OpenGLRenderer.cpp revision 02b49b70ede0b9eb760ff334823aee1d9520ed85
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DeferredDisplayList.h"
36#include "DisplayListRenderer.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    mDrawModifiers.mShader = NULL;
116    mDrawModifiers.mColorFilter = NULL;
117    mDrawModifiers.mHasShadow = false;
118    mDrawModifiers.mHasDrawFilter = false;
119
120    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
121
122    mFirstSnapshot = new Snapshot;
123    mFrameStarted = false;
124
125    mScissorOptimizationDisabled = false;
126}
127
128OpenGLRenderer::~OpenGLRenderer() {
129    // The context has already been destroyed at this point, do not call
130    // GL APIs. All GL state should be kept in Caches.h
131}
132
133void OpenGLRenderer::initProperties() {
134    char property[PROPERTY_VALUE_MAX];
135    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
136        mScissorOptimizationDisabled = !strcasecmp(property, "true");
137        INIT_LOGD("  Scissor optimization %s",
138                mScissorOptimizationDisabled ? "disabled" : "enabled");
139    } else {
140        INIT_LOGD("  Scissor optimization enabled");
141    }
142}
143
144///////////////////////////////////////////////////////////////////////////////
145// Setup
146///////////////////////////////////////////////////////////////////////////////
147
148void OpenGLRenderer::setName(const char* name) {
149    if (name) {
150        mName.setTo(name);
151    } else {
152        mName.clear();
153    }
154}
155
156const char* OpenGLRenderer::getName() const {
157    return mName.string();
158}
159
160bool OpenGLRenderer::isDeferred() {
161    return false;
162}
163
164void OpenGLRenderer::setViewport(int width, int height) {
165    initViewport(width, height);
166
167    glDisable(GL_DITHER);
168    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
169
170    glEnableVertexAttribArray(Program::kBindingPosition);
171}
172
173void OpenGLRenderer::initViewport(int width, int height) {
174    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
175
176    mWidth = width;
177    mHeight = height;
178
179    mFirstSnapshot->height = height;
180    mFirstSnapshot->viewport.set(0, 0, width, height);
181}
182
183void OpenGLRenderer::setupFrameState(float left, float top,
184        float right, float bottom, bool opaque) {
185    mCaches.clearGarbage();
186
187    mOpaque = opaque;
188    mSnapshot = new Snapshot(mFirstSnapshot,
189            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
190    mSnapshot->fbo = getTargetFbo();
191    mSaveCount = 1;
192
193    mSnapshot->setClip(left, top, right, bottom);
194    mTilingClip.set(left, top, right, bottom);
195}
196
197status_t OpenGLRenderer::startFrame() {
198    if (mFrameStarted) return DrawGlInfo::kStatusDone;
199    mFrameStarted = true;
200
201    mDirtyClip = true;
202
203    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
204
205    glViewport(0, 0, mWidth, mHeight);
206
207    // Functors break the tiling extension in pretty spectacular ways
208    // This ensures we don't use tiling when a functor is going to be
209    // invoked during the frame
210    mSuppressTiling = mCaches.hasRegisteredFunctors();
211
212    startTiling(mSnapshot, true);
213
214    debugOverdraw(true, true);
215
216    return clear(mTilingClip.left, mTilingClip.top,
217            mTilingClip.right, mTilingClip.bottom, mOpaque);
218}
219
220status_t OpenGLRenderer::prepare(bool opaque) {
221    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
222}
223
224status_t OpenGLRenderer::prepareDirty(float left, float top,
225        float right, float bottom, bool opaque) {
226    setupFrameState(left, top, right, bottom, opaque);
227
228    // Layer renderers will start the frame immediately
229    // The framebuffer renderer will first defer the display list
230    // for each layer and wait until the first drawing command
231    // to start the frame
232    if (mSnapshot->fbo == 0) {
233        syncState();
234        updateLayers();
235    } else {
236        return startFrame();
237    }
238
239    return DrawGlInfo::kStatusDone;
240}
241
242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
243    // If we know that we are going to redraw the entire framebuffer,
244    // perform a discard to let the driver know we don't need to preserve
245    // the back buffer for this frame.
246    if (mExtensions.hasDiscardFramebuffer() &&
247            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
248        const bool isFbo = getTargetFbo() == 0;
249        const GLenum attachments[] = {
250                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
251                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
252        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
253    }
254}
255
256status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
257    if (!opaque) {
258        mCaches.enableScissor();
259        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
260        glClear(GL_COLOR_BUFFER_BIT);
261        return DrawGlInfo::kStatusDrew;
262    }
263
264    mCaches.resetScissor();
265    return DrawGlInfo::kStatusDone;
266}
267
268void OpenGLRenderer::syncState() {
269    if (mCaches.blend) {
270        glEnable(GL_BLEND);
271    } else {
272        glDisable(GL_BLEND);
273    }
274}
275
276void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
277    if (!mSuppressTiling) {
278        Rect* clip = &mTilingClip;
279        if (s->flags & Snapshot::kFlagFboTarget) {
280            clip = &(s->layer->clipRect);
281        }
282
283        startTiling(*clip, s->height, opaque);
284    }
285}
286
287void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
288    if (!mSuppressTiling) {
289        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
290                clip.right - clip.left, clip.bottom - clip.top, opaque);
291    }
292}
293
294void OpenGLRenderer::endTiling() {
295    if (!mSuppressTiling) mCaches.endTiling();
296}
297
298void OpenGLRenderer::finish() {
299    renderOverdraw();
300    endTiling();
301
302    // When finish() is invoked on FBO 0 we've reached the end
303    // of the current frame
304    if (getTargetFbo() == 0) {
305        mCaches.pathCache.trim();
306    }
307
308    if (!suppressErrorChecks()) {
309#if DEBUG_OPENGL
310        GLenum status = GL_NO_ERROR;
311        while ((status = glGetError()) != GL_NO_ERROR) {
312            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
313            switch (status) {
314                case GL_INVALID_ENUM:
315                    ALOGE("  GL_INVALID_ENUM");
316                    break;
317                case GL_INVALID_VALUE:
318                    ALOGE("  GL_INVALID_VALUE");
319                    break;
320                case GL_INVALID_OPERATION:
321                    ALOGE("  GL_INVALID_OPERATION");
322                    break;
323                case GL_OUT_OF_MEMORY:
324                    ALOGE("  Out of memory!");
325                    break;
326            }
327        }
328#endif
329
330#if DEBUG_MEMORY_USAGE
331        mCaches.dumpMemoryUsage();
332#else
333        if (mCaches.getDebugLevel() & kDebugMemory) {
334            mCaches.dumpMemoryUsage();
335        }
336#endif
337    }
338
339    mFrameStarted = false;
340}
341
342void OpenGLRenderer::interrupt() {
343    if (mCaches.currentProgram) {
344        if (mCaches.currentProgram->isInUse()) {
345            mCaches.currentProgram->remove();
346            mCaches.currentProgram = NULL;
347        }
348    }
349    mCaches.unbindMeshBuffer();
350    mCaches.unbindIndicesBuffer();
351    mCaches.resetVertexPointers();
352    mCaches.disableTexCoordsVertexArray();
353    debugOverdraw(false, false);
354}
355
356void OpenGLRenderer::resume() {
357    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
358    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
359    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
360    debugOverdraw(true, false);
361
362    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
363
364    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
365    mCaches.enableScissor();
366    mCaches.resetScissor();
367    dirtyClip();
368
369    mCaches.activeTexture(0);
370
371    mCaches.blend = true;
372    glEnable(GL_BLEND);
373    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
374    glBlendEquation(GL_FUNC_ADD);
375}
376
377void OpenGLRenderer::resumeAfterLayer() {
378    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
379    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
380    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
381    debugOverdraw(true, false);
382
383    mCaches.resetScissor();
384    dirtyClip();
385}
386
387void OpenGLRenderer::detachFunctor(Functor* functor) {
388    mFunctors.remove(functor);
389}
390
391void OpenGLRenderer::attachFunctor(Functor* functor) {
392    mFunctors.add(functor);
393}
394
395status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
396    status_t result = DrawGlInfo::kStatusDone;
397    size_t count = mFunctors.size();
398
399    if (count > 0) {
400        interrupt();
401        SortedVector<Functor*> functors(mFunctors);
402        mFunctors.clear();
403
404        DrawGlInfo info;
405        info.clipLeft = 0;
406        info.clipTop = 0;
407        info.clipRight = 0;
408        info.clipBottom = 0;
409        info.isLayer = false;
410        info.width = 0;
411        info.height = 0;
412        memset(info.transform, 0, sizeof(float) * 16);
413
414        for (size_t i = 0; i < count; i++) {
415            Functor* f = functors.itemAt(i);
416            result |= (*f)(DrawGlInfo::kModeProcess, &info);
417
418            if (result & DrawGlInfo::kStatusDraw) {
419                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
420                dirty.unionWith(localDirty);
421            }
422
423            if (result & DrawGlInfo::kStatusInvoke) {
424                mFunctors.add(f);
425            }
426        }
427        resume();
428    }
429
430    return result;
431}
432
433status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
434    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
435
436    interrupt();
437    detachFunctor(functor);
438
439    mCaches.enableScissor();
440    if (mDirtyClip) {
441        setScissorFromClip();
442    }
443
444    Rect clip(*mSnapshot->clipRect);
445    clip.snapToPixelBoundaries();
446
447    // Since we don't know what the functor will draw, let's dirty
448    // tne entire clip region
449    if (hasLayer()) {
450        dirtyLayerUnchecked(clip, getRegion());
451    }
452
453    DrawGlInfo info;
454    info.clipLeft = clip.left;
455    info.clipTop = clip.top;
456    info.clipRight = clip.right;
457    info.clipBottom = clip.bottom;
458    info.isLayer = hasLayer();
459    info.width = getSnapshot()->viewport.getWidth();
460    info.height = getSnapshot()->height;
461    getSnapshot()->transform->copyTo(&info.transform[0]);
462
463    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
464
465    if (result != DrawGlInfo::kStatusDone) {
466        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
467        dirty.unionWith(localDirty);
468
469        if (result & DrawGlInfo::kStatusInvoke) {
470            mFunctors.add(functor);
471        }
472    }
473
474    resume();
475    return result;
476}
477
478///////////////////////////////////////////////////////////////////////////////
479// Debug
480///////////////////////////////////////////////////////////////////////////////
481
482void OpenGLRenderer::eventMark(const char* name) const {
483    mCaches.eventMark(0, name);
484}
485
486void OpenGLRenderer::startMark(const char* name) const {
487    mCaches.startMark(0, name);
488}
489
490void OpenGLRenderer::endMark() const {
491    mCaches.endMark();
492}
493
494void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
495    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
496        if (clear) {
497            mCaches.disableScissor();
498            mCaches.stencil.clear();
499        }
500        if (enable) {
501            mCaches.stencil.enableDebugWrite();
502        } else {
503            mCaches.stencil.disable();
504        }
505    }
506}
507
508void OpenGLRenderer::renderOverdraw() {
509    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
510        const Rect* clip = &mTilingClip;
511
512        mCaches.enableScissor();
513        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
514                clip->right - clip->left, clip->bottom - clip->top);
515
516        mCaches.stencil.enableDebugTest(2);
517        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
518        mCaches.stencil.enableDebugTest(3);
519        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
520        mCaches.stencil.enableDebugTest(4);
521        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
522        mCaches.stencil.enableDebugTest(4, true);
523        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
524        mCaches.stencil.disable();
525    }
526}
527
528///////////////////////////////////////////////////////////////////////////////
529// Layers
530///////////////////////////////////////////////////////////////////////////////
531
532bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
533    if (layer->deferredUpdateScheduled && layer->renderer &&
534            layer->displayList && layer->displayList->isRenderable()) {
535        Rect& dirty = layer->dirtyRect;
536
537        if (inFrame) {
538            endTiling();
539            debugOverdraw(false, false);
540        }
541
542        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
543            layer->render();
544        } else {
545            layer->defer();
546        }
547
548        if (inFrame) {
549            resumeAfterLayer();
550            startTiling(mSnapshot);
551        }
552
553        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
554
555        return true;
556    }
557
558    return false;
559}
560
561void OpenGLRenderer::updateLayers() {
562    // If draw deferring is enabled this method will simply defer
563    // the display list of each individual layer. The layers remain
564    // in the layer updates list which will be cleared by flushLayers().
565    int count = mLayerUpdates.size();
566    if (count > 0) {
567        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
568            startMark("Layer Updates");
569        } else {
570            startMark("Defer Layer Updates");
571        }
572
573        // Note: it is very important to update the layers in reverse order
574        for (int i = count - 1; i >= 0; i--) {
575            Layer* layer = mLayerUpdates.itemAt(i);
576            updateLayer(layer, false);
577            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
578                mCaches.resourceCache.decrementRefcount(layer);
579            }
580        }
581
582        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
583            mLayerUpdates.clear();
584            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
585        }
586        endMark();
587    }
588}
589
590void OpenGLRenderer::flushLayers() {
591    int count = mLayerUpdates.size();
592    if (count > 0) {
593        startMark("Apply Layer Updates");
594        char layerName[12];
595
596        // Note: it is very important to update the layers in reverse order
597        for (int i = count - 1; i >= 0; i--) {
598            sprintf(layerName, "Layer #%d", i);
599            startMark(layerName);
600
601            Layer* layer = mLayerUpdates.itemAt(i);
602            layer->flush();
603            mCaches.resourceCache.decrementRefcount(layer);
604
605            endMark();
606        }
607
608        mLayerUpdates.clear();
609        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
610
611        endMark();
612    }
613}
614
615void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
616    if (layer) {
617        // Make sure we don't introduce duplicates.
618        // SortedVector would do this automatically but we need to respect
619        // the insertion order. The linear search is not an issue since
620        // this list is usually very short (typically one item, at most a few)
621        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
622            if (mLayerUpdates.itemAt(i) == layer) {
623                return;
624            }
625        }
626        mLayerUpdates.push_back(layer);
627        mCaches.resourceCache.incrementRefcount(layer);
628    }
629}
630
631void OpenGLRenderer::clearLayerUpdates() {
632    size_t count = mLayerUpdates.size();
633    if (count > 0) {
634        mCaches.resourceCache.lock();
635        for (size_t i = 0; i < count; i++) {
636            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
637        }
638        mCaches.resourceCache.unlock();
639        mLayerUpdates.clear();
640    }
641}
642
643///////////////////////////////////////////////////////////////////////////////
644// State management
645///////////////////////////////////////////////////////////////////////////////
646
647int OpenGLRenderer::getSaveCount() const {
648    return mSaveCount;
649}
650
651int OpenGLRenderer::save(int flags) {
652    return saveSnapshot(flags);
653}
654
655void OpenGLRenderer::restore() {
656    if (mSaveCount > 1) {
657        restoreSnapshot();
658    }
659}
660
661void OpenGLRenderer::restoreToCount(int saveCount) {
662    if (saveCount < 1) saveCount = 1;
663
664    while (mSaveCount > saveCount) {
665        restoreSnapshot();
666    }
667}
668
669int OpenGLRenderer::saveSnapshot(int flags) {
670    mSnapshot = new Snapshot(mSnapshot, flags);
671    return mSaveCount++;
672}
673
674bool OpenGLRenderer::restoreSnapshot() {
675    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
676    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
677    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
678
679    sp<Snapshot> current = mSnapshot;
680    sp<Snapshot> previous = mSnapshot->previous;
681
682    if (restoreOrtho) {
683        Rect& r = previous->viewport;
684        glViewport(r.left, r.top, r.right, r.bottom);
685        mOrthoMatrix.load(current->orthoMatrix);
686    }
687
688    mSaveCount--;
689    mSnapshot = previous;
690
691    if (restoreClip) {
692        dirtyClip();
693    }
694
695    if (restoreLayer) {
696        endMark(); // Savelayer
697        startMark("ComposeLayer");
698        composeLayer(current, previous);
699        endMark();
700    }
701
702    return restoreClip;
703}
704
705///////////////////////////////////////////////////////////////////////////////
706// Layers
707///////////////////////////////////////////////////////////////////////////////
708
709int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
710        int alpha, SkXfermode::Mode mode, int flags) {
711    const GLuint previousFbo = mSnapshot->fbo;
712    const int count = saveSnapshot(flags);
713
714    if (!mSnapshot->isIgnored()) {
715        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
716    }
717
718    return count;
719}
720
721void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
722    const Rect untransformedBounds(bounds);
723
724    currentTransform().mapRect(bounds);
725
726    // Layers only make sense if they are in the framebuffer's bounds
727    if (bounds.intersect(*mSnapshot->clipRect)) {
728        // We cannot work with sub-pixels in this case
729        bounds.snapToPixelBoundaries();
730
731        // When the layer is not an FBO, we may use glCopyTexImage so we
732        // need to make sure the layer does not extend outside the bounds
733        // of the framebuffer
734        if (!bounds.intersect(mSnapshot->previous->viewport)) {
735            bounds.setEmpty();
736        } else if (fboLayer) {
737            clip.set(bounds);
738            mat4 inverse;
739            inverse.loadInverse(currentTransform());
740            inverse.mapRect(clip);
741            clip.snapToPixelBoundaries();
742            if (clip.intersect(untransformedBounds)) {
743                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
744                bounds.set(untransformedBounds);
745            } else {
746                clip.setEmpty();
747            }
748        }
749    } else {
750        bounds.setEmpty();
751    }
752}
753
754void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
755        bool fboLayer, int alpha) {
756    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
757            bounds.getHeight() > mCaches.maxTextureSize ||
758            (fboLayer && clip.isEmpty())) {
759        mSnapshot->empty = fboLayer;
760    } else {
761        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
762    }
763}
764
765int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
766        int alpha, SkXfermode::Mode mode, int flags) {
767    const GLuint previousFbo = mSnapshot->fbo;
768    const int count = saveSnapshot(flags);
769
770    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
771        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
772        // operations will be able to store and restore the current clip and transform info, and
773        // quick rejection will be correct (for display lists)
774
775        Rect bounds(left, top, right, bottom);
776        Rect clip;
777        calculateLayerBoundsAndClip(bounds, clip, true);
778        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
779
780        if (!mSnapshot->isIgnored()) {
781            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
782            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
783        }
784    }
785
786    return count;
787}
788
789
790/**
791 * Layers are viewed by Skia are slightly different than layers in image editing
792 * programs (for instance.) When a layer is created, previously created layers
793 * and the frame buffer still receive every drawing command. For instance, if a
794 * layer is created and a shape intersecting the bounds of the layers and the
795 * framebuffer is draw, the shape will be drawn on both (unless the layer was
796 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
797 *
798 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
799 * texture. Unfortunately, this is inefficient as it requires every primitive to
800 * be drawn n + 1 times, where n is the number of active layers. In practice this
801 * means, for every primitive:
802 *   - Switch active frame buffer
803 *   - Change viewport, clip and projection matrix
804 *   - Issue the drawing
805 *
806 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
807 * To avoid this, layers are implemented in a different way here, at least in the
808 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
809 * is set. When this flag is set we can redirect all drawing operations into a
810 * single FBO.
811 *
812 * This implementation relies on the frame buffer being at least RGBA 8888. When
813 * a layer is created, only a texture is created, not an FBO. The content of the
814 * frame buffer contained within the layer's bounds is copied into this texture
815 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
816 * buffer and drawing continues as normal. This technique therefore treats the
817 * frame buffer as a scratch buffer for the layers.
818 *
819 * To compose the layers back onto the frame buffer, each layer texture
820 * (containing the original frame buffer data) is drawn as a simple quad over
821 * the frame buffer. The trick is that the quad is set as the composition
822 * destination in the blending equation, and the frame buffer becomes the source
823 * of the composition.
824 *
825 * Drawing layers with an alpha value requires an extra step before composition.
826 * An empty quad is drawn over the layer's region in the frame buffer. This quad
827 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
828 * quad is used to multiply the colors in the frame buffer. This is achieved by
829 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
830 * GL_ZERO, GL_SRC_ALPHA.
831 *
832 * Because glCopyTexImage2D() can be slow, an alternative implementation might
833 * be use to draw a single clipped layer. The implementation described above
834 * is correct in every case.
835 *
836 * (1) The frame buffer is actually not cleared right away. To allow the GPU
837 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
838 *     buffer is left untouched until the first drawing operation. Only when
839 *     something actually gets drawn are the layers regions cleared.
840 */
841bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
842        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
843    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
844    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
845
846    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
847
848    // Window coordinates of the layer
849    Rect clip;
850    Rect bounds(left, top, right, bottom);
851    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
852    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
853
854    // Bail out if we won't draw in this snapshot
855    if (mSnapshot->isIgnored()) {
856        return false;
857    }
858
859    mCaches.activeTexture(0);
860    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
861    if (!layer) {
862        return false;
863    }
864
865    layer->setAlpha(alpha, mode);
866    layer->layer.set(bounds);
867    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
868            bounds.getWidth() / float(layer->getWidth()), 0.0f);
869    layer->setColorFilter(mDrawModifiers.mColorFilter);
870    layer->setBlend(true);
871    layer->setDirty(false);
872
873    // Save the layer in the snapshot
874    mSnapshot->flags |= Snapshot::kFlagIsLayer;
875    mSnapshot->layer = layer;
876
877    startMark("SaveLayer");
878    if (fboLayer) {
879        return createFboLayer(layer, bounds, clip, previousFbo);
880    } else {
881        // Copy the framebuffer into the layer
882        layer->bindTexture();
883        if (!bounds.isEmpty()) {
884            if (layer->isEmpty()) {
885                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
886                        bounds.left, mSnapshot->height - bounds.bottom,
887                        layer->getWidth(), layer->getHeight(), 0);
888                layer->setEmpty(false);
889            } else {
890                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
891                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
892            }
893
894            // Enqueue the buffer coordinates to clear the corresponding region later
895            mLayers.push(new Rect(bounds));
896        }
897    }
898
899    return true;
900}
901
902bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
903    layer->clipRect.set(clip);
904    layer->setFbo(mCaches.fboCache.get());
905
906    mSnapshot->region = &mSnapshot->layer->region;
907    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
908            Snapshot::kFlagDirtyOrtho;
909    mSnapshot->fbo = layer->getFbo();
910    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
911    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
912    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
913    mSnapshot->height = bounds.getHeight();
914    mSnapshot->orthoMatrix.load(mOrthoMatrix);
915
916    endTiling();
917    debugOverdraw(false, false);
918    // Bind texture to FBO
919    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
920    layer->bindTexture();
921
922    // Initialize the texture if needed
923    if (layer->isEmpty()) {
924        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
925        layer->setEmpty(false);
926    }
927
928    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
929            layer->getTexture(), 0);
930
931    startTiling(mSnapshot, true);
932
933    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
934    mCaches.enableScissor();
935    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
936            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
937    glClear(GL_COLOR_BUFFER_BIT);
938
939    dirtyClip();
940
941    // Change the ortho projection
942    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
943    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
944
945    return true;
946}
947
948/**
949 * Read the documentation of createLayer() before doing anything in this method.
950 */
951void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
952    if (!current->layer) {
953        ALOGE("Attempting to compose a layer that does not exist");
954        return;
955    }
956
957    Layer* layer = current->layer;
958    const Rect& rect = layer->layer;
959    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
960
961    if (fboLayer) {
962        endTiling();
963
964        // Detach the texture from the FBO
965        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
966
967        layer->removeFbo(false);
968
969        // Unbind current FBO and restore previous one
970        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
971        debugOverdraw(true, false);
972
973        startTiling(previous);
974    }
975
976    if (!fboLayer && layer->getAlpha() < 255) {
977        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
978                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
979        // Required below, composeLayerRect() will divide by 255
980        layer->setAlpha(255);
981    }
982
983    mCaches.unbindMeshBuffer();
984
985    mCaches.activeTexture(0);
986
987    // When the layer is stored in an FBO, we can save a bit of fillrate by
988    // drawing only the dirty region
989    if (fboLayer) {
990        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
991        if (layer->getColorFilter()) {
992            setupColorFilter(layer->getColorFilter());
993        }
994        composeLayerRegion(layer, rect);
995        if (layer->getColorFilter()) {
996            resetColorFilter();
997        }
998    } else if (!rect.isEmpty()) {
999        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1000        composeLayerRect(layer, rect, true);
1001    }
1002
1003    dirtyClip();
1004
1005    // Failing to add the layer to the cache should happen only if the layer is too large
1006    if (!mCaches.layerCache.put(layer)) {
1007        LAYER_LOGD("Deleting layer");
1008        Caches::getInstance().resourceCache.decrementRefcount(layer);
1009    }
1010}
1011
1012void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1013    float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1014
1015    setupDraw();
1016    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1017        setupDrawWithTexture();
1018    } else {
1019        setupDrawWithExternalTexture();
1020    }
1021    setupDrawTextureTransform();
1022    setupDrawColor(alpha, alpha, alpha, alpha);
1023    setupDrawColorFilter();
1024    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1025    setupDrawProgram();
1026    setupDrawPureColorUniforms();
1027    setupDrawColorFilterUniforms();
1028    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1029        setupDrawTexture(layer->getTexture());
1030    } else {
1031        setupDrawExternalTexture(layer->getTexture());
1032    }
1033    if (currentTransform().isPureTranslate() &&
1034            layer->getWidth() == (uint32_t) rect.getWidth() &&
1035            layer->getHeight() == (uint32_t) rect.getHeight()) {
1036        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1037        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1038
1039        layer->setFilter(GL_NEAREST);
1040        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1041    } else {
1042        layer->setFilter(GL_LINEAR);
1043        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1044    }
1045    setupDrawTextureTransformUniforms(layer->getTexTransform());
1046    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1047
1048    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1049
1050    finishDrawTexture();
1051}
1052
1053void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1054    if (!layer->isTextureLayer()) {
1055        const Rect& texCoords = layer->texCoords;
1056        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1057                texCoords.right, texCoords.bottom);
1058
1059        float x = rect.left;
1060        float y = rect.top;
1061        bool simpleTransform = currentTransform().isPureTranslate() &&
1062                layer->getWidth() == (uint32_t) rect.getWidth() &&
1063                layer->getHeight() == (uint32_t) rect.getHeight();
1064
1065        if (simpleTransform) {
1066            // When we're swapping, the layer is already in screen coordinates
1067            if (!swap) {
1068                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1069                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1070            }
1071
1072            layer->setFilter(GL_NEAREST, true);
1073        } else {
1074            layer->setFilter(GL_LINEAR, true);
1075        }
1076
1077        float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1078        bool blend = layer->isBlend() || alpha < 1.0f;
1079        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1080                layer->getTexture(), alpha, layer->getMode(), blend,
1081                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1082                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1083
1084        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1085    } else {
1086        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1087        drawTextureLayer(layer, rect);
1088        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1089    }
1090}
1091
1092void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1093    if (layer->region.isRect()) {
1094        layer->setRegionAsRect();
1095
1096        composeLayerRect(layer, layer->regionRect);
1097
1098        layer->region.clear();
1099        return;
1100    }
1101
1102    // TODO: See LayerRenderer.cpp::generateMesh() for important
1103    //       information about this implementation
1104    if (CC_LIKELY(!layer->region.isEmpty())) {
1105        size_t count;
1106        const android::Rect* rects;
1107        Region safeRegion;
1108        if (CC_LIKELY(hasRectToRectTransform())) {
1109            rects = layer->region.getArray(&count);
1110        } else {
1111            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1112            rects = safeRegion.getArray(&count);
1113        }
1114
1115        const float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1116        const float texX = 1.0f / float(layer->getWidth());
1117        const float texY = 1.0f / float(layer->getHeight());
1118        const float height = rect.getHeight();
1119
1120        setupDraw();
1121
1122        // We must get (and therefore bind) the region mesh buffer
1123        // after we setup drawing in case we need to mess with the
1124        // stencil buffer in setupDraw()
1125        TextureVertex* mesh = mCaches.getRegionMesh();
1126        GLsizei numQuads = 0;
1127
1128        setupDrawWithTexture();
1129        setupDrawColor(alpha, alpha, alpha, alpha);
1130        setupDrawColorFilter();
1131        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1132        setupDrawProgram();
1133        setupDrawDirtyRegionsDisabled();
1134        setupDrawPureColorUniforms();
1135        setupDrawColorFilterUniforms();
1136        setupDrawTexture(layer->getTexture());
1137        if (currentTransform().isPureTranslate()) {
1138            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1139            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1140
1141            layer->setFilter(GL_NEAREST);
1142            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1143        } else {
1144            layer->setFilter(GL_LINEAR);
1145            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1146        }
1147        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1148
1149        for (size_t i = 0; i < count; i++) {
1150            const android::Rect* r = &rects[i];
1151
1152            const float u1 = r->left * texX;
1153            const float v1 = (height - r->top) * texY;
1154            const float u2 = r->right * texX;
1155            const float v2 = (height - r->bottom) * texY;
1156
1157            // TODO: Reject quads outside of the clip
1158            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1159            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1160            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1161            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1162
1163            numQuads++;
1164
1165            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1166                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1167                numQuads = 0;
1168                mesh = mCaches.getRegionMesh();
1169            }
1170        }
1171
1172        if (numQuads > 0) {
1173            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1174        }
1175
1176        finishDrawTexture();
1177
1178#if DEBUG_LAYERS_AS_REGIONS
1179        drawRegionRects(layer->region);
1180#endif
1181
1182        layer->region.clear();
1183    }
1184}
1185
1186void OpenGLRenderer::drawRegionRects(const Region& region) {
1187#if DEBUG_LAYERS_AS_REGIONS
1188    size_t count;
1189    const android::Rect* rects = region.getArray(&count);
1190
1191    uint32_t colors[] = {
1192            0x7fff0000, 0x7f00ff00,
1193            0x7f0000ff, 0x7fff00ff,
1194    };
1195
1196    int offset = 0;
1197    int32_t top = rects[0].top;
1198
1199    for (size_t i = 0; i < count; i++) {
1200        if (top != rects[i].top) {
1201            offset ^= 0x2;
1202            top = rects[i].top;
1203        }
1204
1205        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1206        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1207                SkXfermode::kSrcOver_Mode);
1208    }
1209#endif
1210}
1211
1212void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1213        SkXfermode::Mode mode, bool dirty) {
1214    int count = 0;
1215    Vector<float> rects;
1216
1217    SkRegion::Iterator it(region);
1218    while (!it.done()) {
1219        const SkIRect& r = it.rect();
1220        rects.push(r.fLeft);
1221        rects.push(r.fTop);
1222        rects.push(r.fRight);
1223        rects.push(r.fBottom);
1224        count += 4;
1225        it.next();
1226    }
1227
1228    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1229}
1230
1231void OpenGLRenderer::dirtyLayer(const float left, const float top,
1232        const float right, const float bottom, const mat4 transform) {
1233    if (hasLayer()) {
1234        Rect bounds(left, top, right, bottom);
1235        transform.mapRect(bounds);
1236        dirtyLayerUnchecked(bounds, getRegion());
1237    }
1238}
1239
1240void OpenGLRenderer::dirtyLayer(const float left, const float top,
1241        const float right, const float bottom) {
1242    if (hasLayer()) {
1243        Rect bounds(left, top, right, bottom);
1244        dirtyLayerUnchecked(bounds, getRegion());
1245    }
1246}
1247
1248void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1249    if (bounds.intersect(*mSnapshot->clipRect)) {
1250        bounds.snapToPixelBoundaries();
1251        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1252        if (!dirty.isEmpty()) {
1253            region->orSelf(dirty);
1254        }
1255    }
1256}
1257
1258void OpenGLRenderer::clearLayerRegions() {
1259    const size_t count = mLayers.size();
1260    if (count == 0) return;
1261
1262    if (!mSnapshot->isIgnored()) {
1263        // Doing several glScissor/glClear here can negatively impact
1264        // GPUs with a tiler architecture, instead we draw quads with
1265        // the Clear blending mode
1266
1267        // The list contains bounds that have already been clipped
1268        // against their initial clip rect, and the current clip
1269        // is likely different so we need to disable clipping here
1270        bool scissorChanged = mCaches.disableScissor();
1271
1272        Vertex mesh[count * 6];
1273        Vertex* vertex = mesh;
1274
1275        for (uint32_t i = 0; i < count; i++) {
1276            Rect* bounds = mLayers.itemAt(i);
1277
1278            Vertex::set(vertex++, bounds->left, bounds->bottom);
1279            Vertex::set(vertex++, bounds->left, bounds->top);
1280            Vertex::set(vertex++, bounds->right, bounds->top);
1281            Vertex::set(vertex++, bounds->left, bounds->bottom);
1282            Vertex::set(vertex++, bounds->right, bounds->top);
1283            Vertex::set(vertex++, bounds->right, bounds->bottom);
1284
1285            delete bounds;
1286        }
1287        // We must clear the list of dirty rects before we
1288        // call setupDraw() to prevent stencil setup to do
1289        // the same thing again
1290        mLayers.clear();
1291
1292        setupDraw(false);
1293        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1294        setupDrawBlending(true, SkXfermode::kClear_Mode);
1295        setupDrawProgram();
1296        setupDrawPureColorUniforms();
1297        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1298        setupDrawVertices(&mesh[0].position[0]);
1299
1300        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1301
1302        if (scissorChanged) mCaches.enableScissor();
1303    } else {
1304        for (uint32_t i = 0; i < count; i++) {
1305            delete mLayers.itemAt(i);
1306        }
1307        mLayers.clear();
1308    }
1309}
1310
1311///////////////////////////////////////////////////////////////////////////////
1312// State Deferral
1313///////////////////////////////////////////////////////////////////////////////
1314
1315bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1316    const Rect& currentClip = *(mSnapshot->clipRect);
1317    const mat4& currentMatrix = *(mSnapshot->transform);
1318
1319    if (stateDeferFlags & kStateDeferFlag_Draw) {
1320        // state has bounds initialized in local coordinates
1321        if (!state.mBounds.isEmpty()) {
1322            currentMatrix.mapRect(state.mBounds);
1323            if (!state.mBounds.intersect(currentClip)) {
1324                // quick rejected
1325                return true;
1326            }
1327        } else {
1328            state.mBounds.set(currentClip);
1329        }
1330    }
1331
1332    if (stateDeferFlags & kStateDeferFlag_Clip) {
1333        state.mClip.set(currentClip);
1334    } else {
1335        state.mClip.setEmpty();
1336    }
1337
1338    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1339    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1340    state.mMatrix.load(currentMatrix);
1341    state.mDrawModifiers = mDrawModifiers;
1342    state.mAlpha = mSnapshot->alpha;
1343    return false;
1344}
1345
1346void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state) {
1347    currentTransform().load(state.mMatrix);
1348    mDrawModifiers = state.mDrawModifiers;
1349    mSnapshot->alpha = state.mAlpha;
1350
1351    if (!state.mClip.isEmpty()) {
1352        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1353        dirtyClip();
1354    }
1355}
1356
1357///////////////////////////////////////////////////////////////////////////////
1358// Transforms
1359///////////////////////////////////////////////////////////////////////////////
1360
1361void OpenGLRenderer::translate(float dx, float dy) {
1362    currentTransform().translate(dx, dy, 0.0f);
1363}
1364
1365void OpenGLRenderer::rotate(float degrees) {
1366    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1367}
1368
1369void OpenGLRenderer::scale(float sx, float sy) {
1370    currentTransform().scale(sx, sy, 1.0f);
1371}
1372
1373void OpenGLRenderer::skew(float sx, float sy) {
1374    currentTransform().skew(sx, sy);
1375}
1376
1377void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1378    if (matrix) {
1379        currentTransform().load(*matrix);
1380    } else {
1381        currentTransform().loadIdentity();
1382    }
1383}
1384
1385bool OpenGLRenderer::hasRectToRectTransform() {
1386    return CC_LIKELY(currentTransform().rectToRect());
1387}
1388
1389void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1390    currentTransform().copyTo(*matrix);
1391}
1392
1393void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1394    SkMatrix transform;
1395    currentTransform().copyTo(transform);
1396    transform.preConcat(*matrix);
1397    currentTransform().load(transform);
1398}
1399
1400///////////////////////////////////////////////////////////////////////////////
1401// Clipping
1402///////////////////////////////////////////////////////////////////////////////
1403
1404void OpenGLRenderer::setScissorFromClip() {
1405    Rect clip(*mSnapshot->clipRect);
1406    clip.snapToPixelBoundaries();
1407
1408    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1409            clip.getWidth(), clip.getHeight())) {
1410        mDirtyClip = false;
1411    }
1412}
1413
1414void OpenGLRenderer::ensureStencilBuffer() {
1415    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1416    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1417    // just hope we have one when hasLayer() returns false.
1418    if (hasLayer()) {
1419        attachStencilBufferToLayer(mSnapshot->layer);
1420    }
1421}
1422
1423void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1424    // The layer's FBO is already bound when we reach this stage
1425    if (!layer->getStencilRenderBuffer()) {
1426        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1427        // is attached after we initiated tiling. We must turn it off,
1428        // attach the new render buffer then turn tiling back on
1429        endTiling();
1430
1431        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1432                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1433        layer->setStencilRenderBuffer(buffer);
1434
1435        startTiling(layer->clipRect, layer->layer.getHeight());
1436    }
1437}
1438
1439void OpenGLRenderer::setStencilFromClip() {
1440    if (!mCaches.debugOverdraw) {
1441        if (!mSnapshot->clipRegion->isEmpty()) {
1442            // NOTE: The order here is important, we must set dirtyClip to false
1443            //       before any draw call to avoid calling back into this method
1444            mDirtyClip = false;
1445
1446            ensureStencilBuffer();
1447
1448            mCaches.stencil.enableWrite();
1449
1450            // Clear the stencil but first make sure we restrict drawing
1451            // to the region's bounds
1452            bool resetScissor = mCaches.enableScissor();
1453            if (resetScissor) {
1454                // The scissor was not set so we now need to update it
1455                setScissorFromClip();
1456            }
1457            mCaches.stencil.clear();
1458            if (resetScissor) mCaches.disableScissor();
1459
1460            // NOTE: We could use the region contour path to generate a smaller mesh
1461            //       Since we are using the stencil we could use the red book path
1462            //       drawing technique. It might increase bandwidth usage though.
1463
1464            // The last parameter is important: we are not drawing in the color buffer
1465            // so we don't want to dirty the current layer, if any
1466            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1467
1468            mCaches.stencil.enableTest();
1469
1470            // Draw the region used to generate the stencil if the appropriate debug
1471            // mode is enabled
1472            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1473                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1474            }
1475        } else {
1476            mCaches.stencil.disable();
1477        }
1478    }
1479}
1480
1481const Rect& OpenGLRenderer::getClipBounds() {
1482    return mSnapshot->getLocalClip();
1483}
1484
1485bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1486    if (mSnapshot->isIgnored()) {
1487        return true;
1488    }
1489
1490    Rect r(left, top, right, bottom);
1491    currentTransform().mapRect(r);
1492    r.snapToPixelBoundaries();
1493
1494    Rect clipRect(*mSnapshot->clipRect);
1495    clipRect.snapToPixelBoundaries();
1496
1497    return !clipRect.intersects(r);
1498}
1499
1500bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1501        Rect& transformed, Rect& clip) {
1502    if (mSnapshot->isIgnored()) {
1503        return true;
1504    }
1505
1506    transformed.set(left, top, right, bottom);
1507    currentTransform().mapRect(transformed);
1508    transformed.snapToPixelBoundaries();
1509
1510    clip.set(*mSnapshot->clipRect);
1511    clip.snapToPixelBoundaries();
1512
1513    return !clip.intersects(transformed);
1514}
1515
1516bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1517        SkPaint* paint) {
1518    if (paint->getStyle() != SkPaint::kFill_Style) {
1519        float outset = paint->getStrokeWidth() * 0.5f;
1520        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1521    } else {
1522        return quickReject(left, top, right, bottom);
1523    }
1524}
1525
1526bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1527    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1528        return true;
1529    }
1530
1531    Rect r(left, top, right, bottom);
1532    currentTransform().mapRect(r);
1533    r.snapToPixelBoundaries();
1534
1535    Rect clipRect(*mSnapshot->clipRect);
1536    clipRect.snapToPixelBoundaries();
1537
1538    bool rejected = !clipRect.intersects(r);
1539    if (!isDeferred() && !rejected) {
1540        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1541    }
1542
1543    return rejected;
1544}
1545
1546void OpenGLRenderer::debugClip() {
1547#if DEBUG_CLIP_REGIONS
1548    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1549        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1550    }
1551#endif
1552}
1553
1554bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1555    if (CC_LIKELY(currentTransform().rectToRect())) {
1556        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1557        if (clipped) {
1558            dirtyClip();
1559        }
1560        return !mSnapshot->clipRect->isEmpty();
1561    }
1562
1563    SkPath path;
1564    path.addRect(left, top, right, bottom);
1565
1566    return clipPath(&path, op);
1567}
1568
1569bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1570    SkMatrix transform;
1571    currentTransform().copyTo(transform);
1572
1573    SkPath transformed;
1574    path->transform(transform, &transformed);
1575
1576    SkRegion clip;
1577    if (!mSnapshot->clipRegion->isEmpty()) {
1578        clip.setRegion(*mSnapshot->clipRegion);
1579    } else {
1580        Rect* bounds = mSnapshot->clipRect;
1581        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1582    }
1583
1584    SkRegion region;
1585    region.setPath(transformed, clip);
1586
1587    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1588    if (clipped) {
1589        dirtyClip();
1590    }
1591    return !mSnapshot->clipRect->isEmpty();
1592}
1593
1594bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1595    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1596    if (clipped) {
1597        dirtyClip();
1598    }
1599    return !mSnapshot->clipRect->isEmpty();
1600}
1601
1602Rect* OpenGLRenderer::getClipRect() {
1603    return mSnapshot->clipRect;
1604}
1605
1606///////////////////////////////////////////////////////////////////////////////
1607// Drawing commands
1608///////////////////////////////////////////////////////////////////////////////
1609
1610void OpenGLRenderer::setupDraw(bool clear) {
1611    // TODO: It would be best if we could do this before quickReject()
1612    //       changes the scissor test state
1613    if (clear) clearLayerRegions();
1614    // Make sure setScissor & setStencil happen at the beginning of
1615    // this method
1616    if (mDirtyClip) {
1617        if (mCaches.scissorEnabled) {
1618            setScissorFromClip();
1619        }
1620        setStencilFromClip();
1621    }
1622
1623    mDescription.reset();
1624
1625    mSetShaderColor = false;
1626    mColorSet = false;
1627    mColorA = mColorR = mColorG = mColorB = 0.0f;
1628    mTextureUnit = 0;
1629    mTrackDirtyRegions = true;
1630
1631    // Enable debug highlight when what we're about to draw is tested against
1632    // the stencil buffer and if stencil highlight debugging is on
1633    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1634            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1635            mCaches.stencil.isTestEnabled();
1636}
1637
1638void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1639    mDescription.hasTexture = true;
1640    mDescription.hasAlpha8Texture = isAlpha8;
1641}
1642
1643void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1644    mDescription.hasTexture = true;
1645    mDescription.hasColors = true;
1646    mDescription.hasAlpha8Texture = isAlpha8;
1647}
1648
1649void OpenGLRenderer::setupDrawWithExternalTexture() {
1650    mDescription.hasExternalTexture = true;
1651}
1652
1653void OpenGLRenderer::setupDrawNoTexture() {
1654    mCaches.disableTexCoordsVertexArray();
1655}
1656
1657void OpenGLRenderer::setupDrawAA() {
1658    mDescription.isAA = true;
1659}
1660
1661void OpenGLRenderer::setupDrawPoint(float pointSize) {
1662    mDescription.isPoint = true;
1663    mDescription.pointSize = pointSize;
1664}
1665
1666void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1667    mColorA = alpha / 255.0f;
1668    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1669    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1670    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1671    mColorSet = true;
1672    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1673}
1674
1675void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1676    mColorA = alpha / 255.0f;
1677    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1678    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1679    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1680    mColorSet = true;
1681    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1682}
1683
1684void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1685    mCaches.fontRenderer->describe(mDescription, paint);
1686}
1687
1688void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1689    mColorA = a;
1690    mColorR = r;
1691    mColorG = g;
1692    mColorB = b;
1693    mColorSet = true;
1694    mSetShaderColor = mDescription.setColor(r, g, b, a);
1695}
1696
1697void OpenGLRenderer::setupDrawShader() {
1698    if (mDrawModifiers.mShader) {
1699        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1700    }
1701}
1702
1703void OpenGLRenderer::setupDrawColorFilter() {
1704    if (mDrawModifiers.mColorFilter) {
1705        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1706    }
1707}
1708
1709void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1710    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1711        mColorA = 1.0f;
1712        mColorR = mColorG = mColorB = 0.0f;
1713        mSetShaderColor = mDescription.modulate = true;
1714    }
1715}
1716
1717void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1718    // When the blending mode is kClear_Mode, we need to use a modulate color
1719    // argb=1,0,0,0
1720    accountForClear(mode);
1721    bool blend = (mColorSet && mColorA < 1.0f) ||
1722            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1723    chooseBlending(blend, mode, mDescription, swapSrcDst);
1724}
1725
1726void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1727    // When the blending mode is kClear_Mode, we need to use a modulate color
1728    // argb=1,0,0,0
1729    accountForClear(mode);
1730    blend |= (mColorSet && mColorA < 1.0f) ||
1731            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1732            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1733    chooseBlending(blend, mode, mDescription, swapSrcDst);
1734}
1735
1736void OpenGLRenderer::setupDrawProgram() {
1737    useProgram(mCaches.programCache.get(mDescription));
1738}
1739
1740void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1741    mTrackDirtyRegions = false;
1742}
1743
1744void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1745        bool ignoreTransform) {
1746    mModelView.loadTranslate(left, top, 0.0f);
1747    if (!ignoreTransform) {
1748        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1749        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1750    } else {
1751        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1752        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1753    }
1754}
1755
1756void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1757    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1758}
1759
1760void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1761        bool ignoreTransform, bool ignoreModelView) {
1762    if (!ignoreModelView) {
1763        mModelView.loadTranslate(left, top, 0.0f);
1764        mModelView.scale(right - left, bottom - top, 1.0f);
1765    } else {
1766        mModelView.loadIdentity();
1767    }
1768    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1769    if (!ignoreTransform) {
1770        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1771        if (mTrackDirtyRegions && dirty) {
1772            dirtyLayer(left, top, right, bottom, currentTransform());
1773        }
1774    } else {
1775        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1776        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1777    }
1778}
1779
1780void OpenGLRenderer::setupDrawPointUniforms() {
1781    int slot = mCaches.currentProgram->getUniform("pointSize");
1782    glUniform1f(slot, mDescription.pointSize);
1783}
1784
1785void OpenGLRenderer::setupDrawColorUniforms() {
1786    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1787        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1788    }
1789}
1790
1791void OpenGLRenderer::setupDrawPureColorUniforms() {
1792    if (mSetShaderColor) {
1793        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1794    }
1795}
1796
1797void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1798    if (mDrawModifiers.mShader) {
1799        if (ignoreTransform) {
1800            mModelView.loadInverse(currentTransform());
1801        }
1802        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1803                mModelView, *mSnapshot, &mTextureUnit);
1804    }
1805}
1806
1807void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1808    if (mDrawModifiers.mShader) {
1809        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1810                mat4::identity(), *mSnapshot, &mTextureUnit);
1811    }
1812}
1813
1814void OpenGLRenderer::setupDrawColorFilterUniforms() {
1815    if (mDrawModifiers.mColorFilter) {
1816        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1817    }
1818}
1819
1820void OpenGLRenderer::setupDrawTextGammaUniforms() {
1821    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1822}
1823
1824void OpenGLRenderer::setupDrawSimpleMesh() {
1825    bool force = mCaches.bindMeshBuffer();
1826    mCaches.bindPositionVertexPointer(force, 0);
1827    mCaches.unbindIndicesBuffer();
1828}
1829
1830void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1831    if (texture) bindTexture(texture);
1832    mTextureUnit++;
1833    mCaches.enableTexCoordsVertexArray();
1834}
1835
1836void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1837    bindExternalTexture(texture);
1838    mTextureUnit++;
1839    mCaches.enableTexCoordsVertexArray();
1840}
1841
1842void OpenGLRenderer::setupDrawTextureTransform() {
1843    mDescription.hasTextureTransform = true;
1844}
1845
1846void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1847    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1848            GL_FALSE, &transform.data[0]);
1849}
1850
1851void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1852    bool force = false;
1853    if (!vertices) {
1854        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1855    } else {
1856        force = mCaches.unbindMeshBuffer();
1857    }
1858
1859    mCaches.bindPositionVertexPointer(force, vertices);
1860    if (mCaches.currentProgram->texCoords >= 0) {
1861        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1862    }
1863
1864    mCaches.unbindIndicesBuffer();
1865}
1866
1867void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1868    bool force = mCaches.unbindMeshBuffer();
1869    GLsizei stride = sizeof(ColorTextureVertex);
1870
1871    mCaches.bindPositionVertexPointer(force, vertices, stride);
1872    if (mCaches.currentProgram->texCoords >= 0) {
1873        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1874    }
1875    int slot = mCaches.currentProgram->getAttrib("colors");
1876    if (slot >= 0) {
1877        glEnableVertexAttribArray(slot);
1878        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1879    }
1880
1881    mCaches.unbindIndicesBuffer();
1882}
1883
1884void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1885    bool force = mCaches.unbindMeshBuffer();
1886    mCaches.bindPositionVertexPointer(force, vertices);
1887    if (mCaches.currentProgram->texCoords >= 0) {
1888        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1889    }
1890}
1891
1892void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1893    bool force = mCaches.unbindMeshBuffer();
1894    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1895    mCaches.unbindIndicesBuffer();
1896}
1897
1898void OpenGLRenderer::finishDrawTexture() {
1899}
1900
1901///////////////////////////////////////////////////////////////////////////////
1902// Drawing
1903///////////////////////////////////////////////////////////////////////////////
1904
1905status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1906        int32_t replayFlags) {
1907    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1908    // will be performed by the display list itself
1909    if (displayList && displayList->isRenderable()) {
1910        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1911            startFrame();
1912            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1913            displayList->replay(replayStruct, 0);
1914            return replayStruct.mDrawGlStatus;
1915        }
1916
1917        DeferredDisplayList deferredList;
1918        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1919        displayList->defer(deferStruct, 0);
1920
1921        flushLayers();
1922        startFrame();
1923
1924        return deferredList.flush(*this, dirty);
1925    }
1926
1927    return DrawGlInfo::kStatusDone;
1928}
1929
1930void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1931    if (displayList) {
1932        displayList->output(1);
1933    }
1934}
1935
1936void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1937    int alpha;
1938    SkXfermode::Mode mode;
1939    getAlphaAndMode(paint, &alpha, &mode);
1940
1941    int color = paint != NULL ? paint->getColor() : 0;
1942
1943    float x = left;
1944    float y = top;
1945
1946    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1947
1948    bool ignoreTransform = false;
1949    if (currentTransform().isPureTranslate()) {
1950        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
1951        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
1952        ignoreTransform = true;
1953
1954        texture->setFilter(GL_NEAREST, true);
1955    } else {
1956        texture->setFilter(FILTER(paint), true);
1957    }
1958
1959    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1960            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1961            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1962}
1963
1964status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1965    const float right = left + bitmap->width();
1966    const float bottom = top + bitmap->height();
1967
1968    if (quickReject(left, top, right, bottom)) {
1969        return DrawGlInfo::kStatusDone;
1970    }
1971
1972    mCaches.activeTexture(0);
1973    Texture* texture = mCaches.textureCache.get(bitmap);
1974    if (!texture) return DrawGlInfo::kStatusDone;
1975    const AutoTexture autoCleanup(texture);
1976
1977    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1978        drawAlphaBitmap(texture, left, top, paint);
1979    } else {
1980        drawTextureRect(left, top, right, bottom, texture, paint);
1981    }
1982
1983    return DrawGlInfo::kStatusDrew;
1984}
1985
1986status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1987    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1988    const mat4 transform(*matrix);
1989    transform.mapRect(r);
1990
1991    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1992        return DrawGlInfo::kStatusDone;
1993    }
1994
1995    mCaches.activeTexture(0);
1996    Texture* texture = mCaches.textureCache.get(bitmap);
1997    if (!texture) return DrawGlInfo::kStatusDone;
1998    const AutoTexture autoCleanup(texture);
1999
2000    // This could be done in a cheaper way, all we need is pass the matrix
2001    // to the vertex shader. The save/restore is a bit overkill.
2002    save(SkCanvas::kMatrix_SaveFlag);
2003    concatMatrix(matrix);
2004    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2005        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2006    } else {
2007        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2008    }
2009    restore();
2010
2011    return DrawGlInfo::kStatusDrew;
2012}
2013
2014status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2015    const float right = left + bitmap->width();
2016    const float bottom = top + bitmap->height();
2017
2018    if (quickReject(left, top, right, bottom)) {
2019        return DrawGlInfo::kStatusDone;
2020    }
2021
2022    mCaches.activeTexture(0);
2023    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2024    const AutoTexture autoCleanup(texture);
2025
2026    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2027        drawAlphaBitmap(texture, left, top, paint);
2028    } else {
2029        drawTextureRect(left, top, right, bottom, texture, paint);
2030    }
2031
2032    return DrawGlInfo::kStatusDrew;
2033}
2034
2035status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2036        float* vertices, int* colors, SkPaint* paint) {
2037    if (!vertices || mSnapshot->isIgnored()) {
2038        return DrawGlInfo::kStatusDone;
2039    }
2040
2041    float left = FLT_MAX;
2042    float top = FLT_MAX;
2043    float right = FLT_MIN;
2044    float bottom = FLT_MIN;
2045
2046    const uint32_t count = meshWidth * meshHeight * 6;
2047
2048    ColorTextureVertex mesh[count];
2049    ColorTextureVertex* vertex = mesh;
2050
2051    bool cleanupColors = false;
2052    if (!colors) {
2053        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2054        colors = new int[colorsCount];
2055        memset(colors, 0xff, colorsCount * sizeof(int));
2056        cleanupColors = true;
2057    }
2058
2059    for (int32_t y = 0; y < meshHeight; y++) {
2060        for (int32_t x = 0; x < meshWidth; x++) {
2061            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2062
2063            float u1 = float(x) / meshWidth;
2064            float u2 = float(x + 1) / meshWidth;
2065            float v1 = float(y) / meshHeight;
2066            float v2 = float(y + 1) / meshHeight;
2067
2068            int ax = i + (meshWidth + 1) * 2;
2069            int ay = ax + 1;
2070            int bx = i;
2071            int by = bx + 1;
2072            int cx = i + 2;
2073            int cy = cx + 1;
2074            int dx = i + (meshWidth + 1) * 2 + 2;
2075            int dy = dx + 1;
2076
2077            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2078            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2079            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2080
2081            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2082            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2083            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2084
2085            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2086            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2087            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2088            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2089        }
2090    }
2091
2092    if (quickReject(left, top, right, bottom)) {
2093        if (cleanupColors) delete[] colors;
2094        return DrawGlInfo::kStatusDone;
2095    }
2096
2097    mCaches.activeTexture(0);
2098    Texture* texture = mCaches.textureCache.get(bitmap);
2099    if (!texture) {
2100        if (cleanupColors) delete[] colors;
2101        return DrawGlInfo::kStatusDone;
2102    }
2103    const AutoTexture autoCleanup(texture);
2104
2105    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2106    texture->setFilter(FILTER(paint), true);
2107
2108    int alpha;
2109    SkXfermode::Mode mode;
2110    getAlphaAndMode(paint, &alpha, &mode);
2111
2112    float a = alpha / 255.0f;
2113
2114    if (hasLayer()) {
2115        dirtyLayer(left, top, right, bottom, currentTransform());
2116    }
2117
2118    setupDraw();
2119    setupDrawWithTextureAndColor();
2120    setupDrawColor(a, a, a, a);
2121    setupDrawColorFilter();
2122    setupDrawBlending(true, mode, false);
2123    setupDrawProgram();
2124    setupDrawDirtyRegionsDisabled();
2125    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2126    setupDrawTexture(texture->id);
2127    setupDrawPureColorUniforms();
2128    setupDrawColorFilterUniforms();
2129    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2130
2131    glDrawArrays(GL_TRIANGLES, 0, count);
2132
2133    finishDrawTexture();
2134
2135    int slot = mCaches.currentProgram->getAttrib("colors");
2136    if (slot >= 0) {
2137        glDisableVertexAttribArray(slot);
2138    }
2139
2140    if (cleanupColors) delete[] colors;
2141
2142    return DrawGlInfo::kStatusDrew;
2143}
2144
2145status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2146         float srcLeft, float srcTop, float srcRight, float srcBottom,
2147         float dstLeft, float dstTop, float dstRight, float dstBottom,
2148         SkPaint* paint) {
2149    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2150        return DrawGlInfo::kStatusDone;
2151    }
2152
2153    mCaches.activeTexture(0);
2154    Texture* texture = mCaches.textureCache.get(bitmap);
2155    if (!texture) return DrawGlInfo::kStatusDone;
2156    const AutoTexture autoCleanup(texture);
2157
2158    const float width = texture->width;
2159    const float height = texture->height;
2160
2161    const float u1 = fmax(0.0f, srcLeft / width);
2162    const float v1 = fmax(0.0f, srcTop / height);
2163    const float u2 = fmin(1.0f, srcRight / width);
2164    const float v2 = fmin(1.0f, srcBottom / height);
2165
2166    mCaches.unbindMeshBuffer();
2167    resetDrawTextureTexCoords(u1, v1, u2, v2);
2168
2169    int alpha;
2170    SkXfermode::Mode mode;
2171    getAlphaAndMode(paint, &alpha, &mode);
2172
2173    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2174
2175    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2176    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2177
2178    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2179    // Apply a scale transform on the canvas only when a shader is in use
2180    // Skia handles the ratio between the dst and src rects as a scale factor
2181    // when a shader is set
2182    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2183    bool ignoreTransform = false;
2184
2185    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2186        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2187        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2188
2189        dstRight = x + (dstRight - dstLeft);
2190        dstBottom = y + (dstBottom - dstTop);
2191
2192        dstLeft = x;
2193        dstTop = y;
2194
2195        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2196        ignoreTransform = true;
2197    } else {
2198        texture->setFilter(FILTER(paint), true);
2199    }
2200
2201    if (CC_UNLIKELY(useScaleTransform)) {
2202        save(SkCanvas::kMatrix_SaveFlag);
2203        translate(dstLeft, dstTop);
2204        scale(scaleX, scaleY);
2205
2206        dstLeft = 0.0f;
2207        dstTop = 0.0f;
2208
2209        dstRight = srcRight - srcLeft;
2210        dstBottom = srcBottom - srcTop;
2211    }
2212
2213    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2214        int color = paint ? paint->getColor() : 0;
2215        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2216                texture->id, paint != NULL, color, alpha, mode,
2217                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2218                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2219    } else {
2220        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2221                texture->id, alpha / 255.0f, mode, texture->blend,
2222                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2223                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2224    }
2225
2226    if (CC_UNLIKELY(useScaleTransform)) {
2227        restore();
2228    }
2229
2230    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2231
2232    return DrawGlInfo::kStatusDrew;
2233}
2234
2235status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2236        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2237        float left, float top, float right, float bottom, SkPaint* paint) {
2238    int alpha;
2239    SkXfermode::Mode mode;
2240    getAlphaAndModeDirect(paint, &alpha, &mode);
2241
2242    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2243            left, top, right, bottom, alpha, mode);
2244}
2245
2246status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2247        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2248        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2249    if (quickReject(left, top, right, bottom)) {
2250        return DrawGlInfo::kStatusDone;
2251    }
2252
2253    alpha *= mSnapshot->alpha;
2254
2255    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2256            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2257
2258    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2259        mCaches.activeTexture(0);
2260        Texture* texture = mCaches.textureCache.get(bitmap);
2261        if (!texture) return DrawGlInfo::kStatusDone;
2262        const AutoTexture autoCleanup(texture);
2263        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2264        texture->setFilter(GL_LINEAR, true);
2265
2266        const bool pureTranslate = currentTransform().isPureTranslate();
2267        // Mark the current layer dirty where we are going to draw the patch
2268        if (hasLayer() && mesh->hasEmptyQuads) {
2269            const float offsetX = left + currentTransform().getTranslateX();
2270            const float offsetY = top + currentTransform().getTranslateY();
2271            const size_t count = mesh->quads.size();
2272            for (size_t i = 0; i < count; i++) {
2273                const Rect& bounds = mesh->quads.itemAt(i);
2274                if (CC_LIKELY(pureTranslate)) {
2275                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2276                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2277                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2278                } else {
2279                    dirtyLayer(left + bounds.left, top + bounds.top,
2280                            left + bounds.right, top + bounds.bottom, currentTransform());
2281                }
2282            }
2283        }
2284
2285        if (CC_LIKELY(pureTranslate)) {
2286            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2287            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2288
2289            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2290                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2291                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2292                    true, !mesh->hasEmptyQuads);
2293        } else {
2294            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2295                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2296                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2297                    true, !mesh->hasEmptyQuads);
2298        }
2299    }
2300
2301    return DrawGlInfo::kStatusDrew;
2302}
2303
2304status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2305        bool useOffset) {
2306    if (!vertexBuffer.getSize()) {
2307        // no vertices to draw
2308        return DrawGlInfo::kStatusDone;
2309    }
2310
2311    int color = paint->getColor();
2312    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2313    bool isAA = paint->isAntiAlias();
2314
2315    setupDraw();
2316    setupDrawNoTexture();
2317    if (isAA) setupDrawAA();
2318    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2319    setupDrawColorFilter();
2320    setupDrawShader();
2321    setupDrawBlending(isAA, mode);
2322    setupDrawProgram();
2323    setupDrawModelViewIdentity(useOffset);
2324    setupDrawColorUniforms();
2325    setupDrawColorFilterUniforms();
2326    setupDrawShaderIdentityUniforms();
2327
2328    void* vertices = vertexBuffer.getBuffer();
2329    bool force = mCaches.unbindMeshBuffer();
2330    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2331    mCaches.resetTexCoordsVertexPointer();
2332    mCaches.unbindIndicesBuffer();
2333
2334    int alphaSlot = -1;
2335    if (isAA) {
2336        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2337        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2338
2339        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2340        glEnableVertexAttribArray(alphaSlot);
2341        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2342    }
2343
2344    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2345
2346    if (isAA) {
2347        glDisableVertexAttribArray(alphaSlot);
2348    }
2349
2350    return DrawGlInfo::kStatusDrew;
2351}
2352
2353/**
2354 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2355 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2356 * screen space in all directions. However, instead of using a fragment shader to compute the
2357 * translucency of the color from its position, we simply use a varying parameter to define how far
2358 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2359 *
2360 * Doesn't yet support joins, caps, or path effects.
2361 */
2362status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2363    VertexBuffer vertexBuffer;
2364    // TODO: try clipping large paths to viewport
2365    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2366
2367    if (hasLayer()) {
2368        SkRect bounds = path.getBounds();
2369        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2370        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2371    }
2372
2373    return drawVertexBuffer(vertexBuffer, paint);
2374}
2375
2376/**
2377 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2378 * and additional geometry for defining an alpha slope perimeter.
2379 *
2380 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2381 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2382 * in-shader alpha region, but found it to be taxing on some GPUs.
2383 *
2384 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2385 * memory transfer by removing need for degenerate vertices.
2386 */
2387status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2388    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2389
2390    count &= ~0x3; // round down to nearest four
2391
2392    VertexBuffer buffer;
2393    SkRect bounds;
2394    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2395
2396    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2397        return DrawGlInfo::kStatusDone;
2398    }
2399
2400    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2401
2402    bool useOffset = !paint->isAntiAlias();
2403    return drawVertexBuffer(buffer, paint, useOffset);
2404}
2405
2406status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2407    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2408
2409    // TODO: The paint's cap style defines whether the points are square or circular
2410    // TODO: Handle AA for round points
2411
2412    // A stroke width of 0 has a special meaning in Skia:
2413    // it draws an unscaled 1px point
2414    float strokeWidth = paint->getStrokeWidth();
2415    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2416    if (isHairLine) {
2417        // Now that we know it's hairline, we can set the effective width, to be used later
2418        strokeWidth = 1.0f;
2419    }
2420    const float halfWidth = strokeWidth / 2;
2421
2422    int alpha;
2423    SkXfermode::Mode mode;
2424    getAlphaAndMode(paint, &alpha, &mode);
2425
2426    int verticesCount = count >> 1;
2427    int generatedVerticesCount = 0;
2428
2429    TextureVertex pointsData[verticesCount];
2430    TextureVertex* vertex = &pointsData[0];
2431
2432    // TODO: We should optimize this method to not generate vertices for points
2433    // that lie outside of the clip.
2434    mCaches.enableScissor();
2435
2436    setupDraw();
2437    setupDrawNoTexture();
2438    setupDrawPoint(strokeWidth);
2439    setupDrawColor(paint->getColor(), alpha);
2440    setupDrawColorFilter();
2441    setupDrawShader();
2442    setupDrawBlending(mode);
2443    setupDrawProgram();
2444    setupDrawModelViewIdentity(true);
2445    setupDrawColorUniforms();
2446    setupDrawColorFilterUniforms();
2447    setupDrawPointUniforms();
2448    setupDrawShaderIdentityUniforms();
2449    setupDrawMesh(vertex);
2450
2451    for (int i = 0; i < count; i += 2) {
2452        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2453        generatedVerticesCount++;
2454
2455        float left = points[i] - halfWidth;
2456        float right = points[i] + halfWidth;
2457        float top = points[i + 1] - halfWidth;
2458        float bottom = points [i + 1] + halfWidth;
2459
2460        dirtyLayer(left, top, right, bottom, currentTransform());
2461    }
2462
2463    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2464
2465    return DrawGlInfo::kStatusDrew;
2466}
2467
2468status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2469    // No need to check against the clip, we fill the clip region
2470    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2471
2472    Rect& clip(*mSnapshot->clipRect);
2473    clip.snapToPixelBoundaries();
2474
2475    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2476
2477    return DrawGlInfo::kStatusDrew;
2478}
2479
2480status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2481        SkPaint* paint) {
2482    if (!texture) return DrawGlInfo::kStatusDone;
2483    const AutoTexture autoCleanup(texture);
2484
2485    const float x = left + texture->left - texture->offset;
2486    const float y = top + texture->top - texture->offset;
2487
2488    drawPathTexture(texture, x, y, paint);
2489
2490    return DrawGlInfo::kStatusDrew;
2491}
2492
2493status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2494        float rx, float ry, SkPaint* p) {
2495    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2496            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2497        return DrawGlInfo::kStatusDone;
2498    }
2499
2500    if (p->getPathEffect() != 0) {
2501        mCaches.activeTexture(0);
2502        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2503                right - left, bottom - top, rx, ry, p);
2504        return drawShape(left, top, texture, p);
2505    }
2506
2507    SkPath path;
2508    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2509    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2510        float outset = p->getStrokeWidth() / 2;
2511        rect.outset(outset, outset);
2512        rx += outset;
2513        ry += outset;
2514    }
2515    path.addRoundRect(rect, rx, ry);
2516    return drawConvexPath(path, p);
2517}
2518
2519status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2520    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2521            x + radius, y + radius, p) ||
2522            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2523        return DrawGlInfo::kStatusDone;
2524    }
2525    if (p->getPathEffect() != 0) {
2526        mCaches.activeTexture(0);
2527        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2528        return drawShape(x - radius, y - radius, texture, p);
2529    }
2530
2531    SkPath path;
2532    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2533        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2534    } else {
2535        path.addCircle(x, y, radius);
2536    }
2537    return drawConvexPath(path, p);
2538}
2539
2540status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2541        SkPaint* p) {
2542    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2543            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2544        return DrawGlInfo::kStatusDone;
2545    }
2546
2547    if (p->getPathEffect() != 0) {
2548        mCaches.activeTexture(0);
2549        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2550        return drawShape(left, top, texture, p);
2551    }
2552
2553    SkPath path;
2554    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2555    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2556        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2557    }
2558    path.addOval(rect);
2559    return drawConvexPath(path, p);
2560}
2561
2562status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2563        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2564    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2565            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2566        return DrawGlInfo::kStatusDone;
2567    }
2568
2569    if (fabs(sweepAngle) >= 360.0f) {
2570        return drawOval(left, top, right, bottom, p);
2571    }
2572
2573    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2574    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2575        mCaches.activeTexture(0);
2576        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2577                startAngle, sweepAngle, useCenter, p);
2578        return drawShape(left, top, texture, p);
2579    }
2580
2581    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2582    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2583        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2584    }
2585
2586    SkPath path;
2587    if (useCenter) {
2588        path.moveTo(rect.centerX(), rect.centerY());
2589    }
2590    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2591    if (useCenter) {
2592        path.close();
2593    }
2594    return drawConvexPath(path, p);
2595}
2596
2597// See SkPaintDefaults.h
2598#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2599
2600status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2601    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2602            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2603        return DrawGlInfo::kStatusDone;
2604    }
2605
2606    if (p->getStyle() != SkPaint::kFill_Style) {
2607        // only fill style is supported by drawConvexPath, since others have to handle joins
2608        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2609                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2610            mCaches.activeTexture(0);
2611            const PathTexture* texture =
2612                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2613            return drawShape(left, top, texture, p);
2614        }
2615
2616        SkPath path;
2617        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2618        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2619            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2620        }
2621        path.addRect(rect);
2622        return drawConvexPath(path, p);
2623    }
2624
2625    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2626        SkPath path;
2627        path.addRect(left, top, right, bottom);
2628        return drawConvexPath(path, p);
2629    } else {
2630        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2631        return DrawGlInfo::kStatusDrew;
2632    }
2633}
2634
2635void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2636        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2637        float x, float y) {
2638    mCaches.activeTexture(0);
2639
2640    // NOTE: The drop shadow will not perform gamma correction
2641    //       if shader-based correction is enabled
2642    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2643    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2644            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2645    const AutoTexture autoCleanup(shadow);
2646
2647    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2648    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2649
2650    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2651    int shadowColor = mDrawModifiers.mShadowColor;
2652    if (mDrawModifiers.mShader) {
2653        shadowColor = 0xffffffff;
2654    }
2655
2656    setupDraw();
2657    setupDrawWithTexture(true);
2658    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2659    setupDrawColorFilter();
2660    setupDrawShader();
2661    setupDrawBlending(true, mode);
2662    setupDrawProgram();
2663    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2664    setupDrawTexture(shadow->id);
2665    setupDrawPureColorUniforms();
2666    setupDrawColorFilterUniforms();
2667    setupDrawShaderUniforms();
2668    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2669
2670    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2671}
2672
2673bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2674    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2675    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2676}
2677
2678class TextSetupFunctor: public Functor {
2679public:
2680    TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2681            int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2682            renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2683            alpha(alpha), mode(mode), paint(paint) {
2684    }
2685    ~TextSetupFunctor() { }
2686
2687    status_t operator ()(int what, void* data) {
2688        renderer.setupDraw();
2689        renderer.setupDrawTextGamma(paint);
2690        renderer.setupDrawDirtyRegionsDisabled();
2691        renderer.setupDrawWithTexture(true);
2692        renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2693        renderer.setupDrawColorFilter();
2694        renderer.setupDrawShader();
2695        renderer.setupDrawBlending(true, mode);
2696        renderer.setupDrawProgram();
2697        renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2698        // Calling setupDrawTexture with the name 0 will enable the
2699        // uv attributes and increase the texture unit count
2700        // texture binding will be performed by the font renderer as
2701        // needed
2702        renderer.setupDrawTexture(0);
2703        renderer.setupDrawPureColorUniforms();
2704        renderer.setupDrawColorFilterUniforms();
2705        renderer.setupDrawShaderUniforms(pureTranslate);
2706        renderer.setupDrawTextGammaUniforms();
2707
2708        return NO_ERROR;
2709    }
2710
2711    OpenGLRenderer& renderer;
2712    float x;
2713    float y;
2714    bool pureTranslate;
2715    int alpha;
2716    SkXfermode::Mode mode;
2717    SkPaint* paint;
2718};
2719
2720status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2721        const float* positions, SkPaint* paint) {
2722    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2723        return DrawGlInfo::kStatusDone;
2724    }
2725
2726    // NOTE: Skia does not support perspective transform on drawPosText yet
2727    if (!currentTransform().isSimple()) {
2728        return DrawGlInfo::kStatusDone;
2729    }
2730
2731    float x = 0.0f;
2732    float y = 0.0f;
2733    const bool pureTranslate = currentTransform().isPureTranslate();
2734    if (pureTranslate) {
2735        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2736        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2737    }
2738
2739    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2740    fontRenderer.setFont(paint, mat4::identity());
2741
2742    int alpha;
2743    SkXfermode::Mode mode;
2744    getAlphaAndMode(paint, &alpha, &mode);
2745
2746    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2747        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2748                alpha, mode, 0.0f, 0.0f);
2749    }
2750
2751    // Pick the appropriate texture filtering
2752    bool linearFilter = currentTransform().changesBounds();
2753    if (pureTranslate && !linearFilter) {
2754        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2755    }
2756    fontRenderer.setTextureFiltering(linearFilter);
2757
2758    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2759    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2760
2761    const bool hasActiveLayer = hasLayer();
2762
2763    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2764    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2765            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2766        if (hasActiveLayer) {
2767            if (!pureTranslate) {
2768                currentTransform().mapRect(bounds);
2769            }
2770            dirtyLayerUnchecked(bounds, getRegion());
2771        }
2772    }
2773
2774    return DrawGlInfo::kStatusDrew;
2775}
2776
2777mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2778    mat4 fontTransform;
2779    if (CC_LIKELY(transform.isPureTranslate())) {
2780        fontTransform = mat4::identity();
2781    } else {
2782        if (CC_UNLIKELY(transform.isPerspective())) {
2783            fontTransform = mat4::identity();
2784        } else {
2785            float sx, sy;
2786            currentTransform().decomposeScale(sx, sy);
2787            fontTransform.loadScale(sx, sy, 1.0f);
2788        }
2789    }
2790    return fontTransform;
2791}
2792
2793status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2794        float x, float y, const float* positions, SkPaint* paint, float length) {
2795    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2796        return DrawGlInfo::kStatusDone;
2797    }
2798
2799    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2800    switch (paint->getTextAlign()) {
2801        case SkPaint::kCenter_Align:
2802            x -= length / 2.0f;
2803            break;
2804        case SkPaint::kRight_Align:
2805            x -= length;
2806            break;
2807        default:
2808            break;
2809    }
2810
2811    SkPaint::FontMetrics metrics;
2812    paint->getFontMetrics(&metrics, 0.0f);
2813    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2814        return DrawGlInfo::kStatusDone;
2815    }
2816
2817    const float oldX = x;
2818    const float oldY = y;
2819
2820    const mat4& transform = currentTransform();
2821    const bool pureTranslate = transform.isPureTranslate();
2822
2823    if (CC_LIKELY(pureTranslate)) {
2824        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2825        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2826    }
2827
2828    int alpha;
2829    SkXfermode::Mode mode;
2830    getAlphaAndMode(paint, &alpha, &mode);
2831
2832    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2833
2834    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2835        fontRenderer.setFont(paint, mat4::identity());
2836        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2837                alpha, mode, oldX, oldY);
2838    }
2839
2840    const bool hasActiveLayer = hasLayer();
2841
2842    // We only pass a partial transform to the font renderer. That partial
2843    // matrix defines how glyphs are rasterized. Typically we want glyphs
2844    // to be rasterized at their final size on screen, which means the partial
2845    // matrix needs to take the scale factor into account.
2846    // When a partial matrix is used to transform glyphs during rasterization,
2847    // the mesh is generated with the inverse transform (in the case of scale,
2848    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2849    // apply the full transform matrix at draw time in the vertex shader.
2850    // Applying the full matrix in the shader is the easiest way to handle
2851    // rotation and perspective and allows us to always generated quads in the
2852    // font renderer which greatly simplifies the code, clipping in particular.
2853    mat4 fontTransform = findBestFontTransform(transform);
2854    fontRenderer.setFont(paint, fontTransform);
2855
2856    // Pick the appropriate texture filtering
2857    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2858    fontRenderer.setTextureFiltering(linearFilter);
2859
2860    // TODO: Implement better clipping for scaled/rotated text
2861    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2862    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2863
2864    bool status;
2865    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2866    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2867        SkPaint paintCopy(*paint);
2868        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2869        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2870                positions, hasActiveLayer ? &bounds : NULL, &functor);
2871    } else {
2872        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2873                positions, hasActiveLayer ? &bounds : NULL, &functor);
2874    }
2875
2876    if (status && hasActiveLayer) {
2877        if (!pureTranslate) {
2878            transform.mapRect(bounds);
2879        }
2880        dirtyLayerUnchecked(bounds, getRegion());
2881    }
2882
2883    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2884
2885    return DrawGlInfo::kStatusDrew;
2886}
2887
2888status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2889        float hOffset, float vOffset, SkPaint* paint) {
2890    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2891        return DrawGlInfo::kStatusDone;
2892    }
2893
2894    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2895    fontRenderer.setFont(paint, mat4::identity());
2896    fontRenderer.setTextureFiltering(true);
2897
2898    int alpha;
2899    SkXfermode::Mode mode;
2900    getAlphaAndMode(paint, &alpha, &mode);
2901
2902    setupDraw();
2903    setupDrawTextGamma(paint);
2904    setupDrawDirtyRegionsDisabled();
2905    setupDrawWithTexture(true);
2906    setupDrawAlpha8Color(paint->getColor(), alpha);
2907    setupDrawColorFilter();
2908    setupDrawShader();
2909    setupDrawBlending(true, mode);
2910    setupDrawProgram();
2911    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2912    // Calling setupDrawTexture with the name 0 will enable the
2913    // uv attributes and increase the texture unit count
2914    // texture binding will be performed by the font renderer as
2915    // needed
2916    setupDrawTexture(0);
2917    setupDrawPureColorUniforms();
2918    setupDrawColorFilterUniforms();
2919    setupDrawShaderUniforms(false);
2920    setupDrawTextGammaUniforms();
2921
2922    const Rect* clip = &mSnapshot->getLocalClip();
2923    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2924
2925    const bool hasActiveLayer = hasLayer();
2926
2927    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2928            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2929        if (hasActiveLayer) {
2930            currentTransform().mapRect(bounds);
2931            dirtyLayerUnchecked(bounds, getRegion());
2932        }
2933    }
2934
2935    return DrawGlInfo::kStatusDrew;
2936}
2937
2938status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2939    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2940
2941    mCaches.activeTexture(0);
2942
2943    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2944    if (!texture) return DrawGlInfo::kStatusDone;
2945    const AutoTexture autoCleanup(texture);
2946
2947    const float x = texture->left - texture->offset;
2948    const float y = texture->top - texture->offset;
2949
2950    drawPathTexture(texture, x, y, paint);
2951
2952    return DrawGlInfo::kStatusDrew;
2953}
2954
2955status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2956    if (!layer) {
2957        return DrawGlInfo::kStatusDone;
2958    }
2959
2960    mat4* transform = NULL;
2961    if (layer->isTextureLayer()) {
2962        transform = &layer->getTransform();
2963        if (!transform->isIdentity()) {
2964            save(0);
2965            currentTransform().multiply(*transform);
2966        }
2967    }
2968
2969    Rect transformed;
2970    Rect clip;
2971    const bool rejected = quickRejectNoScissor(x, y,
2972            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2973
2974    if (rejected) {
2975        if (transform && !transform->isIdentity()) {
2976            restore();
2977        }
2978        return DrawGlInfo::kStatusDone;
2979    }
2980
2981    updateLayer(layer, true);
2982
2983    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2984    mCaches.activeTexture(0);
2985
2986    if (CC_LIKELY(!layer->region.isEmpty())) {
2987        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2988        mDrawModifiers.mColorFilter = layer->getColorFilter();
2989
2990        if (layer->region.isRect()) {
2991            composeLayerRect(layer, layer->regionRect);
2992        } else if (layer->mesh) {
2993            const float a = layer->getAlpha() / 255.0f * mSnapshot->alpha;
2994            setupDraw();
2995            setupDrawWithTexture();
2996            setupDrawColor(a, a, a, a);
2997            setupDrawColorFilter();
2998            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2999            setupDrawProgram();
3000            setupDrawPureColorUniforms();
3001            setupDrawColorFilterUniforms();
3002            setupDrawTexture(layer->getTexture());
3003            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3004                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3005                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3006
3007                layer->setFilter(GL_NEAREST);
3008                setupDrawModelViewTranslate(tx, ty,
3009                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3010            } else {
3011                layer->setFilter(GL_LINEAR);
3012                setupDrawModelViewTranslate(x, y,
3013                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3014            }
3015            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
3016
3017            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3018                    GL_UNSIGNED_SHORT, layer->meshIndices);
3019
3020            finishDrawTexture();
3021
3022#if DEBUG_LAYERS_AS_REGIONS
3023            drawRegionRects(layer->region);
3024#endif
3025        }
3026
3027        mDrawModifiers.mColorFilter = oldFilter;
3028
3029        if (layer->debugDrawUpdate) {
3030            layer->debugDrawUpdate = false;
3031            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3032                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3033        }
3034    }
3035
3036    if (transform && !transform->isIdentity()) {
3037        restore();
3038    }
3039
3040    return DrawGlInfo::kStatusDrew;
3041}
3042
3043///////////////////////////////////////////////////////////////////////////////
3044// Shaders
3045///////////////////////////////////////////////////////////////////////////////
3046
3047void OpenGLRenderer::resetShader() {
3048    mDrawModifiers.mShader = NULL;
3049}
3050
3051void OpenGLRenderer::setupShader(SkiaShader* shader) {
3052    mDrawModifiers.mShader = shader;
3053    if (mDrawModifiers.mShader) {
3054        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
3055    }
3056}
3057
3058///////////////////////////////////////////////////////////////////////////////
3059// Color filters
3060///////////////////////////////////////////////////////////////////////////////
3061
3062void OpenGLRenderer::resetColorFilter() {
3063    mDrawModifiers.mColorFilter = NULL;
3064}
3065
3066void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3067    mDrawModifiers.mColorFilter = filter;
3068}
3069
3070///////////////////////////////////////////////////////////////////////////////
3071// Drop shadow
3072///////////////////////////////////////////////////////////////////////////////
3073
3074void OpenGLRenderer::resetShadow() {
3075    mDrawModifiers.mHasShadow = false;
3076}
3077
3078void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3079    mDrawModifiers.mHasShadow = true;
3080    mDrawModifiers.mShadowRadius = radius;
3081    mDrawModifiers.mShadowDx = dx;
3082    mDrawModifiers.mShadowDy = dy;
3083    mDrawModifiers.mShadowColor = color;
3084}
3085
3086///////////////////////////////////////////////////////////////////////////////
3087// Draw filters
3088///////////////////////////////////////////////////////////////////////////////
3089
3090void OpenGLRenderer::resetPaintFilter() {
3091    mDrawModifiers.mHasDrawFilter = false;
3092}
3093
3094void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3095    mDrawModifiers.mHasDrawFilter = true;
3096    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3097    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3098}
3099
3100SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3101    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3102        return paint;
3103    }
3104
3105    uint32_t flags = paint->getFlags();
3106
3107    mFilteredPaint = *paint;
3108    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3109            mDrawModifiers.mPaintFilterSetBits);
3110
3111    return &mFilteredPaint;
3112}
3113
3114///////////////////////////////////////////////////////////////////////////////
3115// Drawing implementation
3116///////////////////////////////////////////////////////////////////////////////
3117
3118void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3119        float x, float y, SkPaint* paint) {
3120    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3121        return;
3122    }
3123
3124    int alpha;
3125    SkXfermode::Mode mode;
3126    getAlphaAndMode(paint, &alpha, &mode);
3127
3128    setupDraw();
3129    setupDrawWithTexture(true);
3130    setupDrawAlpha8Color(paint->getColor(), alpha);
3131    setupDrawColorFilter();
3132    setupDrawShader();
3133    setupDrawBlending(true, mode);
3134    setupDrawProgram();
3135    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3136    setupDrawTexture(texture->id);
3137    setupDrawPureColorUniforms();
3138    setupDrawColorFilterUniforms();
3139    setupDrawShaderUniforms();
3140    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3141
3142    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3143
3144    finishDrawTexture();
3145}
3146
3147// Same values used by Skia
3148#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3149#define kStdUnderline_Offset    (1.0f / 9.0f)
3150#define kStdUnderline_Thickness (1.0f / 18.0f)
3151
3152void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3153        float x, float y, SkPaint* paint) {
3154    // Handle underline and strike-through
3155    uint32_t flags = paint->getFlags();
3156    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3157        SkPaint paintCopy(*paint);
3158        float underlineWidth = length;
3159        // If length is > 0.0f, we already measured the text for the text alignment
3160        if (length <= 0.0f) {
3161            underlineWidth = paintCopy.measureText(text, bytesCount);
3162        }
3163
3164        if (CC_LIKELY(underlineWidth > 0.0f)) {
3165            const float textSize = paintCopy.getTextSize();
3166            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3167
3168            const float left = x;
3169            float top = 0.0f;
3170
3171            int linesCount = 0;
3172            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3173            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3174
3175            const int pointsCount = 4 * linesCount;
3176            float points[pointsCount];
3177            int currentPoint = 0;
3178
3179            if (flags & SkPaint::kUnderlineText_Flag) {
3180                top = y + textSize * kStdUnderline_Offset;
3181                points[currentPoint++] = left;
3182                points[currentPoint++] = top;
3183                points[currentPoint++] = left + underlineWidth;
3184                points[currentPoint++] = top;
3185            }
3186
3187            if (flags & SkPaint::kStrikeThruText_Flag) {
3188                top = y + textSize * kStdStrikeThru_Offset;
3189                points[currentPoint++] = left;
3190                points[currentPoint++] = top;
3191                points[currentPoint++] = left + underlineWidth;
3192                points[currentPoint++] = top;
3193            }
3194
3195            paintCopy.setStrokeWidth(strokeWidth);
3196
3197            drawLines(&points[0], pointsCount, &paintCopy);
3198        }
3199    }
3200}
3201
3202status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3203    if (mSnapshot->isIgnored()) {
3204        return DrawGlInfo::kStatusDone;
3205    }
3206
3207    int color = paint->getColor();
3208    // If a shader is set, preserve only the alpha
3209    if (mDrawModifiers.mShader) {
3210        color |= 0x00ffffff;
3211    }
3212    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3213
3214    return drawColorRects(rects, count, color, mode);
3215}
3216
3217status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3218        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3219    if (count == 0) {
3220        return DrawGlInfo::kStatusDone;
3221    }
3222
3223    float left = FLT_MAX;
3224    float top = FLT_MAX;
3225    float right = FLT_MIN;
3226    float bottom = FLT_MIN;
3227
3228    int vertexCount = 0;
3229    Vertex mesh[count * 6];
3230    Vertex* vertex = mesh;
3231
3232    for (int index = 0; index < count; index += 4) {
3233        float l = rects[index + 0];
3234        float t = rects[index + 1];
3235        float r = rects[index + 2];
3236        float b = rects[index + 3];
3237
3238        Vertex::set(vertex++, l, b);
3239        Vertex::set(vertex++, l, t);
3240        Vertex::set(vertex++, r, t);
3241        Vertex::set(vertex++, l, b);
3242        Vertex::set(vertex++, r, t);
3243        Vertex::set(vertex++, r, b);
3244
3245        vertexCount += 6;
3246
3247        left = fminf(left, l);
3248        top = fminf(top, t);
3249        right = fmaxf(right, r);
3250        bottom = fmaxf(bottom, b);
3251    }
3252
3253    if (clip && quickReject(left, top, right, bottom)) {
3254        return DrawGlInfo::kStatusDone;
3255    }
3256
3257    setupDraw();
3258    setupDrawNoTexture();
3259    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3260    setupDrawShader();
3261    setupDrawColorFilter();
3262    setupDrawBlending(mode);
3263    setupDrawProgram();
3264    setupDrawDirtyRegionsDisabled();
3265    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3266    setupDrawColorUniforms();
3267    setupDrawShaderUniforms();
3268    setupDrawColorFilterUniforms();
3269    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3270
3271    if (dirty && hasLayer()) {
3272        dirtyLayer(left, top, right, bottom, currentTransform());
3273    }
3274
3275    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3276
3277    return DrawGlInfo::kStatusDrew;
3278}
3279
3280void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3281        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3282    // If a shader is set, preserve only the alpha
3283    if (mDrawModifiers.mShader) {
3284        color |= 0x00ffffff;
3285    }
3286
3287    setupDraw();
3288    setupDrawNoTexture();
3289    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3290    setupDrawShader();
3291    setupDrawColorFilter();
3292    setupDrawBlending(mode);
3293    setupDrawProgram();
3294    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3295    setupDrawColorUniforms();
3296    setupDrawShaderUniforms(ignoreTransform);
3297    setupDrawColorFilterUniforms();
3298    setupDrawSimpleMesh();
3299
3300    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3301}
3302
3303void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3304        Texture* texture, SkPaint* paint) {
3305    int alpha;
3306    SkXfermode::Mode mode;
3307    getAlphaAndMode(paint, &alpha, &mode);
3308
3309    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3310
3311    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3312        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3313        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3314
3315        texture->setFilter(GL_NEAREST, true);
3316        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3317                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3318                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3319    } else {
3320        texture->setFilter(FILTER(paint), true);
3321        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3322                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3323                GL_TRIANGLE_STRIP, gMeshCount);
3324    }
3325}
3326
3327void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3328        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3329    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3330            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3331}
3332
3333void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3334        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3335        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3336        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3337
3338    setupDraw();
3339    setupDrawWithTexture();
3340    setupDrawColor(alpha, alpha, alpha, alpha);
3341    setupDrawColorFilter();
3342    setupDrawBlending(blend, mode, swapSrcDst);
3343    setupDrawProgram();
3344    if (!dirty) setupDrawDirtyRegionsDisabled();
3345    if (!ignoreScale) {
3346        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3347    } else {
3348        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3349    }
3350    setupDrawTexture(texture);
3351    setupDrawPureColorUniforms();
3352    setupDrawColorFilterUniforms();
3353    setupDrawMesh(vertices, texCoords, vbo);
3354
3355    glDrawArrays(drawMode, 0, elementsCount);
3356
3357    finishDrawTexture();
3358}
3359
3360void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3361        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3362        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3363        bool ignoreTransform, bool dirty) {
3364
3365    setupDraw();
3366    setupDrawWithTexture(true);
3367    if (hasColor) {
3368        setupDrawAlpha8Color(color, alpha);
3369    }
3370    setupDrawColorFilter();
3371    setupDrawShader();
3372    setupDrawBlending(true, mode);
3373    setupDrawProgram();
3374    if (!dirty) setupDrawDirtyRegionsDisabled();
3375    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3376    setupDrawTexture(texture);
3377    setupDrawPureColorUniforms();
3378    setupDrawColorFilterUniforms();
3379    setupDrawShaderUniforms();
3380    setupDrawMesh(vertices, texCoords);
3381
3382    glDrawArrays(drawMode, 0, elementsCount);
3383
3384    finishDrawTexture();
3385}
3386
3387void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3388        ProgramDescription& description, bool swapSrcDst) {
3389    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3390
3391    if (blend) {
3392        // These blend modes are not supported by OpenGL directly and have
3393        // to be implemented using shaders. Since the shader will perform
3394        // the blending, turn blending off here
3395        // If the blend mode cannot be implemented using shaders, fall
3396        // back to the default SrcOver blend mode instead
3397        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3398            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3399                description.framebufferMode = mode;
3400                description.swapSrcDst = swapSrcDst;
3401
3402                if (mCaches.blend) {
3403                    glDisable(GL_BLEND);
3404                    mCaches.blend = false;
3405                }
3406
3407                return;
3408            } else {
3409                mode = SkXfermode::kSrcOver_Mode;
3410            }
3411        }
3412
3413        if (!mCaches.blend) {
3414            glEnable(GL_BLEND);
3415        }
3416
3417        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3418        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3419
3420        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3421            glBlendFunc(sourceMode, destMode);
3422            mCaches.lastSrcMode = sourceMode;
3423            mCaches.lastDstMode = destMode;
3424        }
3425    } else if (mCaches.blend) {
3426        glDisable(GL_BLEND);
3427    }
3428    mCaches.blend = blend;
3429}
3430
3431bool OpenGLRenderer::useProgram(Program* program) {
3432    if (!program->isInUse()) {
3433        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3434        program->use();
3435        mCaches.currentProgram = program;
3436        return false;
3437    }
3438    return true;
3439}
3440
3441void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3442    TextureVertex* v = &mMeshVertices[0];
3443    TextureVertex::setUV(v++, u1, v1);
3444    TextureVertex::setUV(v++, u2, v1);
3445    TextureVertex::setUV(v++, u1, v2);
3446    TextureVertex::setUV(v++, u2, v2);
3447}
3448
3449void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3450    getAlphaAndModeDirect(paint, alpha,  mode);
3451    *alpha *= mSnapshot->alpha;
3452}
3453
3454}; // namespace uirenderer
3455}; // namespace android
3456