OpenGLRenderer.cpp revision 23d307c8d88f4a3849163b9e5b7cd11d0d4f372c
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 <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "RenderState.h"
40#include "PathTessellator.h"
41#include "Properties.h"
42#include "ShadowTessellator.h"
43#include "SkiaShader.h"
44#include "utils/GLUtils.h"
45#include "Vector.h"
46#include "VertexBuffer.h"
47
48#if DEBUG_DETAILED_EVENTS
49    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
50#else
51    #define EVENT_LOGD(...)
52#endif
53
54static void atraceFormatBegin(const char* fmt, ...) {
55    const int BUFFER_SIZE = 256;
56    va_list ap;
57    char buf[BUFFER_SIZE];
58
59    va_start(ap, fmt);
60    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
61    va_end(ap);
62
63    ATRACE_BEGIN(buf);
64}
65
66#define ATRACE_FORMAT_BEGIN(fmt, ...) \
67    if (CC_UNLIKELY(ATRACE_ENABLED())) atraceFormatBegin(fmt, ##__VA_ARGS__)
68
69namespace android {
70namespace uirenderer {
71
72static GLenum getFilter(const SkPaint* paint) {
73    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
74        return GL_LINEAR;
75    }
76    return GL_NEAREST;
77}
78
79///////////////////////////////////////////////////////////////////////////////
80// Globals
81///////////////////////////////////////////////////////////////////////////////
82
83/**
84 * Structure mapping Skia xfermodes to OpenGL blending factors.
85 */
86struct Blender {
87    SkXfermode::Mode mode;
88    GLenum src;
89    GLenum dst;
90}; // struct Blender
91
92// In this array, the index of each Blender equals the value of the first
93// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
94static const Blender gBlends[] = {
95    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
97    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
98    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
100    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
101    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
102    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
105    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
106    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
107    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
108    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
109    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
110};
111
112// This array contains the swapped version of each SkXfermode. For instance
113// this array's SrcOver blending mode is actually DstOver. You can refer to
114// createLayer() for more information on the purpose of this array.
115static const Blender gBlendsSwap[] = {
116    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
117    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
118    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
119    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
120    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
121    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
122    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
123    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
124    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
125    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
126    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
127    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
128    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
129    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
130    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
131};
132
133///////////////////////////////////////////////////////////////////////////////
134// Functions
135///////////////////////////////////////////////////////////////////////////////
136
137template<typename T>
138static inline T min(T a, T b) {
139    return a < b ? a : b;
140}
141
142///////////////////////////////////////////////////////////////////////////////
143// Constructors/destructor
144///////////////////////////////////////////////////////////////////////////////
145
146OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
147        : mFrameStarted(false)
148        , mCaches(Caches::getInstance())
149        , mExtensions(Extensions::getInstance())
150        , mRenderState(renderState)
151        , mScissorOptimizationDisabled(false)
152        , mSuppressTiling(false)
153        , mFirstFrameAfterResize(true)
154        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
155        , mLightRadius(FLT_MIN)
156        , mAmbientShadowAlpha(0)
157        , mSpotShadowAlpha(0) {
158    // *set* draw modifiers to be 0
159    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
160    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
161
162    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
163}
164
165OpenGLRenderer::~OpenGLRenderer() {
166    // The context has already been destroyed at this point, do not call
167    // GL APIs. All GL state should be kept in Caches.h
168}
169
170void OpenGLRenderer::initProperties() {
171    char property[PROPERTY_VALUE_MAX];
172    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
173        mScissorOptimizationDisabled = !strcasecmp(property, "true");
174        INIT_LOGD("  Scissor optimization %s",
175                mScissorOptimizationDisabled ? "disabled" : "enabled");
176    } else {
177        INIT_LOGD("  Scissor optimization enabled");
178    }
179}
180
181void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
182        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
183    mLightCenter = lightCenter;
184    mLightRadius = lightRadius;
185    mAmbientShadowAlpha = ambientShadowAlpha;
186    mSpotShadowAlpha = spotShadowAlpha;
187}
188
189///////////////////////////////////////////////////////////////////////////////
190// Setup
191///////////////////////////////////////////////////////////////////////////////
192
193void OpenGLRenderer::onViewportInitialized() {
194    glDisable(GL_DITHER);
195    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
196
197    glEnableVertexAttribArray(Program::kBindingPosition);
198    mFirstFrameAfterResize = true;
199}
200
201void OpenGLRenderer::setupFrameState(float left, float top,
202        float right, float bottom, bool opaque) {
203    mCaches.clearGarbage();
204    initializeSaveStack(left, top, right, bottom, mLightCenter);
205    mOpaque = opaque;
206    mTilingClip.set(left, top, right, bottom);
207}
208
209status_t OpenGLRenderer::startFrame() {
210    if (mFrameStarted) return DrawGlInfo::kStatusDone;
211    mFrameStarted = true;
212
213    mDirtyClip = true;
214
215    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
216
217    mRenderState.setViewport(getWidth(), getHeight());
218
219    // Functors break the tiling extension in pretty spectacular ways
220    // This ensures we don't use tiling when a functor is going to be
221    // invoked during the frame
222    mSuppressTiling = mCaches.hasRegisteredFunctors()
223            || mFirstFrameAfterResize;
224    mFirstFrameAfterResize = false;
225
226    startTilingCurrentClip(true);
227
228    debugOverdraw(true, true);
229
230    return clear(mTilingClip.left, mTilingClip.top,
231            mTilingClip.right, mTilingClip.bottom, mOpaque);
232}
233
234status_t OpenGLRenderer::prepareDirty(float left, float top,
235        float right, float bottom, bool opaque) {
236
237    setupFrameState(left, top, right, bottom, opaque);
238
239    // Layer renderers will start the frame immediately
240    // The framebuffer renderer will first defer the display list
241    // for each layer and wait until the first drawing command
242    // to start the frame
243    if (currentSnapshot()->fbo == 0) {
244        syncState();
245        updateLayers();
246    } else {
247        return startFrame();
248    }
249
250    return DrawGlInfo::kStatusDone;
251}
252
253void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
254    // If we know that we are going to redraw the entire framebuffer,
255    // perform a discard to let the driver know we don't need to preserve
256    // the back buffer for this frame.
257    if (mExtensions.hasDiscardFramebuffer() &&
258            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
259        const bool isFbo = getTargetFbo() == 0;
260        const GLenum attachments[] = {
261                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
262                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
263        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
264    }
265}
266
267status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
268    if (!opaque) {
269        mCaches.enableScissor();
270        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
271        glClear(GL_COLOR_BUFFER_BIT);
272        return DrawGlInfo::kStatusDrew;
273    }
274
275    mCaches.resetScissor();
276    return DrawGlInfo::kStatusDone;
277}
278
279void OpenGLRenderer::syncState() {
280    if (mCaches.blend) {
281        glEnable(GL_BLEND);
282    } else {
283        glDisable(GL_BLEND);
284    }
285}
286
287void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
288    if (!mSuppressTiling) {
289        const Snapshot* snapshot = currentSnapshot();
290
291        const Rect* clip = &mTilingClip;
292        if (snapshot->flags & Snapshot::kFlagFboTarget) {
293            clip = &(snapshot->layer->clipRect);
294        }
295
296        startTiling(*clip, getViewportHeight(), opaque, expand);
297    }
298}
299
300void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
301    if (!mSuppressTiling) {
302        if(expand) {
303            // Expand the startTiling region by 1
304            int leftNotZero = (clip.left > 0) ? 1 : 0;
305            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
306
307            mCaches.startTiling(
308                clip.left - leftNotZero,
309                windowHeight - clip.bottom - topNotZero,
310                clip.right - clip.left + leftNotZero + 1,
311                clip.bottom - clip.top + topNotZero + 1,
312                opaque);
313        } else {
314            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
315                clip.right - clip.left, clip.bottom - clip.top, opaque);
316        }
317    }
318}
319
320void OpenGLRenderer::endTiling() {
321    if (!mSuppressTiling) mCaches.endTiling();
322}
323
324void OpenGLRenderer::finish() {
325    renderOverdraw();
326    endTiling();
327
328    // When finish() is invoked on FBO 0 we've reached the end
329    // of the current frame
330    if (getTargetFbo() == 0) {
331        mCaches.pathCache.trim();
332        mCaches.tessellationCache.trim();
333    }
334
335    if (!suppressErrorChecks()) {
336#if DEBUG_OPENGL
337        GLUtils::dumpGLErrors();
338#endif
339
340#if DEBUG_MEMORY_USAGE
341        mCaches.dumpMemoryUsage();
342#else
343        if (mCaches.getDebugLevel() & kDebugMemory) {
344            mCaches.dumpMemoryUsage();
345        }
346#endif
347    }
348
349    mFrameStarted = false;
350}
351
352void OpenGLRenderer::resumeAfterLayer() {
353    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
354    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
355    debugOverdraw(true, false);
356
357    mCaches.resetScissor();
358    dirtyClip();
359}
360
361status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
362    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
363
364    Rect clip(*currentClipRect());
365    clip.snapToPixelBoundaries();
366
367    // Since we don't know what the functor will draw, let's dirty
368    // the entire clip region
369    if (hasLayer()) {
370        dirtyLayerUnchecked(clip, getRegion());
371    }
372
373    DrawGlInfo info;
374    info.clipLeft = clip.left;
375    info.clipTop = clip.top;
376    info.clipRight = clip.right;
377    info.clipBottom = clip.bottom;
378    info.isLayer = hasLayer();
379    info.width = getViewportWidth();
380    info.height = getViewportHeight();
381    currentTransform()->copyTo(&info.transform[0]);
382
383    bool prevDirtyClip = mDirtyClip;
384    // setup GL state for functor
385    if (mDirtyClip) {
386        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
387    }
388    if (mCaches.enableScissor() || prevDirtyClip) {
389        setScissorFromClip();
390    }
391
392    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
393    // Scissor may have been modified, reset dirty clip
394    dirtyClip();
395
396    return DrawGlInfo::kStatusDrew;
397}
398
399///////////////////////////////////////////////////////////////////////////////
400// Debug
401///////////////////////////////////////////////////////////////////////////////
402
403void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
404#if DEBUG_DETAILED_EVENTS
405    const int BUFFER_SIZE = 256;
406    va_list ap;
407    char buf[BUFFER_SIZE];
408
409    va_start(ap, fmt);
410    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
411    va_end(ap);
412
413    eventMark(buf);
414#endif
415}
416
417
418void OpenGLRenderer::eventMark(const char* name) const {
419    mCaches.eventMark(0, name);
420}
421
422void OpenGLRenderer::startMark(const char* name) const {
423    mCaches.startMark(0, name);
424}
425
426void OpenGLRenderer::endMark() const {
427    mCaches.endMark();
428}
429
430void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
431    mRenderState.debugOverdraw(enable, clear);
432}
433
434void OpenGLRenderer::renderOverdraw() {
435    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
436        const Rect* clip = &mTilingClip;
437
438        mCaches.enableScissor();
439        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
440                clip->right - clip->left, clip->bottom - clip->top);
441
442        // 1x overdraw
443        mCaches.stencil.enableDebugTest(2);
444        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
445
446        // 2x overdraw
447        mCaches.stencil.enableDebugTest(3);
448        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
449
450        // 3x overdraw
451        mCaches.stencil.enableDebugTest(4);
452        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
453
454        // 4x overdraw and higher
455        mCaches.stencil.enableDebugTest(4, true);
456        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
457
458        mCaches.stencil.disable();
459    }
460}
461
462///////////////////////////////////////////////////////////////////////////////
463// Layers
464///////////////////////////////////////////////////////////////////////////////
465
466bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
467    if (layer->deferredUpdateScheduled && layer->renderer
468            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
469        ATRACE_CALL();
470
471        Rect& dirty = layer->dirtyRect;
472
473        if (inFrame) {
474            endTiling();
475            debugOverdraw(false, false);
476        }
477
478        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
479            layer->render(*this);
480        } else {
481            layer->defer(*this);
482        }
483
484        if (inFrame) {
485            resumeAfterLayer();
486            startTilingCurrentClip();
487        }
488
489        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
490        layer->hasDrawnSinceUpdate = false;
491
492        return true;
493    }
494
495    return false;
496}
497
498void OpenGLRenderer::updateLayers() {
499    // If draw deferring is enabled this method will simply defer
500    // the display list of each individual layer. The layers remain
501    // in the layer updates list which will be cleared by flushLayers().
502    int count = mLayerUpdates.size();
503    if (count > 0) {
504        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
505            startMark("Layer Updates");
506        } else {
507            startMark("Defer Layer Updates");
508        }
509
510        // Note: it is very important to update the layers in order
511        for (int i = 0; i < count; i++) {
512            Layer* layer = mLayerUpdates.itemAt(i);
513            updateLayer(layer, false);
514            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
515                mCaches.resourceCache.decrementRefcount(layer);
516            }
517        }
518
519        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
520            mLayerUpdates.clear();
521            mRenderState.bindFramebuffer(getTargetFbo());
522        }
523        endMark();
524    }
525}
526
527void OpenGLRenderer::flushLayers() {
528    int count = mLayerUpdates.size();
529    if (count > 0) {
530        startMark("Apply Layer Updates");
531        char layerName[12];
532
533        // Note: it is very important to update the layers in order
534        for (int i = 0; i < count; i++) {
535            Layer* layer = mLayerUpdates.itemAt(i);
536
537            sprintf(layerName, "Layer #%d", i);
538            startMark(layerName);
539            ATRACE_FORMAT_BEGIN("flushLayer %ux%u", layer->getWidth(), layer->getHeight());
540
541            layer->flush();
542
543            ATRACE_END();
544            endMark();
545
546            mCaches.resourceCache.decrementRefcount(layer);
547        }
548
549        mLayerUpdates.clear();
550        mRenderState.bindFramebuffer(getTargetFbo());
551
552        endMark();
553    }
554}
555
556void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
557    if (layer) {
558        // Make sure we don't introduce duplicates.
559        // SortedVector would do this automatically but we need to respect
560        // the insertion order. The linear search is not an issue since
561        // this list is usually very short (typically one item, at most a few)
562        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
563            if (mLayerUpdates.itemAt(i) == layer) {
564                return;
565            }
566        }
567        mLayerUpdates.push_back(layer);
568        mCaches.resourceCache.incrementRefcount(layer);
569    }
570}
571
572void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
573    if (layer) {
574        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
575            if (mLayerUpdates.itemAt(i) == layer) {
576                mLayerUpdates.removeAt(i);
577                mCaches.resourceCache.decrementRefcount(layer);
578                break;
579            }
580        }
581    }
582}
583
584void OpenGLRenderer::clearLayerUpdates() {
585    size_t count = mLayerUpdates.size();
586    if (count > 0) {
587        mCaches.resourceCache.lock();
588        for (size_t i = 0; i < count; i++) {
589            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
590        }
591        mCaches.resourceCache.unlock();
592        mLayerUpdates.clear();
593    }
594}
595
596void OpenGLRenderer::flushLayerUpdates() {
597    ATRACE_CALL();
598    syncState();
599    updateLayers();
600    flushLayers();
601    // Wait for all the layer updates to be executed
602    AutoFence fence;
603}
604
605void OpenGLRenderer::markLayersAsBuildLayers() {
606    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
607        mLayerUpdates[i]->wasBuildLayered = true;
608    }
609}
610
611///////////////////////////////////////////////////////////////////////////////
612// State management
613///////////////////////////////////////////////////////////////////////////////
614
615void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
616    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
617    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
618    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
619
620    if (restoreViewport) {
621        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
622    }
623
624    if (restoreClip) {
625        dirtyClip();
626    }
627
628    if (restoreLayer) {
629        endMark(); // Savelayer
630        ATRACE_END(); // SaveLayer
631        startMark("ComposeLayer");
632        composeLayer(removed, restored);
633        endMark();
634    }
635}
636
637///////////////////////////////////////////////////////////////////////////////
638// Layers
639///////////////////////////////////////////////////////////////////////////////
640
641int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
642        const SkPaint* paint, int flags, const SkPath* convexMask) {
643    // force matrix/clip isolation for layer
644    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
645
646    const int count = saveSnapshot(flags);
647
648    if (!currentSnapshot()->isIgnored()) {
649        createLayer(left, top, right, bottom, paint, flags, convexMask);
650    }
651
652    return count;
653}
654
655void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
656    const Rect untransformedBounds(bounds);
657
658    currentTransform()->mapRect(bounds);
659
660    // Layers only make sense if they are in the framebuffer's bounds
661    if (bounds.intersect(*currentClipRect())) {
662        // We cannot work with sub-pixels in this case
663        bounds.snapToPixelBoundaries();
664
665        // When the layer is not an FBO, we may use glCopyTexImage so we
666        // need to make sure the layer does not extend outside the bounds
667        // of the framebuffer
668        const Snapshot& previous = *(currentSnapshot()->previous);
669        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
670        if (!bounds.intersect(previousViewport)) {
671            bounds.setEmpty();
672        } else if (fboLayer) {
673            clip.set(bounds);
674            mat4 inverse;
675            inverse.loadInverse(*currentTransform());
676            inverse.mapRect(clip);
677            clip.snapToPixelBoundaries();
678            if (clip.intersect(untransformedBounds)) {
679                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
680                bounds.set(untransformedBounds);
681            } else {
682                clip.setEmpty();
683            }
684        }
685    } else {
686        bounds.setEmpty();
687    }
688}
689
690void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
691        bool fboLayer, int alpha) {
692    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
693            bounds.getHeight() > mCaches.maxTextureSize ||
694            (fboLayer && clip.isEmpty())) {
695        mSnapshot->empty = fboLayer;
696    } else {
697        mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
698    }
699}
700
701int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
702        const SkPaint* paint, int flags) {
703    const int count = saveSnapshot(flags);
704
705    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
706        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
707        // operations will be able to store and restore the current clip and transform info, and
708        // quick rejection will be correct (for display lists)
709
710        Rect bounds(left, top, right, bottom);
711        Rect clip;
712        calculateLayerBoundsAndClip(bounds, clip, true);
713        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
714
715        if (!currentSnapshot()->isIgnored()) {
716            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
717            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
718            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
719            mSnapshot->roundRectClipState = NULL;
720        }
721    }
722
723    return count;
724}
725
726/**
727 * Layers are viewed by Skia are slightly different than layers in image editing
728 * programs (for instance.) When a layer is created, previously created layers
729 * and the frame buffer still receive every drawing command. For instance, if a
730 * layer is created and a shape intersecting the bounds of the layers and the
731 * framebuffer is draw, the shape will be drawn on both (unless the layer was
732 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
733 *
734 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
735 * texture. Unfortunately, this is inefficient as it requires every primitive to
736 * be drawn n + 1 times, where n is the number of active layers. In practice this
737 * means, for every primitive:
738 *   - Switch active frame buffer
739 *   - Change viewport, clip and projection matrix
740 *   - Issue the drawing
741 *
742 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
743 * To avoid this, layers are implemented in a different way here, at least in the
744 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
745 * is set. When this flag is set we can redirect all drawing operations into a
746 * single FBO.
747 *
748 * This implementation relies on the frame buffer being at least RGBA 8888. When
749 * a layer is created, only a texture is created, not an FBO. The content of the
750 * frame buffer contained within the layer's bounds is copied into this texture
751 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
752 * buffer and drawing continues as normal. This technique therefore treats the
753 * frame buffer as a scratch buffer for the layers.
754 *
755 * To compose the layers back onto the frame buffer, each layer texture
756 * (containing the original frame buffer data) is drawn as a simple quad over
757 * the frame buffer. The trick is that the quad is set as the composition
758 * destination in the blending equation, and the frame buffer becomes the source
759 * of the composition.
760 *
761 * Drawing layers with an alpha value requires an extra step before composition.
762 * An empty quad is drawn over the layer's region in the frame buffer. This quad
763 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
764 * quad is used to multiply the colors in the frame buffer. This is achieved by
765 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
766 * GL_ZERO, GL_SRC_ALPHA.
767 *
768 * Because glCopyTexImage2D() can be slow, an alternative implementation might
769 * be use to draw a single clipped layer. The implementation described above
770 * is correct in every case.
771 *
772 * (1) The frame buffer is actually not cleared right away. To allow the GPU
773 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
774 *     buffer is left untouched until the first drawing operation. Only when
775 *     something actually gets drawn are the layers regions cleared.
776 */
777bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
778        const SkPaint* paint, int flags, const SkPath* convexMask) {
779    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
780    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
781
782    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
783
784    // Window coordinates of the layer
785    Rect clip;
786    Rect bounds(left, top, right, bottom);
787    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
788    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
789
790    // Bail out if we won't draw in this snapshot
791    if (currentSnapshot()->isIgnored()) {
792        return false;
793    }
794
795    mCaches.activeTexture(0);
796    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
797    if (!layer) {
798        return false;
799    }
800
801    layer->setPaint(paint);
802    layer->layer.set(bounds);
803    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
804            bounds.getWidth() / float(layer->getWidth()), 0.0f);
805
806    layer->setBlend(true);
807    layer->setDirty(false);
808    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
809
810    // Save the layer in the snapshot
811    mSnapshot->flags |= Snapshot::kFlagIsLayer;
812    mSnapshot->layer = layer;
813
814    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
815            fboLayer ? "" : "unclipped ",
816            layer->getWidth(), layer->getHeight());
817    startMark("SaveLayer");
818    if (fboLayer) {
819        return createFboLayer(layer, bounds, clip);
820    } else {
821        // Copy the framebuffer into the layer
822        layer->bindTexture();
823        if (!bounds.isEmpty()) {
824            if (layer->isEmpty()) {
825                // Workaround for some GL drivers. When reading pixels lying outside
826                // of the window we should get undefined values for those pixels.
827                // Unfortunately some drivers will turn the entire target texture black
828                // when reading outside of the window.
829                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
830                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
831                layer->setEmpty(false);
832            }
833
834            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
835                    bounds.left, getViewportHeight() - bounds.bottom,
836                    bounds.getWidth(), bounds.getHeight());
837
838            // Enqueue the buffer coordinates to clear the corresponding region later
839            mLayers.push(new Rect(bounds));
840        }
841    }
842
843    return true;
844}
845
846bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
847    layer->clipRect.set(clip);
848    layer->setFbo(mCaches.fboCache.get());
849
850    mSnapshot->region = &mSnapshot->layer->region;
851    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
852    mSnapshot->fbo = layer->getFbo();
853    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
854    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
855    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
856    mSnapshot->roundRectClipState = NULL;
857
858    endTiling();
859    debugOverdraw(false, false);
860    // Bind texture to FBO
861    mRenderState.bindFramebuffer(layer->getFbo());
862    layer->bindTexture();
863
864    // Initialize the texture if needed
865    if (layer->isEmpty()) {
866        layer->allocateTexture();
867        layer->setEmpty(false);
868    }
869
870    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
871            layer->getTexture(), 0);
872
873    // Expand the startTiling region by 1
874    startTilingCurrentClip(true, true);
875
876    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
877    mCaches.enableScissor();
878    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
879            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
880    glClear(GL_COLOR_BUFFER_BIT);
881
882    dirtyClip();
883
884    // Change the ortho projection
885    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
886    return true;
887}
888
889/**
890 * Read the documentation of createLayer() before doing anything in this method.
891 */
892void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
893    if (!removed.layer) {
894        ALOGE("Attempting to compose a layer that does not exist");
895        return;
896    }
897
898    Layer* layer = removed.layer;
899    const Rect& rect = layer->layer;
900    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
901
902    bool clipRequired = false;
903    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
904            &clipRequired, NULL, false); // safely ignore return, should never be rejected
905    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
906
907    if (fboLayer) {
908        endTiling();
909
910        // Detach the texture from the FBO
911        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
912
913        layer->removeFbo(false);
914
915        // Unbind current FBO and restore previous one
916        mRenderState.bindFramebuffer(restored.fbo);
917        debugOverdraw(true, false);
918
919        startTilingCurrentClip();
920    }
921
922    if (!fboLayer && layer->getAlpha() < 255) {
923        SkPaint layerPaint;
924        layerPaint.setAlpha(layer->getAlpha());
925        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
926        layerPaint.setColorFilter(layer->getColorFilter());
927
928        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
929        // Required below, composeLayerRect() will divide by 255
930        layer->setAlpha(255);
931    }
932
933    mCaches.unbindMeshBuffer();
934
935    mCaches.activeTexture(0);
936
937    // When the layer is stored in an FBO, we can save a bit of fillrate by
938    // drawing only the dirty region
939    if (fboLayer) {
940        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
941        composeLayerRegion(layer, rect);
942    } else if (!rect.isEmpty()) {
943        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
944
945        save(0);
946        // the layer contains screen buffer content that shouldn't be alpha modulated
947        // (and any necessary alpha modulation was handled drawing into the layer)
948        mSnapshot->alpha = 1.0f;
949        composeLayerRect(layer, rect, true);
950        restore();
951    }
952
953    dirtyClip();
954
955    // Failing to add the layer to the cache should happen only if the layer is too large
956    layer->setConvexMask(NULL);
957    if (!mCaches.layerCache.put(layer)) {
958        LAYER_LOGD("Deleting layer");
959        Caches::getInstance().resourceCache.decrementRefcount(layer);
960    }
961}
962
963void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
964    float alpha = getLayerAlpha(layer);
965
966    setupDraw();
967    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
968        setupDrawWithTexture();
969    } else {
970        setupDrawWithExternalTexture();
971    }
972    setupDrawTextureTransform();
973    setupDrawColor(alpha, alpha, alpha, alpha);
974    setupDrawColorFilter(layer->getColorFilter());
975    setupDrawBlending(layer);
976    setupDrawProgram();
977    setupDrawPureColorUniforms();
978    setupDrawColorFilterUniforms(layer->getColorFilter());
979    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
980        setupDrawTexture(layer->getTexture());
981    } else {
982        setupDrawExternalTexture(layer->getTexture());
983    }
984    if (currentTransform()->isPureTranslate() &&
985            !layer->getForceFilter() &&
986            layer->getWidth() == (uint32_t) rect.getWidth() &&
987            layer->getHeight() == (uint32_t) rect.getHeight()) {
988        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
989        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
990
991        layer->setFilter(GL_NEAREST);
992        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
993                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
994    } else {
995        layer->setFilter(GL_LINEAR);
996        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
997                rect.left, rect.top, rect.right, rect.bottom);
998    }
999    setupDrawTextureTransformUniforms(layer->getTexTransform());
1000    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
1001
1002    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1003}
1004
1005void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1006    if (layer->isTextureLayer()) {
1007        EVENT_LOGD("composeTextureLayerRect");
1008        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1009        drawTextureLayer(layer, rect);
1010        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1011    } else {
1012        EVENT_LOGD("composeHardwareLayerRect");
1013        const Rect& texCoords = layer->texCoords;
1014        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1015                texCoords.right, texCoords.bottom);
1016
1017        float x = rect.left;
1018        float y = rect.top;
1019        bool simpleTransform = currentTransform()->isPureTranslate() &&
1020                layer->getWidth() == (uint32_t) rect.getWidth() &&
1021                layer->getHeight() == (uint32_t) rect.getHeight();
1022
1023        if (simpleTransform) {
1024            // When we're swapping, the layer is already in screen coordinates
1025            if (!swap) {
1026                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1027                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1028            }
1029
1030            layer->setFilter(GL_NEAREST, true);
1031        } else {
1032            layer->setFilter(GL_LINEAR, true);
1033        }
1034
1035        SkPaint layerPaint;
1036        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1037        layerPaint.setXfermodeMode(layer->getMode());
1038        layerPaint.setColorFilter(layer->getColorFilter());
1039
1040        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1041        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1042                layer->getTexture(), &layerPaint, blend,
1043                &mMeshVertices[0].x, &mMeshVertices[0].u,
1044                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1045
1046        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1047    }
1048}
1049
1050/**
1051 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1052 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1053 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1054 * by saveLayer's restore
1055 */
1056#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1057        DRAW_COMMAND;                                                            \
1058        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1059            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1060            DRAW_COMMAND;                                                        \
1061            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1062        }                                                                        \
1063    }
1064
1065#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1066
1067// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1068// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1069class LayerShader : public SkShader {
1070public:
1071    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1072    : INHERITED(localMatrix)
1073    , mLayer(layer) {
1074    }
1075
1076    virtual bool asACustomShader(void** data) const {
1077        if (data) {
1078            *data = static_cast<void*>(mLayer);
1079        }
1080        return true;
1081    }
1082
1083    virtual bool isOpaque() const {
1084        return !mLayer->isBlend();
1085    }
1086
1087protected:
1088    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1089        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1090    }
1091
1092    virtual void flatten(SkWriteBuffer&) const {
1093        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1094    }
1095
1096    virtual Factory getFactory() const {
1097        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1098        return NULL;
1099    }
1100private:
1101    // Unowned.
1102    Layer* mLayer;
1103    typedef SkShader INHERITED;
1104};
1105
1106void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1107    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1108
1109    if (layer->getConvexMask()) {
1110        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1111
1112        // clip to the area of the layer the mask can be larger
1113        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1114
1115        SkPaint paint;
1116        paint.setAntiAlias(true);
1117        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1118
1119        // create LayerShader to map SaveLayer content into subsequent draw
1120        SkMatrix shaderMatrix;
1121        shaderMatrix.setTranslate(rect.left, rect.bottom);
1122        shaderMatrix.preScale(1, -1);
1123        LayerShader layerShader(layer, &shaderMatrix);
1124        paint.setShader(&layerShader);
1125
1126        // Since the drawing primitive is defined in local drawing space,
1127        // we don't need to modify the draw matrix
1128        const SkPath* maskPath = layer->getConvexMask();
1129        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1130
1131        paint.setShader(NULL);
1132        restore();
1133
1134        return;
1135    }
1136
1137    if (layer->region.isRect()) {
1138        layer->setRegionAsRect();
1139
1140        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1141
1142        layer->region.clear();
1143        return;
1144    }
1145
1146    EVENT_LOGD("composeLayerRegion");
1147    // standard Region based draw
1148    size_t count;
1149    const android::Rect* rects;
1150    Region safeRegion;
1151    if (CC_LIKELY(hasRectToRectTransform())) {
1152        rects = layer->region.getArray(&count);
1153    } else {
1154        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1155        rects = safeRegion.getArray(&count);
1156    }
1157
1158    const float alpha = getLayerAlpha(layer);
1159    const float texX = 1.0f / float(layer->getWidth());
1160    const float texY = 1.0f / float(layer->getHeight());
1161    const float height = rect.getHeight();
1162
1163    setupDraw();
1164
1165    // We must get (and therefore bind) the region mesh buffer
1166    // after we setup drawing in case we need to mess with the
1167    // stencil buffer in setupDraw()
1168    TextureVertex* mesh = mCaches.getRegionMesh();
1169    uint32_t numQuads = 0;
1170
1171    setupDrawWithTexture();
1172    setupDrawColor(alpha, alpha, alpha, alpha);
1173    setupDrawColorFilter(layer->getColorFilter());
1174    setupDrawBlending(layer);
1175    setupDrawProgram();
1176    setupDrawDirtyRegionsDisabled();
1177    setupDrawPureColorUniforms();
1178    setupDrawColorFilterUniforms(layer->getColorFilter());
1179    setupDrawTexture(layer->getTexture());
1180    if (currentTransform()->isPureTranslate()) {
1181        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1182        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1183
1184        layer->setFilter(GL_NEAREST);
1185        setupDrawModelView(kModelViewMode_Translate, false,
1186                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1187    } else {
1188        layer->setFilter(GL_LINEAR);
1189        setupDrawModelView(kModelViewMode_Translate, false,
1190                rect.left, rect.top, rect.right, rect.bottom);
1191    }
1192    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1193
1194    for (size_t i = 0; i < count; i++) {
1195        const android::Rect* r = &rects[i];
1196
1197        const float u1 = r->left * texX;
1198        const float v1 = (height - r->top) * texY;
1199        const float u2 = r->right * texX;
1200        const float v2 = (height - r->bottom) * texY;
1201
1202        // TODO: Reject quads outside of the clip
1203        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1204        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1205        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1206        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1207
1208        numQuads++;
1209
1210        if (numQuads >= gMaxNumberOfQuads) {
1211            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1212                            GL_UNSIGNED_SHORT, NULL));
1213            numQuads = 0;
1214            mesh = mCaches.getRegionMesh();
1215        }
1216    }
1217
1218    if (numQuads > 0) {
1219        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1220                        GL_UNSIGNED_SHORT, NULL));
1221    }
1222
1223#if DEBUG_LAYERS_AS_REGIONS
1224    drawRegionRectsDebug(layer->region);
1225#endif
1226
1227    layer->region.clear();
1228}
1229
1230#if DEBUG_LAYERS_AS_REGIONS
1231void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1232    size_t count;
1233    const android::Rect* rects = region.getArray(&count);
1234
1235    uint32_t colors[] = {
1236            0x7fff0000, 0x7f00ff00,
1237            0x7f0000ff, 0x7fff00ff,
1238    };
1239
1240    int offset = 0;
1241    int32_t top = rects[0].top;
1242
1243    for (size_t i = 0; i < count; i++) {
1244        if (top != rects[i].top) {
1245            offset ^= 0x2;
1246            top = rects[i].top;
1247        }
1248
1249        SkPaint paint;
1250        paint.setColor(colors[offset + (i & 0x1)]);
1251        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1252        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1253    }
1254}
1255#endif
1256
1257void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1258    Vector<float> rects;
1259
1260    SkRegion::Iterator it(region);
1261    while (!it.done()) {
1262        const SkIRect& r = it.rect();
1263        rects.push(r.fLeft);
1264        rects.push(r.fTop);
1265        rects.push(r.fRight);
1266        rects.push(r.fBottom);
1267        it.next();
1268    }
1269
1270    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1271}
1272
1273void OpenGLRenderer::dirtyLayer(const float left, const float top,
1274        const float right, const float bottom, const mat4 transform) {
1275    if (hasLayer()) {
1276        Rect bounds(left, top, right, bottom);
1277        transform.mapRect(bounds);
1278        dirtyLayerUnchecked(bounds, getRegion());
1279    }
1280}
1281
1282void OpenGLRenderer::dirtyLayer(const float left, const float top,
1283        const float right, const float bottom) {
1284    if (hasLayer()) {
1285        Rect bounds(left, top, right, bottom);
1286        dirtyLayerUnchecked(bounds, getRegion());
1287    }
1288}
1289
1290void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1291    if (bounds.intersect(*currentClipRect())) {
1292        bounds.snapToPixelBoundaries();
1293        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1294        if (!dirty.isEmpty()) {
1295            region->orSelf(dirty);
1296        }
1297    }
1298}
1299
1300void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1301    GLsizei elementsCount = quadsCount * 6;
1302    while (elementsCount > 0) {
1303        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1304
1305        setupDrawIndexedVertices(&mesh[0].x);
1306        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1307
1308        elementsCount -= drawCount;
1309        // Though there are 4 vertices in a quad, we use 6 indices per
1310        // quad to draw with GL_TRIANGLES
1311        mesh += (drawCount / 6) * 4;
1312    }
1313}
1314
1315void OpenGLRenderer::clearLayerRegions() {
1316    const size_t count = mLayers.size();
1317    if (count == 0) return;
1318
1319    if (!currentSnapshot()->isIgnored()) {
1320        EVENT_LOGD("clearLayerRegions");
1321        // Doing several glScissor/glClear here can negatively impact
1322        // GPUs with a tiler architecture, instead we draw quads with
1323        // the Clear blending mode
1324
1325        // The list contains bounds that have already been clipped
1326        // against their initial clip rect, and the current clip
1327        // is likely different so we need to disable clipping here
1328        bool scissorChanged = mCaches.disableScissor();
1329
1330        Vertex mesh[count * 4];
1331        Vertex* vertex = mesh;
1332
1333        for (uint32_t i = 0; i < count; i++) {
1334            Rect* bounds = mLayers.itemAt(i);
1335
1336            Vertex::set(vertex++, bounds->left, bounds->top);
1337            Vertex::set(vertex++, bounds->right, bounds->top);
1338            Vertex::set(vertex++, bounds->left, bounds->bottom);
1339            Vertex::set(vertex++, bounds->right, bounds->bottom);
1340
1341            delete bounds;
1342        }
1343        // We must clear the list of dirty rects before we
1344        // call setupDraw() to prevent stencil setup to do
1345        // the same thing again
1346        mLayers.clear();
1347
1348        SkPaint clearPaint;
1349        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1350
1351        setupDraw(false);
1352        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1353        setupDrawBlending(&clearPaint, true);
1354        setupDrawProgram();
1355        setupDrawPureColorUniforms();
1356        setupDrawModelView(kModelViewMode_Translate, false,
1357                0.0f, 0.0f, 0.0f, 0.0f, true);
1358
1359        issueIndexedQuadDraw(&mesh[0], count);
1360
1361        if (scissorChanged) mCaches.enableScissor();
1362    } else {
1363        for (uint32_t i = 0; i < count; i++) {
1364            delete mLayers.itemAt(i);
1365        }
1366        mLayers.clear();
1367    }
1368}
1369
1370///////////////////////////////////////////////////////////////////////////////
1371// State Deferral
1372///////////////////////////////////////////////////////////////////////////////
1373
1374bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1375    const Rect* currentClip = currentClipRect();
1376    const mat4* currentMatrix = currentTransform();
1377
1378    if (stateDeferFlags & kStateDeferFlag_Draw) {
1379        // state has bounds initialized in local coordinates
1380        if (!state.mBounds.isEmpty()) {
1381            currentMatrix->mapRect(state.mBounds);
1382            Rect clippedBounds(state.mBounds);
1383            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1384            // is used, it should more closely duplicate the quickReject logic (in how it uses
1385            // snapToPixelBoundaries)
1386
1387            if(!clippedBounds.intersect(*currentClip)) {
1388                // quick rejected
1389                return true;
1390            }
1391
1392            state.mClipSideFlags = kClipSide_None;
1393            if (!currentClip->contains(state.mBounds)) {
1394                int& flags = state.mClipSideFlags;
1395                // op partially clipped, so record which sides are clipped for clip-aware merging
1396                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1397                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1398                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1399                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1400            }
1401            state.mBounds.set(clippedBounds);
1402        } else {
1403            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1404            // overdraw avoidance (since we don't know what it overlaps)
1405            state.mClipSideFlags = kClipSide_ConservativeFull;
1406            state.mBounds.set(*currentClip);
1407        }
1408    }
1409
1410    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1411    if (state.mClipValid) {
1412        state.mClip.set(*currentClip);
1413    }
1414
1415    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1416    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1417    state.mMatrix.load(*currentMatrix);
1418    state.mDrawModifiers = mDrawModifiers;
1419    state.mAlpha = currentSnapshot()->alpha;
1420
1421    // always store/restore, since it's just a pointer
1422    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1423    return false;
1424}
1425
1426void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1427    setMatrix(state.mMatrix);
1428    mSnapshot->alpha = state.mAlpha;
1429    mDrawModifiers = state.mDrawModifiers;
1430    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1431
1432    if (state.mClipValid && !skipClipRestore) {
1433        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1434                state.mClip.right, state.mClip.bottom);
1435        dirtyClip();
1436    }
1437}
1438
1439/**
1440 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1441 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1442 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1443 *
1444 * This method should be called when restoreDisplayState() won't be restoring the clip
1445 */
1446void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1447    if (clipRect != NULL) {
1448        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1449    } else {
1450        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1451    }
1452    dirtyClip();
1453    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1454}
1455
1456///////////////////////////////////////////////////////////////////////////////
1457// Clipping
1458///////////////////////////////////////////////////////////////////////////////
1459
1460void OpenGLRenderer::setScissorFromClip() {
1461    Rect clip(*currentClipRect());
1462    clip.snapToPixelBoundaries();
1463
1464    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1465            clip.getWidth(), clip.getHeight())) {
1466        mDirtyClip = false;
1467    }
1468}
1469
1470void OpenGLRenderer::ensureStencilBuffer() {
1471    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1472    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1473    // just hope we have one when hasLayer() returns false.
1474    if (hasLayer()) {
1475        attachStencilBufferToLayer(currentSnapshot()->layer);
1476    }
1477}
1478
1479void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1480    // The layer's FBO is already bound when we reach this stage
1481    if (!layer->getStencilRenderBuffer()) {
1482        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1483        // is attached after we initiated tiling. We must turn it off,
1484        // attach the new render buffer then turn tiling back on
1485        endTiling();
1486
1487        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1488                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1489        layer->setStencilRenderBuffer(buffer);
1490
1491        startTiling(layer->clipRect, layer->layer.getHeight());
1492    }
1493}
1494
1495void OpenGLRenderer::setStencilFromClip() {
1496    if (!mCaches.debugOverdraw) {
1497        if (!currentSnapshot()->clipRegion->isEmpty()) {
1498            EVENT_LOGD("setStencilFromClip - enabling");
1499
1500            // NOTE: The order here is important, we must set dirtyClip to false
1501            //       before any draw call to avoid calling back into this method
1502            mDirtyClip = false;
1503
1504            ensureStencilBuffer();
1505
1506            mCaches.stencil.enableWrite();
1507
1508            // Clear and update the stencil, but first make sure we restrict drawing
1509            // to the region's bounds
1510            bool resetScissor = mCaches.enableScissor();
1511            if (resetScissor) {
1512                // The scissor was not set so we now need to update it
1513                setScissorFromClip();
1514            }
1515            mCaches.stencil.clear();
1516
1517            // stash and disable the outline clip state, since stencil doesn't account for outline
1518            bool storedSkipOutlineClip = mSkipOutlineClip;
1519            mSkipOutlineClip = true;
1520
1521            SkPaint paint;
1522            paint.setColor(SK_ColorBLACK);
1523            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1524
1525            // NOTE: We could use the region contour path to generate a smaller mesh
1526            //       Since we are using the stencil we could use the red book path
1527            //       drawing technique. It might increase bandwidth usage though.
1528
1529            // The last parameter is important: we are not drawing in the color buffer
1530            // so we don't want to dirty the current layer, if any
1531            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1532            if (resetScissor) mCaches.disableScissor();
1533            mSkipOutlineClip = storedSkipOutlineClip;
1534
1535            mCaches.stencil.enableTest();
1536
1537            // Draw the region used to generate the stencil if the appropriate debug
1538            // mode is enabled
1539            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1540                paint.setColor(0x7f0000ff);
1541                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1542                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1543            }
1544        } else {
1545            EVENT_LOGD("setStencilFromClip - disabling");
1546            mCaches.stencil.disable();
1547        }
1548    }
1549}
1550
1551/**
1552 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1553 *
1554 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1555 *         style, and tessellated AA ramp
1556 */
1557bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1558        const SkPaint* paint) {
1559    bool snapOut = paint && paint->isAntiAlias();
1560
1561    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1562        float outset = paint->getStrokeWidth() * 0.5f;
1563        left -= outset;
1564        top -= outset;
1565        right += outset;
1566        bottom += outset;
1567    }
1568
1569    bool clipRequired = false;
1570    bool roundRectClipRequired = false;
1571    if (calculateQuickRejectForScissor(left, top, right, bottom,
1572            &clipRequired, &roundRectClipRequired, snapOut)) {
1573        return true;
1574    }
1575
1576    // not quick rejected, so enable the scissor if clipRequired
1577    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1578    mSkipOutlineClip = !roundRectClipRequired;
1579    return false;
1580}
1581
1582void OpenGLRenderer::debugClip() {
1583#if DEBUG_CLIP_REGIONS
1584    if (!currentSnapshot()->clipRegion->isEmpty()) {
1585        SkPaint paint;
1586        paint.setColor(0x7f00ff00);
1587        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1588
1589    }
1590#endif
1591}
1592
1593///////////////////////////////////////////////////////////////////////////////
1594// Drawing commands
1595///////////////////////////////////////////////////////////////////////////////
1596
1597void OpenGLRenderer::setupDraw(bool clearLayer) {
1598    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1599    //       changes the scissor test state
1600    if (clearLayer) clearLayerRegions();
1601    // Make sure setScissor & setStencil happen at the beginning of
1602    // this method
1603    if (mDirtyClip) {
1604        if (mCaches.scissorEnabled) {
1605            setScissorFromClip();
1606        }
1607
1608        if (clearLayer) {
1609            setStencilFromClip();
1610        } else {
1611            // While clearing layer, force disable stencil buffer, since
1612            // it's invalid to stencil-clip *during* the layer clear
1613            mCaches.stencil.disable();
1614        }
1615    }
1616
1617    mDescription.reset();
1618
1619    mSetShaderColor = false;
1620    mColorSet = false;
1621    mColorA = mColorR = mColorG = mColorB = 0.0f;
1622    mTextureUnit = 0;
1623    mTrackDirtyRegions = true;
1624
1625    // Enable debug highlight when what we're about to draw is tested against
1626    // the stencil buffer and if stencil highlight debugging is on
1627    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1628            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1629            mCaches.stencil.isTestEnabled();
1630}
1631
1632void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1633    mDescription.hasTexture = true;
1634    mDescription.hasAlpha8Texture = isAlpha8;
1635}
1636
1637void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1638    mDescription.hasTexture = true;
1639    mDescription.hasColors = true;
1640    mDescription.hasAlpha8Texture = isAlpha8;
1641}
1642
1643void OpenGLRenderer::setupDrawWithExternalTexture() {
1644    mDescription.hasExternalTexture = true;
1645}
1646
1647void OpenGLRenderer::setupDrawNoTexture() {
1648    mCaches.disableTexCoordsVertexArray();
1649}
1650
1651void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1652    mDescription.hasVertexAlpha = true;
1653    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1654}
1655
1656void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1657    mColorA = alpha / 255.0f;
1658    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1659    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1660    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1661    mColorSet = true;
1662    mSetShaderColor = mDescription.setColorModulate(mColorA);
1663}
1664
1665void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1666    mColorA = alpha / 255.0f;
1667    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1668    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1669    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1670    mColorSet = true;
1671    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1672}
1673
1674void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1675    mCaches.fontRenderer->describe(mDescription, paint);
1676}
1677
1678void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1679    mColorA = a;
1680    mColorR = r;
1681    mColorG = g;
1682    mColorB = b;
1683    mColorSet = true;
1684    mSetShaderColor = mDescription.setColorModulate(a);
1685}
1686
1687void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1688    if (shader != NULL) {
1689        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1690    }
1691}
1692
1693void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1694    if (filter == NULL) {
1695        return;
1696    }
1697
1698    SkXfermode::Mode mode;
1699    if (filter->asColorMode(NULL, &mode)) {
1700        mDescription.colorOp = ProgramDescription::kColorBlend;
1701        mDescription.colorMode = mode;
1702    } else if (filter->asColorMatrix(NULL)) {
1703        mDescription.colorOp = ProgramDescription::kColorMatrix;
1704    }
1705}
1706
1707void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1708    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1709        mColorA = 1.0f;
1710        mColorR = mColorG = mColorB = 0.0f;
1711        mSetShaderColor = mDescription.modulate = true;
1712    }
1713}
1714
1715void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1716    SkXfermode::Mode mode = layer->getMode();
1717    // When the blending mode is kClear_Mode, we need to use a modulate color
1718    // argb=1,0,0,0
1719    accountForClear(mode);
1720    // TODO: check shader blending, once we have shader drawing support for layers.
1721    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1722            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1723    chooseBlending(blend, mode, mDescription, swapSrcDst);
1724}
1725
1726void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1727    SkXfermode::Mode mode = getXfermodeDirect(paint);
1728    // When the blending mode is kClear_Mode, we need to use a modulate color
1729    // argb=1,0,0,0
1730    accountForClear(mode);
1731    blend |= (mColorSet && mColorA < 1.0f) ||
1732            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1733            isBlendedColorFilter(getColorFilter(paint));
1734    chooseBlending(blend, mode, mDescription, swapSrcDst);
1735}
1736
1737void OpenGLRenderer::setupDrawProgram() {
1738    useProgram(mCaches.programCache.get(mDescription));
1739    if (mDescription.hasRoundRectClip) {
1740        // TODO: avoid doing this repeatedly, stashing state pointer in program
1741        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1742        const Rect& innerRect = state->innerRect;
1743        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1744                innerRect.left, innerRect.top,
1745                innerRect.right, innerRect.bottom);
1746        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1747                1, GL_FALSE, &state->matrix.data[0]);
1748
1749        // add half pixel to round out integer rect space to cover pixel centers
1750        float roundedOutRadius = state->radius + 0.5f;
1751        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1752                roundedOutRadius);
1753    }
1754}
1755
1756void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1757    mTrackDirtyRegions = false;
1758}
1759
1760void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1761        float left, float top, float right, float bottom, bool ignoreTransform) {
1762    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1763    if (mode == kModelViewMode_TranslateAndScale) {
1764        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1765    }
1766
1767    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1768    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1769    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1770    if (dirty && mTrackDirtyRegions) {
1771        if (!ignoreTransform) {
1772            dirtyLayer(left, top, right, bottom, *currentTransform());
1773        } else {
1774            dirtyLayer(left, top, right, bottom);
1775        }
1776    }
1777}
1778
1779void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1780    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1781        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1782    }
1783}
1784
1785void OpenGLRenderer::setupDrawPureColorUniforms() {
1786    if (mSetShaderColor) {
1787        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1788    }
1789}
1790
1791void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1792    if (shader == NULL) {
1793        return;
1794    }
1795
1796    if (ignoreTransform) {
1797        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1798        // because it was built into modelView / the geometry, and the description needs to
1799        // compensate.
1800        mat4 modelViewWithoutTransform;
1801        modelViewWithoutTransform.loadInverse(*currentTransform());
1802        modelViewWithoutTransform.multiply(mModelViewMatrix);
1803        mModelViewMatrix.load(modelViewWithoutTransform);
1804    }
1805
1806    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1807}
1808
1809void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1810    if (NULL == filter) {
1811        return;
1812    }
1813
1814    SkColor color;
1815    SkXfermode::Mode mode;
1816    if (filter->asColorMode(&color, &mode)) {
1817        const int alpha = SkColorGetA(color);
1818        const GLfloat a = alpha / 255.0f;
1819        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1820        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1821        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1822        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1823        return;
1824    }
1825
1826    SkScalar srcColorMatrix[20];
1827    if (filter->asColorMatrix(srcColorMatrix)) {
1828
1829        float colorMatrix[16];
1830        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1831        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1832        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1833        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1834
1835        // Skia uses the range [0..255] for the addition vector, but we need
1836        // the [0..1] range to apply the vector in GLSL
1837        float colorVector[4];
1838        colorVector[0] = srcColorMatrix[4] / 255.0f;
1839        colorVector[1] = srcColorMatrix[9] / 255.0f;
1840        colorVector[2] = srcColorMatrix[14] / 255.0f;
1841        colorVector[3] = srcColorMatrix[19] / 255.0f;
1842
1843        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1844                GL_FALSE, colorMatrix);
1845        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1846        return;
1847    }
1848
1849    // it is an error if we ever get here
1850}
1851
1852void OpenGLRenderer::setupDrawTextGammaUniforms() {
1853    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1854}
1855
1856void OpenGLRenderer::setupDrawSimpleMesh() {
1857    bool force = mCaches.bindMeshBuffer();
1858    mCaches.bindPositionVertexPointer(force, 0);
1859    mCaches.unbindIndicesBuffer();
1860}
1861
1862void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1863    if (texture) bindTexture(texture);
1864    mTextureUnit++;
1865    mCaches.enableTexCoordsVertexArray();
1866}
1867
1868void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1869    bindExternalTexture(texture);
1870    mTextureUnit++;
1871    mCaches.enableTexCoordsVertexArray();
1872}
1873
1874void OpenGLRenderer::setupDrawTextureTransform() {
1875    mDescription.hasTextureTransform = true;
1876}
1877
1878void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1879    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1880            GL_FALSE, &transform.data[0]);
1881}
1882
1883void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1884        const GLvoid* texCoords, GLuint vbo) {
1885    bool force = false;
1886    if (!vertices || vbo) {
1887        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1888    } else {
1889        force = mCaches.unbindMeshBuffer();
1890    }
1891
1892    mCaches.bindPositionVertexPointer(force, vertices);
1893    if (mCaches.currentProgram->texCoords >= 0) {
1894        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1895    }
1896
1897    mCaches.unbindIndicesBuffer();
1898}
1899
1900void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1901        const GLvoid* texCoords, const GLvoid* colors) {
1902    bool force = mCaches.unbindMeshBuffer();
1903    GLsizei stride = sizeof(ColorTextureVertex);
1904
1905    mCaches.bindPositionVertexPointer(force, vertices, stride);
1906    if (mCaches.currentProgram->texCoords >= 0) {
1907        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1908    }
1909    int slot = mCaches.currentProgram->getAttrib("colors");
1910    if (slot >= 0) {
1911        glEnableVertexAttribArray(slot);
1912        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1913    }
1914
1915    mCaches.unbindIndicesBuffer();
1916}
1917
1918void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1919        const GLvoid* texCoords, GLuint vbo) {
1920    bool force = false;
1921    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1922    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1923    // use the default VBO found in Caches
1924    if (!vertices || vbo) {
1925        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1926    } else {
1927        force = mCaches.unbindMeshBuffer();
1928    }
1929    mCaches.bindQuadIndicesBuffer();
1930
1931    mCaches.bindPositionVertexPointer(force, vertices);
1932    if (mCaches.currentProgram->texCoords >= 0) {
1933        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1934    }
1935}
1936
1937void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1938    bool force = mCaches.unbindMeshBuffer();
1939    mCaches.bindQuadIndicesBuffer();
1940    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1941}
1942
1943///////////////////////////////////////////////////////////////////////////////
1944// Drawing
1945///////////////////////////////////////////////////////////////////////////////
1946
1947status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1948    status_t status;
1949    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1950    // will be performed by the display list itself
1951    if (renderNode && renderNode->isRenderable()) {
1952        // compute 3d ordering
1953        renderNode->computeOrdering();
1954        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1955            status = startFrame();
1956            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1957            renderNode->replay(replayStruct, 0);
1958            return status | replayStruct.mDrawGlStatus;
1959        }
1960
1961        DeferredDisplayList deferredList(*currentClipRect());
1962        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1963        renderNode->defer(deferStruct, 0);
1964
1965        flushLayers();
1966        status = startFrame();
1967
1968        return deferredList.flush(*this, dirty) | status;
1969    }
1970
1971    // Even if there is no drawing command(Ex: invisible),
1972    // it still needs startFrame to clear buffer and start tiling.
1973    return startFrame();
1974}
1975
1976void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1977    int color = paint != NULL ? paint->getColor() : 0;
1978
1979    float x = left;
1980    float y = top;
1981
1982    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1983
1984    bool ignoreTransform = false;
1985    if (currentTransform()->isPureTranslate()) {
1986        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1987        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1988        ignoreTransform = true;
1989
1990        texture->setFilter(GL_NEAREST, true);
1991    } else {
1992        texture->setFilter(getFilter(paint), true);
1993    }
1994
1995    // No need to check for a UV mapper on the texture object, only ARGB_8888
1996    // bitmaps get packed in the atlas
1997    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1998            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1999            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2000}
2001
2002/**
2003 * Important note: this method is intended to draw batches of bitmaps and
2004 * will not set the scissor enable or dirty the current layer, if any.
2005 * The caller is responsible for properly dirtying the current layer.
2006 */
2007status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2008        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
2009        const Rect& bounds, const SkPaint* paint) {
2010    mCaches.activeTexture(0);
2011    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2012    if (!texture) return DrawGlInfo::kStatusDone;
2013
2014    const AutoTexture autoCleanup(texture);
2015
2016    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2017    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
2018
2019    const float x = (int) floorf(bounds.left + 0.5f);
2020    const float y = (int) floorf(bounds.top + 0.5f);
2021    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2022        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2023                texture->id, paint, &vertices[0].x, &vertices[0].u,
2024                GL_TRIANGLES, bitmapCount * 6, true,
2025                kModelViewMode_Translate, false);
2026    } else {
2027        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2028                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
2029                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2030                kModelViewMode_Translate, false);
2031    }
2032
2033    return DrawGlInfo::kStatusDrew;
2034}
2035
2036status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
2037    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2038        return DrawGlInfo::kStatusDone;
2039    }
2040
2041    mCaches.activeTexture(0);
2042    Texture* texture = getTexture(bitmap);
2043    if (!texture) return DrawGlInfo::kStatusDone;
2044    const AutoTexture autoCleanup(texture);
2045
2046    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2047        drawAlphaBitmap(texture, 0, 0, paint);
2048    } else {
2049        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2050    }
2051
2052    return DrawGlInfo::kStatusDrew;
2053}
2054
2055status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2056    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2057        return DrawGlInfo::kStatusDone;
2058    }
2059
2060    mCaches.activeTexture(0);
2061    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2062    const AutoTexture autoCleanup(texture);
2063
2064    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2065        drawAlphaBitmap(texture, 0, 0, paint);
2066    } else {
2067        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2068    }
2069
2070    return DrawGlInfo::kStatusDrew;
2071}
2072
2073status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2074        const float* vertices, const int* colors, const SkPaint* paint) {
2075    if (!vertices || currentSnapshot()->isIgnored()) {
2076        return DrawGlInfo::kStatusDone;
2077    }
2078
2079    // TODO: use quickReject on bounds from vertices
2080    mCaches.enableScissor();
2081
2082    float left = FLT_MAX;
2083    float top = FLT_MAX;
2084    float right = FLT_MIN;
2085    float bottom = FLT_MIN;
2086
2087    const uint32_t count = meshWidth * meshHeight * 6;
2088
2089    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2090    mesh.setCapacity(count);
2091    ColorTextureVertex* vertex = mesh.editArray();
2092
2093    bool cleanupColors = false;
2094    if (!colors) {
2095        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2096        int* newColors = new int[colorsCount];
2097        memset(newColors, 0xff, colorsCount * sizeof(int));
2098        colors = newColors;
2099        cleanupColors = true;
2100    }
2101
2102    mCaches.activeTexture(0);
2103    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2104    const UvMapper& mapper(getMapper(texture));
2105
2106    for (int32_t y = 0; y < meshHeight; y++) {
2107        for (int32_t x = 0; x < meshWidth; x++) {
2108            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2109
2110            float u1 = float(x) / meshWidth;
2111            float u2 = float(x + 1) / meshWidth;
2112            float v1 = float(y) / meshHeight;
2113            float v2 = float(y + 1) / meshHeight;
2114
2115            mapper.map(u1, v1, u2, v2);
2116
2117            int ax = i + (meshWidth + 1) * 2;
2118            int ay = ax + 1;
2119            int bx = i;
2120            int by = bx + 1;
2121            int cx = i + 2;
2122            int cy = cx + 1;
2123            int dx = i + (meshWidth + 1) * 2 + 2;
2124            int dy = dx + 1;
2125
2126            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2127            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2128            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2129
2130            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2131            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2132            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2133
2134            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2135            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2136            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2137            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2138        }
2139    }
2140
2141    if (quickRejectSetupScissor(left, top, right, bottom)) {
2142        if (cleanupColors) delete[] colors;
2143        return DrawGlInfo::kStatusDone;
2144    }
2145
2146    if (!texture) {
2147        texture = mCaches.textureCache.get(bitmap);
2148        if (!texture) {
2149            if (cleanupColors) delete[] colors;
2150            return DrawGlInfo::kStatusDone;
2151        }
2152    }
2153    const AutoTexture autoCleanup(texture);
2154
2155    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2156    texture->setFilter(getFilter(paint), true);
2157
2158    int alpha;
2159    SkXfermode::Mode mode;
2160    getAlphaAndMode(paint, &alpha, &mode);
2161
2162    float a = alpha / 255.0f;
2163
2164    if (hasLayer()) {
2165        dirtyLayer(left, top, right, bottom, *currentTransform());
2166    }
2167
2168    setupDraw();
2169    setupDrawWithTextureAndColor();
2170    setupDrawColor(a, a, a, a);
2171    setupDrawColorFilter(getColorFilter(paint));
2172    setupDrawBlending(paint, true);
2173    setupDrawProgram();
2174    setupDrawDirtyRegionsDisabled();
2175    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2176    setupDrawTexture(texture->id);
2177    setupDrawPureColorUniforms();
2178    setupDrawColorFilterUniforms(getColorFilter(paint));
2179    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2180
2181    glDrawArrays(GL_TRIANGLES, 0, count);
2182
2183    int slot = mCaches.currentProgram->getAttrib("colors");
2184    if (slot >= 0) {
2185        glDisableVertexAttribArray(slot);
2186    }
2187
2188    if (cleanupColors) delete[] colors;
2189
2190    return DrawGlInfo::kStatusDrew;
2191}
2192
2193status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2194         float srcLeft, float srcTop, float srcRight, float srcBottom,
2195         float dstLeft, float dstTop, float dstRight, float dstBottom,
2196         const SkPaint* paint) {
2197    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2198        return DrawGlInfo::kStatusDone;
2199    }
2200
2201    mCaches.activeTexture(0);
2202    Texture* texture = getTexture(bitmap);
2203    if (!texture) return DrawGlInfo::kStatusDone;
2204    const AutoTexture autoCleanup(texture);
2205
2206    const float width = texture->width;
2207    const float height = texture->height;
2208
2209    float u1 = fmax(0.0f, srcLeft / width);
2210    float v1 = fmax(0.0f, srcTop / height);
2211    float u2 = fmin(1.0f, srcRight / width);
2212    float v2 = fmin(1.0f, srcBottom / height);
2213
2214    getMapper(texture).map(u1, v1, u2, v2);
2215
2216    mCaches.unbindMeshBuffer();
2217    resetDrawTextureTexCoords(u1, v1, u2, v2);
2218
2219    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2220
2221    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2222    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2223
2224    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2225    // Apply a scale transform on the canvas only when a shader is in use
2226    // Skia handles the ratio between the dst and src rects as a scale factor
2227    // when a shader is set
2228    bool useScaleTransform = getShader(paint) && scaled;
2229    bool ignoreTransform = false;
2230
2231    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2232        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2233        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2234
2235        dstRight = x + (dstRight - dstLeft);
2236        dstBottom = y + (dstBottom - dstTop);
2237
2238        dstLeft = x;
2239        dstTop = y;
2240
2241        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2242        ignoreTransform = true;
2243    } else {
2244        texture->setFilter(getFilter(paint), true);
2245    }
2246
2247    if (CC_UNLIKELY(useScaleTransform)) {
2248        save(SkCanvas::kMatrix_SaveFlag);
2249        translate(dstLeft, dstTop);
2250        scale(scaleX, scaleY);
2251
2252        dstLeft = 0.0f;
2253        dstTop = 0.0f;
2254
2255        dstRight = srcRight - srcLeft;
2256        dstBottom = srcBottom - srcTop;
2257    }
2258
2259    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2260        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2261                texture->id, paint,
2262                &mMeshVertices[0].x, &mMeshVertices[0].u,
2263                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2264    } else {
2265        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2266                texture->id, paint, texture->blend,
2267                &mMeshVertices[0].x, &mMeshVertices[0].u,
2268                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2269    }
2270
2271    if (CC_UNLIKELY(useScaleTransform)) {
2272        restore();
2273    }
2274
2275    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2276
2277    return DrawGlInfo::kStatusDrew;
2278}
2279
2280status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2281        float left, float top, float right, float bottom, const SkPaint* paint) {
2282    if (quickRejectSetupScissor(left, top, right, bottom)) {
2283        return DrawGlInfo::kStatusDone;
2284    }
2285
2286    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2287    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2288            right - left, bottom - top, patch);
2289
2290    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2291}
2292
2293status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2294        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2295        const SkPaint* paint) {
2296    if (quickRejectSetupScissor(left, top, right, bottom)) {
2297        return DrawGlInfo::kStatusDone;
2298    }
2299
2300    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2301        mCaches.activeTexture(0);
2302        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2303        if (!texture) return DrawGlInfo::kStatusDone;
2304        const AutoTexture autoCleanup(texture);
2305
2306        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2307        texture->setFilter(GL_LINEAR, true);
2308
2309        const bool pureTranslate = currentTransform()->isPureTranslate();
2310        // Mark the current layer dirty where we are going to draw the patch
2311        if (hasLayer() && mesh->hasEmptyQuads) {
2312            const float offsetX = left + currentTransform()->getTranslateX();
2313            const float offsetY = top + currentTransform()->getTranslateY();
2314            const size_t count = mesh->quads.size();
2315            for (size_t i = 0; i < count; i++) {
2316                const Rect& bounds = mesh->quads.itemAt(i);
2317                if (CC_LIKELY(pureTranslate)) {
2318                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2319                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2320                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2321                } else {
2322                    dirtyLayer(left + bounds.left, top + bounds.top,
2323                            left + bounds.right, top + bounds.bottom, *currentTransform());
2324                }
2325            }
2326        }
2327
2328        bool ignoreTransform = false;
2329        if (CC_LIKELY(pureTranslate)) {
2330            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2331            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2332
2333            right = x + right - left;
2334            bottom = y + bottom - top;
2335            left = x;
2336            top = y;
2337            ignoreTransform = true;
2338        }
2339        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2340                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2341                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2342                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2343    }
2344
2345    return DrawGlInfo::kStatusDrew;
2346}
2347
2348/**
2349 * Important note: this method is intended to draw batches of 9-patch objects and
2350 * will not set the scissor enable or dirty the current layer, if any.
2351 * The caller is responsible for properly dirtying the current layer.
2352 */
2353status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2354        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2355    mCaches.activeTexture(0);
2356    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2357    if (!texture) return DrawGlInfo::kStatusDone;
2358    const AutoTexture autoCleanup(texture);
2359
2360    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2361    texture->setFilter(GL_LINEAR, true);
2362
2363    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2364            texture->blend, &vertices[0].x, &vertices[0].u,
2365            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2366
2367    return DrawGlInfo::kStatusDrew;
2368}
2369
2370status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2371        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2372    // not missing call to quickReject/dirtyLayer, always done at a higher level
2373    if (!vertexBuffer.getVertexCount()) {
2374        // no vertices to draw
2375        return DrawGlInfo::kStatusDone;
2376    }
2377
2378    Rect bounds(vertexBuffer.getBounds());
2379    bounds.translate(translateX, translateY);
2380    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2381
2382    int color = paint->getColor();
2383    bool isAA = paint->isAntiAlias();
2384
2385    setupDraw();
2386    setupDrawNoTexture();
2387    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2388    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2389    setupDrawColorFilter(getColorFilter(paint));
2390    setupDrawShader(getShader(paint));
2391    setupDrawBlending(paint, isAA);
2392    setupDrawProgram();
2393    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2394            translateX, translateY, 0, 0);
2395    setupDrawColorUniforms(getShader(paint));
2396    setupDrawColorFilterUniforms(getColorFilter(paint));
2397    setupDrawShaderUniforms(getShader(paint));
2398
2399    const void* vertices = vertexBuffer.getBuffer();
2400    bool force = mCaches.unbindMeshBuffer();
2401    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2402    mCaches.resetTexCoordsVertexPointer();
2403
2404    int alphaSlot = -1;
2405    if (isAA) {
2406        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2407        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2408        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2409        glEnableVertexAttribArray(alphaSlot);
2410        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2411    }
2412
2413    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2414    if (mode == VertexBuffer::kStandard) {
2415        mCaches.unbindIndicesBuffer();
2416        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2417    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2418        mCaches.bindShadowIndicesBuffer();
2419        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2420    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2421        mCaches.bindShadowIndicesBuffer();
2422        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2423    } else if (mode == VertexBuffer::kIndices) {
2424        mCaches.unbindIndicesBuffer();
2425        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2426                vertexBuffer.getIndices());
2427    }
2428
2429    if (isAA) {
2430        glDisableVertexAttribArray(alphaSlot);
2431    }
2432
2433    return DrawGlInfo::kStatusDrew;
2434}
2435
2436/**
2437 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2438 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2439 * screen space in all directions. However, instead of using a fragment shader to compute the
2440 * translucency of the color from its position, we simply use a varying parameter to define how far
2441 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2442 *
2443 * Doesn't yet support joins, caps, or path effects.
2444 */
2445status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2446    VertexBuffer vertexBuffer;
2447    // TODO: try clipping large paths to viewport
2448    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2449    return drawVertexBuffer(vertexBuffer, paint);
2450}
2451
2452/**
2453 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2454 * and additional geometry for defining an alpha slope perimeter.
2455 *
2456 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2457 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2458 * in-shader alpha region, but found it to be taxing on some GPUs.
2459 *
2460 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2461 * memory transfer by removing need for degenerate vertices.
2462 */
2463status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2464    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2465
2466    count &= ~0x3; // round down to nearest four
2467
2468    VertexBuffer buffer;
2469    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2470    const Rect& bounds = buffer.getBounds();
2471
2472    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2473        return DrawGlInfo::kStatusDone;
2474    }
2475
2476    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2477    return drawVertexBuffer(buffer, paint, displayFlags);
2478}
2479
2480status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2481    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2482
2483    count &= ~0x1; // round down to nearest two
2484
2485    VertexBuffer buffer;
2486    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2487
2488    const Rect& bounds = buffer.getBounds();
2489    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2490        return DrawGlInfo::kStatusDone;
2491    }
2492
2493    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2494    return drawVertexBuffer(buffer, paint, displayFlags);
2495}
2496
2497status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2498    // No need to check against the clip, we fill the clip region
2499    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2500
2501    Rect clip(*currentClipRect());
2502    clip.snapToPixelBoundaries();
2503
2504    SkPaint paint;
2505    paint.setColor(color);
2506    paint.setXfermodeMode(mode);
2507
2508    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2509
2510    return DrawGlInfo::kStatusDrew;
2511}
2512
2513status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2514        const SkPaint* paint) {
2515    if (!texture) return DrawGlInfo::kStatusDone;
2516    const AutoTexture autoCleanup(texture);
2517
2518    const float x = left + texture->left - texture->offset;
2519    const float y = top + texture->top - texture->offset;
2520
2521    drawPathTexture(texture, x, y, paint);
2522
2523    return DrawGlInfo::kStatusDrew;
2524}
2525
2526status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2527        float rx, float ry, const SkPaint* p) {
2528    if (currentSnapshot()->isIgnored()
2529            || quickRejectSetupScissor(left, top, right, bottom, p)
2530            || paintWillNotDraw(*p)) {
2531        return DrawGlInfo::kStatusDone;
2532    }
2533
2534    if (p->getPathEffect() != 0) {
2535        mCaches.activeTexture(0);
2536        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2537                right - left, bottom - top, rx, ry, p);
2538        return drawShape(left, top, texture, p);
2539    }
2540
2541    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2542            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2543    return drawVertexBuffer(left, top, *vertexBuffer, p);
2544}
2545
2546status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2547    if (currentSnapshot()->isIgnored()
2548            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2549            || paintWillNotDraw(*p)) {
2550        return DrawGlInfo::kStatusDone;
2551    }
2552    if (p->getPathEffect() != 0) {
2553        mCaches.activeTexture(0);
2554        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2555        return drawShape(x - radius, y - radius, texture, p);
2556    }
2557
2558    SkPath path;
2559    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2560        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2561    } else {
2562        path.addCircle(x, y, radius);
2563    }
2564    return drawConvexPath(path, p);
2565}
2566
2567status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2568        const SkPaint* p) {
2569    if (currentSnapshot()->isIgnored()
2570            || quickRejectSetupScissor(left, top, right, bottom, p)
2571            || paintWillNotDraw(*p)) {
2572        return DrawGlInfo::kStatusDone;
2573    }
2574
2575    if (p->getPathEffect() != 0) {
2576        mCaches.activeTexture(0);
2577        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2578        return drawShape(left, top, texture, p);
2579    }
2580
2581    SkPath path;
2582    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2583    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2584        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2585    }
2586    path.addOval(rect);
2587    return drawConvexPath(path, p);
2588}
2589
2590status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2591        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2592    if (currentSnapshot()->isIgnored()
2593            || quickRejectSetupScissor(left, top, right, bottom, p)
2594            || paintWillNotDraw(*p)) {
2595        return DrawGlInfo::kStatusDone;
2596    }
2597
2598    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2599    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2600        mCaches.activeTexture(0);
2601        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2602                startAngle, sweepAngle, useCenter, p);
2603        return drawShape(left, top, texture, p);
2604    }
2605
2606    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2607    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2608        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2609    }
2610
2611    SkPath path;
2612    if (useCenter) {
2613        path.moveTo(rect.centerX(), rect.centerY());
2614    }
2615    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2616    if (useCenter) {
2617        path.close();
2618    }
2619    return drawConvexPath(path, p);
2620}
2621
2622// See SkPaintDefaults.h
2623#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2624
2625status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2626        const SkPaint* p) {
2627    if (currentSnapshot()->isIgnored()
2628            || quickRejectSetupScissor(left, top, right, bottom, p)
2629            || paintWillNotDraw(*p)) {
2630        return DrawGlInfo::kStatusDone;
2631    }
2632
2633    if (p->getStyle() != SkPaint::kFill_Style) {
2634        // only fill style is supported by drawConvexPath, since others have to handle joins
2635        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2636                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2637            mCaches.activeTexture(0);
2638            const PathTexture* texture =
2639                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2640            return drawShape(left, top, texture, p);
2641        }
2642
2643        SkPath path;
2644        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2645        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2646            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2647        }
2648        path.addRect(rect);
2649        return drawConvexPath(path, p);
2650    }
2651
2652    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2653        SkPath path;
2654        path.addRect(left, top, right, bottom);
2655        return drawConvexPath(path, p);
2656    } else {
2657        drawColorRect(left, top, right, bottom, p);
2658        return DrawGlInfo::kStatusDrew;
2659    }
2660}
2661
2662void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2663        int bytesCount, int count, const float* positions,
2664        FontRenderer& fontRenderer, int alpha, float x, float y) {
2665    mCaches.activeTexture(0);
2666
2667    TextShadow textShadow;
2668    if (!getTextShadow(paint, &textShadow)) {
2669        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2670    }
2671
2672    // NOTE: The drop shadow will not perform gamma correction
2673    //       if shader-based correction is enabled
2674    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2675    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2676            paint, text, bytesCount, count, textShadow.radius, positions);
2677    // If the drop shadow exceeds the max texture size or couldn't be
2678    // allocated, skip drawing
2679    if (!shadow) return;
2680    const AutoTexture autoCleanup(shadow);
2681
2682    const float sx = x - shadow->left + textShadow.dx;
2683    const float sy = y - shadow->top + textShadow.dy;
2684
2685    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2686    if (getShader(paint)) {
2687        textShadow.color = SK_ColorWHITE;
2688    }
2689
2690    setupDraw();
2691    setupDrawWithTexture(true);
2692    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2693    setupDrawColorFilter(getColorFilter(paint));
2694    setupDrawShader(getShader(paint));
2695    setupDrawBlending(paint, true);
2696    setupDrawProgram();
2697    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2698            sx, sy, sx + shadow->width, sy + shadow->height);
2699    setupDrawTexture(shadow->id);
2700    setupDrawPureColorUniforms();
2701    setupDrawColorFilterUniforms(getColorFilter(paint));
2702    setupDrawShaderUniforms(getShader(paint));
2703    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2704
2705    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2706}
2707
2708bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2709    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2710    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2711}
2712
2713status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2714        const float* positions, const SkPaint* paint) {
2715    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2716        return DrawGlInfo::kStatusDone;
2717    }
2718
2719    // NOTE: Skia does not support perspective transform on drawPosText yet
2720    if (!currentTransform()->isSimple()) {
2721        return DrawGlInfo::kStatusDone;
2722    }
2723
2724    mCaches.enableScissor();
2725
2726    float x = 0.0f;
2727    float y = 0.0f;
2728    const bool pureTranslate = currentTransform()->isPureTranslate();
2729    if (pureTranslate) {
2730        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2731        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2732    }
2733
2734    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2735    fontRenderer.setFont(paint, SkMatrix::I());
2736
2737    int alpha;
2738    SkXfermode::Mode mode;
2739    getAlphaAndMode(paint, &alpha, &mode);
2740
2741    if (CC_UNLIKELY(hasTextShadow(paint))) {
2742        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2743                alpha, 0.0f, 0.0f);
2744    }
2745
2746    // Pick the appropriate texture filtering
2747    bool linearFilter = currentTransform()->changesBounds();
2748    if (pureTranslate && !linearFilter) {
2749        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2750    }
2751    fontRenderer.setTextureFiltering(linearFilter);
2752
2753    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2754    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2755
2756    const bool hasActiveLayer = hasLayer();
2757
2758    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2759    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2760            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2761        if (hasActiveLayer) {
2762            if (!pureTranslate) {
2763                currentTransform()->mapRect(bounds);
2764            }
2765            dirtyLayerUnchecked(bounds, getRegion());
2766        }
2767    }
2768
2769    return DrawGlInfo::kStatusDrew;
2770}
2771
2772bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2773    if (CC_LIKELY(transform.isPureTranslate())) {
2774        outMatrix->setIdentity();
2775        return false;
2776    } else if (CC_UNLIKELY(transform.isPerspective())) {
2777        outMatrix->setIdentity();
2778        return true;
2779    }
2780
2781    /**
2782     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2783     * with values rounded to the nearest int.
2784     */
2785    float sx, sy;
2786    transform.decomposeScale(sx, sy);
2787    outMatrix->setScale(
2788            roundf(fmaxf(1.0f, sx)),
2789            roundf(fmaxf(1.0f, sy)));
2790    return true;
2791}
2792
2793status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2794        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2795        DrawOpMode drawOpMode) {
2796
2797    if (drawOpMode == kDrawOpMode_Immediate) {
2798        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2799        // drawing as ops from DeferredDisplayList are already filtered for these
2800        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2801                quickRejectSetupScissor(bounds)) {
2802            return DrawGlInfo::kStatusDone;
2803        }
2804    }
2805
2806    const float oldX = x;
2807    const float oldY = y;
2808
2809    const mat4& transform = *currentTransform();
2810    const bool pureTranslate = transform.isPureTranslate();
2811
2812    if (CC_LIKELY(pureTranslate)) {
2813        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2814        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2815    }
2816
2817    int alpha;
2818    SkXfermode::Mode mode;
2819    getAlphaAndMode(paint, &alpha, &mode);
2820
2821    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2822
2823    if (CC_UNLIKELY(hasTextShadow(paint))) {
2824        fontRenderer.setFont(paint, SkMatrix::I());
2825        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2826                alpha, oldX, oldY);
2827    }
2828
2829    const bool hasActiveLayer = hasLayer();
2830
2831    // We only pass a partial transform to the font renderer. That partial
2832    // matrix defines how glyphs are rasterized. Typically we want glyphs
2833    // to be rasterized at their final size on screen, which means the partial
2834    // matrix needs to take the scale factor into account.
2835    // When a partial matrix is used to transform glyphs during rasterization,
2836    // the mesh is generated with the inverse transform (in the case of scale,
2837    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2838    // apply the full transform matrix at draw time in the vertex shader.
2839    // Applying the full matrix in the shader is the easiest way to handle
2840    // rotation and perspective and allows us to always generated quads in the
2841    // font renderer which greatly simplifies the code, clipping in particular.
2842    SkMatrix fontTransform;
2843    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2844            || fabs(y - (int) y) > 0.0f
2845            || fabs(x - (int) x) > 0.0f;
2846    fontRenderer.setFont(paint, fontTransform);
2847    fontRenderer.setTextureFiltering(linearFilter);
2848
2849    // TODO: Implement better clipping for scaled/rotated text
2850    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2851    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2852
2853    bool status;
2854    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2855
2856    // don't call issuedrawcommand, do it at end of batch
2857    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2858    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2859        SkPaint paintCopy(*paint);
2860        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2861        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2862                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2863    } else {
2864        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2865                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2866    }
2867
2868    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2869        if (!pureTranslate) {
2870            transform.mapRect(layerBounds);
2871        }
2872        dirtyLayerUnchecked(layerBounds, getRegion());
2873    }
2874
2875    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2876
2877    return DrawGlInfo::kStatusDrew;
2878}
2879
2880status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2881        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2882    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2883        return DrawGlInfo::kStatusDone;
2884    }
2885
2886    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2887    mCaches.enableScissor();
2888
2889    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2890    fontRenderer.setFont(paint, SkMatrix::I());
2891    fontRenderer.setTextureFiltering(true);
2892
2893    int alpha;
2894    SkXfermode::Mode mode;
2895    getAlphaAndMode(paint, &alpha, &mode);
2896    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2897
2898    const Rect* clip = &mSnapshot->getLocalClip();
2899    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2900
2901    const bool hasActiveLayer = hasLayer();
2902
2903    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2904            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2905        if (hasActiveLayer) {
2906            currentTransform()->mapRect(bounds);
2907            dirtyLayerUnchecked(bounds, getRegion());
2908        }
2909    }
2910
2911    return DrawGlInfo::kStatusDrew;
2912}
2913
2914status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2915    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2916
2917    mCaches.activeTexture(0);
2918
2919    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2920    if (!texture) return DrawGlInfo::kStatusDone;
2921    const AutoTexture autoCleanup(texture);
2922
2923    const float x = texture->left - texture->offset;
2924    const float y = texture->top - texture->offset;
2925
2926    drawPathTexture(texture, x, y, paint);
2927
2928    return DrawGlInfo::kStatusDrew;
2929}
2930
2931status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2932    if (!layer) {
2933        return DrawGlInfo::kStatusDone;
2934    }
2935
2936    mat4* transform = NULL;
2937    if (layer->isTextureLayer()) {
2938        transform = &layer->getTransform();
2939        if (!transform->isIdentity()) {
2940            save(SkCanvas::kMatrix_SaveFlag);
2941            concatMatrix(*transform);
2942        }
2943    }
2944
2945    bool clipRequired = false;
2946    const bool rejected = calculateQuickRejectForScissor(x, y,
2947            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2948
2949    if (rejected) {
2950        if (transform && !transform->isIdentity()) {
2951            restore();
2952        }
2953        return DrawGlInfo::kStatusDone;
2954    }
2955
2956    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2957            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2958
2959    updateLayer(layer, true);
2960
2961    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2962    mCaches.activeTexture(0);
2963
2964    if (CC_LIKELY(!layer->region.isEmpty())) {
2965        if (layer->region.isRect()) {
2966            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2967                    composeLayerRect(layer, layer->regionRect));
2968        } else if (layer->mesh) {
2969
2970            const float a = getLayerAlpha(layer);
2971            setupDraw();
2972            setupDrawWithTexture();
2973            setupDrawColor(a, a, a, a);
2974            setupDrawColorFilter(layer->getColorFilter());
2975            setupDrawBlending(layer);
2976            setupDrawProgram();
2977            setupDrawPureColorUniforms();
2978            setupDrawColorFilterUniforms(layer->getColorFilter());
2979            setupDrawTexture(layer->getTexture());
2980            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2981                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2982                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2983
2984                layer->setFilter(GL_NEAREST);
2985                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2986                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2987            } else {
2988                layer->setFilter(GL_LINEAR);
2989                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2990                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2991            }
2992
2993            TextureVertex* mesh = &layer->mesh[0];
2994            GLsizei elementsCount = layer->meshElementCount;
2995
2996            while (elementsCount > 0) {
2997                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2998
2999                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3000                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3001                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3002
3003                elementsCount -= drawCount;
3004                // Though there are 4 vertices in a quad, we use 6 indices per
3005                // quad to draw with GL_TRIANGLES
3006                mesh += (drawCount / 6) * 4;
3007            }
3008
3009#if DEBUG_LAYERS_AS_REGIONS
3010            drawRegionRectsDebug(layer->region);
3011#endif
3012        }
3013
3014        if (layer->debugDrawUpdate) {
3015            layer->debugDrawUpdate = false;
3016
3017            SkPaint paint;
3018            paint.setColor(0x7f00ff00);
3019            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3020        }
3021    }
3022    layer->hasDrawnSinceUpdate = true;
3023
3024    if (transform && !transform->isIdentity()) {
3025        restore();
3026    }
3027
3028    return DrawGlInfo::kStatusDrew;
3029}
3030
3031///////////////////////////////////////////////////////////////////////////////
3032// Draw filters
3033///////////////////////////////////////////////////////////////////////////////
3034
3035void OpenGLRenderer::resetPaintFilter() {
3036    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3037    // comparison, see MergingDrawBatch::canMergeWith
3038    mDrawModifiers.mHasDrawFilter = false;
3039    mDrawModifiers.mPaintFilterClearBits = 0;
3040    mDrawModifiers.mPaintFilterSetBits = 0;
3041}
3042
3043void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3044    // TODO: don't bother with boolean, it's redundant with clear/set bits
3045    mDrawModifiers.mHasDrawFilter = true;
3046    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3047    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3048}
3049
3050const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3051    // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3052    // to avoid clobbering 0x02 paint flag
3053
3054    // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3055    static const uint32_t sFilterBitmapFlag = 0x02;
3056
3057    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3058        return paint;
3059    }
3060
3061    const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3062    const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3063
3064    const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3065    mFilteredPaint = *paint;
3066    mFilteredPaint.setFlags(flags);
3067
3068    // check if paint filter trying to override bitmap filter
3069    if ((clearBits | setBits) & sFilterBitmapFlag) {
3070        mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3071                ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3072    }
3073
3074    return &mFilteredPaint;
3075}
3076
3077///////////////////////////////////////////////////////////////////////////////
3078// Drawing implementation
3079///////////////////////////////////////////////////////////////////////////////
3080
3081Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3082    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3083    if (!texture) {
3084        return mCaches.textureCache.get(bitmap);
3085    }
3086    return texture;
3087}
3088
3089void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3090        float x, float y, const SkPaint* paint) {
3091    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3092        return;
3093    }
3094
3095    int alpha;
3096    SkXfermode::Mode mode;
3097    getAlphaAndMode(paint, &alpha, &mode);
3098
3099    setupDraw();
3100    setupDrawWithTexture(true);
3101    setupDrawAlpha8Color(paint->getColor(), alpha);
3102    setupDrawColorFilter(getColorFilter(paint));
3103    setupDrawShader(getShader(paint));
3104    setupDrawBlending(paint, true);
3105    setupDrawProgram();
3106    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3107            x, y, x + texture->width, y + texture->height);
3108    setupDrawTexture(texture->id);
3109    setupDrawPureColorUniforms();
3110    setupDrawColorFilterUniforms(getColorFilter(paint));
3111    setupDrawShaderUniforms(getShader(paint));
3112    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3113
3114    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3115}
3116
3117// Same values used by Skia
3118#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3119#define kStdUnderline_Offset    (1.0f / 9.0f)
3120#define kStdUnderline_Thickness (1.0f / 18.0f)
3121
3122void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3123        const SkPaint* paint) {
3124    // Handle underline and strike-through
3125    uint32_t flags = paint->getFlags();
3126    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3127        SkPaint paintCopy(*paint);
3128
3129        if (CC_LIKELY(underlineWidth > 0.0f)) {
3130            const float textSize = paintCopy.getTextSize();
3131            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3132
3133            const float left = x;
3134            float top = 0.0f;
3135
3136            int linesCount = 0;
3137            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3138            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3139
3140            const int pointsCount = 4 * linesCount;
3141            float points[pointsCount];
3142            int currentPoint = 0;
3143
3144            if (flags & SkPaint::kUnderlineText_Flag) {
3145                top = y + textSize * kStdUnderline_Offset;
3146                points[currentPoint++] = left;
3147                points[currentPoint++] = top;
3148                points[currentPoint++] = left + underlineWidth;
3149                points[currentPoint++] = top;
3150            }
3151
3152            if (flags & SkPaint::kStrikeThruText_Flag) {
3153                top = y + textSize * kStdStrikeThru_Offset;
3154                points[currentPoint++] = left;
3155                points[currentPoint++] = top;
3156                points[currentPoint++] = left + underlineWidth;
3157                points[currentPoint++] = top;
3158            }
3159
3160            paintCopy.setStrokeWidth(strokeWidth);
3161
3162            drawLines(&points[0], pointsCount, &paintCopy);
3163        }
3164    }
3165}
3166
3167status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3168    if (currentSnapshot()->isIgnored()) {
3169        return DrawGlInfo::kStatusDone;
3170    }
3171
3172    return drawColorRects(rects, count, paint, false, true, true);
3173}
3174
3175static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3176    // map z coordinate with true 3d matrix
3177    point.z = transformZ.mapZ(point);
3178
3179    // map x,y coordinates with draw/Skia matrix
3180    transformXY.mapPoint(point.x, point.y);
3181}
3182
3183status_t OpenGLRenderer::drawShadow(float casterAlpha,
3184        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3185    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3186
3187    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3188    mCaches.enableScissor();
3189
3190    SkPaint paint;
3191    paint.setAntiAlias(true); // want to use AlphaVertex
3192
3193    // The caller has made sure casterAlpha > 0.
3194    float ambientShadowAlpha = mAmbientShadowAlpha;
3195    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3196        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3197    }
3198    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3199        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3200        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3201    }
3202
3203    float spotShadowAlpha = mSpotShadowAlpha;
3204    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3205        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3206    }
3207    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3208        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3209        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3210    }
3211
3212    return DrawGlInfo::kStatusDrew;
3213}
3214
3215status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3216        bool ignoreTransform, bool dirty, bool clip) {
3217    if (count == 0) {
3218        return DrawGlInfo::kStatusDone;
3219    }
3220
3221    int color = paint->getColor();
3222    // If a shader is set, preserve only the alpha
3223    if (getShader(paint)) {
3224        color |= 0x00ffffff;
3225    }
3226
3227    float left = FLT_MAX;
3228    float top = FLT_MAX;
3229    float right = FLT_MIN;
3230    float bottom = FLT_MIN;
3231
3232    Vertex mesh[count];
3233    Vertex* vertex = mesh;
3234
3235    for (int index = 0; index < count; index += 4) {
3236        float l = rects[index + 0];
3237        float t = rects[index + 1];
3238        float r = rects[index + 2];
3239        float b = rects[index + 3];
3240
3241        Vertex::set(vertex++, l, t);
3242        Vertex::set(vertex++, r, t);
3243        Vertex::set(vertex++, l, b);
3244        Vertex::set(vertex++, r, b);
3245
3246        left = fminf(left, l);
3247        top = fminf(top, t);
3248        right = fmaxf(right, r);
3249        bottom = fmaxf(bottom, b);
3250    }
3251
3252    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3253        return DrawGlInfo::kStatusDone;
3254    }
3255
3256    setupDraw();
3257    setupDrawNoTexture();
3258    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3259    setupDrawShader(getShader(paint));
3260    setupDrawColorFilter(getColorFilter(paint));
3261    setupDrawBlending(paint);
3262    setupDrawProgram();
3263    setupDrawDirtyRegionsDisabled();
3264    setupDrawModelView(kModelViewMode_Translate, false,
3265            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3266    setupDrawColorUniforms(getShader(paint));
3267    setupDrawShaderUniforms(getShader(paint));
3268    setupDrawColorFilterUniforms(getColorFilter(paint));
3269
3270    if (dirty && hasLayer()) {
3271        dirtyLayer(left, top, right, bottom, *currentTransform());
3272    }
3273
3274    issueIndexedQuadDraw(&mesh[0], count / 4);
3275
3276    return DrawGlInfo::kStatusDrew;
3277}
3278
3279void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3280        const SkPaint* paint, bool ignoreTransform) {
3281    int color = paint->getColor();
3282    // If a shader is set, preserve only the alpha
3283    if (getShader(paint)) {
3284        color |= 0x00ffffff;
3285    }
3286
3287    setupDraw();
3288    setupDrawNoTexture();
3289    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3290    setupDrawShader(getShader(paint));
3291    setupDrawColorFilter(getColorFilter(paint));
3292    setupDrawBlending(paint);
3293    setupDrawProgram();
3294    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3295            left, top, right, bottom, ignoreTransform);
3296    setupDrawColorUniforms(getShader(paint));
3297    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3298    setupDrawColorFilterUniforms(getColorFilter(paint));
3299    setupDrawSimpleMesh();
3300
3301    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3302}
3303
3304void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3305        Texture* texture, const SkPaint* paint) {
3306    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3307
3308    GLvoid* vertices = (GLvoid*) NULL;
3309    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3310
3311    if (texture->uvMapper) {
3312        vertices = &mMeshVertices[0].x;
3313        texCoords = &mMeshVertices[0].u;
3314
3315        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3316        texture->uvMapper->map(uvs);
3317
3318        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3319    }
3320
3321    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3322        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3323        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3324
3325        texture->setFilter(GL_NEAREST, true);
3326        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3327                paint, texture->blend, vertices, texCoords,
3328                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3329    } else {
3330        texture->setFilter(getFilter(paint), true);
3331        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3332                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3333    }
3334
3335    if (texture->uvMapper) {
3336        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3337    }
3338}
3339
3340void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3341        GLuint texture, const SkPaint* paint, bool blend,
3342        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3343        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3344        ModelViewMode modelViewMode, bool dirty) {
3345
3346    int a;
3347    SkXfermode::Mode mode;
3348    getAlphaAndMode(paint, &a, &mode);
3349    const float alpha = a / 255.0f;
3350
3351    setupDraw();
3352    setupDrawWithTexture();
3353    setupDrawColor(alpha, alpha, alpha, alpha);
3354    setupDrawColorFilter(getColorFilter(paint));
3355    setupDrawBlending(paint, blend, swapSrcDst);
3356    setupDrawProgram();
3357    if (!dirty) setupDrawDirtyRegionsDisabled();
3358    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3359    setupDrawTexture(texture);
3360    setupDrawPureColorUniforms();
3361    setupDrawColorFilterUniforms(getColorFilter(paint));
3362    setupDrawMesh(vertices, texCoords, vbo);
3363
3364    glDrawArrays(drawMode, 0, elementsCount);
3365}
3366
3367void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3368        GLuint texture, const SkPaint* paint, bool blend,
3369        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3370        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3371        ModelViewMode modelViewMode, bool dirty) {
3372
3373    int a;
3374    SkXfermode::Mode mode;
3375    getAlphaAndMode(paint, &a, &mode);
3376    const float alpha = a / 255.0f;
3377
3378    setupDraw();
3379    setupDrawWithTexture();
3380    setupDrawColor(alpha, alpha, alpha, alpha);
3381    setupDrawColorFilter(getColorFilter(paint));
3382    setupDrawBlending(paint, blend, swapSrcDst);
3383    setupDrawProgram();
3384    if (!dirty) setupDrawDirtyRegionsDisabled();
3385    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3386    setupDrawTexture(texture);
3387    setupDrawPureColorUniforms();
3388    setupDrawColorFilterUniforms(getColorFilter(paint));
3389    setupDrawMeshIndices(vertices, texCoords, vbo);
3390
3391    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3392}
3393
3394void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3395        GLuint texture, const SkPaint* paint,
3396        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3397        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3398
3399    int color = paint != NULL ? paint->getColor() : 0;
3400    int alpha;
3401    SkXfermode::Mode mode;
3402    getAlphaAndMode(paint, &alpha, &mode);
3403
3404    setupDraw();
3405    setupDrawWithTexture(true);
3406    if (paint != NULL) {
3407        setupDrawAlpha8Color(color, alpha);
3408    }
3409    setupDrawColorFilter(getColorFilter(paint));
3410    setupDrawShader(getShader(paint));
3411    setupDrawBlending(paint, true);
3412    setupDrawProgram();
3413    if (!dirty) setupDrawDirtyRegionsDisabled();
3414    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3415    setupDrawTexture(texture);
3416    setupDrawPureColorUniforms();
3417    setupDrawColorFilterUniforms(getColorFilter(paint));
3418    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3419    setupDrawMesh(vertices, texCoords);
3420
3421    glDrawArrays(drawMode, 0, elementsCount);
3422}
3423
3424void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3425        ProgramDescription& description, bool swapSrcDst) {
3426
3427    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3428        blend = true;
3429        mDescription.hasRoundRectClip = true;
3430    }
3431    mSkipOutlineClip = true;
3432
3433    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3434
3435    if (blend) {
3436        // These blend modes are not supported by OpenGL directly and have
3437        // to be implemented using shaders. Since the shader will perform
3438        // the blending, turn blending off here
3439        // If the blend mode cannot be implemented using shaders, fall
3440        // back to the default SrcOver blend mode instead
3441        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3442            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3443                description.framebufferMode = mode;
3444                description.swapSrcDst = swapSrcDst;
3445
3446                if (mCaches.blend) {
3447                    glDisable(GL_BLEND);
3448                    mCaches.blend = false;
3449                }
3450
3451                return;
3452            } else {
3453                mode = SkXfermode::kSrcOver_Mode;
3454            }
3455        }
3456
3457        if (!mCaches.blend) {
3458            glEnable(GL_BLEND);
3459        }
3460
3461        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3462        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3463
3464        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3465            glBlendFunc(sourceMode, destMode);
3466            mCaches.lastSrcMode = sourceMode;
3467            mCaches.lastDstMode = destMode;
3468        }
3469    } else if (mCaches.blend) {
3470        glDisable(GL_BLEND);
3471    }
3472    mCaches.blend = blend;
3473}
3474
3475bool OpenGLRenderer::useProgram(Program* program) {
3476    if (!program->isInUse()) {
3477        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3478        program->use();
3479        mCaches.currentProgram = program;
3480        return false;
3481    }
3482    return true;
3483}
3484
3485void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3486    TextureVertex* v = &mMeshVertices[0];
3487    TextureVertex::setUV(v++, u1, v1);
3488    TextureVertex::setUV(v++, u2, v1);
3489    TextureVertex::setUV(v++, u1, v2);
3490    TextureVertex::setUV(v++, u2, v2);
3491}
3492
3493void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3494    getAlphaAndModeDirect(paint, alpha,  mode);
3495    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3496        // if drawing a layer, ignore the paint's alpha
3497        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3498    }
3499    *alpha *= currentSnapshot()->alpha;
3500}
3501
3502float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3503    float alpha;
3504    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3505        alpha = mDrawModifiers.mOverrideLayerAlpha;
3506    } else {
3507        alpha = layer->getAlpha() / 255.0f;
3508    }
3509    return alpha * currentSnapshot()->alpha;
3510}
3511
3512}; // namespace uirenderer
3513}; // namespace android
3514