaches.resetScissor();
241    dirtyClip();
242
243    mCaches.activeTexture(0);
244    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
245
246    mCaches.blend = true;
247    glEnable(GL_BLEND);
248    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
249    glBlendEquation(GL_FUNC_ADD);
250}
251
252void OpenGLRenderer::detachFunctor(Functor* functor) {
253    ALOGD("opengl renderer %p detaching functor %p", this, functor);
254    mFunctors.remove(functor);
255}
256
257void OpenGLRenderer::attachFunctor(Functor* functor) {
258    mFunctors.add(functor);
259}
260
261status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
262    status_t result = DrawGlInfo::kStatusDone;
263    size_t count = mFunctors.size();
264
265    if (count > 0) {
266        SortedVector<Functor*> functors(mFunctors);
267        mFunctors.clear();
268
269        DrawGlInfo info;
270        info.clipLeft = 0;
271        info.clipTop = 0;
272        info.clipRight = 0;
273        info.clipBottom = 0;
274        info.isLayer = false;
275        info.width = 0;
276        info.height = 0;
277        memset(info.transform, 0, sizeof(float) * 16);
278
279        for (size_t i = 0; i < count; i++) {
280            Functor* f = functors.itemAt(i);
281            result |= (*f)(DrawGlInfo::kModeProcess, &info);
282
283            if (result & DrawGlInfo::kStatusDraw) {
284                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
285                dirty.unionWith(localDirty);
286            }
287
288            if (result & DrawGlInfo::kStatusInvoke) {
289                mFunctors.add(f);
290            }
291        }
292    }
293
294    // Restore state possibly changed by the functors in process mode
295    GLboolean value;
296    glGetBooleanv(GL_BLEND, &value);
297    mCaches.blend = value;
298
299    mCaches.activeTexture(0);
300
301    return result;
302}
303
304status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
305    interrupt();
306    mFunctors.remove(functor);
307
308    if (mDirtyClip) {
309        setScissorFromClip();
310    }
311
312    Rect clip(*mSnapshot->clipRect);
313    clip.snapToPixelBoundaries();
314
315#if RENDER_LAYERS_AS_REGIONS
316    // Since we don't know what the functor will draw, let's dirty
317    // tne entire clip region
318    if (hasLayer()) {
319        dirtyLayerUnchecked(clip, getRegion());
320    }
321#endif
322
323    DrawGlInfo info;
324    info.clipLeft = clip.left;
325    info.clipTop = clip.top;
326    info.clipRight = clip.right;
327    info.clipBottom = clip.bottom;
328    info.isLayer = hasLayer();
329    info.width = getSnapshot()->viewport.getWidth();
330    info.height = getSnapshot()->height;
331    getSnapshot()->transform->copyTo(&info.transform[0]);
332
333    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
334
335    if (result != DrawGlInfo::kStatusDone) {
336        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
337        dirty.unionWith(localDirty);
338
339        if (result & DrawGlInfo::kStatusInvoke) {
340            mFunctors.add(functor);
341        }
342    }
343
344    resume();
345    return result;
346}
347
348///////////////////////////////////////////////////////////////////////////////
349// State management
350///////////////////////////////////////////////////////////////////////////////
351
352int OpenGLRenderer::getSaveCount() const {
353    return mSaveCount;
354}
355
356int OpenGLRenderer::save(int flags) {
357    return saveSnapshot(flags);
358}
359
360void OpenGLRenderer::restore() {
361    if (mSaveCount > 1) {
362        restoreSnapshot();
363    }
364}
365
366void OpenGLRenderer::restoreToCount(int saveCount) {
367    if (saveCount < 1) saveCount = 1;
368
369    while (mSaveCount > saveCount) {
370        restoreSnapshot();
371    }
372}
373
374int OpenGLRenderer::saveSnapshot(int flags) {
375    mSnapshot = new Snapshot(mSnapshot, flags);
376    return mSaveCount++;
377}
378
379bool OpenGLRenderer::restoreSnapshot() {
380    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
381    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
382    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
383
384    sp<Snapshot> current = mSnapshot;
385    sp<Snapshot> previous = mSnapshot->previous;
386
387    if (restoreOrtho) {
388        Rect& r = previous->viewport;
389        glViewport(r.left, r.top, r.right, r.bottom);
390        mOrthoMatrix.load(current->orthoMatrix);
391    }
392
393    mSaveCount--;
394    mSnapshot = previous;
395
396    if (restoreClip) {
397        dirtyClip();
398    }
399
400    if (restoreLayer) {
401        composeLayer(current, previous);
402    }
403
404    return restoreClip;
405}
406
407///////////////////////////////////////////////////////////////////////////////
408// Layers
409///////////////////////////////////////////////////////////////////////////////
410
411int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
412        SkPaint* p, int flags) {
413    const GLuint previousFbo = mSnapshot->fbo;
414    const int count = saveSnapshot(flags);
415
416    if (!mSnapshot->isIgnored()) {
417        int alpha = 255;
418        SkXfermode::Mode mode;
419
420        if (p) {
421            alpha = p->getAlpha();
422            if (!mCaches.extensions.hasFramebufferFetch()) {
423                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
424                if (!isMode) {
425                    // Assume SRC_OVER
426                    mode = SkXfermode::kSrcOver_Mode;
427                }
428            } else {
429                mode = getXfermode(p->getXfermode());
430            }
431        } else {
432            mode = SkXfermode::kSrcOver_Mode;
433        }
434
435        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
436    }
437
438    return count;
439}
440
441int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
442        int alpha, int flags) {
443    if (alpha >= 255 - ALPHA_THRESHOLD) {
444        return saveLayer(left, top, right, bottom, NULL, flags);
445    } else {
446        SkPaint paint;
447        paint.setAlpha(alpha);
448        return saveLayer(left, top, right, bottom, &paint, flags);
449    }
450}
451
452/**
453 * Layers are viewed by Skia are slightly different than layers in image editing
454 * programs (for instance.) When a layer is created, previously created layers
455 * and the frame buffer still receive every drawing command. For instance, if a
456 * layer is created and a shape intersecting the bounds of the layers and the
457 * framebuffer is draw, the shape will be drawn on both (unless the layer was
458 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
459 *
460 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
461 * texture. Unfortunately, this is inefficient as it requires every primitive to
462 * be drawn n + 1 times, where n is the number of active layers. In practice this
463 * means, for every primitive:
464 *   - Switch active frame buffer
465 *   - Change viewport, clip and projection matrix
466 *   - Issue the drawing
467 *
468 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
469 * To avoid this, layers are implemented in a different way here, at least in the
470 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
471 * is set. When this flag is set we can redirect all drawing operations into a
472 * single FBO.
473 *
474 * This implementation relies on the frame buffer being at least RGBA 8888. When
475 * a layer is created, only a texture is created, not an FBO. The content of the
476 * frame buffer contained within the layer's bounds is copied into this texture
477 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
478 * buffer and drawing continues as normal. This technique therefore treats the
479 * frame buffer as a scratch buffer for the layers.
480 *
481 * To compose the layers back onto the frame buffer, each layer texture
482 * (containing the original frame buffer data) is drawn as a simple quad over
483 * the frame buffer. The trick is that the quad is set as the composition
484 * destination in the blending equation, and the frame buffer becomes the source
485 * of the composition.
486 *
487 * Drawing layers with an alpha value requires an extra step before composition.
488 * An empty quad is drawn over the layer's region in the frame buffer. This quad
489 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
490 * quad is used to multiply the colors in the frame buffer. This is achieved by
491 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
492 * GL_ZERO, GL_SRC_ALPHA.
493 *
494 * Because glCopyTexImage2D() can be slow, an alternative implementation might
495 * be use to draw a single clipped layer. The implementation described above
496 * is correct in every case.
497 *
498 * (1) The frame buffer is actually not cleared right away. To allow the GPU
499 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
500 *     buffer is left untouched until the first drawing operation. Only when
501 *     something actually gets drawn are the layers regions cleared.
502 */
503bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
504        float right, float bottom, int alpha, SkXfermode::Mode mode,
505        int flags, GLuint previousFbo) {
506    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
507    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
508
509    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
510
511    // Window coordinates of the layer
512    Rect bounds(left, top, right, bottom);
513    if (!fboLayer) {
514        mSnapshot->transform->mapRect(bounds);
515
516        // Layers only make sense if they are in the framebuffer's bounds
517        if (bounds.intersect(*snapshot->clipRect)) {
518            // We cannot work with sub-pixels in this case
519            bounds.snapToPixelBoundaries();
520
521            // When the layer is not an FBO, we may use glCopyTexImage so we
522            // need to make sure the layer does not extend outside the bounds
523            // of the framebuffer
524            if (!bounds.intersect(snapshot->previous->viewport)) {
525                bounds.setEmpty();
526            }
527        } else {
528            bounds.setEmpty();
529        }
530    }
531
532    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
533            bounds.getHeight() > mCaches.maxTextureSize) {
534        snapshot->empty = fboLayer;
535    } else {
536        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
537    }
538
539    // Bail out if we won't draw in this snapshot
540    if (snapshot->invisible || snapshot->empty) {
541        return false;
542    }
543
544    mCaches.activeTexture(0);
545    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
546    if (!layer) {
547        return false;
548    }
549
550    layer->setAlpha(alpha, mode);
551    layer->layer.set(bounds);
552    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
553            bounds.getWidth() / float(layer->getWidth()), 0.0f);
554    layer->setColorFilter(mColorFilter);
555    layer->setBlend(true);
556
557    // Save the layer in the snapshot
558    snapshot->flags |= Snapshot::kFlagIsLayer;
559    snapshot->layer = layer;
560
561    if (fboLayer) {
562        return createFboLayer(layer, bounds, snapshot, previousFbo);
563    } else {
564        // Copy the framebuffer into the layer
565        layer->bindTexture();
566        if (!bounds.isEmpty()) {
567            if (layer->isEmpty()) {
568                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
569                        bounds.left, snapshot->height - bounds.bottom,
570                        layer->getWidth(), layer->getHeight(), 0);
571                layer->setEmpty(false);
572            } else {
573                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
574                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
575            }
576
577            // Enqueue the buffer coordinates to clear the corresponding region later
578            mLayers.push(new Rect(bounds));
579        }
580    }
581
582    return true;
583}
584
585bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
586        GLuint previousFbo) {
587    layer->setFbo(mCaches.fboCache.get());
588
589#if RENDER_LAYERS_AS_REGIONS
590    snapshot->region = &snapshot->layer->region;
591    snapshot->flags |= Snapshot::kFlagFboTarget;
592#endif
593
594    Rect clip(bounds);
595    snapshot->transform->mapRect(clip);
596    clip.intersect(*snapshot->clipRect);
597    clip.snapToPixelBoundaries();
598    clip.intersect(snapshot->previous->viewport);
599
600    mat4 inverse;
601    inverse.loadInverse(*mSnapshot->transform);
602
603    inverse.mapRect(clip);
604    clip.snapToPixelBoundaries();
605    clip.intersect(bounds);
606    clip.translate(-bounds.left, -bounds.top);
607
608    snapshot->flags |= Snapshot::kFlagIsFboLayer;
609    snapshot->fbo = layer->getFbo();
610    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
611    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
612    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
613    snapshot->height = bounds.getHeight();
614    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
615    snapshot->orthoMatrix.load(mOrthoMatrix);
616
617    // Bind texture to FBO
618    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
619    layer->bindTexture();
620
621    // Initialize the texture if needed
622    if (layer->isEmpty()) {
623        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
624        layer->setEmpty(false);
625    }
626
627    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
628            layer->getTexture(), 0);
629
630#if DEBUG_LAYERS_AS_REGIONS
631    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
632    if (status != GL_FRAMEBUFFER_COMPLETE) {
633        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
634
635        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
636        layer->deleteTexture();
637        mCaches.fboCache.put(layer->getFbo());
638
639        delete layer;
640
641        return false;
642    }
643#endif
644
645    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
646    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
647            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
648    glClear(GL_COLOR_BUFFER_BIT);
649
650    dirtyClip();
651
652    // Change the ortho projection
653    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
654    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
655
656    return true;
657}
658
659/**
660 * Read the documentation of createLayer() before doing anything in this method.
661 */
662void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
663    if (!current->layer) {
664        ALOGE("Attempting to compose a layer that does not exist");
665        return;
666    }
667
668    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
669
670    if (fboLayer) {
671        // Detach the texture from the FBO
672        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
673
674        // Unbind current FBO and restore previous one
675        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
676    }
677
678    Layer* layer = current->layer;
679    const Rect& rect = layer->layer;
680
681    if (!fboLayer && layer->getAlpha() < 255) {
682        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
683                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
684        // Required below, composeLayerRect() will divide by 255
685        layer->setAlpha(255);
686    }
687
688    mCaches.unbindMeshBuffer();
689
690    mCaches.activeTexture(0);
691
692    // When the layer is stored in an FBO, we can save a bit of fillrate by
693    // drawing only the dirty region
694    if (fboLayer) {
695        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
696        if (layer->getColorFilter()) {
697            setupColorFilter(layer->getColorFilter());
698        }
699        composeLayerRegion(layer, rect);
700        if (layer->getColorFilter()) {
701            resetColorFilter();
702        }
703    } else if (!rect.isEmpty()) {
704        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
705        composeLayerRect(layer, rect, true);
706    }
707
708    if (fboLayer) {
709        // Note: No need to use glDiscardFramebufferEXT() since we never
710        //       create/compose layers that are not on screen with this
711        //       code path
712        // See LayerRenderer::destroyLayer(Layer*)
713
714        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
715        mCaches.fboCache.put(current->fbo);
716        layer->setFbo(0);
717    }
718
719    dirtyClip();
720
721    // Failing to add the layer to the cache should happen only if the layer is too large
722    if (!mCaches.layerCache.put(layer)) {
723        LAYER_LOGD("Deleting layer");
724        layer->deleteTexture();
725        delete layer;
726    }
727}
728
729void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
730    float alpha = layer->getAlpha() / 255.0f;
731
732    mat4& transform = layer->getTransform();
733    if (!transform.isIdentity()) {
734        save(0);
735        mSnapshot->transform->multiply(transform);
736    }
737
738    setupDraw();
739    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
740        setupDrawWithTexture();
741    } else {
742        setupDrawWithExternalTexture();
743    }
744    setupDrawTextureTransform();
745    setupDrawColor(alpha, alpha, alpha, alpha);
746    setupDrawColorFilter();
747    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
748    setupDrawProgram();
749    setupDrawPureColorUniforms();
750    setupDrawColorFilterUniforms();
751    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
752        setupDrawTexture(layer->getTexture());
753    } else {
754        setupDrawExternalTexture(layer->getTexture());
755    }
756    if (mSnapshot->transform->isPureTranslate() &&
757            layer->getWidth() == (uint32_t) rect.getWidth() &&
758            layer->getHeight() == (uint32_t) rect.getHeight()) {
759        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
760        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
761
762        layer->setFilter(GL_NEAREST);
763        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
764    } else {
765        layer->setFilter(GL_LINEAR);
766        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
767    }
768    setupDrawTextureTransformUniforms(layer->getTexTransform());
769    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
770
771    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
772
773    finishDrawTexture();
774
775    if (!transform.isIdentity()) {
776        restore();
777    }
778}
779
780void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
781    if (!layer->isTextureLayer()) {
782        const Rect& texCoords = layer->texCoords;
783        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
784                texCoords.right, texCoords.bottom);
785
786        float x = rect.left;
787        float y = rect.top;
788        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
789                layer->getWidth() == (uint32_t) rect.getWidth() &&
790                layer->getHeight() == (uint32_t) rect.getHeight();
791
792        if (simpleTransform) {
793            // When we're swapping, the layer is already in screen coordinates
794            if (!swap) {
795                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
796                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
797            }
798
799            layer->setFilter(GL_NEAREST, true);
800        } else {
801            layer->setFilter(GL_LINEAR, true);
802        }
803
804        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
805                layer->getTexture(), layer->getAlpha() / 255.0f,
806                layer->getMode(), layer->isBlend(),
807                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
808                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
809
810        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
811    } else {
812        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
813        drawTextureLayer(layer, rect);
814        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
815    }
816}
817
818void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
819#if RENDER_LAYERS_AS_REGIONS
820    if (layer->region.isRect()) {
821        layer->setRegionAsRect();
822
823        composeLayerRect(layer, layer->regionRect);
824
825        layer->region.clear();
826        return;
827    }
828
829    // TODO: See LayerRenderer.cpp::generateMesh() for important
830    //       information about this implementation
831    if (CC_LIKELY(!layer->region.isEmpty())) {
832        size_t count;
833        const android::Rect* rects = layer->region.getArray(&count);
834
835        const float alpha = layer->getAlpha() / 255.0f;
836        const float texX = 1.0f / float(layer->getWidth());
837        const float texY = 1.0f / float(layer->getHeight());
838        const float height = rect.getHeight();
839
840        TextureVertex* mesh = mCaches.getRegionMesh();
841        GLsizei numQuads = 0;
842
843        setupDraw();
844        setupDrawWithTexture();
845        setupDrawColor(alpha, alpha, alpha, alpha);
846        setupDrawColorFilter();
847        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
848        setupDrawProgram();
849        setupDrawDirtyRegionsDisabled();
850        setupDrawPureColorUniforms();
851        setupDrawColorFilterUniforms();
852        setupDrawTexture(layer->getTexture());
853        if (mSnapshot->transform->isPureTranslate()) {
854            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
855            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
856
857            layer->setFilter(GL_NEAREST);
858            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
859        } else {
860            layer->setFilter(GL_LINEAR);
861            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
862        }
863        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
864
865        for (size_t i = 0; i < count; i++) {
866            const android::Rect* r = &rects[i];
867
868            const float u1 = r->left * texX;
869            const float v1 = (height - r->top) * texY;
870            const float u2 = r->right * texX;
871            const float v2 = (height - r->bottom) * texY;
872
873            // TODO: Reject quads outside of the clip
874            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
875            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
876            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
877            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
878
879            numQuads++;
880
881            if (numQuads >= REGION_MESH_QUAD_COUNT) {
882                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
883                numQuads = 0;
884                mesh = mCaches.getRegionMesh();
885            }
886        }
887
888        if (numQuads > 0) {
889            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
890        }
891
892        finishDrawTexture();
893
894#if DEBUG_LAYERS_AS_REGIONS
895        drawRegionRects(layer->region);
896#endif
897
898        layer->region.clear();
899    }
900#else
901    composeLayerRect(layer, rect);
902#endif
903}
904
905void OpenGLRenderer::drawRegionRects(const Region& region) {
906#if DEBUG_LAYERS_AS_REGIONS
907    size_t count;
908    const android::Rect* rects = region.getArray(&count);
909
910    uint32_t colors[] = {
911            0x7fff0000, 0x7f00ff00,
912            0x7f0000ff, 0x7fff00ff,
913    };
914
915    int offset = 0;
916    int32_t top = rects[0].top;
917
918    for (size_t i = 0; i < count; i++) {
919        if (top != rects[i].top) {
920            offset ^= 0x2;
921            top = rects[i].top;
922        }
923
924        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
925        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
926                SkXfermode::kSrcOver_Mode);
927    }
928#endif
929}
930
931void OpenGLRenderer::dirtyLayer(const float left, const float top,
932        const float right, const float bottom, const mat4 transform) {
933#if RENDER_LAYERS_AS_REGIONS
934    if (hasLayer()) {
935        Rect bounds(left, top, right, bottom);
936        transform.mapRect(bounds);
937        dirtyLayerUnchecked(bounds, getRegion());
938    }
939#endif
940}
941
942void OpenGLRenderer::dirtyLayer(const float left, const float top,
943        const float right, const float bottom) {
944#if RENDER_LAYERS_AS_REGIONS
945    if (hasLayer()) {
946        Rect bounds(left, top, right, bottom);
947        dirtyLayerUnchecked(bounds, getRegion());
948    }
949#endif
950}
951
952void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
953#if RENDER_LAYERS_AS_REGIONS
954    if (bounds.intersect(*mSnapshot->clipRect)) {
955        bounds.snapToPixelBoundaries();
956        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
957        if (!dirty.isEmpty()) {
958            region->orSelf(dirty);
959        }
960    }
961#endif
962}
963
964void OpenGLRenderer::clearLayerRegions() {
965    const size_t count = mLayers.size();
966    if (count == 0) return;
967
968    if (!mSnapshot->isIgnored()) {
969        // Doing several glScissor/glClear here can negatively impact
970        // GPUs with a tiler architecture, instead we draw quads with
971        // the Clear blending mode
972
973        // The list contains bounds that have already been clipped
974        // against their initial clip rect, and the current clip
975        // is likely different so we need to disable clipping here
976        glDisable(GL_SCISSOR_TEST);
977
978        Vertex mesh[count * 6];
979        Vertex* vertex = mesh;
980
981        for (uint32_t i = 0; i < count; i++) {
982            Rect* bounds = mLayers.itemAt(i);
983
984            Vertex::set(vertex++, bounds->left, bounds->bottom);
985            Vertex::set(vertex++, bounds->left, bounds->top);
986            Vertex::set(vertex++, bounds->right, bounds->top);
987            Vertex::set(vertex++, bounds->left, bounds->bottom);
988            Vertex::set(vertex++, bounds->right, bounds->top);
989            Vertex::set(vertex++, bounds->right, bounds->bottom);
990
991            delete bounds;
992        }
993
994        setupDraw(false);
995        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
996        setupDrawBlending(true, SkXfermode::kClear_Mode);
997        setupDrawProgram();
998        setupDrawPureColorUniforms();
999        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1000        setupDrawVertices(&mesh[0].position[0]);
1001
1002        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1003
1004        glEnable(GL_SCISSOR_TEST);
1005    } else {
1006        for (uint32_t i = 0; i < count; i++) {
1007            delete mLayers.itemAt(i);
1008        }
1009    }
1010
1011    mLayers.clear();
1012}
1013
1014///////////////////////////////////////////////////////////////////////////////
1015// Transforms
1016///////////////////////////////////////////////////////////////////////////////
1017
1018void OpenGLRenderer::translate(float dx, float dy) {
1019    mSnapshot->transform->translate(dx, dy, 0.0f);
1020}
1021
1022void OpenGLRenderer::rotate(float degrees) {
1023    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1024}
1025
1026void OpenGLRenderer::scale(float sx, float sy) {
1027    mSnapshot->transform->scale(sx, sy, 1.0f);
1028}
1029
1030void OpenGLRenderer::skew(float sx, float sy) {
1031    mSnapshot->transform->skew(sx, sy);
1032}
1033
1034void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1035    if (matrix) {
1036        mSnapshot->transform->load(*matrix);
1037    } else {
1038        mSnapshot->transform->loadIdentity();
1039    }
1040}
1041
1042void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1043    mSnapshot->transform->copyTo(*matrix);
1044}
1045
1046void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1047    SkMatrix transform;
1048    mSnapshot->transform->copyTo(transform);
1049    transform.preConcat(*matrix);
1050    mSnapshot->transform->load(transform);
1051}
1052
1053///////////////////////////////////////////////////////////////////////////////
1054// Clipping
1055///////////////////////////////////////////////////////////////////////////////
1056
1057void OpenGLRenderer::setScissorFromClip() {
1058    Rect clip(*mSnapshot->clipRect);
1059    clip.snapToPixelBoundaries();
1060
1061    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1062            clip.getWidth(), clip.getHeight());
1063
1064    mDirtyClip = false;
1065}
1066
1067const Rect& OpenGLRenderer::getClipBounds() {
1068    return mSnapshot->getLocalClip();
1069}
1070
1071bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1072    if (mSnapshot->isIgnored()) {
1073        return true;
1074    }
1075
1076    Rect r(left, top, right, bottom);
1077    mSnapshot->transform->mapRect(r);
1078    r.snapToPixelBoundaries();
1079
1080    Rect clipRect(*mSnapshot->clipRect);
1081    clipRect.snapToPixelBoundaries();
1082
1083    return !clipRect.intersects(r);
1084}
1085
1086bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1087    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1088    if (clipped) {
1089        dirtyClip();
1090    }
1091    return !mSnapshot->clipRect->isEmpty();
1092}
1093
1094Rect* OpenGLRenderer::getClipRect() {
1095    return mSnapshot->clipRect;
1096}
1097
1098///////////////////////////////////////////////////////////////////////////////
1099// Drawing commands
1100///////////////////////////////////////////////////////////////////////////////
1101
1102void OpenGLRenderer::setupDraw(bool clear) {
1103    if (clear) clearLayerRegions();
1104    if (mDirtyClip) {
1105        setScissorFromClip();
1106    }
1107    mDescription.reset();
1108    mSetShaderColor = false;
1109    mColorSet = false;
1110    mColorA = mColorR = mColorG = mColorB = 0.0f;
1111    mTextureUnit = 0;
1112    mTrackDirtyRegions = true;
1113}
1114
1115void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1116    mDescription.hasTexture = true;
1117    mDescription.hasAlpha8Texture = isAlpha8;
1118}
1119
1120void OpenGLRenderer::setupDrawWithExternalTexture() {
1121    mDescription.hasExternalTexture = true;
1122}
1123
1124void OpenGLRenderer::setupDrawNoTexture() {
1125    mCaches.disbaleTexCoordsVertexArray();
1126}
1127
1128void OpenGLRenderer::setupDrawAALine() {
1129    mDescription.isAA = true;
1130}
1131
1132void OpenGLRenderer::setupDrawPoint(float pointSize) {
1133    mDescription.isPoint = true;
1134    mDescription.pointSize = pointSize;
1135}
1136
1137void OpenGLRenderer::setupDrawColor(int color) {
1138    setupDrawColor(color, (color >> 24) & 0xFF);
1139}
1140
1141void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1142    mColorA = alpha / 255.0f;
1143    mColorA *= mSnapshot->alpha;
1144    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1145    // the rgb values by a instead of also dividing by 255
1146    const float a = mColorA / 255.0f;
1147    mColorR = a * ((color >> 16) & 0xFF);
1148    mColorG = a * ((color >>  8) & 0xFF);
1149    mColorB = a * ((color      ) & 0xFF);
1150    mColorSet = true;
1151    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1152}
1153
1154void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1155    mColorA = alpha / 255.0f;
1156    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1157    // the rgb values by a instead of also dividing by 255
1158    const float a = mColorA / 255.0f;
1159    mColorR = a * ((color >> 16) & 0xFF);
1160    mColorG = a * ((color >>  8) & 0xFF);
1161    mColorB = a * ((color      ) & 0xFF);
1162    mColorSet = true;
1163    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1164}
1165
1166void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1167    mColorA = a;
1168    mColorR = r;
1169    mColorG = g;
1170    mColorB = b;
1171    mColorSet = true;
1172    mSetShaderColor = mDescription.setColor(r, g, b, a);
1173}
1174
1175void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1176    mColorA = a;
1177    mColorR = r;
1178    mColorG = g;
1179    mColorB = b;
1180    mColorSet = true;
1181    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1182}
1183
1184void OpenGLRenderer::setupDrawShader() {
1185    if (mShader) {
1186        mShader->describe(mDescription, mCaches.extensions);
1187    }
1188}
1189
1190void OpenGLRenderer::setupDrawColorFilter() {
1191    if (mColorFilter) {
1192        mColorFilter->describe(mDescription, mCaches.extensions);
1193    }
1194}
1195
1196void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1197    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1198        mColorA = 1.0f;
1199        mColorR = mColorG = mColorB = 0.0f;
1200        mSetShaderColor = mDescription.modulate = true;
1201    }
1202}
1203
1204void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1205    // When the blending mode is kClear_Mode, we need to use a modulate color
1206    // argb=1,0,0,0
1207    accountForClear(mode);
1208    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1209            mDescription, swapSrcDst);
1210}
1211
1212void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1213    // When the blending mode is kClear_Mode, we need to use a modulate color
1214    // argb=1,0,0,0
1215    accountForClear(mode);
1216    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1217            mDescription, swapSrcDst);
1218}
1219
1220void OpenGLRenderer::setupDrawProgram() {
1221    useProgram(mCaches.programCache.get(mDescription));
1222}
1223
1224void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1225    mTrackDirtyRegions = false;
1226}
1227
1228void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1229        bool ignoreTransform) {
1230    mModelView.loadTranslate(left, top, 0.0f);
1231    if (!ignoreTransform) {
1232        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1233        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1234    } else {
1235        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1236        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1237    }
1238}
1239
1240void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1241    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1242}
1243
1244void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1245        bool ignoreTransform, bool ignoreModelView) {
1246    if (!ignoreModelView) {
1247        mModelView.loadTranslate(left, top, 0.0f);
1248        mModelView.scale(right - left, bottom - top, 1.0f);
1249    } else {
1250        mModelView.loadIdentity();
1251    }
1252    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1253    if (!ignoreTransform) {
1254        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1255        if (mTrackDirtyRegions && dirty) {
1256            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1257        }
1258    } else {
1259        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1260        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1261    }
1262}
1263
1264void OpenGLRenderer::setupDrawPointUniforms() {
1265    int slot = mCaches.currentProgram->getUniform("pointSize");
1266    glUniform1f(slot, mDescription.pointSize);
1267}
1268
1269void OpenGLRenderer::setupDrawColorUniforms() {
1270    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1271        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1272    }
1273}
1274
1275void OpenGLRenderer::setupDrawPureColorUniforms() {
1276    if (mSetShaderColor) {
1277        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1278    }
1279}
1280
1281void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1282    if (mShader) {
1283        if (ignoreTransform) {
1284            mModelView.loadInverse(*mSnapshot->transform);
1285        }
1286        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1287    }
1288}
1289
1290void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1291    if (mShader) {
1292        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1293    }
1294}
1295
1296void OpenGLRenderer::setupDrawColorFilterUniforms() {
1297    if (mColorFilter) {
1298        mColorFilter->setupProgram(mCaches.currentProgram);
1299    }
1300}
1301
1302void OpenGLRenderer::setupDrawSimpleMesh() {
1303    bool force = mCaches.bindMeshBuffer();
1304    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1305    mCaches.unbindIndicesBuffer();
1306}
1307
1308void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1309    bindTexture(texture);
1310    mTextureUnit++;
1311    mCaches.enableTexCoordsVertexArray();
1312}
1313
1314void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1315    bindExternalTexture(texture);
1316    mTextureUnit++;
1317    mCaches.enableTexCoordsVertexArray();
1318}
1319
1320void OpenGLRenderer::setupDrawTextureTransform() {
1321    mDescription.hasTextureTransform = true;
1322}
1323
1324void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1325    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1326            GL_FALSE, &transform.data[0]);
1327}
1328
1329void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1330    bool force = false;
1331    if (!vertices) {
1332        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1333    } else {
1334        force = mCaches.unbindMeshBuffer();
1335    }
1336
1337    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1338    if (mCaches.currentProgram->texCoords >= 0) {
1339        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1340    }
1341
1342    mCaches.unbindIndicesBuffer();
1343}
1344
1345void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1346    bool force = mCaches.unbindMeshBuffer();
1347    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1348    if (mCaches.currentProgram->texCoords >= 0) {
1349        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1350    }
1351}
1352
1353void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1354    bool force = mCaches.unbindMeshBuffer();
1355    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1356            vertices, gVertexStride);
1357    mCaches.unbindIndicesBuffer();
1358}
1359
1360/**
1361 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1362 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1363 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1364 * attributes (one per vertex) are values from zero to one that tells the fragment
1365 * shader where the fragment is in relation to the line width/length overall; these values are
1366 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1367 * region of the line.
1368 * Note that we only pass down the width values in this setup function. The length coordinates
1369 * are set up for each individual segment.
1370 */
1371void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1372        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1373    bool force = mCaches.unbindMeshBuffer();
1374    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1375            vertices, gAAVertexStride);
1376    mCaches.resetTexCoordsVertexPointer();
1377    mCaches.unbindIndicesBuffer();
1378
1379    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1380    glEnableVertexAttribArray(widthSlot);
1381    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1382
1383    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1384    glEnableVertexAttribArray(lengthSlot);
1385    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1386
1387    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1388    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1389
1390    // Setting the inverse value saves computations per-fragment in the shader
1391    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1392    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1393}
1394
1395void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1396    glDisableVertexAttribArray(widthSlot);
1397    glDisableVertexAttribArray(lengthSlot);
1398}
1399
1400void OpenGLRenderer::finishDrawTexture() {
1401}
1402
1403///////////////////////////////////////////////////////////////////////////////
1404// Drawing
1405///////////////////////////////////////////////////////////////////////////////
1406
1407status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1408        Rect& dirty, int32_t flags, uint32_t level) {
1409
1410    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1411    // will be performed by the display list itself
1412    if (displayList && displayList->isRenderable()) {
1413        return displayList->replay(*this, dirty, flags, level);
1414    }
1415
1416    return DrawGlInfo::kStatusDone;
1417}
1418
1419void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1420    if (displayList) {
1421        displayList->output(*this, level);
1422    }
1423}
1424
1425void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1426    int alpha;
1427    SkXfermode::Mode mode;
1428    getAlphaAndMode(paint, &alpha, &mode);
1429
1430    float x = left;
1431    float y = top;
1432
1433    GLenum filter = GL_LINEAR;
1434    bool ignoreTransform = false;
1435    if (mSnapshot->transform->isPureTranslate()) {
1436        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1437        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1438        ignoreTransform = true;
1439        filter = GL_NEAREST;
1440    } else {
1441        filter = FILTER(paint);
1442    }
1443
1444    setupDraw();
1445    setupDrawWithTexture(true);
1446    if (paint) {
1447        setupDrawAlpha8Color(paint->getColor(), alpha);
1448    }
1449    setupDrawColorFilter();
1450    setupDrawShader();
1451    setupDrawBlending(true, mode);
1452    setupDrawProgram();
1453    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1454
1455    setupDrawTexture(texture->id);
1456    texture->setWrap(GL_CLAMP_TO_EDGE);
1457    texture->setFilter(filter);
1458
1459    setupDrawPureColorUniforms();
1460    setupDrawColorFilterUniforms();
1461    setupDrawShaderUniforms();
1462    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1463
1464    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1465
1466    finishDrawTexture();
1467}
1468
1469void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1470    const float right = left + bitmap->width();
1471    const float bottom = top + bitmap->height();
1472
1473    if (quickReject(left, top, right, bottom)) {
1474        return;
1475    }
1476
1477    mCaches.activeTexture(0);
1478    Texture* texture = mCaches.textureCache.get(bitmap);
1479    if (!texture) return;
1480    const AutoTexture autoCleanup(texture);
1481
1482    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1483        drawAlphaBitmap(texture, left, top, paint);
1484    } else {
1485        drawTextureRect(left, top, right, bottom, texture, paint);
1486    }
1487}
1488
1489void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1490    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1491    const mat4 transform(*matrix);
1492    transform.mapRect(r);
1493
1494    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1495        return;
1496    }
1497
1498    mCaches.activeTexture(0);
1499    Texture* texture = mCaches.textureCache.get(bitmap);
1500    if (!texture) return;
1501    const AutoTexture autoCleanup(texture);
1502
1503    // This could be done in a cheaper way, all we need is pass the matrix
1504    // to the vertex shader. The save/restore is a bit overkill.
1505    save(SkCanvas::kMatrix_SaveFlag);
1506    concatMatrix(matrix);
1507    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1508    restore();
1509}
1510
1511void OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1512    const float right = left + bitmap->width();
1513    const float bottom = top + bitmap->height();
1514
1515    if (quickReject(left, top, right, bottom)) {
1516        return;
1517    }
1518
1519    mCaches.activeTexture(0);
1520    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1521    const AutoTexture autoCleanup(texture);
1522
1523    drawTextureRect(left, top, right, bottom, texture, paint);
1524}
1525
1526void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1527        float* vertices, int* colors, SkPaint* paint) {
1528    // TODO: Do a quickReject
1529    if (!vertices || mSnapshot->isIgnored()) {
1530        return;
1531    }
1532
1533    mCaches.activeTexture(0);
1534    Texture* texture = mCaches.textureCache.get(bitmap);
1535    if (!texture) return;
1536    const AutoTexture autoCleanup(texture);
1537
1538    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1539    texture->setFilter(FILTER(paint), true);
1540
1541    int alpha;
1542    SkXfermode::Mode mode;
1543    getAlphaAndMode(paint, &alpha, &mode);
1544
1545    const uint32_t count = meshWidth * meshHeight * 6;
1546
1547    float left = FLT_MAX;
1548    float top = FLT_MAX;
1549    float right = FLT_MIN;
1550    float bottom = FLT_MIN;
1551
1552#if RENDER_LAYERS_AS_REGIONS
1553    const bool hasActiveLayer = hasLayer();
1554#else
1555    const bool hasActiveLayer = false;
1556#endif
1557
1558    // TODO: Support the colors array
1559    TextureVertex mesh[count];
1560    TextureVertex* vertex = mesh;
1561    for (int32_t y = 0; y < meshHeight; y++) {
1562        for (int32_t x = 0; x < meshWidth; x++) {
1563            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1564
1565            float u1 = float(x) / meshWidth;
1566            float u2 = float(x + 1) / meshWidth;
1567            float v1 = float(y) / meshHeight;
1568            float v2 = float(y + 1) / meshHeight;
1569
1570            int ax = i + (meshWidth + 1) * 2;
1571            int ay = ax + 1;
1572            int bx = i;
1573            int by = bx + 1;
1574            int cx = i + 2;
1575            int cy = cx + 1;
1576            int dx = i + (meshWidth + 1) * 2 + 2;
1577            int dy = dx + 1;
1578
1579            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1580            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1581            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1582
1583            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1584            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1585            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1586
1587#if RENDER_LAYERS_AS_REGIONS
1588            if (hasActiveLayer) {
1589                // TODO: This could be optimized to avoid unnecessary ops
1590                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1591                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1592                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1593                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1594            }
1595#endif
1596        }
1597    }
1598
1599#if RENDER_LAYERS_AS_REGIONS
1600    if (hasActiveLayer) {
1601        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1602    }
1603#endif
1604
1605    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1606            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1607            GL_TRIANGLES, count, false, false, 0, false, false);
1608}
1609
1610void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1611         float srcLeft, float srcTop, float srcRight, float srcBottom,
1612         float dstLeft, float dstTop, float dstRight, float dstBottom,
1613         SkPaint* paint) {
1614    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1615        return;
1616    }
1617
1618    mCaches.activeTexture(0);
1619    Texture* texture = mCaches.textureCache.get(bitmap);
1620    if (!texture) return;
1621    const AutoTexture autoCleanup(texture);
1622
1623    const float width = texture->width;
1624    const float height = texture->height;
1625
1626    const float u1 = fmax(0.0f, srcLeft / width);
1627    const float v1 = fmax(0.0f, srcTop / height);
1628    const float u2 = fmin(1.0f, srcRight / width);
1629    const float v2 = fmin(1.0f, srcBottom / height);
1630
1631    mCaches.unbindMeshBuffer();
1632    resetDrawTextureTexCoords(u1, v1, u2, v2);
1633
1634    int alpha;
1635    SkXfermode::Mode mode;
1636    getAlphaAndMode(paint, &alpha, &mode);
1637
1638    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1639
1640    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1641        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1642        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1643
1644        GLenum filter = GL_NEAREST;
1645        // Enable linear filtering if the source rectangle is scaled
1646        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1647            filter = FILTER(paint);
1648        }
1649
1650        texture->setFilter(filter, true);
1651        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1652                texture->id, alpha / 255.0f, mode, texture->blend,
1653                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1654                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1655    } else {
1656        texture->setFilter(FILTER(paint), true);
1657        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1658                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1659                GL_TRIANGLE_STRIP, gMeshCount);
1660    }
1661
1662    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1663}
1664
1665void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1666        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1667        float left, float top, float right, float bottom, SkPaint* paint) {
1668    if (quickReject(left, top, right, bottom)) {
1669        return;
1670    }
1671
1672    mCaches.activeTexture(0);
1673    Texture* texture = mCaches.textureCache.get(bitmap);
1674    if (!texture) return;
1675    const AutoTexture autoCleanup(texture);
1676    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1677    texture->setFilter(GL_LINEAR, true);
1678
1679    int alpha;
1680    SkXfermode::Mode mode;
1681    getAlphaAndMode(paint, &alpha, &mode);
1682
1683    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1684            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1685
1686    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1687        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1688#if RENDER_LAYERS_AS_REGIONS
1689        // Mark the current layer dirty where we are going to draw the patch
1690        if (hasLayer() && mesh->hasEmptyQuads) {
1691            const float offsetX = left + mSnapshot->transform->getTranslateX();
1692            const float offsetY = top + mSnapshot->transform->getTranslateY();
1693            const size_t count = mesh->quads.size();
1694            for (size_t i = 0; i < count; i++) {
1695                const Rect& bounds = mesh->quads.itemAt(i);
1696                if (CC_LIKELY(pureTranslate)) {
1697                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1698                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1699                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1700                } else {
1701                    dirtyLayer(left + bounds.left, top + bounds.top,
1702                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1703                }
1704            }
1705        }
1706#endif
1707
1708        if (CC_LIKELY(pureTranslate)) {
1709            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1710            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1711
1712            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1713                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1714                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1715                    true, !mesh->hasEmptyQuads);
1716        } else {
1717            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1718                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1719                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1720                    true, !mesh->hasEmptyQuads);
1721        }
1722    }
1723}
1724
1725/**
1726 * This function uses a similar approach to that of AA lines in the drawLines() function.
1727 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1728 * shader to compute the translucency of the color, determined by whether a given pixel is
1729 * within that boundary region and how far into the region it is.
1730 */
1731void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1732        int color, SkXfermode::Mode mode) {
1733    float inverseScaleX = 1.0f;
1734    float inverseScaleY = 1.0f;
1735    // The quad that we use needs to account for scaling.
1736    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1737        Matrix4 *mat = mSnapshot->transform;
1738        float m00 = mat->data[Matrix4::kScaleX];
1739        float m01 = mat->data[Matrix4::kSkewY];
1740        float m02 = mat->data[2];
1741        float m10 = mat->data[Matrix4::kSkewX];
1742        float m11 = mat->data[Matrix4::kScaleX];
1743        float m12 = mat->data[6];
1744        float scaleX = sqrt(m00 * m00 + m01 * m01);
1745        float scaleY = sqrt(m10 * m10 + m11 * m11);
1746        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1747        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1748    }
1749
1750    setupDraw();
1751    setupDrawNoTexture();
1752    setupDrawAALine();
1753    setupDrawColor(color);
1754    setupDrawColorFilter();
1755    setupDrawShader();
1756    setupDrawBlending(true, mode);
1757    setupDrawProgram();
1758    setupDrawModelViewIdentity(true);
1759    setupDrawColorUniforms();
1760    setupDrawColorFilterUniforms();
1761    setupDrawShaderIdentityUniforms();
1762
1763    AAVertex rects[4];
1764    AAVertex* aaVertices = &rects[0];
1765    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1766    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1767
1768    float boundarySizeX = .5 * inverseScaleX;
1769    float boundarySizeY = .5 * inverseScaleY;
1770
1771    // Adjust the rect by the AA boundary padding
1772    left -= boundarySizeX;
1773    right += boundarySizeX;
1774    top -= boundarySizeY;
1775    bottom += boundarySizeY;
1776
1777    float width = right - left;
1778    float height = bottom - top;
1779
1780    int widthSlot;
1781    int lengthSlot;
1782
1783    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1784    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1785    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1786            boundaryWidthProportion, widthSlot, lengthSlot);
1787
1788    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1789    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1790    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1791    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1792
1793    if (!quickReject(left, top, right, bottom)) {
1794        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1795        AAVertex::set(aaVertices++, left, top, 1, 0);
1796        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1797        AAVertex::set(aaVertices++, right, top, 0, 0);
1798        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1799        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1800    }
1801
1802    finishDrawAALine(widthSlot, lengthSlot);
1803}
1804
1805/**
1806 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1807 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1808 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1809 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1810 * of the line. Hairlines are more involved because we need to account for transform scaling
1811 * to end up with a one-pixel-wide line in screen space..
1812 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1813 * in combination with values that we calculate and pass down in this method. The basic approach
1814 * is that the quad we create contains both the core line area plus a bounding area in which
1815 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1816 * proportion of the width and the length of a given segment is represented by the boundary
1817 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1818 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1819 * on the inside). This ends up giving the result we want, with pixels that are completely
1820 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1821 * how far into the boundary region they are, which is determined by shader interpolation.
1822 */
1823void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1824    if (mSnapshot->isIgnored()) return;
1825
1826    const bool isAA = paint->isAntiAlias();
1827    // We use half the stroke width here because we're going to position the quad
1828    // corner vertices half of the width away from the line endpoints
1829    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1830    // A stroke width of 0 has a special meaning in Skia:
1831    // it draws a line 1 px wide regardless of current transform
1832    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1833
1834    float inverseScaleX = 1.0f;
1835    float inverseScaleY = 1.0f;
1836    bool scaled = false;
1837
1838    int alpha;
1839    SkXfermode::Mode mode;
1840
1841    int generatedVerticesCount = 0;
1842    int verticesCount = count;
1843    if (count > 4) {
1844        // Polyline: account for extra vertices needed for continuous tri-strip
1845        verticesCount += (count - 4);
1846    }
1847
1848    if (isHairLine || isAA) {
1849        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1850        // the line on the screen should always be one pixel wide regardless of scale. For
1851        // AA lines, we only want one pixel of translucent boundary around the quad.
1852        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1853            Matrix4 *mat = mSnapshot->transform;
1854            float m00 = mat->data[Matrix4::kScaleX];
1855            float m01 = mat->data[Matrix4::kSkewY];
1856            float m02 = mat->data[2];
1857            float m10 = mat->data[Matrix4::kSkewX];
1858            float m11 = mat->data[Matrix4::kScaleX];
1859            float m12 = mat->data[6];
1860
1861            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1862            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1863
1864            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1865            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1866
1867            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1868                scaled = true;
1869            }
1870        }
1871    }
1872
1873    getAlphaAndMode(paint, &alpha, &mode);
1874    setupDraw();
1875    setupDrawNoTexture();
1876    if (isAA) {
1877        setupDrawAALine();
1878    }
1879    setupDrawColor(paint->getColor(), alpha);
1880    setupDrawColorFilter();
1881    setupDrawShader();
1882    setupDrawBlending(isAA, mode);
1883    setupDrawProgram();
1884    setupDrawModelViewIdentity(true);
1885    setupDrawColorUniforms();
1886    setupDrawColorFilterUniforms();
1887    setupDrawShaderIdentityUniforms();
1888
1889    if (isHairLine) {
1890        // Set a real stroke width to be used in quad construction
1891        halfStrokeWidth = isAA? 1 : .5;
1892    } else if (isAA && !scaled) {
1893        // Expand boundary to enable AA calculations on the quad border
1894        halfStrokeWidth += .5f;
1895    }
1896
1897    int widthSlot;
1898    int lengthSlot;
1899
1900    Vertex lines[verticesCount];
1901    Vertex* vertices = &lines[0];
1902
1903    AAVertex wLines[verticesCount];
1904    AAVertex* aaVertices = &wLines[0];
1905
1906    if (CC_UNLIKELY(!isAA)) {
1907        setupDrawVertices(vertices);
1908    } else {
1909        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1910        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1911        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1912        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1913        // This value is used in the fragment shader to determine how to fill fragments.
1914        // We will need to calculate the actual width proportion on each segment for
1915        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1916        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1917        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1918                boundaryWidthProportion, widthSlot, lengthSlot);
1919    }
1920
1921    AAVertex* prevAAVertex = NULL;
1922    Vertex* prevVertex = NULL;
1923
1924    int boundaryLengthSlot = -1;
1925    int inverseBoundaryLengthSlot = -1;
1926    int boundaryWidthSlot = -1;
1927    int inverseBoundaryWidthSlot = -1;
1928
1929    for (int i = 0; i < count; i += 4) {
1930        // a = start point, b = end point
1931        vec2 a(points[i], points[i + 1]);
1932        vec2 b(points[i + 2], points[i + 3]);
1933
1934        float length = 0;
1935        float boundaryLengthProportion = 0;
1936        float boundaryWidthProportion = 0;
1937
1938        // Find the normal to the line
1939        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1940        if (isHairLine) {
1941            if (isAA) {
1942                float wideningFactor;
1943                if (fabs(n.x) >= fabs(n.y)) {
1944                    wideningFactor = fabs(1.0f / n.x);
1945                } else {
1946                    wideningFactor = fabs(1.0f / n.y);
1947                }
1948                n *= wideningFactor;
1949            }
1950
1951            if (scaled) {
1952                n.x *= inverseScaleX;
1953                n.y *= inverseScaleY;
1954            }
1955        } else if (scaled) {
1956            // Extend n by .5 pixel on each side, post-transform
1957            vec2 extendedN = n.copyNormalized();
1958            extendedN /= 2;
1959            extendedN.x *= inverseScaleX;
1960            extendedN.y *= inverseScaleY;
1961
1962            float extendedNLength = extendedN.length();
1963            // We need to set this value on the shader prior to drawing
1964            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1965            n += extendedN;
1966        }
1967
1968        float x = n.x;
1969        n.x = -n.y;
1970        n.y = x;
1971
1972        // aa lines expand the endpoint vertices to encompass the AA boundary
1973        if (isAA) {
1974            vec2 abVector = (b - a);
1975            length = abVector.length();
1976            abVector.normalize();
1977
1978            if (scaled) {
1979                abVector.x *= inverseScaleX;
1980                abVector.y *= inverseScaleY;
1981                float abLength = abVector.length();
1982                boundaryLengthProportion = abLength / (length + abLength);
1983            } else {
1984                boundaryLengthProportion = .5 / (length + 1);
1985            }
1986
1987            abVector /= 2;
1988            a -= abVector;
1989            b += abVector;
1990        }
1991
1992        // Four corners of the rectangle defining a thick line
1993        vec2 p1 = a - n;
1994        vec2 p2 = a + n;
1995        vec2 p3 = b + n;
1996        vec2 p4 = b - n;
1997
1998
1999        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2000        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2001        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2002        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2003
2004        if (!quickReject(left, top, right, bottom)) {
2005            if (!isAA) {
2006                if (prevVertex != NULL) {
2007                    // Issue two repeat vertices to create degenerate triangles to bridge
2008                    // between the previous line and the new one. This is necessary because
2009                    // we are creating a single triangle_strip which will contain
2010                    // potentially discontinuous line segments.
2011                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2012                    Vertex::set(vertices++, p1.x, p1.y);
2013                    generatedVerticesCount += 2;
2014                }
2015
2016                Vertex::set(vertices++, p1.x, p1.y);
2017                Vertex::set(vertices++, p2.x, p2.y);
2018                Vertex::set(vertices++, p4.x, p4.y);
2019                Vertex::set(vertices++, p3.x, p3.y);
2020
2021                prevVertex = vertices - 1;
2022                generatedVerticesCount += 4;
2023            } else {
2024                if (!isHairLine && scaled) {
2025                    // Must set width proportions per-segment for scaled non-hairlines to use the
2026                    // correct AA boundary dimensions
2027                    if (boundaryWidthSlot < 0) {
2028                        boundaryWidthSlot =
2029                                mCaches.currentProgram->getUniform("boundaryWidth");
2030                        inverseBoundaryWidthSlot =
2031                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
2032                    }
2033
2034                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2035                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
2036                }
2037
2038                if (boundaryLengthSlot < 0) {
2039                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2040                    inverseBoundaryLengthSlot =
2041                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2042                }
2043
2044                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2045                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2046
2047                if (prevAAVertex != NULL) {
2048                    // Issue two repeat vertices to create degenerate triangles to bridge
2049                    // between the previous line and the new one. This is necessary because
2050                    // we are creating a single triangle_strip which will contain
2051                    // potentially discontinuous line segments.
2052                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2053                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2054                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2055                    generatedVerticesCount += 2;
2056                }
2057
2058                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2059                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2060                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2061                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2062
2063                prevAAVertex = aaVertices - 1;
2064                generatedVerticesCount += 4;
2065            }
2066
2067            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2068                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2069                    *mSnapshot->transform);
2070        }
2071    }
2072
2073    if (generatedVerticesCount > 0) {
2074       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2075    }
2076
2077    if (isAA) {
2078        finishDrawAALine(widthSlot, lengthSlot);
2079    }
2080}
2081
2082void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2083    if (mSnapshot->isIgnored()) return;
2084
2085    // TODO: The paint's cap style defines whether the points are square or circular
2086    // TODO: Handle AA for round points
2087
2088    // A stroke width of 0 has a special meaning in Skia:
2089    // it draws an unscaled 1px point
2090    float strokeWidth = paint->getStrokeWidth();
2091    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2092    if (isHairLine) {
2093        // Now that we know it's hairline, we can set the effective width, to be used later
2094        strokeWidth = 1.0f;
2095    }
2096    const float halfWidth = strokeWidth / 2;
2097    int alpha;
2098    SkXfermode::Mode mode;
2099    getAlphaAndMode(paint, &alpha, &mode);
2100
2101    int verticesCount = count >> 1;
2102    int generatedVerticesCount = 0;
2103
2104    TextureVertex pointsData[verticesCount];
2105    TextureVertex* vertex = &pointsData[0];
2106
2107    setupDraw();
2108    setupDrawNoTexture();
2109    setupDrawPoint(strokeWidth);
2110    setupDrawColor(paint->getColor(), alpha);
2111    setupDrawColorFilter();
2112    setupDrawShader();
2113    setupDrawBlending(mode);
2114    setupDrawProgram();
2115    setupDrawModelViewIdentity(true);
2116    setupDrawColorUniforms();
2117    setupDrawColorFilterUniforms();
2118    setupDrawPointUniforms();
2119    setupDrawShaderIdentityUniforms();
2120    setupDrawMesh(vertex);
2121
2122    for (int i = 0; i < count; i += 2) {
2123        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2124        generatedVerticesCount++;
2125
2126        float left = points[i] - halfWidth;
2127        float right = points[i] + halfWidth;
2128        float top = points[i + 1] - halfWidth;
2129        float bottom = points [i + 1] + halfWidth;
2130
2131        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2132    }
2133
2134    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2135}
2136
2137void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2138    // No need to check against the clip, we fill the clip region
2139    if (mSnapshot->isIgnored()) return;
2140
2141    Rect& clip(*mSnapshot->clipRect);
2142    clip.snapToPixelBoundaries();
2143
2144    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2145}
2146
2147void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
2148    if (!texture) return;
2149    const AutoTexture autoCleanup(texture);
2150
2151    const float x = left + texture->left - texture->offset;
2152    const float y = top + texture->top - texture->offset;
2153
2154    drawPathTexture(texture, x, y, paint);
2155}
2156
2157void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2158        float rx, float ry, SkPaint* paint) {
2159    if (mSnapshot->isIgnored()) return;
2160
2161    mCaches.activeTexture(0);
2162    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2163            right - left, bottom - top, rx, ry, paint);
2164    drawShape(left, top, texture, paint);
2165}
2166
2167void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2168    if (mSnapshot->isIgnored()) return;
2169
2170    mCaches.activeTexture(0);
2171    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2172    drawShape(x - radius, y - radius, texture, paint);
2173}
2174
2175void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2176    if (mSnapshot->isIgnored()) return;
2177
2178    mCaches.activeTexture(0);
2179    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2180    drawShape(left, top, texture, paint);
2181}
2182
2183void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2184        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2185    if (mSnapshot->isIgnored()) return;
2186
2187    if (fabs(sweepAngle) >= 360.0f) {
2188        drawOval(left, top, right, bottom, paint);
2189        return;
2190    }
2191
2192    mCaches.activeTexture(0);
2193    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2194            startAngle, sweepAngle, useCenter, paint);
2195    drawShape(left, top, texture, paint);
2196}
2197
2198void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2199        SkPaint* paint) {
2200    if (mSnapshot->isIgnored()) return;
2201
2202    mCaches.activeTexture(0);
2203    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2204    drawShape(left, top, texture, paint);
2205}
2206
2207void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2208    if (p->getStyle() != SkPaint::kFill_Style) {
2209        drawRectAsShape(left, top, right, bottom, p);
2210        return;
2211    }
2212
2213    if (quickReject(left, top, right, bottom)) {
2214        return;
2215    }
2216
2217    SkXfermode::Mode mode;
2218    if (!mCaches.extensions.hasFramebufferFetch()) {
2219        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2220        if (!isMode) {
2221            // Assume SRC_OVER
2222            mode = SkXfermode::kSrcOver_Mode;
2223        }
2224    } else {
2225        mode = getXfermode(p->getXfermode());
2226    }
2227
2228    int color = p->getColor();
2229    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2230        drawAARect(left, top, right, bottom, color, mode);
2231    } else {
2232        drawColorRect(left, top, right, bottom, color, mode);
2233    }
2234}
2235
2236void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2237        const float* positions, SkPaint* paint) {
2238    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2239            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2240        return;
2241    }
2242
2243    // NOTE: Skia does not support perspective transform on drawPosText yet
2244    if (!mSnapshot->transform->isSimple()) {
2245        return;
2246    }
2247
2248    float x = 0.0f;
2249    float y = 0.0f;
2250    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2251    if (pureTranslate) {
2252        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2253        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2254    }
2255
2256    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2257    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2258            paint->getTextSize());
2259
2260    int alpha;
2261    SkXfermode::Mode mode;
2262    getAlphaAndMode(paint, &alpha, &mode);
2263
2264    // Pick the appropriate texture filtering
2265    bool linearFilter = mSnapshot->transform->changesBounds();
2266    if (pureTranslate && !linearFilter) {
2267        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2268    }
2269
2270    mCaches.activeTexture(0);
2271    setupDraw();
2272    setupDrawDirtyRegionsDisabled();
2273    setupDrawWithTexture(true);
2274    setupDrawAlpha8Color(paint->getColor(), alpha);
2275    setupDrawColorFilter();
2276    setupDrawShader();
2277    setupDrawBlending(true, mode);
2278    setupDrawProgram();
2279    setupDrawModelView(x, y, x, y, pureTranslate, true);
2280    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2281    setupDrawPureColorUniforms();
2282    setupDrawColorFilterUniforms();
2283    setupDrawShaderUniforms(pureTranslate);
2284
2285    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2286    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2287
2288#if RENDER_LAYERS_AS_REGIONS
2289    const bool hasActiveLayer = hasLayer();
2290#else
2291    const bool hasActiveLayer = false;
2292#endif
2293
2294    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2295            positions, hasActiveLayer ? &bounds : NULL)) {
2296#if RENDER_LAYERS_AS_REGIONS
2297        if (hasActiveLayer) {
2298            if (!pureTranslate) {
2299                mSnapshot->transform->mapRect(bounds);
2300            }
2301            dirtyLayerUnchecked(bounds, getRegion());
2302        }
2303#endif
2304    }
2305}
2306
2307void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2308        float x, float y, SkPaint* paint, float length) {
2309    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2310            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2311        return;
2312    }
2313
2314    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2315    switch (paint->getTextAlign()) {
2316        case SkPaint::kCenter_Align:
2317            x -= length / 2.0f;
2318            break;
2319        case SkPaint::kRight_Align:
2320            x -= length;
2321            break;
2322        default:
2323            break;
2324    }
2325
2326    SkPaint::FontMetrics metrics;
2327    paint->getFontMetrics(&metrics, 0.0f);
2328    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2329        return;
2330    }
2331
2332    const float oldX = x;
2333    const float oldY = y;
2334    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2335    if (CC_LIKELY(pureTranslate)) {
2336        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2337        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2338    }
2339
2340#if DEBUG_GLYPHS
2341    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2342#endif
2343
2344    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2345    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2346            paint->getTextSize());
2347
2348    int alpha;
2349    SkXfermode::Mode mode;
2350    getAlphaAndMode(paint, &alpha, &mode);
2351
2352    if (CC_UNLIKELY(mHasShadow)) {
2353        mCaches.activeTexture(0);
2354
2355        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2356        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2357                paint, text, bytesCount, count, mShadowRadius);
2358        const AutoTexture autoCleanup(shadow);
2359
2360        const float sx = oldX - shadow->left + mShadowDx;
2361        const float sy = oldY - shadow->top + mShadowDy;
2362
2363        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2364        int shadowColor = mShadowColor;
2365        if (mShader) {
2366            shadowColor = 0xffffffff;
2367        }
2368
2369        setupDraw();
2370        setupDrawWithTexture(true);
2371        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2372        setupDrawColorFilter();
2373        setupDrawShader();
2374        setupDrawBlending(true, mode);
2375        setupDrawProgram();
2376        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2377        setupDrawTexture(shadow->id);
2378        setupDrawPureColorUniforms();
2379        setupDrawColorFilterUniforms();
2380        setupDrawShaderUniforms();
2381        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2382
2383        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2384    }
2385
2386    // Pick the appropriate texture filtering
2387    bool linearFilter = mSnapshot->transform->changesBounds();
2388    if (pureTranslate && !linearFilter) {
2389        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2390    }
2391
2392    mCaches.activeTexture(0);
2393    setupDraw();
2394    setupDrawDirtyRegionsDisabled();
2395    setupDrawWithTexture(true);
2396    setupDrawAlpha8Color(paint->getColor(), alpha);
2397    setupDrawColorFilter();
2398    setupDrawShader();
2399    setupDrawBlending(true, mode);
2400    setupDrawProgram();
2401    setupDrawModelView(x, y, x, y, pureTranslate, true);
2402    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2403    setupDrawPureColorUniforms();
2404    setupDrawColorFilterUniforms();
2405    setupDrawShaderUniforms(pureTranslate);
2406
2407    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2408    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2409
2410#if RENDER_LAYERS_AS_REGIONS
2411    const bool hasActiveLayer = hasLayer();
2412#else
2413    const bool hasActiveLayer = false;
2414#endif
2415
2416    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2417            hasActiveLayer ? &bounds : NULL)) {
2418#if RENDER_LAYERS_AS_REGIONS
2419        if (hasActiveLayer) {
2420            if (!pureTranslate) {
2421                mSnapshot->transform->mapRect(bounds);
2422            }
2423            dirtyLayerUnchecked(bounds, getRegion());
2424        }
2425#endif
2426    }
2427
2428    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2429}
2430
2431void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2432        float hOffset, float vOffset, SkPaint* paint) {
2433    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2434            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2435        return;
2436    }
2437
2438    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2439    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2440            paint->getTextSize());
2441
2442    int alpha;
2443    SkXfermode::Mode mode;
2444    getAlphaAndMode(paint, &alpha, &mode);
2445
2446    mCaches.activeTexture(0);
2447    setupDraw();
2448    setupDrawDirtyRegionsDisabled();
2449    setupDrawWithTexture(true);
2450    setupDrawAlpha8Color(paint->getColor(), alpha);
2451    setupDrawColorFilter();
2452    setupDrawShader();
2453    setupDrawBlending(true, mode);
2454    setupDrawProgram();
2455    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2456    setupDrawTexture(fontRenderer.getTexture(true));
2457    setupDrawPureColorUniforms();
2458    setupDrawColorFilterUniforms();
2459    setupDrawShaderUniforms(false);
2460
2461    const Rect* clip = &mSnapshot->getLocalClip();
2462    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2463
2464#if RENDER_LAYERS_AS_REGIONS
2465    const bool hasActiveLayer = hasLayer();
2466#else
2467    const bool hasActiveLayer = false;
2468#endif
2469
2470    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2471            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2472#if RENDER_LAYERS_AS_REGIONS
2473        if (hasActiveLayer) {
2474            mSnapshot->transform->mapRect(bounds);
2475            dirtyLayerUnchecked(bounds, getRegion());
2476        }
2477#endif
2478    }
2479}
2480
2481void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2482    if (mSnapshot->isIgnored()) return;
2483
2484    mCaches.activeTexture(0);
2485
2486    // TODO: Perform early clip test before we rasterize the path
2487    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2488    if (!texture) return;
2489    const AutoTexture autoCleanup(texture);
2490
2491    const float x = texture->left - texture->offset;
2492    const float y = texture->top - texture->offset;
2493
2494    drawPathTexture(texture, x, y, paint);
2495}
2496
2497void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2498    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2499        return;
2500    }
2501
2502    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2503        OpenGLRenderer* renderer = layer->renderer;
2504        Rect& dirty = layer->dirtyRect;
2505
2506        interrupt();
2507        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2508        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2509        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2510        renderer->finish();
2511        resume();
2512
2513        dirty.setEmpty();
2514        layer->deferredUpdateScheduled = false;
2515        layer->renderer = NULL;
2516        layer->displayList = NULL;
2517    }
2518
2519    mCaches.activeTexture(0);
2520
2521    int alpha;
2522    SkXfermode::Mode mode;
2523    getAlphaAndMode(paint, &alpha, &mode);
2524
2525    layer->setAlpha(alpha, mode);
2526
2527#if RENDER_LAYERS_AS_REGIONS
2528    if (CC_LIKELY(!layer->region.isEmpty())) {
2529        if (layer->region.isRect()) {
2530            composeLayerRect(layer, layer->regionRect);
2531        } else if (layer->mesh) {
2532            const float a = alpha / 255.0f;
2533            const Rect& rect = layer->layer;
2534
2535            setupDraw();
2536            setupDrawWithTexture();
2537            setupDrawColor(a, a, a, a);
2538            setupDrawColorFilter();
2539            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2540            setupDrawProgram();
2541            setupDrawPureColorUniforms();
2542            setupDrawColorFilterUniforms();
2543            setupDrawTexture(layer->getTexture());
2544            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2545                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2546                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2547
2548                layer->setFilter(GL_NEAREST);
2549                setupDrawModelViewTranslate(x, y,
2550                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2551            } else {
2552                layer->setFilter(GL_LINEAR);
2553                setupDrawModelViewTranslate(x, y,
2554                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2555            }
2556            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2557
2558            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2559                    GL_UNSIGNED_SHORT, layer->meshIndices);
2560
2561            finishDrawTexture();
2562
2563#if DEBUG_LAYERS_AS_REGIONS
2564            drawRegionRects(layer->region);
2565#endif
2566        }
2567    }
2568#else
2569    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2570    composeLayerRect(layer, r);
2571#endif
2572}
2573
2574///////////////////////////////////////////////////////////////////////////////
2575// Shaders
2576///////////////////////////////////////////////////////////////////////////////
2577
2578void OpenGLRenderer::resetShader() {
2579    mShader = NULL;
2580}
2581
2582void OpenGLRenderer::setupShader(SkiaShader* shader) {
2583    mShader = shader;
2584    if (mShader) {
2585        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2586    }
2587}
2588
2589///////////////////////////////////////////////////////////////////////////////
2590// Color filters
2591///////////////////////////////////////////////////////////////////////////////
2592
2593void OpenGLRenderer::resetColorFilter() {
2594    mColorFilter = NULL;
2595}
2596
2597void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2598    mColorFilter = filter;
2599}
2600
2601///////////////////////////////////////////////////////////////////////////////
2602// Drop shadow
2603///////////////////////////////////////////////////////////////////////////////
2604
2605void OpenGLRenderer::resetShadow() {
2606    mHasShadow = false;
2607}
2608
2609void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2610    mHasShadow = true;
2611    mShadowRadius = radius;
2612    mShadowDx = dx;
2613    mShadowDy = dy;
2614    mShadowColor = color;
2615}
2616
2617///////////////////////////////////////////////////////////////////////////////
2618// Draw filters
2619///////////////////////////////////////////////////////////////////////////////
2620
2621void OpenGLRenderer::resetPaintFilter() {
2622    mHasDrawFilter = false;
2623}
2624
2625void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2626    mHasDrawFilter = true;
2627    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2628    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2629}
2630
2631SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2632    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2633
2634    uint32_t flags = paint->getFlags();
2635
2636    mFilteredPaint = *paint;
2637    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2638
2639    return &mFilteredPaint;
2640}
2641
2642///////////////////////////////////////////////////////////////////////////////
2643// Drawing implementation
2644///////////////////////////////////////////////////////////////////////////////
2645
2646void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2647        float x, float y, SkPaint* paint) {
2648    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2649        return;
2650    }
2651
2652    int alpha;
2653    SkXfermode::Mode mode;
2654    getAlphaAndMode(paint, &alpha, &mode);
2655
2656    setupDraw();
2657    setupDrawWithTexture(true);
2658    setupDrawAlpha8Color(paint->getColor(), alpha);
2659    setupDrawColorFilter();
2660    setupDrawShader();
2661    setupDrawBlending(true, mode);
2662    setupDrawProgram();
2663    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2664    setupDrawTexture(texture->id);
2665    setupDrawPureColorUniforms();
2666    setupDrawColorFilterUniforms();
2667    setupDrawShaderUniforms();
2668    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2669
2670    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2671
2672    finishDrawTexture();
2673}
2674
2675// Same values used by Skia
2676#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2677#define kStdUnderline_Offset    (1.0f / 9.0f)
2678#define kStdUnderline_Thickness (1.0f / 18.0f)
2679
2680void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2681        float x, float y, SkPaint* paint) {
2682    // Handle underline and strike-through
2683    uint32_t flags = paint->getFlags();
2684    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2685        SkPaint paintCopy(*paint);
2686        float underlineWidth = length;
2687        // If length is > 0.0f, we already measured the text for the text alignment
2688        if (length <= 0.0f) {
2689            underlineWidth = paintCopy.measureText(text, bytesCount);
2690        }
2691
2692        float offsetX = 0;
2693        switch (paintCopy.getTextAlign()) {
2694            case SkPaint::kCenter_Align:
2695                offsetX = underlineWidth * 0.5f;
2696                break;
2697            case SkPaint::kRight_Align:
2698                offsetX = underlineWidth;
2699                break;
2700            default:
2701                break;
2702        }
2703
2704        if (CC_LIKELY(underlineWidth > 0.0f)) {
2705            const float textSize = paintCopy.getTextSize();
2706            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2707
2708            const float left = x - offsetX;
2709            float top = 0.0f;
2710
2711            int linesCount = 0;
2712            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2713            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2714
2715            const int pointsCount = 4 * linesCount;
2716            float points[pointsCount];
2717            int currentPoint = 0;
2718
2719            if (flags & SkPaint::kUnderlineText_Flag) {
2720                top = y + textSize * kStdUnderline_Offset;
2721                points[currentPoint++] = left;
2722                points[currentPoint++] = top;
2723                points[currentPoint++] = left + underlineWidth;
2724                points[currentPoint++] = top;
2725            }
2726
2727            if (flags & SkPaint::kStrikeThruText_Flag) {
2728                top = y + textSize * kStdStrikeThru_Offset;
2729                points[currentPoint++] = left;
2730                points[currentPoint++] = top;
2731                points[currentPoint++] = left + underlineWidth;
2732                points[currentPoint++] = top;
2733            }
2734
2735            paintCopy.setStrokeWidth(strokeWidth);
2736
2737            drawLines(&points[0], pointsCount, &paintCopy);
2738        }
2739    }
2740}
2741
2742void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2743        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2744    // If a shader is set, preserve only the alpha
2745    if (mShader) {
2746        color |= 0x00ffffff;
2747    }
2748
2749    setupDraw();
2750    setupDrawNoTexture();
2751    setupDrawColor(color);
2752    setupDrawShader();
2753    setupDrawColorFilter();
2754    setupDrawBlending(mode);
2755    setupDrawProgram();
2756    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2757    setupDrawColorUniforms();
2758    setupDrawShaderUniforms(ignoreTransform);
2759    setupDrawColorFilterUniforms();
2760    setupDrawSimpleMesh();
2761
2762    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2763}
2764
2765void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2766        Texture* texture, SkPaint* paint) {
2767    int alpha;
2768    SkXfermode::Mode mode;
2769    getAlphaAndMode(paint, &alpha, &mode);
2770
2771    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2772
2773    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2774        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2775        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2776
2777        texture->setFilter(GL_NEAREST, true);
2778        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2779                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2780                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2781    } else {
2782        texture->setFilter(FILTER(paint), true);
2783        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2784                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2785                GL_TRIANGLE_STRIP, gMeshCount);
2786    }
2787}
2788
2789void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2790        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2791    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2792            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2793}
2794
2795void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2796        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2797        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2798        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2799
2800    setupDraw();
2801    setupDrawWithTexture();
2802    setupDrawColor(alpha, alpha, alpha, alpha);
2803    setupDrawColorFilter();
2804    setupDrawBlending(blend, mode, swapSrcDst);
2805    setupDrawProgram();
2806    if (!dirty) {
2807        setupDrawDirtyRegionsDisabled();
2808    }
2809    if (!ignoreScale) {
2810        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2811    } else {
2812        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2813    }
2814    setupDrawPureColorUniforms();
2815    setupDrawColorFilterUniforms();
2816    setupDrawTexture(texture);
2817    setupDrawMesh(vertices, texCoords, vbo);
2818
2819    glDrawArrays(drawMode, 0, elementsCount);
2820
2821    finishDrawTexture();
2822}
2823
2824void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2825        ProgramDescription& description, bool swapSrcDst) {
2826    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2827
2828    if (blend) {
2829        // These blend modes are not supported by OpenGL directly and have
2830        // to be implemented using shaders. Since the shader will perform
2831        // the blending, turn blending off here
2832        // If the blend mode cannot be implemented using shaders, fall
2833        // back to the default SrcOver blend mode instead
2834        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2835            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2836                description.framebufferMode = mode;
2837                description.swapSrcDst = swapSrcDst;
2838
2839                if (mCaches.blend) {
2840                    glDisable(GL_BLEND);
2841                    mCaches.blend = false;
2842                }
2843
2844                return;
2845            } else {
2846                mode = SkXfermode::kSrcOver_Mode;
2847            }
2848        }
2849
2850        if (!mCaches.blend) {
2851            glEnable(GL_BLEND);
2852        }
2853
2854        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2855        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2856
2857        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2858            glBlendFunc(sourceMode, destMode);
2859            mCaches.lastSrcMode = sourceMode;
2860            mCaches.lastDstMode = destMode;
2861        }
2862    } else if (mCaches.blend) {
2863        glDisable(GL_BLEND);
2864    }
2865    mCaches.blend = blend;
2866}
2867
2868bool OpenGLRenderer::useProgram(Program* program) {
2869    if (!program->isInUse()) {
2870        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2871        program->use();
2872        mCaches.currentProgram = program;
2873        return false;
2874    }
2875    return true;
2876}
2877
2878void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2879    TextureVertex* v = &mMeshVertices[0];
2880    TextureVertex::setUV(v++, u1, v1);
2881    TextureVertex::setUV(v++, u2, v1);
2882    TextureVertex::setUV(v++, u1, v2);
2883    TextureVertex::setUV(v++, u2, v2);
2884}
2885
2886void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2887    if (paint) {
2888        *mode = getXfermode(paint->getXfermode());
2889
2890        // Skia draws using the color's alpha channel if < 255
2891        // Otherwise, it uses the paint's alpha
2892        int color = paint->getColor();
2893        *alpha = (color >> 24) & 0xFF;
2894        if (*alpha == 255) {
2895            *alpha = paint->getAlpha();
2896        }
2897    } else {
2898        *mode = SkXfermode::kSrcOver_Mode;
2899        *alpha = 255;
2900    }
2901    *alpha *= mSnapshot->alpha;
2902}
2903
2904SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2905    SkXfermode::Mode resultMode;
2906    if (!SkXfermode::AsMode(mode, &resultMode)) {
2907        resultMode = SkXfermode::kSrcOver_Mode;
2908    }
2909    return resultMode;
2910}
2911
2912}; // namespace uirenderer
2913}; // namespace android
2914