Move BakedOpDispatcher to separate file

Change-Id: If7aad6db6b7e54a33eac9b9eddbe8cd844207282
diff --git a/libs/hwui/BakedOpDispatcher.cpp b/libs/hwui/BakedOpDispatcher.cpp
new file mode 100644
index 0000000..b56b1e4
--- /dev/null
+++ b/libs/hwui/BakedOpDispatcher.cpp
@@ -0,0 +1,264 @@
+/*
+ * Copyright (C) 2015 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "BakedOpDispatcher.h"
+
+#include "BakedOpRenderer.h"
+#include "Caches.h"
+#include "Glop.h"
+#include "GlopBuilder.h"
+#include "renderstate/OffscreenBufferPool.h"
+#include "renderstate/RenderState.h"
+#include "utils/GLUtils.h"
+#include "VertexBuffer.h"
+
+#include <algorithm>
+#include <math.h>
+
+namespace android {
+namespace uirenderer {
+
+void BakedOpDispatcher::onRenderNodeOp(BakedOpRenderer&, const RenderNodeOp&, const BakedOpState&) {
+    LOG_ALWAYS_FATAL("unsupported operation");
+}
+
+void BakedOpDispatcher::onBeginLayerOp(BakedOpRenderer& renderer, const BeginLayerOp& op, const BakedOpState& state) {
+    LOG_ALWAYS_FATAL("unsupported operation");
+}
+
+void BakedOpDispatcher::onEndLayerOp(BakedOpRenderer& renderer, const EndLayerOp& op, const BakedOpState& state) {
+    LOG_ALWAYS_FATAL("unsupported operation");
+}
+
+void BakedOpDispatcher::onBitmapOp(BakedOpRenderer& renderer, const BitmapOp& op, const BakedOpState& state) {
+    renderer.caches().textureState().activateTexture(0); // TODO: should this be automatic, and/or elsewhere?
+    Texture* texture = renderer.getTexture(op.bitmap);
+    if (!texture) return;
+    const AutoTexture autoCleanup(texture);
+
+    const int textureFillFlags = (op.bitmap->colorType() == kAlpha_8_SkColorType)
+            ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
+    Glop glop;
+    GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
+            .setRoundRectClipState(state.roundRectClipState)
+            .setMeshTexturedUnitQuad(texture->uvMapper)
+            .setFillTexturePaint(*texture, textureFillFlags, op.paint, state.alpha)
+            .setTransform(state.computedState.transform, TransformFlags::None)
+            .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height))
+            .build();
+    renderer.renderGlop(state, glop);
+}
+
+void BakedOpDispatcher::onLinesOp(BakedOpRenderer& renderer, const LinesOp& op, const BakedOpState& state) {
+    LOG_ALWAYS_FATAL("todo");
+}
+
+void BakedOpDispatcher::onRectOp(BakedOpRenderer& renderer, const RectOp& op, const BakedOpState& state) {
+    Glop glop;
+    GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
+            .setRoundRectClipState(state.roundRectClipState)
+            .setMeshUnitQuad()
+            .setFillPaint(*op.paint, state.alpha)
+            .setTransform(state.computedState.transform, TransformFlags::None)
+            .setModelViewMapUnitToRect(op.unmappedBounds)
+            .build();
+    renderer.renderGlop(state, glop);
+}
+
+namespace VertexBufferRenderFlags {
+    enum {
+        Offset = 0x1,
+        ShadowInterp = 0x2,
+    };
+}
+
+static void renderVertexBuffer(BakedOpRenderer& renderer, const BakedOpState& state,
+        const VertexBuffer& vertexBuffer, float translateX, float translateY,
+        SkPaint& paint, int vertexBufferRenderFlags) {
+    if (CC_LIKELY(vertexBuffer.getVertexCount())) {
+        bool shadowInterp = vertexBufferRenderFlags & VertexBufferRenderFlags::ShadowInterp;
+        const int transformFlags = TransformFlags::OffsetByFudgeFactor;
+        Glop glop;
+        GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
+                .setRoundRectClipState(state.roundRectClipState)
+                .setMeshVertexBuffer(vertexBuffer, shadowInterp)
+                .setFillPaint(paint, state.alpha)
+                .setTransform(state.computedState.transform, transformFlags)
+                .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
+                .build();
+        renderer.renderGlop(state, glop);
+    }
+}
+
+static void renderShadow(BakedOpRenderer& renderer, const BakedOpState& state, float casterAlpha,
+        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
+    SkPaint paint;
+    paint.setAntiAlias(true); // want to use AlphaVertex
+
+    // The caller has made sure casterAlpha > 0.
+    uint8_t ambientShadowAlpha = renderer.getLightInfo().ambientShadowAlpha;
+    if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
+        ambientShadowAlpha = Properties::overrideAmbientShadowStrength;
+    }
+    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
+        paint.setAlpha((uint8_t)(casterAlpha * ambientShadowAlpha));
+        renderVertexBuffer(renderer, state, *ambientShadowVertexBuffer, 0, 0,
+                paint, VertexBufferRenderFlags::ShadowInterp);
+    }
+
+    uint8_t spotShadowAlpha = renderer.getLightInfo().spotShadowAlpha;
+    if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
+        spotShadowAlpha = Properties::overrideSpotShadowStrength;
+    }
+    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
+        paint.setAlpha((uint8_t)(casterAlpha * spotShadowAlpha));
+        renderVertexBuffer(renderer, state, *spotShadowVertexBuffer, 0, 0,
+                paint, VertexBufferRenderFlags::ShadowInterp);
+    }
+}
+
+void BakedOpDispatcher::onShadowOp(BakedOpRenderer& renderer, const ShadowOp& op, const BakedOpState& state) {
+    TessellationCache::vertexBuffer_pair_t buffers;
+    renderer.caches().tessellationCache.getShadowBuffers(&state.computedState.transform,
+            op.localClipRect, op.casterAlpha >= 1.0f, op.casterPath,
+            &op.shadowMatrixXY, &op.shadowMatrixZ,
+            op.lightCenter, renderer.getLightInfo().lightRadius,
+            buffers);
+
+    renderShadow(renderer, state, op.casterAlpha, buffers.first, buffers.second);
+}
+
+void BakedOpDispatcher::onSimpleRectsOp(BakedOpRenderer& renderer, const SimpleRectsOp& op, const BakedOpState& state) {
+    Glop glop;
+    GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
+            .setRoundRectClipState(state.roundRectClipState)
+            .setMeshIndexedQuads(&op.vertices[0], op.vertexCount / 4)
+            .setFillPaint(*op.paint, state.alpha)
+            .setTransform(state.computedState.transform, TransformFlags::None)
+            .setModelViewOffsetRect(0, 0, op.unmappedBounds)
+            .build();
+    renderer.renderGlop(state, glop);
+}
+
+static void renderTextShadow(BakedOpRenderer& renderer, FontRenderer& fontRenderer,
+        const TextOp& op, const BakedOpState& state) {
+    renderer.caches().textureState().activateTexture(0);
+
+    PaintUtils::TextShadow textShadow;
+    if (!PaintUtils::getTextShadow(op.paint, &textShadow)) {
+        LOG_ALWAYS_FATAL("failed to query shadow attributes");
+    }
+
+    renderer.caches().dropShadowCache.setFontRenderer(fontRenderer);
+    ShadowTexture* texture = renderer.caches().dropShadowCache.get(
+            op.paint, (const char*) op.glyphs,
+            op.glyphCount, textShadow.radius, op.positions);
+    // If the drop shadow exceeds the max texture size or couldn't be
+    // allocated, skip drawing
+    if (!texture) return;
+    const AutoTexture autoCleanup(texture);
+
+    const float sx = op.x - texture->left + textShadow.dx;
+    const float sy = op.y - texture->top + textShadow.dy;
+
+    Glop glop;
+    GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
+            .setRoundRectClipState(state.roundRectClipState)
+            .setMeshTexturedUnitQuad(nullptr)
+            .setFillShadowTexturePaint(*texture, textShadow.color, *op.paint, state.alpha)
+            .setTransform(state.computedState.transform, TransformFlags::None)
+            .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height))
+            .build();
+    renderer.renderGlop(state, glop);
+}
+
+void BakedOpDispatcher::onTextOp(BakedOpRenderer& renderer, const TextOp& op, const BakedOpState& state) {
+    FontRenderer& fontRenderer = renderer.caches().fontRenderer.getFontRenderer();
+
+    if (CC_UNLIKELY(PaintUtils::hasTextShadow(op.paint))) {
+        fontRenderer.setFont(op.paint, SkMatrix::I());
+        renderTextShadow(renderer, fontRenderer, op, state);
+    }
+
+    float x = op.x;
+    float y = op.y;
+    const Matrix4& transform = state.computedState.transform;
+    const bool pureTranslate = transform.isPureTranslate();
+    if (CC_LIKELY(pureTranslate)) {
+        x = floorf(x + transform.getTranslateX() + 0.5f);
+        y = floorf(y + transform.getTranslateY() + 0.5f);
+        fontRenderer.setFont(op.paint, SkMatrix::I());
+        fontRenderer.setTextureFiltering(false);
+    } else if (CC_UNLIKELY(transform.isPerspective())) {
+        fontRenderer.setFont(op.paint, SkMatrix::I());
+        fontRenderer.setTextureFiltering(true);
+    } else {
+        // We only pass a partial transform to the font renderer. That partial
+        // matrix defines how glyphs are rasterized. Typically we want glyphs
+        // to be rasterized at their final size on screen, which means the partial
+        // matrix needs to take the scale factor into account.
+        // When a partial matrix is used to transform glyphs during rasterization,
+        // the mesh is generated with the inverse transform (in the case of scale,
+        // the mesh is generated at 1.0 / scale for instance.) This allows us to
+        // apply the full transform matrix at draw time in the vertex shader.
+        // Applying the full matrix in the shader is the easiest way to handle
+        // rotation and perspective and allows us to always generated quads in the
+        // font renderer which greatly simplifies the code, clipping in particular.
+        float sx, sy;
+        transform.decomposeScale(sx, sy);
+        fontRenderer.setFont(op.paint, SkMatrix::MakeScale(
+                roundf(std::max(1.0f, sx)),
+                roundf(std::max(1.0f, sy))));
+        fontRenderer.setTextureFiltering(true);
+    }
+
+    // TODO: Implement better clipping for scaled/rotated text
+    const Rect* clip = !pureTranslate ? nullptr : &state.computedState.clipRect;
+    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
+
+    int alpha = PaintUtils::getAlphaDirect(op.paint) * state.alpha;
+    SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(op.paint);
+    TextDrawFunctor functor(&renderer, &state, x, y, pureTranslate, alpha, mode, op.paint);
+
+    bool hasActiveLayer = false; // TODO
+    fontRenderer.renderPosText(op.paint, clip, (const char*) op.glyphs, op.glyphCount, x, y,
+            op.positions, hasActiveLayer ? &layerBounds : nullptr, &functor, true); // TODO: merging
+}
+
+void BakedOpDispatcher::onLayerOp(BakedOpRenderer& renderer, const LayerOp& op, const BakedOpState& state) {
+    OffscreenBuffer* buffer = *op.layerHandle;
+
+    // TODO: extend this to handle HW layers & paint properties which
+    // reside in node.properties().layerProperties()
+    float layerAlpha = op.alpha * state.alpha;
+    Glop glop;
+    GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
+            .setRoundRectClipState(state.roundRectClipState)
+            .setMeshTexturedIndexedVbo(buffer->vbo, buffer->elementCount)
+            .setFillLayer(buffer->texture, op.colorFilter, layerAlpha, op.mode, Blend::ModeOrderSwap::NoSwap)
+            .setTransform(state.computedState.transform, TransformFlags::None)
+            .setModelViewOffsetRectSnap(op.unmappedBounds.left, op.unmappedBounds.top,
+                    Rect(op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight()))
+            .build();
+    renderer.renderGlop(state, glop);
+
+    if (op.destroy) {
+        renderer.renderState().layerPool().putOrDelete(buffer);
+    }
+}
+
+} // namespace uirenderer
+} // namespace android