Add implementations for saveLayerAlpha() and textured rects.

Even though there's an implementation for textured rects, drawBitmap() is not
hooked up yet as it will require a good texture cache.

This method is implemented using FBOs. There's currently an issue either in the
driver or in the Canvas renderer that forces the FBO to be fullscreen, which is
extremely expensive and yields terrible performance.

Change-Id: I148419195e12d45653c60186938aa78c23a68e2c
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 830e0c3..786b927 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -27,6 +27,7 @@
 #include <GLES2/gl2.h>
 #include <GLES2/gl2ext.h>
 
+#include <SkCanvas.h>
 #include <SkPaint.h>
 #include <SkXfermode.h>
 
@@ -40,21 +41,31 @@
 // Defines
 ///////////////////////////////////////////////////////////////////////////////
 
-#define V(x, y) { { x, y } }
+#define SV(x, y) { { x, y } }
+#define FV(x, y, u, v) { { x, y }, { u, v } }
 
 ///////////////////////////////////////////////////////////////////////////////
 // Globals
 ///////////////////////////////////////////////////////////////////////////////
 
 const SimpleVertex gDrawColorVertices[] = {
-        V(0.0f, 0.0f),
-        V(1.0f, 0.0f),
-        V(0.0f, 1.0f),
-        V(1.0f, 1.0f)
+        SV(0.0f, 0.0f),
+        SV(1.0f, 0.0f),
+        SV(0.0f, 1.0f),
+        SV(1.0f, 1.0f)
 };
 const GLsizei gDrawColorVertexStride = sizeof(SimpleVertex);
 const GLsizei gDrawColorVertexCount = 4;
 
+const TextureVertex gDrawTextureVertices[] = {
+        FV(0.0f, 0.0f, 0.0f, 1.0f),
+        FV(1.0f, 0.0f, 1.0f, 1.0f),
+        FV(0.0f, 1.0f, 0.0f, 0.0f),
+        FV(1.0f, 1.0f, 1.0f, 0.0f)
+};
+const GLsizei gDrawTextureVertexStride = sizeof(TextureVertex);
+const GLsizei gDrawTextureVertexCount = 4;
+
 ///////////////////////////////////////////////////////////////////////////////
 // Shaders
 ///////////////////////////////////////////////////////////////////////////////
@@ -64,6 +75,9 @@
 #include "shaders/drawColor.vert"
 #include "shaders/drawColor.frag"
 
+#include "shaders/drawTexture.vert"
+#include "shaders/drawTexture.frag"
+
 Program::Program(const char* vertex, const char* fragment) {
     vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
     fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
@@ -139,6 +153,15 @@
 
 DrawColorProgram::DrawColorProgram():
         Program(gDrawColorVertexShader, gDrawColorFragmentShader) {
+    getAttribsAndUniforms();
+}
+
+DrawColorProgram::DrawColorProgram(const char* vertex, const char* fragment):
+        Program(vertex, fragment) {
+    getAttribsAndUniforms();
+}
+
+void DrawColorProgram::getAttribsAndUniforms() {
     position = addAttrib("position");
     color = addAttrib("color");
     projection = addUniform("projection");
@@ -154,6 +177,12 @@
     glUniformMatrix4fv(transform, 1, GL_FALSE, transformMatrix);
 }
 
+DrawTextureProgram::DrawTextureProgram():
+        DrawColorProgram(gDrawTextureVertexShader, gDrawTextureFragmentShader) {
+    texCoords = addAttrib("texCoords");
+    sampler = addUniform("sampler");
+}
+
 ///////////////////////////////////////////////////////////////////////////////
 // Support
 ///////////////////////////////////////////////////////////////////////////////
@@ -175,6 +204,7 @@
     LOGD("Create OpenGLRenderer");
 
     mDrawColorShader = new DrawColorProgram;
+    mDrawTextureShader = new DrawTextureProgram;
 }
 
 OpenGLRenderer::~OpenGLRenderer() {
@@ -252,17 +282,90 @@
 
 bool OpenGLRenderer::restoreSnapshot() {
     bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
+    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
 
+    sp<Snapshot> current = mSnapshot;
+    sp<Snapshot> previous = mSnapshot->previous;
+
+    if (restoreLayer) {
+        // Unbind current FBO and restore previous one
+        // Most of the time, previous->fbo will be 0 to bind the default buffer
+        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
+
+        const Rect& layer = current->layer;
+        clipRect(layer.left, layer.top, layer.right, layer.bottom);
+        mSnapshot->transform.loadIdentity();
+
+        drawTextureRect(0.0f, 0.0f, mWidth, mHeight, current->texture, current->alpha);
+
+        glDeleteFramebuffers(1, &current->fbo);
+        glDeleteTextures(1, &current->texture);
+    }
+
+    mSnapshot = previous;
     mSaveCount--;
 
-    // Do not merge these two lines!
-    sp<Snapshot> previous = mSnapshot->previous;
-    mSnapshot = previous;
-
     return restoreClip;
 }
 
 ///////////////////////////////////////////////////////////////////////////////
+// Layers
+///////////////////////////////////////////////////////////////////////////////
+
+int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
+        const SkPaint* p, int flags) {
+    // TODO Implement
+    return saveSnapshot();
+}
+
+int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
+        int alpha, int flags) {
+    int count = saveSnapshot();
+
+    mSnapshot->flags |= Snapshot::kFlagIsLayer;
+    mSnapshot->alpha = alpha / 255.0f;
+    mSnapshot->layer.set(left, top, right, bottom);
+
+    // Generate the FBO and attach the texture
+    glGenFramebuffers(1, &mSnapshot->fbo);
+    glBindFramebuffer(GL_FRAMEBUFFER, mSnapshot->fbo);
+
+    // Generate the texture in which the FBO will draw
+    glGenTextures(1, &mSnapshot->texture);
+    glBindTexture(GL_TEXTURE_2D, mSnapshot->texture);
+
+    // The FBO will not be scaled, so we can use lower quality filtering
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+    // TODO ***** IMPORTANT *****
+    // Creating a texture-backed FBO works only if the texture is the same size
+    // as the original rendering buffer (in this case, mWidth and mHeight.)
+    // This is expensive and wasteful and must be fixed.
+
+    const GLsizei width = mWidth; //right - left;
+    const GLsizei height = mHeight; //bottom - right;
+
+    const GLint format = (flags & SkCanvas::kHasAlphaLayer_SaveFlag) ? GL_RGBA : GL_RGB;
+    glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
+    glBindTexture(GL_TEXTURE_2D, 0);
+
+    // Bind texture to FBO
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+            mSnapshot->texture, 0);
+
+    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+    if (status != GL_FRAMEBUFFER_COMPLETE) {
+        LOGD("Framebuffer incomplete %d", status);
+
+        glDeleteFramebuffers(1, &mSnapshot->fbo);
+        glDeleteTextures(1, &mSnapshot->texture);
+    }
+
+    return count;
+}
+
+///////////////////////////////////////////////////////////////////////////////
 // Transforms
 ///////////////////////////////////////////////////////////////////////////////
 
@@ -346,10 +449,10 @@
     drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color);
 }
 
-void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* paint) {
+void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
     // TODO Support more than  just color
     // TODO: Set the transfer mode
-    drawColorRect(left, top, right, bottom, paint->getColor());
+    drawColorRect(left, top, right, bottom, p->getColor());
 }
 
 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, int color) {
@@ -375,5 +478,43 @@
     glDisableVertexAttribArray(mDrawColorShader->position);
 }
 
+void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
+        GLuint texture, float alpha) {
+    mModelView.loadTranslate(left, top, 0.0f);
+    mModelView.scale(right - left, bottom - top, 1.0f);
+
+    mDrawTextureShader->use(&mOrthoMatrix[0], &mModelView.data[0], &mSnapshot->transform.data[0]);
+
+    // TODO Correctly set the blend function
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+    glBindTexture(GL_TEXTURE_2D, texture);
+
+    glActiveTexture(GL_TEXTURE0);
+    glUniform1i(mDrawTextureShader->sampler, 0);
+
+    const GLvoid* p = &gDrawTextureVertices[0].position[0];
+    const GLvoid* t = &gDrawTextureVertices[0].texture[0];
+
+    glEnableVertexAttribArray(mDrawTextureShader->position);
+    glVertexAttribPointer(mDrawTextureShader->position, 2, GL_FLOAT, GL_FALSE,
+            gDrawTextureVertexStride, p);
+
+    glEnableVertexAttribArray(mDrawTextureShader->texCoords);
+    glVertexAttribPointer(mDrawTextureShader->texCoords, 2, GL_FLOAT, GL_FALSE,
+            gDrawTextureVertexStride, t);
+
+    glVertexAttrib4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha);
+
+    glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount);
+
+    glDisableVertexAttribArray(mDrawTextureShader->position);
+    glDisableVertexAttribArray(mDrawTextureShader->texCoords);
+
+    glBindTexture(GL_TEXTURE_2D, 0);
+    glDisable(GL_BLEND);
+}
+
 }; // namespace uirenderer
 }; // namespace android