OpenGLRenderer.cpp revision a8bea8edde2f20cae48e5cc8de782679306b3cc3
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "RenderState.h"
40#include "PathTessellator.h"
41#include "Properties.h"
42#include "ShadowTessellator.h"
43#include "SkiaShader.h"
44#include "utils/GLUtils.h"
45#include "Vector.h"
46#include "VertexBuffer.h"
47
48#if DEBUG_DETAILED_EVENTS
49    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
50#else
51    #define EVENT_LOGD(...)
52#endif
53
54static void atraceFormatBegin(const char* fmt, ...) {
55    const int BUFFER_SIZE = 256;
56    va_list ap;
57    char buf[BUFFER_SIZE];
58
59    va_start(ap, fmt);
60    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
61    va_end(ap);
62
63    ATRACE_BEGIN(buf);
64}
65
66#define ATRACE_FORMAT_BEGIN(fmt, ...) \
67    if (CC_UNLIKELY(ATRACE_ENABLED())) atraceFormatBegin(fmt, ##__VA_ARGS__)
68
69namespace android {
70namespace uirenderer {
71
72static GLenum getFilter(const SkPaint* paint) {
73    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
74        return GL_LINEAR;
75    }
76    return GL_NEAREST;
77}
78
79///////////////////////////////////////////////////////////////////////////////
80// Globals
81///////////////////////////////////////////////////////////////////////////////
82
83/**
84 * Structure mapping Skia xfermodes to OpenGL blending factors.
85 */
86struct Blender {
87    SkXfermode::Mode mode;
88    GLenum src;
89    GLenum dst;
90}; // struct Blender
91
92// In this array, the index of each Blender equals the value of the first
93// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
94static const Blender gBlends[] = {
95    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
97    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
98    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
100    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
101    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
102    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
105    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
106    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
107    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
108    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
109    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
110};
111
112// This array contains the swapped version of each SkXfermode. For instance
113// this array's SrcOver blending mode is actually DstOver. You can refer to
114// createLayer() for more information on the purpose of this array.
115static const Blender gBlendsSwap[] = {
116    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
117    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
118    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
119    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
120    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
121    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
122    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
123    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
124    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
125    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
126    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
127    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
128    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
129    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
130    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
131};
132
133///////////////////////////////////////////////////////////////////////////////
134// Functions
135///////////////////////////////////////////////////////////////////////////////
136
137template<typename T>
138static inline T min(T a, T b) {
139    return a < b ? a : b;
140}
141
142///////////////////////////////////////////////////////////////////////////////
143// Constructors/destructor
144///////////////////////////////////////////////////////////////////////////////
145
146OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
147        : mFrameStarted(false)
148        , mCaches(Caches::getInstance())
149        , mExtensions(Extensions::getInstance())
150        , mRenderState(renderState)
151        , mScissorOptimizationDisabled(false)
152        , mSuppressTiling(false)
153        , mFirstFrameAfterResize(true)
154        , mCountOverdraw(false)
155        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
156        , mLightRadius(FLT_MIN)
157        , mAmbientShadowAlpha(0)
158        , mSpotShadowAlpha(0) {
159    // *set* draw modifiers to be 0
160    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
161    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
162
163    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
164}
165
166OpenGLRenderer::~OpenGLRenderer() {
167    // The context has already been destroyed at this point, do not call
168    // GL APIs. All GL state should be kept in Caches.h
169}
170
171void OpenGLRenderer::initProperties() {
172    char property[PROPERTY_VALUE_MAX];
173    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
174        mScissorOptimizationDisabled = !strcasecmp(property, "true");
175        INIT_LOGD("  Scissor optimization %s",
176                mScissorOptimizationDisabled ? "disabled" : "enabled");
177    } else {
178        INIT_LOGD("  Scissor optimization enabled");
179    }
180}
181
182void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
183        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
184    mLightCenter = lightCenter;
185    mLightRadius = lightRadius;
186    mAmbientShadowAlpha = ambientShadowAlpha;
187    mSpotShadowAlpha = spotShadowAlpha;
188}
189
190///////////////////////////////////////////////////////////////////////////////
191// Setup
192///////////////////////////////////////////////////////////////////////////////
193
194void OpenGLRenderer::onViewportInitialized() {
195    glDisable(GL_DITHER);
196    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
197
198    glEnableVertexAttribArray(Program::kBindingPosition);
199    mFirstFrameAfterResize = true;
200}
201
202void OpenGLRenderer::setupFrameState(float left, float top,
203        float right, float bottom, bool opaque) {
204    mCaches.clearGarbage();
205    initializeSaveStack(left, top, right, bottom, mLightCenter);
206    mOpaque = opaque;
207    mTilingClip.set(left, top, right, bottom);
208}
209
210status_t OpenGLRenderer::startFrame() {
211    if (mFrameStarted) return DrawGlInfo::kStatusDone;
212    mFrameStarted = true;
213
214    mDirtyClip = true;
215
216    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
217
218    mRenderState.setViewport(getWidth(), getHeight());
219
220    // Functors break the tiling extension in pretty spectacular ways
221    // This ensures we don't use tiling when a functor is going to be
222    // invoked during the frame
223    mSuppressTiling = mCaches.hasRegisteredFunctors()
224            || mFirstFrameAfterResize;
225    mFirstFrameAfterResize = false;
226
227    startTilingCurrentClip(true);
228
229    debugOverdraw(true, true);
230
231    return clear(mTilingClip.left, mTilingClip.top,
232            mTilingClip.right, mTilingClip.bottom, mOpaque);
233}
234
235status_t OpenGLRenderer::prepareDirty(float left, float top,
236        float right, float bottom, bool opaque) {
237
238    setupFrameState(left, top, right, bottom, opaque);
239
240    // Layer renderers will start the frame immediately
241    // The framebuffer renderer will first defer the display list
242    // for each layer and wait until the first drawing command
243    // to start the frame
244    if (currentSnapshot()->fbo == 0) {
245        syncState();
246        updateLayers();
247    } else {
248        return startFrame();
249    }
250
251    return DrawGlInfo::kStatusDone;
252}
253
254void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
255    // If we know that we are going to redraw the entire framebuffer,
256    // perform a discard to let the driver know we don't need to preserve
257    // the back buffer for this frame.
258    if (mExtensions.hasDiscardFramebuffer() &&
259            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
260        const bool isFbo = getTargetFbo() == 0;
261        const GLenum attachments[] = {
262                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
263                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
264        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
265    }
266}
267
268status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
269    if (!opaque || mCountOverdraw) {
270        mCaches.enableScissor();
271        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
272        glClear(GL_COLOR_BUFFER_BIT);
273        return DrawGlInfo::kStatusDrew;
274    }
275
276    mCaches.resetScissor();
277    return DrawGlInfo::kStatusDone;
278}
279
280void OpenGLRenderer::syncState() {
281    if (mCaches.blend) {
282        glEnable(GL_BLEND);
283    } else {
284        glDisable(GL_BLEND);
285    }
286}
287
288void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
289    if (!mSuppressTiling) {
290        const Snapshot* snapshot = currentSnapshot();
291
292        const Rect* clip = &mTilingClip;
293        if (snapshot->flags & Snapshot::kFlagFboTarget) {
294            clip = &(snapshot->layer->clipRect);
295        }
296
297        startTiling(*clip, getViewportHeight(), opaque, expand);
298    }
299}
300
301void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
302    if (!mSuppressTiling) {
303        if(expand) {
304            // Expand the startTiling region by 1
305            int leftNotZero = (clip.left > 0) ? 1 : 0;
306            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
307
308            mCaches.startTiling(
309                clip.left - leftNotZero,
310                windowHeight - clip.bottom - topNotZero,
311                clip.right - clip.left + leftNotZero + 1,
312                clip.bottom - clip.top + topNotZero + 1,
313                opaque);
314        } else {
315            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
316                clip.right - clip.left, clip.bottom - clip.top, opaque);
317        }
318    }
319}
320
321void OpenGLRenderer::endTiling() {
322    if (!mSuppressTiling) mCaches.endTiling();
323}
324
325void OpenGLRenderer::finish() {
326    renderOverdraw();
327    endTiling();
328
329    // When finish() is invoked on FBO 0 we've reached the end
330    // of the current frame
331    if (getTargetFbo() == 0) {
332        mCaches.pathCache.trim();
333        mCaches.tessellationCache.trim();
334    }
335
336    if (!suppressErrorChecks()) {
337#if DEBUG_OPENGL
338        GLUtils::dumpGLErrors();
339#endif
340
341#if DEBUG_MEMORY_USAGE
342        mCaches.dumpMemoryUsage();
343#else
344        if (mCaches.getDebugLevel() & kDebugMemory) {
345            mCaches.dumpMemoryUsage();
346        }
347#endif
348    }
349
350    if (mCountOverdraw) {
351        countOverdraw();
352    }
353
354    mFrameStarted = false;
355}
356
357void OpenGLRenderer::resumeAfterLayer() {
358    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
359    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
360    debugOverdraw(true, false);
361
362    mCaches.resetScissor();
363    dirtyClip();
364}
365
366status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
367    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
368
369    Rect clip(*currentClipRect());
370    clip.snapToPixelBoundaries();
371
372    // Since we don't know what the functor will draw, let's dirty
373    // the entire clip region
374    if (hasLayer()) {
375        dirtyLayerUnchecked(clip, getRegion());
376    }
377
378    DrawGlInfo info;
379    info.clipLeft = clip.left;
380    info.clipTop = clip.top;
381    info.clipRight = clip.right;
382    info.clipBottom = clip.bottom;
383    info.isLayer = hasLayer();
384    info.width = getViewportWidth();
385    info.height = getViewportHeight();
386    currentTransform()->copyTo(&info.transform[0]);
387
388    bool prevDirtyClip = mDirtyClip;
389    // setup GL state for functor
390    if (mDirtyClip) {
391        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
392    }
393    if (mCaches.enableScissor() || prevDirtyClip) {
394        setScissorFromClip();
395    }
396
397    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
398    // Scissor may have been modified, reset dirty clip
399    dirtyClip();
400
401    return DrawGlInfo::kStatusDrew;
402}
403
404///////////////////////////////////////////////////////////////////////////////
405// Debug
406///////////////////////////////////////////////////////////////////////////////
407
408void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
409#if DEBUG_DETAILED_EVENTS
410    const int BUFFER_SIZE = 256;
411    va_list ap;
412    char buf[BUFFER_SIZE];
413
414    va_start(ap, fmt);
415    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
416    va_end(ap);
417
418    eventMark(buf);
419#endif
420}
421
422
423void OpenGLRenderer::eventMark(const char* name) const {
424    mCaches.eventMark(0, name);
425}
426
427void OpenGLRenderer::startMark(const char* name) const {
428    mCaches.startMark(0, name);
429}
430
431void OpenGLRenderer::endMark() const {
432    mCaches.endMark();
433}
434
435void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
436    mRenderState.debugOverdraw(enable, clear);
437}
438
439void OpenGLRenderer::renderOverdraw() {
440    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
441        const Rect* clip = &mTilingClip;
442
443        mCaches.enableScissor();
444        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
445                clip->right - clip->left, clip->bottom - clip->top);
446
447        // 1x overdraw
448        mCaches.stencil.enableDebugTest(2);
449        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
450
451        // 2x overdraw
452        mCaches.stencil.enableDebugTest(3);
453        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
454
455        // 3x overdraw
456        mCaches.stencil.enableDebugTest(4);
457        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
458
459        // 4x overdraw and higher
460        mCaches.stencil.enableDebugTest(4, true);
461        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
462
463        mCaches.stencil.disable();
464    }
465}
466
467void OpenGLRenderer::countOverdraw() {
468    size_t count = getWidth() * getHeight();
469    uint32_t* buffer = new uint32_t[count];
470    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
471
472    size_t total = 0;
473    for (size_t i = 0; i < count; i++) {
474        total += buffer[i] & 0xff;
475    }
476
477    mOverdraw = total / float(count);
478
479    delete[] buffer;
480}
481
482///////////////////////////////////////////////////////////////////////////////
483// Layers
484///////////////////////////////////////////////////////////////////////////////
485
486bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
487    if (layer->deferredUpdateScheduled && layer->renderer
488            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
489        ATRACE_CALL();
490
491        Rect& dirty = layer->dirtyRect;
492
493        if (inFrame) {
494            endTiling();
495            debugOverdraw(false, false);
496        }
497
498        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
499            layer->render(*this);
500        } else {
501            layer->defer(*this);
502        }
503
504        if (inFrame) {
505            resumeAfterLayer();
506            startTilingCurrentClip();
507        }
508
509        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
510        layer->hasDrawnSinceUpdate = false;
511
512        return true;
513    }
514
515    return false;
516}
517
518void OpenGLRenderer::updateLayers() {
519    // If draw deferring is enabled this method will simply defer
520    // the display list of each individual layer. The layers remain
521    // in the layer updates list which will be cleared by flushLayers().
522    int count = mLayerUpdates.size();
523    if (count > 0) {
524        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
525            startMark("Layer Updates");
526        } else {
527            startMark("Defer Layer Updates");
528        }
529
530        // Note: it is very important to update the layers in order
531        for (int i = 0; i < count; i++) {
532            Layer* layer = mLayerUpdates.itemAt(i);
533            updateLayer(layer, false);
534            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
535                mCaches.resourceCache.decrementRefcount(layer);
536            }
537        }
538
539        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
540            mLayerUpdates.clear();
541            mRenderState.bindFramebuffer(getTargetFbo());
542        }
543        endMark();
544    }
545}
546
547void OpenGLRenderer::flushLayers() {
548    int count = mLayerUpdates.size();
549    if (count > 0) {
550        startMark("Apply Layer Updates");
551        char layerName[12];
552
553        // Note: it is very important to update the layers in order
554        for (int i = 0; i < count; i++) {
555            Layer* layer = mLayerUpdates.itemAt(i);
556
557            sprintf(layerName, "Layer #%d", i);
558            startMark(layerName);
559            ATRACE_FORMAT_BEGIN("flushLayer %ux%u", layer->getWidth(), layer->getHeight());
560
561            layer->flush();
562
563            ATRACE_END();
564            endMark();
565
566            mCaches.resourceCache.decrementRefcount(layer);
567        }
568
569        mLayerUpdates.clear();
570        mRenderState.bindFramebuffer(getTargetFbo());
571
572        endMark();
573    }
574}
575
576void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
577    if (layer) {
578        // Make sure we don't introduce duplicates.
579        // SortedVector would do this automatically but we need to respect
580        // the insertion order. The linear search is not an issue since
581        // this list is usually very short (typically one item, at most a few)
582        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
583            if (mLayerUpdates.itemAt(i) == layer) {
584                return;
585            }
586        }
587        mLayerUpdates.push_back(layer);
588        mCaches.resourceCache.incrementRefcount(layer);
589    }
590}
591
592void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
593    if (layer) {
594        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
595            if (mLayerUpdates.itemAt(i) == layer) {
596                mLayerUpdates.removeAt(i);
597                mCaches.resourceCache.decrementRefcount(layer);
598                break;
599            }
600        }
601    }
602}
603
604void OpenGLRenderer::clearLayerUpdates() {
605    size_t count = mLayerUpdates.size();
606    if (count > 0) {
607        mCaches.resourceCache.lock();
608        for (size_t i = 0; i < count; i++) {
609            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
610        }
611        mCaches.resourceCache.unlock();
612        mLayerUpdates.clear();
613    }
614}
615
616void OpenGLRenderer::flushLayerUpdates() {
617    ATRACE_CALL();
618    syncState();
619    updateLayers();
620    flushLayers();
621    // Wait for all the layer updates to be executed
622    AutoFence fence;
623}
624
625void OpenGLRenderer::markLayersAsBuildLayers() {
626    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
627        mLayerUpdates[i]->wasBuildLayered = true;
628    }
629}
630
631///////////////////////////////////////////////////////////////////////////////
632// State management
633///////////////////////////////////////////////////////////////////////////////
634
635void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
636    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
637    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
638    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
639
640    if (restoreViewport) {
641        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
642    }
643
644    if (restoreClip) {
645        dirtyClip();
646    }
647
648    if (restoreLayer) {
649        endMark(); // Savelayer
650        ATRACE_END(); // SaveLayer
651        startMark("ComposeLayer");
652        composeLayer(removed, restored);
653        endMark();
654    }
655}
656
657///////////////////////////////////////////////////////////////////////////////
658// Layers
659///////////////////////////////////////////////////////////////////////////////
660
661int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
662        const SkPaint* paint, int flags, const SkPath* convexMask) {
663    // force matrix/clip isolation for layer
664    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
665
666    const int count = saveSnapshot(flags);
667
668    if (!currentSnapshot()->isIgnored()) {
669        createLayer(left, top, right, bottom, paint, flags, convexMask);
670    }
671
672    return count;
673}
674
675void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
676    const Rect untransformedBounds(bounds);
677
678    currentTransform()->mapRect(bounds);
679
680    // Layers only make sense if they are in the framebuffer's bounds
681    if (bounds.intersect(*currentClipRect())) {
682        // We cannot work with sub-pixels in this case
683        bounds.snapToPixelBoundaries();
684
685        // When the layer is not an FBO, we may use glCopyTexImage so we
686        // need to make sure the layer does not extend outside the bounds
687        // of the framebuffer
688        const Snapshot& previous = *(currentSnapshot()->previous);
689        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
690        if (!bounds.intersect(previousViewport)) {
691            bounds.setEmpty();
692        } else if (fboLayer) {
693            clip.set(bounds);
694            mat4 inverse;
695            inverse.loadInverse(*currentTransform());
696            inverse.mapRect(clip);
697            clip.snapToPixelBoundaries();
698            if (clip.intersect(untransformedBounds)) {
699                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
700                bounds.set(untransformedBounds);
701            } else {
702                clip.setEmpty();
703            }
704        }
705    } else {
706        bounds.setEmpty();
707    }
708}
709
710void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
711        bool fboLayer, int alpha) {
712    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
713            bounds.getHeight() > mCaches.maxTextureSize ||
714            (fboLayer && clip.isEmpty())) {
715        mSnapshot->empty = fboLayer;
716    } else {
717        mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
718    }
719}
720
721int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
722        const SkPaint* paint, int flags) {
723    const int count = saveSnapshot(flags);
724
725    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
726        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
727        // operations will be able to store and restore the current clip and transform info, and
728        // quick rejection will be correct (for display lists)
729
730        Rect bounds(left, top, right, bottom);
731        Rect clip;
732        calculateLayerBoundsAndClip(bounds, clip, true);
733        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
734
735        if (!currentSnapshot()->isIgnored()) {
736            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
737            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
738            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
739            mSnapshot->roundRectClipState = NULL;
740        }
741    }
742
743    return count;
744}
745
746/**
747 * Layers are viewed by Skia are slightly different than layers in image editing
748 * programs (for instance.) When a layer is created, previously created layers
749 * and the frame buffer still receive every drawing command. For instance, if a
750 * layer is created and a shape intersecting the bounds of the layers and the
751 * framebuffer is draw, the shape will be drawn on both (unless the layer was
752 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
753 *
754 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
755 * texture. Unfortunately, this is inefficient as it requires every primitive to
756 * be drawn n + 1 times, where n is the number of active layers. In practice this
757 * means, for every primitive:
758 *   - Switch active frame buffer
759 *   - Change viewport, clip and projection matrix
760 *   - Issue the drawing
761 *
762 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
763 * To avoid this, layers are implemented in a different way here, at least in the
764 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
765 * is set. When this flag is set we can redirect all drawing operations into a
766 * single FBO.
767 *
768 * This implementation relies on the frame buffer being at least RGBA 8888. When
769 * a layer is created, only a texture is created, not an FBO. The content of the
770 * frame buffer contained within the layer's bounds is copied into this texture
771 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
772 * buffer and drawing continues as normal. This technique therefore treats the
773 * frame buffer as a scratch buffer for the layers.
774 *
775 * To compose the layers back onto the frame buffer, each layer texture
776 * (containing the original frame buffer data) is drawn as a simple quad over
777 * the frame buffer. The trick is that the quad is set as the composition
778 * destination in the blending equation, and the frame buffer becomes the source
779 * of the composition.
780 *
781 * Drawing layers with an alpha value requires an extra step before composition.
782 * An empty quad is drawn over the layer's region in the frame buffer. This quad
783 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
784 * quad is used to multiply the colors in the frame buffer. This is achieved by
785 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
786 * GL_ZERO, GL_SRC_ALPHA.
787 *
788 * Because glCopyTexImage2D() can be slow, an alternative implementation might
789 * be use to draw a single clipped layer. The implementation described above
790 * is correct in every case.
791 *
792 * (1) The frame buffer is actually not cleared right away. To allow the GPU
793 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
794 *     buffer is left untouched until the first drawing operation. Only when
795 *     something actually gets drawn are the layers regions cleared.
796 */
797bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
798        const SkPaint* paint, int flags, const SkPath* convexMask) {
799    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
800    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
801
802    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
803
804    // Window coordinates of the layer
805    Rect clip;
806    Rect bounds(left, top, right, bottom);
807    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
808    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
809
810    // Bail out if we won't draw in this snapshot
811    if (currentSnapshot()->isIgnored()) {
812        return false;
813    }
814
815    mCaches.activeTexture(0);
816    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
817    if (!layer) {
818        return false;
819    }
820
821    layer->setPaint(paint);
822    layer->layer.set(bounds);
823    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
824            bounds.getWidth() / float(layer->getWidth()), 0.0f);
825
826    layer->setBlend(true);
827    layer->setDirty(false);
828    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
829
830    // Save the layer in the snapshot
831    mSnapshot->flags |= Snapshot::kFlagIsLayer;
832    mSnapshot->layer = layer;
833
834    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
835            fboLayer ? "" : "unclipped ",
836            layer->getWidth(), layer->getHeight());
837    startMark("SaveLayer");
838    if (fboLayer) {
839        return createFboLayer(layer, bounds, clip);
840    } else {
841        // Copy the framebuffer into the layer
842        layer->bindTexture();
843        if (!bounds.isEmpty()) {
844            if (layer->isEmpty()) {
845                // Workaround for some GL drivers. When reading pixels lying outside
846                // of the window we should get undefined values for those pixels.
847                // Unfortunately some drivers will turn the entire target texture black
848                // when reading outside of the window.
849                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
850                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
851                layer->setEmpty(false);
852            }
853
854            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
855                    bounds.left, getViewportHeight() - bounds.bottom,
856                    bounds.getWidth(), bounds.getHeight());
857
858            // Enqueue the buffer coordinates to clear the corresponding region later
859            mLayers.push(new Rect(bounds));
860        }
861    }
862
863    return true;
864}
865
866bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
867    layer->clipRect.set(clip);
868    layer->setFbo(mCaches.fboCache.get());
869
870    mSnapshot->region = &mSnapshot->layer->region;
871    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
872    mSnapshot->fbo = layer->getFbo();
873    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
874    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
875    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
876    mSnapshot->roundRectClipState = NULL;
877
878    endTiling();
879    debugOverdraw(false, false);
880    // Bind texture to FBO
881    mRenderState.bindFramebuffer(layer->getFbo());
882    layer->bindTexture();
883
884    // Initialize the texture if needed
885    if (layer->isEmpty()) {
886        layer->allocateTexture();
887        layer->setEmpty(false);
888    }
889
890    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
891            layer->getTexture(), 0);
892
893    // Expand the startTiling region by 1
894    startTilingCurrentClip(true, true);
895
896    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
897    mCaches.enableScissor();
898    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
899            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
900    glClear(GL_COLOR_BUFFER_BIT);
901
902    dirtyClip();
903
904    // Change the ortho projection
905    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
906    return true;
907}
908
909/**
910 * Read the documentation of createLayer() before doing anything in this method.
911 */
912void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
913    if (!removed.layer) {
914        ALOGE("Attempting to compose a layer that does not exist");
915        return;
916    }
917
918    Layer* layer = removed.layer;
919    const Rect& rect = layer->layer;
920    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
921
922    bool clipRequired = false;
923    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
924            &clipRequired, NULL, false); // safely ignore return, should never be rejected
925    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
926
927    if (fboLayer) {
928        endTiling();
929
930        // Detach the texture from the FBO
931        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
932
933        layer->removeFbo(false);
934
935        // Unbind current FBO and restore previous one
936        mRenderState.bindFramebuffer(restored.fbo);
937        debugOverdraw(true, false);
938
939        startTilingCurrentClip();
940    }
941
942    if (!fboLayer && layer->getAlpha() < 255) {
943        SkPaint layerPaint;
944        layerPaint.setAlpha(layer->getAlpha());
945        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
946        layerPaint.setColorFilter(layer->getColorFilter());
947
948        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
949        // Required below, composeLayerRect() will divide by 255
950        layer->setAlpha(255);
951    }
952
953    mCaches.unbindMeshBuffer();
954
955    mCaches.activeTexture(0);
956
957    // When the layer is stored in an FBO, we can save a bit of fillrate by
958    // drawing only the dirty region
959    if (fboLayer) {
960        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
961        composeLayerRegion(layer, rect);
962    } else if (!rect.isEmpty()) {
963        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
964
965        save(0);
966        // the layer contains screen buffer content that shouldn't be alpha modulated
967        // (and any necessary alpha modulation was handled drawing into the layer)
968        mSnapshot->alpha = 1.0f;
969        composeLayerRect(layer, rect, true);
970        restore();
971    }
972
973    dirtyClip();
974
975    // Failing to add the layer to the cache should happen only if the layer is too large
976    layer->setConvexMask(NULL);
977    if (!mCaches.layerCache.put(layer)) {
978        LAYER_LOGD("Deleting layer");
979        Caches::getInstance().resourceCache.decrementRefcount(layer);
980    }
981}
982
983void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
984    float alpha = getLayerAlpha(layer);
985
986    setupDraw();
987    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
988        setupDrawWithTexture();
989    } else {
990        setupDrawWithExternalTexture();
991    }
992    setupDrawTextureTransform();
993    setupDrawColor(alpha, alpha, alpha, alpha);
994    setupDrawColorFilter(layer->getColorFilter());
995    setupDrawBlending(layer);
996    setupDrawProgram();
997    setupDrawPureColorUniforms();
998    setupDrawColorFilterUniforms(layer->getColorFilter());
999    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1000        setupDrawTexture(layer->getTexture());
1001    } else {
1002        setupDrawExternalTexture(layer->getTexture());
1003    }
1004    if (currentTransform()->isPureTranslate() &&
1005            !layer->getForceFilter() &&
1006            layer->getWidth() == (uint32_t) rect.getWidth() &&
1007            layer->getHeight() == (uint32_t) rect.getHeight()) {
1008        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1009        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1010
1011        layer->setFilter(GL_NEAREST);
1012        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1013                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1014    } else {
1015        layer->setFilter(GL_LINEAR);
1016        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1017                rect.left, rect.top, rect.right, rect.bottom);
1018    }
1019    setupDrawTextureTransformUniforms(layer->getTexTransform());
1020    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
1021
1022    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1023}
1024
1025void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1026    if (layer->isTextureLayer()) {
1027        EVENT_LOGD("composeTextureLayerRect");
1028        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1029        drawTextureLayer(layer, rect);
1030        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1031    } else {
1032        EVENT_LOGD("composeHardwareLayerRect");
1033        const Rect& texCoords = layer->texCoords;
1034        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1035                texCoords.right, texCoords.bottom);
1036
1037        float x = rect.left;
1038        float y = rect.top;
1039        bool simpleTransform = currentTransform()->isPureTranslate() &&
1040                layer->getWidth() == (uint32_t) rect.getWidth() &&
1041                layer->getHeight() == (uint32_t) rect.getHeight();
1042
1043        if (simpleTransform) {
1044            // When we're swapping, the layer is already in screen coordinates
1045            if (!swap) {
1046                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1047                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1048            }
1049
1050            layer->setFilter(GL_NEAREST, true);
1051        } else {
1052            layer->setFilter(GL_LINEAR, true);
1053        }
1054
1055        SkPaint layerPaint;
1056        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1057        layerPaint.setXfermodeMode(layer->getMode());
1058        layerPaint.setColorFilter(layer->getColorFilter());
1059
1060        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1061        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1062                layer->getTexture(), &layerPaint, blend,
1063                &mMeshVertices[0].x, &mMeshVertices[0].u,
1064                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1065
1066        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1067    }
1068}
1069
1070/**
1071 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1072 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1073 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1074 * by saveLayer's restore
1075 */
1076#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1077        DRAW_COMMAND;                                                            \
1078        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1079            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1080            DRAW_COMMAND;                                                        \
1081            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1082        }                                                                        \
1083    }
1084
1085#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1086
1087// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1088// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1089class LayerShader : public SkShader {
1090public:
1091    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1092    : INHERITED(localMatrix)
1093    , mLayer(layer) {
1094    }
1095
1096    virtual bool asACustomShader(void** data) const {
1097        if (data) {
1098            *data = static_cast<void*>(mLayer);
1099        }
1100        return true;
1101    }
1102
1103    virtual bool isOpaque() const {
1104        return !mLayer->isBlend();
1105    }
1106
1107protected:
1108    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1109        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1110    }
1111
1112    virtual void flatten(SkWriteBuffer&) const {
1113        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1114    }
1115
1116    virtual Factory getFactory() const {
1117        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1118        return NULL;
1119    }
1120private:
1121    // Unowned.
1122    Layer* mLayer;
1123    typedef SkShader INHERITED;
1124};
1125
1126void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1127    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1128
1129    if (layer->getConvexMask()) {
1130        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1131
1132        // clip to the area of the layer the mask can be larger
1133        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1134
1135        SkPaint paint;
1136        paint.setAntiAlias(true);
1137        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1138
1139        // create LayerShader to map SaveLayer content into subsequent draw
1140        SkMatrix shaderMatrix;
1141        shaderMatrix.setTranslate(rect.left, rect.bottom);
1142        shaderMatrix.preScale(1, -1);
1143        LayerShader layerShader(layer, &shaderMatrix);
1144        paint.setShader(&layerShader);
1145
1146        // Since the drawing primitive is defined in local drawing space,
1147        // we don't need to modify the draw matrix
1148        const SkPath* maskPath = layer->getConvexMask();
1149        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1150
1151        paint.setShader(NULL);
1152        restore();
1153
1154        return;
1155    }
1156
1157    if (layer->region.isRect()) {
1158        layer->setRegionAsRect();
1159
1160        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1161
1162        layer->region.clear();
1163        return;
1164    }
1165
1166    EVENT_LOGD("composeLayerRegion");
1167    // standard Region based draw
1168    size_t count;
1169    const android::Rect* rects;
1170    Region safeRegion;
1171    if (CC_LIKELY(hasRectToRectTransform())) {
1172        rects = layer->region.getArray(&count);
1173    } else {
1174        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1175        rects = safeRegion.getArray(&count);
1176    }
1177
1178    const float alpha = getLayerAlpha(layer);
1179    const float texX = 1.0f / float(layer->getWidth());
1180    const float texY = 1.0f / float(layer->getHeight());
1181    const float height = rect.getHeight();
1182
1183    setupDraw();
1184
1185    // We must get (and therefore bind) the region mesh buffer
1186    // after we setup drawing in case we need to mess with the
1187    // stencil buffer in setupDraw()
1188    TextureVertex* mesh = mCaches.getRegionMesh();
1189    uint32_t numQuads = 0;
1190
1191    setupDrawWithTexture();
1192    setupDrawColor(alpha, alpha, alpha, alpha);
1193    setupDrawColorFilter(layer->getColorFilter());
1194    setupDrawBlending(layer);
1195    setupDrawProgram();
1196    setupDrawDirtyRegionsDisabled();
1197    setupDrawPureColorUniforms();
1198    setupDrawColorFilterUniforms(layer->getColorFilter());
1199    setupDrawTexture(layer->getTexture());
1200    if (currentTransform()->isPureTranslate()) {
1201        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1202        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1203
1204        layer->setFilter(GL_NEAREST);
1205        setupDrawModelView(kModelViewMode_Translate, false,
1206                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1207    } else {
1208        layer->setFilter(GL_LINEAR);
1209        setupDrawModelView(kModelViewMode_Translate, false,
1210                rect.left, rect.top, rect.right, rect.bottom);
1211    }
1212    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1213
1214    for (size_t i = 0; i < count; i++) {
1215        const android::Rect* r = &rects[i];
1216
1217        const float u1 = r->left * texX;
1218        const float v1 = (height - r->top) * texY;
1219        const float u2 = r->right * texX;
1220        const float v2 = (height - r->bottom) * texY;
1221
1222        // TODO: Reject quads outside of the clip
1223        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1224        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1225        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1226        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1227
1228        numQuads++;
1229
1230        if (numQuads >= gMaxNumberOfQuads) {
1231            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1232                            GL_UNSIGNED_SHORT, NULL));
1233            numQuads = 0;
1234            mesh = mCaches.getRegionMesh();
1235        }
1236    }
1237
1238    if (numQuads > 0) {
1239        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1240                        GL_UNSIGNED_SHORT, NULL));
1241    }
1242
1243#if DEBUG_LAYERS_AS_REGIONS
1244    drawRegionRectsDebug(layer->region);
1245#endif
1246
1247    layer->region.clear();
1248}
1249
1250#if DEBUG_LAYERS_AS_REGIONS
1251void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1252    size_t count;
1253    const android::Rect* rects = region.getArray(&count);
1254
1255    uint32_t colors[] = {
1256            0x7fff0000, 0x7f00ff00,
1257            0x7f0000ff, 0x7fff00ff,
1258    };
1259
1260    int offset = 0;
1261    int32_t top = rects[0].top;
1262
1263    for (size_t i = 0; i < count; i++) {
1264        if (top != rects[i].top) {
1265            offset ^= 0x2;
1266            top = rects[i].top;
1267        }
1268
1269        SkPaint paint;
1270        paint.setColor(colors[offset + (i & 0x1)]);
1271        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1272        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1273    }
1274}
1275#endif
1276
1277void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1278    Vector<float> rects;
1279
1280    SkRegion::Iterator it(region);
1281    while (!it.done()) {
1282        const SkIRect& r = it.rect();
1283        rects.push(r.fLeft);
1284        rects.push(r.fTop);
1285        rects.push(r.fRight);
1286        rects.push(r.fBottom);
1287        it.next();
1288    }
1289
1290    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1291}
1292
1293void OpenGLRenderer::dirtyLayer(const float left, const float top,
1294        const float right, const float bottom, const mat4 transform) {
1295    if (hasLayer()) {
1296        Rect bounds(left, top, right, bottom);
1297        transform.mapRect(bounds);
1298        dirtyLayerUnchecked(bounds, getRegion());
1299    }
1300}
1301
1302void OpenGLRenderer::dirtyLayer(const float left, const float top,
1303        const float right, const float bottom) {
1304    if (hasLayer()) {
1305        Rect bounds(left, top, right, bottom);
1306        dirtyLayerUnchecked(bounds, getRegion());
1307    }
1308}
1309
1310void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1311    if (bounds.intersect(*currentClipRect())) {
1312        bounds.snapToPixelBoundaries();
1313        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1314        if (!dirty.isEmpty()) {
1315            region->orSelf(dirty);
1316        }
1317    }
1318}
1319
1320void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1321    GLsizei elementsCount = quadsCount * 6;
1322    while (elementsCount > 0) {
1323        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1324
1325        setupDrawIndexedVertices(&mesh[0].x);
1326        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1327
1328        elementsCount -= drawCount;
1329        // Though there are 4 vertices in a quad, we use 6 indices per
1330        // quad to draw with GL_TRIANGLES
1331        mesh += (drawCount / 6) * 4;
1332    }
1333}
1334
1335void OpenGLRenderer::clearLayerRegions() {
1336    const size_t count = mLayers.size();
1337    if (count == 0) return;
1338
1339    if (!currentSnapshot()->isIgnored()) {
1340        EVENT_LOGD("clearLayerRegions");
1341        // Doing several glScissor/glClear here can negatively impact
1342        // GPUs with a tiler architecture, instead we draw quads with
1343        // the Clear blending mode
1344
1345        // The list contains bounds that have already been clipped
1346        // against their initial clip rect, and the current clip
1347        // is likely different so we need to disable clipping here
1348        bool scissorChanged = mCaches.disableScissor();
1349
1350        Vertex mesh[count * 4];
1351        Vertex* vertex = mesh;
1352
1353        for (uint32_t i = 0; i < count; i++) {
1354            Rect* bounds = mLayers.itemAt(i);
1355
1356            Vertex::set(vertex++, bounds->left, bounds->top);
1357            Vertex::set(vertex++, bounds->right, bounds->top);
1358            Vertex::set(vertex++, bounds->left, bounds->bottom);
1359            Vertex::set(vertex++, bounds->right, bounds->bottom);
1360
1361            delete bounds;
1362        }
1363        // We must clear the list of dirty rects before we
1364        // call setupDraw() to prevent stencil setup to do
1365        // the same thing again
1366        mLayers.clear();
1367
1368        SkPaint clearPaint;
1369        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1370
1371        setupDraw(false);
1372        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1373        setupDrawBlending(&clearPaint, true);
1374        setupDrawProgram();
1375        setupDrawPureColorUniforms();
1376        setupDrawModelView(kModelViewMode_Translate, false,
1377                0.0f, 0.0f, 0.0f, 0.0f, true);
1378
1379        issueIndexedQuadDraw(&mesh[0], count);
1380
1381        if (scissorChanged) mCaches.enableScissor();
1382    } else {
1383        for (uint32_t i = 0; i < count; i++) {
1384            delete mLayers.itemAt(i);
1385        }
1386        mLayers.clear();
1387    }
1388}
1389
1390///////////////////////////////////////////////////////////////////////////////
1391// State Deferral
1392///////////////////////////////////////////////////////////////////////////////
1393
1394bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1395    const Rect* currentClip = currentClipRect();
1396    const mat4* currentMatrix = currentTransform();
1397
1398    if (stateDeferFlags & kStateDeferFlag_Draw) {
1399        // state has bounds initialized in local coordinates
1400        if (!state.mBounds.isEmpty()) {
1401            currentMatrix->mapRect(state.mBounds);
1402            Rect clippedBounds(state.mBounds);
1403            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1404            // is used, it should more closely duplicate the quickReject logic (in how it uses
1405            // snapToPixelBoundaries)
1406
1407            if(!clippedBounds.intersect(*currentClip)) {
1408                // quick rejected
1409                return true;
1410            }
1411
1412            state.mClipSideFlags = kClipSide_None;
1413            if (!currentClip->contains(state.mBounds)) {
1414                int& flags = state.mClipSideFlags;
1415                // op partially clipped, so record which sides are clipped for clip-aware merging
1416                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1417                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1418                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1419                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1420            }
1421            state.mBounds.set(clippedBounds);
1422        } else {
1423            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1424            // overdraw avoidance (since we don't know what it overlaps)
1425            state.mClipSideFlags = kClipSide_ConservativeFull;
1426            state.mBounds.set(*currentClip);
1427        }
1428    }
1429
1430    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1431    if (state.mClipValid) {
1432        state.mClip.set(*currentClip);
1433    }
1434
1435    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1436    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1437    state.mMatrix.load(*currentMatrix);
1438    state.mDrawModifiers = mDrawModifiers;
1439    state.mAlpha = currentSnapshot()->alpha;
1440
1441    // always store/restore, since it's just a pointer
1442    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1443    return false;
1444}
1445
1446void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1447    setMatrix(state.mMatrix);
1448    mSnapshot->alpha = state.mAlpha;
1449    mDrawModifiers = state.mDrawModifiers;
1450    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1451
1452    if (state.mClipValid && !skipClipRestore) {
1453        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1454                state.mClip.right, state.mClip.bottom);
1455        dirtyClip();
1456    }
1457}
1458
1459/**
1460 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1461 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1462 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1463 *
1464 * This method should be called when restoreDisplayState() won't be restoring the clip
1465 */
1466void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1467    if (clipRect != NULL) {
1468        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1469    } else {
1470        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1471    }
1472    dirtyClip();
1473    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1474}
1475
1476///////////////////////////////////////////////////////////////////////////////
1477// Clipping
1478///////////////////////////////////////////////////////////////////////////////
1479
1480void OpenGLRenderer::setScissorFromClip() {
1481    Rect clip(*currentClipRect());
1482    clip.snapToPixelBoundaries();
1483
1484    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1485            clip.getWidth(), clip.getHeight())) {
1486        mDirtyClip = false;
1487    }
1488}
1489
1490void OpenGLRenderer::ensureStencilBuffer() {
1491    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1492    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1493    // just hope we have one when hasLayer() returns false.
1494    if (hasLayer()) {
1495        attachStencilBufferToLayer(currentSnapshot()->layer);
1496    }
1497}
1498
1499void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1500    // The layer's FBO is already bound when we reach this stage
1501    if (!layer->getStencilRenderBuffer()) {
1502        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1503        // is attached after we initiated tiling. We must turn it off,
1504        // attach the new render buffer then turn tiling back on
1505        endTiling();
1506
1507        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1508                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1509        layer->setStencilRenderBuffer(buffer);
1510
1511        startTiling(layer->clipRect, layer->layer.getHeight());
1512    }
1513}
1514
1515void OpenGLRenderer::setStencilFromClip() {
1516    if (!mCaches.debugOverdraw) {
1517        if (!currentSnapshot()->clipRegion->isEmpty()) {
1518            EVENT_LOGD("setStencilFromClip - enabling");
1519
1520            // NOTE: The order here is important, we must set dirtyClip to false
1521            //       before any draw call to avoid calling back into this method
1522            mDirtyClip = false;
1523
1524            ensureStencilBuffer();
1525
1526            mCaches.stencil.enableWrite();
1527
1528            // Clear and update the stencil, but first make sure we restrict drawing
1529            // to the region's bounds
1530            bool resetScissor = mCaches.enableScissor();
1531            if (resetScissor) {
1532                // The scissor was not set so we now need to update it
1533                setScissorFromClip();
1534            }
1535            mCaches.stencil.clear();
1536
1537            // stash and disable the outline clip state, since stencil doesn't account for outline
1538            bool storedSkipOutlineClip = mSkipOutlineClip;
1539            mSkipOutlineClip = true;
1540
1541            SkPaint paint;
1542            paint.setColor(SK_ColorBLACK);
1543            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1544
1545            // NOTE: We could use the region contour path to generate a smaller mesh
1546            //       Since we are using the stencil we could use the red book path
1547            //       drawing technique. It might increase bandwidth usage though.
1548
1549            // The last parameter is important: we are not drawing in the color buffer
1550            // so we don't want to dirty the current layer, if any
1551            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1552            if (resetScissor) mCaches.disableScissor();
1553            mSkipOutlineClip = storedSkipOutlineClip;
1554
1555            mCaches.stencil.enableTest();
1556
1557            // Draw the region used to generate the stencil if the appropriate debug
1558            // mode is enabled
1559            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1560                paint.setColor(0x7f0000ff);
1561                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1562                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1563            }
1564        } else {
1565            EVENT_LOGD("setStencilFromClip - disabling");
1566            mCaches.stencil.disable();
1567        }
1568    }
1569}
1570
1571/**
1572 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1573 *
1574 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1575 *         style, and tessellated AA ramp
1576 */
1577bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1578        const SkPaint* paint) {
1579    bool snapOut = paint && paint->isAntiAlias();
1580
1581    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1582        float outset = paint->getStrokeWidth() * 0.5f;
1583        left -= outset;
1584        top -= outset;
1585        right += outset;
1586        bottom += outset;
1587    }
1588
1589    bool clipRequired = false;
1590    bool roundRectClipRequired = false;
1591    if (calculateQuickRejectForScissor(left, top, right, bottom,
1592            &clipRequired, &roundRectClipRequired, snapOut)) {
1593        return true;
1594    }
1595
1596    // not quick rejected, so enable the scissor if clipRequired
1597    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1598    mSkipOutlineClip = !roundRectClipRequired;
1599    return false;
1600}
1601
1602void OpenGLRenderer::debugClip() {
1603#if DEBUG_CLIP_REGIONS
1604    if (!currentSnapshot()->clipRegion->isEmpty()) {
1605        SkPaint paint;
1606        paint.setColor(0x7f00ff00);
1607        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1608
1609    }
1610#endif
1611}
1612
1613///////////////////////////////////////////////////////////////////////////////
1614// Drawing commands
1615///////////////////////////////////////////////////////////////////////////////
1616
1617void OpenGLRenderer::setupDraw(bool clearLayer) {
1618    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1619    //       changes the scissor test state
1620    if (clearLayer) clearLayerRegions();
1621    // Make sure setScissor & setStencil happen at the beginning of
1622    // this method
1623    if (mDirtyClip) {
1624        if (mCaches.scissorEnabled) {
1625            setScissorFromClip();
1626        }
1627
1628        if (clearLayer) {
1629            setStencilFromClip();
1630        } else {
1631            // While clearing layer, force disable stencil buffer, since
1632            // it's invalid to stencil-clip *during* the layer clear
1633            mCaches.stencil.disable();
1634        }
1635    }
1636
1637    mDescription.reset();
1638
1639    mSetShaderColor = false;
1640    mColorSet = false;
1641    mColorA = mColorR = mColorG = mColorB = 0.0f;
1642    mTextureUnit = 0;
1643    mTrackDirtyRegions = true;
1644
1645    // Enable debug highlight when what we're about to draw is tested against
1646    // the stencil buffer and if stencil highlight debugging is on
1647    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1648            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1649            mCaches.stencil.isTestEnabled();
1650
1651    mDescription.emulateStencil = mCountOverdraw;
1652}
1653
1654void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1655    mDescription.hasTexture = true;
1656    mDescription.hasAlpha8Texture = isAlpha8;
1657}
1658
1659void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1660    mDescription.hasTexture = true;
1661    mDescription.hasColors = true;
1662    mDescription.hasAlpha8Texture = isAlpha8;
1663}
1664
1665void OpenGLRenderer::setupDrawWithExternalTexture() {
1666    mDescription.hasExternalTexture = true;
1667}
1668
1669void OpenGLRenderer::setupDrawNoTexture() {
1670    mCaches.disableTexCoordsVertexArray();
1671}
1672
1673void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1674    mDescription.hasVertexAlpha = true;
1675    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1676}
1677
1678void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1679    mColorA = alpha / 255.0f;
1680    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1681    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1682    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1683    mColorSet = true;
1684    mSetShaderColor = mDescription.setColorModulate(mColorA);
1685}
1686
1687void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1688    mColorA = alpha / 255.0f;
1689    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1690    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1691    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1692    mColorSet = true;
1693    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1694}
1695
1696void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1697    mCaches.fontRenderer->describe(mDescription, paint);
1698}
1699
1700void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1701    mColorA = a;
1702    mColorR = r;
1703    mColorG = g;
1704    mColorB = b;
1705    mColorSet = true;
1706    mSetShaderColor = mDescription.setColorModulate(a);
1707}
1708
1709void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1710    if (shader != NULL) {
1711        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1712    }
1713}
1714
1715void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1716    if (filter == NULL) {
1717        return;
1718    }
1719
1720    SkXfermode::Mode mode;
1721    if (filter->asColorMode(NULL, &mode)) {
1722        mDescription.colorOp = ProgramDescription::kColorBlend;
1723        mDescription.colorMode = mode;
1724    } else if (filter->asColorMatrix(NULL)) {
1725        mDescription.colorOp = ProgramDescription::kColorMatrix;
1726    }
1727}
1728
1729void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1730    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1731        mColorA = 1.0f;
1732        mColorR = mColorG = mColorB = 0.0f;
1733        mSetShaderColor = mDescription.modulate = true;
1734    }
1735}
1736
1737static bool isBlendedColorFilter(const SkColorFilter* filter) {
1738    if (filter == NULL) {
1739        return false;
1740    }
1741    return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0;
1742}
1743
1744void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1745    SkXfermode::Mode mode = layer->getMode();
1746    // When the blending mode is kClear_Mode, we need to use a modulate color
1747    // argb=1,0,0,0
1748    accountForClear(mode);
1749    // TODO: check shader blending, once we have shader drawing support for layers.
1750    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1751            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1752    chooseBlending(blend, mode, mDescription, swapSrcDst);
1753}
1754
1755void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1756    SkXfermode::Mode mode = getXfermodeDirect(paint);
1757    // When the blending mode is kClear_Mode, we need to use a modulate color
1758    // argb=1,0,0,0
1759    accountForClear(mode);
1760    blend |= (mColorSet && mColorA < 1.0f) ||
1761            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1762            isBlendedColorFilter(getColorFilter(paint));
1763    chooseBlending(blend, mode, mDescription, swapSrcDst);
1764}
1765
1766void OpenGLRenderer::setupDrawProgram() {
1767    useProgram(mCaches.programCache.get(mDescription));
1768    if (mDescription.hasRoundRectClip) {
1769        // TODO: avoid doing this repeatedly, stashing state pointer in program
1770        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1771        const Rect& innerRect = state->innerRect;
1772        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1773                innerRect.left, innerRect.top,
1774                innerRect.right, innerRect.bottom);
1775        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1776                1, GL_FALSE, &state->matrix.data[0]);
1777
1778        // add half pixel to round out integer rect space to cover pixel centers
1779        float roundedOutRadius = state->radius + 0.5f;
1780        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1781                roundedOutRadius);
1782    }
1783}
1784
1785void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1786    mTrackDirtyRegions = false;
1787}
1788
1789void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1790        float left, float top, float right, float bottom, bool ignoreTransform) {
1791    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1792    if (mode == kModelViewMode_TranslateAndScale) {
1793        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1794    }
1795
1796    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1797    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1798    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1799    if (dirty && mTrackDirtyRegions) {
1800        if (!ignoreTransform) {
1801            dirtyLayer(left, top, right, bottom, *currentTransform());
1802        } else {
1803            dirtyLayer(left, top, right, bottom);
1804        }
1805    }
1806}
1807
1808void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1809    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1810        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1811    }
1812}
1813
1814void OpenGLRenderer::setupDrawPureColorUniforms() {
1815    if (mSetShaderColor) {
1816        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1817    }
1818}
1819
1820void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1821    if (shader == NULL) {
1822        return;
1823    }
1824
1825    if (ignoreTransform) {
1826        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1827        // because it was built into modelView / the geometry, and the description needs to
1828        // compensate.
1829        mat4 modelViewWithoutTransform;
1830        modelViewWithoutTransform.loadInverse(*currentTransform());
1831        modelViewWithoutTransform.multiply(mModelViewMatrix);
1832        mModelViewMatrix.load(modelViewWithoutTransform);
1833    }
1834
1835    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1836}
1837
1838void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1839    if (NULL == filter) {
1840        return;
1841    }
1842
1843    SkColor color;
1844    SkXfermode::Mode mode;
1845    if (filter->asColorMode(&color, &mode)) {
1846        const int alpha = SkColorGetA(color);
1847        const GLfloat a = alpha / 255.0f;
1848        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1849        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1850        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1851        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1852        return;
1853    }
1854
1855    SkScalar srcColorMatrix[20];
1856    if (filter->asColorMatrix(srcColorMatrix)) {
1857
1858        float colorMatrix[16];
1859        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1860        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1861        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1862        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1863
1864        // Skia uses the range [0..255] for the addition vector, but we need
1865        // the [0..1] range to apply the vector in GLSL
1866        float colorVector[4];
1867        colorVector[0] = srcColorMatrix[4] / 255.0f;
1868        colorVector[1] = srcColorMatrix[9] / 255.0f;
1869        colorVector[2] = srcColorMatrix[14] / 255.0f;
1870        colorVector[3] = srcColorMatrix[19] / 255.0f;
1871
1872        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1873                GL_FALSE, colorMatrix);
1874        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1875        return;
1876    }
1877
1878    // it is an error if we ever get here
1879}
1880
1881void OpenGLRenderer::setupDrawTextGammaUniforms() {
1882    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1883}
1884
1885void OpenGLRenderer::setupDrawSimpleMesh() {
1886    bool force = mCaches.bindMeshBuffer();
1887    mCaches.bindPositionVertexPointer(force, 0);
1888    mCaches.unbindIndicesBuffer();
1889}
1890
1891void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1892    if (texture) bindTexture(texture);
1893    mTextureUnit++;
1894    mCaches.enableTexCoordsVertexArray();
1895}
1896
1897void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1898    bindExternalTexture(texture);
1899    mTextureUnit++;
1900    mCaches.enableTexCoordsVertexArray();
1901}
1902
1903void OpenGLRenderer::setupDrawTextureTransform() {
1904    mDescription.hasTextureTransform = true;
1905}
1906
1907void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1908    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1909            GL_FALSE, &transform.data[0]);
1910}
1911
1912void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1913        const GLvoid* texCoords, GLuint vbo) {
1914    bool force = false;
1915    if (!vertices || vbo) {
1916        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1917    } else {
1918        force = mCaches.unbindMeshBuffer();
1919    }
1920
1921    mCaches.bindPositionVertexPointer(force, vertices);
1922    if (mCaches.currentProgram->texCoords >= 0) {
1923        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1924    }
1925
1926    mCaches.unbindIndicesBuffer();
1927}
1928
1929void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1930        const GLvoid* texCoords, const GLvoid* colors) {
1931    bool force = mCaches.unbindMeshBuffer();
1932    GLsizei stride = sizeof(ColorTextureVertex);
1933
1934    mCaches.bindPositionVertexPointer(force, vertices, stride);
1935    if (mCaches.currentProgram->texCoords >= 0) {
1936        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1937    }
1938    int slot = mCaches.currentProgram->getAttrib("colors");
1939    if (slot >= 0) {
1940        glEnableVertexAttribArray(slot);
1941        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1942    }
1943
1944    mCaches.unbindIndicesBuffer();
1945}
1946
1947void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1948        const GLvoid* texCoords, GLuint vbo) {
1949    bool force = false;
1950    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1951    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1952    // use the default VBO found in Caches
1953    if (!vertices || vbo) {
1954        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1955    } else {
1956        force = mCaches.unbindMeshBuffer();
1957    }
1958    mCaches.bindQuadIndicesBuffer();
1959
1960    mCaches.bindPositionVertexPointer(force, vertices);
1961    if (mCaches.currentProgram->texCoords >= 0) {
1962        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1963    }
1964}
1965
1966void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1967    bool force = mCaches.unbindMeshBuffer();
1968    mCaches.bindQuadIndicesBuffer();
1969    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1970}
1971
1972///////////////////////////////////////////////////////////////////////////////
1973// Drawing
1974///////////////////////////////////////////////////////////////////////////////
1975
1976status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1977    status_t status;
1978    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1979    // will be performed by the display list itself
1980    if (renderNode && renderNode->isRenderable()) {
1981        // compute 3d ordering
1982        renderNode->computeOrdering();
1983        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1984            status = startFrame();
1985            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1986            renderNode->replay(replayStruct, 0);
1987            return status | replayStruct.mDrawGlStatus;
1988        }
1989
1990        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1991        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1992        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1993        renderNode->defer(deferStruct, 0);
1994
1995        flushLayers();
1996        status = startFrame();
1997
1998        return deferredList.flush(*this, dirty) | status;
1999    }
2000
2001    // Even if there is no drawing command(Ex: invisible),
2002    // it still needs startFrame to clear buffer and start tiling.
2003    return startFrame();
2004}
2005
2006void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
2007    int color = paint != NULL ? paint->getColor() : 0;
2008
2009    float x = left;
2010    float y = top;
2011
2012    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2013
2014    bool ignoreTransform = false;
2015    if (currentTransform()->isPureTranslate()) {
2016        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2017        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2018        ignoreTransform = true;
2019
2020        texture->setFilter(GL_NEAREST, true);
2021    } else {
2022        texture->setFilter(getFilter(paint), true);
2023    }
2024
2025    // No need to check for a UV mapper on the texture object, only ARGB_8888
2026    // bitmaps get packed in the atlas
2027    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2028            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2029            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2030}
2031
2032/**
2033 * Important note: this method is intended to draw batches of bitmaps and
2034 * will not set the scissor enable or dirty the current layer, if any.
2035 * The caller is responsible for properly dirtying the current layer.
2036 */
2037status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2038        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
2039        const Rect& bounds, const SkPaint* paint) {
2040    mCaches.activeTexture(0);
2041    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2042    if (!texture) return DrawGlInfo::kStatusDone;
2043
2044    const AutoTexture autoCleanup(texture);
2045
2046    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2047    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
2048
2049    const float x = (int) floorf(bounds.left + 0.5f);
2050    const float y = (int) floorf(bounds.top + 0.5f);
2051    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2052        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2053                texture->id, paint, &vertices[0].x, &vertices[0].u,
2054                GL_TRIANGLES, bitmapCount * 6, true,
2055                kModelViewMode_Translate, false);
2056    } else {
2057        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2058                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
2059                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2060                kModelViewMode_Translate, false);
2061    }
2062
2063    return DrawGlInfo::kStatusDrew;
2064}
2065
2066status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
2067    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2068        return DrawGlInfo::kStatusDone;
2069    }
2070
2071    mCaches.activeTexture(0);
2072    Texture* texture = getTexture(bitmap);
2073    if (!texture) return DrawGlInfo::kStatusDone;
2074    const AutoTexture autoCleanup(texture);
2075
2076    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2077        drawAlphaBitmap(texture, 0, 0, paint);
2078    } else {
2079        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2080    }
2081
2082    return DrawGlInfo::kStatusDrew;
2083}
2084
2085status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2086    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2087        return DrawGlInfo::kStatusDone;
2088    }
2089
2090    mCaches.activeTexture(0);
2091    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2092    const AutoTexture autoCleanup(texture);
2093
2094    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2095        drawAlphaBitmap(texture, 0, 0, paint);
2096    } else {
2097        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2098    }
2099
2100    return DrawGlInfo::kStatusDrew;
2101}
2102
2103status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2104        const float* vertices, const int* colors, const SkPaint* paint) {
2105    if (!vertices || currentSnapshot()->isIgnored()) {
2106        return DrawGlInfo::kStatusDone;
2107    }
2108
2109    // TODO: use quickReject on bounds from vertices
2110    mCaches.enableScissor();
2111
2112    float left = FLT_MAX;
2113    float top = FLT_MAX;
2114    float right = FLT_MIN;
2115    float bottom = FLT_MIN;
2116
2117    const uint32_t count = meshWidth * meshHeight * 6;
2118
2119    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2120    mesh.setCapacity(count);
2121    ColorTextureVertex* vertex = mesh.editArray();
2122
2123    bool cleanupColors = false;
2124    if (!colors) {
2125        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2126        int* newColors = new int[colorsCount];
2127        memset(newColors, 0xff, colorsCount * sizeof(int));
2128        colors = newColors;
2129        cleanupColors = true;
2130    }
2131
2132    mCaches.activeTexture(0);
2133    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2134    const UvMapper& mapper(getMapper(texture));
2135
2136    for (int32_t y = 0; y < meshHeight; y++) {
2137        for (int32_t x = 0; x < meshWidth; x++) {
2138            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2139
2140            float u1 = float(x) / meshWidth;
2141            float u2 = float(x + 1) / meshWidth;
2142            float v1 = float(y) / meshHeight;
2143            float v2 = float(y + 1) / meshHeight;
2144
2145            mapper.map(u1, v1, u2, v2);
2146
2147            int ax = i + (meshWidth + 1) * 2;
2148            int ay = ax + 1;
2149            int bx = i;
2150            int by = bx + 1;
2151            int cx = i + 2;
2152            int cy = cx + 1;
2153            int dx = i + (meshWidth + 1) * 2 + 2;
2154            int dy = dx + 1;
2155
2156            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2157            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2158            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2159
2160            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2161            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2162            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2163
2164            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2165            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2166            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2167            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2168        }
2169    }
2170
2171    if (quickRejectSetupScissor(left, top, right, bottom)) {
2172        if (cleanupColors) delete[] colors;
2173        return DrawGlInfo::kStatusDone;
2174    }
2175
2176    if (!texture) {
2177        texture = mCaches.textureCache.get(bitmap);
2178        if (!texture) {
2179            if (cleanupColors) delete[] colors;
2180            return DrawGlInfo::kStatusDone;
2181        }
2182    }
2183    const AutoTexture autoCleanup(texture);
2184
2185    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2186    texture->setFilter(getFilter(paint), true);
2187
2188    int alpha;
2189    SkXfermode::Mode mode;
2190    getAlphaAndMode(paint, &alpha, &mode);
2191
2192    float a = alpha / 255.0f;
2193
2194    if (hasLayer()) {
2195        dirtyLayer(left, top, right, bottom, *currentTransform());
2196    }
2197
2198    setupDraw();
2199    setupDrawWithTextureAndColor();
2200    setupDrawColor(a, a, a, a);
2201    setupDrawColorFilter(getColorFilter(paint));
2202    setupDrawBlending(paint, true);
2203    setupDrawProgram();
2204    setupDrawDirtyRegionsDisabled();
2205    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2206    setupDrawTexture(texture->id);
2207    setupDrawPureColorUniforms();
2208    setupDrawColorFilterUniforms(getColorFilter(paint));
2209    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2210
2211    glDrawArrays(GL_TRIANGLES, 0, count);
2212
2213    int slot = mCaches.currentProgram->getAttrib("colors");
2214    if (slot >= 0) {
2215        glDisableVertexAttribArray(slot);
2216    }
2217
2218    if (cleanupColors) delete[] colors;
2219
2220    return DrawGlInfo::kStatusDrew;
2221}
2222
2223status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2224         float srcLeft, float srcTop, float srcRight, float srcBottom,
2225         float dstLeft, float dstTop, float dstRight, float dstBottom,
2226         const SkPaint* paint) {
2227    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2228        return DrawGlInfo::kStatusDone;
2229    }
2230
2231    mCaches.activeTexture(0);
2232    Texture* texture = getTexture(bitmap);
2233    if (!texture) return DrawGlInfo::kStatusDone;
2234    const AutoTexture autoCleanup(texture);
2235
2236    const float width = texture->width;
2237    const float height = texture->height;
2238
2239    float u1 = fmax(0.0f, srcLeft / width);
2240    float v1 = fmax(0.0f, srcTop / height);
2241    float u2 = fmin(1.0f, srcRight / width);
2242    float v2 = fmin(1.0f, srcBottom / height);
2243
2244    getMapper(texture).map(u1, v1, u2, v2);
2245
2246    mCaches.unbindMeshBuffer();
2247    resetDrawTextureTexCoords(u1, v1, u2, v2);
2248
2249    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2250
2251    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2252    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2253
2254    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2255    // Apply a scale transform on the canvas only when a shader is in use
2256    // Skia handles the ratio between the dst and src rects as a scale factor
2257    // when a shader is set
2258    bool useScaleTransform = getShader(paint) && scaled;
2259    bool ignoreTransform = false;
2260
2261    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2262        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2263        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2264
2265        dstRight = x + (dstRight - dstLeft);
2266        dstBottom = y + (dstBottom - dstTop);
2267
2268        dstLeft = x;
2269        dstTop = y;
2270
2271        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2272        ignoreTransform = true;
2273    } else {
2274        texture->setFilter(getFilter(paint), true);
2275    }
2276
2277    if (CC_UNLIKELY(useScaleTransform)) {
2278        save(SkCanvas::kMatrix_SaveFlag);
2279        translate(dstLeft, dstTop);
2280        scale(scaleX, scaleY);
2281
2282        dstLeft = 0.0f;
2283        dstTop = 0.0f;
2284
2285        dstRight = srcRight - srcLeft;
2286        dstBottom = srcBottom - srcTop;
2287    }
2288
2289    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2290        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2291                texture->id, paint,
2292                &mMeshVertices[0].x, &mMeshVertices[0].u,
2293                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2294    } else {
2295        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2296                texture->id, paint, texture->blend,
2297                &mMeshVertices[0].x, &mMeshVertices[0].u,
2298                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2299    }
2300
2301    if (CC_UNLIKELY(useScaleTransform)) {
2302        restore();
2303    }
2304
2305    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2306
2307    return DrawGlInfo::kStatusDrew;
2308}
2309
2310status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2311        float left, float top, float right, float bottom, const SkPaint* paint) {
2312    if (quickRejectSetupScissor(left, top, right, bottom)) {
2313        return DrawGlInfo::kStatusDone;
2314    }
2315
2316    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2317    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2318            right - left, bottom - top, patch);
2319
2320    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2321}
2322
2323status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2324        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2325        const SkPaint* paint) {
2326    if (quickRejectSetupScissor(left, top, right, bottom)) {
2327        return DrawGlInfo::kStatusDone;
2328    }
2329
2330    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2331        mCaches.activeTexture(0);
2332        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2333        if (!texture) return DrawGlInfo::kStatusDone;
2334        const AutoTexture autoCleanup(texture);
2335
2336        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2337        texture->setFilter(GL_LINEAR, true);
2338
2339        const bool pureTranslate = currentTransform()->isPureTranslate();
2340        // Mark the current layer dirty where we are going to draw the patch
2341        if (hasLayer() && mesh->hasEmptyQuads) {
2342            const float offsetX = left + currentTransform()->getTranslateX();
2343            const float offsetY = top + currentTransform()->getTranslateY();
2344            const size_t count = mesh->quads.size();
2345            for (size_t i = 0; i < count; i++) {
2346                const Rect& bounds = mesh->quads.itemAt(i);
2347                if (CC_LIKELY(pureTranslate)) {
2348                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2349                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2350                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2351                } else {
2352                    dirtyLayer(left + bounds.left, top + bounds.top,
2353                            left + bounds.right, top + bounds.bottom, *currentTransform());
2354                }
2355            }
2356        }
2357
2358        bool ignoreTransform = false;
2359        if (CC_LIKELY(pureTranslate)) {
2360            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2361            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2362
2363            right = x + right - left;
2364            bottom = y + bottom - top;
2365            left = x;
2366            top = y;
2367            ignoreTransform = true;
2368        }
2369        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2370                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2371                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2372                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2373    }
2374
2375    return DrawGlInfo::kStatusDrew;
2376}
2377
2378/**
2379 * Important note: this method is intended to draw batches of 9-patch objects and
2380 * will not set the scissor enable or dirty the current layer, if any.
2381 * The caller is responsible for properly dirtying the current layer.
2382 */
2383status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2384        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2385    mCaches.activeTexture(0);
2386    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2387    if (!texture) return DrawGlInfo::kStatusDone;
2388    const AutoTexture autoCleanup(texture);
2389
2390    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2391    texture->setFilter(GL_LINEAR, true);
2392
2393    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2394            texture->blend, &vertices[0].x, &vertices[0].u,
2395            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2396
2397    return DrawGlInfo::kStatusDrew;
2398}
2399
2400status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2401        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2402    // not missing call to quickReject/dirtyLayer, always done at a higher level
2403    if (!vertexBuffer.getVertexCount()) {
2404        // no vertices to draw
2405        return DrawGlInfo::kStatusDone;
2406    }
2407
2408    Rect bounds(vertexBuffer.getBounds());
2409    bounds.translate(translateX, translateY);
2410    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2411
2412    int color = paint->getColor();
2413    bool isAA = paint->isAntiAlias();
2414
2415    setupDraw();
2416    setupDrawNoTexture();
2417    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2418    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2419    setupDrawColorFilter(getColorFilter(paint));
2420    setupDrawShader(getShader(paint));
2421    setupDrawBlending(paint, isAA);
2422    setupDrawProgram();
2423    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2424            translateX, translateY, 0, 0);
2425    setupDrawColorUniforms(getShader(paint));
2426    setupDrawColorFilterUniforms(getColorFilter(paint));
2427    setupDrawShaderUniforms(getShader(paint));
2428
2429    const void* vertices = vertexBuffer.getBuffer();
2430    bool force = mCaches.unbindMeshBuffer();
2431    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2432    mCaches.resetTexCoordsVertexPointer();
2433
2434    int alphaSlot = -1;
2435    if (isAA) {
2436        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2437        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2438        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2439        glEnableVertexAttribArray(alphaSlot);
2440        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2441    }
2442
2443    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2444    if (mode == VertexBuffer::kStandard) {
2445        mCaches.unbindIndicesBuffer();
2446        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2447    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2448        mCaches.bindShadowIndicesBuffer();
2449        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2450    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2451        mCaches.bindShadowIndicesBuffer();
2452        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2453    } else if (mode == VertexBuffer::kIndices) {
2454        mCaches.unbindIndicesBuffer();
2455        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2456                vertexBuffer.getIndices());
2457    }
2458
2459    if (isAA) {
2460        glDisableVertexAttribArray(alphaSlot);
2461    }
2462
2463    return DrawGlInfo::kStatusDrew;
2464}
2465
2466/**
2467 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2468 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2469 * screen space in all directions. However, instead of using a fragment shader to compute the
2470 * translucency of the color from its position, we simply use a varying parameter to define how far
2471 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2472 *
2473 * Doesn't yet support joins, caps, or path effects.
2474 */
2475status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2476    VertexBuffer vertexBuffer;
2477    // TODO: try clipping large paths to viewport
2478    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2479    return drawVertexBuffer(vertexBuffer, paint);
2480}
2481
2482/**
2483 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2484 * and additional geometry for defining an alpha slope perimeter.
2485 *
2486 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2487 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2488 * in-shader alpha region, but found it to be taxing on some GPUs.
2489 *
2490 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2491 * memory transfer by removing need for degenerate vertices.
2492 */
2493status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2494    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2495
2496    count &= ~0x3; // round down to nearest four
2497
2498    VertexBuffer buffer;
2499    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2500    const Rect& bounds = buffer.getBounds();
2501
2502    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2503        return DrawGlInfo::kStatusDone;
2504    }
2505
2506    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2507    return drawVertexBuffer(buffer, paint, displayFlags);
2508}
2509
2510status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2511    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2512
2513    count &= ~0x1; // round down to nearest two
2514
2515    VertexBuffer buffer;
2516    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2517
2518    const Rect& bounds = buffer.getBounds();
2519    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2520        return DrawGlInfo::kStatusDone;
2521    }
2522
2523    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2524    return drawVertexBuffer(buffer, paint, displayFlags);
2525}
2526
2527status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2528    // No need to check against the clip, we fill the clip region
2529    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2530
2531    Rect clip(*currentClipRect());
2532    clip.snapToPixelBoundaries();
2533
2534    SkPaint paint;
2535    paint.setColor(color);
2536    paint.setXfermodeMode(mode);
2537
2538    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2539
2540    return DrawGlInfo::kStatusDrew;
2541}
2542
2543status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2544        const SkPaint* paint) {
2545    if (!texture) return DrawGlInfo::kStatusDone;
2546    const AutoTexture autoCleanup(texture);
2547
2548    const float x = left + texture->left - texture->offset;
2549    const float y = top + texture->top - texture->offset;
2550
2551    drawPathTexture(texture, x, y, paint);
2552
2553    return DrawGlInfo::kStatusDrew;
2554}
2555
2556status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2557        float rx, float ry, const SkPaint* p) {
2558    if (currentSnapshot()->isIgnored()
2559            || quickRejectSetupScissor(left, top, right, bottom, p)
2560            || paintWillNotDraw(*p)) {
2561        return DrawGlInfo::kStatusDone;
2562    }
2563
2564    if (p->getPathEffect() != 0) {
2565        mCaches.activeTexture(0);
2566        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2567                right - left, bottom - top, rx, ry, p);
2568        return drawShape(left, top, texture, p);
2569    }
2570
2571    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2572            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2573    return drawVertexBuffer(left, top, *vertexBuffer, p);
2574}
2575
2576status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2577    if (currentSnapshot()->isIgnored()
2578            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2579            || paintWillNotDraw(*p)) {
2580        return DrawGlInfo::kStatusDone;
2581    }
2582    if (p->getPathEffect() != 0) {
2583        mCaches.activeTexture(0);
2584        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2585        return drawShape(x - radius, y - radius, texture, p);
2586    }
2587
2588    SkPath path;
2589    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2590        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2591    } else {
2592        path.addCircle(x, y, radius);
2593    }
2594    return drawConvexPath(path, p);
2595}
2596
2597status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2598        const SkPaint* p) {
2599    if (currentSnapshot()->isIgnored()
2600            || quickRejectSetupScissor(left, top, right, bottom, p)
2601            || paintWillNotDraw(*p)) {
2602        return DrawGlInfo::kStatusDone;
2603    }
2604
2605    if (p->getPathEffect() != 0) {
2606        mCaches.activeTexture(0);
2607        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2608        return drawShape(left, top, texture, p);
2609    }
2610
2611    SkPath path;
2612    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2613    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2614        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2615    }
2616    path.addOval(rect);
2617    return drawConvexPath(path, p);
2618}
2619
2620status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2621        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2622    if (currentSnapshot()->isIgnored()
2623            || quickRejectSetupScissor(left, top, right, bottom, p)
2624            || paintWillNotDraw(*p)) {
2625        return DrawGlInfo::kStatusDone;
2626    }
2627
2628    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2629    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2630        mCaches.activeTexture(0);
2631        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2632                startAngle, sweepAngle, useCenter, p);
2633        return drawShape(left, top, texture, p);
2634    }
2635
2636    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2637    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2638        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2639    }
2640
2641    SkPath path;
2642    if (useCenter) {
2643        path.moveTo(rect.centerX(), rect.centerY());
2644    }
2645    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2646    if (useCenter) {
2647        path.close();
2648    }
2649    return drawConvexPath(path, p);
2650}
2651
2652// See SkPaintDefaults.h
2653#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2654
2655status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2656        const SkPaint* p) {
2657    if (currentSnapshot()->isIgnored()
2658            || quickRejectSetupScissor(left, top, right, bottom, p)
2659            || paintWillNotDraw(*p)) {
2660        return DrawGlInfo::kStatusDone;
2661    }
2662
2663    if (p->getStyle() != SkPaint::kFill_Style) {
2664        // only fill style is supported by drawConvexPath, since others have to handle joins
2665        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2666                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2667            mCaches.activeTexture(0);
2668            const PathTexture* texture =
2669                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2670            return drawShape(left, top, texture, p);
2671        }
2672
2673        SkPath path;
2674        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2675        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2676            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2677        }
2678        path.addRect(rect);
2679        return drawConvexPath(path, p);
2680    }
2681
2682    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2683        SkPath path;
2684        path.addRect(left, top, right, bottom);
2685        return drawConvexPath(path, p);
2686    } else {
2687        drawColorRect(left, top, right, bottom, p);
2688        return DrawGlInfo::kStatusDrew;
2689    }
2690}
2691
2692void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2693        int bytesCount, int count, const float* positions,
2694        FontRenderer& fontRenderer, int alpha, float x, float y) {
2695    mCaches.activeTexture(0);
2696
2697    TextShadow textShadow;
2698    if (!getTextShadow(paint, &textShadow)) {
2699        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2700    }
2701
2702    // NOTE: The drop shadow will not perform gamma correction
2703    //       if shader-based correction is enabled
2704    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2705    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2706            paint, text, bytesCount, count, textShadow.radius, positions);
2707    // If the drop shadow exceeds the max texture size or couldn't be
2708    // allocated, skip drawing
2709    if (!shadow) return;
2710    const AutoTexture autoCleanup(shadow);
2711
2712    const float sx = x - shadow->left + textShadow.dx;
2713    const float sy = y - shadow->top + textShadow.dy;
2714
2715    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2716    if (getShader(paint)) {
2717        textShadow.color = SK_ColorWHITE;
2718    }
2719
2720    setupDraw();
2721    setupDrawWithTexture(true);
2722    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2723    setupDrawColorFilter(getColorFilter(paint));
2724    setupDrawShader(getShader(paint));
2725    setupDrawBlending(paint, true);
2726    setupDrawProgram();
2727    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2728            sx, sy, sx + shadow->width, sy + shadow->height);
2729    setupDrawTexture(shadow->id);
2730    setupDrawPureColorUniforms();
2731    setupDrawColorFilterUniforms(getColorFilter(paint));
2732    setupDrawShaderUniforms(getShader(paint));
2733    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2734
2735    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2736}
2737
2738bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2739    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2740    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2741}
2742
2743status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2744        const float* positions, const SkPaint* paint) {
2745    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2746        return DrawGlInfo::kStatusDone;
2747    }
2748
2749    // NOTE: Skia does not support perspective transform on drawPosText yet
2750    if (!currentTransform()->isSimple()) {
2751        return DrawGlInfo::kStatusDone;
2752    }
2753
2754    mCaches.enableScissor();
2755
2756    float x = 0.0f;
2757    float y = 0.0f;
2758    const bool pureTranslate = currentTransform()->isPureTranslate();
2759    if (pureTranslate) {
2760        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2761        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2762    }
2763
2764    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2765    fontRenderer.setFont(paint, SkMatrix::I());
2766
2767    int alpha;
2768    SkXfermode::Mode mode;
2769    getAlphaAndMode(paint, &alpha, &mode);
2770
2771    if (CC_UNLIKELY(hasTextShadow(paint))) {
2772        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2773                alpha, 0.0f, 0.0f);
2774    }
2775
2776    // Pick the appropriate texture filtering
2777    bool linearFilter = currentTransform()->changesBounds();
2778    if (pureTranslate && !linearFilter) {
2779        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2780    }
2781    fontRenderer.setTextureFiltering(linearFilter);
2782
2783    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2784    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2785
2786    const bool hasActiveLayer = hasLayer();
2787
2788    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2789    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2790            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2791        if (hasActiveLayer) {
2792            if (!pureTranslate) {
2793                currentTransform()->mapRect(bounds);
2794            }
2795            dirtyLayerUnchecked(bounds, getRegion());
2796        }
2797    }
2798
2799    return DrawGlInfo::kStatusDrew;
2800}
2801
2802bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2803    if (CC_LIKELY(transform.isPureTranslate())) {
2804        outMatrix->setIdentity();
2805        return false;
2806    } else if (CC_UNLIKELY(transform.isPerspective())) {
2807        outMatrix->setIdentity();
2808        return true;
2809    }
2810
2811    /**
2812     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2813     * with values rounded to the nearest int.
2814     */
2815    float sx, sy;
2816    transform.decomposeScale(sx, sy);
2817    outMatrix->setScale(
2818            roundf(fmaxf(1.0f, sx)),
2819            roundf(fmaxf(1.0f, sy)));
2820    return true;
2821}
2822
2823status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2824        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2825        DrawOpMode drawOpMode) {
2826
2827    if (drawOpMode == kDrawOpMode_Immediate) {
2828        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2829        // drawing as ops from DeferredDisplayList are already filtered for these
2830        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2831                quickRejectSetupScissor(bounds)) {
2832            return DrawGlInfo::kStatusDone;
2833        }
2834    }
2835
2836    const float oldX = x;
2837    const float oldY = y;
2838
2839    const mat4& transform = *currentTransform();
2840    const bool pureTranslate = transform.isPureTranslate();
2841
2842    if (CC_LIKELY(pureTranslate)) {
2843        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2844        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2845    }
2846
2847    int alpha;
2848    SkXfermode::Mode mode;
2849    getAlphaAndMode(paint, &alpha, &mode);
2850
2851    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2852
2853    if (CC_UNLIKELY(hasTextShadow(paint))) {
2854        fontRenderer.setFont(paint, SkMatrix::I());
2855        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2856                alpha, oldX, oldY);
2857    }
2858
2859    const bool hasActiveLayer = hasLayer();
2860
2861    // We only pass a partial transform to the font renderer. That partial
2862    // matrix defines how glyphs are rasterized. Typically we want glyphs
2863    // to be rasterized at their final size on screen, which means the partial
2864    // matrix needs to take the scale factor into account.
2865    // When a partial matrix is used to transform glyphs during rasterization,
2866    // the mesh is generated with the inverse transform (in the case of scale,
2867    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2868    // apply the full transform matrix at draw time in the vertex shader.
2869    // Applying the full matrix in the shader is the easiest way to handle
2870    // rotation and perspective and allows us to always generated quads in the
2871    // font renderer which greatly simplifies the code, clipping in particular.
2872    SkMatrix fontTransform;
2873    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2874            || fabs(y - (int) y) > 0.0f
2875            || fabs(x - (int) x) > 0.0f;
2876    fontRenderer.setFont(paint, fontTransform);
2877    fontRenderer.setTextureFiltering(linearFilter);
2878
2879    // TODO: Implement better clipping for scaled/rotated text
2880    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2881    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2882
2883    bool status;
2884    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2885
2886    // don't call issuedrawcommand, do it at end of batch
2887    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2888    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2889        SkPaint paintCopy(*paint);
2890        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2891        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2892                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2893    } else {
2894        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2895                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2896    }
2897
2898    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2899        if (!pureTranslate) {
2900            transform.mapRect(layerBounds);
2901        }
2902        dirtyLayerUnchecked(layerBounds, getRegion());
2903    }
2904
2905    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2906
2907    return DrawGlInfo::kStatusDrew;
2908}
2909
2910status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2911        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2912    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2913        return DrawGlInfo::kStatusDone;
2914    }
2915
2916    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2917    mCaches.enableScissor();
2918
2919    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2920    fontRenderer.setFont(paint, SkMatrix::I());
2921    fontRenderer.setTextureFiltering(true);
2922
2923    int alpha;
2924    SkXfermode::Mode mode;
2925    getAlphaAndMode(paint, &alpha, &mode);
2926    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2927
2928    const Rect* clip = &mSnapshot->getLocalClip();
2929    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2930
2931    const bool hasActiveLayer = hasLayer();
2932
2933    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2934            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2935        if (hasActiveLayer) {
2936            currentTransform()->mapRect(bounds);
2937            dirtyLayerUnchecked(bounds, getRegion());
2938        }
2939    }
2940
2941    return DrawGlInfo::kStatusDrew;
2942}
2943
2944status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2945    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2946
2947    mCaches.activeTexture(0);
2948
2949    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2950    if (!texture) return DrawGlInfo::kStatusDone;
2951    const AutoTexture autoCleanup(texture);
2952
2953    const float x = texture->left - texture->offset;
2954    const float y = texture->top - texture->offset;
2955
2956    drawPathTexture(texture, x, y, paint);
2957
2958    return DrawGlInfo::kStatusDrew;
2959}
2960
2961status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2962    if (!layer) {
2963        return DrawGlInfo::kStatusDone;
2964    }
2965
2966    mat4* transform = NULL;
2967    if (layer->isTextureLayer()) {
2968        transform = &layer->getTransform();
2969        if (!transform->isIdentity()) {
2970            save(SkCanvas::kMatrix_SaveFlag);
2971            concatMatrix(*transform);
2972        }
2973    }
2974
2975    bool clipRequired = false;
2976    const bool rejected = calculateQuickRejectForScissor(x, y,
2977            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2978
2979    if (rejected) {
2980        if (transform && !transform->isIdentity()) {
2981            restore();
2982        }
2983        return DrawGlInfo::kStatusDone;
2984    }
2985
2986    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2987            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2988
2989    updateLayer(layer, true);
2990
2991    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2992    mCaches.activeTexture(0);
2993
2994    if (CC_LIKELY(!layer->region.isEmpty())) {
2995        if (layer->region.isRect()) {
2996            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2997                    composeLayerRect(layer, layer->regionRect));
2998        } else if (layer->mesh) {
2999
3000            const float a = getLayerAlpha(layer);
3001            setupDraw();
3002            setupDrawWithTexture();
3003            setupDrawColor(a, a, a, a);
3004            setupDrawColorFilter(layer->getColorFilter());
3005            setupDrawBlending(layer);
3006            setupDrawProgram();
3007            setupDrawPureColorUniforms();
3008            setupDrawColorFilterUniforms(layer->getColorFilter());
3009            setupDrawTexture(layer->getTexture());
3010            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3011                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
3012                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
3013
3014                layer->setFilter(GL_NEAREST);
3015                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
3016                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3017            } else {
3018                layer->setFilter(GL_LINEAR);
3019                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3020                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3021            }
3022
3023            TextureVertex* mesh = &layer->mesh[0];
3024            GLsizei elementsCount = layer->meshElementCount;
3025
3026            while (elementsCount > 0) {
3027                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3028
3029                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3030                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3031                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3032
3033                elementsCount -= drawCount;
3034                // Though there are 4 vertices in a quad, we use 6 indices per
3035                // quad to draw with GL_TRIANGLES
3036                mesh += (drawCount / 6) * 4;
3037            }
3038
3039#if DEBUG_LAYERS_AS_REGIONS
3040            drawRegionRectsDebug(layer->region);
3041#endif
3042        }
3043
3044        if (layer->debugDrawUpdate) {
3045            layer->debugDrawUpdate = false;
3046
3047            SkPaint paint;
3048            paint.setColor(0x7f00ff00);
3049            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3050        }
3051    }
3052    layer->hasDrawnSinceUpdate = true;
3053
3054    if (transform && !transform->isIdentity()) {
3055        restore();
3056    }
3057
3058    return DrawGlInfo::kStatusDrew;
3059}
3060
3061///////////////////////////////////////////////////////////////////////////////
3062// Draw filters
3063///////////////////////////////////////////////////////////////////////////////
3064
3065void OpenGLRenderer::resetPaintFilter() {
3066    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3067    // comparison, see MergingDrawBatch::canMergeWith
3068    mDrawModifiers.mHasDrawFilter = false;
3069    mDrawModifiers.mPaintFilterClearBits = 0;
3070    mDrawModifiers.mPaintFilterSetBits = 0;
3071}
3072
3073void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3074    // TODO: don't bother with boolean, it's redundant with clear/set bits
3075    mDrawModifiers.mHasDrawFilter = true;
3076    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3077    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3078}
3079
3080const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3081    // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3082    // to avoid clobbering 0x02 paint flag
3083
3084    // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3085    static const uint32_t sFilterBitmapFlag = 0x02;
3086
3087    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3088        return paint;
3089    }
3090
3091    const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3092    const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3093
3094    const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3095    mFilteredPaint = *paint;
3096    mFilteredPaint.setFlags(flags);
3097
3098    // check if paint filter trying to override bitmap filter
3099    if ((clearBits | setBits) & sFilterBitmapFlag) {
3100        mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3101                ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3102    }
3103
3104    return &mFilteredPaint;
3105}
3106
3107///////////////////////////////////////////////////////////////////////////////
3108// Drawing implementation
3109///////////////////////////////////////////////////////////////////////////////
3110
3111Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3112    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3113    if (!texture) {
3114        return mCaches.textureCache.get(bitmap);
3115    }
3116    return texture;
3117}
3118
3119void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3120        float x, float y, const SkPaint* paint) {
3121    if (quickRejectSetupScissor(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(getColorFilter(paint));
3133    setupDrawShader(getShader(paint));
3134    setupDrawBlending(paint, true);
3135    setupDrawProgram();
3136    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3137            x, y, x + texture->width, y + texture->height);
3138    setupDrawTexture(texture->id);
3139    setupDrawPureColorUniforms();
3140    setupDrawColorFilterUniforms(getColorFilter(paint));
3141    setupDrawShaderUniforms(getShader(paint));
3142    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3143
3144    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3145}
3146
3147// Same values used by Skia
3148#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3149#define kStdUnderline_Offset    (1.0f / 9.0f)
3150#define kStdUnderline_Thickness (1.0f / 18.0f)
3151
3152void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3153        const SkPaint* paint) {
3154    // Handle underline and strike-through
3155    uint32_t flags = paint->getFlags();
3156    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3157        SkPaint paintCopy(*paint);
3158
3159        if (CC_LIKELY(underlineWidth > 0.0f)) {
3160            const float textSize = paintCopy.getTextSize();
3161            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3162
3163            const float left = x;
3164            float top = 0.0f;
3165
3166            int linesCount = 0;
3167            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3168            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3169
3170            const int pointsCount = 4 * linesCount;
3171            float points[pointsCount];
3172            int currentPoint = 0;
3173
3174            if (flags & SkPaint::kUnderlineText_Flag) {
3175                top = y + textSize * kStdUnderline_Offset;
3176                points[currentPoint++] = left;
3177                points[currentPoint++] = top;
3178                points[currentPoint++] = left + underlineWidth;
3179                points[currentPoint++] = top;
3180            }
3181
3182            if (flags & SkPaint::kStrikeThruText_Flag) {
3183                top = y + textSize * kStdStrikeThru_Offset;
3184                points[currentPoint++] = left;
3185                points[currentPoint++] = top;
3186                points[currentPoint++] = left + underlineWidth;
3187                points[currentPoint++] = top;
3188            }
3189
3190            paintCopy.setStrokeWidth(strokeWidth);
3191
3192            drawLines(&points[0], pointsCount, &paintCopy);
3193        }
3194    }
3195}
3196
3197status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3198    if (currentSnapshot()->isIgnored()) {
3199        return DrawGlInfo::kStatusDone;
3200    }
3201
3202    return drawColorRects(rects, count, paint, false, true, true);
3203}
3204
3205static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3206    // map z coordinate with true 3d matrix
3207    point.z = transformZ.mapZ(point);
3208
3209    // map x,y coordinates with draw/Skia matrix
3210    transformXY.mapPoint(point.x, point.y);
3211}
3212
3213status_t OpenGLRenderer::drawShadow(float casterAlpha,
3214        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3215    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3216
3217    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3218    mCaches.enableScissor();
3219
3220    SkPaint paint;
3221    paint.setAntiAlias(true); // want to use AlphaVertex
3222
3223    // The caller has made sure casterAlpha > 0.
3224    float ambientShadowAlpha = mAmbientShadowAlpha;
3225    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3226        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3227    }
3228    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3229        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3230        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3231    }
3232
3233    float spotShadowAlpha = mSpotShadowAlpha;
3234    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3235        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3236    }
3237    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3238        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3239        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3240    }
3241
3242    return DrawGlInfo::kStatusDrew;
3243}
3244
3245status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3246        bool ignoreTransform, bool dirty, bool clip) {
3247    if (count == 0) {
3248        return DrawGlInfo::kStatusDone;
3249    }
3250
3251    int color = paint->getColor();
3252    // If a shader is set, preserve only the alpha
3253    if (getShader(paint)) {
3254        color |= 0x00ffffff;
3255    }
3256
3257    float left = FLT_MAX;
3258    float top = FLT_MAX;
3259    float right = FLT_MIN;
3260    float bottom = FLT_MIN;
3261
3262    Vertex mesh[count];
3263    Vertex* vertex = mesh;
3264
3265    for (int index = 0; index < count; index += 4) {
3266        float l = rects[index + 0];
3267        float t = rects[index + 1];
3268        float r = rects[index + 2];
3269        float b = rects[index + 3];
3270
3271        Vertex::set(vertex++, l, t);
3272        Vertex::set(vertex++, r, t);
3273        Vertex::set(vertex++, l, b);
3274        Vertex::set(vertex++, r, b);
3275
3276        left = fminf(left, l);
3277        top = fminf(top, t);
3278        right = fmaxf(right, r);
3279        bottom = fmaxf(bottom, b);
3280    }
3281
3282    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3283        return DrawGlInfo::kStatusDone;
3284    }
3285
3286    setupDraw();
3287    setupDrawNoTexture();
3288    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3289    setupDrawShader(getShader(paint));
3290    setupDrawColorFilter(getColorFilter(paint));
3291    setupDrawBlending(paint);
3292    setupDrawProgram();
3293    setupDrawDirtyRegionsDisabled();
3294    setupDrawModelView(kModelViewMode_Translate, false,
3295            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3296    setupDrawColorUniforms(getShader(paint));
3297    setupDrawShaderUniforms(getShader(paint));
3298    setupDrawColorFilterUniforms(getColorFilter(paint));
3299
3300    if (dirty && hasLayer()) {
3301        dirtyLayer(left, top, right, bottom, *currentTransform());
3302    }
3303
3304    issueIndexedQuadDraw(&mesh[0], count / 4);
3305
3306    return DrawGlInfo::kStatusDrew;
3307}
3308
3309void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3310        const SkPaint* paint, bool ignoreTransform) {
3311    int color = paint->getColor();
3312    // If a shader is set, preserve only the alpha
3313    if (getShader(paint)) {
3314        color |= 0x00ffffff;
3315    }
3316
3317    setupDraw();
3318    setupDrawNoTexture();
3319    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3320    setupDrawShader(getShader(paint));
3321    setupDrawColorFilter(getColorFilter(paint));
3322    setupDrawBlending(paint);
3323    setupDrawProgram();
3324    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3325            left, top, right, bottom, ignoreTransform);
3326    setupDrawColorUniforms(getShader(paint));
3327    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3328    setupDrawColorFilterUniforms(getColorFilter(paint));
3329    setupDrawSimpleMesh();
3330
3331    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3332}
3333
3334void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3335        Texture* texture, const SkPaint* paint) {
3336    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3337
3338    GLvoid* vertices = (GLvoid*) NULL;
3339    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3340
3341    if (texture->uvMapper) {
3342        vertices = &mMeshVertices[0].x;
3343        texCoords = &mMeshVertices[0].u;
3344
3345        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3346        texture->uvMapper->map(uvs);
3347
3348        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3349    }
3350
3351    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3352        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3353        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3354
3355        texture->setFilter(GL_NEAREST, true);
3356        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3357                paint, texture->blend, vertices, texCoords,
3358                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3359    } else {
3360        texture->setFilter(getFilter(paint), true);
3361        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3362                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3363    }
3364
3365    if (texture->uvMapper) {
3366        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3367    }
3368}
3369
3370void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3371        GLuint texture, const SkPaint* paint, bool blend,
3372        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3373        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3374        ModelViewMode modelViewMode, bool dirty) {
3375
3376    int a;
3377    SkXfermode::Mode mode;
3378    getAlphaAndMode(paint, &a, &mode);
3379    const float alpha = a / 255.0f;
3380
3381    setupDraw();
3382    setupDrawWithTexture();
3383    setupDrawColor(alpha, alpha, alpha, alpha);
3384    setupDrawColorFilter(getColorFilter(paint));
3385    setupDrawBlending(paint, blend, swapSrcDst);
3386    setupDrawProgram();
3387    if (!dirty) setupDrawDirtyRegionsDisabled();
3388    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3389    setupDrawTexture(texture);
3390    setupDrawPureColorUniforms();
3391    setupDrawColorFilterUniforms(getColorFilter(paint));
3392    setupDrawMesh(vertices, texCoords, vbo);
3393
3394    glDrawArrays(drawMode, 0, elementsCount);
3395}
3396
3397void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3398        GLuint texture, const SkPaint* paint, bool blend,
3399        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3400        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3401        ModelViewMode modelViewMode, bool dirty) {
3402
3403    int a;
3404    SkXfermode::Mode mode;
3405    getAlphaAndMode(paint, &a, &mode);
3406    const float alpha = a / 255.0f;
3407
3408    setupDraw();
3409    setupDrawWithTexture();
3410    setupDrawColor(alpha, alpha, alpha, alpha);
3411    setupDrawColorFilter(getColorFilter(paint));
3412    setupDrawBlending(paint, blend, swapSrcDst);
3413    setupDrawProgram();
3414    if (!dirty) setupDrawDirtyRegionsDisabled();
3415    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3416    setupDrawTexture(texture);
3417    setupDrawPureColorUniforms();
3418    setupDrawColorFilterUniforms(getColorFilter(paint));
3419    setupDrawMeshIndices(vertices, texCoords, vbo);
3420
3421    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3422}
3423
3424void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3425        GLuint texture, const SkPaint* paint,
3426        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3427        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3428
3429    int color = paint != NULL ? paint->getColor() : 0;
3430    int alpha;
3431    SkXfermode::Mode mode;
3432    getAlphaAndMode(paint, &alpha, &mode);
3433
3434    setupDraw();
3435    setupDrawWithTexture(true);
3436    if (paint != NULL) {
3437        setupDrawAlpha8Color(color, alpha);
3438    }
3439    setupDrawColorFilter(getColorFilter(paint));
3440    setupDrawShader(getShader(paint));
3441    setupDrawBlending(paint, true);
3442    setupDrawProgram();
3443    if (!dirty) setupDrawDirtyRegionsDisabled();
3444    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3445    setupDrawTexture(texture);
3446    setupDrawPureColorUniforms();
3447    setupDrawColorFilterUniforms(getColorFilter(paint));
3448    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3449    setupDrawMesh(vertices, texCoords);
3450
3451    glDrawArrays(drawMode, 0, elementsCount);
3452}
3453
3454void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3455        ProgramDescription& description, bool swapSrcDst) {
3456
3457    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3458        blend = true;
3459        mDescription.hasRoundRectClip = true;
3460    }
3461    mSkipOutlineClip = true;
3462
3463    if (mCountOverdraw) {
3464        if (!mCaches.blend) glEnable(GL_BLEND);
3465        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3466            glBlendFunc(GL_ONE, GL_ONE);
3467        }
3468
3469        mCaches.blend = true;
3470        mCaches.lastSrcMode = GL_ONE;
3471        mCaches.lastDstMode = GL_ONE;
3472
3473        return;
3474    }
3475
3476    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3477
3478    if (blend) {
3479        // These blend modes are not supported by OpenGL directly and have
3480        // to be implemented using shaders. Since the shader will perform
3481        // the blending, turn blending off here
3482        // If the blend mode cannot be implemented using shaders, fall
3483        // back to the default SrcOver blend mode instead
3484        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3485            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3486                description.framebufferMode = mode;
3487                description.swapSrcDst = swapSrcDst;
3488
3489                if (mCaches.blend) {
3490                    glDisable(GL_BLEND);
3491                    mCaches.blend = false;
3492                }
3493
3494                return;
3495            } else {
3496                mode = SkXfermode::kSrcOver_Mode;
3497            }
3498        }
3499
3500        if (!mCaches.blend) {
3501            glEnable(GL_BLEND);
3502        }
3503
3504        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3505        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3506
3507        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3508            glBlendFunc(sourceMode, destMode);
3509            mCaches.lastSrcMode = sourceMode;
3510            mCaches.lastDstMode = destMode;
3511        }
3512    } else if (mCaches.blend) {
3513        glDisable(GL_BLEND);
3514    }
3515    mCaches.blend = blend;
3516}
3517
3518bool OpenGLRenderer::useProgram(Program* program) {
3519    if (!program->isInUse()) {
3520        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3521        program->use();
3522        mCaches.currentProgram = program;
3523        return false;
3524    }
3525    return true;
3526}
3527
3528void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3529    TextureVertex* v = &mMeshVertices[0];
3530    TextureVertex::setUV(v++, u1, v1);
3531    TextureVertex::setUV(v++, u2, v1);
3532    TextureVertex::setUV(v++, u1, v2);
3533    TextureVertex::setUV(v++, u2, v2);
3534}
3535
3536void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3537    getAlphaAndModeDirect(paint, alpha,  mode);
3538    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3539        // if drawing a layer, ignore the paint's alpha
3540        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3541    }
3542    *alpha *= currentSnapshot()->alpha;
3543}
3544
3545float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3546    float alpha;
3547    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3548        alpha = mDrawModifiers.mOverrideLayerAlpha;
3549    } else {
3550        alpha = layer->getAlpha() / 255.0f;
3551    }
3552    return alpha * currentSnapshot()->alpha;
3553}
3554
3555}; // namespace uirenderer
3556}; // namespace android
3557