OpenGLRenderer.cpp revision 284b24358410cb0200e525a5ba36994090c83f20
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
54namespace android {
55namespace uirenderer {
56
57static GLenum getFilter(const SkPaint* paint) {
58    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
59        return GL_LINEAR;
60    }
61    return GL_NEAREST;
62}
63
64///////////////////////////////////////////////////////////////////////////////
65// Globals
66///////////////////////////////////////////////////////////////////////////////
67
68/**
69 * Structure mapping Skia xfermodes to OpenGL blending factors.
70 */
71struct Blender {
72    SkXfermode::Mode mode;
73    GLenum src;
74    GLenum dst;
75}; // struct Blender
76
77// In this array, the index of each Blender equals the value of the first
78// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
79static const Blender gBlends[] = {
80    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
82    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
83    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
84    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
85    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
86    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
87    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
88    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
89    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
91    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
92    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
93    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
94    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
95};
96
97// This array contains the swapped version of each SkXfermode. For instance
98// this array's SrcOver blending mode is actually DstOver. You can refer to
99// createLayer() for more information on the purpose of this array.
100static const Blender gBlendsSwap[] = {
101    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
102    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
103    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
104    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
105    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
106    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
107    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
108    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
109    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
110    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
111    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
112    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
113    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
114    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
115    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
116};
117
118///////////////////////////////////////////////////////////////////////////////
119// Functions
120///////////////////////////////////////////////////////////////////////////////
121
122template<typename T>
123static inline T min(T a, T b) {
124    return a < b ? a : b;
125}
126
127///////////////////////////////////////////////////////////////////////////////
128// Constructors/destructor
129///////////////////////////////////////////////////////////////////////////////
130
131OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
132        : mFrameStarted(false)
133        , mCaches(Caches::getInstance())
134        , mExtensions(Extensions::getInstance())
135        , mRenderState(renderState)
136        , mScissorOptimizationDisabled(false)
137        , mSuppressTiling(false)
138        , mFirstFrameAfterResize(true)
139        , mCountOverdraw(false)
140        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
141        , mLightRadius(FLT_MIN)
142        , mAmbientShadowAlpha(0)
143        , mSpotShadowAlpha(0) {
144    // *set* draw modifiers to be 0
145    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
146    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
147
148    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
149}
150
151OpenGLRenderer::~OpenGLRenderer() {
152    // The context has already been destroyed at this point, do not call
153    // GL APIs. All GL state should be kept in Caches.h
154}
155
156void OpenGLRenderer::initProperties() {
157    char property[PROPERTY_VALUE_MAX];
158    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
159        mScissorOptimizationDisabled = !strcasecmp(property, "true");
160        INIT_LOGD("  Scissor optimization %s",
161                mScissorOptimizationDisabled ? "disabled" : "enabled");
162    } else {
163        INIT_LOGD("  Scissor optimization enabled");
164    }
165}
166
167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
168        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
169    mLightCenter = lightCenter;
170    mLightRadius = lightRadius;
171    mAmbientShadowAlpha = ambientShadowAlpha;
172    mSpotShadowAlpha = spotShadowAlpha;
173}
174
175///////////////////////////////////////////////////////////////////////////////
176// Setup
177///////////////////////////////////////////////////////////////////////////////
178
179void OpenGLRenderer::onViewportInitialized() {
180    glDisable(GL_DITHER);
181    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
182
183    glEnableVertexAttribArray(Program::kBindingPosition);
184    mFirstFrameAfterResize = true;
185}
186
187void OpenGLRenderer::setupFrameState(float left, float top,
188        float right, float bottom, bool opaque) {
189    mCaches.clearGarbage();
190    initializeSaveStack(left, top, right, bottom, mLightCenter);
191    mOpaque = opaque;
192    mTilingClip.set(left, top, right, bottom);
193}
194
195status_t OpenGLRenderer::startFrame() {
196    if (mFrameStarted) return DrawGlInfo::kStatusDone;
197    mFrameStarted = true;
198
199    mDirtyClip = true;
200
201    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
202
203    mRenderState.setViewport(getWidth(), getHeight());
204
205    // Functors break the tiling extension in pretty spectacular ways
206    // This ensures we don't use tiling when a functor is going to be
207    // invoked during the frame
208    mSuppressTiling = mCaches.hasRegisteredFunctors()
209            || mFirstFrameAfterResize;
210    mFirstFrameAfterResize = false;
211
212    startTilingCurrentClip(true);
213
214    debugOverdraw(true, true);
215
216    return clear(mTilingClip.left, mTilingClip.top,
217            mTilingClip.right, mTilingClip.bottom, mOpaque);
218}
219
220status_t OpenGLRenderer::prepareDirty(float left, float top,
221        float right, float bottom, bool opaque) {
222
223    setupFrameState(left, top, right, bottom, opaque);
224
225    // Layer renderers will start the frame immediately
226    // The framebuffer renderer will first defer the display list
227    // for each layer and wait until the first drawing command
228    // to start the frame
229    if (currentSnapshot()->fbo == 0) {
230        syncState();
231        updateLayers();
232    } else {
233        return startFrame();
234    }
235
236    return DrawGlInfo::kStatusDone;
237}
238
239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
240    // If we know that we are going to redraw the entire framebuffer,
241    // perform a discard to let the driver know we don't need to preserve
242    // the back buffer for this frame.
243    if (mExtensions.hasDiscardFramebuffer() &&
244            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
245        const bool isFbo = getTargetFbo() == 0;
246        const GLenum attachments[] = {
247                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
248                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
249        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
250    }
251}
252
253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
254    if (!opaque || mCountOverdraw) {
255        mCaches.enableScissor();
256        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
257        glClear(GL_COLOR_BUFFER_BIT);
258        return DrawGlInfo::kStatusDrew;
259    }
260
261    mCaches.resetScissor();
262    return DrawGlInfo::kStatusDone;
263}
264
265void OpenGLRenderer::syncState() {
266    if (mCaches.blend) {
267        glEnable(GL_BLEND);
268    } else {
269        glDisable(GL_BLEND);
270    }
271}
272
273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
274    if (!mSuppressTiling) {
275        const Snapshot* snapshot = currentSnapshot();
276
277        const Rect* clip = &mTilingClip;
278        if (snapshot->flags & Snapshot::kFlagFboTarget) {
279            clip = &(snapshot->layer->clipRect);
280        }
281
282        startTiling(*clip, getViewportHeight(), opaque, expand);
283    }
284}
285
286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
287    if (!mSuppressTiling) {
288        if(expand) {
289            // Expand the startTiling region by 1
290            int leftNotZero = (clip.left > 0) ? 1 : 0;
291            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
292
293            mCaches.startTiling(
294                clip.left - leftNotZero,
295                windowHeight - clip.bottom - topNotZero,
296                clip.right - clip.left + leftNotZero + 1,
297                clip.bottom - clip.top + topNotZero + 1,
298                opaque);
299        } else {
300            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
301                clip.right - clip.left, clip.bottom - clip.top, opaque);
302        }
303    }
304}
305
306void OpenGLRenderer::endTiling() {
307    if (!mSuppressTiling) mCaches.endTiling();
308}
309
310void OpenGLRenderer::finish() {
311    renderOverdraw();
312    endTiling();
313
314    // When finish() is invoked on FBO 0 we've reached the end
315    // of the current frame
316    if (getTargetFbo() == 0) {
317        mCaches.pathCache.trim();
318        mCaches.tessellationCache.trim();
319    }
320
321    if (!suppressErrorChecks()) {
322#if DEBUG_OPENGL
323        GLUtils::dumpGLErrors();
324#endif
325
326#if DEBUG_MEMORY_USAGE
327        mCaches.dumpMemoryUsage();
328#else
329        if (mCaches.getDebugLevel() & kDebugMemory) {
330            mCaches.dumpMemoryUsage();
331        }
332#endif
333    }
334
335    if (mCountOverdraw) {
336        countOverdraw();
337    }
338
339    mFrameStarted = false;
340}
341
342void OpenGLRenderer::resumeAfterLayer() {
343    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
344    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
345    debugOverdraw(true, false);
346
347    mCaches.resetScissor();
348    dirtyClip();
349}
350
351status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
352    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
353
354    Rect clip(*currentClipRect());
355    clip.snapToPixelBoundaries();
356
357    // Since we don't know what the functor will draw, let's dirty
358    // the entire clip region
359    if (hasLayer()) {
360        dirtyLayerUnchecked(clip, getRegion());
361    }
362
363    DrawGlInfo info;
364    info.clipLeft = clip.left;
365    info.clipTop = clip.top;
366    info.clipRight = clip.right;
367    info.clipBottom = clip.bottom;
368    info.isLayer = hasLayer();
369    info.width = getViewportWidth();
370    info.height = getViewportHeight();
371    currentTransform()->copyTo(&info.transform[0]);
372
373    bool prevDirtyClip = mDirtyClip;
374    // setup GL state for functor
375    if (mDirtyClip) {
376        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
377    }
378    if (mCaches.enableScissor() || prevDirtyClip) {
379        setScissorFromClip();
380    }
381
382    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
383    // Scissor may have been modified, reset dirty clip
384    dirtyClip();
385
386    return DrawGlInfo::kStatusDrew;
387}
388
389///////////////////////////////////////////////////////////////////////////////
390// Debug
391///////////////////////////////////////////////////////////////////////////////
392
393void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
394#if DEBUG_DETAILED_EVENTS
395    const int BUFFER_SIZE = 256;
396    va_list ap;
397    char buf[BUFFER_SIZE];
398
399    va_start(ap, fmt);
400    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
401    va_end(ap);
402
403    eventMark(buf);
404#endif
405}
406
407
408void OpenGLRenderer::eventMark(const char* name) const {
409    mCaches.eventMark(0, name);
410}
411
412void OpenGLRenderer::startMark(const char* name) const {
413    mCaches.startMark(0, name);
414}
415
416void OpenGLRenderer::endMark() const {
417    mCaches.endMark();
418}
419
420void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
421    mRenderState.debugOverdraw(enable, clear);
422}
423
424void OpenGLRenderer::renderOverdraw() {
425    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
426        const Rect* clip = &mTilingClip;
427
428        mCaches.enableScissor();
429        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
430                clip->right - clip->left, clip->bottom - clip->top);
431
432        // 1x overdraw
433        mCaches.stencil.enableDebugTest(2);
434        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
435
436        // 2x overdraw
437        mCaches.stencil.enableDebugTest(3);
438        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
439
440        // 3x overdraw
441        mCaches.stencil.enableDebugTest(4);
442        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
443
444        // 4x overdraw and higher
445        mCaches.stencil.enableDebugTest(4, true);
446        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
447
448        mCaches.stencil.disable();
449    }
450}
451
452void OpenGLRenderer::countOverdraw() {
453    size_t count = getWidth() * getHeight();
454    uint32_t* buffer = new uint32_t[count];
455    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
456
457    size_t total = 0;
458    for (size_t i = 0; i < count; i++) {
459        total += buffer[i] & 0xff;
460    }
461
462    mOverdraw = total / float(count);
463
464    delete[] buffer;
465}
466
467///////////////////////////////////////////////////////////////////////////////
468// Layers
469///////////////////////////////////////////////////////////////////////////////
470
471bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
472    if (layer->deferredUpdateScheduled && layer->renderer
473            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
474        ATRACE_CALL();
475
476        Rect& dirty = layer->dirtyRect;
477
478        if (inFrame) {
479            endTiling();
480            debugOverdraw(false, false);
481        }
482
483        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
484            layer->render(*this);
485        } else {
486            layer->defer(*this);
487        }
488
489        if (inFrame) {
490            resumeAfterLayer();
491            startTilingCurrentClip();
492        }
493
494        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
495        layer->hasDrawnSinceUpdate = false;
496
497        return true;
498    }
499
500    return false;
501}
502
503void OpenGLRenderer::updateLayers() {
504    // If draw deferring is enabled this method will simply defer
505    // the display list of each individual layer. The layers remain
506    // in the layer updates list which will be cleared by flushLayers().
507    int count = mLayerUpdates.size();
508    if (count > 0) {
509        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
510            startMark("Layer Updates");
511        } else {
512            startMark("Defer Layer Updates");
513        }
514
515        // Note: it is very important to update the layers in order
516        for (int i = 0; i < count; i++) {
517            Layer* layer = mLayerUpdates.itemAt(i);
518            updateLayer(layer, false);
519            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
520                mCaches.resourceCache.decrementRefcount(layer);
521            }
522        }
523
524        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
525            mLayerUpdates.clear();
526            mRenderState.bindFramebuffer(getTargetFbo());
527        }
528        endMark();
529    }
530}
531
532void OpenGLRenderer::flushLayers() {
533    int count = mLayerUpdates.size();
534    if (count > 0) {
535        startMark("Apply Layer Updates");
536        char layerName[12];
537
538        // Note: it is very important to update the layers in order
539        for (int i = 0; i < count; i++) {
540            sprintf(layerName, "Layer #%d", i);
541            startMark(layerName);
542
543            ATRACE_BEGIN("flushLayer");
544            Layer* layer = mLayerUpdates.itemAt(i);
545            layer->flush();
546            ATRACE_END();
547
548            mCaches.resourceCache.decrementRefcount(layer);
549
550            endMark();
551        }
552
553        mLayerUpdates.clear();
554        mRenderState.bindFramebuffer(getTargetFbo());
555
556        endMark();
557    }
558}
559
560void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
561    if (layer) {
562        // Make sure we don't introduce duplicates.
563        // SortedVector would do this automatically but we need to respect
564        // the insertion order. The linear search is not an issue since
565        // this list is usually very short (typically one item, at most a few)
566        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
567            if (mLayerUpdates.itemAt(i) == layer) {
568                return;
569            }
570        }
571        mLayerUpdates.push_back(layer);
572        mCaches.resourceCache.incrementRefcount(layer);
573    }
574}
575
576void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
577    if (layer) {
578        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
579            if (mLayerUpdates.itemAt(i) == layer) {
580                mLayerUpdates.removeAt(i);
581                mCaches.resourceCache.decrementRefcount(layer);
582                break;
583            }
584        }
585    }
586}
587
588void OpenGLRenderer::clearLayerUpdates() {
589    size_t count = mLayerUpdates.size();
590    if (count > 0) {
591        mCaches.resourceCache.lock();
592        for (size_t i = 0; i < count; i++) {
593            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
594        }
595        mCaches.resourceCache.unlock();
596        mLayerUpdates.clear();
597    }
598}
599
600void OpenGLRenderer::flushLayerUpdates() {
601    ATRACE_CALL();
602    syncState();
603    updateLayers();
604    flushLayers();
605    // Wait for all the layer updates to be executed
606    AutoFence fence;
607}
608
609void OpenGLRenderer::markLayersAsBuildLayers() {
610    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
611        mLayerUpdates[i]->wasBuildLayered = true;
612    }
613}
614
615///////////////////////////////////////////////////////////////////////////////
616// State management
617///////////////////////////////////////////////////////////////////////////////
618
619void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
620    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
621    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
622    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
623
624    if (restoreViewport) {
625        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
626    }
627
628    if (restoreClip) {
629        dirtyClip();
630    }
631
632    if (restoreLayer) {
633        endMark(); // Savelayer
634        startMark("ComposeLayer");
635        composeLayer(removed, restored);
636        endMark();
637    }
638}
639
640///////////////////////////////////////////////////////////////////////////////
641// Layers
642///////////////////////////////////////////////////////////////////////////////
643
644int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
645        const SkPaint* paint, int flags, const SkPath* convexMask) {
646    // force matrix/clip isolation for layer
647    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
648
649    const int count = saveSnapshot(flags);
650
651    if (!currentSnapshot()->isIgnored()) {
652        createLayer(left, top, right, bottom, paint, flags, convexMask);
653    }
654
655    return count;
656}
657
658void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
659    const Rect untransformedBounds(bounds);
660
661    currentTransform()->mapRect(bounds);
662
663    // Layers only make sense if they are in the framebuffer's bounds
664    if (bounds.intersect(*currentClipRect())) {
665        // We cannot work with sub-pixels in this case
666        bounds.snapToPixelBoundaries();
667
668        // When the layer is not an FBO, we may use glCopyTexImage so we
669        // need to make sure the layer does not extend outside the bounds
670        // of the framebuffer
671        const Snapshot& previous = *(currentSnapshot()->previous);
672        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
673        if (!bounds.intersect(previousViewport)) {
674            bounds.setEmpty();
675        } else if (fboLayer) {
676            clip.set(bounds);
677            mat4 inverse;
678            inverse.loadInverse(*currentTransform());
679            inverse.mapRect(clip);
680            clip.snapToPixelBoundaries();
681            if (clip.intersect(untransformedBounds)) {
682                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
683                bounds.set(untransformedBounds);
684            } else {
685                clip.setEmpty();
686            }
687        }
688    } else {
689        bounds.setEmpty();
690    }
691}
692
693void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
694        bool fboLayer, int alpha) {
695    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
696            bounds.getHeight() > mCaches.maxTextureSize ||
697            (fboLayer && clip.isEmpty())) {
698        mSnapshot->empty = fboLayer;
699    } else {
700        mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
701    }
702}
703
704int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
705        const SkPaint* paint, int flags) {
706    const int count = saveSnapshot(flags);
707
708    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
709        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
710        // operations will be able to store and restore the current clip and transform info, and
711        // quick rejection will be correct (for display lists)
712
713        Rect bounds(left, top, right, bottom);
714        Rect clip;
715        calculateLayerBoundsAndClip(bounds, clip, true);
716        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
717
718        if (!currentSnapshot()->isIgnored()) {
719            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
720            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
721            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
722            mSnapshot->roundRectClipState = NULL;
723        }
724    }
725
726    return count;
727}
728
729/**
730 * Layers are viewed by Skia are slightly different than layers in image editing
731 * programs (for instance.) When a layer is created, previously created layers
732 * and the frame buffer still receive every drawing command. For instance, if a
733 * layer is created and a shape intersecting the bounds of the layers and the
734 * framebuffer is draw, the shape will be drawn on both (unless the layer was
735 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
736 *
737 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
738 * texture. Unfortunately, this is inefficient as it requires every primitive to
739 * be drawn n + 1 times, where n is the number of active layers. In practice this
740 * means, for every primitive:
741 *   - Switch active frame buffer
742 *   - Change viewport, clip and projection matrix
743 *   - Issue the drawing
744 *
745 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
746 * To avoid this, layers are implemented in a different way here, at least in the
747 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
748 * is set. When this flag is set we can redirect all drawing operations into a
749 * single FBO.
750 *
751 * This implementation relies on the frame buffer being at least RGBA 8888. When
752 * a layer is created, only a texture is created, not an FBO. The content of the
753 * frame buffer contained within the layer's bounds is copied into this texture
754 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
755 * buffer and drawing continues as normal. This technique therefore treats the
756 * frame buffer as a scratch buffer for the layers.
757 *
758 * To compose the layers back onto the frame buffer, each layer texture
759 * (containing the original frame buffer data) is drawn as a simple quad over
760 * the frame buffer. The trick is that the quad is set as the composition
761 * destination in the blending equation, and the frame buffer becomes the source
762 * of the composition.
763 *
764 * Drawing layers with an alpha value requires an extra step before composition.
765 * An empty quad is drawn over the layer's region in the frame buffer. This quad
766 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
767 * quad is used to multiply the colors in the frame buffer. This is achieved by
768 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
769 * GL_ZERO, GL_SRC_ALPHA.
770 *
771 * Because glCopyTexImage2D() can be slow, an alternative implementation might
772 * be use to draw a single clipped layer. The implementation described above
773 * is correct in every case.
774 *
775 * (1) The frame buffer is actually not cleared right away. To allow the GPU
776 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
777 *     buffer is left untouched until the first drawing operation. Only when
778 *     something actually gets drawn are the layers regions cleared.
779 */
780bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
781        const SkPaint* paint, int flags, const SkPath* convexMask) {
782    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
783    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
784
785    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
786
787    // Window coordinates of the layer
788    Rect clip;
789    Rect bounds(left, top, right, bottom);
790    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
791    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
792
793    // Bail out if we won't draw in this snapshot
794    if (currentSnapshot()->isIgnored()) {
795        return false;
796    }
797
798    mCaches.activeTexture(0);
799    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
800    if (!layer) {
801        return false;
802    }
803
804    layer->setPaint(paint);
805    layer->layer.set(bounds);
806    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
807            bounds.getWidth() / float(layer->getWidth()), 0.0f);
808
809    layer->setBlend(true);
810    layer->setDirty(false);
811    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
812
813    // Save the layer in the snapshot
814    mSnapshot->flags |= Snapshot::kFlagIsLayer;
815    mSnapshot->layer = layer;
816
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    mDescription.emulateStencil = mCountOverdraw;
1632}
1633
1634void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1635    mDescription.hasTexture = true;
1636    mDescription.hasAlpha8Texture = isAlpha8;
1637}
1638
1639void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1640    mDescription.hasTexture = true;
1641    mDescription.hasColors = true;
1642    mDescription.hasAlpha8Texture = isAlpha8;
1643}
1644
1645void OpenGLRenderer::setupDrawWithExternalTexture() {
1646    mDescription.hasExternalTexture = true;
1647}
1648
1649void OpenGLRenderer::setupDrawNoTexture() {
1650    mCaches.disableTexCoordsVertexArray();
1651}
1652
1653void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1654    mDescription.hasVertexAlpha = true;
1655    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1656}
1657
1658void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1659    mColorA = alpha / 255.0f;
1660    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1661    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1662    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1663    mColorSet = true;
1664    mSetShaderColor = mDescription.setColorModulate(mColorA);
1665}
1666
1667void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1668    mColorA = alpha / 255.0f;
1669    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1670    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1671    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1672    mColorSet = true;
1673    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1674}
1675
1676void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1677    mCaches.fontRenderer->describe(mDescription, paint);
1678}
1679
1680void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1681    mColorA = a;
1682    mColorR = r;
1683    mColorG = g;
1684    mColorB = b;
1685    mColorSet = true;
1686    mSetShaderColor = mDescription.setColorModulate(a);
1687}
1688
1689void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1690    if (shader != NULL) {
1691        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1692    }
1693}
1694
1695void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1696    if (filter == NULL) {
1697        return;
1698    }
1699
1700    SkXfermode::Mode mode;
1701    if (filter->asColorMode(NULL, &mode)) {
1702        mDescription.colorOp = ProgramDescription::kColorBlend;
1703        mDescription.colorMode = mode;
1704    } else if (filter->asColorMatrix(NULL)) {
1705        mDescription.colorOp = ProgramDescription::kColorMatrix;
1706    }
1707}
1708
1709void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1710    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1711        mColorA = 1.0f;
1712        mColorR = mColorG = mColorB = 0.0f;
1713        mSetShaderColor = mDescription.modulate = true;
1714    }
1715}
1716
1717static bool isBlendedColorFilter(const SkColorFilter* filter) {
1718    if (filter == NULL) {
1719        return false;
1720    }
1721    return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0;
1722}
1723
1724void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1725    SkXfermode::Mode mode = layer->getMode();
1726    // When the blending mode is kClear_Mode, we need to use a modulate color
1727    // argb=1,0,0,0
1728    accountForClear(mode);
1729    // TODO: check shader blending, once we have shader drawing support for layers.
1730    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1731            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1732    chooseBlending(blend, mode, mDescription, swapSrcDst);
1733}
1734
1735void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1736    SkXfermode::Mode mode = getXfermodeDirect(paint);
1737    // When the blending mode is kClear_Mode, we need to use a modulate color
1738    // argb=1,0,0,0
1739    accountForClear(mode);
1740    blend |= (mColorSet && mColorA < 1.0f) ||
1741            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1742            isBlendedColorFilter(getColorFilter(paint));
1743    chooseBlending(blend, mode, mDescription, swapSrcDst);
1744}
1745
1746void OpenGLRenderer::setupDrawProgram() {
1747    useProgram(mCaches.programCache.get(mDescription));
1748    if (mDescription.hasRoundRectClip) {
1749        // TODO: avoid doing this repeatedly, stashing state pointer in program
1750        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1751        const Rect& innerRect = state->innerRect;
1752        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1753                innerRect.left, innerRect.top,
1754                innerRect.right, innerRect.bottom);
1755        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1756                1, GL_FALSE, &state->matrix.data[0]);
1757
1758        // add half pixel to round out integer rect space to cover pixel centers
1759        float roundedOutRadius = state->radius + 0.5f;
1760        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1761                roundedOutRadius);
1762    }
1763}
1764
1765void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1766    mTrackDirtyRegions = false;
1767}
1768
1769void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1770        float left, float top, float right, float bottom, bool ignoreTransform) {
1771    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1772    if (mode == kModelViewMode_TranslateAndScale) {
1773        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1774    }
1775
1776    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1777    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1778    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1779    if (dirty && mTrackDirtyRegions) {
1780        if (!ignoreTransform) {
1781            dirtyLayer(left, top, right, bottom, *currentTransform());
1782        } else {
1783            dirtyLayer(left, top, right, bottom);
1784        }
1785    }
1786}
1787
1788void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1789    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1790        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1791    }
1792}
1793
1794void OpenGLRenderer::setupDrawPureColorUniforms() {
1795    if (mSetShaderColor) {
1796        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1797    }
1798}
1799
1800void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1801    if (shader == NULL) {
1802        return;
1803    }
1804
1805    if (ignoreTransform) {
1806        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1807        // because it was built into modelView / the geometry, and the description needs to
1808        // compensate.
1809        mat4 modelViewWithoutTransform;
1810        modelViewWithoutTransform.loadInverse(*currentTransform());
1811        modelViewWithoutTransform.multiply(mModelViewMatrix);
1812        mModelViewMatrix.load(modelViewWithoutTransform);
1813    }
1814
1815    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1816}
1817
1818void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1819    if (NULL == filter) {
1820        return;
1821    }
1822
1823    SkColor color;
1824    SkXfermode::Mode mode;
1825    if (filter->asColorMode(&color, &mode)) {
1826        const int alpha = SkColorGetA(color);
1827        const GLfloat a = alpha / 255.0f;
1828        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1829        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1830        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1831        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1832        return;
1833    }
1834
1835    SkScalar srcColorMatrix[20];
1836    if (filter->asColorMatrix(srcColorMatrix)) {
1837
1838        float colorMatrix[16];
1839        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1840        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1841        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1842        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1843
1844        // Skia uses the range [0..255] for the addition vector, but we need
1845        // the [0..1] range to apply the vector in GLSL
1846        float colorVector[4];
1847        colorVector[0] = srcColorMatrix[4] / 255.0f;
1848        colorVector[1] = srcColorMatrix[9] / 255.0f;
1849        colorVector[2] = srcColorMatrix[14] / 255.0f;
1850        colorVector[3] = srcColorMatrix[19] / 255.0f;
1851
1852        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1853                GL_FALSE, colorMatrix);
1854        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1855        return;
1856    }
1857
1858    // it is an error if we ever get here
1859}
1860
1861void OpenGLRenderer::setupDrawTextGammaUniforms() {
1862    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1863}
1864
1865void OpenGLRenderer::setupDrawSimpleMesh() {
1866    bool force = mCaches.bindMeshBuffer();
1867    mCaches.bindPositionVertexPointer(force, 0);
1868    mCaches.unbindIndicesBuffer();
1869}
1870
1871void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1872    if (texture) bindTexture(texture);
1873    mTextureUnit++;
1874    mCaches.enableTexCoordsVertexArray();
1875}
1876
1877void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1878    bindExternalTexture(texture);
1879    mTextureUnit++;
1880    mCaches.enableTexCoordsVertexArray();
1881}
1882
1883void OpenGLRenderer::setupDrawTextureTransform() {
1884    mDescription.hasTextureTransform = true;
1885}
1886
1887void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1888    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1889            GL_FALSE, &transform.data[0]);
1890}
1891
1892void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1893        const GLvoid* texCoords, GLuint vbo) {
1894    bool force = false;
1895    if (!vertices || vbo) {
1896        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1897    } else {
1898        force = mCaches.unbindMeshBuffer();
1899    }
1900
1901    mCaches.bindPositionVertexPointer(force, vertices);
1902    if (mCaches.currentProgram->texCoords >= 0) {
1903        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1904    }
1905
1906    mCaches.unbindIndicesBuffer();
1907}
1908
1909void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1910        const GLvoid* texCoords, const GLvoid* colors) {
1911    bool force = mCaches.unbindMeshBuffer();
1912    GLsizei stride = sizeof(ColorTextureVertex);
1913
1914    mCaches.bindPositionVertexPointer(force, vertices, stride);
1915    if (mCaches.currentProgram->texCoords >= 0) {
1916        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1917    }
1918    int slot = mCaches.currentProgram->getAttrib("colors");
1919    if (slot >= 0) {
1920        glEnableVertexAttribArray(slot);
1921        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1922    }
1923
1924    mCaches.unbindIndicesBuffer();
1925}
1926
1927void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1928        const GLvoid* texCoords, GLuint vbo) {
1929    bool force = false;
1930    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1931    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1932    // use the default VBO found in Caches
1933    if (!vertices || vbo) {
1934        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1935    } else {
1936        force = mCaches.unbindMeshBuffer();
1937    }
1938    mCaches.bindQuadIndicesBuffer();
1939
1940    mCaches.bindPositionVertexPointer(force, vertices);
1941    if (mCaches.currentProgram->texCoords >= 0) {
1942        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1943    }
1944}
1945
1946void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1947    bool force = mCaches.unbindMeshBuffer();
1948    mCaches.bindQuadIndicesBuffer();
1949    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1950}
1951
1952///////////////////////////////////////////////////////////////////////////////
1953// Drawing
1954///////////////////////////////////////////////////////////////////////////////
1955
1956status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1957    status_t status;
1958    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1959    // will be performed by the display list itself
1960    if (renderNode && renderNode->isRenderable()) {
1961        // compute 3d ordering
1962        renderNode->computeOrdering();
1963        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1964            status = startFrame();
1965            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1966            renderNode->replay(replayStruct, 0);
1967            return status | replayStruct.mDrawGlStatus;
1968        }
1969
1970        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1971        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1972        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1973        renderNode->defer(deferStruct, 0);
1974
1975        flushLayers();
1976        status = startFrame();
1977
1978        return deferredList.flush(*this, dirty) | status;
1979    }
1980
1981    // Even if there is no drawing command(Ex: invisible),
1982    // it still needs startFrame to clear buffer and start tiling.
1983    return startFrame();
1984}
1985
1986void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1987    int color = paint != NULL ? paint->getColor() : 0;
1988
1989    float x = left;
1990    float y = top;
1991
1992    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1993
1994    bool ignoreTransform = false;
1995    if (currentTransform()->isPureTranslate()) {
1996        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1997        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1998        ignoreTransform = true;
1999
2000        texture->setFilter(GL_NEAREST, true);
2001    } else {
2002        texture->setFilter(getFilter(paint), true);
2003    }
2004
2005    // No need to check for a UV mapper on the texture object, only ARGB_8888
2006    // bitmaps get packed in the atlas
2007    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2008            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2009            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2010}
2011
2012/**
2013 * Important note: this method is intended to draw batches of bitmaps and
2014 * will not set the scissor enable or dirty the current layer, if any.
2015 * The caller is responsible for properly dirtying the current layer.
2016 */
2017status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2018        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
2019        const Rect& bounds, const SkPaint* paint) {
2020    mCaches.activeTexture(0);
2021    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2022    if (!texture) return DrawGlInfo::kStatusDone;
2023
2024    const AutoTexture autoCleanup(texture);
2025
2026    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2027    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
2028
2029    const float x = (int) floorf(bounds.left + 0.5f);
2030    const float y = (int) floorf(bounds.top + 0.5f);
2031    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2032        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2033                texture->id, paint, &vertices[0].x, &vertices[0].u,
2034                GL_TRIANGLES, bitmapCount * 6, true,
2035                kModelViewMode_Translate, false);
2036    } else {
2037        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2038                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
2039                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2040                kModelViewMode_Translate, false);
2041    }
2042
2043    return DrawGlInfo::kStatusDrew;
2044}
2045
2046status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
2047    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2048        return DrawGlInfo::kStatusDone;
2049    }
2050
2051    mCaches.activeTexture(0);
2052    Texture* texture = getTexture(bitmap);
2053    if (!texture) return DrawGlInfo::kStatusDone;
2054    const AutoTexture autoCleanup(texture);
2055
2056    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2057        drawAlphaBitmap(texture, 0, 0, paint);
2058    } else {
2059        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2060    }
2061
2062    return DrawGlInfo::kStatusDrew;
2063}
2064
2065status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2066    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2067        return DrawGlInfo::kStatusDone;
2068    }
2069
2070    mCaches.activeTexture(0);
2071    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2072    const AutoTexture autoCleanup(texture);
2073
2074    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2075        drawAlphaBitmap(texture, 0, 0, paint);
2076    } else {
2077        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2078    }
2079
2080    return DrawGlInfo::kStatusDrew;
2081}
2082
2083status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2084        const float* vertices, const int* colors, const SkPaint* paint) {
2085    if (!vertices || currentSnapshot()->isIgnored()) {
2086        return DrawGlInfo::kStatusDone;
2087    }
2088
2089    // TODO: use quickReject on bounds from vertices
2090    mCaches.enableScissor();
2091
2092    float left = FLT_MAX;
2093    float top = FLT_MAX;
2094    float right = FLT_MIN;
2095    float bottom = FLT_MIN;
2096
2097    const uint32_t count = meshWidth * meshHeight * 6;
2098
2099    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2100    mesh.setCapacity(count);
2101    ColorTextureVertex* vertex = mesh.editArray();
2102
2103    bool cleanupColors = false;
2104    if (!colors) {
2105        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2106        int* newColors = new int[colorsCount];
2107        memset(newColors, 0xff, colorsCount * sizeof(int));
2108        colors = newColors;
2109        cleanupColors = true;
2110    }
2111
2112    mCaches.activeTexture(0);
2113    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2114    const UvMapper& mapper(getMapper(texture));
2115
2116    for (int32_t y = 0; y < meshHeight; y++) {
2117        for (int32_t x = 0; x < meshWidth; x++) {
2118            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2119
2120            float u1 = float(x) / meshWidth;
2121            float u2 = float(x + 1) / meshWidth;
2122            float v1 = float(y) / meshHeight;
2123            float v2 = float(y + 1) / meshHeight;
2124
2125            mapper.map(u1, v1, u2, v2);
2126
2127            int ax = i + (meshWidth + 1) * 2;
2128            int ay = ax + 1;
2129            int bx = i;
2130            int by = bx + 1;
2131            int cx = i + 2;
2132            int cy = cx + 1;
2133            int dx = i + (meshWidth + 1) * 2 + 2;
2134            int dy = dx + 1;
2135
2136            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2137            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2138            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2139
2140            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2141            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2142            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2143
2144            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2145            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2146            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2147            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2148        }
2149    }
2150
2151    if (quickRejectSetupScissor(left, top, right, bottom)) {
2152        if (cleanupColors) delete[] colors;
2153        return DrawGlInfo::kStatusDone;
2154    }
2155
2156    if (!texture) {
2157        texture = mCaches.textureCache.get(bitmap);
2158        if (!texture) {
2159            if (cleanupColors) delete[] colors;
2160            return DrawGlInfo::kStatusDone;
2161        }
2162    }
2163    const AutoTexture autoCleanup(texture);
2164
2165    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2166    texture->setFilter(getFilter(paint), true);
2167
2168    int alpha;
2169    SkXfermode::Mode mode;
2170    getAlphaAndMode(paint, &alpha, &mode);
2171
2172    float a = alpha / 255.0f;
2173
2174    if (hasLayer()) {
2175        dirtyLayer(left, top, right, bottom, *currentTransform());
2176    }
2177
2178    setupDraw();
2179    setupDrawWithTextureAndColor();
2180    setupDrawColor(a, a, a, a);
2181    setupDrawColorFilter(getColorFilter(paint));
2182    setupDrawBlending(paint, true);
2183    setupDrawProgram();
2184    setupDrawDirtyRegionsDisabled();
2185    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2186    setupDrawTexture(texture->id);
2187    setupDrawPureColorUniforms();
2188    setupDrawColorFilterUniforms(getColorFilter(paint));
2189    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2190
2191    glDrawArrays(GL_TRIANGLES, 0, count);
2192
2193    int slot = mCaches.currentProgram->getAttrib("colors");
2194    if (slot >= 0) {
2195        glDisableVertexAttribArray(slot);
2196    }
2197
2198    if (cleanupColors) delete[] colors;
2199
2200    return DrawGlInfo::kStatusDrew;
2201}
2202
2203status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2204         float srcLeft, float srcTop, float srcRight, float srcBottom,
2205         float dstLeft, float dstTop, float dstRight, float dstBottom,
2206         const SkPaint* paint) {
2207    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2208        return DrawGlInfo::kStatusDone;
2209    }
2210
2211    mCaches.activeTexture(0);
2212    Texture* texture = getTexture(bitmap);
2213    if (!texture) return DrawGlInfo::kStatusDone;
2214    const AutoTexture autoCleanup(texture);
2215
2216    const float width = texture->width;
2217    const float height = texture->height;
2218
2219    float u1 = fmax(0.0f, srcLeft / width);
2220    float v1 = fmax(0.0f, srcTop / height);
2221    float u2 = fmin(1.0f, srcRight / width);
2222    float v2 = fmin(1.0f, srcBottom / height);
2223
2224    getMapper(texture).map(u1, v1, u2, v2);
2225
2226    mCaches.unbindMeshBuffer();
2227    resetDrawTextureTexCoords(u1, v1, u2, v2);
2228
2229    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2230
2231    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2232    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2233
2234    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2235    // Apply a scale transform on the canvas only when a shader is in use
2236    // Skia handles the ratio between the dst and src rects as a scale factor
2237    // when a shader is set
2238    bool useScaleTransform = getShader(paint) && scaled;
2239    bool ignoreTransform = false;
2240
2241    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2242        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2243        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2244
2245        dstRight = x + (dstRight - dstLeft);
2246        dstBottom = y + (dstBottom - dstTop);
2247
2248        dstLeft = x;
2249        dstTop = y;
2250
2251        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2252        ignoreTransform = true;
2253    } else {
2254        texture->setFilter(getFilter(paint), true);
2255    }
2256
2257    if (CC_UNLIKELY(useScaleTransform)) {
2258        save(SkCanvas::kMatrix_SaveFlag);
2259        translate(dstLeft, dstTop);
2260        scale(scaleX, scaleY);
2261
2262        dstLeft = 0.0f;
2263        dstTop = 0.0f;
2264
2265        dstRight = srcRight - srcLeft;
2266        dstBottom = srcBottom - srcTop;
2267    }
2268
2269    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2270        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2271                texture->id, paint,
2272                &mMeshVertices[0].x, &mMeshVertices[0].u,
2273                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2274    } else {
2275        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2276                texture->id, paint, texture->blend,
2277                &mMeshVertices[0].x, &mMeshVertices[0].u,
2278                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2279    }
2280
2281    if (CC_UNLIKELY(useScaleTransform)) {
2282        restore();
2283    }
2284
2285    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2286
2287    return DrawGlInfo::kStatusDrew;
2288}
2289
2290status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2291        float left, float top, float right, float bottom, const SkPaint* paint) {
2292    if (quickRejectSetupScissor(left, top, right, bottom)) {
2293        return DrawGlInfo::kStatusDone;
2294    }
2295
2296    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2297    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2298            right - left, bottom - top, patch);
2299
2300    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2301}
2302
2303status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2304        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2305        const SkPaint* paint) {
2306    if (quickRejectSetupScissor(left, top, right, bottom)) {
2307        return DrawGlInfo::kStatusDone;
2308    }
2309
2310    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2311        mCaches.activeTexture(0);
2312        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2313        if (!texture) return DrawGlInfo::kStatusDone;
2314        const AutoTexture autoCleanup(texture);
2315
2316        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2317        texture->setFilter(GL_LINEAR, true);
2318
2319        const bool pureTranslate = currentTransform()->isPureTranslate();
2320        // Mark the current layer dirty where we are going to draw the patch
2321        if (hasLayer() && mesh->hasEmptyQuads) {
2322            const float offsetX = left + currentTransform()->getTranslateX();
2323            const float offsetY = top + currentTransform()->getTranslateY();
2324            const size_t count = mesh->quads.size();
2325            for (size_t i = 0; i < count; i++) {
2326                const Rect& bounds = mesh->quads.itemAt(i);
2327                if (CC_LIKELY(pureTranslate)) {
2328                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2329                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2330                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2331                } else {
2332                    dirtyLayer(left + bounds.left, top + bounds.top,
2333                            left + bounds.right, top + bounds.bottom, *currentTransform());
2334                }
2335            }
2336        }
2337
2338        bool ignoreTransform = false;
2339        if (CC_LIKELY(pureTranslate)) {
2340            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2341            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2342
2343            right = x + right - left;
2344            bottom = y + bottom - top;
2345            left = x;
2346            top = y;
2347            ignoreTransform = true;
2348        }
2349        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2350                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2351                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2352                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2353    }
2354
2355    return DrawGlInfo::kStatusDrew;
2356}
2357
2358/**
2359 * Important note: this method is intended to draw batches of 9-patch objects and
2360 * will not set the scissor enable or dirty the current layer, if any.
2361 * The caller is responsible for properly dirtying the current layer.
2362 */
2363status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2364        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2365    mCaches.activeTexture(0);
2366    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2367    if (!texture) return DrawGlInfo::kStatusDone;
2368    const AutoTexture autoCleanup(texture);
2369
2370    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2371    texture->setFilter(GL_LINEAR, true);
2372
2373    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2374            texture->blend, &vertices[0].x, &vertices[0].u,
2375            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2376
2377    return DrawGlInfo::kStatusDrew;
2378}
2379
2380status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2381        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2382    // not missing call to quickReject/dirtyLayer, always done at a higher level
2383    if (!vertexBuffer.getVertexCount()) {
2384        // no vertices to draw
2385        return DrawGlInfo::kStatusDone;
2386    }
2387
2388    Rect bounds(vertexBuffer.getBounds());
2389    bounds.translate(translateX, translateY);
2390    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2391
2392    int color = paint->getColor();
2393    bool isAA = paint->isAntiAlias();
2394
2395    setupDraw();
2396    setupDrawNoTexture();
2397    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2398    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2399    setupDrawColorFilter(getColorFilter(paint));
2400    setupDrawShader(getShader(paint));
2401    setupDrawBlending(paint, isAA);
2402    setupDrawProgram();
2403    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2404            translateX, translateY, 0, 0);
2405    setupDrawColorUniforms(getShader(paint));
2406    setupDrawColorFilterUniforms(getColorFilter(paint));
2407    setupDrawShaderUniforms(getShader(paint));
2408
2409    const void* vertices = vertexBuffer.getBuffer();
2410    bool force = mCaches.unbindMeshBuffer();
2411    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2412    mCaches.resetTexCoordsVertexPointer();
2413
2414    int alphaSlot = -1;
2415    if (isAA) {
2416        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2417        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2418        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2419        glEnableVertexAttribArray(alphaSlot);
2420        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2421    }
2422
2423    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2424    if (mode == VertexBuffer::kStandard) {
2425        mCaches.unbindIndicesBuffer();
2426        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2427    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2428        mCaches.bindShadowIndicesBuffer();
2429        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2430    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2431        mCaches.bindShadowIndicesBuffer();
2432        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2433    } else if (mode == VertexBuffer::kIndices) {
2434        mCaches.unbindIndicesBuffer();
2435        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2436                vertexBuffer.getIndices());
2437    }
2438
2439    if (isAA) {
2440        glDisableVertexAttribArray(alphaSlot);
2441    }
2442
2443    return DrawGlInfo::kStatusDrew;
2444}
2445
2446/**
2447 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2448 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2449 * screen space in all directions. However, instead of using a fragment shader to compute the
2450 * translucency of the color from its position, we simply use a varying parameter to define how far
2451 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2452 *
2453 * Doesn't yet support joins, caps, or path effects.
2454 */
2455status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2456    VertexBuffer vertexBuffer;
2457    // TODO: try clipping large paths to viewport
2458    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2459    return drawVertexBuffer(vertexBuffer, paint);
2460}
2461
2462/**
2463 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2464 * and additional geometry for defining an alpha slope perimeter.
2465 *
2466 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2467 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2468 * in-shader alpha region, but found it to be taxing on some GPUs.
2469 *
2470 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2471 * memory transfer by removing need for degenerate vertices.
2472 */
2473status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2474    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2475
2476    count &= ~0x3; // round down to nearest four
2477
2478    VertexBuffer buffer;
2479    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2480    const Rect& bounds = buffer.getBounds();
2481
2482    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2483        return DrawGlInfo::kStatusDone;
2484    }
2485
2486    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2487    return drawVertexBuffer(buffer, paint, displayFlags);
2488}
2489
2490status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2491    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2492
2493    count &= ~0x1; // round down to nearest two
2494
2495    VertexBuffer buffer;
2496    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2497
2498    const Rect& bounds = buffer.getBounds();
2499    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2500        return DrawGlInfo::kStatusDone;
2501    }
2502
2503    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2504    return drawVertexBuffer(buffer, paint, displayFlags);
2505}
2506
2507status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2508    // No need to check against the clip, we fill the clip region
2509    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2510
2511    Rect clip(*currentClipRect());
2512    clip.snapToPixelBoundaries();
2513
2514    SkPaint paint;
2515    paint.setColor(color);
2516    paint.setXfermodeMode(mode);
2517
2518    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2519
2520    return DrawGlInfo::kStatusDrew;
2521}
2522
2523status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2524        const SkPaint* paint) {
2525    if (!texture) return DrawGlInfo::kStatusDone;
2526    const AutoTexture autoCleanup(texture);
2527
2528    const float x = left + texture->left - texture->offset;
2529    const float y = top + texture->top - texture->offset;
2530
2531    drawPathTexture(texture, x, y, paint);
2532
2533    return DrawGlInfo::kStatusDrew;
2534}
2535
2536status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2537        float rx, float ry, const SkPaint* p) {
2538    if (currentSnapshot()->isIgnored()
2539            || quickRejectSetupScissor(left, top, right, bottom, p)
2540            || paintWillNotDraw(*p)) {
2541        return DrawGlInfo::kStatusDone;
2542    }
2543
2544    if (p->getPathEffect() != 0) {
2545        mCaches.activeTexture(0);
2546        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2547                right - left, bottom - top, rx, ry, p);
2548        return drawShape(left, top, texture, p);
2549    }
2550
2551    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2552            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2553    return drawVertexBuffer(left, top, *vertexBuffer, p);
2554}
2555
2556status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2557    if (currentSnapshot()->isIgnored()
2558            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2559            || paintWillNotDraw(*p)) {
2560        return DrawGlInfo::kStatusDone;
2561    }
2562    if (p->getPathEffect() != 0) {
2563        mCaches.activeTexture(0);
2564        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2565        return drawShape(x - radius, y - radius, texture, p);
2566    }
2567
2568    SkPath path;
2569    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2570        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2571    } else {
2572        path.addCircle(x, y, radius);
2573    }
2574    return drawConvexPath(path, p);
2575}
2576
2577status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2578        const SkPaint* p) {
2579    if (currentSnapshot()->isIgnored()
2580            || quickRejectSetupScissor(left, top, right, bottom, p)
2581            || paintWillNotDraw(*p)) {
2582        return DrawGlInfo::kStatusDone;
2583    }
2584
2585    if (p->getPathEffect() != 0) {
2586        mCaches.activeTexture(0);
2587        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2588        return drawShape(left, top, texture, p);
2589    }
2590
2591    SkPath path;
2592    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2593    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2594        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2595    }
2596    path.addOval(rect);
2597    return drawConvexPath(path, p);
2598}
2599
2600status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2601        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2602    if (currentSnapshot()->isIgnored()
2603            || quickRejectSetupScissor(left, top, right, bottom, p)
2604            || paintWillNotDraw(*p)) {
2605        return DrawGlInfo::kStatusDone;
2606    }
2607
2608    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2609    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2610        mCaches.activeTexture(0);
2611        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2612                startAngle, sweepAngle, useCenter, p);
2613        return drawShape(left, top, texture, p);
2614    }
2615
2616    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2617    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2618        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2619    }
2620
2621    SkPath path;
2622    if (useCenter) {
2623        path.moveTo(rect.centerX(), rect.centerY());
2624    }
2625    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2626    if (useCenter) {
2627        path.close();
2628    }
2629    return drawConvexPath(path, p);
2630}
2631
2632// See SkPaintDefaults.h
2633#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2634
2635status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2636        const SkPaint* p) {
2637    if (currentSnapshot()->isIgnored()
2638            || quickRejectSetupScissor(left, top, right, bottom, p)
2639            || paintWillNotDraw(*p)) {
2640        return DrawGlInfo::kStatusDone;
2641    }
2642
2643    if (p->getStyle() != SkPaint::kFill_Style) {
2644        // only fill style is supported by drawConvexPath, since others have to handle joins
2645        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2646                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2647            mCaches.activeTexture(0);
2648            const PathTexture* texture =
2649                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2650            return drawShape(left, top, texture, p);
2651        }
2652
2653        SkPath path;
2654        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2655        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2656            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2657        }
2658        path.addRect(rect);
2659        return drawConvexPath(path, p);
2660    }
2661
2662    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2663        SkPath path;
2664        path.addRect(left, top, right, bottom);
2665        return drawConvexPath(path, p);
2666    } else {
2667        drawColorRect(left, top, right, bottom, p);
2668        return DrawGlInfo::kStatusDrew;
2669    }
2670}
2671
2672void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2673        int bytesCount, int count, const float* positions,
2674        FontRenderer& fontRenderer, int alpha, float x, float y) {
2675    mCaches.activeTexture(0);
2676
2677    TextShadow textShadow;
2678    if (!getTextShadow(paint, &textShadow)) {
2679        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2680    }
2681
2682    // NOTE: The drop shadow will not perform gamma correction
2683    //       if shader-based correction is enabled
2684    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2685    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2686            paint, text, bytesCount, count, textShadow.radius, positions);
2687    // If the drop shadow exceeds the max texture size or couldn't be
2688    // allocated, skip drawing
2689    if (!shadow) return;
2690    const AutoTexture autoCleanup(shadow);
2691
2692    const float sx = x - shadow->left + textShadow.dx;
2693    const float sy = y - shadow->top + textShadow.dy;
2694
2695    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2696    if (getShader(paint)) {
2697        textShadow.color = SK_ColorWHITE;
2698    }
2699
2700    setupDraw();
2701    setupDrawWithTexture(true);
2702    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2703    setupDrawColorFilter(getColorFilter(paint));
2704    setupDrawShader(getShader(paint));
2705    setupDrawBlending(paint, true);
2706    setupDrawProgram();
2707    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2708            sx, sy, sx + shadow->width, sy + shadow->height);
2709    setupDrawTexture(shadow->id);
2710    setupDrawPureColorUniforms();
2711    setupDrawColorFilterUniforms(getColorFilter(paint));
2712    setupDrawShaderUniforms(getShader(paint));
2713    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2714
2715    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2716}
2717
2718bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2719    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2720    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2721}
2722
2723status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2724        const float* positions, const SkPaint* paint) {
2725    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2726        return DrawGlInfo::kStatusDone;
2727    }
2728
2729    // NOTE: Skia does not support perspective transform on drawPosText yet
2730    if (!currentTransform()->isSimple()) {
2731        return DrawGlInfo::kStatusDone;
2732    }
2733
2734    mCaches.enableScissor();
2735
2736    float x = 0.0f;
2737    float y = 0.0f;
2738    const bool pureTranslate = currentTransform()->isPureTranslate();
2739    if (pureTranslate) {
2740        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2741        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2742    }
2743
2744    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2745    fontRenderer.setFont(paint, SkMatrix::I());
2746
2747    int alpha;
2748    SkXfermode::Mode mode;
2749    getAlphaAndMode(paint, &alpha, &mode);
2750
2751    if (CC_UNLIKELY(hasTextShadow(paint))) {
2752        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2753                alpha, 0.0f, 0.0f);
2754    }
2755
2756    // Pick the appropriate texture filtering
2757    bool linearFilter = currentTransform()->changesBounds();
2758    if (pureTranslate && !linearFilter) {
2759        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2760    }
2761    fontRenderer.setTextureFiltering(linearFilter);
2762
2763    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2764    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2765
2766    const bool hasActiveLayer = hasLayer();
2767
2768    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2769    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2770            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2771        if (hasActiveLayer) {
2772            if (!pureTranslate) {
2773                currentTransform()->mapRect(bounds);
2774            }
2775            dirtyLayerUnchecked(bounds, getRegion());
2776        }
2777    }
2778
2779    return DrawGlInfo::kStatusDrew;
2780}
2781
2782bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2783    if (CC_LIKELY(transform.isPureTranslate())) {
2784        outMatrix->setIdentity();
2785        return false;
2786    } else if (CC_UNLIKELY(transform.isPerspective())) {
2787        outMatrix->setIdentity();
2788        return true;
2789    }
2790
2791    /**
2792     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2793     * with values rounded to the nearest int.
2794     */
2795    float sx, sy;
2796    transform.decomposeScale(sx, sy);
2797    outMatrix->setScale(
2798            roundf(fmaxf(1.0f, sx)),
2799            roundf(fmaxf(1.0f, sy)));
2800    return true;
2801}
2802
2803status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2804        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2805        DrawOpMode drawOpMode) {
2806
2807    if (drawOpMode == kDrawOpMode_Immediate) {
2808        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2809        // drawing as ops from DeferredDisplayList are already filtered for these
2810        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2811                quickRejectSetupScissor(bounds)) {
2812            return DrawGlInfo::kStatusDone;
2813        }
2814    }
2815
2816    const float oldX = x;
2817    const float oldY = y;
2818
2819    const mat4& transform = *currentTransform();
2820    const bool pureTranslate = transform.isPureTranslate();
2821
2822    if (CC_LIKELY(pureTranslate)) {
2823        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2824        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2825    }
2826
2827    int alpha;
2828    SkXfermode::Mode mode;
2829    getAlphaAndMode(paint, &alpha, &mode);
2830
2831    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2832
2833    if (CC_UNLIKELY(hasTextShadow(paint))) {
2834        fontRenderer.setFont(paint, SkMatrix::I());
2835        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2836                alpha, oldX, oldY);
2837    }
2838
2839    const bool hasActiveLayer = hasLayer();
2840
2841    // We only pass a partial transform to the font renderer. That partial
2842    // matrix defines how glyphs are rasterized. Typically we want glyphs
2843    // to be rasterized at their final size on screen, which means the partial
2844    // matrix needs to take the scale factor into account.
2845    // When a partial matrix is used to transform glyphs during rasterization,
2846    // the mesh is generated with the inverse transform (in the case of scale,
2847    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2848    // apply the full transform matrix at draw time in the vertex shader.
2849    // Applying the full matrix in the shader is the easiest way to handle
2850    // rotation and perspective and allows us to always generated quads in the
2851    // font renderer which greatly simplifies the code, clipping in particular.
2852    SkMatrix fontTransform;
2853    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2854            || fabs(y - (int) y) > 0.0f
2855            || fabs(x - (int) x) > 0.0f;
2856    fontRenderer.setFont(paint, fontTransform);
2857    fontRenderer.setTextureFiltering(linearFilter);
2858
2859    // TODO: Implement better clipping for scaled/rotated text
2860    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2861    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2862
2863    bool status;
2864    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2865
2866    // don't call issuedrawcommand, do it at end of batch
2867    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2868    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2869        SkPaint paintCopy(*paint);
2870        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2871        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2872                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2873    } else {
2874        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2875                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2876    }
2877
2878    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2879        if (!pureTranslate) {
2880            transform.mapRect(layerBounds);
2881        }
2882        dirtyLayerUnchecked(layerBounds, getRegion());
2883    }
2884
2885    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2886
2887    return DrawGlInfo::kStatusDrew;
2888}
2889
2890status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2891        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2892    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2893        return DrawGlInfo::kStatusDone;
2894    }
2895
2896    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2897    mCaches.enableScissor();
2898
2899    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2900    fontRenderer.setFont(paint, SkMatrix::I());
2901    fontRenderer.setTextureFiltering(true);
2902
2903    int alpha;
2904    SkXfermode::Mode mode;
2905    getAlphaAndMode(paint, &alpha, &mode);
2906    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2907
2908    const Rect* clip = &mSnapshot->getLocalClip();
2909    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2910
2911    const bool hasActiveLayer = hasLayer();
2912
2913    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2914            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2915        if (hasActiveLayer) {
2916            currentTransform()->mapRect(bounds);
2917            dirtyLayerUnchecked(bounds, getRegion());
2918        }
2919    }
2920
2921    return DrawGlInfo::kStatusDrew;
2922}
2923
2924status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2925    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2926
2927    mCaches.activeTexture(0);
2928
2929    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2930    if (!texture) return DrawGlInfo::kStatusDone;
2931    const AutoTexture autoCleanup(texture);
2932
2933    const float x = texture->left - texture->offset;
2934    const float y = texture->top - texture->offset;
2935
2936    drawPathTexture(texture, x, y, paint);
2937
2938    return DrawGlInfo::kStatusDrew;
2939}
2940
2941status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2942    if (!layer) {
2943        return DrawGlInfo::kStatusDone;
2944    }
2945
2946    mat4* transform = NULL;
2947    if (layer->isTextureLayer()) {
2948        transform = &layer->getTransform();
2949        if (!transform->isIdentity()) {
2950            save(SkCanvas::kMatrix_SaveFlag);
2951            concatMatrix(*transform);
2952        }
2953    }
2954
2955    bool clipRequired = false;
2956    const bool rejected = calculateQuickRejectForScissor(x, y,
2957            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2958
2959    if (rejected) {
2960        if (transform && !transform->isIdentity()) {
2961            restore();
2962        }
2963        return DrawGlInfo::kStatusDone;
2964    }
2965
2966    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2967            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2968
2969    updateLayer(layer, true);
2970
2971    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2972    mCaches.activeTexture(0);
2973
2974    if (CC_LIKELY(!layer->region.isEmpty())) {
2975        if (layer->region.isRect()) {
2976            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2977                    composeLayerRect(layer, layer->regionRect));
2978        } else if (layer->mesh) {
2979
2980            const float a = getLayerAlpha(layer);
2981            setupDraw();
2982            setupDrawWithTexture();
2983            setupDrawColor(a, a, a, a);
2984            setupDrawColorFilter(layer->getColorFilter());
2985            setupDrawBlending(layer);
2986            setupDrawProgram();
2987            setupDrawPureColorUniforms();
2988            setupDrawColorFilterUniforms(layer->getColorFilter());
2989            setupDrawTexture(layer->getTexture());
2990            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2991                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2992                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2993
2994                layer->setFilter(GL_NEAREST);
2995                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2996                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2997            } else {
2998                layer->setFilter(GL_LINEAR);
2999                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3000                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3001            }
3002
3003            TextureVertex* mesh = &layer->mesh[0];
3004            GLsizei elementsCount = layer->meshElementCount;
3005
3006            while (elementsCount > 0) {
3007                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3008
3009                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3010                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3011                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3012
3013                elementsCount -= drawCount;
3014                // Though there are 4 vertices in a quad, we use 6 indices per
3015                // quad to draw with GL_TRIANGLES
3016                mesh += (drawCount / 6) * 4;
3017            }
3018
3019#if DEBUG_LAYERS_AS_REGIONS
3020            drawRegionRectsDebug(layer->region);
3021#endif
3022        }
3023
3024        if (layer->debugDrawUpdate) {
3025            layer->debugDrawUpdate = false;
3026
3027            SkPaint paint;
3028            paint.setColor(0x7f00ff00);
3029            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3030        }
3031    }
3032    layer->hasDrawnSinceUpdate = true;
3033
3034    if (transform && !transform->isIdentity()) {
3035        restore();
3036    }
3037
3038    return DrawGlInfo::kStatusDrew;
3039}
3040
3041///////////////////////////////////////////////////////////////////////////////
3042// Draw filters
3043///////////////////////////////////////////////////////////////////////////////
3044
3045void OpenGLRenderer::resetPaintFilter() {
3046    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3047    // comparison, see MergingDrawBatch::canMergeWith
3048    mDrawModifiers.mHasDrawFilter = false;
3049    mDrawModifiers.mPaintFilterClearBits = 0;
3050    mDrawModifiers.mPaintFilterSetBits = 0;
3051}
3052
3053void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3054    // TODO: don't bother with boolean, it's redundant with clear/set bits
3055    mDrawModifiers.mHasDrawFilter = true;
3056    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3057    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3058}
3059
3060const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3061    // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3062    // to avoid clobbering 0x02 paint flag
3063
3064    // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3065    static const uint32_t sFilterBitmapFlag = 0x02;
3066
3067    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3068        return paint;
3069    }
3070
3071    const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3072    const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3073
3074    const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3075    mFilteredPaint = *paint;
3076    mFilteredPaint.setFlags(flags);
3077
3078    // check if paint filter trying to override bitmap filter
3079    if ((clearBits | setBits) & sFilterBitmapFlag) {
3080        mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3081                ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3082    }
3083
3084    return &mFilteredPaint;
3085}
3086
3087///////////////////////////////////////////////////////////////////////////////
3088// Drawing implementation
3089///////////////////////////////////////////////////////////////////////////////
3090
3091Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3092    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3093    if (!texture) {
3094        return mCaches.textureCache.get(bitmap);
3095    }
3096    return texture;
3097}
3098
3099void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3100        float x, float y, const SkPaint* paint) {
3101    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3102        return;
3103    }
3104
3105    int alpha;
3106    SkXfermode::Mode mode;
3107    getAlphaAndMode(paint, &alpha, &mode);
3108
3109    setupDraw();
3110    setupDrawWithTexture(true);
3111    setupDrawAlpha8Color(paint->getColor(), alpha);
3112    setupDrawColorFilter(getColorFilter(paint));
3113    setupDrawShader(getShader(paint));
3114    setupDrawBlending(paint, true);
3115    setupDrawProgram();
3116    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3117            x, y, x + texture->width, y + texture->height);
3118    setupDrawTexture(texture->id);
3119    setupDrawPureColorUniforms();
3120    setupDrawColorFilterUniforms(getColorFilter(paint));
3121    setupDrawShaderUniforms(getShader(paint));
3122    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3123
3124    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3125}
3126
3127// Same values used by Skia
3128#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3129#define kStdUnderline_Offset    (1.0f / 9.0f)
3130#define kStdUnderline_Thickness (1.0f / 18.0f)
3131
3132void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3133        const SkPaint* paint) {
3134    // Handle underline and strike-through
3135    uint32_t flags = paint->getFlags();
3136    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3137        SkPaint paintCopy(*paint);
3138
3139        if (CC_LIKELY(underlineWidth > 0.0f)) {
3140            const float textSize = paintCopy.getTextSize();
3141            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3142
3143            const float left = x;
3144            float top = 0.0f;
3145
3146            int linesCount = 0;
3147            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3148            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3149
3150            const int pointsCount = 4 * linesCount;
3151            float points[pointsCount];
3152            int currentPoint = 0;
3153
3154            if (flags & SkPaint::kUnderlineText_Flag) {
3155                top = y + textSize * kStdUnderline_Offset;
3156                points[currentPoint++] = left;
3157                points[currentPoint++] = top;
3158                points[currentPoint++] = left + underlineWidth;
3159                points[currentPoint++] = top;
3160            }
3161
3162            if (flags & SkPaint::kStrikeThruText_Flag) {
3163                top = y + textSize * kStdStrikeThru_Offset;
3164                points[currentPoint++] = left;
3165                points[currentPoint++] = top;
3166                points[currentPoint++] = left + underlineWidth;
3167                points[currentPoint++] = top;
3168            }
3169
3170            paintCopy.setStrokeWidth(strokeWidth);
3171
3172            drawLines(&points[0], pointsCount, &paintCopy);
3173        }
3174    }
3175}
3176
3177status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3178    if (currentSnapshot()->isIgnored()) {
3179        return DrawGlInfo::kStatusDone;
3180    }
3181
3182    return drawColorRects(rects, count, paint, false, true, true);
3183}
3184
3185static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3186    // map z coordinate with true 3d matrix
3187    point.z = transformZ.mapZ(point);
3188
3189    // map x,y coordinates with draw/Skia matrix
3190    transformXY.mapPoint(point.x, point.y);
3191}
3192
3193status_t OpenGLRenderer::drawShadow(float casterAlpha,
3194        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3195    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3196
3197    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3198    mCaches.enableScissor();
3199
3200    SkPaint paint;
3201    paint.setAntiAlias(true); // want to use AlphaVertex
3202
3203    // The caller has made sure casterAlpha > 0.
3204    float ambientShadowAlpha = mAmbientShadowAlpha;
3205    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3206        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3207    }
3208    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3209        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3210        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3211    }
3212
3213    float spotShadowAlpha = mSpotShadowAlpha;
3214    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3215        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3216    }
3217    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3218        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3219        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3220    }
3221
3222    return DrawGlInfo::kStatusDrew;
3223}
3224
3225status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3226        bool ignoreTransform, bool dirty, bool clip) {
3227    if (count == 0) {
3228        return DrawGlInfo::kStatusDone;
3229    }
3230
3231    int color = paint->getColor();
3232    // If a shader is set, preserve only the alpha
3233    if (getShader(paint)) {
3234        color |= 0x00ffffff;
3235    }
3236
3237    float left = FLT_MAX;
3238    float top = FLT_MAX;
3239    float right = FLT_MIN;
3240    float bottom = FLT_MIN;
3241
3242    Vertex mesh[count];
3243    Vertex* vertex = mesh;
3244
3245    for (int index = 0; index < count; index += 4) {
3246        float l = rects[index + 0];
3247        float t = rects[index + 1];
3248        float r = rects[index + 2];
3249        float b = rects[index + 3];
3250
3251        Vertex::set(vertex++, l, t);
3252        Vertex::set(vertex++, r, t);
3253        Vertex::set(vertex++, l, b);
3254        Vertex::set(vertex++, r, b);
3255
3256        left = fminf(left, l);
3257        top = fminf(top, t);
3258        right = fmaxf(right, r);
3259        bottom = fmaxf(bottom, b);
3260    }
3261
3262    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3263        return DrawGlInfo::kStatusDone;
3264    }
3265
3266    setupDraw();
3267    setupDrawNoTexture();
3268    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3269    setupDrawShader(getShader(paint));
3270    setupDrawColorFilter(getColorFilter(paint));
3271    setupDrawBlending(paint);
3272    setupDrawProgram();
3273    setupDrawDirtyRegionsDisabled();
3274    setupDrawModelView(kModelViewMode_Translate, false,
3275            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3276    setupDrawColorUniforms(getShader(paint));
3277    setupDrawShaderUniforms(getShader(paint));
3278    setupDrawColorFilterUniforms(getColorFilter(paint));
3279
3280    if (dirty && hasLayer()) {
3281        dirtyLayer(left, top, right, bottom, *currentTransform());
3282    }
3283
3284    issueIndexedQuadDraw(&mesh[0], count / 4);
3285
3286    return DrawGlInfo::kStatusDrew;
3287}
3288
3289void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3290        const SkPaint* paint, bool ignoreTransform) {
3291    int color = paint->getColor();
3292    // If a shader is set, preserve only the alpha
3293    if (getShader(paint)) {
3294        color |= 0x00ffffff;
3295    }
3296
3297    setupDraw();
3298    setupDrawNoTexture();
3299    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3300    setupDrawShader(getShader(paint));
3301    setupDrawColorFilter(getColorFilter(paint));
3302    setupDrawBlending(paint);
3303    setupDrawProgram();
3304    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3305            left, top, right, bottom, ignoreTransform);
3306    setupDrawColorUniforms(getShader(paint));
3307    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3308    setupDrawColorFilterUniforms(getColorFilter(paint));
3309    setupDrawSimpleMesh();
3310
3311    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3312}
3313
3314void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3315        Texture* texture, const SkPaint* paint) {
3316    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3317
3318    GLvoid* vertices = (GLvoid*) NULL;
3319    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3320
3321    if (texture->uvMapper) {
3322        vertices = &mMeshVertices[0].x;
3323        texCoords = &mMeshVertices[0].u;
3324
3325        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3326        texture->uvMapper->map(uvs);
3327
3328        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3329    }
3330
3331    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3332        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3333        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3334
3335        texture->setFilter(GL_NEAREST, true);
3336        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3337                paint, texture->blend, vertices, texCoords,
3338                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3339    } else {
3340        texture->setFilter(getFilter(paint), true);
3341        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3342                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3343    }
3344
3345    if (texture->uvMapper) {
3346        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3347    }
3348}
3349
3350void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3351        GLuint texture, const SkPaint* paint, bool blend,
3352        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3353        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3354        ModelViewMode modelViewMode, bool dirty) {
3355
3356    int a;
3357    SkXfermode::Mode mode;
3358    getAlphaAndMode(paint, &a, &mode);
3359    const float alpha = a / 255.0f;
3360
3361    setupDraw();
3362    setupDrawWithTexture();
3363    setupDrawColor(alpha, alpha, alpha, alpha);
3364    setupDrawColorFilter(getColorFilter(paint));
3365    setupDrawBlending(paint, blend, swapSrcDst);
3366    setupDrawProgram();
3367    if (!dirty) setupDrawDirtyRegionsDisabled();
3368    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3369    setupDrawTexture(texture);
3370    setupDrawPureColorUniforms();
3371    setupDrawColorFilterUniforms(getColorFilter(paint));
3372    setupDrawMesh(vertices, texCoords, vbo);
3373
3374    glDrawArrays(drawMode, 0, elementsCount);
3375}
3376
3377void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3378        GLuint texture, const SkPaint* paint, bool blend,
3379        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3380        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3381        ModelViewMode modelViewMode, bool dirty) {
3382
3383    int a;
3384    SkXfermode::Mode mode;
3385    getAlphaAndMode(paint, &a, &mode);
3386    const float alpha = a / 255.0f;
3387
3388    setupDraw();
3389    setupDrawWithTexture();
3390    setupDrawColor(alpha, alpha, alpha, alpha);
3391    setupDrawColorFilter(getColorFilter(paint));
3392    setupDrawBlending(paint, blend, swapSrcDst);
3393    setupDrawProgram();
3394    if (!dirty) setupDrawDirtyRegionsDisabled();
3395    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3396    setupDrawTexture(texture);
3397    setupDrawPureColorUniforms();
3398    setupDrawColorFilterUniforms(getColorFilter(paint));
3399    setupDrawMeshIndices(vertices, texCoords, vbo);
3400
3401    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3402}
3403
3404void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3405        GLuint texture, const SkPaint* paint,
3406        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3407        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3408
3409    int color = paint != NULL ? paint->getColor() : 0;
3410    int alpha;
3411    SkXfermode::Mode mode;
3412    getAlphaAndMode(paint, &alpha, &mode);
3413
3414    setupDraw();
3415    setupDrawWithTexture(true);
3416    if (paint != NULL) {
3417        setupDrawAlpha8Color(color, alpha);
3418    }
3419    setupDrawColorFilter(getColorFilter(paint));
3420    setupDrawShader(getShader(paint));
3421    setupDrawBlending(paint, true);
3422    setupDrawProgram();
3423    if (!dirty) setupDrawDirtyRegionsDisabled();
3424    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3425    setupDrawTexture(texture);
3426    setupDrawPureColorUniforms();
3427    setupDrawColorFilterUniforms(getColorFilter(paint));
3428    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3429    setupDrawMesh(vertices, texCoords);
3430
3431    glDrawArrays(drawMode, 0, elementsCount);
3432}
3433
3434void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3435        ProgramDescription& description, bool swapSrcDst) {
3436
3437    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3438        blend = true;
3439        mDescription.hasRoundRectClip = true;
3440    }
3441    mSkipOutlineClip = true;
3442
3443    if (mCountOverdraw) {
3444        if (!mCaches.blend) glEnable(GL_BLEND);
3445        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3446            glBlendFunc(GL_ONE, GL_ONE);
3447        }
3448
3449        mCaches.blend = true;
3450        mCaches.lastSrcMode = GL_ONE;
3451        mCaches.lastDstMode = GL_ONE;
3452
3453        return;
3454    }
3455
3456    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3457
3458    if (blend) {
3459        // These blend modes are not supported by OpenGL directly and have
3460        // to be implemented using shaders. Since the shader will perform
3461        // the blending, turn blending off here
3462        // If the blend mode cannot be implemented using shaders, fall
3463        // back to the default SrcOver blend mode instead
3464        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3465            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3466                description.framebufferMode = mode;
3467                description.swapSrcDst = swapSrcDst;
3468
3469                if (mCaches.blend) {
3470                    glDisable(GL_BLEND);
3471                    mCaches.blend = false;
3472                }
3473
3474                return;
3475            } else {
3476                mode = SkXfermode::kSrcOver_Mode;
3477            }
3478        }
3479
3480        if (!mCaches.blend) {
3481            glEnable(GL_BLEND);
3482        }
3483
3484        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3485        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3486
3487        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3488            glBlendFunc(sourceMode, destMode);
3489            mCaches.lastSrcMode = sourceMode;
3490            mCaches.lastDstMode = destMode;
3491        }
3492    } else if (mCaches.blend) {
3493        glDisable(GL_BLEND);
3494    }
3495    mCaches.blend = blend;
3496}
3497
3498bool OpenGLRenderer::useProgram(Program* program) {
3499    if (!program->isInUse()) {
3500        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3501        program->use();
3502        mCaches.currentProgram = program;
3503        return false;
3504    }
3505    return true;
3506}
3507
3508void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3509    TextureVertex* v = &mMeshVertices[0];
3510    TextureVertex::setUV(v++, u1, v1);
3511    TextureVertex::setUV(v++, u2, v1);
3512    TextureVertex::setUV(v++, u1, v2);
3513    TextureVertex::setUV(v++, u2, v2);
3514}
3515
3516void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3517    getAlphaAndModeDirect(paint, alpha,  mode);
3518    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3519        // if drawing a layer, ignore the paint's alpha
3520        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3521    }
3522    *alpha *= currentSnapshot()->alpha;
3523}
3524
3525float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3526    float alpha;
3527    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3528        alpha = mDrawModifiers.mOverrideLayerAlpha;
3529    } else {
3530        alpha = layer->getAlpha() / 255.0f;
3531    }
3532    return alpha * currentSnapshot()->alpha;
3533}
3534
3535}; // namespace uirenderer
3536}; // namespace android
3537