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1 /*
2  * Copyright (C) 2010 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #define LOG_TAG "OpenGLRenderer"
18 
19 #include <stdlib.h>
20 #include <stdint.h>
21 #include <sys/types.h>
22 
23 #include <SkCanvas.h>
24 #include <SkTypeface.h>
25 
26 #include <utils/Log.h>
27 #include <utils/StopWatch.h>
28 
29 #include <private/hwui/DrawGlInfo.h>
30 
31 #include <ui/Rect.h>
32 
33 #include "OpenGLRenderer.h"
34 #include "DisplayListRenderer.h"
35 #include "Vector.h"
36 
37 namespace android {
38 namespace uirenderer {
39 
40 ///////////////////////////////////////////////////////////////////////////////
41 // Defines
42 ///////////////////////////////////////////////////////////////////////////////
43 
44 #define RAD_TO_DEG (180.0f / 3.14159265f)
45 #define MIN_ANGLE 0.001f
46 
47 // TODO: This should be set in properties
48 #define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
49 
50 ///////////////////////////////////////////////////////////////////////////////
51 // Globals
52 ///////////////////////////////////////////////////////////////////////////////
53 
54 /**
55  * Structure mapping Skia xfermodes to OpenGL blending factors.
56  */
57 struct Blender {
58     SkXfermode::Mode mode;
59     GLenum src;
60     GLenum dst;
61 }; // struct Blender
62 
63 // In this array, the index of each Blender equals the value of the first
64 // entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
65 static const Blender gBlends[] = {
66     { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
67     { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
68     { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
69     { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
70     { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
71     { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
72     { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
73     { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
74     { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
75     { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
76     { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
77     { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
78     { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
79     { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
80     { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
81 };
82 
83 // This array contains the swapped version of each SkXfermode. For instance
84 // this array's SrcOver blending mode is actually DstOver. You can refer to
85 // createLayer() for more information on the purpose of this array.
86 static const Blender gBlendsSwap[] = {
87     { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
88     { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
89     { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
90     { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
91     { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
92     { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
93     { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
94     { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
95     { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
96     { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
97     { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
98     { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
99     { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
100     { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
101     { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
102 };
103 
104 static const GLenum gTextureUnits[] = {
105     GL_TEXTURE0,
106     GL_TEXTURE1,
107     GL_TEXTURE2
108 };
109 
110 ///////////////////////////////////////////////////////////////////////////////
111 // Constructors/destructor
112 ///////////////////////////////////////////////////////////////////////////////
113 
OpenGLRenderer()114 OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
115     mShader = NULL;
116     mColorFilter = NULL;
117     mHasShadow = false;
118 
119     memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
120 
121     mFirstSnapshot = new Snapshot;
122 }
123 
~OpenGLRenderer()124 OpenGLRenderer::~OpenGLRenderer() {
125     // The context has already been destroyed at this point, do not call
126     // GL APIs. All GL state should be kept in Caches.h
127 }
128 
129 ///////////////////////////////////////////////////////////////////////////////
130 // Setup
131 ///////////////////////////////////////////////////////////////////////////////
132 
setViewport(int width,int height)133 void OpenGLRenderer::setViewport(int width, int height) {
134     glDisable(GL_DITHER);
135     glViewport(0, 0, width, height);
136     mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
137 
138     mWidth = width;
139     mHeight = height;
140 
141     mFirstSnapshot->height = height;
142     mFirstSnapshot->viewport.set(0, 0, width, height);
143 
144     mDirtyClip = false;
145 }
146 
prepare(bool opaque)147 void OpenGLRenderer::prepare(bool opaque) {
148     prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
149 }
150 
prepareDirty(float left,float top,float right,float bottom,bool opaque)151 void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
152     mCaches.clearGarbage();
153 
154     mSnapshot = new Snapshot(mFirstSnapshot,
155             SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
156     mSnapshot->fbo = getTargetFbo();
157 
158     mSaveCount = 1;
159 
160     glViewport(0, 0, mWidth, mHeight);
161 
162     glEnable(GL_SCISSOR_TEST);
163     glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
164     mSnapshot->setClip(left, top, right, bottom);
165 
166     if (!opaque) {
167         glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168         glClear(GL_COLOR_BUFFER_BIT);
169     }
170 }
171 
finish()172 void OpenGLRenderer::finish() {
173 #if DEBUG_OPENGL
174     GLenum status = GL_NO_ERROR;
175     while ((status = glGetError()) != GL_NO_ERROR) {
176         LOGD("GL error from OpenGLRenderer: 0x%x", status);
177         switch (status) {
178             case GL_OUT_OF_MEMORY:
179                 LOGE("  OpenGLRenderer is out of memory!");
180                 break;
181         }
182     }
183 #endif
184 #if DEBUG_MEMORY_USAGE
185     mCaches.dumpMemoryUsage();
186 #else
187     if (mCaches.getDebugLevel() & kDebugMemory) {
188         mCaches.dumpMemoryUsage();
189     }
190 #endif
191 }
192 
interrupt()193 void OpenGLRenderer::interrupt() {
194     if (mCaches.currentProgram) {
195         if (mCaches.currentProgram->isInUse()) {
196             mCaches.currentProgram->remove();
197             mCaches.currentProgram = NULL;
198         }
199     }
200     mCaches.unbindMeshBuffer();
201 }
202 
resume()203 void OpenGLRenderer::resume() {
204     glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
205 
206     glEnable(GL_SCISSOR_TEST);
207     dirtyClip();
208 
209     glDisable(GL_DITHER);
210 
211     glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
212     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
213 
214     mCaches.blend = true;
215     glEnable(GL_BLEND);
216     glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
217     glBlendEquation(GL_FUNC_ADD);
218 }
219 
callDrawGLFunction(Functor * functor,Rect & dirty)220 bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
221     interrupt();
222     if (mDirtyClip) {
223         setScissorFromClip();
224     }
225 
226     Rect clip(*mSnapshot->clipRect);
227     clip.snapToPixelBoundaries();
228 
229 #if RENDER_LAYERS_AS_REGIONS
230     // Since we don't know what the functor will draw, let's dirty
231     // tne entire clip region
232     if (hasLayer()) {
233         dirtyLayerUnchecked(clip, getRegion());
234     }
235 #endif
236 
237     DrawGlInfo info;
238     info.clipLeft = clip.left;
239     info.clipTop = clip.top;
240     info.clipRight = clip.right;
241     info.clipBottom = clip.bottom;
242     info.isLayer = hasLayer();
243     getSnapshot()->transform->copyTo(&info.transform[0]);
244 
245     status_t result = (*functor)(0, &info);
246 
247     if (result != 0) {
248         Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
249         dirty.unionWith(localDirty);
250     }
251 
252     resume();
253     return result != 0;
254 }
255 
256 ///////////////////////////////////////////////////////////////////////////////
257 // State management
258 ///////////////////////////////////////////////////////////////////////////////
259 
getSaveCount() const260 int OpenGLRenderer::getSaveCount() const {
261     return mSaveCount;
262 }
263 
save(int flags)264 int OpenGLRenderer::save(int flags) {
265     return saveSnapshot(flags);
266 }
267 
restore()268 void OpenGLRenderer::restore() {
269     if (mSaveCount > 1) {
270         restoreSnapshot();
271     }
272 }
273 
restoreToCount(int saveCount)274 void OpenGLRenderer::restoreToCount(int saveCount) {
275     if (saveCount < 1) saveCount = 1;
276 
277     while (mSaveCount > saveCount) {
278         restoreSnapshot();
279     }
280 }
281 
saveSnapshot(int flags)282 int OpenGLRenderer::saveSnapshot(int flags) {
283     mSnapshot = new Snapshot(mSnapshot, flags);
284     return mSaveCount++;
285 }
286 
restoreSnapshot()287 bool OpenGLRenderer::restoreSnapshot() {
288     bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
289     bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
290     bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
291 
292     sp<Snapshot> current = mSnapshot;
293     sp<Snapshot> previous = mSnapshot->previous;
294 
295     if (restoreOrtho) {
296         Rect& r = previous->viewport;
297         glViewport(r.left, r.top, r.right, r.bottom);
298         mOrthoMatrix.load(current->orthoMatrix);
299     }
300 
301     mSaveCount--;
302     mSnapshot = previous;
303 
304     if (restoreClip) {
305         dirtyClip();
306     }
307 
308     if (restoreLayer) {
309         composeLayer(current, previous);
310     }
311 
312     return restoreClip;
313 }
314 
315 ///////////////////////////////////////////////////////////////////////////////
316 // Layers
317 ///////////////////////////////////////////////////////////////////////////////
318 
saveLayer(float left,float top,float right,float bottom,SkPaint * p,int flags)319 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
320         SkPaint* p, int flags) {
321     const GLuint previousFbo = mSnapshot->fbo;
322     const int count = saveSnapshot(flags);
323 
324     if (!mSnapshot->isIgnored()) {
325         int alpha = 255;
326         SkXfermode::Mode mode;
327 
328         if (p) {
329             alpha = p->getAlpha();
330             if (!mCaches.extensions.hasFramebufferFetch()) {
331                 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
332                 if (!isMode) {
333                     // Assume SRC_OVER
334                     mode = SkXfermode::kSrcOver_Mode;
335                 }
336             } else {
337                 mode = getXfermode(p->getXfermode());
338             }
339         } else {
340             mode = SkXfermode::kSrcOver_Mode;
341         }
342 
343         createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
344     }
345 
346     return count;
347 }
348 
saveLayerAlpha(float left,float top,float right,float bottom,int alpha,int flags)349 int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
350         int alpha, int flags) {
351     if (alpha >= 255 - ALPHA_THRESHOLD) {
352         return saveLayer(left, top, right, bottom, NULL, flags);
353     } else {
354         SkPaint paint;
355         paint.setAlpha(alpha);
356         return saveLayer(left, top, right, bottom, &paint, flags);
357     }
358 }
359 
360 /**
361  * Layers are viewed by Skia are slightly different than layers in image editing
362  * programs (for instance.) When a layer is created, previously created layers
363  * and the frame buffer still receive every drawing command. For instance, if a
364  * layer is created and a shape intersecting the bounds of the layers and the
365  * framebuffer is draw, the shape will be drawn on both (unless the layer was
366  * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
367  *
368  * A way to implement layers is to create an FBO for each layer, backed by an RGBA
369  * texture. Unfortunately, this is inefficient as it requires every primitive to
370  * be drawn n + 1 times, where n is the number of active layers. In practice this
371  * means, for every primitive:
372  *   - Switch active frame buffer
373  *   - Change viewport, clip and projection matrix
374  *   - Issue the drawing
375  *
376  * Switching rendering target n + 1 times per drawn primitive is extremely costly.
377  * To avoid this, layers are implemented in a different way here, at least in the
378  * general case. FBOs are used, as an optimization, when the "clip to layer" flag
379  * is set. When this flag is set we can redirect all drawing operations into a
380  * single FBO.
381  *
382  * This implementation relies on the frame buffer being at least RGBA 8888. When
383  * a layer is created, only a texture is created, not an FBO. The content of the
384  * frame buffer contained within the layer's bounds is copied into this texture
385  * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
386  * buffer and drawing continues as normal. This technique therefore treats the
387  * frame buffer as a scratch buffer for the layers.
388  *
389  * To compose the layers back onto the frame buffer, each layer texture
390  * (containing the original frame buffer data) is drawn as a simple quad over
391  * the frame buffer. The trick is that the quad is set as the composition
392  * destination in the blending equation, and the frame buffer becomes the source
393  * of the composition.
394  *
395  * Drawing layers with an alpha value requires an extra step before composition.
396  * An empty quad is drawn over the layer's region in the frame buffer. This quad
397  * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
398  * quad is used to multiply the colors in the frame buffer. This is achieved by
399  * changing the GL blend functions for the GL_FUNC_ADD blend equation to
400  * GL_ZERO, GL_SRC_ALPHA.
401  *
402  * Because glCopyTexImage2D() can be slow, an alternative implementation might
403  * be use to draw a single clipped layer. The implementation described above
404  * is correct in every case.
405  *
406  * (1) The frame buffer is actually not cleared right away. To allow the GPU
407  *     to potentially optimize series of calls to glCopyTexImage2D, the frame
408  *     buffer is left untouched until the first drawing operation. Only when
409  *     something actually gets drawn are the layers regions cleared.
410  */
createLayer(sp<Snapshot> snapshot,float left,float top,float right,float bottom,int alpha,SkXfermode::Mode mode,int flags,GLuint previousFbo)411 bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
412         float right, float bottom, int alpha, SkXfermode::Mode mode,
413         int flags, GLuint previousFbo) {
414     LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
415     LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
416 
417     const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
418 
419     // Window coordinates of the layer
420     Rect bounds(left, top, right, bottom);
421     if (!fboLayer) {
422         mSnapshot->transform->mapRect(bounds);
423 
424         // Layers only make sense if they are in the framebuffer's bounds
425         if (bounds.intersect(*snapshot->clipRect)) {
426             // We cannot work with sub-pixels in this case
427             bounds.snapToPixelBoundaries();
428 
429             // When the layer is not an FBO, we may use glCopyTexImage so we
430             // need to make sure the layer does not extend outside the bounds
431             // of the framebuffer
432             if (!bounds.intersect(snapshot->previous->viewport)) {
433                 bounds.setEmpty();
434             }
435         } else {
436             bounds.setEmpty();
437         }
438     }
439 
440     if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
441             bounds.getHeight() > mCaches.maxTextureSize) {
442         snapshot->empty = fboLayer;
443     } else {
444         snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
445     }
446 
447     // Bail out if we won't draw in this snapshot
448     if (snapshot->invisible || snapshot->empty) {
449         return false;
450     }
451 
452     glActiveTexture(gTextureUnits[0]);
453     Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
454     if (!layer) {
455         return false;
456     }
457 
458     layer->setAlpha(alpha, mode);
459     layer->layer.set(bounds);
460     layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
461             bounds.getWidth() / float(layer->getWidth()), 0.0f);
462     layer->setColorFilter(mColorFilter);
463 
464     // Save the layer in the snapshot
465     snapshot->flags |= Snapshot::kFlagIsLayer;
466     snapshot->layer = layer;
467 
468     if (fboLayer) {
469         return createFboLayer(layer, bounds, snapshot, previousFbo);
470     } else {
471         // Copy the framebuffer into the layer
472         layer->bindTexture();
473         if (!bounds.isEmpty()) {
474             if (layer->isEmpty()) {
475                 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
476                         bounds.left, snapshot->height - bounds.bottom,
477                         layer->getWidth(), layer->getHeight(), 0);
478                 layer->setEmpty(false);
479             } else {
480                 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
481                         snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
482             }
483 
484             // Enqueue the buffer coordinates to clear the corresponding region later
485             mLayers.push(new Rect(bounds));
486         }
487     }
488 
489     return true;
490 }
491 
createFboLayer(Layer * layer,Rect & bounds,sp<Snapshot> snapshot,GLuint previousFbo)492 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
493         GLuint previousFbo) {
494     layer->setFbo(mCaches.fboCache.get());
495 
496 #if RENDER_LAYERS_AS_REGIONS
497     snapshot->region = &snapshot->layer->region;
498     snapshot->flags |= Snapshot::kFlagFboTarget;
499 #endif
500 
501     Rect clip(bounds);
502     snapshot->transform->mapRect(clip);
503     clip.intersect(*snapshot->clipRect);
504     clip.snapToPixelBoundaries();
505     clip.intersect(snapshot->previous->viewport);
506 
507     mat4 inverse;
508     inverse.loadInverse(*mSnapshot->transform);
509 
510     inverse.mapRect(clip);
511     clip.snapToPixelBoundaries();
512     clip.intersect(bounds);
513     clip.translate(-bounds.left, -bounds.top);
514 
515     snapshot->flags |= Snapshot::kFlagIsFboLayer;
516     snapshot->fbo = layer->getFbo();
517     snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
518     snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
519     snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
520     snapshot->height = bounds.getHeight();
521     snapshot->flags |= Snapshot::kFlagDirtyOrtho;
522     snapshot->orthoMatrix.load(mOrthoMatrix);
523 
524     // Bind texture to FBO
525     glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
526     layer->bindTexture();
527 
528     // Initialize the texture if needed
529     if (layer->isEmpty()) {
530         layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
531         layer->setEmpty(false);
532     }
533 
534     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
535             layer->getTexture(), 0);
536 
537 #if DEBUG_LAYERS_AS_REGIONS
538     GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
539     if (status != GL_FRAMEBUFFER_COMPLETE) {
540         LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
541 
542         glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
543         layer->deleteTexture();
544         mCaches.fboCache.put(layer->getFbo());
545 
546         delete layer;
547 
548         return false;
549     }
550 #endif
551 
552     // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
553     glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
554             clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
555     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
556     glClear(GL_COLOR_BUFFER_BIT);
557 
558     dirtyClip();
559 
560     // Change the ortho projection
561     glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
562     mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
563 
564     return true;
565 }
566 
567 /**
568  * Read the documentation of createLayer() before doing anything in this method.
569  */
composeLayer(sp<Snapshot> current,sp<Snapshot> previous)570 void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
571     if (!current->layer) {
572         LOGE("Attempting to compose a layer that does not exist");
573         return;
574     }
575 
576     const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
577 
578     if (fboLayer) {
579         // Unbind current FBO and restore previous one
580         glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
581     }
582 
583     Layer* layer = current->layer;
584     const Rect& rect = layer->layer;
585 
586     if (!fboLayer && layer->getAlpha() < 255) {
587         drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
588                 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
589         // Required below, composeLayerRect() will divide by 255
590         layer->setAlpha(255);
591     }
592 
593     mCaches.unbindMeshBuffer();
594 
595     glActiveTexture(gTextureUnits[0]);
596 
597     // When the layer is stored in an FBO, we can save a bit of fillrate by
598     // drawing only the dirty region
599     if (fboLayer) {
600         dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
601         if (layer->getColorFilter()) {
602             setupColorFilter(layer->getColorFilter());
603         }
604         composeLayerRegion(layer, rect);
605         if (layer->getColorFilter()) {
606             resetColorFilter();
607         }
608     } else if (!rect.isEmpty()) {
609         dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
610         composeLayerRect(layer, rect, true);
611     }
612 
613     if (fboLayer) {
614         // Detach the texture from the FBO
615         glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
616         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
617         glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
618 
619         // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
620         mCaches.fboCache.put(current->fbo);
621     }
622 
623     dirtyClip();
624 
625     // Failing to add the layer to the cache should happen only if the layer is too large
626     if (!mCaches.layerCache.put(layer)) {
627         LAYER_LOGD("Deleting layer");
628         layer->deleteTexture();
629         delete layer;
630     }
631 }
632 
drawTextureLayer(Layer * layer,const Rect & rect)633 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
634     float alpha = layer->getAlpha() / 255.0f;
635 
636     mat4& transform = layer->getTransform();
637     if (!transform.isIdentity()) {
638         save(0);
639         mSnapshot->transform->multiply(transform);
640     }
641 
642     setupDraw();
643     if (layer->getRenderTarget() == GL_TEXTURE_2D) {
644         setupDrawWithTexture();
645     } else {
646         setupDrawWithExternalTexture();
647     }
648     setupDrawTextureTransform();
649     setupDrawColor(alpha, alpha, alpha, alpha);
650     setupDrawColorFilter();
651     setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
652     setupDrawProgram();
653     setupDrawPureColorUniforms();
654     setupDrawColorFilterUniforms();
655     if (layer->getRenderTarget() == GL_TEXTURE_2D) {
656         setupDrawTexture(layer->getTexture());
657     } else {
658         setupDrawExternalTexture(layer->getTexture());
659     }
660     if (mSnapshot->transform->isPureTranslate() &&
661             layer->getWidth() == (uint32_t) rect.getWidth() &&
662             layer->getHeight() == (uint32_t) rect.getHeight()) {
663         const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
664         const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
665 
666         layer->setFilter(GL_NEAREST, GL_NEAREST);
667         setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
668     } else {
669         layer->setFilter(GL_LINEAR, GL_LINEAR);
670         setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
671     }
672     setupDrawTextureTransformUniforms(layer->getTexTransform());
673     setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
674 
675     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
676 
677     finishDrawTexture();
678 
679     if (!transform.isIdentity()) {
680         restore();
681     }
682 }
683 
composeLayerRect(Layer * layer,const Rect & rect,bool swap)684 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
685     if (!layer->isTextureLayer()) {
686         const Rect& texCoords = layer->texCoords;
687         resetDrawTextureTexCoords(texCoords.left, texCoords.top,
688                 texCoords.right, texCoords.bottom);
689 
690         float x = rect.left;
691         float y = rect.top;
692         bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
693                 layer->getWidth() == (uint32_t) rect.getWidth() &&
694                 layer->getHeight() == (uint32_t) rect.getHeight();
695 
696         if (simpleTransform) {
697             // When we're swapping, the layer is already in screen coordinates
698             if (!swap) {
699                 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
700                 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
701             }
702 
703             layer->setFilter(GL_NEAREST, GL_NEAREST, true);
704         } else {
705             layer->setFilter(GL_LINEAR, GL_LINEAR, true);
706         }
707 
708         drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
709                 layer->getTexture(), layer->getAlpha() / 255.0f,
710                 layer->getMode(), layer->isBlend(),
711                 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
712                 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
713 
714         resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
715     } else {
716         resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
717         drawTextureLayer(layer, rect);
718         resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
719     }
720 }
721 
composeLayerRegion(Layer * layer,const Rect & rect)722 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
723 #if RENDER_LAYERS_AS_REGIONS
724     if (layer->region.isRect()) {
725         layer->setRegionAsRect();
726 
727         composeLayerRect(layer, layer->regionRect);
728 
729         layer->region.clear();
730         return;
731     }
732 
733     // TODO: See LayerRenderer.cpp::generateMesh() for important
734     //       information about this implementation
735     if (!layer->region.isEmpty()) {
736         size_t count;
737         const android::Rect* rects = layer->region.getArray(&count);
738 
739         const float alpha = layer->getAlpha() / 255.0f;
740         const float texX = 1.0f / float(layer->getWidth());
741         const float texY = 1.0f / float(layer->getHeight());
742         const float height = rect.getHeight();
743 
744         TextureVertex* mesh = mCaches.getRegionMesh();
745         GLsizei numQuads = 0;
746 
747         setupDraw();
748         setupDrawWithTexture();
749         setupDrawColor(alpha, alpha, alpha, alpha);
750         setupDrawColorFilter();
751         setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
752         setupDrawProgram();
753         setupDrawDirtyRegionsDisabled();
754         setupDrawPureColorUniforms();
755         setupDrawColorFilterUniforms();
756         setupDrawTexture(layer->getTexture());
757         if (mSnapshot->transform->isPureTranslate()) {
758             const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
759             const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
760 
761             layer->setFilter(GL_NEAREST, GL_NEAREST);
762             setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
763         } else {
764             layer->setFilter(GL_LINEAR, GL_LINEAR);
765             setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
766         }
767         setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
768 
769         for (size_t i = 0; i < count; i++) {
770             const android::Rect* r = &rects[i];
771 
772             const float u1 = r->left * texX;
773             const float v1 = (height - r->top) * texY;
774             const float u2 = r->right * texX;
775             const float v2 = (height - r->bottom) * texY;
776 
777             // TODO: Reject quads outside of the clip
778             TextureVertex::set(mesh++, r->left, r->top, u1, v1);
779             TextureVertex::set(mesh++, r->right, r->top, u2, v1);
780             TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
781             TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
782 
783             numQuads++;
784 
785             if (numQuads >= REGION_MESH_QUAD_COUNT) {
786                 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
787                 numQuads = 0;
788                 mesh = mCaches.getRegionMesh();
789             }
790         }
791 
792         if (numQuads > 0) {
793             glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
794         }
795 
796         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
797         finishDrawTexture();
798 
799 #if DEBUG_LAYERS_AS_REGIONS
800         drawRegionRects(layer->region);
801 #endif
802 
803         layer->region.clear();
804     }
805 #else
806     composeLayerRect(layer, rect);
807 #endif
808 }
809 
drawRegionRects(const Region & region)810 void OpenGLRenderer::drawRegionRects(const Region& region) {
811 #if DEBUG_LAYERS_AS_REGIONS
812     size_t count;
813     const android::Rect* rects = region.getArray(&count);
814 
815     uint32_t colors[] = {
816             0x7fff0000, 0x7f00ff00,
817             0x7f0000ff, 0x7fff00ff,
818     };
819 
820     int offset = 0;
821     int32_t top = rects[0].top;
822 
823     for (size_t i = 0; i < count; i++) {
824         if (top != rects[i].top) {
825             offset ^= 0x2;
826             top = rects[i].top;
827         }
828 
829         Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
830         drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
831                 SkXfermode::kSrcOver_Mode);
832     }
833 #endif
834 }
835 
dirtyLayer(const float left,const float top,const float right,const float bottom,const mat4 transform)836 void OpenGLRenderer::dirtyLayer(const float left, const float top,
837         const float right, const float bottom, const mat4 transform) {
838 #if RENDER_LAYERS_AS_REGIONS
839     if (hasLayer()) {
840         Rect bounds(left, top, right, bottom);
841         transform.mapRect(bounds);
842         dirtyLayerUnchecked(bounds, getRegion());
843     }
844 #endif
845 }
846 
dirtyLayer(const float left,const float top,const float right,const float bottom)847 void OpenGLRenderer::dirtyLayer(const float left, const float top,
848         const float right, const float bottom) {
849 #if RENDER_LAYERS_AS_REGIONS
850     if (hasLayer()) {
851         Rect bounds(left, top, right, bottom);
852         dirtyLayerUnchecked(bounds, getRegion());
853     }
854 #endif
855 }
856 
dirtyLayerUnchecked(Rect & bounds,Region * region)857 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
858 #if RENDER_LAYERS_AS_REGIONS
859     if (bounds.intersect(*mSnapshot->clipRect)) {
860         bounds.snapToPixelBoundaries();
861         android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
862         if (!dirty.isEmpty()) {
863             region->orSelf(dirty);
864         }
865     }
866 #endif
867 }
868 
clearLayerRegions()869 void OpenGLRenderer::clearLayerRegions() {
870     const size_t count = mLayers.size();
871     if (count == 0) return;
872 
873     if (!mSnapshot->isIgnored()) {
874         // Doing several glScissor/glClear here can negatively impact
875         // GPUs with a tiler architecture, instead we draw quads with
876         // the Clear blending mode
877 
878         // The list contains bounds that have already been clipped
879         // against their initial clip rect, and the current clip
880         // is likely different so we need to disable clipping here
881         glDisable(GL_SCISSOR_TEST);
882 
883         Vertex mesh[count * 6];
884         Vertex* vertex = mesh;
885 
886         for (uint32_t i = 0; i < count; i++) {
887             Rect* bounds = mLayers.itemAt(i);
888 
889             Vertex::set(vertex++, bounds->left, bounds->bottom);
890             Vertex::set(vertex++, bounds->left, bounds->top);
891             Vertex::set(vertex++, bounds->right, bounds->top);
892             Vertex::set(vertex++, bounds->left, bounds->bottom);
893             Vertex::set(vertex++, bounds->right, bounds->top);
894             Vertex::set(vertex++, bounds->right, bounds->bottom);
895 
896             delete bounds;
897         }
898 
899         setupDraw(false);
900         setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
901         setupDrawBlending(true, SkXfermode::kClear_Mode);
902         setupDrawProgram();
903         setupDrawPureColorUniforms();
904         setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
905 
906         mCaches.unbindMeshBuffer();
907         glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
908                 gVertexStride, &mesh[0].position[0]);
909         glDrawArrays(GL_TRIANGLES, 0, count * 6);
910 
911         glEnable(GL_SCISSOR_TEST);
912     } else {
913         for (uint32_t i = 0; i < count; i++) {
914             delete mLayers.itemAt(i);
915         }
916     }
917 
918     mLayers.clear();
919 }
920 
921 ///////////////////////////////////////////////////////////////////////////////
922 // Transforms
923 ///////////////////////////////////////////////////////////////////////////////
924 
translate(float dx,float dy)925 void OpenGLRenderer::translate(float dx, float dy) {
926     mSnapshot->transform->translate(dx, dy, 0.0f);
927 }
928 
rotate(float degrees)929 void OpenGLRenderer::rotate(float degrees) {
930     mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
931 }
932 
scale(float sx,float sy)933 void OpenGLRenderer::scale(float sx, float sy) {
934     mSnapshot->transform->scale(sx, sy, 1.0f);
935 }
936 
skew(float sx,float sy)937 void OpenGLRenderer::skew(float sx, float sy) {
938     mSnapshot->transform->skew(sx, sy);
939 }
940 
setMatrix(SkMatrix * matrix)941 void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
942     mSnapshot->transform->load(*matrix);
943 }
944 
getMatrix(SkMatrix * matrix)945 void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
946     mSnapshot->transform->copyTo(*matrix);
947 }
948 
concatMatrix(SkMatrix * matrix)949 void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
950     SkMatrix transform;
951     mSnapshot->transform->copyTo(transform);
952     transform.preConcat(*matrix);
953     mSnapshot->transform->load(transform);
954 }
955 
956 ///////////////////////////////////////////////////////////////////////////////
957 // Clipping
958 ///////////////////////////////////////////////////////////////////////////////
959 
setScissorFromClip()960 void OpenGLRenderer::setScissorFromClip() {
961     Rect clip(*mSnapshot->clipRect);
962     clip.snapToPixelBoundaries();
963     glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
964     mDirtyClip = false;
965 }
966 
getClipBounds()967 const Rect& OpenGLRenderer::getClipBounds() {
968     return mSnapshot->getLocalClip();
969 }
970 
quickReject(float left,float top,float right,float bottom)971 bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
972     if (mSnapshot->isIgnored()) {
973         return true;
974     }
975 
976     Rect r(left, top, right, bottom);
977     mSnapshot->transform->mapRect(r);
978     r.snapToPixelBoundaries();
979 
980     Rect clipRect(*mSnapshot->clipRect);
981     clipRect.snapToPixelBoundaries();
982 
983     return !clipRect.intersects(r);
984 }
985 
clipRect(float left,float top,float right,float bottom,SkRegion::Op op)986 bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
987     bool clipped = mSnapshot->clip(left, top, right, bottom, op);
988     if (clipped) {
989         dirtyClip();
990     }
991     return !mSnapshot->clipRect->isEmpty();
992 }
993 
994 ///////////////////////////////////////////////////////////////////////////////
995 // Drawing commands
996 ///////////////////////////////////////////////////////////////////////////////
997 
setupDraw(bool clear)998 void OpenGLRenderer::setupDraw(bool clear) {
999     if (clear) clearLayerRegions();
1000     if (mDirtyClip) {
1001         setScissorFromClip();
1002     }
1003     mDescription.reset();
1004     mSetShaderColor = false;
1005     mColorSet = false;
1006     mColorA = mColorR = mColorG = mColorB = 0.0f;
1007     mTextureUnit = 0;
1008     mTrackDirtyRegions = true;
1009     mTexCoordsSlot = -1;
1010 }
1011 
setupDrawWithTexture(bool isAlpha8)1012 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1013     mDescription.hasTexture = true;
1014     mDescription.hasAlpha8Texture = isAlpha8;
1015 }
1016 
setupDrawWithExternalTexture()1017 void OpenGLRenderer::setupDrawWithExternalTexture() {
1018     mDescription.hasExternalTexture = true;
1019 }
1020 
setupDrawAALine()1021 void OpenGLRenderer::setupDrawAALine() {
1022     mDescription.isAA = true;
1023 }
1024 
setupDrawPoint(float pointSize)1025 void OpenGLRenderer::setupDrawPoint(float pointSize) {
1026     mDescription.isPoint = true;
1027     mDescription.pointSize = pointSize;
1028 }
1029 
setupDrawColor(int color)1030 void OpenGLRenderer::setupDrawColor(int color) {
1031     setupDrawColor(color, (color >> 24) & 0xFF);
1032 }
1033 
setupDrawColor(int color,int alpha)1034 void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1035     mColorA = alpha / 255.0f;
1036     // Second divide of a by 255 is an optimization, allowing us to simply multiply
1037     // the rgb values by a instead of also dividing by 255
1038     const float a = mColorA / 255.0f;
1039     mColorR = a * ((color >> 16) & 0xFF);
1040     mColorG = a * ((color >>  8) & 0xFF);
1041     mColorB = a * ((color      ) & 0xFF);
1042     mColorSet = true;
1043     mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1044 }
1045 
setupDrawAlpha8Color(int color,int alpha)1046 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1047     mColorA = alpha / 255.0f;
1048     // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1049     // the rgb values by a instead of also dividing by 255
1050     const float a = mColorA / 255.0f;
1051     mColorR = a * ((color >> 16) & 0xFF);
1052     mColorG = a * ((color >>  8) & 0xFF);
1053     mColorB = a * ((color      ) & 0xFF);
1054     mColorSet = true;
1055     mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1056 }
1057 
setupDrawColor(float r,float g,float b,float a)1058 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1059     mColorA = a;
1060     mColorR = r;
1061     mColorG = g;
1062     mColorB = b;
1063     mColorSet = true;
1064     mSetShaderColor = mDescription.setColor(r, g, b, a);
1065 }
1066 
setupDrawAlpha8Color(float r,float g,float b,float a)1067 void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1068     mColorA = a;
1069     mColorR = r;
1070     mColorG = g;
1071     mColorB = b;
1072     mColorSet = true;
1073     mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1074 }
1075 
setupDrawShader()1076 void OpenGLRenderer::setupDrawShader() {
1077     if (mShader) {
1078         mShader->describe(mDescription, mCaches.extensions);
1079     }
1080 }
1081 
setupDrawColorFilter()1082 void OpenGLRenderer::setupDrawColorFilter() {
1083     if (mColorFilter) {
1084         mColorFilter->describe(mDescription, mCaches.extensions);
1085     }
1086 }
1087 
accountForClear(SkXfermode::Mode mode)1088 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1089     if (mColorSet && mode == SkXfermode::kClear_Mode) {
1090         mColorA = 1.0f;
1091         mColorR = mColorG = mColorB = 0.0f;
1092         mSetShaderColor = mDescription.modulate = true;
1093     }
1094 }
1095 
setupDrawBlending(SkXfermode::Mode mode,bool swapSrcDst)1096 void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1097     // When the blending mode is kClear_Mode, we need to use a modulate color
1098     // argb=1,0,0,0
1099     accountForClear(mode);
1100     chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1101             mDescription, swapSrcDst);
1102 }
1103 
setupDrawBlending(bool blend,SkXfermode::Mode mode,bool swapSrcDst)1104 void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1105     // When the blending mode is kClear_Mode, we need to use a modulate color
1106     // argb=1,0,0,0
1107     accountForClear(mode);
1108     chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1109             mDescription, swapSrcDst);
1110 }
1111 
setupDrawProgram()1112 void OpenGLRenderer::setupDrawProgram() {
1113     useProgram(mCaches.programCache.get(mDescription));
1114 }
1115 
setupDrawDirtyRegionsDisabled()1116 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1117     mTrackDirtyRegions = false;
1118 }
1119 
setupDrawModelViewTranslate(float left,float top,float right,float bottom,bool ignoreTransform)1120 void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1121         bool ignoreTransform) {
1122     mModelView.loadTranslate(left, top, 0.0f);
1123     if (!ignoreTransform) {
1124         mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1125         if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1126     } else {
1127         mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1128         if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1129     }
1130 }
1131 
setupDrawModelViewIdentity(bool offset)1132 void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1133     mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1134 }
1135 
setupDrawModelView(float left,float top,float right,float bottom,bool ignoreTransform,bool ignoreModelView)1136 void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1137         bool ignoreTransform, bool ignoreModelView) {
1138     if (!ignoreModelView) {
1139         mModelView.loadTranslate(left, top, 0.0f);
1140         mModelView.scale(right - left, bottom - top, 1.0f);
1141     } else {
1142         mModelView.loadIdentity();
1143     }
1144     bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1145     if (!ignoreTransform) {
1146         mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1147         if (mTrackDirtyRegions && dirty) {
1148             dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1149         }
1150     } else {
1151         mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1152         if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1153     }
1154 }
1155 
setupDrawPointUniforms()1156 void OpenGLRenderer::setupDrawPointUniforms() {
1157     int slot = mCaches.currentProgram->getUniform("pointSize");
1158     glUniform1f(slot, mDescription.pointSize);
1159 }
1160 
setupDrawColorUniforms()1161 void OpenGLRenderer::setupDrawColorUniforms() {
1162     if (mColorSet || (mShader && mSetShaderColor)) {
1163         mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1164     }
1165 }
1166 
setupDrawPureColorUniforms()1167 void OpenGLRenderer::setupDrawPureColorUniforms() {
1168     if (mSetShaderColor) {
1169         mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1170     }
1171 }
1172 
setupDrawShaderUniforms(bool ignoreTransform)1173 void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1174     if (mShader) {
1175         if (ignoreTransform) {
1176             mModelView.loadInverse(*mSnapshot->transform);
1177         }
1178         mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1179     }
1180 }
1181 
setupDrawShaderIdentityUniforms()1182 void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1183     if (mShader) {
1184         mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1185     }
1186 }
1187 
setupDrawColorFilterUniforms()1188 void OpenGLRenderer::setupDrawColorFilterUniforms() {
1189     if (mColorFilter) {
1190         mColorFilter->setupProgram(mCaches.currentProgram);
1191     }
1192 }
1193 
setupDrawSimpleMesh()1194 void OpenGLRenderer::setupDrawSimpleMesh() {
1195     mCaches.bindMeshBuffer();
1196     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1197             gMeshStride, 0);
1198 }
1199 
setupDrawTexture(GLuint texture)1200 void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1201     bindTexture(texture);
1202     glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1203 
1204     mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1205     glEnableVertexAttribArray(mTexCoordsSlot);
1206 }
1207 
setupDrawExternalTexture(GLuint texture)1208 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1209     bindExternalTexture(texture);
1210     glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1211 
1212     mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1213     glEnableVertexAttribArray(mTexCoordsSlot);
1214 }
1215 
setupDrawTextureTransform()1216 void OpenGLRenderer::setupDrawTextureTransform() {
1217     mDescription.hasTextureTransform = true;
1218 }
1219 
setupDrawTextureTransformUniforms(mat4 & transform)1220 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1221     glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1222             GL_FALSE, &transform.data[0]);
1223 }
1224 
setupDrawMesh(GLvoid * vertices,GLvoid * texCoords,GLuint vbo)1225 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1226     if (!vertices) {
1227         mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1228     } else {
1229         mCaches.unbindMeshBuffer();
1230     }
1231     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1232             gMeshStride, vertices);
1233     if (mTexCoordsSlot >= 0) {
1234         glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1235     }
1236 }
1237 
setupDrawVertices(GLvoid * vertices)1238 void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1239     mCaches.unbindMeshBuffer();
1240     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1241             gVertexStride, vertices);
1242 }
1243 
1244 /**
1245  * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1246  * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1247  * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1248  * attributes (one per vertex) are values from zero to one that tells the fragment
1249  * shader where the fragment is in relation to the line width/length overall; these values are
1250  * then used to compute the proper color, based on whether the fragment lies in the fading AA
1251  * region of the line.
1252  * Note that we only pass down the width values in this setup function. The length coordinates
1253  * are set up for each individual segment.
1254  */
setupDrawAALine(GLvoid * vertices,GLvoid * widthCoords,GLvoid * lengthCoords,float boundaryWidthProportion)1255 void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1256         GLvoid* lengthCoords, float boundaryWidthProportion) {
1257     mCaches.unbindMeshBuffer();
1258     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1259             gAAVertexStride, vertices);
1260     int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1261     glEnableVertexAttribArray(widthSlot);
1262     glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1263     int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1264     glEnableVertexAttribArray(lengthSlot);
1265     glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1266     int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1267     glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1268     // Setting the inverse value saves computations per-fragment in the shader
1269     int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1270     glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1271 }
1272 
finishDrawTexture()1273 void OpenGLRenderer::finishDrawTexture() {
1274     glDisableVertexAttribArray(mTexCoordsSlot);
1275 }
1276 
1277 ///////////////////////////////////////////////////////////////////////////////
1278 // Drawing
1279 ///////////////////////////////////////////////////////////////////////////////
1280 
drawDisplayList(DisplayList * displayList,uint32_t width,uint32_t height,Rect & dirty,uint32_t level)1281 bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1282         Rect& dirty, uint32_t level) {
1283     if (quickReject(0.0f, 0.0f, width, height)) {
1284         return false;
1285     }
1286 
1287     // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1288     // will be performed by the display list itself
1289     if (displayList && displayList->isRenderable()) {
1290         return displayList->replay(*this, dirty, level);
1291     }
1292 
1293     return false;
1294 }
1295 
outputDisplayList(DisplayList * displayList,uint32_t level)1296 void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1297     if (displayList) {
1298         displayList->output(*this, level);
1299     }
1300 }
1301 
drawAlphaBitmap(Texture * texture,float left,float top,SkPaint * paint)1302 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1303     int alpha;
1304     SkXfermode::Mode mode;
1305     getAlphaAndMode(paint, &alpha, &mode);
1306 
1307     float x = left;
1308     float y = top;
1309 
1310     GLenum filter = GL_LINEAR;
1311     bool ignoreTransform = false;
1312     if (mSnapshot->transform->isPureTranslate()) {
1313         x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1314         y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1315         ignoreTransform = true;
1316         filter = GL_NEAREST;
1317     }
1318 
1319     setupDraw();
1320     setupDrawWithTexture(true);
1321     if (paint) {
1322         setupDrawAlpha8Color(paint->getColor(), alpha);
1323     }
1324     setupDrawColorFilter();
1325     setupDrawShader();
1326     setupDrawBlending(true, mode);
1327     setupDrawProgram();
1328     setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1329 
1330     setupDrawTexture(texture->id);
1331     texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1332     texture->setFilter(filter, filter);
1333 
1334     setupDrawPureColorUniforms();
1335     setupDrawColorFilterUniforms();
1336     setupDrawShaderUniforms();
1337     setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1338 
1339     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1340 
1341     finishDrawTexture();
1342 }
1343 
drawBitmap(SkBitmap * bitmap,float left,float top,SkPaint * paint)1344 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1345     const float right = left + bitmap->width();
1346     const float bottom = top + bitmap->height();
1347 
1348     if (quickReject(left, top, right, bottom)) {
1349         return;
1350     }
1351 
1352     glActiveTexture(gTextureUnits[0]);
1353     Texture* texture = mCaches.textureCache.get(bitmap);
1354     if (!texture) return;
1355     const AutoTexture autoCleanup(texture);
1356 
1357     if (bitmap->getConfig() == SkBitmap::kA8_Config) {
1358         drawAlphaBitmap(texture, left, top, paint);
1359     } else {
1360         drawTextureRect(left, top, right, bottom, texture, paint);
1361     }
1362 }
1363 
drawBitmap(SkBitmap * bitmap,SkMatrix * matrix,SkPaint * paint)1364 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1365     Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1366     const mat4 transform(*matrix);
1367     transform.mapRect(r);
1368 
1369     if (quickReject(r.left, r.top, r.right, r.bottom)) {
1370         return;
1371     }
1372 
1373     glActiveTexture(gTextureUnits[0]);
1374     Texture* texture = mCaches.textureCache.get(bitmap);
1375     if (!texture) return;
1376     const AutoTexture autoCleanup(texture);
1377 
1378     // This could be done in a cheaper way, all we need is pass the matrix
1379     // to the vertex shader. The save/restore is a bit overkill.
1380     save(SkCanvas::kMatrix_SaveFlag);
1381     concatMatrix(matrix);
1382     drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1383     restore();
1384 }
1385 
drawBitmapMesh(SkBitmap * bitmap,int meshWidth,int meshHeight,float * vertices,int * colors,SkPaint * paint)1386 void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1387         float* vertices, int* colors, SkPaint* paint) {
1388     // TODO: Do a quickReject
1389     if (!vertices || mSnapshot->isIgnored()) {
1390         return;
1391     }
1392 
1393     glActiveTexture(gTextureUnits[0]);
1394     Texture* texture = mCaches.textureCache.get(bitmap);
1395     if (!texture) return;
1396     const AutoTexture autoCleanup(texture);
1397 
1398     texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1399     texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1400 
1401     int alpha;
1402     SkXfermode::Mode mode;
1403     getAlphaAndMode(paint, &alpha, &mode);
1404 
1405     const uint32_t count = meshWidth * meshHeight * 6;
1406 
1407     float left = FLT_MAX;
1408     float top = FLT_MAX;
1409     float right = FLT_MIN;
1410     float bottom = FLT_MIN;
1411 
1412 #if RENDER_LAYERS_AS_REGIONS
1413     bool hasActiveLayer = hasLayer();
1414 #else
1415     bool hasActiveLayer = false;
1416 #endif
1417 
1418     // TODO: Support the colors array
1419     TextureVertex mesh[count];
1420     TextureVertex* vertex = mesh;
1421     for (int32_t y = 0; y < meshHeight; y++) {
1422         for (int32_t x = 0; x < meshWidth; x++) {
1423             uint32_t i = (y * (meshWidth + 1) + x) * 2;
1424 
1425             float u1 = float(x) / meshWidth;
1426             float u2 = float(x + 1) / meshWidth;
1427             float v1 = float(y) / meshHeight;
1428             float v2 = float(y + 1) / meshHeight;
1429 
1430             int ax = i + (meshWidth + 1) * 2;
1431             int ay = ax + 1;
1432             int bx = i;
1433             int by = bx + 1;
1434             int cx = i + 2;
1435             int cy = cx + 1;
1436             int dx = i + (meshWidth + 1) * 2 + 2;
1437             int dy = dx + 1;
1438 
1439             TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1440             TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1441             TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1442 
1443             TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1444             TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1445             TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1446 
1447 #if RENDER_LAYERS_AS_REGIONS
1448             if (hasActiveLayer) {
1449                 // TODO: This could be optimized to avoid unnecessary ops
1450                 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1451                 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1452                 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1453                 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1454             }
1455 #endif
1456         }
1457     }
1458 
1459 #if RENDER_LAYERS_AS_REGIONS
1460     if (hasActiveLayer) {
1461         dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1462     }
1463 #endif
1464 
1465     drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1466             mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1467             GL_TRIANGLES, count, false, false, 0, false, false);
1468 }
1469 
drawBitmap(SkBitmap * bitmap,float srcLeft,float srcTop,float srcRight,float srcBottom,float dstLeft,float dstTop,float dstRight,float dstBottom,SkPaint * paint)1470 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1471          float srcLeft, float srcTop, float srcRight, float srcBottom,
1472          float dstLeft, float dstTop, float dstRight, float dstBottom,
1473          SkPaint* paint) {
1474     if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1475         return;
1476     }
1477 
1478     glActiveTexture(gTextureUnits[0]);
1479     Texture* texture = mCaches.textureCache.get(bitmap);
1480     if (!texture) return;
1481     const AutoTexture autoCleanup(texture);
1482     texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1483 
1484     const float width = texture->width;
1485     const float height = texture->height;
1486 
1487     const float u1 = fmax(0.0f, srcLeft / width);
1488     const float v1 = fmax(0.0f, srcTop / height);
1489     const float u2 = fmin(1.0f, srcRight / width);
1490     const float v2 = fmin(1.0f, srcBottom / height);
1491 
1492     mCaches.unbindMeshBuffer();
1493     resetDrawTextureTexCoords(u1, v1, u2, v2);
1494 
1495     int alpha;
1496     SkXfermode::Mode mode;
1497     getAlphaAndMode(paint, &alpha, &mode);
1498 
1499     if (mSnapshot->transform->isPureTranslate()) {
1500         const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1501         const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1502 
1503         GLenum filter = GL_NEAREST;
1504         // Enable linear filtering if the source rectangle is scaled
1505         if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1506             filter = GL_LINEAR;
1507         }
1508         texture->setFilter(filter, filter, true);
1509 
1510         drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1511                 texture->id, alpha / 255.0f, mode, texture->blend,
1512                 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1513                 GL_TRIANGLE_STRIP, gMeshCount, false, true);
1514     } else {
1515         texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1516 
1517         drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1518                 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1519                 GL_TRIANGLE_STRIP, gMeshCount);
1520     }
1521 
1522     resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1523 }
1524 
drawPatch(SkBitmap * bitmap,const int32_t * xDivs,const int32_t * yDivs,const uint32_t * colors,uint32_t width,uint32_t height,int8_t numColors,float left,float top,float right,float bottom,SkPaint * paint)1525 void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1526         const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1527         float left, float top, float right, float bottom, SkPaint* paint) {
1528     if (quickReject(left, top, right, bottom)) {
1529         return;
1530     }
1531 
1532     glActiveTexture(gTextureUnits[0]);
1533     Texture* texture = mCaches.textureCache.get(bitmap);
1534     if (!texture) return;
1535     const AutoTexture autoCleanup(texture);
1536     texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1537     texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1538 
1539     int alpha;
1540     SkXfermode::Mode mode;
1541     getAlphaAndMode(paint, &alpha, &mode);
1542 
1543     const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1544             right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1545 
1546     if (mesh && mesh->verticesCount > 0) {
1547         const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1548 #if RENDER_LAYERS_AS_REGIONS
1549         // Mark the current layer dirty where we are going to draw the patch
1550         if (hasLayer() && mesh->hasEmptyQuads) {
1551             const float offsetX = left + mSnapshot->transform->getTranslateX();
1552             const float offsetY = top + mSnapshot->transform->getTranslateY();
1553             const size_t count = mesh->quads.size();
1554             for (size_t i = 0; i < count; i++) {
1555                 const Rect& bounds = mesh->quads.itemAt(i);
1556                 if (pureTranslate) {
1557                     const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1558                     const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1559                     dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1560                 } else {
1561                     dirtyLayer(left + bounds.left, top + bounds.top,
1562                             left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1563                 }
1564             }
1565         }
1566 #endif
1567 
1568         if (pureTranslate) {
1569             const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1570             const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1571 
1572             drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1573                     mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1574                     GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1575                     true, !mesh->hasEmptyQuads);
1576         } else {
1577             drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1578                     mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1579                     GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1580                     true, !mesh->hasEmptyQuads);
1581         }
1582     }
1583 }
1584 
1585 /**
1586  * This function uses a similar approach to that of AA lines in the drawLines() function.
1587  * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1588  * shader to compute the translucency of the color, determined by whether a given pixel is
1589  * within that boundary region and how far into the region it is.
1590  */
drawAARect(float left,float top,float right,float bottom,int color,SkXfermode::Mode mode)1591 void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1592         int color, SkXfermode::Mode mode) {
1593     float inverseScaleX = 1.0f;
1594     float inverseScaleY = 1.0f;
1595     // The quad that we use needs to account for scaling.
1596     if (!mSnapshot->transform->isPureTranslate()) {
1597         Matrix4 *mat = mSnapshot->transform;
1598         float m00 = mat->data[Matrix4::kScaleX];
1599         float m01 = mat->data[Matrix4::kSkewY];
1600         float m02 = mat->data[2];
1601         float m10 = mat->data[Matrix4::kSkewX];
1602         float m11 = mat->data[Matrix4::kScaleX];
1603         float m12 = mat->data[6];
1604         float scaleX = sqrt(m00 * m00 + m01 * m01);
1605         float scaleY = sqrt(m10 * m10 + m11 * m11);
1606         inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1607         inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1608     }
1609 
1610     setupDraw();
1611     setupDrawAALine();
1612     setupDrawColor(color);
1613     setupDrawColorFilter();
1614     setupDrawShader();
1615     setupDrawBlending(true, mode);
1616     setupDrawProgram();
1617     setupDrawModelViewIdentity(true);
1618     setupDrawColorUniforms();
1619     setupDrawColorFilterUniforms();
1620     setupDrawShaderIdentityUniforms();
1621 
1622     AAVertex rects[4];
1623     AAVertex* aaVertices = &rects[0];
1624     void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1625     void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1626 
1627     float boundarySizeX = .5 * inverseScaleX;
1628     float boundarySizeY = .5 * inverseScaleY;
1629 
1630     // Adjust the rect by the AA boundary padding
1631     left -= boundarySizeX;
1632     right += boundarySizeX;
1633     top -= boundarySizeY;
1634     bottom += boundarySizeY;
1635 
1636     float width = right - left;
1637     float height = bottom - top;
1638 
1639     float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1640     float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1641     setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1642     int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1643     int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1644     glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1645     glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1646 
1647     if (!quickReject(left, top, right, bottom)) {
1648         AAVertex::set(aaVertices++, left, bottom, 1, 1);
1649         AAVertex::set(aaVertices++, left, top, 1, 0);
1650         AAVertex::set(aaVertices++, right, bottom, 0, 1);
1651         AAVertex::set(aaVertices++, right, top, 0, 0);
1652         dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1653         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1654     }
1655 }
1656 
1657 /**
1658  * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1659  * rules for those lines produces some unexpected results, and may vary between hardware devices.
1660  * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1661  * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1662  * of the line. Hairlines are more involved because we need to account for transform scaling
1663  * to end up with a one-pixel-wide line in screen space..
1664  * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1665  * in combination with values that we calculate and pass down in this method. The basic approach
1666  * is that the quad we create contains both the core line area plus a bounding area in which
1667  * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1668  * proportion of the width and the length of a given segment is represented by the boundary
1669  * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1670  * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1671  * on the inside). This ends up giving the result we want, with pixels that are completely
1672  * 'inside' the line area being filled opaquely and the other pixels being filled according to
1673  * how far into the boundary region they are, which is determined by shader interpolation.
1674  */
drawLines(float * points,int count,SkPaint * paint)1675 void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1676     if (mSnapshot->isIgnored()) return;
1677 
1678     const bool isAA = paint->isAntiAlias();
1679     // We use half the stroke width here because we're going to position the quad
1680     // corner vertices half of the width away from the line endpoints
1681     float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1682     // A stroke width of 0 has a special meaning in Skia:
1683     // it draws a line 1 px wide regardless of current transform
1684     bool isHairLine = paint->getStrokeWidth() == 0.0f;
1685     float inverseScaleX = 1.0f;
1686     float inverseScaleY = 1.0f;
1687     bool scaled = false;
1688     int alpha;
1689     SkXfermode::Mode mode;
1690     int generatedVerticesCount = 0;
1691     int verticesCount = count;
1692     if (count > 4) {
1693         // Polyline: account for extra vertices needed for continuous tri-strip
1694         verticesCount += (count - 4);
1695     }
1696 
1697     if (isHairLine || isAA) {
1698         // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1699         // the line on the screen should always be one pixel wide regardless of scale. For
1700         // AA lines, we only want one pixel of translucent boundary around the quad.
1701         if (!mSnapshot->transform->isPureTranslate()) {
1702             Matrix4 *mat = mSnapshot->transform;
1703             float m00 = mat->data[Matrix4::kScaleX];
1704             float m01 = mat->data[Matrix4::kSkewY];
1705             float m02 = mat->data[2];
1706             float m10 = mat->data[Matrix4::kSkewX];
1707             float m11 = mat->data[Matrix4::kScaleX];
1708             float m12 = mat->data[6];
1709             float scaleX = sqrt(m00*m00 + m01*m01);
1710             float scaleY = sqrt(m10*m10 + m11*m11);
1711             inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1712             inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1713             if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1714                 scaled = true;
1715             }
1716         }
1717     }
1718 
1719     getAlphaAndMode(paint, &alpha, &mode);
1720     setupDraw();
1721     if (isAA) {
1722         setupDrawAALine();
1723     }
1724     setupDrawColor(paint->getColor(), alpha);
1725     setupDrawColorFilter();
1726     setupDrawShader();
1727     if (isAA) {
1728         setupDrawBlending(true, mode);
1729     } else {
1730         setupDrawBlending(mode);
1731     }
1732     setupDrawProgram();
1733     setupDrawModelViewIdentity(true);
1734     setupDrawColorUniforms();
1735     setupDrawColorFilterUniforms();
1736     setupDrawShaderIdentityUniforms();
1737 
1738     if (isHairLine) {
1739         // Set a real stroke width to be used in quad construction
1740         halfStrokeWidth = isAA? 1 : .5;
1741     } else if (isAA && !scaled) {
1742         // Expand boundary to enable AA calculations on the quad border
1743         halfStrokeWidth += .5f;
1744     }
1745     Vertex lines[verticesCount];
1746     Vertex* vertices = &lines[0];
1747     AAVertex wLines[verticesCount];
1748     AAVertex* aaVertices = &wLines[0];
1749     if (!isAA) {
1750         setupDrawVertices(vertices);
1751     } else {
1752         void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1753         void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1754         // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1755         // AA stroke width (the base stroke width expanded by a half pixel on either side).
1756         // This value is used in the fragment shader to determine how to fill fragments.
1757         // We will need to calculate the actual width proportion on each segment for
1758         // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1759         float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1760         setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1761     }
1762 
1763     AAVertex* prevAAVertex = NULL;
1764     Vertex* prevVertex = NULL;
1765 
1766     int boundaryLengthSlot = -1;
1767     int inverseBoundaryLengthSlot = -1;
1768     int boundaryWidthSlot = -1;
1769     int inverseBoundaryWidthSlot = -1;
1770     for (int i = 0; i < count; i += 4) {
1771         // a = start point, b = end point
1772         vec2 a(points[i], points[i + 1]);
1773         vec2 b(points[i + 2], points[i + 3]);
1774         float length = 0;
1775         float boundaryLengthProportion = 0;
1776         float boundaryWidthProportion = 0;
1777 
1778         // Find the normal to the line
1779         vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1780         if (isHairLine) {
1781             if (isAA) {
1782                 float wideningFactor;
1783                 if (fabs(n.x) >= fabs(n.y)) {
1784                     wideningFactor = fabs(1.0f / n.x);
1785                 } else {
1786                     wideningFactor = fabs(1.0f / n.y);
1787                 }
1788                 n *= wideningFactor;
1789             }
1790             if (scaled) {
1791                 n.x *= inverseScaleX;
1792                 n.y *= inverseScaleY;
1793             }
1794         } else if (scaled) {
1795             // Extend n by .5 pixel on each side, post-transform
1796             vec2 extendedN = n.copyNormalized();
1797             extendedN /= 2;
1798             extendedN.x *= inverseScaleX;
1799             extendedN.y *= inverseScaleY;
1800             float extendedNLength = extendedN.length();
1801             // We need to set this value on the shader prior to drawing
1802             boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1803             n += extendedN;
1804         }
1805         float x = n.x;
1806         n.x = -n.y;
1807         n.y = x;
1808 
1809         // aa lines expand the endpoint vertices to encompass the AA boundary
1810         if (isAA) {
1811             vec2 abVector = (b - a);
1812             length = abVector.length();
1813             abVector.normalize();
1814             if (scaled) {
1815                 abVector.x *= inverseScaleX;
1816                 abVector.y *= inverseScaleY;
1817                 float abLength = abVector.length();
1818                 boundaryLengthProportion = abLength / (length + abLength);
1819             } else {
1820                 boundaryLengthProportion = .5 / (length + 1);
1821             }
1822             abVector /= 2;
1823             a -= abVector;
1824             b += abVector;
1825         }
1826 
1827         // Four corners of the rectangle defining a thick line
1828         vec2 p1 = a - n;
1829         vec2 p2 = a + n;
1830         vec2 p3 = b + n;
1831         vec2 p4 = b - n;
1832 
1833 
1834         const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1835         const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1836         const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1837         const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1838 
1839         if (!quickReject(left, top, right, bottom)) {
1840             if (!isAA) {
1841                 if (prevVertex != NULL) {
1842                     // Issue two repeat vertices to create degenerate triangles to bridge
1843                     // between the previous line and the new one. This is necessary because
1844                     // we are creating a single triangle_strip which will contain
1845                     // potentially discontinuous line segments.
1846                     Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1847                     Vertex::set(vertices++, p1.x, p1.y);
1848                     generatedVerticesCount += 2;
1849                 }
1850                 Vertex::set(vertices++, p1.x, p1.y);
1851                 Vertex::set(vertices++, p2.x, p2.y);
1852                 Vertex::set(vertices++, p4.x, p4.y);
1853                 Vertex::set(vertices++, p3.x, p3.y);
1854                 prevVertex = vertices - 1;
1855                 generatedVerticesCount += 4;
1856             } else {
1857                 if (!isHairLine && scaled) {
1858                     // Must set width proportions per-segment for scaled non-hairlines to use the
1859                     // correct AA boundary dimensions
1860                     if (boundaryWidthSlot < 0) {
1861                         boundaryWidthSlot =
1862                                 mCaches.currentProgram->getUniform("boundaryWidth");
1863                         inverseBoundaryWidthSlot =
1864                                 mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1865                     }
1866                     glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1867                     glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1868                 }
1869                 if (boundaryLengthSlot < 0) {
1870                     boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1871                     inverseBoundaryLengthSlot =
1872                             mCaches.currentProgram->getUniform("inverseBoundaryLength");
1873                 }
1874                 glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1875                 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1876 
1877                 if (prevAAVertex != NULL) {
1878                     // Issue two repeat vertices to create degenerate triangles to bridge
1879                     // between the previous line and the new one. This is necessary because
1880                     // we are creating a single triangle_strip which will contain
1881                     // potentially discontinuous line segments.
1882                     AAVertex::set(aaVertices++,prevAAVertex->position[0],
1883                             prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1884                     AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1885                     generatedVerticesCount += 2;
1886                 }
1887                 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1888                 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1889                 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1890                 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1891                 prevAAVertex = aaVertices - 1;
1892                 generatedVerticesCount += 4;
1893             }
1894             dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1895                     a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1896                     *mSnapshot->transform);
1897         }
1898     }
1899     if (generatedVerticesCount > 0) {
1900        glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1901     }
1902 }
1903 
drawPoints(float * points,int count,SkPaint * paint)1904 void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1905     if (mSnapshot->isIgnored()) return;
1906 
1907     // TODO: The paint's cap style defines whether the points are square or circular
1908     // TODO: Handle AA for round points
1909 
1910     // A stroke width of 0 has a special meaning in Skia:
1911     // it draws an unscaled 1px point
1912     float strokeWidth = paint->getStrokeWidth();
1913     const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1914     if (isHairLine) {
1915         // Now that we know it's hairline, we can set the effective width, to be used later
1916         strokeWidth = 1.0f;
1917     }
1918     const float halfWidth = strokeWidth / 2;
1919     int alpha;
1920     SkXfermode::Mode mode;
1921     getAlphaAndMode(paint, &alpha, &mode);
1922 
1923     int verticesCount = count >> 1;
1924     int generatedVerticesCount = 0;
1925 
1926     TextureVertex pointsData[verticesCount];
1927     TextureVertex* vertex = &pointsData[0];
1928 
1929     setupDraw();
1930     setupDrawPoint(strokeWidth);
1931     setupDrawColor(paint->getColor(), alpha);
1932     setupDrawColorFilter();
1933     setupDrawShader();
1934     setupDrawBlending(mode);
1935     setupDrawProgram();
1936     setupDrawModelViewIdentity(true);
1937     setupDrawColorUniforms();
1938     setupDrawColorFilterUniforms();
1939     setupDrawPointUniforms();
1940     setupDrawShaderIdentityUniforms();
1941     setupDrawMesh(vertex);
1942 
1943     for (int i = 0; i < count; i += 2) {
1944         TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1945         generatedVerticesCount++;
1946         float left = points[i] - halfWidth;
1947         float right = points[i] + halfWidth;
1948         float top = points[i + 1] - halfWidth;
1949         float bottom = points [i + 1] + halfWidth;
1950         dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1951     }
1952 
1953     glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1954 }
1955 
drawColor(int color,SkXfermode::Mode mode)1956 void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1957     // No need to check against the clip, we fill the clip region
1958     if (mSnapshot->isIgnored()) return;
1959 
1960     Rect& clip(*mSnapshot->clipRect);
1961     clip.snapToPixelBoundaries();
1962 
1963     drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1964 }
1965 
drawShape(float left,float top,const PathTexture * texture,SkPaint * paint)1966 void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
1967     if (!texture) return;
1968     const AutoTexture autoCleanup(texture);
1969 
1970     const float x = left + texture->left - texture->offset;
1971     const float y = top + texture->top - texture->offset;
1972 
1973     drawPathTexture(texture, x, y, paint);
1974 }
1975 
drawRoundRect(float left,float top,float right,float bottom,float rx,float ry,SkPaint * paint)1976 void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1977         float rx, float ry, SkPaint* paint) {
1978     if (mSnapshot->isIgnored()) return;
1979 
1980     glActiveTexture(gTextureUnits[0]);
1981     const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
1982             right - left, bottom - top, rx, ry, paint);
1983     drawShape(left, top, texture, paint);
1984 }
1985 
drawCircle(float x,float y,float radius,SkPaint * paint)1986 void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
1987     if (mSnapshot->isIgnored()) return;
1988 
1989     glActiveTexture(gTextureUnits[0]);
1990     const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
1991     drawShape(x - radius, y - radius, texture, paint);
1992 }
1993 
drawOval(float left,float top,float right,float bottom,SkPaint * paint)1994 void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
1995     if (mSnapshot->isIgnored()) return;
1996 
1997     glActiveTexture(gTextureUnits[0]);
1998     const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
1999     drawShape(left, top, texture, paint);
2000 }
2001 
drawArc(float left,float top,float right,float bottom,float startAngle,float sweepAngle,bool useCenter,SkPaint * paint)2002 void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2003         float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2004     if (mSnapshot->isIgnored()) return;
2005 
2006     if (fabs(sweepAngle) >= 360.0f) {
2007         drawOval(left, top, right, bottom, paint);
2008         return;
2009     }
2010 
2011     glActiveTexture(gTextureUnits[0]);
2012     const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2013             startAngle, sweepAngle, useCenter, paint);
2014     drawShape(left, top, texture, paint);
2015 }
2016 
drawRectAsShape(float left,float top,float right,float bottom,SkPaint * paint)2017 void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2018         SkPaint* paint) {
2019     if (mSnapshot->isIgnored()) return;
2020 
2021     glActiveTexture(gTextureUnits[0]);
2022     const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2023     drawShape(left, top, texture, paint);
2024 }
2025 
drawRect(float left,float top,float right,float bottom,SkPaint * p)2026 void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2027     if (p->getStyle() != SkPaint::kFill_Style) {
2028         drawRectAsShape(left, top, right, bottom, p);
2029         return;
2030     }
2031 
2032     if (quickReject(left, top, right, bottom)) {
2033         return;
2034     }
2035 
2036     SkXfermode::Mode mode;
2037     if (!mCaches.extensions.hasFramebufferFetch()) {
2038         const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2039         if (!isMode) {
2040             // Assume SRC_OVER
2041             mode = SkXfermode::kSrcOver_Mode;
2042         }
2043     } else {
2044         mode = getXfermode(p->getXfermode());
2045     }
2046 
2047     int color = p->getColor();
2048     if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2049         drawAARect(left, top, right, bottom, color, mode);
2050     } else {
2051         drawColorRect(left, top, right, bottom, color, mode);
2052     }
2053 }
2054 
drawText(const char * text,int bytesCount,int count,float x,float y,SkPaint * paint)2055 void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2056         float x, float y, SkPaint* paint) {
2057     if (text == NULL || count == 0) {
2058         return;
2059     }
2060     if (mSnapshot->isIgnored()) return;
2061 
2062     // TODO: We should probably make a copy of the paint instead of modifying
2063     //       it; modifying the paint will change its generationID the first
2064     //       time, which might impact caches. More investigation needed to
2065     //       see if it matters.
2066     //       If we make a copy, then drawTextDecorations() should *not* make
2067     //       its own copy as it does right now.
2068     paint->setAntiAlias(true);
2069 #if RENDER_TEXT_AS_GLYPHS
2070     paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding);
2071 #endif
2072 
2073     float length = -1.0f;
2074     switch (paint->getTextAlign()) {
2075         case SkPaint::kCenter_Align:
2076             length = paint->measureText(text, bytesCount);
2077             x -= length / 2.0f;
2078             break;
2079         case SkPaint::kRight_Align:
2080             length = paint->measureText(text, bytesCount);
2081             x -= length;
2082             break;
2083         default:
2084             break;
2085     }
2086 
2087     const float oldX = x;
2088     const float oldY = y;
2089     const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2090     if (pureTranslate) {
2091         x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2092         y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2093     }
2094 
2095     FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2096     fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2097             paint->getTextSize());
2098 
2099     int alpha;
2100     SkXfermode::Mode mode;
2101     getAlphaAndMode(paint, &alpha, &mode);
2102 
2103     if (mHasShadow) {
2104         mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2105         const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2106                 paint, text, bytesCount, count, mShadowRadius);
2107         const AutoTexture autoCleanup(shadow);
2108 
2109         const float sx = oldX - shadow->left + mShadowDx;
2110         const float sy = oldY - shadow->top + mShadowDy;
2111 
2112         const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2113         int shadowColor = mShadowColor;
2114         if (mShader) {
2115             shadowColor = 0xffffffff;
2116         }
2117 
2118         glActiveTexture(gTextureUnits[0]);
2119         setupDraw();
2120         setupDrawWithTexture(true);
2121         setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2122         setupDrawColorFilter();
2123         setupDrawShader();
2124         setupDrawBlending(true, mode);
2125         setupDrawProgram();
2126         setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2127         setupDrawTexture(shadow->id);
2128         setupDrawPureColorUniforms();
2129         setupDrawColorFilterUniforms();
2130         setupDrawShaderUniforms();
2131         setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2132 
2133         glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2134 
2135         finishDrawTexture();
2136     }
2137 
2138     if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
2139         return;
2140     }
2141 
2142     // Pick the appropriate texture filtering
2143     bool linearFilter = mSnapshot->transform->changesBounds();
2144     if (pureTranslate && !linearFilter) {
2145         linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2146     }
2147 
2148     glActiveTexture(gTextureUnits[0]);
2149     setupDraw();
2150     setupDrawDirtyRegionsDisabled();
2151     setupDrawWithTexture(true);
2152     setupDrawAlpha8Color(paint->getColor(), alpha);
2153     setupDrawColorFilter();
2154     setupDrawShader();
2155     setupDrawBlending(true, mode);
2156     setupDrawProgram();
2157     setupDrawModelView(x, y, x, y, pureTranslate, true);
2158     setupDrawTexture(fontRenderer.getTexture(linearFilter));
2159     setupDrawPureColorUniforms();
2160     setupDrawColorFilterUniforms();
2161     setupDrawShaderUniforms(pureTranslate);
2162 
2163     const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2164     Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2165 
2166 #if RENDER_LAYERS_AS_REGIONS
2167     bool hasActiveLayer = hasLayer();
2168 #else
2169     bool hasActiveLayer = false;
2170 #endif
2171     mCaches.unbindMeshBuffer();
2172 
2173     // Tell font renderer the locations of position and texture coord
2174     // attributes so it can bind its data properly
2175     int positionSlot = mCaches.currentProgram->position;
2176     fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot);
2177     if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2178             hasActiveLayer ? &bounds : NULL)) {
2179 #if RENDER_LAYERS_AS_REGIONS
2180         if (hasActiveLayer) {
2181             if (!pureTranslate) {
2182                 mSnapshot->transform->mapRect(bounds);
2183             }
2184             dirtyLayerUnchecked(bounds, getRegion());
2185         }
2186 #endif
2187     }
2188 
2189     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
2190     glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
2191 
2192     drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2193 }
2194 
drawPath(SkPath * path,SkPaint * paint)2195 void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2196     if (mSnapshot->isIgnored()) return;
2197 
2198     glActiveTexture(gTextureUnits[0]);
2199 
2200     const PathTexture* texture = mCaches.pathCache.get(path, paint);
2201     if (!texture) return;
2202     const AutoTexture autoCleanup(texture);
2203 
2204     const float x = texture->left - texture->offset;
2205     const float y = texture->top - texture->offset;
2206 
2207     drawPathTexture(texture, x, y, paint);
2208 }
2209 
drawLayer(Layer * layer,float x,float y,SkPaint * paint)2210 void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2211     if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2212         return;
2213     }
2214 
2215     glActiveTexture(gTextureUnits[0]);
2216 
2217     int alpha;
2218     SkXfermode::Mode mode;
2219     getAlphaAndMode(paint, &alpha, &mode);
2220 
2221     layer->setAlpha(alpha, mode);
2222 
2223 #if RENDER_LAYERS_AS_REGIONS
2224     if (!layer->region.isEmpty()) {
2225         if (layer->region.isRect()) {
2226             composeLayerRect(layer, layer->regionRect);
2227         } else if (layer->mesh) {
2228             const float a = alpha / 255.0f;
2229             const Rect& rect = layer->layer;
2230 
2231             setupDraw();
2232             setupDrawWithTexture();
2233             setupDrawColor(a, a, a, a);
2234             setupDrawColorFilter();
2235             setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2236             setupDrawProgram();
2237             setupDrawPureColorUniforms();
2238             setupDrawColorFilterUniforms();
2239             setupDrawTexture(layer->getTexture());
2240             if (mSnapshot->transform->isPureTranslate()) {
2241                 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2242                 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2243 
2244                 layer->setFilter(GL_NEAREST, GL_NEAREST);
2245                 setupDrawModelViewTranslate(x, y,
2246                         x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2247             } else {
2248                 layer->setFilter(GL_LINEAR, GL_LINEAR);
2249                 setupDrawModelViewTranslate(x, y,
2250                         x + layer->layer.getWidth(), y + layer->layer.getHeight());
2251             }
2252             setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2253 
2254             glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2255                     GL_UNSIGNED_SHORT, layer->meshIndices);
2256 
2257             finishDrawTexture();
2258 
2259 #if DEBUG_LAYERS_AS_REGIONS
2260             drawRegionRects(layer->region);
2261 #endif
2262         }
2263     }
2264 #else
2265     const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2266     composeLayerRect(layer, r);
2267 #endif
2268 }
2269 
2270 ///////////////////////////////////////////////////////////////////////////////
2271 // Shaders
2272 ///////////////////////////////////////////////////////////////////////////////
2273 
resetShader()2274 void OpenGLRenderer::resetShader() {
2275     mShader = NULL;
2276 }
2277 
setupShader(SkiaShader * shader)2278 void OpenGLRenderer::setupShader(SkiaShader* shader) {
2279     mShader = shader;
2280     if (mShader) {
2281         mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2282     }
2283 }
2284 
2285 ///////////////////////////////////////////////////////////////////////////////
2286 // Color filters
2287 ///////////////////////////////////////////////////////////////////////////////
2288 
resetColorFilter()2289 void OpenGLRenderer::resetColorFilter() {
2290     mColorFilter = NULL;
2291 }
2292 
setupColorFilter(SkiaColorFilter * filter)2293 void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2294     mColorFilter = filter;
2295 }
2296 
2297 ///////////////////////////////////////////////////////////////////////////////
2298 // Drop shadow
2299 ///////////////////////////////////////////////////////////////////////////////
2300 
resetShadow()2301 void OpenGLRenderer::resetShadow() {
2302     mHasShadow = false;
2303 }
2304 
setupShadow(float radius,float dx,float dy,int color)2305 void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2306     mHasShadow = true;
2307     mShadowRadius = radius;
2308     mShadowDx = dx;
2309     mShadowDy = dy;
2310     mShadowColor = color;
2311 }
2312 
2313 ///////////////////////////////////////////////////////////////////////////////
2314 // Drawing implementation
2315 ///////////////////////////////////////////////////////////////////////////////
2316 
drawPathTexture(const PathTexture * texture,float x,float y,SkPaint * paint)2317 void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2318         float x, float y, SkPaint* paint) {
2319     if (quickReject(x, y, x + texture->width, y + texture->height)) {
2320         return;
2321     }
2322 
2323     int alpha;
2324     SkXfermode::Mode mode;
2325     getAlphaAndMode(paint, &alpha, &mode);
2326 
2327     setupDraw();
2328     setupDrawWithTexture(true);
2329     setupDrawAlpha8Color(paint->getColor(), alpha);
2330     setupDrawColorFilter();
2331     setupDrawShader();
2332     setupDrawBlending(true, mode);
2333     setupDrawProgram();
2334     setupDrawModelView(x, y, x + texture->width, y + texture->height);
2335     setupDrawTexture(texture->id);
2336     setupDrawPureColorUniforms();
2337     setupDrawColorFilterUniforms();
2338     setupDrawShaderUniforms();
2339     setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2340 
2341     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2342 
2343     finishDrawTexture();
2344 }
2345 
2346 // Same values used by Skia
2347 #define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2348 #define kStdUnderline_Offset    (1.0f / 9.0f)
2349 #define kStdUnderline_Thickness (1.0f / 18.0f)
2350 
drawTextDecorations(const char * text,int bytesCount,float length,float x,float y,SkPaint * paint)2351 void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2352         float x, float y, SkPaint* paint) {
2353     // Handle underline and strike-through
2354     uint32_t flags = paint->getFlags();
2355     if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2356         SkPaint paintCopy(*paint);
2357         float underlineWidth = length;
2358         // If length is > 0.0f, we already measured the text for the text alignment
2359         if (length <= 0.0f) {
2360             underlineWidth = paintCopy.measureText(text, bytesCount);
2361         }
2362 
2363         float offsetX = 0;
2364         switch (paintCopy.getTextAlign()) {
2365             case SkPaint::kCenter_Align:
2366                 offsetX = underlineWidth * 0.5f;
2367                 break;
2368             case SkPaint::kRight_Align:
2369                 offsetX = underlineWidth;
2370                 break;
2371             default:
2372                 break;
2373         }
2374 
2375         if (underlineWidth > 0.0f) {
2376             const float textSize = paintCopy.getTextSize();
2377             const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2378 
2379             const float left = x - offsetX;
2380             float top = 0.0f;
2381 
2382             int linesCount = 0;
2383             if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2384             if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2385 
2386             const int pointsCount = 4 * linesCount;
2387             float points[pointsCount];
2388             int currentPoint = 0;
2389 
2390             if (flags & SkPaint::kUnderlineText_Flag) {
2391                 top = y + textSize * kStdUnderline_Offset;
2392                 points[currentPoint++] = left;
2393                 points[currentPoint++] = top;
2394                 points[currentPoint++] = left + underlineWidth;
2395                 points[currentPoint++] = top;
2396             }
2397 
2398             if (flags & SkPaint::kStrikeThruText_Flag) {
2399                 top = y + textSize * kStdStrikeThru_Offset;
2400                 points[currentPoint++] = left;
2401                 points[currentPoint++] = top;
2402                 points[currentPoint++] = left + underlineWidth;
2403                 points[currentPoint++] = top;
2404             }
2405 
2406             paintCopy.setStrokeWidth(strokeWidth);
2407 
2408             drawLines(&points[0], pointsCount, &paintCopy);
2409         }
2410     }
2411 }
2412 
drawColorRect(float left,float top,float right,float bottom,int color,SkXfermode::Mode mode,bool ignoreTransform)2413 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2414         int color, SkXfermode::Mode mode, bool ignoreTransform) {
2415     // If a shader is set, preserve only the alpha
2416     if (mShader) {
2417         color |= 0x00ffffff;
2418     }
2419 
2420     setupDraw();
2421     setupDrawColor(color);
2422     setupDrawShader();
2423     setupDrawColorFilter();
2424     setupDrawBlending(mode);
2425     setupDrawProgram();
2426     setupDrawModelView(left, top, right, bottom, ignoreTransform);
2427     setupDrawColorUniforms();
2428     setupDrawShaderUniforms(ignoreTransform);
2429     setupDrawColorFilterUniforms();
2430     setupDrawSimpleMesh();
2431 
2432     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2433 }
2434 
drawTextureRect(float left,float top,float right,float bottom,Texture * texture,SkPaint * paint)2435 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2436         Texture* texture, SkPaint* paint) {
2437     int alpha;
2438     SkXfermode::Mode mode;
2439     getAlphaAndMode(paint, &alpha, &mode);
2440 
2441     texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
2442 
2443     if (mSnapshot->transform->isPureTranslate()) {
2444         const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2445         const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2446 
2447         texture->setFilter(GL_NEAREST, GL_NEAREST, true);
2448         drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2449                 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2450                 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2451     } else {
2452         texture->setFilter(GL_LINEAR, GL_LINEAR, true);
2453         drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2454                 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2455                 GL_TRIANGLE_STRIP, gMeshCount);
2456     }
2457 }
2458 
drawTextureRect(float left,float top,float right,float bottom,GLuint texture,float alpha,SkXfermode::Mode mode,bool blend)2459 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2460         GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2461     drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2462             (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2463 }
2464 
drawTextureMesh(float left,float top,float right,float bottom,GLuint texture,float alpha,SkXfermode::Mode mode,bool blend,GLvoid * vertices,GLvoid * texCoords,GLenum drawMode,GLsizei elementsCount,bool swapSrcDst,bool ignoreTransform,GLuint vbo,bool ignoreScale,bool dirty)2465 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2466         GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2467         GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2468         bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2469 
2470     setupDraw();
2471     setupDrawWithTexture();
2472     setupDrawColor(alpha, alpha, alpha, alpha);
2473     setupDrawColorFilter();
2474     setupDrawBlending(blend, mode, swapSrcDst);
2475     setupDrawProgram();
2476     if (!dirty) {
2477         setupDrawDirtyRegionsDisabled();
2478     }
2479     if (!ignoreScale) {
2480         setupDrawModelView(left, top, right, bottom, ignoreTransform);
2481     } else {
2482         setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2483     }
2484     setupDrawPureColorUniforms();
2485     setupDrawColorFilterUniforms();
2486     setupDrawTexture(texture);
2487     setupDrawMesh(vertices, texCoords, vbo);
2488 
2489     glDrawArrays(drawMode, 0, elementsCount);
2490 
2491     finishDrawTexture();
2492 }
2493 
chooseBlending(bool blend,SkXfermode::Mode mode,ProgramDescription & description,bool swapSrcDst)2494 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2495         ProgramDescription& description, bool swapSrcDst) {
2496     blend = blend || mode != SkXfermode::kSrcOver_Mode;
2497     if (blend) {
2498         if (mode <= SkXfermode::kScreen_Mode) {
2499             if (!mCaches.blend) {
2500                 glEnable(GL_BLEND);
2501             }
2502 
2503             GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2504             GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2505 
2506             if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2507                 glBlendFunc(sourceMode, destMode);
2508                 mCaches.lastSrcMode = sourceMode;
2509                 mCaches.lastDstMode = destMode;
2510             }
2511         } else {
2512             // These blend modes are not supported by OpenGL directly and have
2513             // to be implemented using shaders. Since the shader will perform
2514             // the blending, turn blending off here
2515             if (mCaches.extensions.hasFramebufferFetch()) {
2516                 description.framebufferMode = mode;
2517                 description.swapSrcDst = swapSrcDst;
2518             }
2519 
2520             if (mCaches.blend) {
2521                 glDisable(GL_BLEND);
2522             }
2523             blend = false;
2524         }
2525     } else if (mCaches.blend) {
2526         glDisable(GL_BLEND);
2527     }
2528     mCaches.blend = blend;
2529 }
2530 
useProgram(Program * program)2531 bool OpenGLRenderer::useProgram(Program* program) {
2532     if (!program->isInUse()) {
2533         if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2534         program->use();
2535         mCaches.currentProgram = program;
2536         return false;
2537     }
2538     return true;
2539 }
2540 
resetDrawTextureTexCoords(float u1,float v1,float u2,float v2)2541 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2542     TextureVertex* v = &mMeshVertices[0];
2543     TextureVertex::setUV(v++, u1, v1);
2544     TextureVertex::setUV(v++, u2, v1);
2545     TextureVertex::setUV(v++, u1, v2);
2546     TextureVertex::setUV(v++, u2, v2);
2547 }
2548 
getAlphaAndMode(SkPaint * paint,int * alpha,SkXfermode::Mode * mode)2549 void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2550     if (paint) {
2551         *mode = getXfermode(paint->getXfermode());
2552 
2553         // Skia draws using the color's alpha channel if < 255
2554         // Otherwise, it uses the paint's alpha
2555         int color = paint->getColor();
2556         *alpha = (color >> 24) & 0xFF;
2557         if (*alpha == 255) {
2558             *alpha = paint->getAlpha();
2559         }
2560     } else {
2561         *mode = SkXfermode::kSrcOver_Mode;
2562         *alpha = 255;
2563     }
2564 }
2565 
getXfermode(SkXfermode * mode)2566 SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2567     SkXfermode::Mode resultMode;
2568     if (!SkXfermode::AsMode(mode, &resultMode)) {
2569         resultMode = SkXfermode::kSrcOver_Mode;
2570     }
2571     return resultMode;
2572 }
2573 
2574 }; // namespace uirenderer
2575 }; // namespace android
2576