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/Matrix.cpp b/libs/hwui/Matrix.cpp
index c772f00..e9c7791 100644
--- a/libs/hwui/Matrix.cpp
+++ b/libs/hwui/Matrix.cpp
@@ -97,6 +97,14 @@
     memcpy(v, data, sizeof(data));
 }
 
+float Matrix4::getTranslateX() {
+    return data[12];
+}
+
+float Matrix4::getTranslateY() {
+    return data[13];
+}
+
 void Matrix4::loadTranslate(float x, float y, float z) {
     loadIdentity();
     data[12] = x;
diff --git a/libs/hwui/Matrix.h b/libs/hwui/Matrix.h
index fa9638b..40c80fa 100644
--- a/libs/hwui/Matrix.h
+++ b/libs/hwui/Matrix.h
@@ -90,6 +90,9 @@
 
     void mapRect(Rect& r) const;
 
+    float getTranslateX();
+    float getTranslateY();
+
     void dump() const;
 
 private:
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
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index 6f6b997..527bf3e 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -45,12 +45,17 @@
             transform(s->transform),
             clipRect(s->clipRect),
             flags(kFlagDirtyTransform),
-            previous(s) {
+            previous(s),
+            layer(0.0f, 0.0f, 0.0f, 0.0f),
+            texture(0),
+            fbo(0),
+            alpha(255) {
     }
 
     enum Flags {
         kFlagClipSet = 0x1,
         kFlagDirtyTransform = 0x2,
+        kFlagIsLayer = 0x4,
     };
 
     const Rect& getMappedClip();
@@ -67,6 +72,12 @@
     // Previous snapshot in the frames stack
     sp<Snapshot> previous;
 
+    // Layer, only set if kFlagIsLayer is set
+    Rect layer;
+    GLuint texture;
+    GLuint fbo;
+    float alpha;
+
 private:
     // Clipping rectangle mapped with the transform
     Rect mappedClip;
@@ -76,7 +87,10 @@
     float position[2];
 }; // struct SimpleVertex
 
-typedef char* shader;
+struct TextureVertex {
+    float position[2];
+    float texture[2];
+}; // struct TextureVertex
 
 class Program: public LightRefBase<Program> {
 public:
@@ -110,6 +124,7 @@
 class DrawColorProgram: public Program {
 public:
     DrawColorProgram();
+    DrawColorProgram(const char* vertex, const char* fragment);
 
     void use(const GLfloat* projectionMatrix, const GLfloat* modelViewMatrix,
              const GLfloat* transformMatrix);
@@ -120,6 +135,17 @@
     int projection;
     int modelView;
     int transform;
+
+protected:
+    void getAttribsAndUniforms();
+};
+
+class DrawTextureProgram: public DrawColorProgram {
+public:
+    DrawTextureProgram();
+
+    int sampler;
+    int texCoords;
 };
 
 ///////////////////////////////////////////////////////////////////////////////
@@ -139,6 +165,9 @@
     void restore();
     void restoreToCount(int saveCount);
 
+    int saveLayer(float left, float top, float right, float bottom, const SkPaint* p, int flags);
+    int saveLayerAlpha(float left, float top, float right, float bottom, int alpha, int flags);
+
     void translate(float dx, float dy);
     void rotate(float degrees);
     void scale(float sx, float sy);
@@ -152,7 +181,7 @@
     bool clipRect(float left, float top, float right, float bottom);
 
     void drawColor(int color, SkXfermode::Mode mode);
-    void drawRect(float left, float top, float right, float bottom, SkPaint* paint);
+    void drawRect(float left, float top, float right, float bottom, const SkPaint* paint);
 
 private:
     int saveSnapshot();
@@ -161,6 +190,8 @@
     void setScissorFromClip();
 
     void drawColorRect(float left, float top, float right, float bottom, int color);
+    void drawTextureRect(float left, float top, float right, float bottom, GLuint texture,
+            float alpha);
 
     // Dimensions of the drawing surface
     int mWidth, mHeight;
@@ -180,6 +211,7 @@
 
     // Shaders
     sp<DrawColorProgram> mDrawColorShader;
+    sp<DrawTextureProgram> mDrawTextureShader;
 }; // class OpenGLRenderer
 
 }; // namespace uirenderer
diff --git a/libs/hwui/shaders/drawColor.frag b/libs/hwui/shaders/drawColor.frag
index f753abb..e84c47b 100644
--- a/libs/hwui/shaders/drawColor.frag
+++ b/libs/hwui/shaders/drawColor.frag
@@ -1,8 +1,6 @@
 SHADER_SOURCE(gDrawColorFragmentShader,
 
-precision mediump float;
-
-varying vec4 outColor;
+varying lowp vec4 outColor;
 
 void main(void) {
     gl_FragColor = outColor;
diff --git a/libs/hwui/shaders/drawTexture.frag b/libs/hwui/shaders/drawTexture.frag
new file mode 100644
index 0000000..5bd420e
--- /dev/null
+++ b/libs/hwui/shaders/drawTexture.frag
@@ -0,0 +1,12 @@
+SHADER_SOURCE(gDrawTextureFragmentShader,
+
+varying lowp vec4 outColor;
+varying mediump vec2 outTexCoords;
+
+uniform sampler2D sampler;
+
+void main(void) {
+    gl_FragColor = texture2D(sampler, outTexCoords) * outColor;
+}
+
+);
diff --git a/libs/hwui/shaders/drawTexture.vert b/libs/hwui/shaders/drawTexture.vert
new file mode 100644
index 0000000..310a812
--- /dev/null
+++ b/libs/hwui/shaders/drawTexture.vert
@@ -0,0 +1,20 @@
+SHADER_SOURCE(gDrawTextureVertexShader,
+
+attribute vec4 position;
+attribute vec2 texCoords;
+attribute vec4 color;
+
+uniform mat4 projection;
+uniform mat4 modelView;
+uniform mat4 transform;
+
+varying vec4 outColor;
+varying vec2 outTexCoords;
+
+void main(void) {
+    outColor = color;
+    outTexCoords = texCoords;
+    gl_Position = projection * transform * modelView * position;
+}
+
+);