OpenGLRenderer.cpp revision 9cd645121584bc167b3fab61b1ed89ddc4631365
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DeferredDisplayList.h"
36#include "DisplayListRenderer.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    mDrawModifiers.mShader = NULL;
116    mDrawModifiers.mColorFilter = NULL;
117    mDrawModifiers.mHasShadow = false;
118    mDrawModifiers.mHasDrawFilter = false;
119
120    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
121
122    mFirstSnapshot = new Snapshot;
123    mFrameStarted = false;
124
125    mScissorOptimizationDisabled = false;
126}
127
128OpenGLRenderer::~OpenGLRenderer() {
129    // The context has already been destroyed at this point, do not call
130    // GL APIs. All GL state should be kept in Caches.h
131}
132
133void OpenGLRenderer::initProperties() {
134    char property[PROPERTY_VALUE_MAX];
135    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
136        mScissorOptimizationDisabled = !strcasecmp(property, "true");
137        INIT_LOGD("  Scissor optimization %s",
138                mScissorOptimizationDisabled ? "disabled" : "enabled");
139    } else {
140        INIT_LOGD("  Scissor optimization enabled");
141    }
142}
143
144///////////////////////////////////////////////////////////////////////////////
145// Setup
146///////////////////////////////////////////////////////////////////////////////
147
148void OpenGLRenderer::setName(const char* name) {
149    if (name) {
150        mName.setTo(name);
151    } else {
152        mName.clear();
153    }
154}
155
156const char* OpenGLRenderer::getName() const {
157    return mName.string();
158}
159
160bool OpenGLRenderer::isDeferred() {
161    return false;
162}
163
164void OpenGLRenderer::setViewport(int width, int height) {
165    initViewport(width, height);
166
167    glDisable(GL_DITHER);
168    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
169
170    glEnableVertexAttribArray(Program::kBindingPosition);
171}
172
173void OpenGLRenderer::initViewport(int width, int height) {
174    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
175
176    mWidth = width;
177    mHeight = height;
178
179    mFirstSnapshot->height = height;
180    mFirstSnapshot->viewport.set(0, 0, width, height);
181}
182
183void OpenGLRenderer::setupFrameState(float left, float top,
184        float right, float bottom, bool opaque) {
185    mCaches.clearGarbage();
186
187    mOpaque = opaque;
188    mSnapshot = new Snapshot(mFirstSnapshot,
189            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
190    mSnapshot->fbo = getTargetFbo();
191    mSaveCount = 1;
192
193    mSnapshot->setClip(left, top, right, bottom);
194    mTilingClip.set(left, top, right, bottom);
195}
196
197status_t OpenGLRenderer::startFrame() {
198    if (mFrameStarted) return DrawGlInfo::kStatusDone;
199    mFrameStarted = true;
200
201    mDirtyClip = true;
202
203    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
204
205    glViewport(0, 0, mWidth, mHeight);
206
207    // Functors break the tiling extension in pretty spectacular ways
208    // This ensures we don't use tiling when a functor is going to be
209    // invoked during the frame
210    mSuppressTiling = mCaches.hasRegisteredFunctors();
211
212    startTiling(mSnapshot, true);
213
214    debugOverdraw(true, true);
215
216    return clear(mTilingClip.left, mTilingClip.top,
217            mTilingClip.right, mTilingClip.bottom, mOpaque);
218}
219
220status_t OpenGLRenderer::prepare(bool opaque) {
221    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
222}
223
224status_t OpenGLRenderer::prepareDirty(float left, float top,
225        float right, float bottom, bool opaque) {
226    setupFrameState(left, top, right, bottom, opaque);
227
228    // Layer renderers will start the frame immediately
229    // The framebuffer renderer will first defer the display list
230    // for each layer and wait until the first drawing command
231    // to start the frame
232    if (mSnapshot->fbo == 0) {
233        syncState();
234        updateLayers();
235    } else {
236        return startFrame();
237    }
238
239    return DrawGlInfo::kStatusDone;
240}
241
242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
243    // If we know that we are going to redraw the entire framebuffer,
244    // perform a discard to let the driver know we don't need to preserve
245    // the back buffer for this frame.
246    if (mExtensions.hasDiscardFramebuffer() &&
247            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
248        const bool isFbo = getTargetFbo() == 0;
249        const GLenum attachments[] = {
250                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
251                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
252        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
253    }
254}
255
256status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
257    if (!opaque) {
258        mCaches.enableScissor();
259        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
260        glClear(GL_COLOR_BUFFER_BIT);
261        return DrawGlInfo::kStatusDrew;
262    }
263
264    mCaches.resetScissor();
265    return DrawGlInfo::kStatusDone;
266}
267
268void OpenGLRenderer::syncState() {
269    if (mCaches.blend) {
270        glEnable(GL_BLEND);
271    } else {
272        glDisable(GL_BLEND);
273    }
274}
275
276void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
277    if (!mSuppressTiling) {
278        Rect* clip = &mTilingClip;
279        if (s->flags & Snapshot::kFlagFboTarget) {
280            clip = &(s->layer->clipRect);
281        }
282
283        startTiling(*clip, s->height, opaque);
284    }
285}
286
287void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
288    if (!mSuppressTiling) {
289        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
290                clip.right - clip.left, clip.bottom - clip.top, opaque);
291    }
292}
293
294void OpenGLRenderer::endTiling() {
295    if (!mSuppressTiling) mCaches.endTiling();
296}
297
298void OpenGLRenderer::finish() {
299    renderOverdraw();
300    endTiling();
301
302    // When finish() is invoked on FBO 0 we've reached the end
303    // of the current frame
304    if (getTargetFbo() == 0) {
305        mCaches.pathCache.trim();
306    }
307
308    if (!suppressErrorChecks()) {
309#if DEBUG_OPENGL
310        GLenum status = GL_NO_ERROR;
311        while ((status = glGetError()) != GL_NO_ERROR) {
312            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
313            switch (status) {
314                case GL_INVALID_ENUM:
315                    ALOGE("  GL_INVALID_ENUM");
316                    break;
317                case GL_INVALID_VALUE:
318                    ALOGE("  GL_INVALID_VALUE");
319                    break;
320                case GL_INVALID_OPERATION:
321                    ALOGE("  GL_INVALID_OPERATION");
322                    break;
323                case GL_OUT_OF_MEMORY:
324                    ALOGE("  Out of memory!");
325                    break;
326            }
327        }
328#endif
329
330#if DEBUG_MEMORY_USAGE
331        mCaches.dumpMemoryUsage();
332#else
333        if (mCaches.getDebugLevel() & kDebugMemory) {
334            mCaches.dumpMemoryUsage();
335        }
336#endif
337    }
338
339    mFrameStarted = false;
340}
341
342void OpenGLRenderer::interrupt() {
343    if (mCaches.currentProgram) {
344        if (mCaches.currentProgram->isInUse()) {
345            mCaches.currentProgram->remove();
346            mCaches.currentProgram = NULL;
347        }
348    }
349    mCaches.unbindMeshBuffer();
350    mCaches.unbindIndicesBuffer();
351    mCaches.resetVertexPointers();
352    mCaches.disableTexCoordsVertexArray();
353    debugOverdraw(false, false);
354}
355
356void OpenGLRenderer::resume() {
357    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
358    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
359    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
360    debugOverdraw(true, false);
361
362    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
363
364    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
365    mCaches.enableScissor();
366    mCaches.resetScissor();
367    dirtyClip();
368
369    mCaches.activeTexture(0);
370
371    mCaches.blend = true;
372    glEnable(GL_BLEND);
373    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
374    glBlendEquation(GL_FUNC_ADD);
375}
376
377void OpenGLRenderer::resumeAfterLayer() {
378    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
379    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
380    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
381    debugOverdraw(true, false);
382
383    mCaches.resetScissor();
384    dirtyClip();
385}
386
387void OpenGLRenderer::detachFunctor(Functor* functor) {
388    mFunctors.remove(functor);
389}
390
391void OpenGLRenderer::attachFunctor(Functor* functor) {
392    mFunctors.add(functor);
393}
394
395status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
396    status_t result = DrawGlInfo::kStatusDone;
397    size_t count = mFunctors.size();
398
399    if (count > 0) {
400        interrupt();
401        SortedVector<Functor*> functors(mFunctors);
402        mFunctors.clear();
403
404        DrawGlInfo info;
405        info.clipLeft = 0;
406        info.clipTop = 0;
407        info.clipRight = 0;
408        info.clipBottom = 0;
409        info.isLayer = false;
410        info.width = 0;
411        info.height = 0;
412        memset(info.transform, 0, sizeof(float) * 16);
413
414        for (size_t i = 0; i < count; i++) {
415            Functor* f = functors.itemAt(i);
416            result |= (*f)(DrawGlInfo::kModeProcess, &info);
417
418            if (result & DrawGlInfo::kStatusDraw) {
419                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
420                dirty.unionWith(localDirty);
421            }
422
423            if (result & DrawGlInfo::kStatusInvoke) {
424                mFunctors.add(f);
425            }
426        }
427        resume();
428    }
429
430    return result;
431}
432
433status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
434    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
435
436    interrupt();
437    detachFunctor(functor);
438
439    mCaches.enableScissor();
440    if (mDirtyClip) {
441        setScissorFromClip();
442    }
443
444    Rect clip(*mSnapshot->clipRect);
445    clip.snapToPixelBoundaries();
446
447    // Since we don't know what the functor will draw, let's dirty
448    // tne entire clip region
449    if (hasLayer()) {
450        dirtyLayerUnchecked(clip, getRegion());
451    }
452
453    DrawGlInfo info;
454    info.clipLeft = clip.left;
455    info.clipTop = clip.top;
456    info.clipRight = clip.right;
457    info.clipBottom = clip.bottom;
458    info.isLayer = hasLayer();
459    info.width = getSnapshot()->viewport.getWidth();
460    info.height = getSnapshot()->height;
461    getSnapshot()->transform->copyTo(&info.transform[0]);
462
463    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
464
465    if (result != DrawGlInfo::kStatusDone) {
466        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
467        dirty.unionWith(localDirty);
468
469        if (result & DrawGlInfo::kStatusInvoke) {
470            mFunctors.add(functor);
471        }
472    }
473
474    resume();
475    return result;
476}
477
478///////////////////////////////////////////////////////////////////////////////
479// Debug
480///////////////////////////////////////////////////////////////////////////////
481
482void OpenGLRenderer::eventMark(const char* name) const {
483    mCaches.eventMark(0, name);
484}
485
486void OpenGLRenderer::startMark(const char* name) const {
487    mCaches.startMark(0, name);
488}
489
490void OpenGLRenderer::endMark() const {
491    mCaches.endMark();
492}
493
494void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
495    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
496        if (clear) {
497            mCaches.disableScissor();
498            mCaches.stencil.clear();
499        }
500        if (enable) {
501            mCaches.stencil.enableDebugWrite();
502        } else {
503            mCaches.stencil.disable();
504        }
505    }
506}
507
508void OpenGLRenderer::renderOverdraw() {
509    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
510        const Rect* clip = &mTilingClip;
511
512        mCaches.enableScissor();
513        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
514                clip->right - clip->left, clip->bottom - clip->top);
515
516        mCaches.stencil.enableDebugTest(2);
517        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
518        mCaches.stencil.enableDebugTest(3);
519        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
520        mCaches.stencil.enableDebugTest(4);
521        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
522        mCaches.stencil.enableDebugTest(4, true);
523        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
524        mCaches.stencil.disable();
525    }
526}
527
528///////////////////////////////////////////////////////////////////////////////
529// Layers
530///////////////////////////////////////////////////////////////////////////////
531
532bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
533    if (layer->deferredUpdateScheduled && layer->renderer &&
534            layer->displayList && layer->displayList->isRenderable()) {
535        Rect& dirty = layer->dirtyRect;
536
537        if (inFrame) {
538            endTiling();
539            debugOverdraw(false, false);
540        }
541
542        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
543            OpenGLRenderer* renderer = layer->renderer;
544            renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
545            renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom,
546                    !layer->isBlend());
547            renderer->drawDisplayList(layer->displayList, dirty,
548                    DisplayList::kReplayFlag_ClipChildren);
549            renderer->finish();
550        } else {
551            layer->defer();
552        }
553
554        if (inFrame) {
555            resumeAfterLayer();
556            startTiling(mSnapshot);
557        }
558
559        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
560            dirty.setEmpty();
561            layer->renderer = NULL;
562        }
563
564        layer->deferredUpdateScheduled = false;
565        layer->displayList = NULL;
566        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
567
568        return true;
569    }
570
571    return false;
572}
573
574void OpenGLRenderer::updateLayers() {
575    // If draw deferring is enabled this method will simply defer
576    // the display list of each individual layer. The layers remain
577    // in the layer updates list which will be cleared by flushLayers().
578    int count = mLayerUpdates.size();
579    if (count > 0) {
580        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
581            startMark("Layer Updates");
582        } else {
583            startMark("Defer Layer Updates");
584        }
585
586        // Note: it is very important to update the layers in reverse order
587        for (int i = count - 1; i >= 0; i--) {
588            Layer* layer = mLayerUpdates.itemAt(i);
589            updateLayer(layer, false);
590            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
591                mCaches.resourceCache.decrementRefcount(layer);
592            }
593        }
594
595        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
596            mLayerUpdates.clear();
597            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
598        }
599        endMark();
600    }
601}
602
603void OpenGLRenderer::flushLayers() {
604    int count = mLayerUpdates.size();
605    if (count > 0) {
606        startMark("Apply Layer Updates");
607        char layerName[12];
608
609        // Note: it is very important to update the layers in reverse order
610        for (int i = count - 1; i >= 0; i--) {
611            sprintf(layerName, "Layer #%d", i);
612            startMark(layerName); {
613                Layer* layer = mLayerUpdates.itemAt(i);
614                layer->flush();
615                mCaches.resourceCache.decrementRefcount(layer);
616            }
617            endMark();
618        }
619
620        mLayerUpdates.clear();
621        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
622
623        endMark();
624    }
625}
626
627void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
628    if (layer) {
629        mLayerUpdates.push_back(layer);
630        mCaches.resourceCache.incrementRefcount(layer);
631    }
632}
633
634void OpenGLRenderer::clearLayerUpdates() {
635    size_t count = mLayerUpdates.size();
636    if (count > 0) {
637        mCaches.resourceCache.lock();
638        for (size_t i = 0; i < count; i++) {
639            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
640        }
641        mCaches.resourceCache.unlock();
642        mLayerUpdates.clear();
643    }
644}
645
646///////////////////////////////////////////////////////////////////////////////
647// State management
648///////////////////////////////////////////////////////////////////////////////
649
650int OpenGLRenderer::getSaveCount() const {
651    return mSaveCount;
652}
653
654int OpenGLRenderer::save(int flags) {
655    return saveSnapshot(flags);
656}
657
658void OpenGLRenderer::restore() {
659    if (mSaveCount > 1) {
660        restoreSnapshot();
661    }
662}
663
664void OpenGLRenderer::restoreToCount(int saveCount) {
665    if (saveCount < 1) saveCount = 1;
666
667    while (mSaveCount > saveCount) {
668        restoreSnapshot();
669    }
670}
671
672int OpenGLRenderer::saveSnapshot(int flags) {
673    mSnapshot = new Snapshot(mSnapshot, flags);
674    return mSaveCount++;
675}
676
677bool OpenGLRenderer::restoreSnapshot() {
678    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
679    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
680    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
681
682    sp<Snapshot> current = mSnapshot;
683    sp<Snapshot> previous = mSnapshot->previous;
684
685    if (restoreOrtho) {
686        Rect& r = previous->viewport;
687        glViewport(r.left, r.top, r.right, r.bottom);
688        mOrthoMatrix.load(current->orthoMatrix);
689    }
690
691    mSaveCount--;
692    mSnapshot = previous;
693
694    if (restoreClip) {
695        dirtyClip();
696    }
697
698    if (restoreLayer) {
699        composeLayer(current, previous);
700    }
701
702    return restoreClip;
703}
704
705///////////////////////////////////////////////////////////////////////////////
706// Layers
707///////////////////////////////////////////////////////////////////////////////
708
709int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
710        int alpha, SkXfermode::Mode mode, int flags) {
711    const GLuint previousFbo = mSnapshot->fbo;
712    const int count = saveSnapshot(flags);
713
714    if (!mSnapshot->isIgnored()) {
715        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
716    }
717
718    return count;
719}
720
721void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
722    const Rect untransformedBounds(bounds);
723
724    currentTransform().mapRect(bounds);
725
726    // Layers only make sense if they are in the framebuffer's bounds
727    if (bounds.intersect(*mSnapshot->clipRect)) {
728        // We cannot work with sub-pixels in this case
729        bounds.snapToPixelBoundaries();
730
731        // When the layer is not an FBO, we may use glCopyTexImage so we
732        // need to make sure the layer does not extend outside the bounds
733        // of the framebuffer
734        if (!bounds.intersect(mSnapshot->previous->viewport)) {
735            bounds.setEmpty();
736        } else if (fboLayer) {
737            clip.set(bounds);
738            mat4 inverse;
739            inverse.loadInverse(currentTransform());
740            inverse.mapRect(clip);
741            clip.snapToPixelBoundaries();
742            if (clip.intersect(untransformedBounds)) {
743                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
744                bounds.set(untransformedBounds);
745            } else {
746                clip.setEmpty();
747            }
748        }
749    } else {
750        bounds.setEmpty();
751    }
752}
753
754void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
755        bool fboLayer, int alpha) {
756    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
757            bounds.getHeight() > mCaches.maxTextureSize ||
758            (fboLayer && clip.isEmpty())) {
759        mSnapshot->empty = fboLayer;
760    } else {
761        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
762    }
763}
764
765int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
766        int alpha, SkXfermode::Mode mode, int flags) {
767    const GLuint previousFbo = mSnapshot->fbo;
768    const int count = saveSnapshot(flags);
769
770    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
771        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
772        // operations will be able to store and restore the current clip and transform info, and
773        // quick rejection will be correct (for display lists)
774
775        Rect bounds(left, top, right, bottom);
776        Rect clip;
777        calculateLayerBoundsAndClip(bounds, clip, true);
778        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
779
780        if (!mSnapshot->isIgnored()) {
781            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
782            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
783        }
784    }
785
786    return count;
787}
788
789
790/**
791 * Layers are viewed by Skia are slightly different than layers in image editing
792 * programs (for instance.) When a layer is created, previously created layers
793 * and the frame buffer still receive every drawing command. For instance, if a
794 * layer is created and a shape intersecting the bounds of the layers and the
795 * framebuffer is draw, the shape will be drawn on both (unless the layer was
796 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
797 *
798 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
799 * texture. Unfortunately, this is inefficient as it requires every primitive to
800 * be drawn n + 1 times, where n is the number of active layers. In practice this
801 * means, for every primitive:
802 *   - Switch active frame buffer
803 *   - Change viewport, clip and projection matrix
804 *   - Issue the drawing
805 *
806 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
807 * To avoid this, layers are implemented in a different way here, at least in the
808 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
809 * is set. When this flag is set we can redirect all drawing operations into a
810 * single FBO.
811 *
812 * This implementation relies on the frame buffer being at least RGBA 8888. When
813 * a layer is created, only a texture is created, not an FBO. The content of the
814 * frame buffer contained within the layer's bounds is copied into this texture
815 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
816 * buffer and drawing continues as normal. This technique therefore treats the
817 * frame buffer as a scratch buffer for the layers.
818 *
819 * To compose the layers back onto the frame buffer, each layer texture
820 * (containing the original frame buffer data) is drawn as a simple quad over
821 * the frame buffer. The trick is that the quad is set as the composition
822 * destination in the blending equation, and the frame buffer becomes the source
823 * of the composition.
824 *
825 * Drawing layers with an alpha value requires an extra step before composition.
826 * An empty quad is drawn over the layer's region in the frame buffer. This quad
827 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
828 * quad is used to multiply the colors in the frame buffer. This is achieved by
829 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
830 * GL_ZERO, GL_SRC_ALPHA.
831 *
832 * Because glCopyTexImage2D() can be slow, an alternative implementation might
833 * be use to draw a single clipped layer. The implementation described above
834 * is correct in every case.
835 *
836 * (1) The frame buffer is actually not cleared right away. To allow the GPU
837 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
838 *     buffer is left untouched until the first drawing operation. Only when
839 *     something actually gets drawn are the layers regions cleared.
840 */
841bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
842        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
843    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
844    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
845
846    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
847
848    // Window coordinates of the layer
849    Rect clip;
850    Rect bounds(left, top, right, bottom);
851    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
852    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
853
854    // Bail out if we won't draw in this snapshot
855    if (mSnapshot->isIgnored()) {
856        return false;
857    }
858
859    mCaches.activeTexture(0);
860    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
861    if (!layer) {
862        return false;
863    }
864
865    layer->setAlpha(alpha, mode);
866    layer->layer.set(bounds);
867    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
868            bounds.getWidth() / float(layer->getWidth()), 0.0f);
869    layer->setColorFilter(mDrawModifiers.mColorFilter);
870    layer->setBlend(true);
871    layer->setDirty(false);
872
873    // Save the layer in the snapshot
874    mSnapshot->flags |= Snapshot::kFlagIsLayer;
875    mSnapshot->layer = layer;
876
877    if (fboLayer) {
878        return createFboLayer(layer, bounds, clip, previousFbo);
879    } else {
880        // Copy the framebuffer into the layer
881        layer->bindTexture();
882        if (!bounds.isEmpty()) {
883            if (layer->isEmpty()) {
884                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
885                        bounds.left, mSnapshot->height - bounds.bottom,
886                        layer->getWidth(), layer->getHeight(), 0);
887                layer->setEmpty(false);
888            } else {
889                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
890                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
891            }
892
893            // Enqueue the buffer coordinates to clear the corresponding region later
894            mLayers.push(new Rect(bounds));
895        }
896    }
897
898    return true;
899}
900
901bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
902    layer->clipRect.set(clip);
903    layer->setFbo(mCaches.fboCache.get());
904
905    mSnapshot->region = &mSnapshot->layer->region;
906    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
907            Snapshot::kFlagDirtyOrtho;
908    mSnapshot->fbo = layer->getFbo();
909    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
910    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
911    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
912    mSnapshot->height = bounds.getHeight();
913    mSnapshot->orthoMatrix.load(mOrthoMatrix);
914
915    endTiling();
916    debugOverdraw(false, false);
917    // Bind texture to FBO
918    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
919    layer->bindTexture();
920
921    // Initialize the texture if needed
922    if (layer->isEmpty()) {
923        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
924        layer->setEmpty(false);
925    }
926
927    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
928            layer->getTexture(), 0);
929
930    startTiling(mSnapshot, true);
931
932    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
933    mCaches.enableScissor();
934    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
935            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
936    glClear(GL_COLOR_BUFFER_BIT);
937
938    dirtyClip();
939
940    // Change the ortho projection
941    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
942    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
943
944    return true;
945}
946
947/**
948 * Read the documentation of createLayer() before doing anything in this method.
949 */
950void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
951    if (!current->layer) {
952        ALOGE("Attempting to compose a layer that does not exist");
953        return;
954    }
955
956    Layer* layer = current->layer;
957    const Rect& rect = layer->layer;
958    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
959
960    if (fboLayer) {
961        endTiling();
962
963        // Detach the texture from the FBO
964        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
965
966        layer->removeFbo(false);
967
968        // Unbind current FBO and restore previous one
969        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
970        debugOverdraw(true, false);
971
972        startTiling(previous);
973    }
974
975    if (!fboLayer && layer->getAlpha() < 255) {
976        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
977                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
978        // Required below, composeLayerRect() will divide by 255
979        layer->setAlpha(255);
980    }
981
982    mCaches.unbindMeshBuffer();
983
984    mCaches.activeTexture(0);
985
986    // When the layer is stored in an FBO, we can save a bit of fillrate by
987    // drawing only the dirty region
988    if (fboLayer) {
989        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
990        if (layer->getColorFilter()) {
991            setupColorFilter(layer->getColorFilter());
992        }
993        composeLayerRegion(layer, rect);
994        if (layer->getColorFilter()) {
995            resetColorFilter();
996        }
997    } else if (!rect.isEmpty()) {
998        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
999        composeLayerRect(layer, rect, true);
1000    }
1001
1002    dirtyClip();
1003
1004    // Failing to add the layer to the cache should happen only if the layer is too large
1005    if (!mCaches.layerCache.put(layer)) {
1006        LAYER_LOGD("Deleting layer");
1007        Caches::getInstance().resourceCache.decrementRefcount(layer);
1008    }
1009}
1010
1011void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1012    float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1013
1014    setupDraw();
1015    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1016        setupDrawWithTexture();
1017    } else {
1018        setupDrawWithExternalTexture();
1019    }
1020    setupDrawTextureTransform();
1021    setupDrawColor(alpha, alpha, alpha, alpha);
1022    setupDrawColorFilter();
1023    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1024    setupDrawProgram();
1025    setupDrawPureColorUniforms();
1026    setupDrawColorFilterUniforms();
1027    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1028        setupDrawTexture(layer->getTexture());
1029    } else {
1030        setupDrawExternalTexture(layer->getTexture());
1031    }
1032    if (currentTransform().isPureTranslate() &&
1033            layer->getWidth() == (uint32_t) rect.getWidth() &&
1034            layer->getHeight() == (uint32_t) rect.getHeight()) {
1035        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1036        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1037
1038        layer->setFilter(GL_NEAREST);
1039        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1040    } else {
1041        layer->setFilter(GL_LINEAR);
1042        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1043    }
1044    setupDrawTextureTransformUniforms(layer->getTexTransform());
1045    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1046
1047    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1048
1049    finishDrawTexture();
1050}
1051
1052void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1053    if (!layer->isTextureLayer()) {
1054        const Rect& texCoords = layer->texCoords;
1055        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1056                texCoords.right, texCoords.bottom);
1057
1058        float x = rect.left;
1059        float y = rect.top;
1060        bool simpleTransform = currentTransform().isPureTranslate() &&
1061                layer->getWidth() == (uint32_t) rect.getWidth() &&
1062                layer->getHeight() == (uint32_t) rect.getHeight();
1063
1064        if (simpleTransform) {
1065            // When we're swapping, the layer is already in screen coordinates
1066            if (!swap) {
1067                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1068                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1069            }
1070
1071            layer->setFilter(GL_NEAREST, true);
1072        } else {
1073            layer->setFilter(GL_LINEAR, true);
1074        }
1075
1076        float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1077        bool blend = layer->isBlend() || alpha < 1.0f;
1078        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1079                layer->getTexture(), alpha, layer->getMode(), blend,
1080                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1081                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1082
1083        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1084    } else {
1085        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1086        drawTextureLayer(layer, rect);
1087        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1088    }
1089}
1090
1091void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1092    if (layer->region.isRect()) {
1093        layer->setRegionAsRect();
1094
1095        composeLayerRect(layer, layer->regionRect);
1096
1097        layer->region.clear();
1098        return;
1099    }
1100
1101    // TODO: See LayerRenderer.cpp::generateMesh() for important
1102    //       information about this implementation
1103    if (CC_LIKELY(!layer->region.isEmpty())) {
1104        size_t count;
1105        const android::Rect* rects;
1106        Region safeRegion;
1107        if (CC_LIKELY(hasRectToRectTransform())) {
1108            rects = layer->region.getArray(&count);
1109        } else {
1110            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1111            rects = safeRegion.getArray(&count);
1112        }
1113
1114        const float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1115        const float texX = 1.0f / float(layer->getWidth());
1116        const float texY = 1.0f / float(layer->getHeight());
1117        const float height = rect.getHeight();
1118
1119        setupDraw();
1120
1121        // We must get (and therefore bind) the region mesh buffer
1122        // after we setup drawing in case we need to mess with the
1123        // stencil buffer in setupDraw()
1124        TextureVertex* mesh = mCaches.getRegionMesh();
1125        GLsizei numQuads = 0;
1126
1127        setupDrawWithTexture();
1128        setupDrawColor(alpha, alpha, alpha, alpha);
1129        setupDrawColorFilter();
1130        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1131        setupDrawProgram();
1132        setupDrawDirtyRegionsDisabled();
1133        setupDrawPureColorUniforms();
1134        setupDrawColorFilterUniforms();
1135        setupDrawTexture(layer->getTexture());
1136        if (currentTransform().isPureTranslate()) {
1137            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1138            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1139
1140            layer->setFilter(GL_NEAREST);
1141            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1142        } else {
1143            layer->setFilter(GL_LINEAR);
1144            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1145        }
1146        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1147
1148        for (size_t i = 0; i < count; i++) {
1149            const android::Rect* r = &rects[i];
1150
1151            const float u1 = r->left * texX;
1152            const float v1 = (height - r->top) * texY;
1153            const float u2 = r->right * texX;
1154            const float v2 = (height - r->bottom) * texY;
1155
1156            // TODO: Reject quads outside of the clip
1157            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1158            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1159            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1160            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1161
1162            numQuads++;
1163
1164            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1165                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1166                numQuads = 0;
1167                mesh = mCaches.getRegionMesh();
1168            }
1169        }
1170
1171        if (numQuads > 0) {
1172            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1173        }
1174
1175        finishDrawTexture();
1176
1177#if DEBUG_LAYERS_AS_REGIONS
1178        drawRegionRects(layer->region);
1179#endif
1180
1181        layer->region.clear();
1182    }
1183}
1184
1185void OpenGLRenderer::drawRegionRects(const Region& region) {
1186#if DEBUG_LAYERS_AS_REGIONS
1187    size_t count;
1188    const android::Rect* rects = region.getArray(&count);
1189
1190    uint32_t colors[] = {
1191            0x7fff0000, 0x7f00ff00,
1192            0x7f0000ff, 0x7fff00ff,
1193    };
1194
1195    int offset = 0;
1196    int32_t top = rects[0].top;
1197
1198    for (size_t i = 0; i < count; i++) {
1199        if (top != rects[i].top) {
1200            offset ^= 0x2;
1201            top = rects[i].top;
1202        }
1203
1204        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1205        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1206                SkXfermode::kSrcOver_Mode);
1207    }
1208#endif
1209}
1210
1211void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1212        SkXfermode::Mode mode, bool dirty) {
1213    int count = 0;
1214    Vector<float> rects;
1215
1216    SkRegion::Iterator it(region);
1217    while (!it.done()) {
1218        const SkIRect& r = it.rect();
1219        rects.push(r.fLeft);
1220        rects.push(r.fTop);
1221        rects.push(r.fRight);
1222        rects.push(r.fBottom);
1223        count += 4;
1224        it.next();
1225    }
1226
1227    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1228}
1229
1230void OpenGLRenderer::dirtyLayer(const float left, const float top,
1231        const float right, const float bottom, const mat4 transform) {
1232    if (hasLayer()) {
1233        Rect bounds(left, top, right, bottom);
1234        transform.mapRect(bounds);
1235        dirtyLayerUnchecked(bounds, getRegion());
1236    }
1237}
1238
1239void OpenGLRenderer::dirtyLayer(const float left, const float top,
1240        const float right, const float bottom) {
1241    if (hasLayer()) {
1242        Rect bounds(left, top, right, bottom);
1243        dirtyLayerUnchecked(bounds, getRegion());
1244    }
1245}
1246
1247void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1248    if (bounds.intersect(*mSnapshot->clipRect)) {
1249        bounds.snapToPixelBoundaries();
1250        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1251        if (!dirty.isEmpty()) {
1252            region->orSelf(dirty);
1253        }
1254    }
1255}
1256
1257void OpenGLRenderer::clearLayerRegions() {
1258    const size_t count = mLayers.size();
1259    if (count == 0) return;
1260
1261    if (!mSnapshot->isIgnored()) {
1262        // Doing several glScissor/glClear here can negatively impact
1263        // GPUs with a tiler architecture, instead we draw quads with
1264        // the Clear blending mode
1265
1266        // The list contains bounds that have already been clipped
1267        // against their initial clip rect, and the current clip
1268        // is likely different so we need to disable clipping here
1269        bool scissorChanged = mCaches.disableScissor();
1270
1271        Vertex mesh[count * 6];
1272        Vertex* vertex = mesh;
1273
1274        for (uint32_t i = 0; i < count; i++) {
1275            Rect* bounds = mLayers.itemAt(i);
1276
1277            Vertex::set(vertex++, bounds->left, bounds->bottom);
1278            Vertex::set(vertex++, bounds->left, bounds->top);
1279            Vertex::set(vertex++, bounds->right, bounds->top);
1280            Vertex::set(vertex++, bounds->left, bounds->bottom);
1281            Vertex::set(vertex++, bounds->right, bounds->top);
1282            Vertex::set(vertex++, bounds->right, bounds->bottom);
1283
1284            delete bounds;
1285        }
1286        // We must clear the list of dirty rects before we
1287        // call setupDraw() to prevent stencil setup to do
1288        // the same thing again
1289        mLayers.clear();
1290
1291        setupDraw(false);
1292        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1293        setupDrawBlending(true, SkXfermode::kClear_Mode);
1294        setupDrawProgram();
1295        setupDrawPureColorUniforms();
1296        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1297        setupDrawVertices(&mesh[0].position[0]);
1298
1299        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1300
1301        if (scissorChanged) mCaches.enableScissor();
1302    } else {
1303        for (uint32_t i = 0; i < count; i++) {
1304            delete mLayers.itemAt(i);
1305        }
1306        mLayers.clear();
1307    }
1308}
1309
1310///////////////////////////////////////////////////////////////////////////////
1311// State Deferral
1312///////////////////////////////////////////////////////////////////////////////
1313
1314bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1315    const Rect& currentClip = *(mSnapshot->clipRect);
1316    const mat4& currentMatrix = *(mSnapshot->transform);
1317
1318    if (stateDeferFlags & kStateDeferFlag_Draw) {
1319        // state has bounds initialized in local coordinates
1320        if (!state.mBounds.isEmpty()) {
1321            currentMatrix.mapRect(state.mBounds);
1322            if (!state.mBounds.intersect(currentClip)) {
1323                // quick rejected
1324                return true;
1325            }
1326        } else {
1327            state.mBounds.set(currentClip);
1328        }
1329        state.mDrawModifiers = mDrawModifiers;
1330        state.mAlpha = mSnapshot->alpha;
1331    }
1332
1333    if (stateDeferFlags & kStateDeferFlag_Clip) {
1334        state.mClip.set(currentClip);
1335    } else {
1336        state.mClip.setEmpty();
1337    }
1338
1339    // transform always deferred
1340    state.mMatrix.load(currentMatrix);
1341    return false;
1342}
1343
1344void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, int stateDeferFlags) {
1345    currentTransform().load(state.mMatrix);
1346
1347    if (stateDeferFlags & kStateDeferFlag_Draw) {
1348        mDrawModifiers = state.mDrawModifiers;
1349        mSnapshot->alpha = state.mAlpha;
1350    }
1351
1352    if (!state.mClip.isEmpty()) {
1353        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1354        dirtyClip();
1355    }
1356}
1357
1358///////////////////////////////////////////////////////////////////////////////
1359// Transforms
1360///////////////////////////////////////////////////////////////////////////////
1361
1362void OpenGLRenderer::translate(float dx, float dy) {
1363    currentTransform().translate(dx, dy, 0.0f);
1364}
1365
1366void OpenGLRenderer::rotate(float degrees) {
1367    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1368}
1369
1370void OpenGLRenderer::scale(float sx, float sy) {
1371    currentTransform().scale(sx, sy, 1.0f);
1372}
1373
1374void OpenGLRenderer::skew(float sx, float sy) {
1375    currentTransform().skew(sx, sy);
1376}
1377
1378void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1379    if (matrix) {
1380        currentTransform().load(*matrix);
1381    } else {
1382        currentTransform().loadIdentity();
1383    }
1384}
1385
1386bool OpenGLRenderer::hasRectToRectTransform() {
1387    return CC_LIKELY(currentTransform().rectToRect());
1388}
1389
1390void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1391    currentTransform().copyTo(*matrix);
1392}
1393
1394void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1395    SkMatrix transform;
1396    currentTransform().copyTo(transform);
1397    transform.preConcat(*matrix);
1398    currentTransform().load(transform);
1399}
1400
1401///////////////////////////////////////////////////////////////////////////////
1402// Clipping
1403///////////////////////////////////////////////////////////////////////////////
1404
1405void OpenGLRenderer::setScissorFromClip() {
1406    Rect clip(*mSnapshot->clipRect);
1407    clip.snapToPixelBoundaries();
1408
1409    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1410            clip.getWidth(), clip.getHeight())) {
1411        mDirtyClip = false;
1412    }
1413}
1414
1415void OpenGLRenderer::ensureStencilBuffer() {
1416    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1417    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1418    // just hope we have one when hasLayer() returns false.
1419    if (hasLayer()) {
1420        attachStencilBufferToLayer(mSnapshot->layer);
1421    }
1422}
1423
1424void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1425    // The layer's FBO is already bound when we reach this stage
1426    if (!layer->getStencilRenderBuffer()) {
1427        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1428        // is attached after we initiated tiling. We must turn it off,
1429        // attach the new render buffer then turn tiling back on
1430        endTiling();
1431
1432        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1433                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1434        layer->setStencilRenderBuffer(buffer);
1435
1436        startTiling(layer->clipRect, layer->layer.getHeight());
1437    }
1438}
1439
1440void OpenGLRenderer::setStencilFromClip() {
1441    if (!mCaches.debugOverdraw) {
1442        if (!mSnapshot->clipRegion->isEmpty()) {
1443            // NOTE: The order here is important, we must set dirtyClip to false
1444            //       before any draw call to avoid calling back into this method
1445            mDirtyClip = false;
1446
1447            ensureStencilBuffer();
1448
1449            mCaches.stencil.enableWrite();
1450
1451            // Clear the stencil but first make sure we restrict drawing
1452            // to the region's bounds
1453            bool resetScissor = mCaches.enableScissor();
1454            if (resetScissor) {
1455                // The scissor was not set so we now need to update it
1456                setScissorFromClip();
1457            }
1458            mCaches.stencil.clear();
1459            if (resetScissor) mCaches.disableScissor();
1460
1461            // NOTE: We could use the region contour path to generate a smaller mesh
1462            //       Since we are using the stencil we could use the red book path
1463            //       drawing technique. It might increase bandwidth usage though.
1464
1465            // The last parameter is important: we are not drawing in the color buffer
1466            // so we don't want to dirty the current layer, if any
1467            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1468
1469            mCaches.stencil.enableTest();
1470
1471            // Draw the region used to generate the stencil if the appropriate debug
1472            // mode is enabled
1473            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1474                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1475            }
1476        } else {
1477            mCaches.stencil.disable();
1478        }
1479    }
1480}
1481
1482const Rect& OpenGLRenderer::getClipBounds() {
1483    return mSnapshot->getLocalClip();
1484}
1485
1486bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1487    if (mSnapshot->isIgnored()) {
1488        return true;
1489    }
1490
1491    Rect r(left, top, right, bottom);
1492    currentTransform().mapRect(r);
1493    r.snapToPixelBoundaries();
1494
1495    Rect clipRect(*mSnapshot->clipRect);
1496    clipRect.snapToPixelBoundaries();
1497
1498    return !clipRect.intersects(r);
1499}
1500
1501bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1502        Rect& transformed, Rect& clip) {
1503    if (mSnapshot->isIgnored()) {
1504        return true;
1505    }
1506
1507    transformed.set(left, top, right, bottom);
1508    currentTransform().mapRect(transformed);
1509    transformed.snapToPixelBoundaries();
1510
1511    clip.set(*mSnapshot->clipRect);
1512    clip.snapToPixelBoundaries();
1513
1514    return !clip.intersects(transformed);
1515}
1516
1517bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1518        SkPaint* paint) {
1519    if (paint->getStyle() != SkPaint::kFill_Style) {
1520        float outset = paint->getStrokeWidth() * 0.5f;
1521        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1522    } else {
1523        return quickReject(left, top, right, bottom);
1524    }
1525}
1526
1527bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1528    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1529        return true;
1530    }
1531
1532    Rect r(left, top, right, bottom);
1533    currentTransform().mapRect(r);
1534    r.snapToPixelBoundaries();
1535
1536    Rect clipRect(*mSnapshot->clipRect);
1537    clipRect.snapToPixelBoundaries();
1538
1539    bool rejected = !clipRect.intersects(r);
1540    if (!isDeferred() && !rejected) {
1541        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1542    }
1543
1544    return rejected;
1545}
1546
1547void OpenGLRenderer::debugClip() {
1548#if DEBUG_CLIP_REGIONS
1549    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1550        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1551    }
1552#endif
1553}
1554
1555bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1556    if (CC_LIKELY(currentTransform().rectToRect())) {
1557        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1558        if (clipped) {
1559            dirtyClip();
1560        }
1561        return !mSnapshot->clipRect->isEmpty();
1562    }
1563
1564    SkPath path;
1565    path.addRect(left, top, right, bottom);
1566
1567    return clipPath(&path, op);
1568}
1569
1570bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1571    SkMatrix transform;
1572    currentTransform().copyTo(transform);
1573
1574    SkPath transformed;
1575    path->transform(transform, &transformed);
1576
1577    SkRegion clip;
1578    if (!mSnapshot->clipRegion->isEmpty()) {
1579        clip.setRegion(*mSnapshot->clipRegion);
1580    } else {
1581        Rect* bounds = mSnapshot->clipRect;
1582        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1583    }
1584
1585    SkRegion region;
1586    region.setPath(transformed, clip);
1587
1588    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1589    if (clipped) {
1590        dirtyClip();
1591    }
1592    return !mSnapshot->clipRect->isEmpty();
1593}
1594
1595bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1596    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1597    if (clipped) {
1598        dirtyClip();
1599    }
1600    return !mSnapshot->clipRect->isEmpty();
1601}
1602
1603Rect* OpenGLRenderer::getClipRect() {
1604    return mSnapshot->clipRect;
1605}
1606
1607///////////////////////////////////////////////////////////////////////////////
1608// Drawing commands
1609///////////////////////////////////////////////////////////////////////////////
1610
1611void OpenGLRenderer::setupDraw(bool clear) {
1612    // TODO: It would be best if we could do this before quickReject()
1613    //       changes the scissor test state
1614    if (clear) clearLayerRegions();
1615    // Make sure setScissor & setStencil happen at the beginning of
1616    // this method
1617    if (mDirtyClip) {
1618        if (mCaches.scissorEnabled) {
1619            setScissorFromClip();
1620        }
1621        setStencilFromClip();
1622    }
1623
1624    mDescription.reset();
1625
1626    mSetShaderColor = false;
1627    mColorSet = false;
1628    mColorA = mColorR = mColorG = mColorB = 0.0f;
1629    mTextureUnit = 0;
1630    mTrackDirtyRegions = true;
1631
1632    // Enable debug highlight when what we're about to draw is tested against
1633    // the stencil buffer and if stencil highlight debugging is on
1634    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1635            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1636            mCaches.stencil.isTestEnabled();
1637}
1638
1639void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1640    mDescription.hasTexture = true;
1641    mDescription.hasAlpha8Texture = isAlpha8;
1642}
1643
1644void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1645    mDescription.hasTexture = true;
1646    mDescription.hasColors = true;
1647    mDescription.hasAlpha8Texture = isAlpha8;
1648}
1649
1650void OpenGLRenderer::setupDrawWithExternalTexture() {
1651    mDescription.hasExternalTexture = true;
1652}
1653
1654void OpenGLRenderer::setupDrawNoTexture() {
1655    mCaches.disableTexCoordsVertexArray();
1656}
1657
1658void OpenGLRenderer::setupDrawAA() {
1659    mDescription.isAA = true;
1660}
1661
1662void OpenGLRenderer::setupDrawPoint(float pointSize) {
1663    mDescription.isPoint = true;
1664    mDescription.pointSize = pointSize;
1665}
1666
1667void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1668    mColorA = alpha / 255.0f;
1669    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1670    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1671    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1672    mColorSet = true;
1673    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1674}
1675
1676void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1677    mColorA = alpha / 255.0f;
1678    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1679    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1680    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1681    mColorSet = true;
1682    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1683}
1684
1685void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1686    mCaches.fontRenderer->describe(mDescription, paint);
1687}
1688
1689void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1690    mColorA = a;
1691    mColorR = r;
1692    mColorG = g;
1693    mColorB = b;
1694    mColorSet = true;
1695    mSetShaderColor = mDescription.setColor(r, g, b, a);
1696}
1697
1698void OpenGLRenderer::setupDrawShader() {
1699    if (mDrawModifiers.mShader) {
1700        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1701    }
1702}
1703
1704void OpenGLRenderer::setupDrawColorFilter() {
1705    if (mDrawModifiers.mColorFilter) {
1706        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1707    }
1708}
1709
1710void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1711    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1712        mColorA = 1.0f;
1713        mColorR = mColorG = mColorB = 0.0f;
1714        mSetShaderColor = mDescription.modulate = true;
1715    }
1716}
1717
1718void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1719    // When the blending mode is kClear_Mode, we need to use a modulate color
1720    // argb=1,0,0,0
1721    accountForClear(mode);
1722    bool blend = (mColorSet && mColorA < 1.0f) ||
1723            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1724    chooseBlending(blend, mode, mDescription, swapSrcDst);
1725}
1726
1727void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1728    // When the blending mode is kClear_Mode, we need to use a modulate color
1729    // argb=1,0,0,0
1730    accountForClear(mode);
1731    blend |= (mColorSet && mColorA < 1.0f) ||
1732            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1733            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1734    chooseBlending(blend, mode, mDescription, swapSrcDst);
1735}
1736
1737void OpenGLRenderer::setupDrawProgram() {
1738    useProgram(mCaches.programCache.get(mDescription));
1739}
1740
1741void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1742    mTrackDirtyRegions = false;
1743}
1744
1745void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1746        bool ignoreTransform) {
1747    mModelView.loadTranslate(left, top, 0.0f);
1748    if (!ignoreTransform) {
1749        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1750        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1751    } else {
1752        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1753        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1754    }
1755}
1756
1757void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1758    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1759}
1760
1761void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1762        bool ignoreTransform, bool ignoreModelView) {
1763    if (!ignoreModelView) {
1764        mModelView.loadTranslate(left, top, 0.0f);
1765        mModelView.scale(right - left, bottom - top, 1.0f);
1766    } else {
1767        mModelView.loadIdentity();
1768    }
1769    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1770    if (!ignoreTransform) {
1771        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1772        if (mTrackDirtyRegions && dirty) {
1773            dirtyLayer(left, top, right, bottom, currentTransform());
1774        }
1775    } else {
1776        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1777        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1778    }
1779}
1780
1781void OpenGLRenderer::setupDrawPointUniforms() {
1782    int slot = mCaches.currentProgram->getUniform("pointSize");
1783    glUniform1f(slot, mDescription.pointSize);
1784}
1785
1786void OpenGLRenderer::setupDrawColorUniforms() {
1787    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1788        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1789    }
1790}
1791
1792void OpenGLRenderer::setupDrawPureColorUniforms() {
1793    if (mSetShaderColor) {
1794        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1795    }
1796}
1797
1798void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1799    if (mDrawModifiers.mShader) {
1800        if (ignoreTransform) {
1801            mModelView.loadInverse(currentTransform());
1802        }
1803        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1804                mModelView, *mSnapshot, &mTextureUnit);
1805    }
1806}
1807
1808void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1809    if (mDrawModifiers.mShader) {
1810        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1811                mat4::identity(), *mSnapshot, &mTextureUnit);
1812    }
1813}
1814
1815void OpenGLRenderer::setupDrawColorFilterUniforms() {
1816    if (mDrawModifiers.mColorFilter) {
1817        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1818    }
1819}
1820
1821void OpenGLRenderer::setupDrawTextGammaUniforms() {
1822    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1823}
1824
1825void OpenGLRenderer::setupDrawSimpleMesh() {
1826    bool force = mCaches.bindMeshBuffer();
1827    mCaches.bindPositionVertexPointer(force, 0);
1828    mCaches.unbindIndicesBuffer();
1829}
1830
1831void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1832    if (texture) bindTexture(texture);
1833    mTextureUnit++;
1834    mCaches.enableTexCoordsVertexArray();
1835}
1836
1837void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1838    bindExternalTexture(texture);
1839    mTextureUnit++;
1840    mCaches.enableTexCoordsVertexArray();
1841}
1842
1843void OpenGLRenderer::setupDrawTextureTransform() {
1844    mDescription.hasTextureTransform = true;
1845}
1846
1847void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1848    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1849            GL_FALSE, &transform.data[0]);
1850}
1851
1852void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1853    bool force = false;
1854    if (!vertices) {
1855        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1856    } else {
1857        force = mCaches.unbindMeshBuffer();
1858    }
1859
1860    mCaches.bindPositionVertexPointer(force, vertices);
1861    if (mCaches.currentProgram->texCoords >= 0) {
1862        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1863    }
1864
1865    mCaches.unbindIndicesBuffer();
1866}
1867
1868void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1869    bool force = mCaches.unbindMeshBuffer();
1870    GLsizei stride = sizeof(ColorTextureVertex);
1871
1872    mCaches.bindPositionVertexPointer(force, vertices, stride);
1873    if (mCaches.currentProgram->texCoords >= 0) {
1874        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1875    }
1876    int slot = mCaches.currentProgram->getAttrib("colors");
1877    if (slot >= 0) {
1878        glEnableVertexAttribArray(slot);
1879        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1880    }
1881
1882    mCaches.unbindIndicesBuffer();
1883}
1884
1885void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1886    bool force = mCaches.unbindMeshBuffer();
1887    mCaches.bindPositionVertexPointer(force, vertices);
1888    if (mCaches.currentProgram->texCoords >= 0) {
1889        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1890    }
1891}
1892
1893void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1894    bool force = mCaches.unbindMeshBuffer();
1895    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1896    mCaches.unbindIndicesBuffer();
1897}
1898
1899void OpenGLRenderer::finishDrawTexture() {
1900}
1901
1902///////////////////////////////////////////////////////////////////////////////
1903// Drawing
1904///////////////////////////////////////////////////////////////////////////////
1905
1906status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1907        int32_t replayFlags) {
1908    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1909    // will be performed by the display list itself
1910    if (displayList && displayList->isRenderable()) {
1911        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1912            startFrame();
1913            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1914            displayList->replay(replayStruct, 0);
1915            return replayStruct.mDrawGlStatus;
1916        }
1917
1918        DeferredDisplayList deferredList;
1919        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1920        displayList->defer(deferStruct, 0);
1921
1922        flushLayers();
1923        startFrame();
1924
1925        return deferredList.flush(*this, dirty);
1926    }
1927
1928    return DrawGlInfo::kStatusDone;
1929}
1930
1931void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1932    if (displayList) {
1933        displayList->output(1);
1934    }
1935}
1936
1937void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1938    int alpha;
1939    SkXfermode::Mode mode;
1940    getAlphaAndMode(paint, &alpha, &mode);
1941
1942    int color = paint != NULL ? paint->getColor() : 0;
1943
1944    float x = left;
1945    float y = top;
1946
1947    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1948
1949    bool ignoreTransform = false;
1950    if (currentTransform().isPureTranslate()) {
1951        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
1952        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
1953        ignoreTransform = true;
1954
1955        texture->setFilter(GL_NEAREST, true);
1956    } else {
1957        texture->setFilter(FILTER(paint), true);
1958    }
1959
1960    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1961            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1962            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1963}
1964
1965status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1966    const float right = left + bitmap->width();
1967    const float bottom = top + bitmap->height();
1968
1969    if (quickReject(left, top, right, bottom)) {
1970        return DrawGlInfo::kStatusDone;
1971    }
1972
1973    mCaches.activeTexture(0);
1974    Texture* texture = mCaches.textureCache.get(bitmap);
1975    if (!texture) return DrawGlInfo::kStatusDone;
1976    const AutoTexture autoCleanup(texture);
1977
1978    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1979        drawAlphaBitmap(texture, left, top, paint);
1980    } else {
1981        drawTextureRect(left, top, right, bottom, texture, paint);
1982    }
1983
1984    return DrawGlInfo::kStatusDrew;
1985}
1986
1987status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1988    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1989    const mat4 transform(*matrix);
1990    transform.mapRect(r);
1991
1992    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1993        return DrawGlInfo::kStatusDone;
1994    }
1995
1996    mCaches.activeTexture(0);
1997    Texture* texture = mCaches.textureCache.get(bitmap);
1998    if (!texture) return DrawGlInfo::kStatusDone;
1999    const AutoTexture autoCleanup(texture);
2000
2001    // This could be done in a cheaper way, all we need is pass the matrix
2002    // to the vertex shader. The save/restore is a bit overkill.
2003    save(SkCanvas::kMatrix_SaveFlag);
2004    concatMatrix(matrix);
2005    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2006        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2007    } else {
2008        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2009    }
2010    restore();
2011
2012    return DrawGlInfo::kStatusDrew;
2013}
2014
2015status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2016    const float right = left + bitmap->width();
2017    const float bottom = top + bitmap->height();
2018
2019    if (quickReject(left, top, right, bottom)) {
2020        return DrawGlInfo::kStatusDone;
2021    }
2022
2023    mCaches.activeTexture(0);
2024    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2025    const AutoTexture autoCleanup(texture);
2026
2027    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2028        drawAlphaBitmap(texture, left, top, paint);
2029    } else {
2030        drawTextureRect(left, top, right, bottom, texture, paint);
2031    }
2032
2033    return DrawGlInfo::kStatusDrew;
2034}
2035
2036status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2037        float* vertices, int* colors, SkPaint* paint) {
2038    if (!vertices || mSnapshot->isIgnored()) {
2039        return DrawGlInfo::kStatusDone;
2040    }
2041
2042    float left = FLT_MAX;
2043    float top = FLT_MAX;
2044    float right = FLT_MIN;
2045    float bottom = FLT_MIN;
2046
2047    const uint32_t count = meshWidth * meshHeight * 6;
2048
2049    ColorTextureVertex mesh[count];
2050    ColorTextureVertex* vertex = mesh;
2051
2052    bool cleanupColors = false;
2053    if (!colors) {
2054        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2055        colors = new int[colorsCount];
2056        memset(colors, 0xff, colorsCount * sizeof(int));
2057        cleanupColors = true;
2058    }
2059
2060    for (int32_t y = 0; y < meshHeight; y++) {
2061        for (int32_t x = 0; x < meshWidth; x++) {
2062            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2063
2064            float u1 = float(x) / meshWidth;
2065            float u2 = float(x + 1) / meshWidth;
2066            float v1 = float(y) / meshHeight;
2067            float v2 = float(y + 1) / meshHeight;
2068
2069            int ax = i + (meshWidth + 1) * 2;
2070            int ay = ax + 1;
2071            int bx = i;
2072            int by = bx + 1;
2073            int cx = i + 2;
2074            int cy = cx + 1;
2075            int dx = i + (meshWidth + 1) * 2 + 2;
2076            int dy = dx + 1;
2077
2078            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2079            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2080            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2081
2082            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2083            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2084            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2085
2086            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2087            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2088            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2089            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2090        }
2091    }
2092
2093    if (quickReject(left, top, right, bottom)) {
2094        if (cleanupColors) delete[] colors;
2095        return DrawGlInfo::kStatusDone;
2096    }
2097
2098    mCaches.activeTexture(0);
2099    Texture* texture = mCaches.textureCache.get(bitmap);
2100    if (!texture) {
2101        if (cleanupColors) delete[] colors;
2102        return DrawGlInfo::kStatusDone;
2103    }
2104    const AutoTexture autoCleanup(texture);
2105
2106    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2107    texture->setFilter(FILTER(paint), true);
2108
2109    int alpha;
2110    SkXfermode::Mode mode;
2111    getAlphaAndMode(paint, &alpha, &mode);
2112
2113    float a = alpha / 255.0f;
2114
2115    if (hasLayer()) {
2116        dirtyLayer(left, top, right, bottom, currentTransform());
2117    }
2118
2119    setupDraw();
2120    setupDrawWithTextureAndColor();
2121    setupDrawColor(a, a, a, a);
2122    setupDrawColorFilter();
2123    setupDrawBlending(true, mode, false);
2124    setupDrawProgram();
2125    setupDrawDirtyRegionsDisabled();
2126    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2127    setupDrawTexture(texture->id);
2128    setupDrawPureColorUniforms();
2129    setupDrawColorFilterUniforms();
2130    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2131
2132    glDrawArrays(GL_TRIANGLES, 0, count);
2133
2134    finishDrawTexture();
2135
2136    int slot = mCaches.currentProgram->getAttrib("colors");
2137    if (slot >= 0) {
2138        glDisableVertexAttribArray(slot);
2139    }
2140
2141    if (cleanupColors) delete[] colors;
2142
2143    return DrawGlInfo::kStatusDrew;
2144}
2145
2146status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2147         float srcLeft, float srcTop, float srcRight, float srcBottom,
2148         float dstLeft, float dstTop, float dstRight, float dstBottom,
2149         SkPaint* paint) {
2150    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2151        return DrawGlInfo::kStatusDone;
2152    }
2153
2154    mCaches.activeTexture(0);
2155    Texture* texture = mCaches.textureCache.get(bitmap);
2156    if (!texture) return DrawGlInfo::kStatusDone;
2157    const AutoTexture autoCleanup(texture);
2158
2159    const float width = texture->width;
2160    const float height = texture->height;
2161
2162    const float u1 = fmax(0.0f, srcLeft / width);
2163    const float v1 = fmax(0.0f, srcTop / height);
2164    const float u2 = fmin(1.0f, srcRight / width);
2165    const float v2 = fmin(1.0f, srcBottom / height);
2166
2167    mCaches.unbindMeshBuffer();
2168    resetDrawTextureTexCoords(u1, v1, u2, v2);
2169
2170    int alpha;
2171    SkXfermode::Mode mode;
2172    getAlphaAndMode(paint, &alpha, &mode);
2173
2174    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2175
2176    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2177    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2178
2179    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2180    // Apply a scale transform on the canvas only when a shader is in use
2181    // Skia handles the ratio between the dst and src rects as a scale factor
2182    // when a shader is set
2183    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2184    bool ignoreTransform = false;
2185
2186    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2187        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2188        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2189
2190        dstRight = x + (dstRight - dstLeft);
2191        dstBottom = y + (dstBottom - dstTop);
2192
2193        dstLeft = x;
2194        dstTop = y;
2195
2196        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2197        ignoreTransform = true;
2198    } else {
2199        texture->setFilter(FILTER(paint), true);
2200    }
2201
2202    if (CC_UNLIKELY(useScaleTransform)) {
2203        save(SkCanvas::kMatrix_SaveFlag);
2204        translate(dstLeft, dstTop);
2205        scale(scaleX, scaleY);
2206
2207        dstLeft = 0.0f;
2208        dstTop = 0.0f;
2209
2210        dstRight = srcRight - srcLeft;
2211        dstBottom = srcBottom - srcTop;
2212    }
2213
2214    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2215        int color = paint ? paint->getColor() : 0;
2216        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2217                texture->id, paint != NULL, color, alpha, mode,
2218                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2219                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2220    } else {
2221        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2222                texture->id, alpha / 255.0f, mode, texture->blend,
2223                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2224                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2225    }
2226
2227    if (CC_UNLIKELY(useScaleTransform)) {
2228        restore();
2229    }
2230
2231    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2232
2233    return DrawGlInfo::kStatusDrew;
2234}
2235
2236status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2237        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2238        float left, float top, float right, float bottom, SkPaint* paint) {
2239    int alpha;
2240    SkXfermode::Mode mode;
2241    getAlphaAndModeDirect(paint, &alpha, &mode);
2242
2243    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2244            left, top, right, bottom, alpha, mode);
2245}
2246
2247status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2248        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2249        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2250    if (quickReject(left, top, right, bottom)) {
2251        return DrawGlInfo::kStatusDone;
2252    }
2253
2254    alpha *= mSnapshot->alpha;
2255
2256    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2257            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2258
2259    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2260        mCaches.activeTexture(0);
2261        Texture* texture = mCaches.textureCache.get(bitmap);
2262        if (!texture) return DrawGlInfo::kStatusDone;
2263        const AutoTexture autoCleanup(texture);
2264        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2265        texture->setFilter(GL_LINEAR, true);
2266
2267        const bool pureTranslate = currentTransform().isPureTranslate();
2268        // Mark the current layer dirty where we are going to draw the patch
2269        if (hasLayer() && mesh->hasEmptyQuads) {
2270            const float offsetX = left + currentTransform().getTranslateX();
2271            const float offsetY = top + currentTransform().getTranslateY();
2272            const size_t count = mesh->quads.size();
2273            for (size_t i = 0; i < count; i++) {
2274                const Rect& bounds = mesh->quads.itemAt(i);
2275                if (CC_LIKELY(pureTranslate)) {
2276                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2277                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2278                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2279                } else {
2280                    dirtyLayer(left + bounds.left, top + bounds.top,
2281                            left + bounds.right, top + bounds.bottom, currentTransform());
2282                }
2283            }
2284        }
2285
2286        if (CC_LIKELY(pureTranslate)) {
2287            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2288            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2289
2290            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2291                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2292                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2293                    true, !mesh->hasEmptyQuads);
2294        } else {
2295            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2296                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2297                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2298                    true, !mesh->hasEmptyQuads);
2299        }
2300    }
2301
2302    return DrawGlInfo::kStatusDrew;
2303}
2304
2305status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2306        bool useOffset) {
2307    if (!vertexBuffer.getSize()) {
2308        // no vertices to draw
2309        return DrawGlInfo::kStatusDone;
2310    }
2311
2312    int color = paint->getColor();
2313    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2314    bool isAA = paint->isAntiAlias();
2315
2316    setupDraw();
2317    setupDrawNoTexture();
2318    if (isAA) setupDrawAA();
2319    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2320    setupDrawColorFilter();
2321    setupDrawShader();
2322    setupDrawBlending(isAA, mode);
2323    setupDrawProgram();
2324    setupDrawModelViewIdentity(useOffset);
2325    setupDrawColorUniforms();
2326    setupDrawColorFilterUniforms();
2327    setupDrawShaderIdentityUniforms();
2328
2329    void* vertices = vertexBuffer.getBuffer();
2330    bool force = mCaches.unbindMeshBuffer();
2331    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2332    mCaches.resetTexCoordsVertexPointer();
2333    mCaches.unbindIndicesBuffer();
2334
2335    int alphaSlot = -1;
2336    if (isAA) {
2337        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2338        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2339
2340        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2341        glEnableVertexAttribArray(alphaSlot);
2342        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2343    }
2344
2345    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2346
2347    if (isAA) {
2348        glDisableVertexAttribArray(alphaSlot);
2349    }
2350
2351    return DrawGlInfo::kStatusDrew;
2352}
2353
2354/**
2355 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2356 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2357 * screen space in all directions. However, instead of using a fragment shader to compute the
2358 * translucency of the color from its position, we simply use a varying parameter to define how far
2359 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2360 *
2361 * Doesn't yet support joins, caps, or path effects.
2362 */
2363status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2364    VertexBuffer vertexBuffer;
2365    // TODO: try clipping large paths to viewport
2366    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2367
2368    if (hasLayer()) {
2369        SkRect bounds = path.getBounds();
2370        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2371        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2372    }
2373
2374    return drawVertexBuffer(vertexBuffer, paint);
2375}
2376
2377/**
2378 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2379 * and additional geometry for defining an alpha slope perimeter.
2380 *
2381 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2382 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2383 * in-shader alpha region, but found it to be taxing on some GPUs.
2384 *
2385 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2386 * memory transfer by removing need for degenerate vertices.
2387 */
2388status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2389    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2390
2391    count &= ~0x3; // round down to nearest four
2392
2393    VertexBuffer buffer;
2394    SkRect bounds;
2395    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2396
2397    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2398        return DrawGlInfo::kStatusDone;
2399    }
2400
2401    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2402
2403    bool useOffset = !paint->isAntiAlias();
2404    return drawVertexBuffer(buffer, paint, useOffset);
2405}
2406
2407status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2408    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2409
2410    // TODO: The paint's cap style defines whether the points are square or circular
2411    // TODO: Handle AA for round points
2412
2413    // A stroke width of 0 has a special meaning in Skia:
2414    // it draws an unscaled 1px point
2415    float strokeWidth = paint->getStrokeWidth();
2416    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2417    if (isHairLine) {
2418        // Now that we know it's hairline, we can set the effective width, to be used later
2419        strokeWidth = 1.0f;
2420    }
2421    const float halfWidth = strokeWidth / 2;
2422
2423    int alpha;
2424    SkXfermode::Mode mode;
2425    getAlphaAndMode(paint, &alpha, &mode);
2426
2427    int verticesCount = count >> 1;
2428    int generatedVerticesCount = 0;
2429
2430    TextureVertex pointsData[verticesCount];
2431    TextureVertex* vertex = &pointsData[0];
2432
2433    // TODO: We should optimize this method to not generate vertices for points
2434    // that lie outside of the clip.
2435    mCaches.enableScissor();
2436
2437    setupDraw();
2438    setupDrawNoTexture();
2439    setupDrawPoint(strokeWidth);
2440    setupDrawColor(paint->getColor(), alpha);
2441    setupDrawColorFilter();
2442    setupDrawShader();
2443    setupDrawBlending(mode);
2444    setupDrawProgram();
2445    setupDrawModelViewIdentity(true);
2446    setupDrawColorUniforms();
2447    setupDrawColorFilterUniforms();
2448    setupDrawPointUniforms();
2449    setupDrawShaderIdentityUniforms();
2450    setupDrawMesh(vertex);
2451
2452    for (int i = 0; i < count; i += 2) {
2453        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2454        generatedVerticesCount++;
2455
2456        float left = points[i] - halfWidth;
2457        float right = points[i] + halfWidth;
2458        float top = points[i + 1] - halfWidth;
2459        float bottom = points [i + 1] + halfWidth;
2460
2461        dirtyLayer(left, top, right, bottom, currentTransform());
2462    }
2463
2464    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2465
2466    return DrawGlInfo::kStatusDrew;
2467}
2468
2469status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2470    // No need to check against the clip, we fill the clip region
2471    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2472
2473    Rect& clip(*mSnapshot->clipRect);
2474    clip.snapToPixelBoundaries();
2475
2476    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2477
2478    return DrawGlInfo::kStatusDrew;
2479}
2480
2481status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2482        SkPaint* paint) {
2483    if (!texture) return DrawGlInfo::kStatusDone;
2484    const AutoTexture autoCleanup(texture);
2485
2486    const float x = left + texture->left - texture->offset;
2487    const float y = top + texture->top - texture->offset;
2488
2489    drawPathTexture(texture, x, y, paint);
2490
2491    return DrawGlInfo::kStatusDrew;
2492}
2493
2494status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2495        float rx, float ry, SkPaint* p) {
2496    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2497            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2498        return DrawGlInfo::kStatusDone;
2499    }
2500
2501    if (p->getPathEffect() != 0) {
2502        mCaches.activeTexture(0);
2503        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2504                right - left, bottom - top, rx, ry, p);
2505        return drawShape(left, top, texture, p);
2506    }
2507
2508    SkPath path;
2509    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2510    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2511        float outset = p->getStrokeWidth() / 2;
2512        rect.outset(outset, outset);
2513        rx += outset;
2514        ry += outset;
2515    }
2516    path.addRoundRect(rect, rx, ry);
2517    return drawConvexPath(path, p);
2518}
2519
2520status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2521    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2522            x + radius, y + radius, p) ||
2523            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2524        return DrawGlInfo::kStatusDone;
2525    }
2526    if (p->getPathEffect() != 0) {
2527        mCaches.activeTexture(0);
2528        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2529        return drawShape(x - radius, y - radius, texture, p);
2530    }
2531
2532    SkPath path;
2533    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2534        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2535    } else {
2536        path.addCircle(x, y, radius);
2537    }
2538    return drawConvexPath(path, p);
2539}
2540
2541status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2542        SkPaint* p) {
2543    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2544            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2545        return DrawGlInfo::kStatusDone;
2546    }
2547
2548    if (p->getPathEffect() != 0) {
2549        mCaches.activeTexture(0);
2550        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2551        return drawShape(left, top, texture, p);
2552    }
2553
2554    SkPath path;
2555    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2556    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2557        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2558    }
2559    path.addOval(rect);
2560    return drawConvexPath(path, p);
2561}
2562
2563status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2564        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2565    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2566            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2567        return DrawGlInfo::kStatusDone;
2568    }
2569
2570    if (fabs(sweepAngle) >= 360.0f) {
2571        return drawOval(left, top, right, bottom, p);
2572    }
2573
2574    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2575    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2576        mCaches.activeTexture(0);
2577        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2578                startAngle, sweepAngle, useCenter, p);
2579        return drawShape(left, top, texture, p);
2580    }
2581
2582    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2583    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2584        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2585    }
2586
2587    SkPath path;
2588    if (useCenter) {
2589        path.moveTo(rect.centerX(), rect.centerY());
2590    }
2591    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2592    if (useCenter) {
2593        path.close();
2594    }
2595    return drawConvexPath(path, p);
2596}
2597
2598// See SkPaintDefaults.h
2599#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2600
2601status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2602    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2603            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2604        return DrawGlInfo::kStatusDone;
2605    }
2606
2607    if (p->getStyle() != SkPaint::kFill_Style) {
2608        // only fill style is supported by drawConvexPath, since others have to handle joins
2609        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2610                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2611            mCaches.activeTexture(0);
2612            const PathTexture* texture =
2613                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2614            return drawShape(left, top, texture, p);
2615        }
2616
2617        SkPath path;
2618        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2619        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2620            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2621        }
2622        path.addRect(rect);
2623        return drawConvexPath(path, p);
2624    }
2625
2626    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2627        SkPath path;
2628        path.addRect(left, top, right, bottom);
2629        return drawConvexPath(path, p);
2630    } else {
2631        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2632        return DrawGlInfo::kStatusDrew;
2633    }
2634}
2635
2636void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2637        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2638        float x, float y) {
2639    mCaches.activeTexture(0);
2640
2641    // NOTE: The drop shadow will not perform gamma correction
2642    //       if shader-based correction is enabled
2643    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2644    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2645            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2646    const AutoTexture autoCleanup(shadow);
2647
2648    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2649    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2650
2651    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2652    int shadowColor = mDrawModifiers.mShadowColor;
2653    if (mDrawModifiers.mShader) {
2654        shadowColor = 0xffffffff;
2655    }
2656
2657    setupDraw();
2658    setupDrawWithTexture(true);
2659    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2660    setupDrawColorFilter();
2661    setupDrawShader();
2662    setupDrawBlending(true, mode);
2663    setupDrawProgram();
2664    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2665    setupDrawTexture(shadow->id);
2666    setupDrawPureColorUniforms();
2667    setupDrawColorFilterUniforms();
2668    setupDrawShaderUniforms();
2669    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2670
2671    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2672}
2673
2674bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2675    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2676    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2677}
2678
2679class TextSetupFunctor: public Functor {
2680public:
2681    TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2682            int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2683            renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2684            alpha(alpha), mode(mode), paint(paint) {
2685    }
2686    ~TextSetupFunctor() { }
2687
2688    status_t operator ()(int what, void* data) {
2689        renderer.setupDraw();
2690        renderer.setupDrawTextGamma(paint);
2691        renderer.setupDrawDirtyRegionsDisabled();
2692        renderer.setupDrawWithTexture(true);
2693        renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2694        renderer.setupDrawColorFilter();
2695        renderer.setupDrawShader();
2696        renderer.setupDrawBlending(true, mode);
2697        renderer.setupDrawProgram();
2698        renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2699        // Calling setupDrawTexture with the name 0 will enable the
2700        // uv attributes and increase the texture unit count
2701        // texture binding will be performed by the font renderer as
2702        // needed
2703        renderer.setupDrawTexture(0);
2704        renderer.setupDrawPureColorUniforms();
2705        renderer.setupDrawColorFilterUniforms();
2706        renderer.setupDrawShaderUniforms(pureTranslate);
2707        renderer.setupDrawTextGammaUniforms();
2708
2709        return NO_ERROR;
2710    }
2711
2712    OpenGLRenderer& renderer;
2713    float x;
2714    float y;
2715    bool pureTranslate;
2716    int alpha;
2717    SkXfermode::Mode mode;
2718    SkPaint* paint;
2719};
2720
2721status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2722        const float* positions, SkPaint* paint) {
2723    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2724        return DrawGlInfo::kStatusDone;
2725    }
2726
2727    // NOTE: Skia does not support perspective transform on drawPosText yet
2728    if (!currentTransform().isSimple()) {
2729        return DrawGlInfo::kStatusDone;
2730    }
2731
2732    float x = 0.0f;
2733    float y = 0.0f;
2734    const bool pureTranslate = currentTransform().isPureTranslate();
2735    if (pureTranslate) {
2736        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2737        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2738    }
2739
2740    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2741    fontRenderer.setFont(paint, mat4::identity());
2742
2743    int alpha;
2744    SkXfermode::Mode mode;
2745    getAlphaAndMode(paint, &alpha, &mode);
2746
2747    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2748        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2749                alpha, mode, 0.0f, 0.0f);
2750    }
2751
2752    // Pick the appropriate texture filtering
2753    bool linearFilter = currentTransform().changesBounds();
2754    if (pureTranslate && !linearFilter) {
2755        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2756    }
2757    fontRenderer.setTextureFiltering(linearFilter);
2758
2759    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2760    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2761
2762    const bool hasActiveLayer = hasLayer();
2763
2764    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2765    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2766            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2767        if (hasActiveLayer) {
2768            if (!pureTranslate) {
2769                currentTransform().mapRect(bounds);
2770            }
2771            dirtyLayerUnchecked(bounds, getRegion());
2772        }
2773    }
2774
2775    return DrawGlInfo::kStatusDrew;
2776}
2777
2778mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2779    mat4 fontTransform;
2780    if (CC_LIKELY(transform.isPureTranslate())) {
2781        fontTransform = mat4::identity();
2782    } else {
2783        if (CC_UNLIKELY(transform.isPerspective())) {
2784            fontTransform = mat4::identity();
2785        } else {
2786            float sx, sy;
2787            currentTransform().decomposeScale(sx, sy);
2788            fontTransform.loadScale(sx, sy, 1.0f);
2789        }
2790    }
2791    return fontTransform;
2792}
2793
2794status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2795        float x, float y, const float* positions, SkPaint* paint, float length) {
2796    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2797        return DrawGlInfo::kStatusDone;
2798    }
2799
2800    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2801    switch (paint->getTextAlign()) {
2802        case SkPaint::kCenter_Align:
2803            x -= length / 2.0f;
2804            break;
2805        case SkPaint::kRight_Align:
2806            x -= length;
2807            break;
2808        default:
2809            break;
2810    }
2811
2812    SkPaint::FontMetrics metrics;
2813    paint->getFontMetrics(&metrics, 0.0f);
2814    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2815        return DrawGlInfo::kStatusDone;
2816    }
2817
2818    const float oldX = x;
2819    const float oldY = y;
2820
2821    const mat4& transform = currentTransform();
2822    const bool pureTranslate = transform.isPureTranslate();
2823
2824    if (CC_LIKELY(pureTranslate)) {
2825        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2826        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2827    }
2828
2829    int alpha;
2830    SkXfermode::Mode mode;
2831    getAlphaAndMode(paint, &alpha, &mode);
2832
2833    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2834
2835    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2836        fontRenderer.setFont(paint, mat4::identity());
2837        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2838                alpha, mode, oldX, oldY);
2839    }
2840
2841    const bool hasActiveLayer = hasLayer();
2842
2843    // We only pass a partial transform to the font renderer. That partial
2844    // matrix defines how glyphs are rasterized. Typically we want glyphs
2845    // to be rasterized at their final size on screen, which means the partial
2846    // matrix needs to take the scale factor into account.
2847    // When a partial matrix is used to transform glyphs during rasterization,
2848    // the mesh is generated with the inverse transform (in the case of scale,
2849    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2850    // apply the full transform matrix at draw time in the vertex shader.
2851    // Applying the full matrix in the shader is the easiest way to handle
2852    // rotation and perspective and allows us to always generated quads in the
2853    // font renderer which greatly simplifies the code, clipping in particular.
2854    mat4 fontTransform = findBestFontTransform(transform);
2855    fontRenderer.setFont(paint, fontTransform);
2856
2857    // Pick the appropriate texture filtering
2858    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2859    fontRenderer.setTextureFiltering(linearFilter);
2860
2861    // TODO: Implement better clipping for scaled/rotated text
2862    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2863    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2864
2865    bool status;
2866    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2867    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2868        SkPaint paintCopy(*paint);
2869        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2870        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2871                positions, hasActiveLayer ? &bounds : NULL, &functor);
2872    } else {
2873        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2874                positions, hasActiveLayer ? &bounds : NULL, &functor);
2875    }
2876
2877    if (status && hasActiveLayer) {
2878        if (!pureTranslate) {
2879            transform.mapRect(bounds);
2880        }
2881        dirtyLayerUnchecked(bounds, getRegion());
2882    }
2883
2884    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2885
2886    return DrawGlInfo::kStatusDrew;
2887}
2888
2889status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2890        float hOffset, float vOffset, SkPaint* paint) {
2891    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2892        return DrawGlInfo::kStatusDone;
2893    }
2894
2895    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2896    fontRenderer.setFont(paint, mat4::identity());
2897    fontRenderer.setTextureFiltering(true);
2898
2899    int alpha;
2900    SkXfermode::Mode mode;
2901    getAlphaAndMode(paint, &alpha, &mode);
2902
2903    setupDraw();
2904    setupDrawTextGamma(paint);
2905    setupDrawDirtyRegionsDisabled();
2906    setupDrawWithTexture(true);
2907    setupDrawAlpha8Color(paint->getColor(), alpha);
2908    setupDrawColorFilter();
2909    setupDrawShader();
2910    setupDrawBlending(true, mode);
2911    setupDrawProgram();
2912    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2913    // Calling setupDrawTexture with the name 0 will enable the
2914    // uv attributes and increase the texture unit count
2915    // texture binding will be performed by the font renderer as
2916    // needed
2917    setupDrawTexture(0);
2918    setupDrawPureColorUniforms();
2919    setupDrawColorFilterUniforms();
2920    setupDrawShaderUniforms(false);
2921    setupDrawTextGammaUniforms();
2922
2923    const Rect* clip = &mSnapshot->getLocalClip();
2924    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2925
2926    const bool hasActiveLayer = hasLayer();
2927
2928    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2929            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2930        if (hasActiveLayer) {
2931            currentTransform().mapRect(bounds);
2932            dirtyLayerUnchecked(bounds, getRegion());
2933        }
2934    }
2935
2936    return DrawGlInfo::kStatusDrew;
2937}
2938
2939status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2940    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2941
2942    mCaches.activeTexture(0);
2943
2944    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2945    if (!texture) return DrawGlInfo::kStatusDone;
2946    const AutoTexture autoCleanup(texture);
2947
2948    const float x = texture->left - texture->offset;
2949    const float y = texture->top - texture->offset;
2950
2951    drawPathTexture(texture, x, y, paint);
2952
2953    return DrawGlInfo::kStatusDrew;
2954}
2955
2956status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2957    if (!layer) {
2958        return DrawGlInfo::kStatusDone;
2959    }
2960
2961    mat4* transform = NULL;
2962    if (layer->isTextureLayer()) {
2963        transform = &layer->getTransform();
2964        if (!transform->isIdentity()) {
2965            save(0);
2966            currentTransform().multiply(*transform);
2967        }
2968    }
2969
2970    Rect transformed;
2971    Rect clip;
2972    const bool rejected = quickRejectNoScissor(x, y,
2973            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2974
2975    if (rejected) {
2976        if (transform && !transform->isIdentity()) {
2977            restore();
2978        }
2979        return DrawGlInfo::kStatusDone;
2980    }
2981
2982    updateLayer(layer, true);
2983
2984    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2985    mCaches.activeTexture(0);
2986
2987    if (CC_LIKELY(!layer->region.isEmpty())) {
2988        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2989        mDrawModifiers.mColorFilter = layer->getColorFilter();
2990
2991        if (layer->region.isRect()) {
2992            composeLayerRect(layer, layer->regionRect);
2993        } else if (layer->mesh) {
2994            const float a = layer->getAlpha() / 255.0f * mSnapshot->alpha;
2995            setupDraw();
2996            setupDrawWithTexture();
2997            setupDrawColor(a, a, a, a);
2998            setupDrawColorFilter();
2999            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3000            setupDrawProgram();
3001            setupDrawPureColorUniforms();
3002            setupDrawColorFilterUniforms();
3003            setupDrawTexture(layer->getTexture());
3004            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3005                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3006                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3007
3008                layer->setFilter(GL_NEAREST);
3009                setupDrawModelViewTranslate(tx, ty,
3010                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3011            } else {
3012                layer->setFilter(GL_LINEAR);
3013                setupDrawModelViewTranslate(x, y,
3014                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3015            }
3016            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
3017
3018            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3019                    GL_UNSIGNED_SHORT, layer->meshIndices);
3020
3021            finishDrawTexture();
3022
3023#if DEBUG_LAYERS_AS_REGIONS
3024            drawRegionRects(layer->region);
3025#endif
3026        }
3027
3028        mDrawModifiers.mColorFilter = oldFilter;
3029
3030        if (layer->debugDrawUpdate) {
3031            layer->debugDrawUpdate = false;
3032            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3033                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3034        }
3035    }
3036
3037    if (transform && !transform->isIdentity()) {
3038        restore();
3039    }
3040
3041    return DrawGlInfo::kStatusDrew;
3042}
3043
3044///////////////////////////////////////////////////////////////////////////////
3045// Shaders
3046///////////////////////////////////////////////////////////////////////////////
3047
3048void OpenGLRenderer::resetShader() {
3049    mDrawModifiers.mShader = NULL;
3050}
3051
3052void OpenGLRenderer::setupShader(SkiaShader* shader) {
3053    mDrawModifiers.mShader = shader;
3054    if (mDrawModifiers.mShader) {
3055        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
3056    }
3057}
3058
3059///////////////////////////////////////////////////////////////////////////////
3060// Color filters
3061///////////////////////////////////////////////////////////////////////////////
3062
3063void OpenGLRenderer::resetColorFilter() {
3064    mDrawModifiers.mColorFilter = NULL;
3065}
3066
3067void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3068    mDrawModifiers.mColorFilter = filter;
3069}
3070
3071///////////////////////////////////////////////////////////////////////////////
3072// Drop shadow
3073///////////////////////////////////////////////////////////////////////////////
3074
3075void OpenGLRenderer::resetShadow() {
3076    mDrawModifiers.mHasShadow = false;
3077}
3078
3079void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3080    mDrawModifiers.mHasShadow = true;
3081    mDrawModifiers.mShadowRadius = radius;
3082    mDrawModifiers.mShadowDx = dx;
3083    mDrawModifiers.mShadowDy = dy;
3084    mDrawModifiers.mShadowColor = color;
3085}
3086
3087///////////////////////////////////////////////////////////////////////////////
3088// Draw filters
3089///////////////////////////////////////////////////////////////////////////////
3090
3091void OpenGLRenderer::resetPaintFilter() {
3092    mDrawModifiers.mHasDrawFilter = false;
3093}
3094
3095void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3096    mDrawModifiers.mHasDrawFilter = true;
3097    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3098    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3099}
3100
3101SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3102    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3103        return paint;
3104    }
3105
3106    uint32_t flags = paint->getFlags();
3107
3108    mFilteredPaint = *paint;
3109    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3110            mDrawModifiers.mPaintFilterSetBits);
3111
3112    return &mFilteredPaint;
3113}
3114
3115///////////////////////////////////////////////////////////////////////////////
3116// Drawing implementation
3117///////////////////////////////////////////////////////////////////////////////
3118
3119void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3120        float x, float y, SkPaint* paint) {
3121    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3122        return;
3123    }
3124
3125    int alpha;
3126    SkXfermode::Mode mode;
3127    getAlphaAndMode(paint, &alpha, &mode);
3128
3129    setupDraw();
3130    setupDrawWithTexture(true);
3131    setupDrawAlpha8Color(paint->getColor(), alpha);
3132    setupDrawColorFilter();
3133    setupDrawShader();
3134    setupDrawBlending(true, mode);
3135    setupDrawProgram();
3136    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3137    setupDrawTexture(texture->id);
3138    setupDrawPureColorUniforms();
3139    setupDrawColorFilterUniforms();
3140    setupDrawShaderUniforms();
3141    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3142
3143    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3144
3145    finishDrawTexture();
3146}
3147
3148// Same values used by Skia
3149#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3150#define kStdUnderline_Offset    (1.0f / 9.0f)
3151#define kStdUnderline_Thickness (1.0f / 18.0f)
3152
3153void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3154        float x, float y, SkPaint* paint) {
3155    // Handle underline and strike-through
3156    uint32_t flags = paint->getFlags();
3157    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3158        SkPaint paintCopy(*paint);
3159        float underlineWidth = length;
3160        // If length is > 0.0f, we already measured the text for the text alignment
3161        if (length <= 0.0f) {
3162            underlineWidth = paintCopy.measureText(text, bytesCount);
3163        }
3164
3165        if (CC_LIKELY(underlineWidth > 0.0f)) {
3166            const float textSize = paintCopy.getTextSize();
3167            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3168
3169            const float left = x;
3170            float top = 0.0f;
3171
3172            int linesCount = 0;
3173            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3174            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3175
3176            const int pointsCount = 4 * linesCount;
3177            float points[pointsCount];
3178            int currentPoint = 0;
3179
3180            if (flags & SkPaint::kUnderlineText_Flag) {
3181                top = y + textSize * kStdUnderline_Offset;
3182                points[currentPoint++] = left;
3183                points[currentPoint++] = top;
3184                points[currentPoint++] = left + underlineWidth;
3185                points[currentPoint++] = top;
3186            }
3187
3188            if (flags & SkPaint::kStrikeThruText_Flag) {
3189                top = y + textSize * kStdStrikeThru_Offset;
3190                points[currentPoint++] = left;
3191                points[currentPoint++] = top;
3192                points[currentPoint++] = left + underlineWidth;
3193                points[currentPoint++] = top;
3194            }
3195
3196            paintCopy.setStrokeWidth(strokeWidth);
3197
3198            drawLines(&points[0], pointsCount, &paintCopy);
3199        }
3200    }
3201}
3202
3203status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3204    if (mSnapshot->isIgnored()) {
3205        return DrawGlInfo::kStatusDone;
3206    }
3207
3208    int color = paint->getColor();
3209    // If a shader is set, preserve only the alpha
3210    if (mDrawModifiers.mShader) {
3211        color |= 0x00ffffff;
3212    }
3213    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3214
3215    return drawColorRects(rects, count, color, mode);
3216}
3217
3218status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3219        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3220    if (count == 0) {
3221        return DrawGlInfo::kStatusDone;
3222    }
3223
3224    float left = FLT_MAX;
3225    float top = FLT_MAX;
3226    float right = FLT_MIN;
3227    float bottom = FLT_MIN;
3228
3229    int vertexCount = 0;
3230    Vertex mesh[count * 6];
3231    Vertex* vertex = mesh;
3232
3233    for (int index = 0; index < count; index += 4) {
3234        float l = rects[index + 0];
3235        float t = rects[index + 1];
3236        float r = rects[index + 2];
3237        float b = rects[index + 3];
3238
3239        Vertex::set(vertex++, l, b);
3240        Vertex::set(vertex++, l, t);
3241        Vertex::set(vertex++, r, t);
3242        Vertex::set(vertex++, l, b);
3243        Vertex::set(vertex++, r, t);
3244        Vertex::set(vertex++, r, b);
3245
3246        vertexCount += 6;
3247
3248        left = fminf(left, l);
3249        top = fminf(top, t);
3250        right = fmaxf(right, r);
3251        bottom = fmaxf(bottom, b);
3252    }
3253
3254    if (clip && quickReject(left, top, right, bottom)) {
3255        return DrawGlInfo::kStatusDone;
3256    }
3257
3258    setupDraw();
3259    setupDrawNoTexture();
3260    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3261    setupDrawShader();
3262    setupDrawColorFilter();
3263    setupDrawBlending(mode);
3264    setupDrawProgram();
3265    setupDrawDirtyRegionsDisabled();
3266    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3267    setupDrawColorUniforms();
3268    setupDrawShaderUniforms();
3269    setupDrawColorFilterUniforms();
3270    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3271
3272    if (dirty && hasLayer()) {
3273        dirtyLayer(left, top, right, bottom, currentTransform());
3274    }
3275
3276    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3277
3278    return DrawGlInfo::kStatusDrew;
3279}
3280
3281void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3282        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3283    // If a shader is set, preserve only the alpha
3284    if (mDrawModifiers.mShader) {
3285        color |= 0x00ffffff;
3286    }
3287
3288    setupDraw();
3289    setupDrawNoTexture();
3290    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3291    setupDrawShader();
3292    setupDrawColorFilter();
3293    setupDrawBlending(mode);
3294    setupDrawProgram();
3295    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3296    setupDrawColorUniforms();
3297    setupDrawShaderUniforms(ignoreTransform);
3298    setupDrawColorFilterUniforms();
3299    setupDrawSimpleMesh();
3300
3301    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3302}
3303
3304void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3305        Texture* texture, SkPaint* paint) {
3306    int alpha;
3307    SkXfermode::Mode mode;
3308    getAlphaAndMode(paint, &alpha, &mode);
3309
3310    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3311
3312    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3313        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3314        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3315
3316        texture->setFilter(GL_NEAREST, true);
3317        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3318                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3319                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3320    } else {
3321        texture->setFilter(FILTER(paint), true);
3322        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3323                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3324                GL_TRIANGLE_STRIP, gMeshCount);
3325    }
3326}
3327
3328void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3329        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3330    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3331            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3332}
3333
3334void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3335        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3336        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3337        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3338
3339    setupDraw();
3340    setupDrawWithTexture();
3341    setupDrawColor(alpha, alpha, alpha, alpha);
3342    setupDrawColorFilter();
3343    setupDrawBlending(blend, mode, swapSrcDst);
3344    setupDrawProgram();
3345    if (!dirty) setupDrawDirtyRegionsDisabled();
3346    if (!ignoreScale) {
3347        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3348    } else {
3349        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3350    }
3351    setupDrawTexture(texture);
3352    setupDrawPureColorUniforms();
3353    setupDrawColorFilterUniforms();
3354    setupDrawMesh(vertices, texCoords, vbo);
3355
3356    glDrawArrays(drawMode, 0, elementsCount);
3357
3358    finishDrawTexture();
3359}
3360
3361void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3362        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3363        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3364        bool ignoreTransform, bool dirty) {
3365
3366    setupDraw();
3367    setupDrawWithTexture(true);
3368    if (hasColor) {
3369        setupDrawAlpha8Color(color, alpha);
3370    }
3371    setupDrawColorFilter();
3372    setupDrawShader();
3373    setupDrawBlending(true, mode);
3374    setupDrawProgram();
3375    if (!dirty) setupDrawDirtyRegionsDisabled();
3376    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3377    setupDrawTexture(texture);
3378    setupDrawPureColorUniforms();
3379    setupDrawColorFilterUniforms();
3380    setupDrawShaderUniforms();
3381    setupDrawMesh(vertices, texCoords);
3382
3383    glDrawArrays(drawMode, 0, elementsCount);
3384
3385    finishDrawTexture();
3386}
3387
3388void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3389        ProgramDescription& description, bool swapSrcDst) {
3390    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3391
3392    if (blend) {
3393        // These blend modes are not supported by OpenGL directly and have
3394        // to be implemented using shaders. Since the shader will perform
3395        // the blending, turn blending off here
3396        // If the blend mode cannot be implemented using shaders, fall
3397        // back to the default SrcOver blend mode instead
3398        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3399            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3400                description.framebufferMode = mode;
3401                description.swapSrcDst = swapSrcDst;
3402
3403                if (mCaches.blend) {
3404                    glDisable(GL_BLEND);
3405                    mCaches.blend = false;
3406                }
3407
3408                return;
3409            } else {
3410                mode = SkXfermode::kSrcOver_Mode;
3411            }
3412        }
3413
3414        if (!mCaches.blend) {
3415            glEnable(GL_BLEND);
3416        }
3417
3418        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3419        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3420
3421        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3422            glBlendFunc(sourceMode, destMode);
3423            mCaches.lastSrcMode = sourceMode;
3424            mCaches.lastDstMode = destMode;
3425        }
3426    } else if (mCaches.blend) {
3427        glDisable(GL_BLEND);
3428    }
3429    mCaches.blend = blend;
3430}
3431
3432bool OpenGLRenderer::useProgram(Program* program) {
3433    if (!program->isInUse()) {
3434        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3435        program->use();
3436        mCaches.currentProgram = program;
3437        return false;
3438    }
3439    return true;
3440}
3441
3442void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3443    TextureVertex* v = &mMeshVertices[0];
3444    TextureVertex::setUV(v++, u1, v1);
3445    TextureVertex::setUV(v++, u2, v1);
3446    TextureVertex::setUV(v++, u1, v2);
3447    TextureVertex::setUV(v++, u2, v2);
3448}
3449
3450void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3451    getAlphaAndModeDirect(paint, alpha,  mode);
3452    *alpha *= mSnapshot->alpha;
3453}
3454
3455}; // namespace uirenderer
3456}; // namespace android
3457