OpenGLRenderer.cpp revision 5d11676414b3606792e23c269cf75b44faa1a2af
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DeferredDisplayList.h"
36#include "DisplayListRenderer.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    mDrawModifiers.mShader = NULL;
116    mDrawModifiers.mColorFilter = NULL;
117    mDrawModifiers.mHasShadow = false;
118    mDrawModifiers.mHasDrawFilter = false;
119
120    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
121
122    mFirstSnapshot = new Snapshot;
123
124    mScissorOptimizationDisabled = false;
125    mDrawDeferDisabled = false;
126    mDrawReorderDisabled = false;
127}
128
129OpenGLRenderer::~OpenGLRenderer() {
130    // The context has already been destroyed at this point, do not call
131    // GL APIs. All GL state should be kept in Caches.h
132}
133
134void OpenGLRenderer::initProperties() {
135    char property[PROPERTY_VALUE_MAX];
136    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
137        mScissorOptimizationDisabled = !strcasecmp(property, "true");
138        INIT_LOGD("  Scissor optimization %s",
139                mScissorOptimizationDisabled ? "disabled" : "enabled");
140    } else {
141        INIT_LOGD("  Scissor optimization enabled");
142    }
143
144    if (property_get(PROPERTY_DISABLE_DRAW_DEFER, property, "false")) {
145        mDrawDeferDisabled = !strcasecmp(property, "true");
146        INIT_LOGD("  Draw defer %s", mDrawDeferDisabled ? "disabled" : "enabled");
147    } else {
148        INIT_LOGD("  Draw defer enabled");
149    }
150
151    if (property_get(PROPERTY_DISABLE_DRAW_REORDER, property, "false")) {
152        mDrawReorderDisabled = !strcasecmp(property, "true");
153        INIT_LOGD("  Draw reorder %s", mDrawReorderDisabled ? "disabled" : "enabled");
154    } else {
155        INIT_LOGD("  Draw reorder enabled");
156    }
157}
158
159///////////////////////////////////////////////////////////////////////////////
160// Setup
161///////////////////////////////////////////////////////////////////////////////
162
163void OpenGLRenderer::setName(const char* name) {
164    if (name) {
165        mName.setTo(name);
166    } else {
167        mName.clear();
168    }
169}
170
171const char* OpenGLRenderer::getName() const {
172    return mName.string();
173}
174
175bool OpenGLRenderer::isDeferred() {
176    return false;
177}
178
179void OpenGLRenderer::setViewport(int width, int height) {
180    initViewport(width, height);
181
182    glDisable(GL_DITHER);
183    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
184
185    glEnableVertexAttribArray(Program::kBindingPosition);
186}
187
188void OpenGLRenderer::initViewport(int width, int height) {
189    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
190
191    mWidth = width;
192    mHeight = height;
193
194    mFirstSnapshot->height = height;
195    mFirstSnapshot->viewport.set(0, 0, width, height);
196}
197
198status_t OpenGLRenderer::prepare(bool opaque) {
199    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
200}
201
202status_t OpenGLRenderer::prepareDirty(float left, float top,
203        float right, float bottom, bool opaque) {
204    mCaches.clearGarbage();
205
206    mSnapshot = new Snapshot(mFirstSnapshot,
207            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
208    mSnapshot->fbo = getTargetFbo();
209    mSaveCount = 1;
210
211    mSnapshot->setClip(left, top, right, bottom);
212    mDirtyClip = true;
213
214    updateLayers();
215
216    discardFramebuffer(left, top, right, bottom);
217
218    syncState();
219
220    // Functors break the tiling extension in pretty spectacular ways
221    // This ensures we don't use tiling when a functor is going to be
222    // invoked during the frame
223    mSuppressTiling = mCaches.hasRegisteredFunctors();
224
225    mTilingSnapshot = mSnapshot;
226    startTiling(mTilingSnapshot, true);
227
228    debugOverdraw(true, true);
229
230    return clear(left, top, right, bottom, opaque);
231}
232
233void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
234    // If we know that we are going to redraw the entire framebuffer,
235    // perform a discard to let the driver know we don't need to preserve
236    // the back buffer for this frame.
237    if (mExtensions.hasDiscardFramebuffer() &&
238            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
239        const bool isFbo = getTargetFbo() == 0;
240        const GLenum attachments[] = {
241                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
242                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
243        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
244    }
245}
246
247status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
248    if (!opaque) {
249        mCaches.enableScissor();
250        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
251        glClear(GL_COLOR_BUFFER_BIT);
252        return DrawGlInfo::kStatusDrew;
253    }
254
255    mCaches.resetScissor();
256    return DrawGlInfo::kStatusDone;
257}
258
259void OpenGLRenderer::syncState() {
260    glViewport(0, 0, mWidth, mHeight);
261
262    if (mCaches.blend) {
263        glEnable(GL_BLEND);
264    } else {
265        glDisable(GL_BLEND);
266    }
267}
268
269void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
270    if (!mSuppressTiling) {
271        Rect* clip = mTilingSnapshot->clipRect;
272        if (s->flags & Snapshot::kFlagFboTarget) {
273            clip = &s->layer->clipRect;
274        }
275
276        startTiling(*clip, s->height, opaque);
277    }
278}
279
280void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
281    if (!mSuppressTiling) {
282        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
283                    clip.right - clip.left, clip.bottom - clip.top, opaque);
284    }
285}
286
287void OpenGLRenderer::endTiling() {
288    if (!mSuppressTiling) mCaches.endTiling();
289}
290
291void OpenGLRenderer::finish() {
292    renderOverdraw();
293    endTiling();
294
295    if (!suppressErrorChecks()) {
296#if DEBUG_OPENGL
297        GLenum status = GL_NO_ERROR;
298        while ((status = glGetError()) != GL_NO_ERROR) {
299            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
300            switch (status) {
301                case GL_INVALID_ENUM:
302                    ALOGE("  GL_INVALID_ENUM");
303                    break;
304                case GL_INVALID_VALUE:
305                    ALOGE("  GL_INVALID_VALUE");
306                    break;
307                case GL_INVALID_OPERATION:
308                    ALOGE("  GL_INVALID_OPERATION");
309                    break;
310                case GL_OUT_OF_MEMORY:
311                    ALOGE("  Out of memory!");
312                    break;
313            }
314        }
315#endif
316
317#if DEBUG_MEMORY_USAGE
318        mCaches.dumpMemoryUsage();
319#else
320        if (mCaches.getDebugLevel() & kDebugMemory) {
321            mCaches.dumpMemoryUsage();
322        }
323#endif
324    }
325}
326
327void OpenGLRenderer::interrupt() {
328    if (mCaches.currentProgram) {
329        if (mCaches.currentProgram->isInUse()) {
330            mCaches.currentProgram->remove();
331            mCaches.currentProgram = NULL;
332        }
333    }
334    mCaches.unbindMeshBuffer();
335    mCaches.unbindIndicesBuffer();
336    mCaches.resetVertexPointers();
337    mCaches.disableTexCoordsVertexArray();
338    debugOverdraw(false, false);
339}
340
341void OpenGLRenderer::resume() {
342    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
343    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
344    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
345    debugOverdraw(true, false);
346
347    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
348
349    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
350    mCaches.enableScissor();
351    mCaches.resetScissor();
352    dirtyClip();
353
354    mCaches.activeTexture(0);
355
356    mCaches.blend = true;
357    glEnable(GL_BLEND);
358    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
359    glBlendEquation(GL_FUNC_ADD);
360}
361
362void OpenGLRenderer::resumeAfterLayer() {
363    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
364    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
365    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
366    debugOverdraw(true, false);
367
368    mCaches.resetScissor();
369    dirtyClip();
370}
371
372void OpenGLRenderer::detachFunctor(Functor* functor) {
373    mFunctors.remove(functor);
374}
375
376void OpenGLRenderer::attachFunctor(Functor* functor) {
377    mFunctors.add(functor);
378}
379
380status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
381    status_t result = DrawGlInfo::kStatusDone;
382    size_t count = mFunctors.size();
383
384    if (count > 0) {
385        interrupt();
386        SortedVector<Functor*> functors(mFunctors);
387        mFunctors.clear();
388
389        DrawGlInfo info;
390        info.clipLeft = 0;
391        info.clipTop = 0;
392        info.clipRight = 0;
393        info.clipBottom = 0;
394        info.isLayer = false;
395        info.width = 0;
396        info.height = 0;
397        memset(info.transform, 0, sizeof(float) * 16);
398
399        for (size_t i = 0; i < count; i++) {
400            Functor* f = functors.itemAt(i);
401            result |= (*f)(DrawGlInfo::kModeProcess, &info);
402
403            if (result & DrawGlInfo::kStatusDraw) {
404                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
405                dirty.unionWith(localDirty);
406            }
407
408            if (result & DrawGlInfo::kStatusInvoke) {
409                mFunctors.add(f);
410            }
411        }
412        resume();
413    }
414
415    return result;
416}
417
418status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
419    interrupt();
420    detachFunctor(functor);
421
422    mCaches.enableScissor();
423    if (mDirtyClip) {
424        setScissorFromClip();
425    }
426
427    Rect clip(*mSnapshot->clipRect);
428    clip.snapToPixelBoundaries();
429
430    // Since we don't know what the functor will draw, let's dirty
431    // tne entire clip region
432    if (hasLayer()) {
433        dirtyLayerUnchecked(clip, getRegion());
434    }
435
436    DrawGlInfo info;
437    info.clipLeft = clip.left;
438    info.clipTop = clip.top;
439    info.clipRight = clip.right;
440    info.clipBottom = clip.bottom;
441    info.isLayer = hasLayer();
442    info.width = getSnapshot()->viewport.getWidth();
443    info.height = getSnapshot()->height;
444    getSnapshot()->transform->copyTo(&info.transform[0]);
445
446    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
447
448    if (result != DrawGlInfo::kStatusDone) {
449        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
450        dirty.unionWith(localDirty);
451
452        if (result & DrawGlInfo::kStatusInvoke) {
453            mFunctors.add(functor);
454        }
455    }
456
457    resume();
458    return result;
459}
460
461///////////////////////////////////////////////////////////////////////////////
462// Debug
463///////////////////////////////////////////////////////////////////////////////
464
465void OpenGLRenderer::startMark(const char* name) const {
466    mCaches.startMark(0, name);
467}
468
469void OpenGLRenderer::endMark() const {
470    mCaches.endMark();
471}
472
473void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
474    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
475        if (clear) {
476            mCaches.disableScissor();
477            mCaches.stencil.clear();
478        }
479        if (enable) {
480            mCaches.stencil.enableDebugWrite();
481        } else {
482            mCaches.stencil.disable();
483        }
484    }
485}
486
487void OpenGLRenderer::renderOverdraw() {
488    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
489        const Rect* clip = mTilingSnapshot->clipRect;
490
491        mCaches.enableScissor();
492        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
493                clip->right - clip->left, clip->bottom - clip->top);
494
495        mCaches.stencil.enableDebugTest(2);
496        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
497        mCaches.stencil.enableDebugTest(3);
498        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
499        mCaches.stencil.enableDebugTest(4);
500        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
501        mCaches.stencil.enableDebugTest(4, true);
502        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
503        mCaches.stencil.disable();
504    }
505}
506
507///////////////////////////////////////////////////////////////////////////////
508// Layers
509///////////////////////////////////////////////////////////////////////////////
510
511bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
512    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
513        OpenGLRenderer* renderer = layer->renderer;
514        Rect& dirty = layer->dirtyRect;
515
516        if (inFrame) {
517            endTiling();
518            debugOverdraw(false, false);
519        }
520
521        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
522        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
523        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
524        renderer->finish();
525
526        if (inFrame) {
527            resumeAfterLayer();
528            startTiling(mSnapshot);
529        }
530
531        dirty.setEmpty();
532        layer->deferredUpdateScheduled = false;
533        layer->renderer = NULL;
534        layer->displayList = NULL;
535        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
536
537        return true;
538    }
539
540    return false;
541}
542
543void OpenGLRenderer::updateLayers() {
544    int count = mLayerUpdates.size();
545    if (count > 0) {
546        startMark("Layer Updates");
547
548        // Note: it is very important to update the layers in reverse order
549        for (int i = count - 1; i >= 0; i--) {
550            Layer* layer = mLayerUpdates.itemAt(i);
551            updateLayer(layer, false);
552            mCaches.resourceCache.decrementRefcount(layer);
553        }
554        mLayerUpdates.clear();
555
556        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
557        endMark();
558    }
559}
560
561void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
562    if (layer) {
563        mLayerUpdates.push_back(layer);
564        mCaches.resourceCache.incrementRefcount(layer);
565    }
566}
567
568void OpenGLRenderer::clearLayerUpdates() {
569    size_t count = mLayerUpdates.size();
570    if (count > 0) {
571        mCaches.resourceCache.lock();
572        for (size_t i = 0; i < count; i++) {
573            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
574        }
575        mCaches.resourceCache.unlock();
576        mLayerUpdates.clear();
577    }
578}
579
580///////////////////////////////////////////////////////////////////////////////
581// State management
582///////////////////////////////////////////////////////////////////////////////
583
584int OpenGLRenderer::getSaveCount() const {
585    return mSaveCount;
586}
587
588int OpenGLRenderer::save(int flags) {
589    return saveSnapshot(flags);
590}
591
592void OpenGLRenderer::restore() {
593    if (mSaveCount > 1) {
594        restoreSnapshot();
595    }
596}
597
598void OpenGLRenderer::restoreToCount(int saveCount) {
599    if (saveCount < 1) saveCount = 1;
600
601    while (mSaveCount > saveCount) {
602        restoreSnapshot();
603    }
604}
605
606int OpenGLRenderer::saveSnapshot(int flags) {
607    mSnapshot = new Snapshot(mSnapshot, flags);
608    return mSaveCount++;
609}
610
611bool OpenGLRenderer::restoreSnapshot() {
612    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
613    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
614    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
615
616    sp<Snapshot> current = mSnapshot;
617    sp<Snapshot> previous = mSnapshot->previous;
618
619    if (restoreOrtho) {
620        Rect& r = previous->viewport;
621        glViewport(r.left, r.top, r.right, r.bottom);
622        mOrthoMatrix.load(current->orthoMatrix);
623    }
624
625    mSaveCount--;
626    mSnapshot = previous;
627
628    if (restoreClip) {
629        dirtyClip();
630    }
631
632    if (restoreLayer) {
633        composeLayer(current, previous);
634    }
635
636    return restoreClip;
637}
638
639///////////////////////////////////////////////////////////////////////////////
640// Layers
641///////////////////////////////////////////////////////////////////////////////
642
643int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
644        SkPaint* p, int flags) {
645    const GLuint previousFbo = mSnapshot->fbo;
646    const int count = saveSnapshot(flags);
647
648    if (!mSnapshot->isIgnored()) {
649        int alpha = 255;
650        SkXfermode::Mode mode;
651
652        if (p) {
653            alpha = p->getAlpha();
654            mode = getXfermode(p->getXfermode());
655        } else {
656            mode = SkXfermode::kSrcOver_Mode;
657        }
658
659        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
660    }
661
662    return count;
663}
664
665int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
666        int alpha, int flags) {
667    if (alpha >= 255) {
668        return saveLayer(left, top, right, bottom, NULL, flags);
669    } else {
670        SkPaint paint;
671        paint.setAlpha(alpha);
672        return saveLayer(left, top, right, bottom, &paint, flags);
673    }
674}
675
676/**
677 * Layers are viewed by Skia are slightly different than layers in image editing
678 * programs (for instance.) When a layer is created, previously created layers
679 * and the frame buffer still receive every drawing command. For instance, if a
680 * layer is created and a shape intersecting the bounds of the layers and the
681 * framebuffer is draw, the shape will be drawn on both (unless the layer was
682 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
683 *
684 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
685 * texture. Unfortunately, this is inefficient as it requires every primitive to
686 * be drawn n + 1 times, where n is the number of active layers. In practice this
687 * means, for every primitive:
688 *   - Switch active frame buffer
689 *   - Change viewport, clip and projection matrix
690 *   - Issue the drawing
691 *
692 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
693 * To avoid this, layers are implemented in a different way here, at least in the
694 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
695 * is set. When this flag is set we can redirect all drawing operations into a
696 * single FBO.
697 *
698 * This implementation relies on the frame buffer being at least RGBA 8888. When
699 * a layer is created, only a texture is created, not an FBO. The content of the
700 * frame buffer contained within the layer's bounds is copied into this texture
701 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
702 * buffer and drawing continues as normal. This technique therefore treats the
703 * frame buffer as a scratch buffer for the layers.
704 *
705 * To compose the layers back onto the frame buffer, each layer texture
706 * (containing the original frame buffer data) is drawn as a simple quad over
707 * the frame buffer. The trick is that the quad is set as the composition
708 * destination in the blending equation, and the frame buffer becomes the source
709 * of the composition.
710 *
711 * Drawing layers with an alpha value requires an extra step before composition.
712 * An empty quad is drawn over the layer's region in the frame buffer. This quad
713 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
714 * quad is used to multiply the colors in the frame buffer. This is achieved by
715 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
716 * GL_ZERO, GL_SRC_ALPHA.
717 *
718 * Because glCopyTexImage2D() can be slow, an alternative implementation might
719 * be use to draw a single clipped layer. The implementation described above
720 * is correct in every case.
721 *
722 * (1) The frame buffer is actually not cleared right away. To allow the GPU
723 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
724 *     buffer is left untouched until the first drawing operation. Only when
725 *     something actually gets drawn are the layers regions cleared.
726 */
727bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
728        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
729    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
730    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
731
732    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
733
734    // Window coordinates of the layer
735    Rect clip;
736    Rect bounds(left, top, right, bottom);
737    Rect untransformedBounds(bounds);
738    mSnapshot->transform->mapRect(bounds);
739
740    // Layers only make sense if they are in the framebuffer's bounds
741    if (bounds.intersect(*mSnapshot->clipRect)) {
742        // We cannot work with sub-pixels in this case
743        bounds.snapToPixelBoundaries();
744
745        // When the layer is not an FBO, we may use glCopyTexImage so we
746        // need to make sure the layer does not extend outside the bounds
747        // of the framebuffer
748        if (!bounds.intersect(mSnapshot->previous->viewport)) {
749            bounds.setEmpty();
750        } else if (fboLayer) {
751            clip.set(bounds);
752            mat4 inverse;
753            inverse.loadInverse(*mSnapshot->transform);
754            inverse.mapRect(clip);
755            clip.snapToPixelBoundaries();
756            if (clip.intersect(untransformedBounds)) {
757                clip.translate(-left, -top);
758                bounds.set(untransformedBounds);
759            } else {
760                clip.setEmpty();
761            }
762        }
763    } else {
764        bounds.setEmpty();
765    }
766
767    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
768            bounds.getHeight() > mCaches.maxTextureSize ||
769            (fboLayer && clip.isEmpty())) {
770        mSnapshot->empty = fboLayer;
771    } else {
772        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
773    }
774
775    // Bail out if we won't draw in this snapshot
776    if (mSnapshot->invisible || mSnapshot->empty) {
777        return false;
778    }
779
780    mCaches.activeTexture(0);
781    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
782    if (!layer) {
783        return false;
784    }
785
786    layer->setAlpha(alpha, mode);
787    layer->layer.set(bounds);
788    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
789            bounds.getWidth() / float(layer->getWidth()), 0.0f);
790    layer->setColorFilter(mDrawModifiers.mColorFilter);
791    layer->setBlend(true);
792    layer->setDirty(false);
793
794    // Save the layer in the snapshot
795    mSnapshot->flags |= Snapshot::kFlagIsLayer;
796    mSnapshot->layer = layer;
797
798    if (fboLayer) {
799        return createFboLayer(layer, bounds, clip, previousFbo);
800    } else {
801        // Copy the framebuffer into the layer
802        layer->bindTexture();
803        if (!bounds.isEmpty()) {
804            if (layer->isEmpty()) {
805                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
806                        bounds.left, mSnapshot->height - bounds.bottom,
807                        layer->getWidth(), layer->getHeight(), 0);
808                layer->setEmpty(false);
809            } else {
810                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
811                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
812            }
813
814            // Enqueue the buffer coordinates to clear the corresponding region later
815            mLayers.push(new Rect(bounds));
816        }
817    }
818
819    return true;
820}
821
822bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
823    layer->clipRect.set(clip);
824    layer->setFbo(mCaches.fboCache.get());
825
826    mSnapshot->region = &mSnapshot->layer->region;
827    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
828            Snapshot::kFlagDirtyOrtho;
829    mSnapshot->fbo = layer->getFbo();
830    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
831    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
832    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
833    mSnapshot->height = bounds.getHeight();
834    mSnapshot->orthoMatrix.load(mOrthoMatrix);
835
836    endTiling();
837    debugOverdraw(false, false);
838    // Bind texture to FBO
839    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
840    layer->bindTexture();
841
842    // Initialize the texture if needed
843    if (layer->isEmpty()) {
844        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
845        layer->setEmpty(false);
846    }
847
848    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
849            layer->getTexture(), 0);
850
851    startTiling(mSnapshot, true);
852
853    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
854    mCaches.enableScissor();
855    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
856            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
857    glClear(GL_COLOR_BUFFER_BIT);
858
859    dirtyClip();
860
861    // Change the ortho projection
862    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
863    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
864
865    return true;
866}
867
868/**
869 * Read the documentation of createLayer() before doing anything in this method.
870 */
871void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
872    if (!current->layer) {
873        ALOGE("Attempting to compose a layer that does not exist");
874        return;
875    }
876
877    Layer* layer = current->layer;
878    const Rect& rect = layer->layer;
879    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
880
881    if (fboLayer) {
882        endTiling();
883
884        // Detach the texture from the FBO
885        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
886
887        layer->removeFbo(false);
888
889        // Unbind current FBO and restore previous one
890        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
891        debugOverdraw(true, false);
892
893        startTiling(previous);
894    }
895
896    if (!fboLayer && layer->getAlpha() < 255) {
897        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
898                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
899        // Required below, composeLayerRect() will divide by 255
900        layer->setAlpha(255);
901    }
902
903    mCaches.unbindMeshBuffer();
904
905    mCaches.activeTexture(0);
906
907    // When the layer is stored in an FBO, we can save a bit of fillrate by
908    // drawing only the dirty region
909    if (fboLayer) {
910        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
911        if (layer->getColorFilter()) {
912            setupColorFilter(layer->getColorFilter());
913        }
914        composeLayerRegion(layer, rect);
915        if (layer->getColorFilter()) {
916            resetColorFilter();
917        }
918    } else if (!rect.isEmpty()) {
919        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
920        composeLayerRect(layer, rect, true);
921    }
922
923    dirtyClip();
924
925    // Failing to add the layer to the cache should happen only if the layer is too large
926    if (!mCaches.layerCache.put(layer)) {
927        LAYER_LOGD("Deleting layer");
928        Caches::getInstance().resourceCache.decrementRefcount(layer);
929    }
930}
931
932void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
933    float alpha = layer->getAlpha() / 255.0f;
934
935    setupDraw();
936    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
937        setupDrawWithTexture();
938    } else {
939        setupDrawWithExternalTexture();
940    }
941    setupDrawTextureTransform();
942    setupDrawColor(alpha, alpha, alpha, alpha);
943    setupDrawColorFilter();
944    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
945    setupDrawProgram();
946    setupDrawPureColorUniforms();
947    setupDrawColorFilterUniforms();
948    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
949        setupDrawTexture(layer->getTexture());
950    } else {
951        setupDrawExternalTexture(layer->getTexture());
952    }
953    if (mSnapshot->transform->isPureTranslate() &&
954            layer->getWidth() == (uint32_t) rect.getWidth() &&
955            layer->getHeight() == (uint32_t) rect.getHeight()) {
956        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
957        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
958
959        layer->setFilter(GL_NEAREST);
960        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
961    } else {
962        layer->setFilter(GL_LINEAR);
963        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
964    }
965    setupDrawTextureTransformUniforms(layer->getTexTransform());
966    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
967
968    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
969
970    finishDrawTexture();
971}
972
973void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
974    if (!layer->isTextureLayer()) {
975        const Rect& texCoords = layer->texCoords;
976        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
977                texCoords.right, texCoords.bottom);
978
979        float x = rect.left;
980        float y = rect.top;
981        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
982                layer->getWidth() == (uint32_t) rect.getWidth() &&
983                layer->getHeight() == (uint32_t) rect.getHeight();
984
985        if (simpleTransform) {
986            // When we're swapping, the layer is already in screen coordinates
987            if (!swap) {
988                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
989                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
990            }
991
992            layer->setFilter(GL_NEAREST, true);
993        } else {
994            layer->setFilter(GL_LINEAR, true);
995        }
996
997        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
998                layer->getTexture(), layer->getAlpha() / 255.0f,
999                layer->getMode(), layer->isBlend(),
1000                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1001                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1002
1003        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1004    } else {
1005        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1006        drawTextureLayer(layer, rect);
1007        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1008    }
1009}
1010
1011void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1012    if (layer->region.isRect()) {
1013        layer->setRegionAsRect();
1014
1015        composeLayerRect(layer, layer->regionRect);
1016
1017        layer->region.clear();
1018        return;
1019    }
1020
1021    // TODO: See LayerRenderer.cpp::generateMesh() for important
1022    //       information about this implementation
1023    if (CC_LIKELY(!layer->region.isEmpty())) {
1024        size_t count;
1025        const android::Rect* rects = layer->region.getArray(&count);
1026
1027        const float alpha = layer->getAlpha() / 255.0f;
1028        const float texX = 1.0f / float(layer->getWidth());
1029        const float texY = 1.0f / float(layer->getHeight());
1030        const float height = rect.getHeight();
1031
1032        setupDraw();
1033
1034        // We must get (and therefore bind) the region mesh buffer
1035        // after we setup drawing in case we need to mess with the
1036        // stencil buffer in setupDraw()
1037        TextureVertex* mesh = mCaches.getRegionMesh();
1038        GLsizei numQuads = 0;
1039
1040        setupDrawWithTexture();
1041        setupDrawColor(alpha, alpha, alpha, alpha);
1042        setupDrawColorFilter();
1043        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1044        setupDrawProgram();
1045        setupDrawDirtyRegionsDisabled();
1046        setupDrawPureColorUniforms();
1047        setupDrawColorFilterUniforms();
1048        setupDrawTexture(layer->getTexture());
1049        if (mSnapshot->transform->isPureTranslate()) {
1050            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
1051            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
1052
1053            layer->setFilter(GL_NEAREST);
1054            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1055        } else {
1056            layer->setFilter(GL_LINEAR);
1057            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1058        }
1059        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1060
1061        for (size_t i = 0; i < count; i++) {
1062            const android::Rect* r = &rects[i];
1063
1064            const float u1 = r->left * texX;
1065            const float v1 = (height - r->top) * texY;
1066            const float u2 = r->right * texX;
1067            const float v2 = (height - r->bottom) * texY;
1068
1069            // TODO: Reject quads outside of the clip
1070            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1071            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1072            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1073            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1074
1075            numQuads++;
1076
1077            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1078                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1079                numQuads = 0;
1080                mesh = mCaches.getRegionMesh();
1081            }
1082        }
1083
1084        if (numQuads > 0) {
1085            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1086        }
1087
1088        finishDrawTexture();
1089
1090#if DEBUG_LAYERS_AS_REGIONS
1091        drawRegionRects(layer->region);
1092#endif
1093
1094        layer->region.clear();
1095    }
1096}
1097
1098void OpenGLRenderer::drawRegionRects(const Region& region) {
1099#if DEBUG_LAYERS_AS_REGIONS
1100    size_t count;
1101    const android::Rect* rects = region.getArray(&count);
1102
1103    uint32_t colors[] = {
1104            0x7fff0000, 0x7f00ff00,
1105            0x7f0000ff, 0x7fff00ff,
1106    };
1107
1108    int offset = 0;
1109    int32_t top = rects[0].top;
1110
1111    for (size_t i = 0; i < count; i++) {
1112        if (top != rects[i].top) {
1113            offset ^= 0x2;
1114            top = rects[i].top;
1115        }
1116
1117        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1118        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1119                SkXfermode::kSrcOver_Mode);
1120    }
1121#endif
1122}
1123
1124void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1125        SkXfermode::Mode mode, bool dirty) {
1126    int count = 0;
1127    Vector<float> rects;
1128
1129    SkRegion::Iterator it(region);
1130    while (!it.done()) {
1131        const SkIRect& r = it.rect();
1132        rects.push(r.fLeft);
1133        rects.push(r.fTop);
1134        rects.push(r.fRight);
1135        rects.push(r.fBottom);
1136        count += 4;
1137        it.next();
1138    }
1139
1140    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1141}
1142
1143void OpenGLRenderer::dirtyLayer(const float left, const float top,
1144        const float right, const float bottom, const mat4 transform) {
1145    if (hasLayer()) {
1146        Rect bounds(left, top, right, bottom);
1147        transform.mapRect(bounds);
1148        dirtyLayerUnchecked(bounds, getRegion());
1149    }
1150}
1151
1152void OpenGLRenderer::dirtyLayer(const float left, const float top,
1153        const float right, const float bottom) {
1154    if (hasLayer()) {
1155        Rect bounds(left, top, right, bottom);
1156        dirtyLayerUnchecked(bounds, getRegion());
1157    }
1158}
1159
1160void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1161    if (bounds.intersect(*mSnapshot->clipRect)) {
1162        bounds.snapToPixelBoundaries();
1163        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1164        if (!dirty.isEmpty()) {
1165            region->orSelf(dirty);
1166        }
1167    }
1168}
1169
1170void OpenGLRenderer::clearLayerRegions() {
1171    const size_t count = mLayers.size();
1172    if (count == 0) return;
1173
1174    if (!mSnapshot->isIgnored()) {
1175        // Doing several glScissor/glClear here can negatively impact
1176        // GPUs with a tiler architecture, instead we draw quads with
1177        // the Clear blending mode
1178
1179        // The list contains bounds that have already been clipped
1180        // against their initial clip rect, and the current clip
1181        // is likely different so we need to disable clipping here
1182        bool scissorChanged = mCaches.disableScissor();
1183
1184        Vertex mesh[count * 6];
1185        Vertex* vertex = mesh;
1186
1187        for (uint32_t i = 0; i < count; i++) {
1188            Rect* bounds = mLayers.itemAt(i);
1189
1190            Vertex::set(vertex++, bounds->left, bounds->bottom);
1191            Vertex::set(vertex++, bounds->left, bounds->top);
1192            Vertex::set(vertex++, bounds->right, bounds->top);
1193            Vertex::set(vertex++, bounds->left, bounds->bottom);
1194            Vertex::set(vertex++, bounds->right, bounds->top);
1195            Vertex::set(vertex++, bounds->right, bounds->bottom);
1196
1197            delete bounds;
1198        }
1199        // We must clear the list of dirty rects before we
1200        // call setupDraw() to prevent stencil setup to do
1201        // the same thing again
1202        mLayers.clear();
1203
1204        setupDraw(false);
1205        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1206        setupDrawBlending(true, SkXfermode::kClear_Mode);
1207        setupDrawProgram();
1208        setupDrawPureColorUniforms();
1209        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1210        setupDrawVertices(&mesh[0].position[0]);
1211
1212        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1213
1214        if (scissorChanged) mCaches.enableScissor();
1215    } else {
1216        for (uint32_t i = 0; i < count; i++) {
1217            delete mLayers.itemAt(i);
1218        }
1219        mLayers.clear();
1220    }
1221}
1222
1223///////////////////////////////////////////////////////////////////////////////
1224// State Deferral
1225///////////////////////////////////////////////////////////////////////////////
1226
1227bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state) {
1228    const Rect& currentClip = *(mSnapshot->clipRect);
1229    const mat4& currentMatrix = *(mSnapshot->transform);
1230
1231    // state only has bounds initialized in local coordinates
1232    if (!state.mBounds.isEmpty()) {
1233        currentMatrix.mapRect(state.mBounds);
1234        if (!state.mBounds.intersect(currentClip)) {
1235            // quick rejected
1236            return true;
1237        }
1238    } else {
1239        state.mBounds.set(currentClip);
1240    }
1241
1242    state.mClip.set(currentClip);
1243    state.mMatrix.load(currentMatrix);
1244    state.mDrawModifiers = mDrawModifiers;
1245    return false;
1246}
1247
1248void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state) {
1249    mSnapshot->transform->load(state.mMatrix);
1250
1251    // NOTE: a clip RECT will be saved and restored, but DeferredDisplayState doesn't support
1252    // complex clips. In the future, we should add support for deferral of operations clipped by
1253    // these. for now, we don't defer with complex clips (see OpenGLRenderer::disallowDeferral())
1254    mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1255    dirtyClip();
1256    mDrawModifiers = state.mDrawModifiers;
1257}
1258
1259///////////////////////////////////////////////////////////////////////////////
1260// Transforms
1261///////////////////////////////////////////////////////////////////////////////
1262
1263void OpenGLRenderer::translate(float dx, float dy) {
1264    mSnapshot->transform->translate(dx, dy, 0.0f);
1265}
1266
1267void OpenGLRenderer::rotate(float degrees) {
1268    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1269}
1270
1271void OpenGLRenderer::scale(float sx, float sy) {
1272    mSnapshot->transform->scale(sx, sy, 1.0f);
1273}
1274
1275void OpenGLRenderer::skew(float sx, float sy) {
1276    mSnapshot->transform->skew(sx, sy);
1277}
1278
1279void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1280    if (matrix) {
1281        mSnapshot->transform->load(*matrix);
1282    } else {
1283        mSnapshot->transform->loadIdentity();
1284    }
1285}
1286
1287void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1288    mSnapshot->transform->copyTo(*matrix);
1289}
1290
1291void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1292    SkMatrix transform;
1293    mSnapshot->transform->copyTo(transform);
1294    transform.preConcat(*matrix);
1295    mSnapshot->transform->load(transform);
1296}
1297
1298///////////////////////////////////////////////////////////////////////////////
1299// Clipping
1300///////////////////////////////////////////////////////////////////////////////
1301
1302void OpenGLRenderer::setScissorFromClip() {
1303    Rect clip(*mSnapshot->clipRect);
1304    clip.snapToPixelBoundaries();
1305
1306    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1307            clip.getWidth(), clip.getHeight())) {
1308        mDirtyClip = false;
1309    }
1310}
1311
1312void OpenGLRenderer::ensureStencilBuffer() {
1313    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1314    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1315    // just hope we have one when hasLayer() returns false.
1316    if (hasLayer()) {
1317        attachStencilBufferToLayer(mSnapshot->layer);
1318    }
1319}
1320
1321void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1322    // The layer's FBO is already bound when we reach this stage
1323    if (!layer->getStencilRenderBuffer()) {
1324        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1325        // is attached after we initiated tiling. We must turn it off,
1326        // attach the new render buffer then turn tiling back on
1327        endTiling();
1328
1329        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1330                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1331        layer->setStencilRenderBuffer(buffer);
1332
1333        startTiling(layer->clipRect, layer->layer.getHeight());
1334    }
1335}
1336
1337void OpenGLRenderer::setStencilFromClip() {
1338    if (!mCaches.debugOverdraw) {
1339        if (!mSnapshot->clipRegion->isEmpty()) {
1340            // NOTE: The order here is important, we must set dirtyClip to false
1341            //       before any draw call to avoid calling back into this method
1342            mDirtyClip = false;
1343
1344            ensureStencilBuffer();
1345
1346            mCaches.stencil.enableWrite();
1347
1348            // Clear the stencil but first make sure we restrict drawing
1349            // to the region's bounds
1350            bool resetScissor = mCaches.enableScissor();
1351            if (resetScissor) {
1352                // The scissor was not set so we now need to update it
1353                setScissorFromClip();
1354            }
1355            mCaches.stencil.clear();
1356            if (resetScissor) mCaches.disableScissor();
1357
1358            // NOTE: We could use the region contour path to generate a smaller mesh
1359            //       Since we are using the stencil we could use the red book path
1360            //       drawing technique. It might increase bandwidth usage though.
1361
1362            // The last parameter is important: we are not drawing in the color buffer
1363            // so we don't want to dirty the current layer, if any
1364            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1365
1366            mCaches.stencil.enableTest();
1367        } else {
1368            mCaches.stencil.disable();
1369        }
1370    }
1371}
1372
1373const Rect& OpenGLRenderer::getClipBounds() {
1374    return mSnapshot->getLocalClip();
1375}
1376
1377bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1378    if (mSnapshot->isIgnored()) {
1379        return true;
1380    }
1381
1382    Rect r(left, top, right, bottom);
1383    mSnapshot->transform->mapRect(r);
1384    r.snapToPixelBoundaries();
1385
1386    Rect clipRect(*mSnapshot->clipRect);
1387    clipRect.snapToPixelBoundaries();
1388
1389    return !clipRect.intersects(r);
1390}
1391
1392bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1393        Rect& transformed, Rect& clip) {
1394    if (mSnapshot->isIgnored()) {
1395        return true;
1396    }
1397
1398    transformed.set(left, top, right, bottom);
1399    mSnapshot->transform->mapRect(transformed);
1400    transformed.snapToPixelBoundaries();
1401
1402    clip.set(*mSnapshot->clipRect);
1403    clip.snapToPixelBoundaries();
1404
1405    return !clip.intersects(transformed);
1406}
1407
1408bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1409        SkPaint* paint) {
1410    if (paint->getStyle() != SkPaint::kFill_Style) {
1411        float outset = paint->getStrokeWidth() * 0.5f;
1412        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1413    } else {
1414        return quickReject(left, top, right, bottom);
1415    }
1416}
1417
1418bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1419    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1420        return true;
1421    }
1422
1423    Rect r(left, top, right, bottom);
1424    mSnapshot->transform->mapRect(r);
1425    r.snapToPixelBoundaries();
1426
1427    Rect clipRect(*mSnapshot->clipRect);
1428    clipRect.snapToPixelBoundaries();
1429
1430    bool rejected = !clipRect.intersects(r);
1431    if (!isDeferred() && !rejected) {
1432        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1433    }
1434
1435    return rejected;
1436}
1437
1438void OpenGLRenderer::debugClip() {
1439#if DEBUG_CLIP_REGIONS
1440    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1441        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1442    }
1443#endif
1444}
1445
1446bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1447    if (CC_LIKELY(mSnapshot->transform->rectToRect())) {
1448        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1449        if (clipped) {
1450            dirtyClip();
1451        }
1452        return !mSnapshot->clipRect->isEmpty();
1453    }
1454
1455    SkPath path;
1456    path.addRect(left, top, right, bottom);
1457
1458    return clipPath(&path, op);
1459}
1460
1461bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1462    SkMatrix transform;
1463    mSnapshot->transform->copyTo(transform);
1464
1465    SkPath transformed;
1466    path->transform(transform, &transformed);
1467
1468    SkRegion clip;
1469    if (!mSnapshot->clipRegion->isEmpty()) {
1470        clip.setRegion(*mSnapshot->clipRegion);
1471    } else {
1472        Rect* bounds = mSnapshot->clipRect;
1473        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1474    }
1475
1476    SkRegion region;
1477    region.setPath(transformed, clip);
1478
1479    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1480    if (clipped) {
1481        dirtyClip();
1482    }
1483    return !mSnapshot->clipRect->isEmpty();
1484}
1485
1486bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1487    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1488    if (clipped) {
1489        dirtyClip();
1490    }
1491    return !mSnapshot->clipRect->isEmpty();
1492}
1493
1494Rect* OpenGLRenderer::getClipRect() {
1495    return mSnapshot->clipRect;
1496}
1497
1498///////////////////////////////////////////////////////////////////////////////
1499// Drawing commands
1500///////////////////////////////////////////////////////////////////////////////
1501
1502void OpenGLRenderer::setupDraw(bool clear) {
1503    // TODO: It would be best if we could do this before quickReject()
1504    //       changes the scissor test state
1505    if (clear) clearLayerRegions();
1506    // Make sure setScissor & setStencil happen at the beginning of
1507    // this method
1508    if (mDirtyClip && mCaches.scissorEnabled) {
1509        setScissorFromClip();
1510        setStencilFromClip();
1511    }
1512    mDescription.reset();
1513    mSetShaderColor = false;
1514    mColorSet = false;
1515    mColorA = mColorR = mColorG = mColorB = 0.0f;
1516    mTextureUnit = 0;
1517    mTrackDirtyRegions = true;
1518}
1519
1520void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1521    mDescription.hasTexture = true;
1522    mDescription.hasAlpha8Texture = isAlpha8;
1523}
1524
1525void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1526    mDescription.hasTexture = true;
1527    mDescription.hasColors = true;
1528    mDescription.hasAlpha8Texture = isAlpha8;
1529}
1530
1531void OpenGLRenderer::setupDrawWithExternalTexture() {
1532    mDescription.hasExternalTexture = true;
1533}
1534
1535void OpenGLRenderer::setupDrawNoTexture() {
1536    mCaches.disableTexCoordsVertexArray();
1537}
1538
1539void OpenGLRenderer::setupDrawAA() {
1540    mDescription.isAA = true;
1541}
1542
1543void OpenGLRenderer::setupDrawPoint(float pointSize) {
1544    mDescription.isPoint = true;
1545    mDescription.pointSize = pointSize;
1546}
1547
1548void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1549    mColorA = alpha / 255.0f;
1550    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1551    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1552    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1553    mColorSet = true;
1554    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1555}
1556
1557void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1558    mColorA = alpha / 255.0f;
1559    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1560    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1561    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1562    mColorSet = true;
1563    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1564}
1565
1566void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1567    mCaches.fontRenderer->describe(mDescription, paint);
1568}
1569
1570void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1571    mColorA = a;
1572    mColorR = r;
1573    mColorG = g;
1574    mColorB = b;
1575    mColorSet = true;
1576    mSetShaderColor = mDescription.setColor(r, g, b, a);
1577}
1578
1579void OpenGLRenderer::setupDrawShader() {
1580    if (mDrawModifiers.mShader) {
1581        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1582    }
1583}
1584
1585void OpenGLRenderer::setupDrawColorFilter() {
1586    if (mDrawModifiers.mColorFilter) {
1587        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1588    }
1589}
1590
1591void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1592    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1593        mColorA = 1.0f;
1594        mColorR = mColorG = mColorB = 0.0f;
1595        mSetShaderColor = mDescription.modulate = true;
1596    }
1597}
1598
1599void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1600    // When the blending mode is kClear_Mode, we need to use a modulate color
1601    // argb=1,0,0,0
1602    accountForClear(mode);
1603    bool blend = (mColorSet && mColorA < 1.0f) ||
1604            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1605    chooseBlending(blend, mode, mDescription, swapSrcDst);
1606}
1607
1608void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1609    // When the blending mode is kClear_Mode, we need to use a modulate color
1610    // argb=1,0,0,0
1611    accountForClear(mode);
1612    blend |= (mColorSet && mColorA < 1.0f) ||
1613            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1614            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1615    chooseBlending(blend, mode, mDescription, swapSrcDst);
1616}
1617
1618void OpenGLRenderer::setupDrawProgram() {
1619    useProgram(mCaches.programCache.get(mDescription));
1620}
1621
1622void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1623    mTrackDirtyRegions = false;
1624}
1625
1626void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1627        bool ignoreTransform) {
1628    mModelView.loadTranslate(left, top, 0.0f);
1629    if (!ignoreTransform) {
1630        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1631        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1632    } else {
1633        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1634        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1635    }
1636}
1637
1638void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1639    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1640}
1641
1642void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1643        bool ignoreTransform, bool ignoreModelView) {
1644    if (!ignoreModelView) {
1645        mModelView.loadTranslate(left, top, 0.0f);
1646        mModelView.scale(right - left, bottom - top, 1.0f);
1647    } else {
1648        mModelView.loadIdentity();
1649    }
1650    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1651    if (!ignoreTransform) {
1652        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1653        if (mTrackDirtyRegions && dirty) {
1654            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1655        }
1656    } else {
1657        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1658        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1659    }
1660}
1661
1662void OpenGLRenderer::setupDrawPointUniforms() {
1663    int slot = mCaches.currentProgram->getUniform("pointSize");
1664    glUniform1f(slot, mDescription.pointSize);
1665}
1666
1667void OpenGLRenderer::setupDrawColorUniforms() {
1668    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1669        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1670    }
1671}
1672
1673void OpenGLRenderer::setupDrawPureColorUniforms() {
1674    if (mSetShaderColor) {
1675        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1676    }
1677}
1678
1679void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1680    if (mDrawModifiers.mShader) {
1681        if (ignoreTransform) {
1682            mModelView.loadInverse(*mSnapshot->transform);
1683        }
1684        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1685                mModelView, *mSnapshot, &mTextureUnit);
1686    }
1687}
1688
1689void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1690    if (mDrawModifiers.mShader) {
1691        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1692                mIdentity, *mSnapshot, &mTextureUnit);
1693    }
1694}
1695
1696void OpenGLRenderer::setupDrawColorFilterUniforms() {
1697    if (mDrawModifiers.mColorFilter) {
1698        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1699    }
1700}
1701
1702void OpenGLRenderer::setupDrawTextGammaUniforms() {
1703    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1704}
1705
1706void OpenGLRenderer::setupDrawSimpleMesh() {
1707    bool force = mCaches.bindMeshBuffer();
1708    mCaches.bindPositionVertexPointer(force, 0);
1709    mCaches.unbindIndicesBuffer();
1710}
1711
1712void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1713    bindTexture(texture);
1714    mTextureUnit++;
1715    mCaches.enableTexCoordsVertexArray();
1716}
1717
1718void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1719    bindExternalTexture(texture);
1720    mTextureUnit++;
1721    mCaches.enableTexCoordsVertexArray();
1722}
1723
1724void OpenGLRenderer::setupDrawTextureTransform() {
1725    mDescription.hasTextureTransform = true;
1726}
1727
1728void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1729    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1730            GL_FALSE, &transform.data[0]);
1731}
1732
1733void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1734    bool force = false;
1735    if (!vertices) {
1736        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1737    } else {
1738        force = mCaches.unbindMeshBuffer();
1739    }
1740
1741    mCaches.bindPositionVertexPointer(force, vertices);
1742    if (mCaches.currentProgram->texCoords >= 0) {
1743        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1744    }
1745
1746    mCaches.unbindIndicesBuffer();
1747}
1748
1749void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1750    bool force = mCaches.unbindMeshBuffer();
1751    GLsizei stride = sizeof(ColorTextureVertex);
1752
1753    mCaches.bindPositionVertexPointer(force, vertices, stride);
1754    if (mCaches.currentProgram->texCoords >= 0) {
1755        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1756    }
1757    int slot = mCaches.currentProgram->getAttrib("colors");
1758    if (slot >= 0) {
1759        glEnableVertexAttribArray(slot);
1760        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1761    }
1762
1763    mCaches.unbindIndicesBuffer();
1764}
1765
1766void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1767    bool force = mCaches.unbindMeshBuffer();
1768    mCaches.bindPositionVertexPointer(force, vertices);
1769    if (mCaches.currentProgram->texCoords >= 0) {
1770        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1771    }
1772}
1773
1774void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1775    bool force = mCaches.unbindMeshBuffer();
1776    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1777    mCaches.unbindIndicesBuffer();
1778}
1779
1780void OpenGLRenderer::finishDrawTexture() {
1781}
1782
1783///////////////////////////////////////////////////////////////////////////////
1784// Drawing
1785///////////////////////////////////////////////////////////////////////////////
1786
1787status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags) {
1788    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1789    // will be performed by the display list itself
1790    if (displayList && displayList->isRenderable()) {
1791        if (CC_UNLIKELY(mDrawDeferDisabled)) {
1792            return displayList->replay(*this, dirty, flags, 0);
1793        }
1794
1795        DeferredDisplayList deferredList;
1796        return displayList->replay(*this, dirty, flags, 0, &deferredList);
1797    }
1798
1799    return DrawGlInfo::kStatusDone;
1800}
1801
1802void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1803    if (displayList) {
1804        displayList->output(0);
1805    }
1806}
1807
1808void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1809    int alpha;
1810    SkXfermode::Mode mode;
1811    getAlphaAndMode(paint, &alpha, &mode);
1812
1813    int color = paint != NULL ? paint->getColor() : 0;
1814
1815    float x = left;
1816    float y = top;
1817
1818    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1819
1820    bool ignoreTransform = false;
1821    if (mSnapshot->transform->isPureTranslate()) {
1822        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1823        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1824        ignoreTransform = true;
1825
1826        texture->setFilter(GL_NEAREST, true);
1827    } else {
1828        texture->setFilter(FILTER(paint), true);
1829    }
1830
1831    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1832            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1833            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1834}
1835
1836status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1837    const float right = left + bitmap->width();
1838    const float bottom = top + bitmap->height();
1839
1840    if (quickReject(left, top, right, bottom)) {
1841        return DrawGlInfo::kStatusDone;
1842    }
1843
1844    mCaches.activeTexture(0);
1845    Texture* texture = mCaches.textureCache.get(bitmap);
1846    if (!texture) return DrawGlInfo::kStatusDone;
1847    const AutoTexture autoCleanup(texture);
1848
1849    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1850        drawAlphaBitmap(texture, left, top, paint);
1851    } else {
1852        drawTextureRect(left, top, right, bottom, texture, paint);
1853    }
1854
1855    return DrawGlInfo::kStatusDrew;
1856}
1857
1858status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1859    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1860    const mat4 transform(*matrix);
1861    transform.mapRect(r);
1862
1863    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1864        return DrawGlInfo::kStatusDone;
1865    }
1866
1867    mCaches.activeTexture(0);
1868    Texture* texture = mCaches.textureCache.get(bitmap);
1869    if (!texture) return DrawGlInfo::kStatusDone;
1870    const AutoTexture autoCleanup(texture);
1871
1872    // This could be done in a cheaper way, all we need is pass the matrix
1873    // to the vertex shader. The save/restore is a bit overkill.
1874    save(SkCanvas::kMatrix_SaveFlag);
1875    concatMatrix(matrix);
1876    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1877        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
1878    } else {
1879        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1880    }
1881    restore();
1882
1883    return DrawGlInfo::kStatusDrew;
1884}
1885
1886status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1887    const float right = left + bitmap->width();
1888    const float bottom = top + bitmap->height();
1889
1890    if (quickReject(left, top, right, bottom)) {
1891        return DrawGlInfo::kStatusDone;
1892    }
1893
1894    mCaches.activeTexture(0);
1895    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1896    const AutoTexture autoCleanup(texture);
1897
1898    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1899        drawAlphaBitmap(texture, left, top, paint);
1900    } else {
1901        drawTextureRect(left, top, right, bottom, texture, paint);
1902    }
1903
1904    return DrawGlInfo::kStatusDrew;
1905}
1906
1907status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1908        float* vertices, int* colors, SkPaint* paint) {
1909    if (!vertices || mSnapshot->isIgnored()) {
1910        return DrawGlInfo::kStatusDone;
1911    }
1912
1913    float left = FLT_MAX;
1914    float top = FLT_MAX;
1915    float right = FLT_MIN;
1916    float bottom = FLT_MIN;
1917
1918    const uint32_t count = meshWidth * meshHeight * 6;
1919
1920    ColorTextureVertex mesh[count];
1921    ColorTextureVertex* vertex = mesh;
1922
1923    bool cleanupColors = false;
1924    if (!colors) {
1925        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
1926        colors = new int[colorsCount];
1927        memset(colors, 0xff, colorsCount * sizeof(int));
1928        cleanupColors = true;
1929    }
1930
1931    for (int32_t y = 0; y < meshHeight; y++) {
1932        for (int32_t x = 0; x < meshWidth; x++) {
1933            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1934
1935            float u1 = float(x) / meshWidth;
1936            float u2 = float(x + 1) / meshWidth;
1937            float v1 = float(y) / meshHeight;
1938            float v2 = float(y + 1) / meshHeight;
1939
1940            int ax = i + (meshWidth + 1) * 2;
1941            int ay = ax + 1;
1942            int bx = i;
1943            int by = bx + 1;
1944            int cx = i + 2;
1945            int cy = cx + 1;
1946            int dx = i + (meshWidth + 1) * 2 + 2;
1947            int dy = dx + 1;
1948
1949            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1950            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1951            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1952
1953            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1954            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1955            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
1956
1957            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1958            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1959            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1960            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1961        }
1962    }
1963
1964    if (quickReject(left, top, right, bottom)) {
1965        if (cleanupColors) delete[] colors;
1966        return DrawGlInfo::kStatusDone;
1967    }
1968
1969    mCaches.activeTexture(0);
1970    Texture* texture = mCaches.textureCache.get(bitmap);
1971    if (!texture) {
1972        if (cleanupColors) delete[] colors;
1973        return DrawGlInfo::kStatusDone;
1974    }
1975    const AutoTexture autoCleanup(texture);
1976
1977    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1978    texture->setFilter(FILTER(paint), true);
1979
1980    int alpha;
1981    SkXfermode::Mode mode;
1982    getAlphaAndMode(paint, &alpha, &mode);
1983
1984    float a = alpha / 255.0f;
1985
1986    if (hasLayer()) {
1987        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1988    }
1989
1990    setupDraw();
1991    setupDrawWithTextureAndColor();
1992    setupDrawColor(a, a, a, a);
1993    setupDrawColorFilter();
1994    setupDrawBlending(true, mode, false);
1995    setupDrawProgram();
1996    setupDrawDirtyRegionsDisabled();
1997    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
1998    setupDrawTexture(texture->id);
1999    setupDrawPureColorUniforms();
2000    setupDrawColorFilterUniforms();
2001    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2002
2003    glDrawArrays(GL_TRIANGLES, 0, count);
2004
2005    finishDrawTexture();
2006
2007    int slot = mCaches.currentProgram->getAttrib("colors");
2008    if (slot >= 0) {
2009        glDisableVertexAttribArray(slot);
2010    }
2011
2012    if (cleanupColors) delete[] colors;
2013
2014    return DrawGlInfo::kStatusDrew;
2015}
2016
2017status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2018         float srcLeft, float srcTop, float srcRight, float srcBottom,
2019         float dstLeft, float dstTop, float dstRight, float dstBottom,
2020         SkPaint* paint) {
2021    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2022        return DrawGlInfo::kStatusDone;
2023    }
2024
2025    mCaches.activeTexture(0);
2026    Texture* texture = mCaches.textureCache.get(bitmap);
2027    if (!texture) return DrawGlInfo::kStatusDone;
2028    const AutoTexture autoCleanup(texture);
2029
2030    const float width = texture->width;
2031    const float height = texture->height;
2032
2033    const float u1 = fmax(0.0f, srcLeft / width);
2034    const float v1 = fmax(0.0f, srcTop / height);
2035    const float u2 = fmin(1.0f, srcRight / width);
2036    const float v2 = fmin(1.0f, srcBottom / height);
2037
2038    mCaches.unbindMeshBuffer();
2039    resetDrawTextureTexCoords(u1, v1, u2, v2);
2040
2041    int alpha;
2042    SkXfermode::Mode mode;
2043    getAlphaAndMode(paint, &alpha, &mode);
2044
2045    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2046
2047    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2048    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2049
2050    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2051    // Apply a scale transform on the canvas only when a shader is in use
2052    // Skia handles the ratio between the dst and src rects as a scale factor
2053    // when a shader is set
2054    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2055    bool ignoreTransform = false;
2056
2057    if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) {
2058        float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
2059        float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
2060
2061        dstRight = x + (dstRight - dstLeft);
2062        dstBottom = y + (dstBottom - dstTop);
2063
2064        dstLeft = x;
2065        dstTop = y;
2066
2067        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2068        ignoreTransform = true;
2069    } else {
2070        texture->setFilter(FILTER(paint), true);
2071    }
2072
2073    if (CC_UNLIKELY(useScaleTransform)) {
2074        save(SkCanvas::kMatrix_SaveFlag);
2075        translate(dstLeft, dstTop);
2076        scale(scaleX, scaleY);
2077
2078        dstLeft = 0.0f;
2079        dstTop = 0.0f;
2080
2081        dstRight = srcRight - srcLeft;
2082        dstBottom = srcBottom - srcTop;
2083    }
2084
2085    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2086        int color = paint ? paint->getColor() : 0;
2087        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2088                texture->id, paint != NULL, color, alpha, mode,
2089                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2090                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2091    } else {
2092        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2093                texture->id, alpha / 255.0f, mode, texture->blend,
2094                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2095                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2096    }
2097
2098    if (CC_UNLIKELY(useScaleTransform)) {
2099        restore();
2100    }
2101
2102    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2103
2104    return DrawGlInfo::kStatusDrew;
2105}
2106
2107status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2108        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2109        float left, float top, float right, float bottom, SkPaint* paint) {
2110    int alpha;
2111    SkXfermode::Mode mode;
2112    getAlphaAndModeDirect(paint, &alpha, &mode);
2113
2114    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2115            left, top, right, bottom, alpha, mode);
2116}
2117
2118status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2119        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2120        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2121    if (quickReject(left, top, right, bottom)) {
2122        return DrawGlInfo::kStatusDone;
2123    }
2124
2125    alpha *= mSnapshot->alpha;
2126
2127    mCaches.activeTexture(0);
2128    Texture* texture = mCaches.textureCache.get(bitmap);
2129    if (!texture) return DrawGlInfo::kStatusDone;
2130    const AutoTexture autoCleanup(texture);
2131    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2132    texture->setFilter(GL_LINEAR, true);
2133
2134    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2135            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2136
2137    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2138        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2139        // Mark the current layer dirty where we are going to draw the patch
2140        if (hasLayer() && mesh->hasEmptyQuads) {
2141            const float offsetX = left + mSnapshot->transform->getTranslateX();
2142            const float offsetY = top + mSnapshot->transform->getTranslateY();
2143            const size_t count = mesh->quads.size();
2144            for (size_t i = 0; i < count; i++) {
2145                const Rect& bounds = mesh->quads.itemAt(i);
2146                if (CC_LIKELY(pureTranslate)) {
2147                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2148                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2149                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2150                } else {
2151                    dirtyLayer(left + bounds.left, top + bounds.top,
2152                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
2153                }
2154            }
2155        }
2156
2157        if (CC_LIKELY(pureTranslate)) {
2158            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2159            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2160
2161            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2162                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2163                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2164                    true, !mesh->hasEmptyQuads);
2165        } else {
2166            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2167                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2168                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2169                    true, !mesh->hasEmptyQuads);
2170        }
2171    }
2172
2173    return DrawGlInfo::kStatusDrew;
2174}
2175
2176status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2177        bool useOffset) {
2178    if (!vertexBuffer.getSize()) {
2179        // no vertices to draw
2180        return DrawGlInfo::kStatusDone;
2181    }
2182
2183    int color = paint->getColor();
2184    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2185    bool isAA = paint->isAntiAlias();
2186
2187    setupDraw();
2188    setupDrawNoTexture();
2189    if (isAA) setupDrawAA();
2190    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2191    setupDrawColorFilter();
2192    setupDrawShader();
2193    setupDrawBlending(isAA, mode);
2194    setupDrawProgram();
2195    setupDrawModelViewIdentity(useOffset);
2196    setupDrawColorUniforms();
2197    setupDrawColorFilterUniforms();
2198    setupDrawShaderIdentityUniforms();
2199
2200    void* vertices = vertexBuffer.getBuffer();
2201    bool force = mCaches.unbindMeshBuffer();
2202    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2203    mCaches.resetTexCoordsVertexPointer();
2204    mCaches.unbindIndicesBuffer();
2205
2206    int alphaSlot = -1;
2207    if (isAA) {
2208        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2209        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2210
2211        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2212        glEnableVertexAttribArray(alphaSlot);
2213        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2214    }
2215
2216    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2217
2218    if (isAA) {
2219        glDisableVertexAttribArray(alphaSlot);
2220    }
2221
2222    return DrawGlInfo::kStatusDrew;
2223}
2224
2225/**
2226 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2227 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2228 * screen space in all directions. However, instead of using a fragment shader to compute the
2229 * translucency of the color from its position, we simply use a varying parameter to define how far
2230 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2231 *
2232 * Doesn't yet support joins, caps, or path effects.
2233 */
2234status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2235    VertexBuffer vertexBuffer;
2236    // TODO: try clipping large paths to viewport
2237    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2238
2239    SkRect bounds = path.getBounds();
2240    PathTessellator::expandBoundsForStroke(bounds, paint, false);
2241    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
2242
2243    return drawVertexBuffer(vertexBuffer, paint);
2244}
2245
2246/**
2247 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2248 * and additional geometry for defining an alpha slope perimeter.
2249 *
2250 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2251 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2252 * in-shader alpha region, but found it to be taxing on some GPUs.
2253 *
2254 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2255 * memory transfer by removing need for degenerate vertices.
2256 */
2257status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2258    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2259
2260    count &= ~0x3; // round down to nearest four
2261
2262    VertexBuffer buffer;
2263    SkRect bounds;
2264    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2265
2266    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2267        return DrawGlInfo::kStatusDone;
2268    }
2269
2270    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
2271
2272    bool useOffset = !paint->isAntiAlias();
2273    return drawVertexBuffer(buffer, paint, useOffset);
2274}
2275
2276status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2277    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2278
2279    // TODO: The paint's cap style defines whether the points are square or circular
2280    // TODO: Handle AA for round points
2281
2282    // A stroke width of 0 has a special meaning in Skia:
2283    // it draws an unscaled 1px point
2284    float strokeWidth = paint->getStrokeWidth();
2285    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2286    if (isHairLine) {
2287        // Now that we know it's hairline, we can set the effective width, to be used later
2288        strokeWidth = 1.0f;
2289    }
2290    const float halfWidth = strokeWidth / 2;
2291
2292    int alpha;
2293    SkXfermode::Mode mode;
2294    getAlphaAndMode(paint, &alpha, &mode);
2295
2296    int verticesCount = count >> 1;
2297    int generatedVerticesCount = 0;
2298
2299    TextureVertex pointsData[verticesCount];
2300    TextureVertex* vertex = &pointsData[0];
2301
2302    // TODO: We should optimize this method to not generate vertices for points
2303    // that lie outside of the clip.
2304    mCaches.enableScissor();
2305
2306    setupDraw();
2307    setupDrawNoTexture();
2308    setupDrawPoint(strokeWidth);
2309    setupDrawColor(paint->getColor(), alpha);
2310    setupDrawColorFilter();
2311    setupDrawShader();
2312    setupDrawBlending(mode);
2313    setupDrawProgram();
2314    setupDrawModelViewIdentity(true);
2315    setupDrawColorUniforms();
2316    setupDrawColorFilterUniforms();
2317    setupDrawPointUniforms();
2318    setupDrawShaderIdentityUniforms();
2319    setupDrawMesh(vertex);
2320
2321    for (int i = 0; i < count; i += 2) {
2322        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2323        generatedVerticesCount++;
2324
2325        float left = points[i] - halfWidth;
2326        float right = points[i] + halfWidth;
2327        float top = points[i + 1] - halfWidth;
2328        float bottom = points [i + 1] + halfWidth;
2329
2330        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2331    }
2332
2333    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2334
2335    return DrawGlInfo::kStatusDrew;
2336}
2337
2338status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2339    // No need to check against the clip, we fill the clip region
2340    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2341
2342    Rect& clip(*mSnapshot->clipRect);
2343    clip.snapToPixelBoundaries();
2344
2345    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2346
2347    return DrawGlInfo::kStatusDrew;
2348}
2349
2350status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2351        SkPaint* paint) {
2352    if (!texture) return DrawGlInfo::kStatusDone;
2353    const AutoTexture autoCleanup(texture);
2354
2355    const float x = left + texture->left - texture->offset;
2356    const float y = top + texture->top - texture->offset;
2357
2358    drawPathTexture(texture, x, y, paint);
2359
2360    return DrawGlInfo::kStatusDrew;
2361}
2362
2363status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2364        float rx, float ry, SkPaint* p) {
2365    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2366        return DrawGlInfo::kStatusDone;
2367    }
2368
2369    if (p->getPathEffect() != 0) {
2370        mCaches.activeTexture(0);
2371        const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2372                right - left, bottom - top, rx, ry, p);
2373        return drawShape(left, top, texture, p);
2374    }
2375
2376    SkPath path;
2377    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2378    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2379        float outset = p->getStrokeWidth() / 2;
2380        rect.outset(outset, outset);
2381        rx += outset;
2382        ry += outset;
2383    }
2384    path.addRoundRect(rect, rx, ry);
2385    return drawConvexPath(path, p);
2386}
2387
2388status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2389    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2390            x + radius, y + radius, p)) {
2391        return DrawGlInfo::kStatusDone;
2392    }
2393    if (p->getPathEffect() != 0) {
2394        mCaches.activeTexture(0);
2395        const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p);
2396        return drawShape(x - radius, y - radius, texture, p);
2397    }
2398
2399    SkPath path;
2400    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2401        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2402    } else {
2403        path.addCircle(x, y, radius);
2404    }
2405    return drawConvexPath(path, p);
2406}
2407
2408status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2409        SkPaint* p) {
2410    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2411        return DrawGlInfo::kStatusDone;
2412    }
2413
2414    if (p->getPathEffect() != 0) {
2415        mCaches.activeTexture(0);
2416        const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p);
2417        return drawShape(left, top, texture, p);
2418    }
2419
2420    SkPath path;
2421    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2422    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2423        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2424    }
2425    path.addOval(rect);
2426    return drawConvexPath(path, p);
2427}
2428
2429status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2430        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2431    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2432        return DrawGlInfo::kStatusDone;
2433    }
2434
2435    if (fabs(sweepAngle) >= 360.0f) {
2436        return drawOval(left, top, right, bottom, p);
2437    }
2438
2439    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2440    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2441        mCaches.activeTexture(0);
2442        const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2443                startAngle, sweepAngle, useCenter, p);
2444        return drawShape(left, top, texture, p);
2445    }
2446
2447    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2448    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2449        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2450    }
2451
2452    SkPath path;
2453    if (useCenter) {
2454        path.moveTo(rect.centerX(), rect.centerY());
2455    }
2456    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2457    if (useCenter) {
2458        path.close();
2459    }
2460    return drawConvexPath(path, p);
2461}
2462
2463// See SkPaintDefaults.h
2464#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2465
2466status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2467    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2468        return DrawGlInfo::kStatusDone;
2469    }
2470
2471    if (p->getStyle() != SkPaint::kFill_Style) {
2472        // only fill style is supported by drawConvexPath, since others have to handle joins
2473        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2474                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2475            mCaches.activeTexture(0);
2476            const PathTexture* texture =
2477                    mCaches.rectShapeCache.getRect(right - left, bottom - top, p);
2478            return drawShape(left, top, texture, p);
2479        }
2480
2481        SkPath path;
2482        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2483        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2484            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2485        }
2486        path.addRect(rect);
2487        return drawConvexPath(path, p);
2488    }
2489
2490    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2491        SkPath path;
2492        path.addRect(left, top, right, bottom);
2493        return drawConvexPath(path, p);
2494    } else {
2495        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2496        return DrawGlInfo::kStatusDrew;
2497    }
2498}
2499
2500void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2501        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2502        float x, float y) {
2503    mCaches.activeTexture(0);
2504
2505    // NOTE: The drop shadow will not perform gamma correction
2506    //       if shader-based correction is enabled
2507    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2508    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2509            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2510    const AutoTexture autoCleanup(shadow);
2511
2512    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2513    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2514
2515    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2516    int shadowColor = mDrawModifiers.mShadowColor;
2517    if (mDrawModifiers.mShader) {
2518        shadowColor = 0xffffffff;
2519    }
2520
2521    setupDraw();
2522    setupDrawWithTexture(true);
2523    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2524    setupDrawColorFilter();
2525    setupDrawShader();
2526    setupDrawBlending(true, mode);
2527    setupDrawProgram();
2528    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2529    setupDrawTexture(shadow->id);
2530    setupDrawPureColorUniforms();
2531    setupDrawColorFilterUniforms();
2532    setupDrawShaderUniforms();
2533    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2534
2535    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2536}
2537
2538status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2539        const float* positions, SkPaint* paint) {
2540    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2541            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2542        return DrawGlInfo::kStatusDone;
2543    }
2544
2545    // NOTE: Skia does not support perspective transform on drawPosText yet
2546    if (!mSnapshot->transform->isSimple()) {
2547        return DrawGlInfo::kStatusDone;
2548    }
2549
2550    float x = 0.0f;
2551    float y = 0.0f;
2552    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2553    if (pureTranslate) {
2554        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2555        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2556    }
2557
2558    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2559    fontRenderer.setFont(paint, *mSnapshot->transform);
2560
2561    int alpha;
2562    SkXfermode::Mode mode;
2563    getAlphaAndMode(paint, &alpha, &mode);
2564
2565    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2566        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2567                alpha, mode, 0.0f, 0.0f);
2568    }
2569
2570    // Pick the appropriate texture filtering
2571    bool linearFilter = mSnapshot->transform->changesBounds();
2572    if (pureTranslate && !linearFilter) {
2573        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2574    }
2575
2576    mCaches.activeTexture(0);
2577    setupDraw();
2578    setupDrawTextGamma(paint);
2579    setupDrawDirtyRegionsDisabled();
2580    setupDrawWithTexture(true);
2581    setupDrawAlpha8Color(paint->getColor(), alpha);
2582    setupDrawColorFilter();
2583    setupDrawShader();
2584    setupDrawBlending(true, mode);
2585    setupDrawProgram();
2586    setupDrawModelView(x, y, x, y, pureTranslate, true);
2587    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2588    setupDrawPureColorUniforms();
2589    setupDrawColorFilterUniforms();
2590    setupDrawShaderUniforms(pureTranslate);
2591    setupDrawTextGammaUniforms();
2592
2593    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2594    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2595
2596    const bool hasActiveLayer = hasLayer();
2597
2598    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2599            positions, hasActiveLayer ? &bounds : NULL)) {
2600        if (hasActiveLayer) {
2601            if (!pureTranslate) {
2602                mSnapshot->transform->mapRect(bounds);
2603            }
2604            dirtyLayerUnchecked(bounds, getRegion());
2605        }
2606    }
2607
2608    return DrawGlInfo::kStatusDrew;
2609}
2610
2611status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2612        float x, float y, const float* positions, SkPaint* paint, float length) {
2613    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2614            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2615        return DrawGlInfo::kStatusDone;
2616    }
2617
2618    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2619    switch (paint->getTextAlign()) {
2620        case SkPaint::kCenter_Align:
2621            x -= length / 2.0f;
2622            break;
2623        case SkPaint::kRight_Align:
2624            x -= length;
2625            break;
2626        default:
2627            break;
2628    }
2629
2630    SkPaint::FontMetrics metrics;
2631    paint->getFontMetrics(&metrics, 0.0f);
2632    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2633        return DrawGlInfo::kStatusDone;
2634    }
2635
2636#if DEBUG_GLYPHS
2637    ALOGD("OpenGLRenderer drawText() with FontID=%d",
2638            SkTypeface::UniqueID(paint->getTypeface()));
2639#endif
2640
2641    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2642    fontRenderer.setFont(paint, *mSnapshot->transform);
2643
2644    const float oldX = x;
2645    const float oldY = y;
2646    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2647    if (CC_LIKELY(pureTranslate)) {
2648        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2649        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2650    }
2651
2652    int alpha;
2653    SkXfermode::Mode mode;
2654    getAlphaAndMode(paint, &alpha, &mode);
2655
2656    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2657        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2658                oldX, oldY);
2659    }
2660
2661    // Pick the appropriate texture filtering
2662    bool linearFilter = mSnapshot->transform->changesBounds();
2663    if (pureTranslate && !linearFilter) {
2664        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2665    }
2666
2667    // The font renderer will always use texture unit 0
2668    mCaches.activeTexture(0);
2669    setupDraw();
2670    setupDrawTextGamma(paint);
2671    setupDrawDirtyRegionsDisabled();
2672    setupDrawWithTexture(true);
2673    setupDrawAlpha8Color(paint->getColor(), alpha);
2674    setupDrawColorFilter();
2675    setupDrawShader();
2676    setupDrawBlending(true, mode);
2677    setupDrawProgram();
2678    setupDrawModelView(x, y, x, y, pureTranslate, true);
2679    // See comment above; the font renderer must use texture unit 0
2680    // assert(mTextureUnit == 0)
2681    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2682    setupDrawPureColorUniforms();
2683    setupDrawColorFilterUniforms();
2684    setupDrawShaderUniforms(pureTranslate);
2685    setupDrawTextGammaUniforms();
2686
2687    const Rect* clip = pureTranslate ? mSnapshot->clipRect :
2688            (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip());
2689    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2690
2691    const bool hasActiveLayer = hasLayer();
2692
2693    bool status;
2694    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2695        SkPaint paintCopy(*paint);
2696        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2697        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2698                positions, hasActiveLayer ? &bounds : NULL);
2699    } else {
2700        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2701                positions, hasActiveLayer ? &bounds : NULL);
2702    }
2703
2704    if (status && hasActiveLayer) {
2705        if (!pureTranslate) {
2706            mSnapshot->transform->mapRect(bounds);
2707        }
2708        dirtyLayerUnchecked(bounds, getRegion());
2709    }
2710
2711    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2712
2713    return DrawGlInfo::kStatusDrew;
2714}
2715
2716status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2717        float hOffset, float vOffset, SkPaint* paint) {
2718    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2719            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2720        return DrawGlInfo::kStatusDone;
2721    }
2722
2723    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2724    fontRenderer.setFont(paint, *mSnapshot->transform);
2725
2726    int alpha;
2727    SkXfermode::Mode mode;
2728    getAlphaAndMode(paint, &alpha, &mode);
2729
2730    mCaches.activeTexture(0);
2731    setupDraw();
2732    setupDrawTextGamma(paint);
2733    setupDrawDirtyRegionsDisabled();
2734    setupDrawWithTexture(true);
2735    setupDrawAlpha8Color(paint->getColor(), alpha);
2736    setupDrawColorFilter();
2737    setupDrawShader();
2738    setupDrawBlending(true, mode);
2739    setupDrawProgram();
2740    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2741    setupDrawTexture(fontRenderer.getTexture(true));
2742    setupDrawPureColorUniforms();
2743    setupDrawColorFilterUniforms();
2744    setupDrawShaderUniforms(false);
2745    setupDrawTextGammaUniforms();
2746
2747    const Rect* clip = &mSnapshot->getLocalClip();
2748    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2749
2750    const bool hasActiveLayer = hasLayer();
2751
2752    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2753            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2754        if (hasActiveLayer) {
2755            mSnapshot->transform->mapRect(bounds);
2756            dirtyLayerUnchecked(bounds, getRegion());
2757        }
2758    }
2759
2760    return DrawGlInfo::kStatusDrew;
2761}
2762
2763status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2764    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2765
2766    mCaches.activeTexture(0);
2767
2768    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2769    if (!texture) return DrawGlInfo::kStatusDone;
2770    const AutoTexture autoCleanup(texture);
2771
2772    const float x = texture->left - texture->offset;
2773    const float y = texture->top - texture->offset;
2774
2775    drawPathTexture(texture, x, y, paint);
2776
2777    return DrawGlInfo::kStatusDrew;
2778}
2779
2780status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2781    if (!layer) {
2782        return DrawGlInfo::kStatusDone;
2783    }
2784
2785    mat4* transform = NULL;
2786    if (layer->isTextureLayer()) {
2787        transform = &layer->getTransform();
2788        if (!transform->isIdentity()) {
2789            save(0);
2790            mSnapshot->transform->multiply(*transform);
2791        }
2792    }
2793
2794    Rect transformed;
2795    Rect clip;
2796    const bool rejected = quickRejectNoScissor(x, y,
2797            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2798
2799    if (rejected) {
2800        if (transform && !transform->isIdentity()) {
2801            restore();
2802        }
2803        return DrawGlInfo::kStatusDone;
2804    }
2805
2806    updateLayer(layer, true);
2807
2808    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2809    mCaches.activeTexture(0);
2810
2811    if (CC_LIKELY(!layer->region.isEmpty())) {
2812        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2813        mDrawModifiers.mColorFilter = layer->getColorFilter();
2814
2815        if (layer->region.isRect()) {
2816            composeLayerRect(layer, layer->regionRect);
2817        } else if (layer->mesh) {
2818            const float a = layer->getAlpha() / 255.0f;
2819            setupDraw();
2820            setupDrawWithTexture();
2821            setupDrawColor(a, a, a, a);
2822            setupDrawColorFilter();
2823            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2824            setupDrawProgram();
2825            setupDrawPureColorUniforms();
2826            setupDrawColorFilterUniforms();
2827            setupDrawTexture(layer->getTexture());
2828            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2829                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2830                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2831
2832                layer->setFilter(GL_NEAREST);
2833                setupDrawModelViewTranslate(tx, ty,
2834                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2835            } else {
2836                layer->setFilter(GL_LINEAR);
2837                setupDrawModelViewTranslate(x, y,
2838                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2839            }
2840            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2841
2842            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2843                    GL_UNSIGNED_SHORT, layer->meshIndices);
2844
2845            finishDrawTexture();
2846
2847#if DEBUG_LAYERS_AS_REGIONS
2848            drawRegionRects(layer->region);
2849#endif
2850        }
2851
2852        mDrawModifiers.mColorFilter = oldFilter;
2853
2854        if (layer->debugDrawUpdate) {
2855            layer->debugDrawUpdate = false;
2856            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2857                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2858        }
2859    }
2860
2861    if (transform && !transform->isIdentity()) {
2862        restore();
2863    }
2864
2865    return DrawGlInfo::kStatusDrew;
2866}
2867
2868///////////////////////////////////////////////////////////////////////////////
2869// Shaders
2870///////////////////////////////////////////////////////////////////////////////
2871
2872void OpenGLRenderer::resetShader() {
2873    mDrawModifiers.mShader = NULL;
2874}
2875
2876void OpenGLRenderer::setupShader(SkiaShader* shader) {
2877    mDrawModifiers.mShader = shader;
2878    if (mDrawModifiers.mShader) {
2879        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2880    }
2881}
2882
2883///////////////////////////////////////////////////////////////////////////////
2884// Color filters
2885///////////////////////////////////////////////////////////////////////////////
2886
2887void OpenGLRenderer::resetColorFilter() {
2888    mDrawModifiers.mColorFilter = NULL;
2889}
2890
2891void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2892    mDrawModifiers.mColorFilter = filter;
2893}
2894
2895///////////////////////////////////////////////////////////////////////////////
2896// Drop shadow
2897///////////////////////////////////////////////////////////////////////////////
2898
2899void OpenGLRenderer::resetShadow() {
2900    mDrawModifiers.mHasShadow = false;
2901}
2902
2903void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2904    mDrawModifiers.mHasShadow = true;
2905    mDrawModifiers.mShadowRadius = radius;
2906    mDrawModifiers.mShadowDx = dx;
2907    mDrawModifiers.mShadowDy = dy;
2908    mDrawModifiers.mShadowColor = color;
2909}
2910
2911///////////////////////////////////////////////////////////////////////////////
2912// Draw filters
2913///////////////////////////////////////////////////////////////////////////////
2914
2915void OpenGLRenderer::resetPaintFilter() {
2916    mDrawModifiers.mHasDrawFilter = false;
2917}
2918
2919void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2920    mDrawModifiers.mHasDrawFilter = true;
2921    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2922    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2923}
2924
2925SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2926    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) return paint;
2927
2928    uint32_t flags = paint->getFlags();
2929
2930    mFilteredPaint = *paint;
2931    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
2932            mDrawModifiers.mPaintFilterSetBits);
2933
2934    return &mFilteredPaint;
2935}
2936
2937///////////////////////////////////////////////////////////////////////////////
2938// Drawing implementation
2939///////////////////////////////////////////////////////////////////////////////
2940
2941void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2942        float x, float y, SkPaint* paint) {
2943    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2944        return;
2945    }
2946
2947    int alpha;
2948    SkXfermode::Mode mode;
2949    getAlphaAndMode(paint, &alpha, &mode);
2950
2951    setupDraw();
2952    setupDrawWithTexture(true);
2953    setupDrawAlpha8Color(paint->getColor(), alpha);
2954    setupDrawColorFilter();
2955    setupDrawShader();
2956    setupDrawBlending(true, mode);
2957    setupDrawProgram();
2958    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2959    setupDrawTexture(texture->id);
2960    setupDrawPureColorUniforms();
2961    setupDrawColorFilterUniforms();
2962    setupDrawShaderUniforms();
2963    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2964
2965    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2966
2967    finishDrawTexture();
2968}
2969
2970// Same values used by Skia
2971#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2972#define kStdUnderline_Offset    (1.0f / 9.0f)
2973#define kStdUnderline_Thickness (1.0f / 18.0f)
2974
2975void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2976        float x, float y, SkPaint* paint) {
2977    // Handle underline and strike-through
2978    uint32_t flags = paint->getFlags();
2979    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2980        SkPaint paintCopy(*paint);
2981        float underlineWidth = length;
2982        // If length is > 0.0f, we already measured the text for the text alignment
2983        if (length <= 0.0f) {
2984            underlineWidth = paintCopy.measureText(text, bytesCount);
2985        }
2986
2987        if (CC_LIKELY(underlineWidth > 0.0f)) {
2988            const float textSize = paintCopy.getTextSize();
2989            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2990
2991            const float left = x;
2992            float top = 0.0f;
2993
2994            int linesCount = 0;
2995            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2996            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2997
2998            const int pointsCount = 4 * linesCount;
2999            float points[pointsCount];
3000            int currentPoint = 0;
3001
3002            if (flags & SkPaint::kUnderlineText_Flag) {
3003                top = y + textSize * kStdUnderline_Offset;
3004                points[currentPoint++] = left;
3005                points[currentPoint++] = top;
3006                points[currentPoint++] = left + underlineWidth;
3007                points[currentPoint++] = top;
3008            }
3009
3010            if (flags & SkPaint::kStrikeThruText_Flag) {
3011                top = y + textSize * kStdStrikeThru_Offset;
3012                points[currentPoint++] = left;
3013                points[currentPoint++] = top;
3014                points[currentPoint++] = left + underlineWidth;
3015                points[currentPoint++] = top;
3016            }
3017
3018            paintCopy.setStrokeWidth(strokeWidth);
3019
3020            drawLines(&points[0], pointsCount, &paintCopy);
3021        }
3022    }
3023}
3024
3025status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3026    if (mSnapshot->isIgnored()) {
3027        return DrawGlInfo::kStatusDone;
3028    }
3029
3030    int color = paint->getColor();
3031    // If a shader is set, preserve only the alpha
3032    if (mDrawModifiers.mShader) {
3033        color |= 0x00ffffff;
3034    }
3035    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3036
3037    return drawColorRects(rects, count, color, mode);
3038}
3039
3040status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3041        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3042
3043    float left = FLT_MAX;
3044    float top = FLT_MAX;
3045    float right = FLT_MIN;
3046    float bottom = FLT_MIN;
3047
3048    int vertexCount = 0;
3049    Vertex mesh[count * 6];
3050    Vertex* vertex = mesh;
3051
3052    for (int index = 0; index < count; index += 4) {
3053        float l = rects[index + 0];
3054        float t = rects[index + 1];
3055        float r = rects[index + 2];
3056        float b = rects[index + 3];
3057
3058        if (ignoreTransform || !quickRejectNoScissor(left, top, right, bottom)) {
3059            Vertex::set(vertex++, l, b);
3060            Vertex::set(vertex++, l, t);
3061            Vertex::set(vertex++, r, t);
3062            Vertex::set(vertex++, l, b);
3063            Vertex::set(vertex++, r, t);
3064            Vertex::set(vertex++, r, b);
3065
3066            vertexCount += 6;
3067
3068            left = fminf(left, l);
3069            top = fminf(top, t);
3070            right = fmaxf(right, r);
3071            bottom = fmaxf(bottom, b);
3072        }
3073    }
3074
3075    if (count == 0 || (clip && quickReject(left, top, right, bottom))) {
3076        return DrawGlInfo::kStatusDone;
3077    }
3078
3079    setupDraw();
3080    setupDrawNoTexture();
3081    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3082    setupDrawShader();
3083    setupDrawColorFilter();
3084    setupDrawBlending(mode);
3085    setupDrawProgram();
3086    setupDrawDirtyRegionsDisabled();
3087    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3088    setupDrawColorUniforms();
3089    setupDrawShaderUniforms();
3090    setupDrawColorFilterUniforms();
3091    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3092
3093    if (dirty && hasLayer()) {
3094        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
3095    }
3096
3097    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3098
3099    return DrawGlInfo::kStatusDrew;
3100}
3101
3102void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3103        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3104    // If a shader is set, preserve only the alpha
3105    if (mDrawModifiers.mShader) {
3106        color |= 0x00ffffff;
3107    }
3108
3109    setupDraw();
3110    setupDrawNoTexture();
3111    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3112    setupDrawShader();
3113    setupDrawColorFilter();
3114    setupDrawBlending(mode);
3115    setupDrawProgram();
3116    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3117    setupDrawColorUniforms();
3118    setupDrawShaderUniforms(ignoreTransform);
3119    setupDrawColorFilterUniforms();
3120    setupDrawSimpleMesh();
3121
3122    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3123}
3124
3125void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3126        Texture* texture, SkPaint* paint) {
3127    int alpha;
3128    SkXfermode::Mode mode;
3129    getAlphaAndMode(paint, &alpha, &mode);
3130
3131    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3132
3133    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
3134        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
3135        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
3136
3137        texture->setFilter(GL_NEAREST, true);
3138        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3139                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3140                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3141    } else {
3142        texture->setFilter(FILTER(paint), true);
3143        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3144                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3145                GL_TRIANGLE_STRIP, gMeshCount);
3146    }
3147}
3148
3149void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3150        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3151    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3152            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3153}
3154
3155void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3156        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3157        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3158        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3159
3160    setupDraw();
3161    setupDrawWithTexture();
3162    setupDrawColor(alpha, alpha, alpha, alpha);
3163    setupDrawColorFilter();
3164    setupDrawBlending(blend, mode, swapSrcDst);
3165    setupDrawProgram();
3166    if (!dirty) setupDrawDirtyRegionsDisabled();
3167    if (!ignoreScale) {
3168        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3169    } else {
3170        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3171    }
3172    setupDrawTexture(texture);
3173    setupDrawPureColorUniforms();
3174    setupDrawColorFilterUniforms();
3175    setupDrawMesh(vertices, texCoords, vbo);
3176
3177    glDrawArrays(drawMode, 0, elementsCount);
3178
3179    finishDrawTexture();
3180}
3181
3182void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3183        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3184        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3185        bool ignoreTransform, bool dirty) {
3186
3187    setupDraw();
3188    setupDrawWithTexture(true);
3189    if (hasColor) {
3190        setupDrawAlpha8Color(color, alpha);
3191    }
3192    setupDrawColorFilter();
3193    setupDrawShader();
3194    setupDrawBlending(true, mode);
3195    setupDrawProgram();
3196    if (!dirty) setupDrawDirtyRegionsDisabled();
3197    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3198    setupDrawTexture(texture);
3199    setupDrawPureColorUniforms();
3200    setupDrawColorFilterUniforms();
3201    setupDrawShaderUniforms();
3202    setupDrawMesh(vertices, texCoords);
3203
3204    glDrawArrays(drawMode, 0, elementsCount);
3205
3206    finishDrawTexture();
3207}
3208
3209void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3210        ProgramDescription& description, bool swapSrcDst) {
3211    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3212
3213    if (blend) {
3214        // These blend modes are not supported by OpenGL directly and have
3215        // to be implemented using shaders. Since the shader will perform
3216        // the blending, turn blending off here
3217        // If the blend mode cannot be implemented using shaders, fall
3218        // back to the default SrcOver blend mode instead
3219        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3220            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3221                description.framebufferMode = mode;
3222                description.swapSrcDst = swapSrcDst;
3223
3224                if (mCaches.blend) {
3225                    glDisable(GL_BLEND);
3226                    mCaches.blend = false;
3227                }
3228
3229                return;
3230            } else {
3231                mode = SkXfermode::kSrcOver_Mode;
3232            }
3233        }
3234
3235        if (!mCaches.blend) {
3236            glEnable(GL_BLEND);
3237        }
3238
3239        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3240        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3241
3242        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3243            glBlendFunc(sourceMode, destMode);
3244            mCaches.lastSrcMode = sourceMode;
3245            mCaches.lastDstMode = destMode;
3246        }
3247    } else if (mCaches.blend) {
3248        glDisable(GL_BLEND);
3249    }
3250    mCaches.blend = blend;
3251}
3252
3253bool OpenGLRenderer::useProgram(Program* program) {
3254    if (!program->isInUse()) {
3255        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3256        program->use();
3257        mCaches.currentProgram = program;
3258        return false;
3259    }
3260    return true;
3261}
3262
3263void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3264    TextureVertex* v = &mMeshVertices[0];
3265    TextureVertex::setUV(v++, u1, v1);
3266    TextureVertex::setUV(v++, u2, v1);
3267    TextureVertex::setUV(v++, u1, v2);
3268    TextureVertex::setUV(v++, u2, v2);
3269}
3270
3271void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3272    getAlphaAndModeDirect(paint, alpha,  mode);
3273    *alpha *= mSnapshot->alpha;
3274}
3275
3276}; // namespace uirenderer
3277}; // namespace android
3278