OpenGLRenderer.cpp revision 19d4dd8599cb870923ab349d2ab96cacffd9c6f5
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
124    mScissorOptimizationDisabled = false;
125}
126
127OpenGLRenderer::~OpenGLRenderer() {
128    // The context has already been destroyed at this point, do not call
129    // GL APIs. All GL state should be kept in Caches.h
130}
131
132void OpenGLRenderer::initProperties() {
133    char property[PROPERTY_VALUE_MAX];
134    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
135        mScissorOptimizationDisabled = !strcasecmp(property, "true");
136        INIT_LOGD("  Scissor optimization %s",
137                mScissorOptimizationDisabled ? "disabled" : "enabled");
138    } else {
139        INIT_LOGD("  Scissor optimization enabled");
140    }
141}
142
143///////////////////////////////////////////////////////////////////////////////
144// Setup
145///////////////////////////////////////////////////////////////////////////////
146
147void OpenGLRenderer::setName(const char* name) {
148    if (name) {
149        mName.setTo(name);
150    } else {
151        mName.clear();
152    }
153}
154
155const char* OpenGLRenderer::getName() const {
156    return mName.string();
157}
158
159bool OpenGLRenderer::isDeferred() {
160    return false;
161}
162
163void OpenGLRenderer::setViewport(int width, int height) {
164    initViewport(width, height);
165
166    glDisable(GL_DITHER);
167    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168
169    glEnableVertexAttribArray(Program::kBindingPosition);
170}
171
172void OpenGLRenderer::initViewport(int width, int height) {
173    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
174
175    mWidth = width;
176    mHeight = height;
177
178    mFirstSnapshot->height = height;
179    mFirstSnapshot->viewport.set(0, 0, width, height);
180}
181
182status_t OpenGLRenderer::prepare(bool opaque) {
183    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
184}
185
186status_t OpenGLRenderer::prepareDirty(float left, float top,
187        float right, float bottom, bool opaque) {
188    mCaches.clearGarbage();
189
190    mSnapshot = new Snapshot(mFirstSnapshot,
191            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
192    mSnapshot->fbo = getTargetFbo();
193    mSaveCount = 1;
194
195    mSnapshot->setClip(left, top, right, bottom);
196    mDirtyClip = true;
197
198    updateLayers();
199
200    discardFramebuffer(left, top, right, bottom);
201
202    syncState();
203
204    // Functors break the tiling extension in pretty spectacular ways
205    // This ensures we don't use tiling when a functor is going to be
206    // invoked during the frame
207    mSuppressTiling = mCaches.hasRegisteredFunctors();
208
209    mTilingSnapshot = mSnapshot;
210    startTiling(mTilingSnapshot, true);
211
212    debugOverdraw(true, true);
213
214    return clear(left, top, right, bottom, opaque);
215}
216
217void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
218    // If we know that we are going to redraw the entire framebuffer,
219    // perform a discard to let the driver know we don't need to preserve
220    // the back buffer for this frame.
221    if (mExtensions.hasDiscardFramebuffer() &&
222            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
223        const bool isFbo = getTargetFbo() == 0;
224        const GLenum attachments[] = {
225                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
226                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
227        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
228    }
229}
230
231status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
232    if (!opaque) {
233        mCaches.enableScissor();
234        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
235        glClear(GL_COLOR_BUFFER_BIT);
236        return DrawGlInfo::kStatusDrew;
237    }
238
239    mCaches.resetScissor();
240    return DrawGlInfo::kStatusDone;
241}
242
243void OpenGLRenderer::syncState() {
244    glViewport(0, 0, mWidth, mHeight);
245
246    if (mCaches.blend) {
247        glEnable(GL_BLEND);
248    } else {
249        glDisable(GL_BLEND);
250    }
251}
252
253void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
254    if (!mSuppressTiling) {
255        Rect* clip = mTilingSnapshot->clipRect;
256        if (s->flags & Snapshot::kFlagFboTarget) {
257            clip = &s->layer->clipRect;
258        }
259
260        startTiling(*clip, s->height, opaque);
261    }
262}
263
264void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
265    if (!mSuppressTiling) {
266        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
267                clip.right - clip.left, clip.bottom - clip.top, opaque);
268    }
269}
270
271void OpenGLRenderer::endTiling() {
272    if (!mSuppressTiling) mCaches.endTiling();
273}
274
275void OpenGLRenderer::finish() {
276    renderOverdraw();
277    endTiling();
278
279    if (!suppressErrorChecks()) {
280#if DEBUG_OPENGL
281        GLenum status = GL_NO_ERROR;
282        while ((status = glGetError()) != GL_NO_ERROR) {
283            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
284            switch (status) {
285                case GL_INVALID_ENUM:
286                    ALOGE("  GL_INVALID_ENUM");
287                    break;
288                case GL_INVALID_VALUE:
289                    ALOGE("  GL_INVALID_VALUE");
290                    break;
291                case GL_INVALID_OPERATION:
292                    ALOGE("  GL_INVALID_OPERATION");
293                    break;
294                case GL_OUT_OF_MEMORY:
295                    ALOGE("  Out of memory!");
296                    break;
297            }
298        }
299#endif
300
301#if DEBUG_MEMORY_USAGE
302        mCaches.dumpMemoryUsage();
303#else
304        if (mCaches.getDebugLevel() & kDebugMemory) {
305            mCaches.dumpMemoryUsage();
306        }
307#endif
308    }
309}
310
311void OpenGLRenderer::interrupt() {
312    if (mCaches.currentProgram) {
313        if (mCaches.currentProgram->isInUse()) {
314            mCaches.currentProgram->remove();
315            mCaches.currentProgram = NULL;
316        }
317    }
318    mCaches.unbindMeshBuffer();
319    mCaches.unbindIndicesBuffer();
320    mCaches.resetVertexPointers();
321    mCaches.disableTexCoordsVertexArray();
322    debugOverdraw(false, false);
323}
324
325void OpenGLRenderer::resume() {
326    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
327    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
328    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
329    debugOverdraw(true, false);
330
331    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
332
333    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
334    mCaches.enableScissor();
335    mCaches.resetScissor();
336    dirtyClip();
337
338    mCaches.activeTexture(0);
339
340    mCaches.blend = true;
341    glEnable(GL_BLEND);
342    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
343    glBlendEquation(GL_FUNC_ADD);
344}
345
346void OpenGLRenderer::resumeAfterLayer() {
347    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
348    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
349    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
350    debugOverdraw(true, false);
351
352    mCaches.resetScissor();
353    dirtyClip();
354}
355
356void OpenGLRenderer::detachFunctor(Functor* functor) {
357    mFunctors.remove(functor);
358}
359
360void OpenGLRenderer::attachFunctor(Functor* functor) {
361    mFunctors.add(functor);
362}
363
364status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
365    status_t result = DrawGlInfo::kStatusDone;
366    size_t count = mFunctors.size();
367
368    if (count > 0) {
369        interrupt();
370        SortedVector<Functor*> functors(mFunctors);
371        mFunctors.clear();
372
373        DrawGlInfo info;
374        info.clipLeft = 0;
375        info.clipTop = 0;
376        info.clipRight = 0;
377        info.clipBottom = 0;
378        info.isLayer = false;
379        info.width = 0;
380        info.height = 0;
381        memset(info.transform, 0, sizeof(float) * 16);
382
383        for (size_t i = 0; i < count; i++) {
384            Functor* f = functors.itemAt(i);
385            result |= (*f)(DrawGlInfo::kModeProcess, &info);
386
387            if (result & DrawGlInfo::kStatusDraw) {
388                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
389                dirty.unionWith(localDirty);
390            }
391
392            if (result & DrawGlInfo::kStatusInvoke) {
393                mFunctors.add(f);
394            }
395        }
396        resume();
397    }
398
399    return result;
400}
401
402status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
403    interrupt();
404    detachFunctor(functor);
405
406    mCaches.enableScissor();
407    if (mDirtyClip) {
408        setScissorFromClip();
409    }
410
411    Rect clip(*mSnapshot->clipRect);
412    clip.snapToPixelBoundaries();
413
414    // Since we don't know what the functor will draw, let's dirty
415    // tne entire clip region
416    if (hasLayer()) {
417        dirtyLayerUnchecked(clip, getRegion());
418    }
419
420    DrawGlInfo info;
421    info.clipLeft = clip.left;
422    info.clipTop = clip.top;
423    info.clipRight = clip.right;
424    info.clipBottom = clip.bottom;
425    info.isLayer = hasLayer();
426    info.width = getSnapshot()->viewport.getWidth();
427    info.height = getSnapshot()->height;
428    getSnapshot()->transform->copyTo(&info.transform[0]);
429
430    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
431
432    if (result != DrawGlInfo::kStatusDone) {
433        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
434        dirty.unionWith(localDirty);
435
436        if (result & DrawGlInfo::kStatusInvoke) {
437            mFunctors.add(functor);
438        }
439    }
440
441    resume();
442    return result;
443}
444
445///////////////////////////////////////////////////////////////////////////////
446// Debug
447///////////////////////////////////////////////////////////////////////////////
448
449void OpenGLRenderer::eventMark(const char* name) const {
450    mCaches.eventMark(0, name);
451}
452
453void OpenGLRenderer::startMark(const char* name) const {
454    mCaches.startMark(0, name);
455}
456
457void OpenGLRenderer::endMark() const {
458    mCaches.endMark();
459}
460
461void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
462    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
463        if (clear) {
464            mCaches.disableScissor();
465            mCaches.stencil.clear();
466        }
467        if (enable) {
468            mCaches.stencil.enableDebugWrite();
469        } else {
470            mCaches.stencil.disable();
471        }
472    }
473}
474
475void OpenGLRenderer::renderOverdraw() {
476    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
477        const Rect* clip = mTilingSnapshot->clipRect;
478
479        mCaches.enableScissor();
480        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
481                clip->right - clip->left, clip->bottom - clip->top);
482
483        mCaches.stencil.enableDebugTest(2);
484        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
485        mCaches.stencil.enableDebugTest(3);
486        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
487        mCaches.stencil.enableDebugTest(4);
488        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
489        mCaches.stencil.enableDebugTest(4, true);
490        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
491        mCaches.stencil.disable();
492    }
493}
494
495///////////////////////////////////////////////////////////////////////////////
496// Layers
497///////////////////////////////////////////////////////////////////////////////
498
499bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
500    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
501        OpenGLRenderer* renderer = layer->renderer;
502        Rect& dirty = layer->dirtyRect;
503
504        if (inFrame) {
505            endTiling();
506            debugOverdraw(false, false);
507        }
508
509        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
510        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
511        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
512        renderer->finish();
513
514        if (inFrame) {
515            resumeAfterLayer();
516            startTiling(mSnapshot);
517        }
518
519        dirty.setEmpty();
520        layer->deferredUpdateScheduled = false;
521        layer->renderer = NULL;
522        layer->displayList = NULL;
523        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
524
525        return true;
526    }
527
528    return false;
529}
530
531void OpenGLRenderer::updateLayers() {
532    int count = mLayerUpdates.size();
533    if (count > 0) {
534        startMark("Layer Updates");
535
536        // Note: it is very important to update the layers in reverse order
537        for (int i = count - 1; i >= 0; i--) {
538            Layer* layer = mLayerUpdates.itemAt(i);
539            updateLayer(layer, false);
540            mCaches.resourceCache.decrementRefcount(layer);
541        }
542        mLayerUpdates.clear();
543
544        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
545        endMark();
546    }
547}
548
549void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
550    if (layer) {
551        mLayerUpdates.push_back(layer);
552        mCaches.resourceCache.incrementRefcount(layer);
553    }
554}
555
556void OpenGLRenderer::clearLayerUpdates() {
557    size_t count = mLayerUpdates.size();
558    if (count > 0) {
559        mCaches.resourceCache.lock();
560        for (size_t i = 0; i < count; i++) {
561            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
562        }
563        mCaches.resourceCache.unlock();
564        mLayerUpdates.clear();
565    }
566}
567
568///////////////////////////////////////////////////////////////////////////////
569// State management
570///////////////////////////////////////////////////////////////////////////////
571
572int OpenGLRenderer::getSaveCount() const {
573    return mSaveCount;
574}
575
576int OpenGLRenderer::save(int flags) {
577    return saveSnapshot(flags);
578}
579
580void OpenGLRenderer::restore() {
581    if (mSaveCount > 1) {
582        restoreSnapshot();
583    }
584}
585
586void OpenGLRenderer::restoreToCount(int saveCount) {
587    if (saveCount < 1) saveCount = 1;
588
589    while (mSaveCount > saveCount) {
590        restoreSnapshot();
591    }
592}
593
594int OpenGLRenderer::saveSnapshot(int flags) {
595    mSnapshot = new Snapshot(mSnapshot, flags);
596    return mSaveCount++;
597}
598
599bool OpenGLRenderer::restoreSnapshot() {
600    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
601    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
602    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
603
604    sp<Snapshot> current = mSnapshot;
605    sp<Snapshot> previous = mSnapshot->previous;
606
607    if (restoreOrtho) {
608        Rect& r = previous->viewport;
609        glViewport(r.left, r.top, r.right, r.bottom);
610        mOrthoMatrix.load(current->orthoMatrix);
611    }
612
613    mSaveCount--;
614    mSnapshot = previous;
615
616    if (restoreClip) {
617        dirtyClip();
618    }
619
620    if (restoreLayer) {
621        composeLayer(current, previous);
622    }
623
624    return restoreClip;
625}
626
627///////////////////////////////////////////////////////////////////////////////
628// Layers
629///////////////////////////////////////////////////////////////////////////////
630
631int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
632        SkPaint* p, int flags) {
633    const GLuint previousFbo = mSnapshot->fbo;
634    const int count = saveSnapshot(flags);
635
636    if (!mSnapshot->isIgnored()) {
637        int alpha = 255;
638        SkXfermode::Mode mode;
639
640        if (p) {
641            alpha = p->getAlpha();
642            mode = getXfermode(p->getXfermode());
643        } else {
644            mode = SkXfermode::kSrcOver_Mode;
645        }
646
647        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
648    }
649
650    return count;
651}
652
653int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
654        int alpha, int flags) {
655    if (alpha >= 255) {
656        return saveLayer(left, top, right, bottom, NULL, flags);
657    } else {
658        SkPaint paint;
659        paint.setAlpha(alpha);
660        return saveLayer(left, top, right, bottom, &paint, flags);
661    }
662}
663
664/**
665 * Layers are viewed by Skia are slightly different than layers in image editing
666 * programs (for instance.) When a layer is created, previously created layers
667 * and the frame buffer still receive every drawing command. For instance, if a
668 * layer is created and a shape intersecting the bounds of the layers and the
669 * framebuffer is draw, the shape will be drawn on both (unless the layer was
670 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
671 *
672 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
673 * texture. Unfortunately, this is inefficient as it requires every primitive to
674 * be drawn n + 1 times, where n is the number of active layers. In practice this
675 * means, for every primitive:
676 *   - Switch active frame buffer
677 *   - Change viewport, clip and projection matrix
678 *   - Issue the drawing
679 *
680 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
681 * To avoid this, layers are implemented in a different way here, at least in the
682 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
683 * is set. When this flag is set we can redirect all drawing operations into a
684 * single FBO.
685 *
686 * This implementation relies on the frame buffer being at least RGBA 8888. When
687 * a layer is created, only a texture is created, not an FBO. The content of the
688 * frame buffer contained within the layer's bounds is copied into this texture
689 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
690 * buffer and drawing continues as normal. This technique therefore treats the
691 * frame buffer as a scratch buffer for the layers.
692 *
693 * To compose the layers back onto the frame buffer, each layer texture
694 * (containing the original frame buffer data) is drawn as a simple quad over
695 * the frame buffer. The trick is that the quad is set as the composition
696 * destination in the blending equation, and the frame buffer becomes the source
697 * of the composition.
698 *
699 * Drawing layers with an alpha value requires an extra step before composition.
700 * An empty quad is drawn over the layer's region in the frame buffer. This quad
701 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
702 * quad is used to multiply the colors in the frame buffer. This is achieved by
703 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
704 * GL_ZERO, GL_SRC_ALPHA.
705 *
706 * Because glCopyTexImage2D() can be slow, an alternative implementation might
707 * be use to draw a single clipped layer. The implementation described above
708 * is correct in every case.
709 *
710 * (1) The frame buffer is actually not cleared right away. To allow the GPU
711 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
712 *     buffer is left untouched until the first drawing operation. Only when
713 *     something actually gets drawn are the layers regions cleared.
714 */
715bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
716        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
717    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
718    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
719
720    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
721
722    // Window coordinates of the layer
723    Rect clip;
724    Rect bounds(left, top, right, bottom);
725    Rect untransformedBounds(bounds);
726    mSnapshot->transform->mapRect(bounds);
727
728    // Layers only make sense if they are in the framebuffer's bounds
729    if (bounds.intersect(*mSnapshot->clipRect)) {
730        // We cannot work with sub-pixels in this case
731        bounds.snapToPixelBoundaries();
732
733        // When the layer is not an FBO, we may use glCopyTexImage so we
734        // need to make sure the layer does not extend outside the bounds
735        // of the framebuffer
736        if (!bounds.intersect(mSnapshot->previous->viewport)) {
737            bounds.setEmpty();
738        } else if (fboLayer) {
739            clip.set(bounds);
740            mat4 inverse;
741            inverse.loadInverse(*mSnapshot->transform);
742            inverse.mapRect(clip);
743            clip.snapToPixelBoundaries();
744            if (clip.intersect(untransformedBounds)) {
745                clip.translate(-left, -top);
746                bounds.set(untransformedBounds);
747            } else {
748                clip.setEmpty();
749            }
750        }
751    } else {
752        bounds.setEmpty();
753    }
754
755    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
756            bounds.getHeight() > mCaches.maxTextureSize ||
757            (fboLayer && clip.isEmpty())) {
758        mSnapshot->empty = fboLayer;
759    } else {
760        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
761    }
762
763    // Bail out if we won't draw in this snapshot
764    if (mSnapshot->invisible || mSnapshot->empty) {
765        return false;
766    }
767
768    mCaches.activeTexture(0);
769    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
770    if (!layer) {
771        return false;
772    }
773
774    layer->setAlpha(alpha, mode);
775    layer->layer.set(bounds);
776    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
777            bounds.getWidth() / float(layer->getWidth()), 0.0f);
778    layer->setColorFilter(mDrawModifiers.mColorFilter);
779    layer->setBlend(true);
780    layer->setDirty(false);
781
782    // Save the layer in the snapshot
783    mSnapshot->flags |= Snapshot::kFlagIsLayer;
784    mSnapshot->layer = layer;
785
786    if (fboLayer) {
787        return createFboLayer(layer, bounds, clip, previousFbo);
788    } else {
789        // Copy the framebuffer into the layer
790        layer->bindTexture();
791        if (!bounds.isEmpty()) {
792            if (layer->isEmpty()) {
793                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
794                        bounds.left, mSnapshot->height - bounds.bottom,
795                        layer->getWidth(), layer->getHeight(), 0);
796                layer->setEmpty(false);
797            } else {
798                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
799                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
800            }
801
802            // Enqueue the buffer coordinates to clear the corresponding region later
803            mLayers.push(new Rect(bounds));
804        }
805    }
806
807    return true;
808}
809
810bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
811    layer->clipRect.set(clip);
812    layer->setFbo(mCaches.fboCache.get());
813
814    mSnapshot->region = &mSnapshot->layer->region;
815    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
816            Snapshot::kFlagDirtyOrtho;
817    mSnapshot->fbo = layer->getFbo();
818    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
819    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
820    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
821    mSnapshot->height = bounds.getHeight();
822    mSnapshot->orthoMatrix.load(mOrthoMatrix);
823
824    endTiling();
825    debugOverdraw(false, false);
826    // Bind texture to FBO
827    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
828    layer->bindTexture();
829
830    // Initialize the texture if needed
831    if (layer->isEmpty()) {
832        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
833        layer->setEmpty(false);
834    }
835
836    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
837            layer->getTexture(), 0);
838
839    startTiling(mSnapshot, true);
840
841    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
842    mCaches.enableScissor();
843    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
844            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
845    glClear(GL_COLOR_BUFFER_BIT);
846
847    dirtyClip();
848
849    // Change the ortho projection
850    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
851    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
852
853    return true;
854}
855
856/**
857 * Read the documentation of createLayer() before doing anything in this method.
858 */
859void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
860    if (!current->layer) {
861        ALOGE("Attempting to compose a layer that does not exist");
862        return;
863    }
864
865    Layer* layer = current->layer;
866    const Rect& rect = layer->layer;
867    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
868
869    if (fboLayer) {
870        endTiling();
871
872        // Detach the texture from the FBO
873        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
874
875        layer->removeFbo(false);
876
877        // Unbind current FBO and restore previous one
878        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
879        debugOverdraw(true, false);
880
881        startTiling(previous);
882    }
883
884    if (!fboLayer && layer->getAlpha() < 255) {
885        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
886                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
887        // Required below, composeLayerRect() will divide by 255
888        layer->setAlpha(255);
889    }
890
891    mCaches.unbindMeshBuffer();
892
893    mCaches.activeTexture(0);
894
895    // When the layer is stored in an FBO, we can save a bit of fillrate by
896    // drawing only the dirty region
897    if (fboLayer) {
898        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
899        if (layer->getColorFilter()) {
900            setupColorFilter(layer->getColorFilter());
901        }
902        composeLayerRegion(layer, rect);
903        if (layer->getColorFilter()) {
904            resetColorFilter();
905        }
906    } else if (!rect.isEmpty()) {
907        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
908        composeLayerRect(layer, rect, true);
909    }
910
911    dirtyClip();
912
913    // Failing to add the layer to the cache should happen only if the layer is too large
914    if (!mCaches.layerCache.put(layer)) {
915        LAYER_LOGD("Deleting layer");
916        Caches::getInstance().resourceCache.decrementRefcount(layer);
917    }
918}
919
920void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
921    float alpha = layer->getAlpha() / 255.0f;
922
923    setupDraw();
924    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
925        setupDrawWithTexture();
926    } else {
927        setupDrawWithExternalTexture();
928    }
929    setupDrawTextureTransform();
930    setupDrawColor(alpha, alpha, alpha, alpha);
931    setupDrawColorFilter();
932    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
933    setupDrawProgram();
934    setupDrawPureColorUniforms();
935    setupDrawColorFilterUniforms();
936    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
937        setupDrawTexture(layer->getTexture());
938    } else {
939        setupDrawExternalTexture(layer->getTexture());
940    }
941    if (mSnapshot->transform->isPureTranslate() &&
942            layer->getWidth() == (uint32_t) rect.getWidth() &&
943            layer->getHeight() == (uint32_t) rect.getHeight()) {
944        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
945        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
946
947        layer->setFilter(GL_NEAREST);
948        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
949    } else {
950        layer->setFilter(GL_LINEAR);
951        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
952    }
953    setupDrawTextureTransformUniforms(layer->getTexTransform());
954    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
955
956    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
957
958    finishDrawTexture();
959}
960
961void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
962    if (!layer->isTextureLayer()) {
963        const Rect& texCoords = layer->texCoords;
964        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
965                texCoords.right, texCoords.bottom);
966
967        float x = rect.left;
968        float y = rect.top;
969        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
970                layer->getWidth() == (uint32_t) rect.getWidth() &&
971                layer->getHeight() == (uint32_t) rect.getHeight();
972
973        if (simpleTransform) {
974            // When we're swapping, the layer is already in screen coordinates
975            if (!swap) {
976                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
977                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
978            }
979
980            layer->setFilter(GL_NEAREST, true);
981        } else {
982            layer->setFilter(GL_LINEAR, true);
983        }
984
985        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
986                layer->getTexture(), layer->getAlpha() / 255.0f,
987                layer->getMode(), layer->isBlend(),
988                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
989                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
990
991        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
992    } else {
993        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
994        drawTextureLayer(layer, rect);
995        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
996    }
997}
998
999void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1000    if (layer->region.isRect()) {
1001        layer->setRegionAsRect();
1002
1003        composeLayerRect(layer, layer->regionRect);
1004
1005        layer->region.clear();
1006        return;
1007    }
1008
1009    // TODO: See LayerRenderer.cpp::generateMesh() for important
1010    //       information about this implementation
1011    if (CC_LIKELY(!layer->region.isEmpty())) {
1012        size_t count;
1013        const android::Rect* rects;
1014        Region safeRegion;
1015        if (CC_LIKELY(hasRectToRectTransform())) {
1016            rects = layer->region.getArray(&count);
1017        } else {
1018            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1019            rects = safeRegion.getArray(&count);
1020        }
1021
1022        const float alpha = layer->getAlpha() / 255.0f;
1023        const float texX = 1.0f / float(layer->getWidth());
1024        const float texY = 1.0f / float(layer->getHeight());
1025        const float height = rect.getHeight();
1026
1027        setupDraw();
1028
1029        // We must get (and therefore bind) the region mesh buffer
1030        // after we setup drawing in case we need to mess with the
1031        // stencil buffer in setupDraw()
1032        TextureVertex* mesh = mCaches.getRegionMesh();
1033        GLsizei numQuads = 0;
1034
1035        setupDrawWithTexture();
1036        setupDrawColor(alpha, alpha, alpha, alpha);
1037        setupDrawColorFilter();
1038        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1039        setupDrawProgram();
1040        setupDrawDirtyRegionsDisabled();
1041        setupDrawPureColorUniforms();
1042        setupDrawColorFilterUniforms();
1043        setupDrawTexture(layer->getTexture());
1044        if (mSnapshot->transform->isPureTranslate()) {
1045            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
1046            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
1047
1048            layer->setFilter(GL_NEAREST);
1049            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1050        } else {
1051            layer->setFilter(GL_LINEAR);
1052            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1053        }
1054        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1055
1056        for (size_t i = 0; i < count; i++) {
1057            const android::Rect* r = &rects[i];
1058
1059            const float u1 = r->left * texX;
1060            const float v1 = (height - r->top) * texY;
1061            const float u2 = r->right * texX;
1062            const float v2 = (height - r->bottom) * texY;
1063
1064            // TODO: Reject quads outside of the clip
1065            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1066            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1067            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1068            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1069
1070            numQuads++;
1071
1072            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1073                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1074                numQuads = 0;
1075                mesh = mCaches.getRegionMesh();
1076            }
1077        }
1078
1079        if (numQuads > 0) {
1080            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1081        }
1082
1083        finishDrawTexture();
1084
1085#if DEBUG_LAYERS_AS_REGIONS
1086        drawRegionRects(layer->region);
1087#endif
1088
1089        layer->region.clear();
1090    }
1091}
1092
1093void OpenGLRenderer::drawRegionRects(const Region& region) {
1094#if DEBUG_LAYERS_AS_REGIONS
1095    size_t count;
1096    const android::Rect* rects = region.getArray(&count);
1097
1098    uint32_t colors[] = {
1099            0x7fff0000, 0x7f00ff00,
1100            0x7f0000ff, 0x7fff00ff,
1101    };
1102
1103    int offset = 0;
1104    int32_t top = rects[0].top;
1105
1106    for (size_t i = 0; i < count; i++) {
1107        if (top != rects[i].top) {
1108            offset ^= 0x2;
1109            top = rects[i].top;
1110        }
1111
1112        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1113        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1114                SkXfermode::kSrcOver_Mode);
1115    }
1116#endif
1117}
1118
1119void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1120        SkXfermode::Mode mode, bool dirty) {
1121    int count = 0;
1122    Vector<float> rects;
1123
1124    SkRegion::Iterator it(region);
1125    while (!it.done()) {
1126        const SkIRect& r = it.rect();
1127        rects.push(r.fLeft);
1128        rects.push(r.fTop);
1129        rects.push(r.fRight);
1130        rects.push(r.fBottom);
1131        count += 4;
1132        it.next();
1133    }
1134
1135    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1136}
1137
1138void OpenGLRenderer::dirtyLayer(const float left, const float top,
1139        const float right, const float bottom, const mat4 transform) {
1140    if (hasLayer()) {
1141        Rect bounds(left, top, right, bottom);
1142        transform.mapRect(bounds);
1143        dirtyLayerUnchecked(bounds, getRegion());
1144    }
1145}
1146
1147void OpenGLRenderer::dirtyLayer(const float left, const float top,
1148        const float right, const float bottom) {
1149    if (hasLayer()) {
1150        Rect bounds(left, top, right, bottom);
1151        dirtyLayerUnchecked(bounds, getRegion());
1152    }
1153}
1154
1155void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1156    if (bounds.intersect(*mSnapshot->clipRect)) {
1157        bounds.snapToPixelBoundaries();
1158        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1159        if (!dirty.isEmpty()) {
1160            region->orSelf(dirty);
1161        }
1162    }
1163}
1164
1165void OpenGLRenderer::clearLayerRegions() {
1166    const size_t count = mLayers.size();
1167    if (count == 0) return;
1168
1169    if (!mSnapshot->isIgnored()) {
1170        // Doing several glScissor/glClear here can negatively impact
1171        // GPUs with a tiler architecture, instead we draw quads with
1172        // the Clear blending mode
1173
1174        // The list contains bounds that have already been clipped
1175        // against their initial clip rect, and the current clip
1176        // is likely different so we need to disable clipping here
1177        bool scissorChanged = mCaches.disableScissor();
1178
1179        Vertex mesh[count * 6];
1180        Vertex* vertex = mesh;
1181
1182        for (uint32_t i = 0; i < count; i++) {
1183            Rect* bounds = mLayers.itemAt(i);
1184
1185            Vertex::set(vertex++, bounds->left, bounds->bottom);
1186            Vertex::set(vertex++, bounds->left, bounds->top);
1187            Vertex::set(vertex++, bounds->right, bounds->top);
1188            Vertex::set(vertex++, bounds->left, bounds->bottom);
1189            Vertex::set(vertex++, bounds->right, bounds->top);
1190            Vertex::set(vertex++, bounds->right, bounds->bottom);
1191
1192            delete bounds;
1193        }
1194        // We must clear the list of dirty rects before we
1195        // call setupDraw() to prevent stencil setup to do
1196        // the same thing again
1197        mLayers.clear();
1198
1199        setupDraw(false);
1200        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1201        setupDrawBlending(true, SkXfermode::kClear_Mode);
1202        setupDrawProgram();
1203        setupDrawPureColorUniforms();
1204        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1205        setupDrawVertices(&mesh[0].position[0]);
1206
1207        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1208
1209        if (scissorChanged) mCaches.enableScissor();
1210    } else {
1211        for (uint32_t i = 0; i < count; i++) {
1212            delete mLayers.itemAt(i);
1213        }
1214        mLayers.clear();
1215    }
1216}
1217
1218///////////////////////////////////////////////////////////////////////////////
1219// State Deferral
1220///////////////////////////////////////////////////////////////////////////////
1221
1222bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state) {
1223    const Rect& currentClip = *(mSnapshot->clipRect);
1224    const mat4& currentMatrix = *(mSnapshot->transform);
1225
1226    // state only has bounds initialized in local coordinates
1227    if (!state.mBounds.isEmpty()) {
1228        currentMatrix.mapRect(state.mBounds);
1229        if (!state.mBounds.intersect(currentClip)) {
1230            // quick rejected
1231            return true;
1232        }
1233    } else {
1234        state.mBounds.set(currentClip);
1235    }
1236
1237    state.mClip.set(currentClip);
1238    state.mMatrix.load(currentMatrix);
1239    state.mDrawModifiers = mDrawModifiers;
1240    return false;
1241}
1242
1243void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state) {
1244    mSnapshot->transform->load(state.mMatrix);
1245
1246    // NOTE: a clip RECT will be saved and restored, but DeferredDisplayState doesn't support
1247    // complex clips. In the future, we should add support for deferral of operations clipped by
1248    // these. for now, we don't defer with complex clips (see OpenGLRenderer::disallowDeferral())
1249    mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1250    dirtyClip();
1251    mDrawModifiers = state.mDrawModifiers;
1252}
1253
1254///////////////////////////////////////////////////////////////////////////////
1255// Transforms
1256///////////////////////////////////////////////////////////////////////////////
1257
1258void OpenGLRenderer::translate(float dx, float dy) {
1259    mSnapshot->transform->translate(dx, dy, 0.0f);
1260}
1261
1262void OpenGLRenderer::rotate(float degrees) {
1263    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1264}
1265
1266void OpenGLRenderer::scale(float sx, float sy) {
1267    mSnapshot->transform->scale(sx, sy, 1.0f);
1268}
1269
1270void OpenGLRenderer::skew(float sx, float sy) {
1271    mSnapshot->transform->skew(sx, sy);
1272}
1273
1274void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1275    if (matrix) {
1276        mSnapshot->transform->load(*matrix);
1277    } else {
1278        mSnapshot->transform->loadIdentity();
1279    }
1280}
1281
1282bool OpenGLRenderer::hasRectToRectTransform() {
1283    return CC_LIKELY(mSnapshot->transform->rectToRect());
1284}
1285
1286void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1287    mSnapshot->transform->copyTo(*matrix);
1288}
1289
1290void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1291    SkMatrix transform;
1292    mSnapshot->transform->copyTo(transform);
1293    transform.preConcat(*matrix);
1294    mSnapshot->transform->load(transform);
1295}
1296
1297///////////////////////////////////////////////////////////////////////////////
1298// Clipping
1299///////////////////////////////////////////////////////////////////////////////
1300
1301void OpenGLRenderer::setScissorFromClip() {
1302    Rect clip(*mSnapshot->clipRect);
1303    clip.snapToPixelBoundaries();
1304
1305    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1306            clip.getWidth(), clip.getHeight())) {
1307        mDirtyClip = false;
1308    }
1309}
1310
1311void OpenGLRenderer::ensureStencilBuffer() {
1312    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1313    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1314    // just hope we have one when hasLayer() returns false.
1315    if (hasLayer()) {
1316        attachStencilBufferToLayer(mSnapshot->layer);
1317    }
1318}
1319
1320void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1321    // The layer's FBO is already bound when we reach this stage
1322    if (!layer->getStencilRenderBuffer()) {
1323        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1324        // is attached after we initiated tiling. We must turn it off,
1325        // attach the new render buffer then turn tiling back on
1326        endTiling();
1327
1328        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1329                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1330        layer->setStencilRenderBuffer(buffer);
1331
1332        startTiling(layer->clipRect, layer->layer.getHeight());
1333    }
1334}
1335
1336void OpenGLRenderer::setStencilFromClip() {
1337    if (!mCaches.debugOverdraw) {
1338        if (!mSnapshot->clipRegion->isEmpty()) {
1339            // NOTE: The order here is important, we must set dirtyClip to false
1340            //       before any draw call to avoid calling back into this method
1341            mDirtyClip = false;
1342
1343            ensureStencilBuffer();
1344
1345            mCaches.stencil.enableWrite();
1346
1347            // Clear the stencil but first make sure we restrict drawing
1348            // to the region's bounds
1349            bool resetScissor = mCaches.enableScissor();
1350            if (resetScissor) {
1351                // The scissor was not set so we now need to update it
1352                setScissorFromClip();
1353            }
1354            mCaches.stencil.clear();
1355            if (resetScissor) mCaches.disableScissor();
1356
1357            // NOTE: We could use the region contour path to generate a smaller mesh
1358            //       Since we are using the stencil we could use the red book path
1359            //       drawing technique. It might increase bandwidth usage though.
1360
1361            // The last parameter is important: we are not drawing in the color buffer
1362            // so we don't want to dirty the current layer, if any
1363            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1364
1365            mCaches.stencil.enableTest();
1366
1367            // Draw the region used to generate the stencil if the appropriate debug
1368            // mode is enabled
1369            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1370                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1371            }
1372        } else {
1373            mCaches.stencil.disable();
1374        }
1375    }
1376}
1377
1378const Rect& OpenGLRenderer::getClipBounds() {
1379    return mSnapshot->getLocalClip();
1380}
1381
1382bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1383    if (mSnapshot->isIgnored()) {
1384        return true;
1385    }
1386
1387    Rect r(left, top, right, bottom);
1388    mSnapshot->transform->mapRect(r);
1389    r.snapToPixelBoundaries();
1390
1391    Rect clipRect(*mSnapshot->clipRect);
1392    clipRect.snapToPixelBoundaries();
1393
1394    return !clipRect.intersects(r);
1395}
1396
1397bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1398        Rect& transformed, Rect& clip) {
1399    if (mSnapshot->isIgnored()) {
1400        return true;
1401    }
1402
1403    transformed.set(left, top, right, bottom);
1404    mSnapshot->transform->mapRect(transformed);
1405    transformed.snapToPixelBoundaries();
1406
1407    clip.set(*mSnapshot->clipRect);
1408    clip.snapToPixelBoundaries();
1409
1410    return !clip.intersects(transformed);
1411}
1412
1413bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1414        SkPaint* paint) {
1415    if (paint->getStyle() != SkPaint::kFill_Style) {
1416        float outset = paint->getStrokeWidth() * 0.5f;
1417        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1418    } else {
1419        return quickReject(left, top, right, bottom);
1420    }
1421}
1422
1423bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1424    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1425        return true;
1426    }
1427
1428    Rect r(left, top, right, bottom);
1429    mSnapshot->transform->mapRect(r);
1430    r.snapToPixelBoundaries();
1431
1432    Rect clipRect(*mSnapshot->clipRect);
1433    clipRect.snapToPixelBoundaries();
1434
1435    bool rejected = !clipRect.intersects(r);
1436    if (!isDeferred() && !rejected) {
1437        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1438    }
1439
1440    return rejected;
1441}
1442
1443void OpenGLRenderer::debugClip() {
1444#if DEBUG_CLIP_REGIONS
1445    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1446        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1447    }
1448#endif
1449}
1450
1451bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1452    if (CC_LIKELY(mSnapshot->transform->rectToRect())) {
1453        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1454        if (clipped) {
1455            dirtyClip();
1456        }
1457        return !mSnapshot->clipRect->isEmpty();
1458    }
1459
1460    SkPath path;
1461    path.addRect(left, top, right, bottom);
1462
1463    return clipPath(&path, op);
1464}
1465
1466bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1467    SkMatrix transform;
1468    mSnapshot->transform->copyTo(transform);
1469
1470    SkPath transformed;
1471    path->transform(transform, &transformed);
1472
1473    SkRegion clip;
1474    if (!mSnapshot->clipRegion->isEmpty()) {
1475        clip.setRegion(*mSnapshot->clipRegion);
1476    } else {
1477        Rect* bounds = mSnapshot->clipRect;
1478        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1479    }
1480
1481    SkRegion region;
1482    region.setPath(transformed, clip);
1483
1484    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1485    if (clipped) {
1486        dirtyClip();
1487    }
1488    return !mSnapshot->clipRect->isEmpty();
1489}
1490
1491bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1492    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1493    if (clipped) {
1494        dirtyClip();
1495    }
1496    return !mSnapshot->clipRect->isEmpty();
1497}
1498
1499Rect* OpenGLRenderer::getClipRect() {
1500    return mSnapshot->clipRect;
1501}
1502
1503///////////////////////////////////////////////////////////////////////////////
1504// Drawing commands
1505///////////////////////////////////////////////////////////////////////////////
1506
1507void OpenGLRenderer::setupDraw(bool clear) {
1508    // TODO: It would be best if we could do this before quickReject()
1509    //       changes the scissor test state
1510    if (clear) clearLayerRegions();
1511    // Make sure setScissor & setStencil happen at the beginning of
1512    // this method
1513    if (mDirtyClip) {
1514        if (mCaches.scissorEnabled) {
1515            setScissorFromClip();
1516        }
1517        setStencilFromClip();
1518    }
1519
1520    mDescription.reset();
1521
1522    mSetShaderColor = false;
1523    mColorSet = false;
1524    mColorA = mColorR = mColorG = mColorB = 0.0f;
1525    mTextureUnit = 0;
1526    mTrackDirtyRegions = true;
1527
1528    // Enable debug highlight when what we're about to draw is tested against
1529    // the stencil buffer and if stencil highlight debugging is on
1530    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1531            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1532            mCaches.stencil.isTestEnabled();
1533}
1534
1535void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1536    mDescription.hasTexture = true;
1537    mDescription.hasAlpha8Texture = isAlpha8;
1538}
1539
1540void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1541    mDescription.hasTexture = true;
1542    mDescription.hasColors = true;
1543    mDescription.hasAlpha8Texture = isAlpha8;
1544}
1545
1546void OpenGLRenderer::setupDrawWithExternalTexture() {
1547    mDescription.hasExternalTexture = true;
1548}
1549
1550void OpenGLRenderer::setupDrawNoTexture() {
1551    mCaches.disableTexCoordsVertexArray();
1552}
1553
1554void OpenGLRenderer::setupDrawAA() {
1555    mDescription.isAA = true;
1556}
1557
1558void OpenGLRenderer::setupDrawPoint(float pointSize) {
1559    mDescription.isPoint = true;
1560    mDescription.pointSize = pointSize;
1561}
1562
1563void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1564    mColorA = alpha / 255.0f;
1565    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1566    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1567    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1568    mColorSet = true;
1569    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1570}
1571
1572void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1573    mColorA = alpha / 255.0f;
1574    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1575    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1576    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1577    mColorSet = true;
1578    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1579}
1580
1581void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1582    mCaches.fontRenderer->describe(mDescription, paint);
1583}
1584
1585void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1586    mColorA = a;
1587    mColorR = r;
1588    mColorG = g;
1589    mColorB = b;
1590    mColorSet = true;
1591    mSetShaderColor = mDescription.setColor(r, g, b, a);
1592}
1593
1594void OpenGLRenderer::setupDrawShader() {
1595    if (mDrawModifiers.mShader) {
1596        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1597    }
1598}
1599
1600void OpenGLRenderer::setupDrawColorFilter() {
1601    if (mDrawModifiers.mColorFilter) {
1602        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1603    }
1604}
1605
1606void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1607    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1608        mColorA = 1.0f;
1609        mColorR = mColorG = mColorB = 0.0f;
1610        mSetShaderColor = mDescription.modulate = true;
1611    }
1612}
1613
1614void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1615    // When the blending mode is kClear_Mode, we need to use a modulate color
1616    // argb=1,0,0,0
1617    accountForClear(mode);
1618    bool blend = (mColorSet && mColorA < 1.0f) ||
1619            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1620    chooseBlending(blend, mode, mDescription, swapSrcDst);
1621}
1622
1623void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1624    // When the blending mode is kClear_Mode, we need to use a modulate color
1625    // argb=1,0,0,0
1626    accountForClear(mode);
1627    blend |= (mColorSet && mColorA < 1.0f) ||
1628            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1629            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1630    chooseBlending(blend, mode, mDescription, swapSrcDst);
1631}
1632
1633void OpenGLRenderer::setupDrawProgram() {
1634    useProgram(mCaches.programCache.get(mDescription));
1635}
1636
1637void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1638    mTrackDirtyRegions = false;
1639}
1640
1641void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1642        bool ignoreTransform) {
1643    mModelView.loadTranslate(left, top, 0.0f);
1644    if (!ignoreTransform) {
1645        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1646        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1647    } else {
1648        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1649        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1650    }
1651}
1652
1653void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1654    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), *mSnapshot->transform, offset);
1655}
1656
1657void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1658        bool ignoreTransform, bool ignoreModelView) {
1659    if (!ignoreModelView) {
1660        mModelView.loadTranslate(left, top, 0.0f);
1661        mModelView.scale(right - left, bottom - top, 1.0f);
1662    } else {
1663        mModelView.loadIdentity();
1664    }
1665    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1666    if (!ignoreTransform) {
1667        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1668        if (mTrackDirtyRegions && dirty) {
1669            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1670        }
1671    } else {
1672        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1673        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1674    }
1675}
1676
1677void OpenGLRenderer::setupDrawPointUniforms() {
1678    int slot = mCaches.currentProgram->getUniform("pointSize");
1679    glUniform1f(slot, mDescription.pointSize);
1680}
1681
1682void OpenGLRenderer::setupDrawColorUniforms() {
1683    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1684        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1685    }
1686}
1687
1688void OpenGLRenderer::setupDrawPureColorUniforms() {
1689    if (mSetShaderColor) {
1690        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1691    }
1692}
1693
1694void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1695    if (mDrawModifiers.mShader) {
1696        if (ignoreTransform) {
1697            mModelView.loadInverse(*mSnapshot->transform);
1698        }
1699        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1700                mModelView, *mSnapshot, &mTextureUnit);
1701    }
1702}
1703
1704void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1705    if (mDrawModifiers.mShader) {
1706        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1707                mat4::identity(), *mSnapshot, &mTextureUnit);
1708    }
1709}
1710
1711void OpenGLRenderer::setupDrawColorFilterUniforms() {
1712    if (mDrawModifiers.mColorFilter) {
1713        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1714    }
1715}
1716
1717void OpenGLRenderer::setupDrawTextGammaUniforms() {
1718    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1719}
1720
1721void OpenGLRenderer::setupDrawSimpleMesh() {
1722    bool force = mCaches.bindMeshBuffer();
1723    mCaches.bindPositionVertexPointer(force, 0);
1724    mCaches.unbindIndicesBuffer();
1725}
1726
1727void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1728    bindTexture(texture);
1729    mTextureUnit++;
1730    mCaches.enableTexCoordsVertexArray();
1731}
1732
1733void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1734    bindExternalTexture(texture);
1735    mTextureUnit++;
1736    mCaches.enableTexCoordsVertexArray();
1737}
1738
1739void OpenGLRenderer::setupDrawTextureTransform() {
1740    mDescription.hasTextureTransform = true;
1741}
1742
1743void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1744    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1745            GL_FALSE, &transform.data[0]);
1746}
1747
1748void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1749    bool force = false;
1750    if (!vertices) {
1751        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1752    } else {
1753        force = mCaches.unbindMeshBuffer();
1754    }
1755
1756    mCaches.bindPositionVertexPointer(force, vertices);
1757    if (mCaches.currentProgram->texCoords >= 0) {
1758        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1759    }
1760
1761    mCaches.unbindIndicesBuffer();
1762}
1763
1764void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1765    bool force = mCaches.unbindMeshBuffer();
1766    GLsizei stride = sizeof(ColorTextureVertex);
1767
1768    mCaches.bindPositionVertexPointer(force, vertices, stride);
1769    if (mCaches.currentProgram->texCoords >= 0) {
1770        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1771    }
1772    int slot = mCaches.currentProgram->getAttrib("colors");
1773    if (slot >= 0) {
1774        glEnableVertexAttribArray(slot);
1775        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1776    }
1777
1778    mCaches.unbindIndicesBuffer();
1779}
1780
1781void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1782    bool force = mCaches.unbindMeshBuffer();
1783    mCaches.bindPositionVertexPointer(force, vertices);
1784    if (mCaches.currentProgram->texCoords >= 0) {
1785        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1786    }
1787}
1788
1789void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1790    bool force = mCaches.unbindMeshBuffer();
1791    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1792    mCaches.unbindIndicesBuffer();
1793}
1794
1795void OpenGLRenderer::finishDrawTexture() {
1796}
1797
1798///////////////////////////////////////////////////////////////////////////////
1799// Drawing
1800///////////////////////////////////////////////////////////////////////////////
1801
1802status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags) {
1803    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1804    // will be performed by the display list itself
1805    if (displayList && displayList->isRenderable()) {
1806        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1807            return displayList->replay(*this, dirty, flags, 0);
1808        }
1809
1810        DeferredDisplayList deferredList;
1811        return displayList->replay(*this, dirty, flags, 0, &deferredList);
1812    }
1813
1814    return DrawGlInfo::kStatusDone;
1815}
1816
1817void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1818    if (displayList) {
1819        displayList->output(1);
1820    }
1821}
1822
1823void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1824    int alpha;
1825    SkXfermode::Mode mode;
1826    getAlphaAndMode(paint, &alpha, &mode);
1827
1828    int color = paint != NULL ? paint->getColor() : 0;
1829
1830    float x = left;
1831    float y = top;
1832
1833    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1834
1835    bool ignoreTransform = false;
1836    if (mSnapshot->transform->isPureTranslate()) {
1837        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1838        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1839        ignoreTransform = true;
1840
1841        texture->setFilter(GL_NEAREST, true);
1842    } else {
1843        texture->setFilter(FILTER(paint), true);
1844    }
1845
1846    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1847            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1848            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1849}
1850
1851status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1852    const float right = left + bitmap->width();
1853    const float bottom = top + bitmap->height();
1854
1855    if (quickReject(left, top, right, bottom)) {
1856        return DrawGlInfo::kStatusDone;
1857    }
1858
1859    mCaches.activeTexture(0);
1860    Texture* texture = mCaches.textureCache.get(bitmap);
1861    if (!texture) return DrawGlInfo::kStatusDone;
1862    const AutoTexture autoCleanup(texture);
1863
1864    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1865        drawAlphaBitmap(texture, left, top, paint);
1866    } else {
1867        drawTextureRect(left, top, right, bottom, texture, paint);
1868    }
1869
1870    return DrawGlInfo::kStatusDrew;
1871}
1872
1873status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1874    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1875    const mat4 transform(*matrix);
1876    transform.mapRect(r);
1877
1878    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1879        return DrawGlInfo::kStatusDone;
1880    }
1881
1882    mCaches.activeTexture(0);
1883    Texture* texture = mCaches.textureCache.get(bitmap);
1884    if (!texture) return DrawGlInfo::kStatusDone;
1885    const AutoTexture autoCleanup(texture);
1886
1887    // This could be done in a cheaper way, all we need is pass the matrix
1888    // to the vertex shader. The save/restore is a bit overkill.
1889    save(SkCanvas::kMatrix_SaveFlag);
1890    concatMatrix(matrix);
1891    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1892        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
1893    } else {
1894        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1895    }
1896    restore();
1897
1898    return DrawGlInfo::kStatusDrew;
1899}
1900
1901status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1902    const float right = left + bitmap->width();
1903    const float bottom = top + bitmap->height();
1904
1905    if (quickReject(left, top, right, bottom)) {
1906        return DrawGlInfo::kStatusDone;
1907    }
1908
1909    mCaches.activeTexture(0);
1910    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1911    const AutoTexture autoCleanup(texture);
1912
1913    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1914        drawAlphaBitmap(texture, left, top, paint);
1915    } else {
1916        drawTextureRect(left, top, right, bottom, texture, paint);
1917    }
1918
1919    return DrawGlInfo::kStatusDrew;
1920}
1921
1922status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1923        float* vertices, int* colors, SkPaint* paint) {
1924    if (!vertices || mSnapshot->isIgnored()) {
1925        return DrawGlInfo::kStatusDone;
1926    }
1927
1928    float left = FLT_MAX;
1929    float top = FLT_MAX;
1930    float right = FLT_MIN;
1931    float bottom = FLT_MIN;
1932
1933    const uint32_t count = meshWidth * meshHeight * 6;
1934
1935    ColorTextureVertex mesh[count];
1936    ColorTextureVertex* vertex = mesh;
1937
1938    bool cleanupColors = false;
1939    if (!colors) {
1940        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
1941        colors = new int[colorsCount];
1942        memset(colors, 0xff, colorsCount * sizeof(int));
1943        cleanupColors = true;
1944    }
1945
1946    for (int32_t y = 0; y < meshHeight; y++) {
1947        for (int32_t x = 0; x < meshWidth; x++) {
1948            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1949
1950            float u1 = float(x) / meshWidth;
1951            float u2 = float(x + 1) / meshWidth;
1952            float v1 = float(y) / meshHeight;
1953            float v2 = float(y + 1) / meshHeight;
1954
1955            int ax = i + (meshWidth + 1) * 2;
1956            int ay = ax + 1;
1957            int bx = i;
1958            int by = bx + 1;
1959            int cx = i + 2;
1960            int cy = cx + 1;
1961            int dx = i + (meshWidth + 1) * 2 + 2;
1962            int dy = dx + 1;
1963
1964            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1965            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1966            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1967
1968            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1969            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1970            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
1971
1972            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1973            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1974            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1975            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1976        }
1977    }
1978
1979    if (quickReject(left, top, right, bottom)) {
1980        if (cleanupColors) delete[] colors;
1981        return DrawGlInfo::kStatusDone;
1982    }
1983
1984    mCaches.activeTexture(0);
1985    Texture* texture = mCaches.textureCache.get(bitmap);
1986    if (!texture) {
1987        if (cleanupColors) delete[] colors;
1988        return DrawGlInfo::kStatusDone;
1989    }
1990    const AutoTexture autoCleanup(texture);
1991
1992    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1993    texture->setFilter(FILTER(paint), true);
1994
1995    int alpha;
1996    SkXfermode::Mode mode;
1997    getAlphaAndMode(paint, &alpha, &mode);
1998
1999    float a = alpha / 255.0f;
2000
2001    if (hasLayer()) {
2002        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2003    }
2004
2005    setupDraw();
2006    setupDrawWithTextureAndColor();
2007    setupDrawColor(a, a, a, a);
2008    setupDrawColorFilter();
2009    setupDrawBlending(true, mode, false);
2010    setupDrawProgram();
2011    setupDrawDirtyRegionsDisabled();
2012    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2013    setupDrawTexture(texture->id);
2014    setupDrawPureColorUniforms();
2015    setupDrawColorFilterUniforms();
2016    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2017
2018    glDrawArrays(GL_TRIANGLES, 0, count);
2019
2020    finishDrawTexture();
2021
2022    int slot = mCaches.currentProgram->getAttrib("colors");
2023    if (slot >= 0) {
2024        glDisableVertexAttribArray(slot);
2025    }
2026
2027    if (cleanupColors) delete[] colors;
2028
2029    return DrawGlInfo::kStatusDrew;
2030}
2031
2032status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2033         float srcLeft, float srcTop, float srcRight, float srcBottom,
2034         float dstLeft, float dstTop, float dstRight, float dstBottom,
2035         SkPaint* paint) {
2036    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2037        return DrawGlInfo::kStatusDone;
2038    }
2039
2040    mCaches.activeTexture(0);
2041    Texture* texture = mCaches.textureCache.get(bitmap);
2042    if (!texture) return DrawGlInfo::kStatusDone;
2043    const AutoTexture autoCleanup(texture);
2044
2045    const float width = texture->width;
2046    const float height = texture->height;
2047
2048    const float u1 = fmax(0.0f, srcLeft / width);
2049    const float v1 = fmax(0.0f, srcTop / height);
2050    const float u2 = fmin(1.0f, srcRight / width);
2051    const float v2 = fmin(1.0f, srcBottom / height);
2052
2053    mCaches.unbindMeshBuffer();
2054    resetDrawTextureTexCoords(u1, v1, u2, v2);
2055
2056    int alpha;
2057    SkXfermode::Mode mode;
2058    getAlphaAndMode(paint, &alpha, &mode);
2059
2060    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2061
2062    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2063    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2064
2065    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2066    // Apply a scale transform on the canvas only when a shader is in use
2067    // Skia handles the ratio between the dst and src rects as a scale factor
2068    // when a shader is set
2069    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2070    bool ignoreTransform = false;
2071
2072    if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) {
2073        float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
2074        float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
2075
2076        dstRight = x + (dstRight - dstLeft);
2077        dstBottom = y + (dstBottom - dstTop);
2078
2079        dstLeft = x;
2080        dstTop = y;
2081
2082        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2083        ignoreTransform = true;
2084    } else {
2085        texture->setFilter(FILTER(paint), true);
2086    }
2087
2088    if (CC_UNLIKELY(useScaleTransform)) {
2089        save(SkCanvas::kMatrix_SaveFlag);
2090        translate(dstLeft, dstTop);
2091        scale(scaleX, scaleY);
2092
2093        dstLeft = 0.0f;
2094        dstTop = 0.0f;
2095
2096        dstRight = srcRight - srcLeft;
2097        dstBottom = srcBottom - srcTop;
2098    }
2099
2100    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2101        int color = paint ? paint->getColor() : 0;
2102        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2103                texture->id, paint != NULL, color, alpha, mode,
2104                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2105                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2106    } else {
2107        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2108                texture->id, alpha / 255.0f, mode, texture->blend,
2109                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2110                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2111    }
2112
2113    if (CC_UNLIKELY(useScaleTransform)) {
2114        restore();
2115    }
2116
2117    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2118
2119    return DrawGlInfo::kStatusDrew;
2120}
2121
2122status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2123        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2124        float left, float top, float right, float bottom, SkPaint* paint) {
2125    int alpha;
2126    SkXfermode::Mode mode;
2127    getAlphaAndModeDirect(paint, &alpha, &mode);
2128
2129    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2130            left, top, right, bottom, alpha, mode);
2131}
2132
2133status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2134        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2135        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2136    if (quickReject(left, top, right, bottom)) {
2137        return DrawGlInfo::kStatusDone;
2138    }
2139
2140    alpha *= mSnapshot->alpha;
2141
2142    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2143            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2144
2145    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2146        mCaches.activeTexture(0);
2147        Texture* texture = mCaches.textureCache.get(bitmap);
2148        if (!texture) return DrawGlInfo::kStatusDone;
2149        const AutoTexture autoCleanup(texture);
2150        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2151        texture->setFilter(GL_LINEAR, true);
2152
2153        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2154        // Mark the current layer dirty where we are going to draw the patch
2155        if (hasLayer() && mesh->hasEmptyQuads) {
2156            const float offsetX = left + mSnapshot->transform->getTranslateX();
2157            const float offsetY = top + mSnapshot->transform->getTranslateY();
2158            const size_t count = mesh->quads.size();
2159            for (size_t i = 0; i < count; i++) {
2160                const Rect& bounds = mesh->quads.itemAt(i);
2161                if (CC_LIKELY(pureTranslate)) {
2162                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2163                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2164                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2165                } else {
2166                    dirtyLayer(left + bounds.left, top + bounds.top,
2167                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
2168                }
2169            }
2170        }
2171
2172        if (CC_LIKELY(pureTranslate)) {
2173            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2174            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2175
2176            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2177                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2178                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2179                    true, !mesh->hasEmptyQuads);
2180        } else {
2181            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2182                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2183                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2184                    true, !mesh->hasEmptyQuads);
2185        }
2186    }
2187
2188    return DrawGlInfo::kStatusDrew;
2189}
2190
2191status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2192        bool useOffset) {
2193    if (!vertexBuffer.getSize()) {
2194        // no vertices to draw
2195        return DrawGlInfo::kStatusDone;
2196    }
2197
2198    int color = paint->getColor();
2199    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2200    bool isAA = paint->isAntiAlias();
2201
2202    setupDraw();
2203    setupDrawNoTexture();
2204    if (isAA) setupDrawAA();
2205    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2206    setupDrawColorFilter();
2207    setupDrawShader();
2208    setupDrawBlending(isAA, mode);
2209    setupDrawProgram();
2210    setupDrawModelViewIdentity(useOffset);
2211    setupDrawColorUniforms();
2212    setupDrawColorFilterUniforms();
2213    setupDrawShaderIdentityUniforms();
2214
2215    void* vertices = vertexBuffer.getBuffer();
2216    bool force = mCaches.unbindMeshBuffer();
2217    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2218    mCaches.resetTexCoordsVertexPointer();
2219    mCaches.unbindIndicesBuffer();
2220
2221    int alphaSlot = -1;
2222    if (isAA) {
2223        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2224        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2225
2226        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2227        glEnableVertexAttribArray(alphaSlot);
2228        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2229    }
2230
2231    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2232
2233    if (isAA) {
2234        glDisableVertexAttribArray(alphaSlot);
2235    }
2236
2237    return DrawGlInfo::kStatusDrew;
2238}
2239
2240/**
2241 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2242 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2243 * screen space in all directions. However, instead of using a fragment shader to compute the
2244 * translucency of the color from its position, we simply use a varying parameter to define how far
2245 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2246 *
2247 * Doesn't yet support joins, caps, or path effects.
2248 */
2249status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2250    VertexBuffer vertexBuffer;
2251    // TODO: try clipping large paths to viewport
2252    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2253
2254    SkRect bounds = path.getBounds();
2255    PathTessellator::expandBoundsForStroke(bounds, paint, false);
2256    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
2257
2258    return drawVertexBuffer(vertexBuffer, paint);
2259}
2260
2261/**
2262 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2263 * and additional geometry for defining an alpha slope perimeter.
2264 *
2265 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2266 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2267 * in-shader alpha region, but found it to be taxing on some GPUs.
2268 *
2269 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2270 * memory transfer by removing need for degenerate vertices.
2271 */
2272status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2273    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2274
2275    count &= ~0x3; // round down to nearest four
2276
2277    VertexBuffer buffer;
2278    SkRect bounds;
2279    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2280
2281    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2282        return DrawGlInfo::kStatusDone;
2283    }
2284
2285    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
2286
2287    bool useOffset = !paint->isAntiAlias();
2288    return drawVertexBuffer(buffer, paint, useOffset);
2289}
2290
2291status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2292    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2293
2294    // TODO: The paint's cap style defines whether the points are square or circular
2295    // TODO: Handle AA for round points
2296
2297    // A stroke width of 0 has a special meaning in Skia:
2298    // it draws an unscaled 1px point
2299    float strokeWidth = paint->getStrokeWidth();
2300    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2301    if (isHairLine) {
2302        // Now that we know it's hairline, we can set the effective width, to be used later
2303        strokeWidth = 1.0f;
2304    }
2305    const float halfWidth = strokeWidth / 2;
2306
2307    int alpha;
2308    SkXfermode::Mode mode;
2309    getAlphaAndMode(paint, &alpha, &mode);
2310
2311    int verticesCount = count >> 1;
2312    int generatedVerticesCount = 0;
2313
2314    TextureVertex pointsData[verticesCount];
2315    TextureVertex* vertex = &pointsData[0];
2316
2317    // TODO: We should optimize this method to not generate vertices for points
2318    // that lie outside of the clip.
2319    mCaches.enableScissor();
2320
2321    setupDraw();
2322    setupDrawNoTexture();
2323    setupDrawPoint(strokeWidth);
2324    setupDrawColor(paint->getColor(), alpha);
2325    setupDrawColorFilter();
2326    setupDrawShader();
2327    setupDrawBlending(mode);
2328    setupDrawProgram();
2329    setupDrawModelViewIdentity(true);
2330    setupDrawColorUniforms();
2331    setupDrawColorFilterUniforms();
2332    setupDrawPointUniforms();
2333    setupDrawShaderIdentityUniforms();
2334    setupDrawMesh(vertex);
2335
2336    for (int i = 0; i < count; i += 2) {
2337        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2338        generatedVerticesCount++;
2339
2340        float left = points[i] - halfWidth;
2341        float right = points[i] + halfWidth;
2342        float top = points[i + 1] - halfWidth;
2343        float bottom = points [i + 1] + halfWidth;
2344
2345        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2346    }
2347
2348    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2349
2350    return DrawGlInfo::kStatusDrew;
2351}
2352
2353status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2354    // No need to check against the clip, we fill the clip region
2355    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2356
2357    Rect& clip(*mSnapshot->clipRect);
2358    clip.snapToPixelBoundaries();
2359
2360    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2361
2362    return DrawGlInfo::kStatusDrew;
2363}
2364
2365status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2366        SkPaint* paint) {
2367    if (!texture) return DrawGlInfo::kStatusDone;
2368    const AutoTexture autoCleanup(texture);
2369
2370    const float x = left + texture->left - texture->offset;
2371    const float y = top + texture->top - texture->offset;
2372
2373    drawPathTexture(texture, x, y, paint);
2374
2375    return DrawGlInfo::kStatusDrew;
2376}
2377
2378status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2379        float rx, float ry, SkPaint* p) {
2380    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2381        return DrawGlInfo::kStatusDone;
2382    }
2383
2384    if (p->getPathEffect() != 0) {
2385        mCaches.activeTexture(0);
2386        const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2387                right - left, bottom - top, rx, ry, p);
2388        return drawShape(left, top, texture, p);
2389    }
2390
2391    SkPath path;
2392    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2393    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2394        float outset = p->getStrokeWidth() / 2;
2395        rect.outset(outset, outset);
2396        rx += outset;
2397        ry += outset;
2398    }
2399    path.addRoundRect(rect, rx, ry);
2400    return drawConvexPath(path, p);
2401}
2402
2403status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2404    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2405            x + radius, y + radius, p)) {
2406        return DrawGlInfo::kStatusDone;
2407    }
2408    if (p->getPathEffect() != 0) {
2409        mCaches.activeTexture(0);
2410        const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p);
2411        return drawShape(x - radius, y - radius, texture, p);
2412    }
2413
2414    SkPath path;
2415    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2416        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2417    } else {
2418        path.addCircle(x, y, radius);
2419    }
2420    return drawConvexPath(path, p);
2421}
2422
2423status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2424        SkPaint* p) {
2425    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2426        return DrawGlInfo::kStatusDone;
2427    }
2428
2429    if (p->getPathEffect() != 0) {
2430        mCaches.activeTexture(0);
2431        const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p);
2432        return drawShape(left, top, texture, p);
2433    }
2434
2435    SkPath path;
2436    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2437    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2438        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2439    }
2440    path.addOval(rect);
2441    return drawConvexPath(path, p);
2442}
2443
2444status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2445        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2446    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2447        return DrawGlInfo::kStatusDone;
2448    }
2449
2450    if (fabs(sweepAngle) >= 360.0f) {
2451        return drawOval(left, top, right, bottom, p);
2452    }
2453
2454    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2455    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2456        mCaches.activeTexture(0);
2457        const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2458                startAngle, sweepAngle, useCenter, p);
2459        return drawShape(left, top, texture, p);
2460    }
2461
2462    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2463    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2464        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2465    }
2466
2467    SkPath path;
2468    if (useCenter) {
2469        path.moveTo(rect.centerX(), rect.centerY());
2470    }
2471    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2472    if (useCenter) {
2473        path.close();
2474    }
2475    return drawConvexPath(path, p);
2476}
2477
2478// See SkPaintDefaults.h
2479#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2480
2481status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2482    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2483        return DrawGlInfo::kStatusDone;
2484    }
2485
2486    if (p->getStyle() != SkPaint::kFill_Style) {
2487        // only fill style is supported by drawConvexPath, since others have to handle joins
2488        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2489                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2490            mCaches.activeTexture(0);
2491            const PathTexture* texture =
2492                    mCaches.rectShapeCache.getRect(right - left, bottom - top, p);
2493            return drawShape(left, top, texture, p);
2494        }
2495
2496        SkPath path;
2497        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2498        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2499            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2500        }
2501        path.addRect(rect);
2502        return drawConvexPath(path, p);
2503    }
2504
2505    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2506        SkPath path;
2507        path.addRect(left, top, right, bottom);
2508        return drawConvexPath(path, p);
2509    } else {
2510        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2511        return DrawGlInfo::kStatusDrew;
2512    }
2513}
2514
2515void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2516        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2517        float x, float y) {
2518    mCaches.activeTexture(0);
2519
2520    // NOTE: The drop shadow will not perform gamma correction
2521    //       if shader-based correction is enabled
2522    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2523    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2524            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2525    const AutoTexture autoCleanup(shadow);
2526
2527    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2528    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2529
2530    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2531    int shadowColor = mDrawModifiers.mShadowColor;
2532    if (mDrawModifiers.mShader) {
2533        shadowColor = 0xffffffff;
2534    }
2535
2536    setupDraw();
2537    setupDrawWithTexture(true);
2538    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2539    setupDrawColorFilter();
2540    setupDrawShader();
2541    setupDrawBlending(true, mode);
2542    setupDrawProgram();
2543    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2544    setupDrawTexture(shadow->id);
2545    setupDrawPureColorUniforms();
2546    setupDrawColorFilterUniforms();
2547    setupDrawShaderUniforms();
2548    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2549
2550    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2551}
2552
2553bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2554    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2555    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2556}
2557
2558status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2559        const float* positions, SkPaint* paint) {
2560    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2561        return DrawGlInfo::kStatusDone;
2562    }
2563
2564    // NOTE: Skia does not support perspective transform on drawPosText yet
2565    if (!mSnapshot->transform->isSimple()) {
2566        return DrawGlInfo::kStatusDone;
2567    }
2568
2569    float x = 0.0f;
2570    float y = 0.0f;
2571    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2572    if (pureTranslate) {
2573        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2574        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2575    }
2576
2577    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2578    fontRenderer.setFont(paint, mat4::identity());
2579
2580    int alpha;
2581    SkXfermode::Mode mode;
2582    getAlphaAndMode(paint, &alpha, &mode);
2583
2584    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2585        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2586                alpha, mode, 0.0f, 0.0f);
2587    }
2588
2589    // Pick the appropriate texture filtering
2590    bool linearFilter = mSnapshot->transform->changesBounds();
2591    if (pureTranslate && !linearFilter) {
2592        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2593    }
2594
2595    mCaches.activeTexture(0);
2596    setupDraw();
2597    setupDrawTextGamma(paint);
2598    setupDrawDirtyRegionsDisabled();
2599    setupDrawWithTexture(true);
2600    setupDrawAlpha8Color(paint->getColor(), alpha);
2601    setupDrawColorFilter();
2602    setupDrawShader();
2603    setupDrawBlending(true, mode);
2604    setupDrawProgram();
2605    setupDrawModelView(x, y, x, y, pureTranslate, true);
2606    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2607    setupDrawPureColorUniforms();
2608    setupDrawColorFilterUniforms();
2609    setupDrawShaderUniforms(pureTranslate);
2610    setupDrawTextGammaUniforms();
2611
2612    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2613    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2614
2615    const bool hasActiveLayer = hasLayer();
2616
2617    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2618            positions, hasActiveLayer ? &bounds : NULL)) {
2619        if (hasActiveLayer) {
2620            if (!pureTranslate) {
2621                mSnapshot->transform->mapRect(bounds);
2622            }
2623            dirtyLayerUnchecked(bounds, getRegion());
2624        }
2625    }
2626
2627    return DrawGlInfo::kStatusDrew;
2628}
2629
2630status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2631        float x, float y, const float* positions, SkPaint* paint, float length) {
2632    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2633        return DrawGlInfo::kStatusDone;
2634    }
2635
2636    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2637    switch (paint->getTextAlign()) {
2638        case SkPaint::kCenter_Align:
2639            x -= length / 2.0f;
2640            break;
2641        case SkPaint::kRight_Align:
2642            x -= length;
2643            break;
2644        default:
2645            break;
2646    }
2647
2648    SkPaint::FontMetrics metrics;
2649    paint->getFontMetrics(&metrics, 0.0f);
2650    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2651        return DrawGlInfo::kStatusDone;
2652    }
2653
2654    const float oldX = x;
2655    const float oldY = y;
2656    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2657    const bool isPerspective = mSnapshot->transform->isPerspective();
2658
2659    if (CC_LIKELY(pureTranslate)) {
2660        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2661        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2662    }
2663
2664    int alpha;
2665    SkXfermode::Mode mode;
2666    getAlphaAndMode(paint, &alpha, &mode);
2667
2668    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2669
2670    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2671        fontRenderer.setFont(paint, mat4::identity());
2672        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2673                alpha, mode, oldX, oldY);
2674    }
2675
2676    const bool hasActiveLayer = hasLayer();
2677
2678    const mat4* fontTransform;
2679    if (CC_LIKELY(pureTranslate)) {
2680        fontTransform = &mat4::identity();
2681    } else {
2682        if (CC_UNLIKELY(isPerspective)) {
2683            // When the below condition is true, we are rendering text with a
2684            // perspective transform inside a layer (either an inline layer
2685            // created by Canvas.saveLayer() or a hardware layer.)
2686            if (hasActiveLayer || getTargetFbo() != 0) {
2687                fontTransform = mSnapshot->transform;
2688            } else {
2689                fontTransform = &mat4::identity();
2690            }
2691        } else {
2692            fontTransform = mSnapshot->transform;
2693        }
2694    }
2695    fontRenderer.setFont(paint, *fontTransform);
2696
2697    // Pick the appropriate texture filtering
2698    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2699
2700    // The font renderer will always use texture unit 0
2701    mCaches.activeTexture(0);
2702    setupDraw();
2703    setupDrawTextGamma(paint);
2704    setupDrawDirtyRegionsDisabled();
2705    setupDrawWithTexture(true);
2706    setupDrawAlpha8Color(paint->getColor(), alpha);
2707    setupDrawColorFilter();
2708    setupDrawShader();
2709    setupDrawBlending(true, mode);
2710    setupDrawProgram();
2711    setupDrawModelView(x, y, x, y, !isPerspective, true);
2712    // See comment above; the font renderer must use texture unit 0
2713    // assert(mTextureUnit == 0)
2714    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2715    setupDrawPureColorUniforms();
2716    setupDrawColorFilterUniforms();
2717    setupDrawShaderUniforms(!isPerspective);
2718    setupDrawTextGammaUniforms();
2719
2720    const Rect* clip = isPerspective ? NULL : mSnapshot->clipRect;
2721    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2722
2723    bool status;
2724    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2725        SkPaint paintCopy(*paint);
2726        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2727        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2728                positions, hasActiveLayer ? &bounds : NULL);
2729    } else {
2730        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2731                positions, hasActiveLayer ? &bounds : NULL);
2732    }
2733
2734    if (status && hasActiveLayer) {
2735        if (isPerspective) {
2736            mSnapshot->transform->mapRect(bounds);
2737        }
2738        dirtyLayerUnchecked(bounds, getRegion());
2739    }
2740
2741    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2742
2743    return DrawGlInfo::kStatusDrew;
2744}
2745
2746status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2747        float hOffset, float vOffset, SkPaint* paint) {
2748    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2749        return DrawGlInfo::kStatusDone;
2750    }
2751
2752    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2753    fontRenderer.setFont(paint, mat4::identity());
2754
2755    int alpha;
2756    SkXfermode::Mode mode;
2757    getAlphaAndMode(paint, &alpha, &mode);
2758
2759    mCaches.activeTexture(0);
2760    setupDraw();
2761    setupDrawTextGamma(paint);
2762    setupDrawDirtyRegionsDisabled();
2763    setupDrawWithTexture(true);
2764    setupDrawAlpha8Color(paint->getColor(), alpha);
2765    setupDrawColorFilter();
2766    setupDrawShader();
2767    setupDrawBlending(true, mode);
2768    setupDrawProgram();
2769    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2770    setupDrawTexture(fontRenderer.getTexture(true));
2771    setupDrawPureColorUniforms();
2772    setupDrawColorFilterUniforms();
2773    setupDrawShaderUniforms(false);
2774    setupDrawTextGammaUniforms();
2775
2776    const Rect* clip = &mSnapshot->getLocalClip();
2777    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2778
2779    const bool hasActiveLayer = hasLayer();
2780
2781    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2782            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2783        if (hasActiveLayer) {
2784            mSnapshot->transform->mapRect(bounds);
2785            dirtyLayerUnchecked(bounds, getRegion());
2786        }
2787    }
2788
2789    return DrawGlInfo::kStatusDrew;
2790}
2791
2792status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2793    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2794
2795    mCaches.activeTexture(0);
2796
2797    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2798    if (!texture) return DrawGlInfo::kStatusDone;
2799    const AutoTexture autoCleanup(texture);
2800
2801    const float x = texture->left - texture->offset;
2802    const float y = texture->top - texture->offset;
2803
2804    drawPathTexture(texture, x, y, paint);
2805
2806    return DrawGlInfo::kStatusDrew;
2807}
2808
2809status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2810    if (!layer) {
2811        return DrawGlInfo::kStatusDone;
2812    }
2813
2814    mat4* transform = NULL;
2815    if (layer->isTextureLayer()) {
2816        transform = &layer->getTransform();
2817        if (!transform->isIdentity()) {
2818            save(0);
2819            mSnapshot->transform->multiply(*transform);
2820        }
2821    }
2822
2823    Rect transformed;
2824    Rect clip;
2825    const bool rejected = quickRejectNoScissor(x, y,
2826            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2827
2828    if (rejected) {
2829        if (transform && !transform->isIdentity()) {
2830            restore();
2831        }
2832        return DrawGlInfo::kStatusDone;
2833    }
2834
2835    updateLayer(layer, true);
2836
2837    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2838    mCaches.activeTexture(0);
2839
2840    if (CC_LIKELY(!layer->region.isEmpty())) {
2841        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2842        mDrawModifiers.mColorFilter = layer->getColorFilter();
2843
2844        if (layer->region.isRect()) {
2845            composeLayerRect(layer, layer->regionRect);
2846        } else if (layer->mesh) {
2847            const float a = layer->getAlpha() / 255.0f;
2848            setupDraw();
2849            setupDrawWithTexture();
2850            setupDrawColor(a, a, a, a);
2851            setupDrawColorFilter();
2852            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2853            setupDrawProgram();
2854            setupDrawPureColorUniforms();
2855            setupDrawColorFilterUniforms();
2856            setupDrawTexture(layer->getTexture());
2857            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2858                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2859                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2860
2861                layer->setFilter(GL_NEAREST);
2862                setupDrawModelViewTranslate(tx, ty,
2863                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2864            } else {
2865                layer->setFilter(GL_LINEAR);
2866                setupDrawModelViewTranslate(x, y,
2867                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2868            }
2869            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2870
2871            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2872                    GL_UNSIGNED_SHORT, layer->meshIndices);
2873
2874            finishDrawTexture();
2875
2876#if DEBUG_LAYERS_AS_REGIONS
2877            drawRegionRects(layer->region);
2878#endif
2879        }
2880
2881        mDrawModifiers.mColorFilter = oldFilter;
2882
2883        if (layer->debugDrawUpdate) {
2884            layer->debugDrawUpdate = false;
2885            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2886                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2887        }
2888    }
2889
2890    if (transform && !transform->isIdentity()) {
2891        restore();
2892    }
2893
2894    return DrawGlInfo::kStatusDrew;
2895}
2896
2897///////////////////////////////////////////////////////////////////////////////
2898// Shaders
2899///////////////////////////////////////////////////////////////////////////////
2900
2901void OpenGLRenderer::resetShader() {
2902    mDrawModifiers.mShader = NULL;
2903}
2904
2905void OpenGLRenderer::setupShader(SkiaShader* shader) {
2906    mDrawModifiers.mShader = shader;
2907    if (mDrawModifiers.mShader) {
2908        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2909    }
2910}
2911
2912///////////////////////////////////////////////////////////////////////////////
2913// Color filters
2914///////////////////////////////////////////////////////////////////////////////
2915
2916void OpenGLRenderer::resetColorFilter() {
2917    mDrawModifiers.mColorFilter = NULL;
2918}
2919
2920void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2921    mDrawModifiers.mColorFilter = filter;
2922}
2923
2924///////////////////////////////////////////////////////////////////////////////
2925// Drop shadow
2926///////////////////////////////////////////////////////////////////////////////
2927
2928void OpenGLRenderer::resetShadow() {
2929    mDrawModifiers.mHasShadow = false;
2930}
2931
2932void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2933    mDrawModifiers.mHasShadow = true;
2934    mDrawModifiers.mShadowRadius = radius;
2935    mDrawModifiers.mShadowDx = dx;
2936    mDrawModifiers.mShadowDy = dy;
2937    mDrawModifiers.mShadowColor = color;
2938}
2939
2940///////////////////////////////////////////////////////////////////////////////
2941// Draw filters
2942///////////////////////////////////////////////////////////////////////////////
2943
2944void OpenGLRenderer::resetPaintFilter() {
2945    mDrawModifiers.mHasDrawFilter = false;
2946}
2947
2948void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2949    mDrawModifiers.mHasDrawFilter = true;
2950    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2951    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2952}
2953
2954SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint, bool alwaysCopy) {
2955    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
2956        if (CC_UNLIKELY(alwaysCopy)) {
2957            mFilteredPaint = *paint;
2958            return &mFilteredPaint;
2959        }
2960        return paint;
2961    }
2962
2963    uint32_t flags = paint->getFlags();
2964
2965    mFilteredPaint = *paint;
2966    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
2967            mDrawModifiers.mPaintFilterSetBits);
2968
2969    return &mFilteredPaint;
2970}
2971
2972///////////////////////////////////////////////////////////////////////////////
2973// Drawing implementation
2974///////////////////////////////////////////////////////////////////////////////
2975
2976void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2977        float x, float y, SkPaint* paint) {
2978    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2979        return;
2980    }
2981
2982    int alpha;
2983    SkXfermode::Mode mode;
2984    getAlphaAndMode(paint, &alpha, &mode);
2985
2986    setupDraw();
2987    setupDrawWithTexture(true);
2988    setupDrawAlpha8Color(paint->getColor(), alpha);
2989    setupDrawColorFilter();
2990    setupDrawShader();
2991    setupDrawBlending(true, mode);
2992    setupDrawProgram();
2993    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2994    setupDrawTexture(texture->id);
2995    setupDrawPureColorUniforms();
2996    setupDrawColorFilterUniforms();
2997    setupDrawShaderUniforms();
2998    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2999
3000    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3001
3002    finishDrawTexture();
3003}
3004
3005// Same values used by Skia
3006#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3007#define kStdUnderline_Offset    (1.0f / 9.0f)
3008#define kStdUnderline_Thickness (1.0f / 18.0f)
3009
3010void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3011        float x, float y, SkPaint* paint) {
3012    // Handle underline and strike-through
3013    uint32_t flags = paint->getFlags();
3014    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3015        SkPaint paintCopy(*paint);
3016        float underlineWidth = length;
3017        // If length is > 0.0f, we already measured the text for the text alignment
3018        if (length <= 0.0f) {
3019            underlineWidth = paintCopy.measureText(text, bytesCount);
3020        }
3021
3022        if (CC_LIKELY(underlineWidth > 0.0f)) {
3023            const float textSize = paintCopy.getTextSize();
3024            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3025
3026            const float left = x;
3027            float top = 0.0f;
3028
3029            int linesCount = 0;
3030            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3031            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3032
3033            const int pointsCount = 4 * linesCount;
3034            float points[pointsCount];
3035            int currentPoint = 0;
3036
3037            if (flags & SkPaint::kUnderlineText_Flag) {
3038                top = y + textSize * kStdUnderline_Offset;
3039                points[currentPoint++] = left;
3040                points[currentPoint++] = top;
3041                points[currentPoint++] = left + underlineWidth;
3042                points[currentPoint++] = top;
3043            }
3044
3045            if (flags & SkPaint::kStrikeThruText_Flag) {
3046                top = y + textSize * kStdStrikeThru_Offset;
3047                points[currentPoint++] = left;
3048                points[currentPoint++] = top;
3049                points[currentPoint++] = left + underlineWidth;
3050                points[currentPoint++] = top;
3051            }
3052
3053            paintCopy.setStrokeWidth(strokeWidth);
3054
3055            drawLines(&points[0], pointsCount, &paintCopy);
3056        }
3057    }
3058}
3059
3060status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3061    if (mSnapshot->isIgnored()) {
3062        return DrawGlInfo::kStatusDone;
3063    }
3064
3065    int color = paint->getColor();
3066    // If a shader is set, preserve only the alpha
3067    if (mDrawModifiers.mShader) {
3068        color |= 0x00ffffff;
3069    }
3070    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3071
3072    return drawColorRects(rects, count, color, mode);
3073}
3074
3075status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3076        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3077
3078    float left = FLT_MAX;
3079    float top = FLT_MAX;
3080    float right = FLT_MIN;
3081    float bottom = FLT_MIN;
3082
3083    int vertexCount = 0;
3084    Vertex mesh[count * 6];
3085    Vertex* vertex = mesh;
3086
3087    for (int index = 0; index < count; index += 4) {
3088        float l = rects[index + 0];
3089        float t = rects[index + 1];
3090        float r = rects[index + 2];
3091        float b = rects[index + 3];
3092
3093        if (ignoreTransform || !quickRejectNoScissor(left, top, right, bottom)) {
3094            Vertex::set(vertex++, l, b);
3095            Vertex::set(vertex++, l, t);
3096            Vertex::set(vertex++, r, t);
3097            Vertex::set(vertex++, l, b);
3098            Vertex::set(vertex++, r, t);
3099            Vertex::set(vertex++, r, b);
3100
3101            vertexCount += 6;
3102
3103            left = fminf(left, l);
3104            top = fminf(top, t);
3105            right = fmaxf(right, r);
3106            bottom = fmaxf(bottom, b);
3107        }
3108    }
3109
3110    if (count == 0 || (clip && quickReject(left, top, right, bottom))) {
3111        return DrawGlInfo::kStatusDone;
3112    }
3113
3114    setupDraw();
3115    setupDrawNoTexture();
3116    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3117    setupDrawShader();
3118    setupDrawColorFilter();
3119    setupDrawBlending(mode);
3120    setupDrawProgram();
3121    setupDrawDirtyRegionsDisabled();
3122    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3123    setupDrawColorUniforms();
3124    setupDrawShaderUniforms();
3125    setupDrawColorFilterUniforms();
3126    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3127
3128    if (dirty && hasLayer()) {
3129        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
3130    }
3131
3132    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3133
3134    return DrawGlInfo::kStatusDrew;
3135}
3136
3137void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3138        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3139    // If a shader is set, preserve only the alpha
3140    if (mDrawModifiers.mShader) {
3141        color |= 0x00ffffff;
3142    }
3143
3144    setupDraw();
3145    setupDrawNoTexture();
3146    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3147    setupDrawShader();
3148    setupDrawColorFilter();
3149    setupDrawBlending(mode);
3150    setupDrawProgram();
3151    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3152    setupDrawColorUniforms();
3153    setupDrawShaderUniforms(ignoreTransform);
3154    setupDrawColorFilterUniforms();
3155    setupDrawSimpleMesh();
3156
3157    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3158}
3159
3160void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3161        Texture* texture, SkPaint* paint) {
3162    int alpha;
3163    SkXfermode::Mode mode;
3164    getAlphaAndMode(paint, &alpha, &mode);
3165
3166    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3167
3168    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
3169        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
3170        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
3171
3172        texture->setFilter(GL_NEAREST, true);
3173        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3174                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3175                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3176    } else {
3177        texture->setFilter(FILTER(paint), true);
3178        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3179                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3180                GL_TRIANGLE_STRIP, gMeshCount);
3181    }
3182}
3183
3184void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3185        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3186    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3187            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3188}
3189
3190void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3191        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3192        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3193        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3194
3195    setupDraw();
3196    setupDrawWithTexture();
3197    setupDrawColor(alpha, alpha, alpha, alpha);
3198    setupDrawColorFilter();
3199    setupDrawBlending(blend, mode, swapSrcDst);
3200    setupDrawProgram();
3201    if (!dirty) setupDrawDirtyRegionsDisabled();
3202    if (!ignoreScale) {
3203        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3204    } else {
3205        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3206    }
3207    setupDrawTexture(texture);
3208    setupDrawPureColorUniforms();
3209    setupDrawColorFilterUniforms();
3210    setupDrawMesh(vertices, texCoords, vbo);
3211
3212    glDrawArrays(drawMode, 0, elementsCount);
3213
3214    finishDrawTexture();
3215}
3216
3217void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3218        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3219        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3220        bool ignoreTransform, bool dirty) {
3221
3222    setupDraw();
3223    setupDrawWithTexture(true);
3224    if (hasColor) {
3225        setupDrawAlpha8Color(color, alpha);
3226    }
3227    setupDrawColorFilter();
3228    setupDrawShader();
3229    setupDrawBlending(true, mode);
3230    setupDrawProgram();
3231    if (!dirty) setupDrawDirtyRegionsDisabled();
3232    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3233    setupDrawTexture(texture);
3234    setupDrawPureColorUniforms();
3235    setupDrawColorFilterUniforms();
3236    setupDrawShaderUniforms();
3237    setupDrawMesh(vertices, texCoords);
3238
3239    glDrawArrays(drawMode, 0, elementsCount);
3240
3241    finishDrawTexture();
3242}
3243
3244void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3245        ProgramDescription& description, bool swapSrcDst) {
3246    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3247
3248    if (blend) {
3249        // These blend modes are not supported by OpenGL directly and have
3250        // to be implemented using shaders. Since the shader will perform
3251        // the blending, turn blending off here
3252        // If the blend mode cannot be implemented using shaders, fall
3253        // back to the default SrcOver blend mode instead
3254        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3255            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3256                description.framebufferMode = mode;
3257                description.swapSrcDst = swapSrcDst;
3258
3259                if (mCaches.blend) {
3260                    glDisable(GL_BLEND);
3261                    mCaches.blend = false;
3262                }
3263
3264                return;
3265            } else {
3266                mode = SkXfermode::kSrcOver_Mode;
3267            }
3268        }
3269
3270        if (!mCaches.blend) {
3271            glEnable(GL_BLEND);
3272        }
3273
3274        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3275        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3276
3277        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3278            glBlendFunc(sourceMode, destMode);
3279            mCaches.lastSrcMode = sourceMode;
3280            mCaches.lastDstMode = destMode;
3281        }
3282    } else if (mCaches.blend) {
3283        glDisable(GL_BLEND);
3284    }
3285    mCaches.blend = blend;
3286}
3287
3288bool OpenGLRenderer::useProgram(Program* program) {
3289    if (!program->isInUse()) {
3290        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3291        program->use();
3292        mCaches.currentProgram = program;
3293        return false;
3294    }
3295    return true;
3296}
3297
3298void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3299    TextureVertex* v = &mMeshVertices[0];
3300    TextureVertex::setUV(v++, u1, v1);
3301    TextureVertex::setUV(v++, u2, v1);
3302    TextureVertex::setUV(v++, u1, v2);
3303    TextureVertex::setUV(v++, u2, v2);
3304}
3305
3306void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3307    getAlphaAndModeDirect(paint, alpha,  mode);
3308    *alpha *= mSnapshot->alpha;
3309}
3310
3311}; // namespace uirenderer
3312}; // namespace android
3313