OpenGLRenderer.cpp revision d81ec456bb097a712bcbc093c5a1e0075434158e
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "PathRenderer.h"
37#include "Properties.h"
38#include "Vector.h"
39
40namespace android {
41namespace uirenderer {
42
43///////////////////////////////////////////////////////////////////////////////
44// Defines
45///////////////////////////////////////////////////////////////////////////////
46
47#define RAD_TO_DEG (180.0f / 3.14159265f)
48#define MIN_ANGLE 0.001f
49
50#define ALPHA_THRESHOLD 0
51
52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
53
54///////////////////////////////////////////////////////////////////////////////
55// Globals
56///////////////////////////////////////////////////////////////////////////////
57
58/**
59 * Structure mapping Skia xfermodes to OpenGL blending factors.
60 */
61struct Blender {
62    SkXfermode::Mode mode;
63    GLenum src;
64    GLenum dst;
65}; // struct Blender
66
67// In this array, the index of each Blender equals the value of the first
68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
69static const Blender gBlends[] = {
70    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
71    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
72    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
73    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
75    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
76    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
77    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
78    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
81    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
83    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
84    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
85};
86
87// This array contains the swapped version of each SkXfermode. For instance
88// this array's SrcOver blending mode is actually DstOver. You can refer to
89// createLayer() for more information on the purpose of this array.
90static const Blender gBlendsSwap[] = {
91    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
92    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
93    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
94    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
95    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
97    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
98    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
100    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
101    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
104    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
105    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
106};
107
108///////////////////////////////////////////////////////////////////////////////
109// Constructors/destructor
110///////////////////////////////////////////////////////////////////////////////
111
112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
113    mShader = NULL;
114    mColorFilter = NULL;
115    mHasShadow = false;
116    mHasDrawFilter = false;
117
118    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
119
120    mFirstSnapshot = new Snapshot;
121
122    mScissorOptimizationDisabled = false;
123}
124
125OpenGLRenderer::~OpenGLRenderer() {
126    // The context has already been destroyed at this point, do not call
127    // GL APIs. All GL state should be kept in Caches.h
128}
129
130void OpenGLRenderer::initProperties() {
131    char property[PROPERTY_VALUE_MAX];
132    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
133        mScissorOptimizationDisabled = !strcasecmp(property, "true");
134        INIT_LOGD("  Scissor optimization %s",
135                mScissorOptimizationDisabled ? "disabled" : "enabled");
136    } else {
137        INIT_LOGD("  Scissor optimization enabled");
138    }
139}
140
141///////////////////////////////////////////////////////////////////////////////
142// Setup
143///////////////////////////////////////////////////////////////////////////////
144
145void OpenGLRenderer::setName(const char* name) {
146    if (name) {
147        mName.setTo(name);
148    } else {
149        mName.clear();
150    }
151}
152
153const char* OpenGLRenderer::getName() const {
154    return mName.string();
155}
156
157bool OpenGLRenderer::isDeferred() {
158    return false;
159}
160
161void OpenGLRenderer::setViewport(int width, int height) {
162    initViewport(width, height);
163
164    glDisable(GL_DITHER);
165    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
166
167    glEnableVertexAttribArray(Program::kBindingPosition);
168}
169
170void OpenGLRenderer::initViewport(int width, int height) {
171    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
172
173    mWidth = width;
174    mHeight = height;
175
176    mFirstSnapshot->height = height;
177    mFirstSnapshot->viewport.set(0, 0, width, height);
178}
179
180status_t OpenGLRenderer::prepare(bool opaque) {
181    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
182}
183
184status_t OpenGLRenderer::prepareDirty(float left, float top,
185        float right, float bottom, bool opaque) {
186    mCaches.clearGarbage();
187
188    mSnapshot = new Snapshot(mFirstSnapshot,
189            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
190    mSnapshot->fbo = getTargetFbo();
191    mSaveCount = 1;
192
193    mSnapshot->setClip(left, top, right, bottom);
194    mDirtyClip = true;
195
196    updateLayers();
197
198    discardFramebuffer(left, top, right, bottom);
199
200    syncState();
201
202    // Functors break the tiling extension in pretty spectacular ways
203    // This ensures we don't use tiling when a functor is going to be
204    // invoked during the frame
205    mSuppressTiling = mCaches.hasRegisteredFunctors();
206
207    mTilingSnapshot = mSnapshot;
208    startTiling(mTilingSnapshot, true);
209
210    debugOverdraw(true, true);
211
212    return clear(left, top, right, bottom, opaque);
213}
214
215void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
216    // If we know that we are going to redraw the entire framebuffer,
217    // perform a discard to let the driver know we don't need to preserve
218    // the back buffer for this frame.
219    if (mCaches.extensions.hasDiscardFramebuffer() &&
220            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
221        const bool isFbo = getTargetFbo() == 0;
222        const GLenum attachments[] = {
223                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
224                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
225        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
226    }
227}
228
229status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
230    if (!opaque) {
231        mCaches.enableScissor();
232        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
233        glClear(GL_COLOR_BUFFER_BIT);
234        return DrawGlInfo::kStatusDrew;
235    }
236
237    mCaches.resetScissor();
238    return DrawGlInfo::kStatusDone;
239}
240
241void OpenGLRenderer::syncState() {
242    glViewport(0, 0, mWidth, mHeight);
243
244    if (mCaches.blend) {
245        glEnable(GL_BLEND);
246    } else {
247        glDisable(GL_BLEND);
248    }
249}
250
251void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
252    if (!mSuppressTiling) {
253        Rect* clip = mTilingSnapshot->clipRect;
254        if (s->flags & Snapshot::kFlagFboTarget) {
255            clip = &s->layer->clipRect;
256        }
257
258        startTiling(*clip, s->height, opaque);
259    }
260}
261
262void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
263    if (!mSuppressTiling) {
264        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
265                    clip.right - clip.left, clip.bottom - clip.top, opaque);
266    }
267}
268
269void OpenGLRenderer::endTiling() {
270    if (!mSuppressTiling) mCaches.endTiling();
271}
272
273void OpenGLRenderer::finish() {
274    renderOverdraw();
275    endTiling();
276
277    if (!suppressErrorChecks()) {
278#if DEBUG_OPENGL
279        GLenum status = GL_NO_ERROR;
280        while ((status = glGetError()) != GL_NO_ERROR) {
281            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
282            switch (status) {
283                case GL_INVALID_ENUM:
284                    ALOGE("  GL_INVALID_ENUM");
285                    break;
286                case GL_INVALID_VALUE:
287                    ALOGE("  GL_INVALID_VALUE");
288                    break;
289                case GL_INVALID_OPERATION:
290                    ALOGE("  GL_INVALID_OPERATION");
291                    break;
292                case GL_OUT_OF_MEMORY:
293                    ALOGE("  Out of memory!");
294                    break;
295            }
296        }
297#endif
298
299#if DEBUG_MEMORY_USAGE
300        mCaches.dumpMemoryUsage();
301#else
302        if (mCaches.getDebugLevel() & kDebugMemory) {
303            mCaches.dumpMemoryUsage();
304        }
305#endif
306    }
307}
308
309void OpenGLRenderer::interrupt() {
310    if (mCaches.currentProgram) {
311        if (mCaches.currentProgram->isInUse()) {
312            mCaches.currentProgram->remove();
313            mCaches.currentProgram = NULL;
314        }
315    }
316    mCaches.unbindMeshBuffer();
317    mCaches.unbindIndicesBuffer();
318    mCaches.resetVertexPointers();
319    mCaches.disbaleTexCoordsVertexArray();
320    debugOverdraw(false, false);
321}
322
323void OpenGLRenderer::resume() {
324    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
325    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
326    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
327    debugOverdraw(true, false);
328
329    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
330
331    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
332    mCaches.enableScissor();
333    mCaches.resetScissor();
334    dirtyClip();
335
336    mCaches.activeTexture(0);
337
338    mCaches.blend = true;
339    glEnable(GL_BLEND);
340    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
341    glBlendEquation(GL_FUNC_ADD);
342}
343
344void OpenGLRenderer::resumeAfterLayer() {
345    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
346    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
347    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
348    debugOverdraw(true, false);
349
350    mCaches.resetScissor();
351    dirtyClip();
352}
353
354void OpenGLRenderer::detachFunctor(Functor* functor) {
355    mFunctors.remove(functor);
356}
357
358void OpenGLRenderer::attachFunctor(Functor* functor) {
359    mFunctors.add(functor);
360}
361
362status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
363    status_t result = DrawGlInfo::kStatusDone;
364    size_t count = mFunctors.size();
365
366    if (count > 0) {
367        interrupt();
368        SortedVector<Functor*> functors(mFunctors);
369        mFunctors.clear();
370
371        DrawGlInfo info;
372        info.clipLeft = 0;
373        info.clipTop = 0;
374        info.clipRight = 0;
375        info.clipBottom = 0;
376        info.isLayer = false;
377        info.width = 0;
378        info.height = 0;
379        memset(info.transform, 0, sizeof(float) * 16);
380
381        for (size_t i = 0; i < count; i++) {
382            Functor* f = functors.itemAt(i);
383            result |= (*f)(DrawGlInfo::kModeProcess, &info);
384
385            if (result & DrawGlInfo::kStatusDraw) {
386                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
387                dirty.unionWith(localDirty);
388            }
389
390            if (result & DrawGlInfo::kStatusInvoke) {
391                mFunctors.add(f);
392            }
393        }
394        resume();
395    }
396
397    return result;
398}
399
400status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
401    interrupt();
402    detachFunctor(functor);
403
404    mCaches.enableScissor();
405    if (mDirtyClip) {
406        setScissorFromClip();
407    }
408
409    Rect clip(*mSnapshot->clipRect);
410    clip.snapToPixelBoundaries();
411
412    // Since we don't know what the functor will draw, let's dirty
413    // tne entire clip region
414    if (hasLayer()) {
415        dirtyLayerUnchecked(clip, getRegion());
416    }
417
418    DrawGlInfo info;
419    info.clipLeft = clip.left;
420    info.clipTop = clip.top;
421    info.clipRight = clip.right;
422    info.clipBottom = clip.bottom;
423    info.isLayer = hasLayer();
424    info.width = getSnapshot()->viewport.getWidth();
425    info.height = getSnapshot()->height;
426    getSnapshot()->transform->copyTo(&info.transform[0]);
427
428    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
429
430    if (result != DrawGlInfo::kStatusDone) {
431        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
432        dirty.unionWith(localDirty);
433
434        if (result & DrawGlInfo::kStatusInvoke) {
435            mFunctors.add(functor);
436        }
437    }
438
439    resume();
440    return result;
441}
442
443///////////////////////////////////////////////////////////////////////////////
444// Debug
445///////////////////////////////////////////////////////////////////////////////
446
447void OpenGLRenderer::startMark(const char* name) const {
448    mCaches.startMark(0, name);
449}
450
451void OpenGLRenderer::endMark() const {
452    mCaches.endMark();
453}
454
455void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
456    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
457        if (clear) {
458            mCaches.disableScissor();
459            mCaches.stencil.clear();
460        }
461        if (enable) {
462            mCaches.stencil.enableDebugWrite();
463        } else {
464            mCaches.stencil.disable();
465        }
466    }
467}
468
469void OpenGLRenderer::renderOverdraw() {
470    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
471        const Rect* clip = mTilingSnapshot->clipRect;
472
473        mCaches.enableScissor();
474        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
475                clip->right - clip->left, clip->bottom - clip->top);
476
477        mCaches.stencil.enableDebugTest(2);
478        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
479        mCaches.stencil.enableDebugTest(3);
480        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
481        mCaches.stencil.enableDebugTest(4);
482        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
483        mCaches.stencil.enableDebugTest(4, true);
484        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
485        mCaches.stencil.disable();
486    }
487}
488
489///////////////////////////////////////////////////////////////////////////////
490// Layers
491///////////////////////////////////////////////////////////////////////////////
492
493bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
494    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
495        OpenGLRenderer* renderer = layer->renderer;
496        Rect& dirty = layer->dirtyRect;
497
498        if (inFrame) {
499            endTiling();
500            debugOverdraw(false, false);
501        }
502
503        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
504        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
505        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
506        renderer->finish();
507
508        if (inFrame) {
509            resumeAfterLayer();
510            startTiling(mSnapshot);
511        }
512
513        dirty.setEmpty();
514        layer->deferredUpdateScheduled = false;
515        layer->renderer = NULL;
516        layer->displayList = NULL;
517        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
518
519        return true;
520    }
521
522    return false;
523}
524
525void OpenGLRenderer::updateLayers() {
526    int count = mLayerUpdates.size();
527    if (count > 0) {
528        startMark("Layer Updates");
529
530        // Note: it is very important to update the layers in reverse order
531        for (int i = count - 1; i >= 0; i--) {
532            Layer* layer = mLayerUpdates.itemAt(i);
533            updateLayer(layer, false);
534            mCaches.resourceCache.decrementRefcount(layer);
535        }
536        mLayerUpdates.clear();
537
538        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
539        endMark();
540    }
541}
542
543void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
544    if (layer) {
545        mLayerUpdates.push_back(layer);
546        mCaches.resourceCache.incrementRefcount(layer);
547    }
548}
549
550void OpenGLRenderer::clearLayerUpdates() {
551    size_t count = mLayerUpdates.size();
552    if (count > 0) {
553        mCaches.resourceCache.lock();
554        for (size_t i = 0; i < count; i++) {
555            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
556        }
557        mCaches.resourceCache.unlock();
558        mLayerUpdates.clear();
559    }
560}
561
562///////////////////////////////////////////////////////////////////////////////
563// State management
564///////////////////////////////////////////////////////////////////////////////
565
566int OpenGLRenderer::getSaveCount() const {
567    return mSaveCount;
568}
569
570int OpenGLRenderer::save(int flags) {
571    return saveSnapshot(flags);
572}
573
574void OpenGLRenderer::restore() {
575    if (mSaveCount > 1) {
576        restoreSnapshot();
577    }
578}
579
580void OpenGLRenderer::restoreToCount(int saveCount) {
581    if (saveCount < 1) saveCount = 1;
582
583    while (mSaveCount > saveCount) {
584        restoreSnapshot();
585    }
586}
587
588int OpenGLRenderer::saveSnapshot(int flags) {
589    mSnapshot = new Snapshot(mSnapshot, flags);
590    return mSaveCount++;
591}
592
593bool OpenGLRenderer::restoreSnapshot() {
594    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
595    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
596    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
597
598    sp<Snapshot> current = mSnapshot;
599    sp<Snapshot> previous = mSnapshot->previous;
600
601    if (restoreOrtho) {
602        Rect& r = previous->viewport;
603        glViewport(r.left, r.top, r.right, r.bottom);
604        mOrthoMatrix.load(current->orthoMatrix);
605    }
606
607    mSaveCount--;
608    mSnapshot = previous;
609
610    if (restoreClip) {
611        dirtyClip();
612    }
613
614    if (restoreLayer) {
615        composeLayer(current, previous);
616    }
617
618    return restoreClip;
619}
620
621///////////////////////////////////////////////////////////////////////////////
622// Layers
623///////////////////////////////////////////////////////////////////////////////
624
625int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
626        SkPaint* p, int flags) {
627    const GLuint previousFbo = mSnapshot->fbo;
628    const int count = saveSnapshot(flags);
629
630    if (!mSnapshot->isIgnored()) {
631        int alpha = 255;
632        SkXfermode::Mode mode;
633
634        if (p) {
635            alpha = p->getAlpha();
636            mode = getXfermode(p->getXfermode());
637        } else {
638            mode = SkXfermode::kSrcOver_Mode;
639        }
640
641        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
642    }
643
644    return count;
645}
646
647int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
648        int alpha, int flags) {
649    if (alpha >= 255) {
650        return saveLayer(left, top, right, bottom, NULL, flags);
651    } else {
652        SkPaint paint;
653        paint.setAlpha(alpha);
654        return saveLayer(left, top, right, bottom, &paint, flags);
655    }
656}
657
658/**
659 * Layers are viewed by Skia are slightly different than layers in image editing
660 * programs (for instance.) When a layer is created, previously created layers
661 * and the frame buffer still receive every drawing command. For instance, if a
662 * layer is created and a shape intersecting the bounds of the layers and the
663 * framebuffer is draw, the shape will be drawn on both (unless the layer was
664 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
665 *
666 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
667 * texture. Unfortunately, this is inefficient as it requires every primitive to
668 * be drawn n + 1 times, where n is the number of active layers. In practice this
669 * means, for every primitive:
670 *   - Switch active frame buffer
671 *   - Change viewport, clip and projection matrix
672 *   - Issue the drawing
673 *
674 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
675 * To avoid this, layers are implemented in a different way here, at least in the
676 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
677 * is set. When this flag is set we can redirect all drawing operations into a
678 * single FBO.
679 *
680 * This implementation relies on the frame buffer being at least RGBA 8888. When
681 * a layer is created, only a texture is created, not an FBO. The content of the
682 * frame buffer contained within the layer's bounds is copied into this texture
683 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
684 * buffer and drawing continues as normal. This technique therefore treats the
685 * frame buffer as a scratch buffer for the layers.
686 *
687 * To compose the layers back onto the frame buffer, each layer texture
688 * (containing the original frame buffer data) is drawn as a simple quad over
689 * the frame buffer. The trick is that the quad is set as the composition
690 * destination in the blending equation, and the frame buffer becomes the source
691 * of the composition.
692 *
693 * Drawing layers with an alpha value requires an extra step before composition.
694 * An empty quad is drawn over the layer's region in the frame buffer. This quad
695 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
696 * quad is used to multiply the colors in the frame buffer. This is achieved by
697 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
698 * GL_ZERO, GL_SRC_ALPHA.
699 *
700 * Because glCopyTexImage2D() can be slow, an alternative implementation might
701 * be use to draw a single clipped layer. The implementation described above
702 * is correct in every case.
703 *
704 * (1) The frame buffer is actually not cleared right away. To allow the GPU
705 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
706 *     buffer is left untouched until the first drawing operation. Only when
707 *     something actually gets drawn are the layers regions cleared.
708 */
709bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
710        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
711    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
712    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
713
714    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
715
716    // Window coordinates of the layer
717    Rect clip;
718    Rect bounds(left, top, right, bottom);
719    Rect untransformedBounds(bounds);
720    mSnapshot->transform->mapRect(bounds);
721
722    // Layers only make sense if they are in the framebuffer's bounds
723    if (bounds.intersect(*mSnapshot->clipRect)) {
724        // We cannot work with sub-pixels in this case
725        bounds.snapToPixelBoundaries();
726
727        // When the layer is not an FBO, we may use glCopyTexImage so we
728        // need to make sure the layer does not extend outside the bounds
729        // of the framebuffer
730        if (!bounds.intersect(mSnapshot->previous->viewport)) {
731            bounds.setEmpty();
732        } else if (fboLayer) {
733            clip.set(bounds);
734            mat4 inverse;
735            inverse.loadInverse(*mSnapshot->transform);
736            inverse.mapRect(clip);
737            clip.snapToPixelBoundaries();
738            if (clip.intersect(untransformedBounds)) {
739                clip.translate(-left, -top);
740                bounds.set(untransformedBounds);
741            } else {
742                clip.setEmpty();
743            }
744        }
745    } else {
746        bounds.setEmpty();
747    }
748
749    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
750            bounds.getHeight() > mCaches.maxTextureSize ||
751            (fboLayer && clip.isEmpty())) {
752        mSnapshot->empty = fboLayer;
753    } else {
754        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
755    }
756
757    // Bail out if we won't draw in this snapshot
758    if (mSnapshot->invisible || mSnapshot->empty) {
759        return false;
760    }
761
762    mCaches.activeTexture(0);
763    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
764    if (!layer) {
765        return false;
766    }
767
768    layer->setAlpha(alpha, mode);
769    layer->layer.set(bounds);
770    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
771            bounds.getWidth() / float(layer->getWidth()), 0.0f);
772    layer->setColorFilter(mColorFilter);
773    layer->setBlend(true);
774    layer->setDirty(false);
775
776    // Save the layer in the snapshot
777    mSnapshot->flags |= Snapshot::kFlagIsLayer;
778    mSnapshot->layer = layer;
779
780    if (fboLayer) {
781        return createFboLayer(layer, bounds, clip, previousFbo);
782    } else {
783        // Copy the framebuffer into the layer
784        layer->bindTexture();
785        if (!bounds.isEmpty()) {
786            if (layer->isEmpty()) {
787                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
788                        bounds.left, mSnapshot->height - bounds.bottom,
789                        layer->getWidth(), layer->getHeight(), 0);
790                layer->setEmpty(false);
791            } else {
792                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
793                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
794            }
795
796            // Enqueue the buffer coordinates to clear the corresponding region later
797            mLayers.push(new Rect(bounds));
798        }
799    }
800
801    return true;
802}
803
804bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
805    layer->clipRect.set(clip);
806    layer->setFbo(mCaches.fboCache.get());
807
808    mSnapshot->region = &mSnapshot->layer->region;
809    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
810            Snapshot::kFlagDirtyOrtho;
811    mSnapshot->fbo = layer->getFbo();
812    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
813    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
814    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
815    mSnapshot->height = bounds.getHeight();
816    mSnapshot->orthoMatrix.load(mOrthoMatrix);
817
818    endTiling();
819    debugOverdraw(false, false);
820    // Bind texture to FBO
821    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
822    layer->bindTexture();
823
824    // Initialize the texture if needed
825    if (layer->isEmpty()) {
826        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
827        layer->setEmpty(false);
828    }
829
830    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
831            layer->getTexture(), 0);
832
833    startTiling(mSnapshot, true);
834
835    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
836    mCaches.enableScissor();
837    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
838            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
839    glClear(GL_COLOR_BUFFER_BIT);
840
841    dirtyClip();
842
843    // Change the ortho projection
844    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
845    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
846
847    return true;
848}
849
850/**
851 * Read the documentation of createLayer() before doing anything in this method.
852 */
853void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
854    if (!current->layer) {
855        ALOGE("Attempting to compose a layer that does not exist");
856        return;
857    }
858
859    Layer* layer = current->layer;
860    const Rect& rect = layer->layer;
861    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
862
863    if (fboLayer) {
864        endTiling();
865
866        // Detach the texture from the FBO
867        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
868
869        layer->removeFbo(false);
870
871        // Unbind current FBO and restore previous one
872        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
873        debugOverdraw(true, false);
874
875        startTiling(previous);
876    }
877
878    if (!fboLayer && layer->getAlpha() < 255) {
879        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
880                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
881        // Required below, composeLayerRect() will divide by 255
882        layer->setAlpha(255);
883    }
884
885    mCaches.unbindMeshBuffer();
886
887    mCaches.activeTexture(0);
888
889    // When the layer is stored in an FBO, we can save a bit of fillrate by
890    // drawing only the dirty region
891    if (fboLayer) {
892        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
893        if (layer->getColorFilter()) {
894            setupColorFilter(layer->getColorFilter());
895        }
896        composeLayerRegion(layer, rect);
897        if (layer->getColorFilter()) {
898            resetColorFilter();
899        }
900    } else if (!rect.isEmpty()) {
901        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
902        composeLayerRect(layer, rect, true);
903    }
904
905    dirtyClip();
906
907    // Failing to add the layer to the cache should happen only if the layer is too large
908    if (!mCaches.layerCache.put(layer)) {
909        LAYER_LOGD("Deleting layer");
910        Caches::getInstance().resourceCache.decrementRefcount(layer);
911    }
912}
913
914void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
915    float alpha = layer->getAlpha() / 255.0f;
916
917    setupDraw();
918    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
919        setupDrawWithTexture();
920    } else {
921        setupDrawWithExternalTexture();
922    }
923    setupDrawTextureTransform();
924    setupDrawColor(alpha, alpha, alpha, alpha);
925    setupDrawColorFilter();
926    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
927    setupDrawProgram();
928    setupDrawPureColorUniforms();
929    setupDrawColorFilterUniforms();
930    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
931        setupDrawTexture(layer->getTexture());
932    } else {
933        setupDrawExternalTexture(layer->getTexture());
934    }
935    if (mSnapshot->transform->isPureTranslate() &&
936            layer->getWidth() == (uint32_t) rect.getWidth() &&
937            layer->getHeight() == (uint32_t) rect.getHeight()) {
938        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
939        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
940
941        layer->setFilter(GL_NEAREST);
942        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
943    } else {
944        layer->setFilter(GL_LINEAR);
945        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
946    }
947    setupDrawTextureTransformUniforms(layer->getTexTransform());
948    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
949
950    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
951
952    finishDrawTexture();
953}
954
955void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
956    if (!layer->isTextureLayer()) {
957        const Rect& texCoords = layer->texCoords;
958        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
959                texCoords.right, texCoords.bottom);
960
961        float x = rect.left;
962        float y = rect.top;
963        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
964                layer->getWidth() == (uint32_t) rect.getWidth() &&
965                layer->getHeight() == (uint32_t) rect.getHeight();
966
967        if (simpleTransform) {
968            // When we're swapping, the layer is already in screen coordinates
969            if (!swap) {
970                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
971                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
972            }
973
974            layer->setFilter(GL_NEAREST, true);
975        } else {
976            layer->setFilter(GL_LINEAR, true);
977        }
978
979        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
980                layer->getTexture(), layer->getAlpha() / 255.0f,
981                layer->getMode(), layer->isBlend(),
982                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
983                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
984
985        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
986    } else {
987        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
988        drawTextureLayer(layer, rect);
989        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
990    }
991}
992
993void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
994    if (layer->region.isRect()) {
995        layer->setRegionAsRect();
996
997        composeLayerRect(layer, layer->regionRect);
998
999        layer->region.clear();
1000        return;
1001    }
1002
1003    // TODO: See LayerRenderer.cpp::generateMesh() for important
1004    //       information about this implementation
1005    if (CC_LIKELY(!layer->region.isEmpty())) {
1006        size_t count;
1007        const android::Rect* rects = layer->region.getArray(&count);
1008
1009        const float alpha = layer->getAlpha() / 255.0f;
1010        const float texX = 1.0f / float(layer->getWidth());
1011        const float texY = 1.0f / float(layer->getHeight());
1012        const float height = rect.getHeight();
1013
1014        setupDraw();
1015
1016        // We must get (and therefore bind) the region mesh buffer
1017        // after we setup drawing in case we need to mess with the
1018        // stencil buffer in setupDraw()
1019        TextureVertex* mesh = mCaches.getRegionMesh();
1020        GLsizei numQuads = 0;
1021
1022        setupDrawWithTexture();
1023        setupDrawColor(alpha, alpha, alpha, alpha);
1024        setupDrawColorFilter();
1025        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1026        setupDrawProgram();
1027        setupDrawDirtyRegionsDisabled();
1028        setupDrawPureColorUniforms();
1029        setupDrawColorFilterUniforms();
1030        setupDrawTexture(layer->getTexture());
1031        if (mSnapshot->transform->isPureTranslate()) {
1032            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
1033            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
1034
1035            layer->setFilter(GL_NEAREST);
1036            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1037        } else {
1038            layer->setFilter(GL_LINEAR);
1039            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1040        }
1041        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1042
1043        for (size_t i = 0; i < count; i++) {
1044            const android::Rect* r = &rects[i];
1045
1046            const float u1 = r->left * texX;
1047            const float v1 = (height - r->top) * texY;
1048            const float u2 = r->right * texX;
1049            const float v2 = (height - r->bottom) * texY;
1050
1051            // TODO: Reject quads outside of the clip
1052            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1053            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1054            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1055            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1056
1057            numQuads++;
1058
1059            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1060                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1061                numQuads = 0;
1062                mesh = mCaches.getRegionMesh();
1063            }
1064        }
1065
1066        if (numQuads > 0) {
1067            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1068        }
1069
1070        finishDrawTexture();
1071
1072#if DEBUG_LAYERS_AS_REGIONS
1073        drawRegionRects(layer->region);
1074#endif
1075
1076        layer->region.clear();
1077    }
1078}
1079
1080void OpenGLRenderer::drawRegionRects(const Region& region) {
1081#if DEBUG_LAYERS_AS_REGIONS
1082    size_t count;
1083    const android::Rect* rects = region.getArray(&count);
1084
1085    uint32_t colors[] = {
1086            0x7fff0000, 0x7f00ff00,
1087            0x7f0000ff, 0x7fff00ff,
1088    };
1089
1090    int offset = 0;
1091    int32_t top = rects[0].top;
1092
1093    for (size_t i = 0; i < count; i++) {
1094        if (top != rects[i].top) {
1095            offset ^= 0x2;
1096            top = rects[i].top;
1097        }
1098
1099        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1100        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1101                SkXfermode::kSrcOver_Mode);
1102    }
1103#endif
1104}
1105
1106void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1107        SkXfermode::Mode mode, bool dirty) {
1108    int count = 0;
1109    Vector<float> rects;
1110
1111    SkRegion::Iterator it(region);
1112    while (!it.done()) {
1113        const SkIRect& r = it.rect();
1114        rects.push(r.fLeft);
1115        rects.push(r.fTop);
1116        rects.push(r.fRight);
1117        rects.push(r.fBottom);
1118        count += 4;
1119        it.next();
1120    }
1121
1122    drawColorRects(rects.array(), count, color, mode, true, dirty);
1123}
1124
1125void OpenGLRenderer::dirtyLayer(const float left, const float top,
1126        const float right, const float bottom, const mat4 transform) {
1127    if (hasLayer()) {
1128        Rect bounds(left, top, right, bottom);
1129        transform.mapRect(bounds);
1130        dirtyLayerUnchecked(bounds, getRegion());
1131    }
1132}
1133
1134void OpenGLRenderer::dirtyLayer(const float left, const float top,
1135        const float right, const float bottom) {
1136    if (hasLayer()) {
1137        Rect bounds(left, top, right, bottom);
1138        dirtyLayerUnchecked(bounds, getRegion());
1139    }
1140}
1141
1142void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1143    if (bounds.intersect(*mSnapshot->clipRect)) {
1144        bounds.snapToPixelBoundaries();
1145        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1146        if (!dirty.isEmpty()) {
1147            region->orSelf(dirty);
1148        }
1149    }
1150}
1151
1152void OpenGLRenderer::clearLayerRegions() {
1153    const size_t count = mLayers.size();
1154    if (count == 0) return;
1155
1156    if (!mSnapshot->isIgnored()) {
1157        // Doing several glScissor/glClear here can negatively impact
1158        // GPUs with a tiler architecture, instead we draw quads with
1159        // the Clear blending mode
1160
1161        // The list contains bounds that have already been clipped
1162        // against their initial clip rect, and the current clip
1163        // is likely different so we need to disable clipping here
1164        bool scissorChanged = mCaches.disableScissor();
1165
1166        Vertex mesh[count * 6];
1167        Vertex* vertex = mesh;
1168
1169        for (uint32_t i = 0; i < count; i++) {
1170            Rect* bounds = mLayers.itemAt(i);
1171
1172            Vertex::set(vertex++, bounds->left, bounds->bottom);
1173            Vertex::set(vertex++, bounds->left, bounds->top);
1174            Vertex::set(vertex++, bounds->right, bounds->top);
1175            Vertex::set(vertex++, bounds->left, bounds->bottom);
1176            Vertex::set(vertex++, bounds->right, bounds->top);
1177            Vertex::set(vertex++, bounds->right, bounds->bottom);
1178
1179            delete bounds;
1180        }
1181
1182        setupDraw(false);
1183        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1184        setupDrawBlending(true, SkXfermode::kClear_Mode);
1185        setupDrawProgram();
1186        setupDrawPureColorUniforms();
1187        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1188        setupDrawVertices(&mesh[0].position[0]);
1189
1190        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1191
1192        if (scissorChanged) mCaches.enableScissor();
1193    } else {
1194        for (uint32_t i = 0; i < count; i++) {
1195            delete mLayers.itemAt(i);
1196        }
1197    }
1198
1199    mLayers.clear();
1200}
1201
1202///////////////////////////////////////////////////////////////////////////////
1203// Transforms
1204///////////////////////////////////////////////////////////////////////////////
1205
1206void OpenGLRenderer::translate(float dx, float dy) {
1207    mSnapshot->transform->translate(dx, dy, 0.0f);
1208}
1209
1210void OpenGLRenderer::rotate(float degrees) {
1211    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1212}
1213
1214void OpenGLRenderer::scale(float sx, float sy) {
1215    mSnapshot->transform->scale(sx, sy, 1.0f);
1216}
1217
1218void OpenGLRenderer::skew(float sx, float sy) {
1219    mSnapshot->transform->skew(sx, sy);
1220}
1221
1222void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1223    if (matrix) {
1224        mSnapshot->transform->load(*matrix);
1225    } else {
1226        mSnapshot->transform->loadIdentity();
1227    }
1228}
1229
1230void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1231    mSnapshot->transform->copyTo(*matrix);
1232}
1233
1234void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1235    SkMatrix transform;
1236    mSnapshot->transform->copyTo(transform);
1237    transform.preConcat(*matrix);
1238    mSnapshot->transform->load(transform);
1239}
1240
1241///////////////////////////////////////////////////////////////////////////////
1242// Clipping
1243///////////////////////////////////////////////////////////////////////////////
1244
1245void OpenGLRenderer::setScissorFromClip() {
1246    Rect clip(*mSnapshot->clipRect);
1247    clip.snapToPixelBoundaries();
1248
1249    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1250            clip.getWidth(), clip.getHeight())) {
1251        mDirtyClip = false;
1252    }
1253}
1254
1255void OpenGLRenderer::ensureStencilBuffer() {
1256    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1257    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1258    // just hope we have one when hasLayer() returns false.
1259    if (hasLayer()) {
1260        attachStencilBufferToLayer(mSnapshot->layer);
1261    }
1262}
1263
1264void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1265    // The layer's FBO is already bound when we reach this stage
1266    if (!layer->getStencilRenderBuffer()) {
1267        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1268        // is attached after we initiated tiling. We must turn it off,
1269        // attach the new render buffer then turn tiling back on
1270        endTiling();
1271
1272        // TODO: See Layer::removeFbo(). The stencil renderbuffer should be cached
1273        GLuint buffer;
1274        glGenRenderbuffers(1, &buffer);
1275
1276        layer->setStencilRenderBuffer(buffer);
1277        layer->bindStencilRenderBuffer();
1278        layer->allocateStencilRenderBuffer();
1279
1280        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer);
1281
1282        startTiling(layer->clipRect, layer->layer.getHeight());
1283    }
1284}
1285
1286void OpenGLRenderer::setStencilFromClip() {
1287    if (!mCaches.debugOverdraw) {
1288        if (!mSnapshot->clipRegion->isEmpty()) {
1289            // NOTE: The order here is important, we must set dirtyClip to false
1290            //       before any draw call to avoid calling back into this method
1291            mDirtyClip = false;
1292
1293            ensureStencilBuffer();
1294
1295            mCaches.stencil.enableWrite();
1296
1297            // Clear the stencil but first make sure we restrict drawing
1298            // to the region's bounds
1299            bool resetScissor = mCaches.enableScissor();
1300            if (resetScissor) {
1301                // The scissor was not set so we now need to update it
1302                setScissorFromClip();
1303            }
1304            mCaches.stencil.clear();
1305            if (resetScissor) mCaches.disableScissor();
1306
1307            // NOTE: We could use the region contour path to generate a smaller mesh
1308            //       Since we are using the stencil we could use the red book path
1309            //       drawing technique. It might increase bandwidth usage though.
1310
1311            // The last parameter is important: we are not drawing in the color buffer
1312            // so we don't want to dirty the current layer, if any
1313            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1314
1315            mCaches.stencil.enableTest();
1316        } else {
1317            mCaches.stencil.disable();
1318        }
1319    }
1320}
1321
1322const Rect& OpenGLRenderer::getClipBounds() {
1323    return mSnapshot->getLocalClip();
1324}
1325
1326bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1327    if (mSnapshot->isIgnored()) {
1328        return true;
1329    }
1330
1331    Rect r(left, top, right, bottom);
1332    mSnapshot->transform->mapRect(r);
1333    r.snapToPixelBoundaries();
1334
1335    Rect clipRect(*mSnapshot->clipRect);
1336    clipRect.snapToPixelBoundaries();
1337
1338    return !clipRect.intersects(r);
1339}
1340
1341bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1342        Rect& transformed, Rect& clip) {
1343    if (mSnapshot->isIgnored()) {
1344        return true;
1345    }
1346
1347    transformed.set(left, top, right, bottom);
1348    mSnapshot->transform->mapRect(transformed);
1349    transformed.snapToPixelBoundaries();
1350
1351    clip.set(*mSnapshot->clipRect);
1352    clip.snapToPixelBoundaries();
1353
1354    return !clip.intersects(transformed);
1355}
1356
1357bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1358        SkPaint* paint) {
1359    if (paint->getStyle() != SkPaint::kFill_Style) {
1360        float outset = paint->getStrokeWidth() * 0.5f;
1361        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1362    } else {
1363        return quickReject(left, top, right, bottom);
1364    }
1365}
1366
1367bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1368    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1369        return true;
1370    }
1371
1372    Rect r(left, top, right, bottom);
1373    mSnapshot->transform->mapRect(r);
1374    r.snapToPixelBoundaries();
1375
1376    Rect clipRect(*mSnapshot->clipRect);
1377    clipRect.snapToPixelBoundaries();
1378
1379    bool rejected = !clipRect.intersects(r);
1380    if (!isDeferred() && !rejected) {
1381        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1382    }
1383
1384    return rejected;
1385}
1386
1387void OpenGLRenderer::debugClip() {
1388#if DEBUG_CLIP_REGIONS
1389    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1390        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1391    }
1392#endif
1393}
1394
1395bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1396    if (CC_LIKELY(mSnapshot->transform->rectToRect())) {
1397        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1398        if (clipped) {
1399            dirtyClip();
1400        }
1401        return !mSnapshot->clipRect->isEmpty();
1402    }
1403
1404    SkPath path;
1405    path.addRect(left, top, right, bottom);
1406
1407    return clipPath(&path, op);
1408}
1409
1410bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1411    SkMatrix transform;
1412    mSnapshot->transform->copyTo(transform);
1413
1414    SkPath transformed;
1415    path->transform(transform, &transformed);
1416
1417    SkRegion clip;
1418    if (!mSnapshot->clipRegion->isEmpty()) {
1419        clip.setRegion(*mSnapshot->clipRegion);
1420    } else {
1421        Rect* bounds = mSnapshot->clipRect;
1422        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1423    }
1424
1425    SkRegion region;
1426    region.setPath(transformed, clip);
1427
1428    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1429    if (clipped) {
1430        dirtyClip();
1431    }
1432    return !mSnapshot->clipRect->isEmpty();
1433}
1434
1435bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1436    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1437    if (clipped) {
1438        dirtyClip();
1439    }
1440    return !mSnapshot->clipRect->isEmpty();
1441}
1442
1443Rect* OpenGLRenderer::getClipRect() {
1444    return mSnapshot->clipRect;
1445}
1446
1447///////////////////////////////////////////////////////////////////////////////
1448// Drawing commands
1449///////////////////////////////////////////////////////////////////////////////
1450
1451void OpenGLRenderer::setupDraw(bool clear) {
1452    // TODO: It would be best if we could do this before quickReject()
1453    //       changes the scissor test state
1454    if (clear) clearLayerRegions();
1455    // Make sure setScissor & setStencil happen at the beginning of
1456    // this method
1457    if (mDirtyClip) {
1458        setScissorFromClip();
1459        setStencilFromClip();
1460    }
1461    mDescription.reset();
1462    mSetShaderColor = false;
1463    mColorSet = false;
1464    mColorA = mColorR = mColorG = mColorB = 0.0f;
1465    mTextureUnit = 0;
1466    mTrackDirtyRegions = true;
1467}
1468
1469void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1470    mDescription.hasTexture = true;
1471    mDescription.hasAlpha8Texture = isAlpha8;
1472}
1473
1474void OpenGLRenderer::setupDrawWithExternalTexture() {
1475    mDescription.hasExternalTexture = true;
1476}
1477
1478void OpenGLRenderer::setupDrawNoTexture() {
1479    mCaches.disbaleTexCoordsVertexArray();
1480}
1481
1482void OpenGLRenderer::setupDrawAA() {
1483    mDescription.isAA = true;
1484}
1485
1486void OpenGLRenderer::setupDrawVertexShape() {
1487    mDescription.isVertexShape = true;
1488}
1489
1490void OpenGLRenderer::setupDrawPoint(float pointSize) {
1491    mDescription.isPoint = true;
1492    mDescription.pointSize = pointSize;
1493}
1494
1495void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1496    mColorA = alpha / 255.0f;
1497    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1498    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1499    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1500    mColorSet = true;
1501    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1502}
1503
1504void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1505    mColorA = alpha / 255.0f;
1506    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1507    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1508    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1509    mColorSet = true;
1510    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1511}
1512
1513void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1514    mCaches.fontRenderer->describe(mDescription, paint);
1515}
1516
1517void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1518    mColorA = a;
1519    mColorR = r;
1520    mColorG = g;
1521    mColorB = b;
1522    mColorSet = true;
1523    mSetShaderColor = mDescription.setColor(r, g, b, a);
1524}
1525
1526void OpenGLRenderer::setupDrawShader() {
1527    if (mShader) {
1528        mShader->describe(mDescription, mCaches.extensions);
1529    }
1530}
1531
1532void OpenGLRenderer::setupDrawColorFilter() {
1533    if (mColorFilter) {
1534        mColorFilter->describe(mDescription, mCaches.extensions);
1535    }
1536}
1537
1538void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1539    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1540        mColorA = 1.0f;
1541        mColorR = mColorG = mColorB = 0.0f;
1542        mSetShaderColor = mDescription.modulate = true;
1543    }
1544}
1545
1546void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1547    // When the blending mode is kClear_Mode, we need to use a modulate color
1548    // argb=1,0,0,0
1549    accountForClear(mode);
1550    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1551            mDescription, swapSrcDst);
1552}
1553
1554void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1555    // When the blending mode is kClear_Mode, we need to use a modulate color
1556    // argb=1,0,0,0
1557    accountForClear(mode);
1558    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) ||
1559            (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst);
1560}
1561
1562void OpenGLRenderer::setupDrawProgram() {
1563    useProgram(mCaches.programCache.get(mDescription));
1564}
1565
1566void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1567    mTrackDirtyRegions = false;
1568}
1569
1570void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1571        bool ignoreTransform) {
1572    mModelView.loadTranslate(left, top, 0.0f);
1573    if (!ignoreTransform) {
1574        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1575        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1576    } else {
1577        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1578        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1579    }
1580}
1581
1582void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1583    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1584}
1585
1586void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1587        bool ignoreTransform, bool ignoreModelView) {
1588    if (!ignoreModelView) {
1589        mModelView.loadTranslate(left, top, 0.0f);
1590        mModelView.scale(right - left, bottom - top, 1.0f);
1591    } else {
1592        mModelView.loadIdentity();
1593    }
1594    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1595    if (!ignoreTransform) {
1596        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1597        if (mTrackDirtyRegions && dirty) {
1598            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1599        }
1600    } else {
1601        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1602        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1603    }
1604}
1605
1606void OpenGLRenderer::setupDrawPointUniforms() {
1607    int slot = mCaches.currentProgram->getUniform("pointSize");
1608    glUniform1f(slot, mDescription.pointSize);
1609}
1610
1611void OpenGLRenderer::setupDrawColorUniforms() {
1612    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1613        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1614    }
1615}
1616
1617void OpenGLRenderer::setupDrawPureColorUniforms() {
1618    if (mSetShaderColor) {
1619        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1620    }
1621}
1622
1623void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1624    if (mShader) {
1625        if (ignoreTransform) {
1626            mModelView.loadInverse(*mSnapshot->transform);
1627        }
1628        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1629    }
1630}
1631
1632void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1633    if (mShader) {
1634        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1635    }
1636}
1637
1638void OpenGLRenderer::setupDrawColorFilterUniforms() {
1639    if (mColorFilter) {
1640        mColorFilter->setupProgram(mCaches.currentProgram);
1641    }
1642}
1643
1644void OpenGLRenderer::setupDrawTextGammaUniforms() {
1645    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1646}
1647
1648void OpenGLRenderer::setupDrawSimpleMesh() {
1649    bool force = mCaches.bindMeshBuffer();
1650    mCaches.bindPositionVertexPointer(force, 0);
1651    mCaches.unbindIndicesBuffer();
1652}
1653
1654void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1655    bindTexture(texture);
1656    mTextureUnit++;
1657    mCaches.enableTexCoordsVertexArray();
1658}
1659
1660void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1661    bindExternalTexture(texture);
1662    mTextureUnit++;
1663    mCaches.enableTexCoordsVertexArray();
1664}
1665
1666void OpenGLRenderer::setupDrawTextureTransform() {
1667    mDescription.hasTextureTransform = true;
1668}
1669
1670void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1671    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1672            GL_FALSE, &transform.data[0]);
1673}
1674
1675void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1676    bool force = false;
1677    if (!vertices) {
1678        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1679    } else {
1680        force = mCaches.unbindMeshBuffer();
1681    }
1682
1683    mCaches.bindPositionVertexPointer(force, vertices);
1684    if (mCaches.currentProgram->texCoords >= 0) {
1685        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1686    }
1687
1688    mCaches.unbindIndicesBuffer();
1689}
1690
1691void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1692    bool force = mCaches.unbindMeshBuffer();
1693    mCaches.bindPositionVertexPointer(force, vertices);
1694    if (mCaches.currentProgram->texCoords >= 0) {
1695        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1696    }
1697}
1698
1699void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1700    bool force = mCaches.unbindMeshBuffer();
1701    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1702    mCaches.unbindIndicesBuffer();
1703}
1704
1705/**
1706 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1707 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1708 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1709 * attributes (one per vertex) are values from zero to one that tells the fragment
1710 * shader where the fragment is in relation to the line width/length overall; these values are
1711 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1712 * region of the line.
1713 * Note that we only pass down the width values in this setup function. The length coordinates
1714 * are set up for each individual segment.
1715 */
1716void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1717        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1718    bool force = mCaches.unbindMeshBuffer();
1719    mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride);
1720    mCaches.resetTexCoordsVertexPointer();
1721    mCaches.unbindIndicesBuffer();
1722
1723    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1724    glEnableVertexAttribArray(widthSlot);
1725    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1726
1727    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1728    glEnableVertexAttribArray(lengthSlot);
1729    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1730
1731    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1732    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1733}
1734
1735void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1736    glDisableVertexAttribArray(widthSlot);
1737    glDisableVertexAttribArray(lengthSlot);
1738}
1739
1740void OpenGLRenderer::finishDrawTexture() {
1741}
1742
1743///////////////////////////////////////////////////////////////////////////////
1744// Drawing
1745///////////////////////////////////////////////////////////////////////////////
1746
1747status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1748        Rect& dirty, int32_t flags, uint32_t level) {
1749
1750    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1751    // will be performed by the display list itself
1752    if (displayList && displayList->isRenderable()) {
1753        return displayList->replay(*this, dirty, flags, level);
1754    }
1755
1756    return DrawGlInfo::kStatusDone;
1757}
1758
1759void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1760    if (displayList) {
1761        displayList->output(level);
1762    }
1763}
1764
1765void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1766    int alpha;
1767    SkXfermode::Mode mode;
1768    getAlphaAndMode(paint, &alpha, &mode);
1769
1770    int color = paint != NULL ? paint->getColor() : 0;
1771
1772    float x = left;
1773    float y = top;
1774
1775    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1776
1777    bool ignoreTransform = false;
1778    if (mSnapshot->transform->isPureTranslate()) {
1779        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1780        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1781        ignoreTransform = true;
1782
1783        texture->setFilter(GL_NEAREST, true);
1784    } else {
1785        texture->setFilter(FILTER(paint), true);
1786    }
1787
1788    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1789            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1790            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1791}
1792
1793status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1794    const float right = left + bitmap->width();
1795    const float bottom = top + bitmap->height();
1796
1797    if (quickReject(left, top, right, bottom)) {
1798        return DrawGlInfo::kStatusDone;
1799    }
1800
1801    mCaches.activeTexture(0);
1802    Texture* texture = mCaches.textureCache.get(bitmap);
1803    if (!texture) return DrawGlInfo::kStatusDone;
1804    const AutoTexture autoCleanup(texture);
1805
1806    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1807        drawAlphaBitmap(texture, left, top, paint);
1808    } else {
1809        drawTextureRect(left, top, right, bottom, texture, paint);
1810    }
1811
1812    return DrawGlInfo::kStatusDrew;
1813}
1814
1815status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1816    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1817    const mat4 transform(*matrix);
1818    transform.mapRect(r);
1819
1820    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1821        return DrawGlInfo::kStatusDone;
1822    }
1823
1824    mCaches.activeTexture(0);
1825    Texture* texture = mCaches.textureCache.get(bitmap);
1826    if (!texture) return DrawGlInfo::kStatusDone;
1827    const AutoTexture autoCleanup(texture);
1828
1829    // This could be done in a cheaper way, all we need is pass the matrix
1830    // to the vertex shader. The save/restore is a bit overkill.
1831    save(SkCanvas::kMatrix_SaveFlag);
1832    concatMatrix(matrix);
1833    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1834        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
1835    } else {
1836        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1837    }
1838    restore();
1839
1840    return DrawGlInfo::kStatusDrew;
1841}
1842
1843status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1844    const float right = left + bitmap->width();
1845    const float bottom = top + bitmap->height();
1846
1847    if (quickReject(left, top, right, bottom)) {
1848        return DrawGlInfo::kStatusDone;
1849    }
1850
1851    mCaches.activeTexture(0);
1852    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1853    const AutoTexture autoCleanup(texture);
1854
1855    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1856        drawAlphaBitmap(texture, left, top, paint);
1857    } else {
1858        drawTextureRect(left, top, right, bottom, texture, paint);
1859    }
1860
1861    return DrawGlInfo::kStatusDrew;
1862}
1863
1864status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1865        float* vertices, int* colors, SkPaint* paint) {
1866    if (!vertices || mSnapshot->isIgnored()) {
1867        return DrawGlInfo::kStatusDone;
1868    }
1869
1870    float left = FLT_MAX;
1871    float top = FLT_MAX;
1872    float right = FLT_MIN;
1873    float bottom = FLT_MIN;
1874
1875    const uint32_t count = meshWidth * meshHeight * 6;
1876
1877    // TODO: Support the colors array
1878    TextureVertex mesh[count];
1879    TextureVertex* vertex = mesh;
1880
1881    for (int32_t y = 0; y < meshHeight; y++) {
1882        for (int32_t x = 0; x < meshWidth; x++) {
1883            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1884
1885            float u1 = float(x) / meshWidth;
1886            float u2 = float(x + 1) / meshWidth;
1887            float v1 = float(y) / meshHeight;
1888            float v2 = float(y + 1) / meshHeight;
1889
1890            int ax = i + (meshWidth + 1) * 2;
1891            int ay = ax + 1;
1892            int bx = i;
1893            int by = bx + 1;
1894            int cx = i + 2;
1895            int cy = cx + 1;
1896            int dx = i + (meshWidth + 1) * 2 + 2;
1897            int dy = dx + 1;
1898
1899            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1900            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1901            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1902
1903            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1904            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1905            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1906
1907            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1908            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1909            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1910            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1911        }
1912    }
1913
1914    if (quickReject(left, top, right, bottom)) {
1915        return DrawGlInfo::kStatusDone;
1916    }
1917
1918    mCaches.activeTexture(0);
1919    Texture* texture = mCaches.textureCache.get(bitmap);
1920    if (!texture) return DrawGlInfo::kStatusDone;
1921    const AutoTexture autoCleanup(texture);
1922
1923    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1924    texture->setFilter(FILTER(paint), true);
1925
1926    int alpha;
1927    SkXfermode::Mode mode;
1928    getAlphaAndMode(paint, &alpha, &mode);
1929
1930    if (hasLayer()) {
1931        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1932    }
1933
1934    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1935            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1936            GL_TRIANGLES, count, false, false, 0, false, false);
1937
1938    return DrawGlInfo::kStatusDrew;
1939}
1940
1941status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1942         float srcLeft, float srcTop, float srcRight, float srcBottom,
1943         float dstLeft, float dstTop, float dstRight, float dstBottom,
1944         SkPaint* paint) {
1945    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1946        return DrawGlInfo::kStatusDone;
1947    }
1948
1949    mCaches.activeTexture(0);
1950    Texture* texture = mCaches.textureCache.get(bitmap);
1951    if (!texture) return DrawGlInfo::kStatusDone;
1952    const AutoTexture autoCleanup(texture);
1953
1954    const float width = texture->width;
1955    const float height = texture->height;
1956
1957    const float u1 = fmax(0.0f, srcLeft / width);
1958    const float v1 = fmax(0.0f, srcTop / height);
1959    const float u2 = fmin(1.0f, srcRight / width);
1960    const float v2 = fmin(1.0f, srcBottom / height);
1961
1962    mCaches.unbindMeshBuffer();
1963    resetDrawTextureTexCoords(u1, v1, u2, v2);
1964
1965    int alpha;
1966    SkXfermode::Mode mode;
1967    getAlphaAndMode(paint, &alpha, &mode);
1968
1969    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1970
1971    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
1972    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
1973
1974    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
1975    // Apply a scale transform on the canvas only when a shader is in use
1976    // Skia handles the ratio between the dst and src rects as a scale factor
1977    // when a shader is set
1978    bool useScaleTransform = mShader && scaled;
1979    bool ignoreTransform = false;
1980
1981    if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) {
1982        float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1983        float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1984
1985        dstRight = x + (dstRight - dstLeft);
1986        dstBottom = y + (dstBottom - dstTop);
1987
1988        dstLeft = x;
1989        dstTop = y;
1990
1991        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
1992        ignoreTransform = true;
1993    } else {
1994        texture->setFilter(FILTER(paint), true);
1995    }
1996
1997    if (CC_UNLIKELY(useScaleTransform)) {
1998        save(SkCanvas::kMatrix_SaveFlag);
1999        translate(dstLeft, dstTop);
2000        scale(scaleX, scaleY);
2001
2002        dstLeft = 0.0f;
2003        dstTop = 0.0f;
2004
2005        dstRight = srcRight - srcLeft;
2006        dstBottom = srcBottom - srcTop;
2007    }
2008
2009    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2010        int color = paint ? paint->getColor() : 0;
2011        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2012                texture->id, paint != NULL, color, alpha, mode,
2013                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2014                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2015    } else {
2016        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2017                texture->id, alpha / 255.0f, mode, texture->blend,
2018                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2019                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2020    }
2021
2022    if (CC_UNLIKELY(useScaleTransform)) {
2023        restore();
2024    }
2025
2026    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2027
2028    return DrawGlInfo::kStatusDrew;
2029}
2030
2031status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2032        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2033        float left, float top, float right, float bottom, SkPaint* paint) {
2034    int alpha;
2035    SkXfermode::Mode mode;
2036    getAlphaAndModeDirect(paint, &alpha, &mode);
2037
2038    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2039            left, top, right, bottom, alpha, mode);
2040}
2041
2042status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2043        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2044        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2045    if (quickReject(left, top, right, bottom)) {
2046        return DrawGlInfo::kStatusDone;
2047    }
2048
2049    alpha *= mSnapshot->alpha;
2050
2051    mCaches.activeTexture(0);
2052    Texture* texture = mCaches.textureCache.get(bitmap);
2053    if (!texture) return DrawGlInfo::kStatusDone;
2054    const AutoTexture autoCleanup(texture);
2055    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2056    texture->setFilter(GL_LINEAR, true);
2057
2058    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2059            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2060
2061    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2062        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2063        // Mark the current layer dirty where we are going to draw the patch
2064        if (hasLayer() && mesh->hasEmptyQuads) {
2065            const float offsetX = left + mSnapshot->transform->getTranslateX();
2066            const float offsetY = top + mSnapshot->transform->getTranslateY();
2067            const size_t count = mesh->quads.size();
2068            for (size_t i = 0; i < count; i++) {
2069                const Rect& bounds = mesh->quads.itemAt(i);
2070                if (CC_LIKELY(pureTranslate)) {
2071                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2072                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2073                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2074                } else {
2075                    dirtyLayer(left + bounds.left, top + bounds.top,
2076                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
2077                }
2078            }
2079        }
2080
2081        if (CC_LIKELY(pureTranslate)) {
2082            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2083            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2084
2085            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2086                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2087                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2088                    true, !mesh->hasEmptyQuads);
2089        } else {
2090            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2091                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2092                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2093                    true, !mesh->hasEmptyQuads);
2094        }
2095    }
2096
2097    return DrawGlInfo::kStatusDrew;
2098}
2099
2100/**
2101 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2102 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2103 * screen space in all directions. However, instead of using a fragment shader to compute the
2104 * translucency of the color from its position, we simply use a varying parameter to define how far
2105 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2106 *
2107 * Doesn't yet support joins, caps, or path effects.
2108 */
2109void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2110    int color = paint->getColor();
2111    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2112    bool isAA = paint->isAntiAlias();
2113
2114    VertexBuffer vertexBuffer;
2115    // TODO: try clipping large paths to viewport
2116    PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer);
2117
2118    if (!vertexBuffer.getSize()) {
2119        // no vertices to draw
2120        return;
2121    }
2122
2123    setupDraw();
2124    setupDrawNoTexture();
2125    if (isAA) setupDrawAA();
2126    setupDrawVertexShape();
2127    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2128    setupDrawColorFilter();
2129    setupDrawShader();
2130    setupDrawBlending(isAA, mode);
2131    setupDrawProgram();
2132    setupDrawModelViewIdentity();
2133    setupDrawColorUniforms();
2134    setupDrawColorFilterUniforms();
2135    setupDrawShaderIdentityUniforms();
2136
2137    void* vertices = vertexBuffer.getBuffer();
2138    bool force = mCaches.unbindMeshBuffer();
2139    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2140    mCaches.resetTexCoordsVertexPointer();
2141    mCaches.unbindIndicesBuffer();
2142
2143    int alphaSlot = -1;
2144    if (isAA) {
2145        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2146        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2147
2148        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2149        glEnableVertexAttribArray(alphaSlot);
2150        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2151    }
2152
2153    SkRect bounds = PathRenderer::computePathBounds(path, paint);
2154    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
2155
2156    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2157
2158    if (isAA) {
2159        glDisableVertexAttribArray(alphaSlot);
2160    }
2161}
2162
2163/**
2164 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
2165 * rules for those lines produces some unexpected results, and may vary between hardware devices.
2166 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
2167 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
2168 * of the line. Hairlines are more involved because we need to account for transform scaling
2169 * to end up with a one-pixel-wide line in screen space..
2170 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
2171 * in combination with values that we calculate and pass down in this method. The basic approach
2172 * is that the quad we create contains both the core line area plus a bounding area in which
2173 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
2174 * proportion of the width and the length of a given segment is represented by the boundary
2175 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
2176 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
2177 * on the inside). This ends up giving the result we want, with pixels that are completely
2178 * 'inside' the line area being filled opaquely and the other pixels being filled according to
2179 * how far into the boundary region they are, which is determined by shader interpolation.
2180 */
2181status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2182    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2183
2184    const bool isAA = paint->isAntiAlias();
2185    // We use half the stroke width here because we're going to position the quad
2186    // corner vertices half of the width away from the line endpoints
2187    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
2188    // A stroke width of 0 has a special meaning in Skia:
2189    // it draws a line 1 px wide regardless of current transform
2190    bool isHairLine = paint->getStrokeWidth() == 0.0f;
2191
2192    float inverseScaleX = 1.0f;
2193    float inverseScaleY = 1.0f;
2194    bool scaled = false;
2195
2196    int alpha;
2197    SkXfermode::Mode mode;
2198
2199    int generatedVerticesCount = 0;
2200    int verticesCount = count;
2201    if (count > 4) {
2202        // Polyline: account for extra vertices needed for continuous tri-strip
2203        verticesCount += (count - 4);
2204    }
2205
2206    if (isHairLine || isAA) {
2207        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
2208        // the line on the screen should always be one pixel wide regardless of scale. For
2209        // AA lines, we only want one pixel of translucent boundary around the quad.
2210        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
2211            Matrix4 *mat = mSnapshot->transform;
2212            float m00 = mat->data[Matrix4::kScaleX];
2213            float m01 = mat->data[Matrix4::kSkewY];
2214            float m10 = mat->data[Matrix4::kSkewX];
2215            float m11 = mat->data[Matrix4::kScaleY];
2216
2217            float scaleX = sqrtf(m00 * m00 + m01 * m01);
2218            float scaleY = sqrtf(m10 * m10 + m11 * m11);
2219
2220            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
2221            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
2222
2223            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
2224                scaled = true;
2225            }
2226        }
2227    }
2228
2229    getAlphaAndMode(paint, &alpha, &mode);
2230
2231    mCaches.enableScissor();
2232
2233    setupDraw();
2234    setupDrawNoTexture();
2235    if (isAA) {
2236        setupDrawAA();
2237    }
2238    setupDrawColor(paint->getColor(), alpha);
2239    setupDrawColorFilter();
2240    setupDrawShader();
2241    setupDrawBlending(isAA, mode);
2242    setupDrawProgram();
2243    setupDrawModelViewIdentity(true);
2244    setupDrawColorUniforms();
2245    setupDrawColorFilterUniforms();
2246    setupDrawShaderIdentityUniforms();
2247
2248    if (isHairLine) {
2249        // Set a real stroke width to be used in quad construction
2250        halfStrokeWidth = isAA? 1 : .5;
2251    } else if (isAA && !scaled) {
2252        // Expand boundary to enable AA calculations on the quad border
2253        halfStrokeWidth += .5f;
2254    }
2255
2256    int widthSlot;
2257    int lengthSlot;
2258
2259    Vertex lines[verticesCount];
2260    Vertex* vertices = &lines[0];
2261
2262    AAVertex wLines[verticesCount];
2263    AAVertex* aaVertices = &wLines[0];
2264
2265    if (CC_UNLIKELY(!isAA)) {
2266        setupDrawVertices(vertices);
2267    } else {
2268        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
2269        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
2270        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
2271        // AA stroke width (the base stroke width expanded by a half pixel on either side).
2272        // This value is used in the fragment shader to determine how to fill fragments.
2273        // We will need to calculate the actual width proportion on each segment for
2274        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
2275        float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth);
2276        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
2277                boundaryWidthProportion, widthSlot, lengthSlot);
2278    }
2279
2280    AAVertex* prevAAVertex = NULL;
2281    Vertex* prevVertex = NULL;
2282
2283    int boundaryLengthSlot = -1;
2284    int boundaryWidthSlot = -1;
2285
2286    for (int i = 0; i < count; i += 4) {
2287        // a = start point, b = end point
2288        vec2 a(points[i], points[i + 1]);
2289        vec2 b(points[i + 2], points[i + 3]);
2290
2291        float length = 0;
2292        float boundaryLengthProportion = 0;
2293        float boundaryWidthProportion = 0;
2294
2295        // Find the normal to the line
2296        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
2297        float x = n.x;
2298        n.x = -n.y;
2299        n.y = x;
2300
2301        if (isHairLine) {
2302            if (isAA) {
2303                float wideningFactor;
2304                if (fabs(n.x) >= fabs(n.y)) {
2305                    wideningFactor = fabs(1.0f / n.x);
2306                } else {
2307                    wideningFactor = fabs(1.0f / n.y);
2308                }
2309                n *= wideningFactor;
2310            }
2311
2312            if (scaled) {
2313                n.x *= inverseScaleX;
2314                n.y *= inverseScaleY;
2315            }
2316        } else if (scaled) {
2317            // Extend n by .5 pixel on each side, post-transform
2318            vec2 extendedN = n.copyNormalized();
2319            extendedN /= 2;
2320            extendedN.x *= inverseScaleX;
2321            extendedN.y *= inverseScaleY;
2322
2323            float extendedNLength = extendedN.length();
2324            // We need to set this value on the shader prior to drawing
2325            boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength);
2326            n += extendedN;
2327        }
2328
2329        // aa lines expand the endpoint vertices to encompass the AA boundary
2330        if (isAA) {
2331            vec2 abVector = (b - a);
2332            length = abVector.length();
2333            abVector.normalize();
2334
2335            if (scaled) {
2336                abVector.x *= inverseScaleX;
2337                abVector.y *= inverseScaleY;
2338                float abLength = abVector.length();
2339                boundaryLengthProportion = .5 - abLength / (length + abLength);
2340            } else {
2341                boundaryLengthProportion = .5 - .5 / (length + 1);
2342            }
2343
2344            abVector /= 2;
2345            a -= abVector;
2346            b += abVector;
2347        }
2348
2349        // Four corners of the rectangle defining a thick line
2350        vec2 p1 = a - n;
2351        vec2 p2 = a + n;
2352        vec2 p3 = b + n;
2353        vec2 p4 = b - n;
2354
2355
2356        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2357        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2358        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2359        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2360
2361        if (!quickRejectNoScissor(left, top, right, bottom)) {
2362            if (!isAA) {
2363                if (prevVertex != NULL) {
2364                    // Issue two repeat vertices to create degenerate triangles to bridge
2365                    // between the previous line and the new one. This is necessary because
2366                    // we are creating a single triangle_strip which will contain
2367                    // potentially discontinuous line segments.
2368                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2369                    Vertex::set(vertices++, p1.x, p1.y);
2370                    generatedVerticesCount += 2;
2371                }
2372
2373                Vertex::set(vertices++, p1.x, p1.y);
2374                Vertex::set(vertices++, p2.x, p2.y);
2375                Vertex::set(vertices++, p4.x, p4.y);
2376                Vertex::set(vertices++, p3.x, p3.y);
2377
2378                prevVertex = vertices - 1;
2379                generatedVerticesCount += 4;
2380            } else {
2381                if (!isHairLine && scaled) {
2382                    // Must set width proportions per-segment for scaled non-hairlines to use the
2383                    // correct AA boundary dimensions
2384                    if (boundaryWidthSlot < 0) {
2385                        boundaryWidthSlot =
2386                                mCaches.currentProgram->getUniform("boundaryWidth");
2387                    }
2388
2389                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2390                }
2391
2392                if (boundaryLengthSlot < 0) {
2393                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2394                }
2395
2396                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2397
2398                if (prevAAVertex != NULL) {
2399                    // Issue two repeat vertices to create degenerate triangles to bridge
2400                    // between the previous line and the new one. This is necessary because
2401                    // we are creating a single triangle_strip which will contain
2402                    // potentially discontinuous line segments.
2403                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2404                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2405                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2406                    generatedVerticesCount += 2;
2407                }
2408
2409                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2410                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2411                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2412                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2413
2414                prevAAVertex = aaVertices - 1;
2415                generatedVerticesCount += 4;
2416            }
2417
2418            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2419                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2420                    *mSnapshot->transform);
2421        }
2422    }
2423
2424    if (generatedVerticesCount > 0) {
2425       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2426    }
2427
2428    if (isAA) {
2429        finishDrawAALine(widthSlot, lengthSlot);
2430    }
2431
2432    return DrawGlInfo::kStatusDrew;
2433}
2434
2435status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2436    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2437
2438    // TODO: The paint's cap style defines whether the points are square or circular
2439    // TODO: Handle AA for round points
2440
2441    // A stroke width of 0 has a special meaning in Skia:
2442    // it draws an unscaled 1px point
2443    float strokeWidth = paint->getStrokeWidth();
2444    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2445    if (isHairLine) {
2446        // Now that we know it's hairline, we can set the effective width, to be used later
2447        strokeWidth = 1.0f;
2448    }
2449    const float halfWidth = strokeWidth / 2;
2450    int alpha;
2451    SkXfermode::Mode mode;
2452    getAlphaAndMode(paint, &alpha, &mode);
2453
2454    int verticesCount = count >> 1;
2455    int generatedVerticesCount = 0;
2456
2457    TextureVertex pointsData[verticesCount];
2458    TextureVertex* vertex = &pointsData[0];
2459
2460    // TODO: We should optimize this method to not generate vertices for points
2461    // that lie outside of the clip.
2462    mCaches.enableScissor();
2463
2464    setupDraw();
2465    setupDrawNoTexture();
2466    setupDrawPoint(strokeWidth);
2467    setupDrawColor(paint->getColor(), alpha);
2468    setupDrawColorFilter();
2469    setupDrawShader();
2470    setupDrawBlending(mode);
2471    setupDrawProgram();
2472    setupDrawModelViewIdentity(true);
2473    setupDrawColorUniforms();
2474    setupDrawColorFilterUniforms();
2475    setupDrawPointUniforms();
2476    setupDrawShaderIdentityUniforms();
2477    setupDrawMesh(vertex);
2478
2479    for (int i = 0; i < count; i += 2) {
2480        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2481        generatedVerticesCount++;
2482
2483        float left = points[i] - halfWidth;
2484        float right = points[i] + halfWidth;
2485        float top = points[i + 1] - halfWidth;
2486        float bottom = points [i + 1] + halfWidth;
2487
2488        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2489    }
2490
2491    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2492
2493    return DrawGlInfo::kStatusDrew;
2494}
2495
2496status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2497    // No need to check against the clip, we fill the clip region
2498    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2499
2500    Rect& clip(*mSnapshot->clipRect);
2501    clip.snapToPixelBoundaries();
2502
2503    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2504
2505    return DrawGlInfo::kStatusDrew;
2506}
2507
2508status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2509        SkPaint* paint) {
2510    if (!texture) return DrawGlInfo::kStatusDone;
2511    const AutoTexture autoCleanup(texture);
2512
2513    const float x = left + texture->left - texture->offset;
2514    const float y = top + texture->top - texture->offset;
2515
2516    drawPathTexture(texture, x, y, paint);
2517
2518    return DrawGlInfo::kStatusDrew;
2519}
2520
2521status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2522        float rx, float ry, SkPaint* p) {
2523    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2524        return DrawGlInfo::kStatusDone;
2525    }
2526
2527    if (p->getPathEffect() != 0) {
2528        mCaches.activeTexture(0);
2529        const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2530                right - left, bottom - top, rx, ry, p);
2531        return drawShape(left, top, texture, p);
2532    }
2533
2534    SkPath path;
2535    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2536    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2537        float outset = p->getStrokeWidth() / 2;
2538        rect.outset(outset, outset);
2539        rx += outset;
2540        ry += outset;
2541    }
2542    path.addRoundRect(rect, rx, ry);
2543    drawConvexPath(path, p);
2544
2545    return DrawGlInfo::kStatusDrew;
2546}
2547
2548status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2549    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2550            x + radius, y + radius, p)) {
2551        return DrawGlInfo::kStatusDone;
2552    }
2553    if (p->getPathEffect() != 0) {
2554        mCaches.activeTexture(0);
2555        const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p);
2556        return drawShape(x - radius, y - radius, texture, p);
2557    }
2558
2559    SkPath path;
2560    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2561        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2562    } else {
2563        path.addCircle(x, y, radius);
2564    }
2565    drawConvexPath(path, p);
2566
2567    return DrawGlInfo::kStatusDrew;
2568}
2569
2570status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2571        SkPaint* p) {
2572    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2573        return DrawGlInfo::kStatusDone;
2574    }
2575
2576    if (p->getPathEffect() != 0) {
2577        mCaches.activeTexture(0);
2578        const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p);
2579        return drawShape(left, top, texture, p);
2580    }
2581
2582    SkPath path;
2583    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2584    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2585        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2586    }
2587    path.addOval(rect);
2588    drawConvexPath(path, p);
2589
2590    return DrawGlInfo::kStatusDrew;
2591}
2592
2593status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2594        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2595    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2596        return DrawGlInfo::kStatusDone;
2597    }
2598
2599    if (fabs(sweepAngle) >= 360.0f) {
2600        return drawOval(left, top, right, bottom, p);
2601    }
2602
2603    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2604    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 ||
2605            p->getStrokeCap() != SkPaint::kButt_Cap || useCenter) {
2606        mCaches.activeTexture(0);
2607        const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2608                startAngle, sweepAngle, useCenter, p);
2609        return drawShape(left, top, texture, p);
2610    }
2611
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
2617    SkPath path;
2618    if (useCenter) {
2619        path.moveTo(rect.centerX(), rect.centerY());
2620    }
2621    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2622    if (useCenter) {
2623        path.close();
2624    }
2625    drawConvexPath(path, p);
2626
2627    return DrawGlInfo::kStatusDrew;
2628}
2629
2630// See SkPaintDefaults.h
2631#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2632
2633status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2634    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2635        return DrawGlInfo::kStatusDone;
2636    }
2637
2638    if (p->getStyle() != SkPaint::kFill_Style) {
2639        // only fill style is supported by drawConvexPath, since others have to handle joins
2640        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2641                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2642            mCaches.activeTexture(0);
2643            const PathTexture* texture =
2644                    mCaches.rectShapeCache.getRect(right - left, bottom - top, p);
2645            return drawShape(left, top, texture, p);
2646        }
2647
2648        SkPath path;
2649        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2650        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2651            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2652        }
2653        path.addRect(rect);
2654        drawConvexPath(path, p);
2655
2656        return DrawGlInfo::kStatusDrew;
2657    }
2658
2659    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2660        SkPath path;
2661        path.addRect(left, top, right, bottom);
2662        drawConvexPath(path, p);
2663    } else {
2664        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2665    }
2666
2667    return DrawGlInfo::kStatusDrew;
2668}
2669
2670void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2671        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2672        float x, float y) {
2673    mCaches.activeTexture(0);
2674
2675    // NOTE: The drop shadow will not perform gamma correction
2676    //       if shader-based correction is enabled
2677    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2678    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2679            paint, text, bytesCount, count, mShadowRadius, positions);
2680    const AutoTexture autoCleanup(shadow);
2681
2682    const float sx = x - shadow->left + mShadowDx;
2683    const float sy = y - shadow->top + mShadowDy;
2684
2685    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2686    int shadowColor = mShadowColor;
2687    if (mShader) {
2688        shadowColor = 0xffffffff;
2689    }
2690
2691    setupDraw();
2692    setupDrawWithTexture(true);
2693    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2694    setupDrawColorFilter();
2695    setupDrawShader();
2696    setupDrawBlending(true, mode);
2697    setupDrawProgram();
2698    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2699    setupDrawTexture(shadow->id);
2700    setupDrawPureColorUniforms();
2701    setupDrawColorFilterUniforms();
2702    setupDrawShaderUniforms();
2703    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2704
2705    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2706}
2707
2708status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2709        const float* positions, SkPaint* paint) {
2710    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2711            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2712        return DrawGlInfo::kStatusDone;
2713    }
2714
2715    // NOTE: Skia does not support perspective transform on drawPosText yet
2716    if (!mSnapshot->transform->isSimple()) {
2717        return DrawGlInfo::kStatusDone;
2718    }
2719
2720    float x = 0.0f;
2721    float y = 0.0f;
2722    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2723    if (pureTranslate) {
2724        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2725        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2726    }
2727
2728    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2729    fontRenderer.setFont(paint, *mSnapshot->transform);
2730
2731    int alpha;
2732    SkXfermode::Mode mode;
2733    getAlphaAndMode(paint, &alpha, &mode);
2734
2735    if (CC_UNLIKELY(mHasShadow)) {
2736        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2737                alpha, mode, 0.0f, 0.0f);
2738    }
2739
2740    // Pick the appropriate texture filtering
2741    bool linearFilter = mSnapshot->transform->changesBounds();
2742    if (pureTranslate && !linearFilter) {
2743        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2744    }
2745
2746    mCaches.activeTexture(0);
2747    setupDraw();
2748    setupDrawTextGamma(paint);
2749    setupDrawDirtyRegionsDisabled();
2750    setupDrawWithTexture(true);
2751    setupDrawAlpha8Color(paint->getColor(), alpha);
2752    setupDrawColorFilter();
2753    setupDrawShader();
2754    setupDrawBlending(true, mode);
2755    setupDrawProgram();
2756    setupDrawModelView(x, y, x, y, pureTranslate, true);
2757    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2758    setupDrawPureColorUniforms();
2759    setupDrawColorFilterUniforms();
2760    setupDrawShaderUniforms(pureTranslate);
2761    setupDrawTextGammaUniforms();
2762
2763    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2764    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2765
2766    const bool hasActiveLayer = hasLayer();
2767
2768    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2769            positions, hasActiveLayer ? &bounds : NULL)) {
2770        if (hasActiveLayer) {
2771            if (!pureTranslate) {
2772                mSnapshot->transform->mapRect(bounds);
2773            }
2774            dirtyLayerUnchecked(bounds, getRegion());
2775        }
2776    }
2777
2778    return DrawGlInfo::kStatusDrew;
2779}
2780
2781status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2782        float x, float y, const float* positions, SkPaint* paint, float length) {
2783    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2784            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2785        return DrawGlInfo::kStatusDone;
2786    }
2787
2788    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2789    switch (paint->getTextAlign()) {
2790        case SkPaint::kCenter_Align:
2791            x -= length / 2.0f;
2792            break;
2793        case SkPaint::kRight_Align:
2794            x -= length;
2795            break;
2796        default:
2797            break;
2798    }
2799
2800    SkPaint::FontMetrics metrics;
2801    paint->getFontMetrics(&metrics, 0.0f);
2802    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2803        return DrawGlInfo::kStatusDone;
2804    }
2805
2806#if DEBUG_GLYPHS
2807    ALOGD("OpenGLRenderer drawText() with FontID=%d",
2808            SkTypeface::UniqueID(paint->getTypeface()));
2809#endif
2810
2811    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2812    fontRenderer.setFont(paint, *mSnapshot->transform);
2813
2814    const float oldX = x;
2815    const float oldY = y;
2816    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2817    if (CC_LIKELY(pureTranslate)) {
2818        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2819        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2820    }
2821
2822    int alpha;
2823    SkXfermode::Mode mode;
2824    getAlphaAndMode(paint, &alpha, &mode);
2825
2826    if (CC_UNLIKELY(mHasShadow)) {
2827        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2828                oldX, oldY);
2829    }
2830
2831    // Pick the appropriate texture filtering
2832    bool linearFilter = mSnapshot->transform->changesBounds();
2833    if (pureTranslate && !linearFilter) {
2834        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2835    }
2836
2837    // The font renderer will always use texture unit 0
2838    mCaches.activeTexture(0);
2839    setupDraw();
2840    setupDrawTextGamma(paint);
2841    setupDrawDirtyRegionsDisabled();
2842    setupDrawWithTexture(true);
2843    setupDrawAlpha8Color(paint->getColor(), alpha);
2844    setupDrawColorFilter();
2845    setupDrawShader();
2846    setupDrawBlending(true, mode);
2847    setupDrawProgram();
2848    setupDrawModelView(x, y, x, y, pureTranslate, true);
2849    // See comment above; the font renderer must use texture unit 0
2850    // assert(mTextureUnit == 0)
2851    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2852    setupDrawPureColorUniforms();
2853    setupDrawColorFilterUniforms();
2854    setupDrawShaderUniforms(pureTranslate);
2855    setupDrawTextGammaUniforms();
2856
2857    const Rect* clip = pureTranslate ? mSnapshot->clipRect :
2858            (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip());
2859    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2860
2861    const bool hasActiveLayer = hasLayer();
2862
2863    bool status;
2864    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2865        SkPaint paintCopy(*paint);
2866        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2867        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2868                positions, hasActiveLayer ? &bounds : NULL);
2869    } else {
2870        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2871                positions, hasActiveLayer ? &bounds : NULL);
2872    }
2873
2874    if (status && hasActiveLayer) {
2875        if (!pureTranslate) {
2876            mSnapshot->transform->mapRect(bounds);
2877        }
2878        dirtyLayerUnchecked(bounds, getRegion());
2879    }
2880
2881    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2882
2883    return DrawGlInfo::kStatusDrew;
2884}
2885
2886status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2887        float hOffset, float vOffset, SkPaint* paint) {
2888    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2889            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2890        return DrawGlInfo::kStatusDone;
2891    }
2892
2893    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2894    fontRenderer.setFont(paint, *mSnapshot->transform);
2895
2896    int alpha;
2897    SkXfermode::Mode mode;
2898    getAlphaAndMode(paint, &alpha, &mode);
2899
2900    mCaches.activeTexture(0);
2901    setupDraw();
2902    setupDrawTextGamma(paint);
2903    setupDrawDirtyRegionsDisabled();
2904    setupDrawWithTexture(true);
2905    setupDrawAlpha8Color(paint->getColor(), alpha);
2906    setupDrawColorFilter();
2907    setupDrawShader();
2908    setupDrawBlending(true, mode);
2909    setupDrawProgram();
2910    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2911    setupDrawTexture(fontRenderer.getTexture(true));
2912    setupDrawPureColorUniforms();
2913    setupDrawColorFilterUniforms();
2914    setupDrawShaderUniforms(false);
2915    setupDrawTextGammaUniforms();
2916
2917    const Rect* clip = &mSnapshot->getLocalClip();
2918    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2919
2920    const bool hasActiveLayer = hasLayer();
2921
2922    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2923            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2924        if (hasActiveLayer) {
2925            mSnapshot->transform->mapRect(bounds);
2926            dirtyLayerUnchecked(bounds, getRegion());
2927        }
2928    }
2929
2930    return DrawGlInfo::kStatusDrew;
2931}
2932
2933status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2934    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2935
2936    mCaches.activeTexture(0);
2937
2938    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2939    if (!texture) return DrawGlInfo::kStatusDone;
2940    const AutoTexture autoCleanup(texture);
2941
2942    const float x = texture->left - texture->offset;
2943    const float y = texture->top - texture->offset;
2944
2945    drawPathTexture(texture, x, y, paint);
2946
2947    return DrawGlInfo::kStatusDrew;
2948}
2949
2950status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2951    if (!layer) {
2952        return DrawGlInfo::kStatusDone;
2953    }
2954
2955    mat4* transform = NULL;
2956    if (layer->isTextureLayer()) {
2957        transform = &layer->getTransform();
2958        if (!transform->isIdentity()) {
2959            save(0);
2960            mSnapshot->transform->multiply(*transform);
2961        }
2962    }
2963
2964    Rect transformed;
2965    Rect clip;
2966    const bool rejected = quickRejectNoScissor(x, y,
2967            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2968
2969    if (rejected) {
2970        if (transform && !transform->isIdentity()) {
2971            restore();
2972        }
2973        return DrawGlInfo::kStatusDone;
2974    }
2975
2976    updateLayer(layer, true);
2977
2978    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2979    mCaches.activeTexture(0);
2980
2981    if (CC_LIKELY(!layer->region.isEmpty())) {
2982        SkiaColorFilter* oldFilter = mColorFilter;
2983        mColorFilter = layer->getColorFilter();
2984
2985        if (layer->region.isRect()) {
2986            composeLayerRect(layer, layer->regionRect);
2987        } else if (layer->mesh) {
2988            const float a = layer->getAlpha() / 255.0f;
2989            setupDraw();
2990            setupDrawWithTexture();
2991            setupDrawColor(a, a, a, a);
2992            setupDrawColorFilter();
2993            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2994            setupDrawProgram();
2995            setupDrawPureColorUniforms();
2996            setupDrawColorFilterUniforms();
2997            setupDrawTexture(layer->getTexture());
2998            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2999                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
3000                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
3001
3002                layer->setFilter(GL_NEAREST);
3003                setupDrawModelViewTranslate(tx, ty,
3004                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3005            } else {
3006                layer->setFilter(GL_LINEAR);
3007                setupDrawModelViewTranslate(x, y,
3008                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3009            }
3010            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
3011
3012            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3013                    GL_UNSIGNED_SHORT, layer->meshIndices);
3014
3015            finishDrawTexture();
3016
3017#if DEBUG_LAYERS_AS_REGIONS
3018            drawRegionRects(layer->region);
3019#endif
3020        }
3021
3022        mColorFilter = oldFilter;
3023
3024        if (layer->debugDrawUpdate) {
3025            layer->debugDrawUpdate = false;
3026            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3027                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3028        }
3029    }
3030
3031    if (transform && !transform->isIdentity()) {
3032        restore();
3033    }
3034
3035    return DrawGlInfo::kStatusDrew;
3036}
3037
3038///////////////////////////////////////////////////////////////////////////////
3039// Shaders
3040///////////////////////////////////////////////////////////////////////////////
3041
3042void OpenGLRenderer::resetShader() {
3043    mShader = NULL;
3044}
3045
3046void OpenGLRenderer::setupShader(SkiaShader* shader) {
3047    mShader = shader;
3048    if (mShader) {
3049        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
3050    }
3051}
3052
3053///////////////////////////////////////////////////////////////////////////////
3054// Color filters
3055///////////////////////////////////////////////////////////////////////////////
3056
3057void OpenGLRenderer::resetColorFilter() {
3058    mColorFilter = NULL;
3059}
3060
3061void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3062    mColorFilter = filter;
3063}
3064
3065///////////////////////////////////////////////////////////////////////////////
3066// Drop shadow
3067///////////////////////////////////////////////////////////////////////////////
3068
3069void OpenGLRenderer::resetShadow() {
3070    mHasShadow = false;
3071}
3072
3073void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3074    mHasShadow = true;
3075    mShadowRadius = radius;
3076    mShadowDx = dx;
3077    mShadowDy = dy;
3078    mShadowColor = color;
3079}
3080
3081///////////////////////////////////////////////////////////////////////////////
3082// Draw filters
3083///////////////////////////////////////////////////////////////////////////////
3084
3085void OpenGLRenderer::resetPaintFilter() {
3086    mHasDrawFilter = false;
3087}
3088
3089void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3090    mHasDrawFilter = true;
3091    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3092    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3093}
3094
3095SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3096    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
3097
3098    uint32_t flags = paint->getFlags();
3099
3100    mFilteredPaint = *paint;
3101    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
3102
3103    return &mFilteredPaint;
3104}
3105
3106///////////////////////////////////////////////////////////////////////////////
3107// Drawing implementation
3108///////////////////////////////////////////////////////////////////////////////
3109
3110void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3111        float x, float y, SkPaint* paint) {
3112    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3113        return;
3114    }
3115
3116    int alpha;
3117    SkXfermode::Mode mode;
3118    getAlphaAndMode(paint, &alpha, &mode);
3119
3120    setupDraw();
3121    setupDrawWithTexture(true);
3122    setupDrawAlpha8Color(paint->getColor(), alpha);
3123    setupDrawColorFilter();
3124    setupDrawShader();
3125    setupDrawBlending(true, mode);
3126    setupDrawProgram();
3127    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3128    setupDrawTexture(texture->id);
3129    setupDrawPureColorUniforms();
3130    setupDrawColorFilterUniforms();
3131    setupDrawShaderUniforms();
3132    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3133
3134    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3135
3136    finishDrawTexture();
3137}
3138
3139// Same values used by Skia
3140#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3141#define kStdUnderline_Offset    (1.0f / 9.0f)
3142#define kStdUnderline_Thickness (1.0f / 18.0f)
3143
3144void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3145        float x, float y, SkPaint* paint) {
3146    // Handle underline and strike-through
3147    uint32_t flags = paint->getFlags();
3148    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3149        SkPaint paintCopy(*paint);
3150        float underlineWidth = length;
3151        // If length is > 0.0f, we already measured the text for the text alignment
3152        if (length <= 0.0f) {
3153            underlineWidth = paintCopy.measureText(text, bytesCount);
3154        }
3155
3156        if (CC_LIKELY(underlineWidth > 0.0f)) {
3157            const float textSize = paintCopy.getTextSize();
3158            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3159
3160            const float left = x;
3161            float top = 0.0f;
3162
3163            int linesCount = 0;
3164            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3165            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3166
3167            const int pointsCount = 4 * linesCount;
3168            float points[pointsCount];
3169            int currentPoint = 0;
3170
3171            if (flags & SkPaint::kUnderlineText_Flag) {
3172                top = y + textSize * kStdUnderline_Offset;
3173                points[currentPoint++] = left;
3174                points[currentPoint++] = top;
3175                points[currentPoint++] = left + underlineWidth;
3176                points[currentPoint++] = top;
3177            }
3178
3179            if (flags & SkPaint::kStrikeThruText_Flag) {
3180                top = y + textSize * kStdStrikeThru_Offset;
3181                points[currentPoint++] = left;
3182                points[currentPoint++] = top;
3183                points[currentPoint++] = left + underlineWidth;
3184                points[currentPoint++] = top;
3185            }
3186
3187            paintCopy.setStrokeWidth(strokeWidth);
3188
3189            drawLines(&points[0], pointsCount, &paintCopy);
3190        }
3191    }
3192}
3193
3194status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3195    if (mSnapshot->isIgnored()) {
3196        return DrawGlInfo::kStatusDone;
3197    }
3198
3199    int color = paint->getColor();
3200    // If a shader is set, preserve only the alpha
3201    if (mShader) {
3202        color |= 0x00ffffff;
3203    }
3204    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3205
3206    return drawColorRects(rects, count, color, mode);
3207}
3208
3209status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3210        SkXfermode::Mode mode, bool ignoreTransform, bool dirty) {
3211
3212    float left = FLT_MAX;
3213    float top = FLT_MAX;
3214    float right = FLT_MIN;
3215    float bottom = FLT_MIN;
3216
3217    int vertexCount = 0;
3218    Vertex mesh[count * 6];
3219    Vertex* vertex = mesh;
3220
3221    for (int index = 0; index < count; index += 4) {
3222        float l = rects[index + 0];
3223        float t = rects[index + 1];
3224        float r = rects[index + 2];
3225        float b = rects[index + 3];
3226
3227        if (ignoreTransform || !quickRejectNoScissor(left, top, right, bottom)) {
3228            Vertex::set(vertex++, l, b);
3229            Vertex::set(vertex++, l, t);
3230            Vertex::set(vertex++, r, t);
3231            Vertex::set(vertex++, l, b);
3232            Vertex::set(vertex++, r, t);
3233            Vertex::set(vertex++, r, b);
3234
3235            vertexCount += 6;
3236
3237            left = fminf(left, l);
3238            top = fminf(top, t);
3239            right = fmaxf(right, r);
3240            bottom = fmaxf(bottom, b);
3241        }
3242    }
3243
3244    if (count == 0) return DrawGlInfo::kStatusDone;
3245
3246    setupDraw();
3247    setupDrawNoTexture();
3248    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3249    setupDrawShader();
3250    setupDrawColorFilter();
3251    setupDrawBlending(mode);
3252    setupDrawProgram();
3253    setupDrawDirtyRegionsDisabled();
3254    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3255    setupDrawColorUniforms();
3256    setupDrawShaderUniforms();
3257    setupDrawColorFilterUniforms();
3258    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3259
3260    if (dirty && hasLayer()) {
3261        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
3262    }
3263
3264    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3265
3266    return DrawGlInfo::kStatusDrew;
3267}
3268
3269void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3270        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3271    // If a shader is set, preserve only the alpha
3272    if (mShader) {
3273        color |= 0x00ffffff;
3274    }
3275
3276    setupDraw();
3277    setupDrawNoTexture();
3278    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3279    setupDrawShader();
3280    setupDrawColorFilter();
3281    setupDrawBlending(mode);
3282    setupDrawProgram();
3283    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3284    setupDrawColorUniforms();
3285    setupDrawShaderUniforms(ignoreTransform);
3286    setupDrawColorFilterUniforms();
3287    setupDrawSimpleMesh();
3288
3289    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3290}
3291
3292void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3293        Texture* texture, SkPaint* paint) {
3294    int alpha;
3295    SkXfermode::Mode mode;
3296    getAlphaAndMode(paint, &alpha, &mode);
3297
3298    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3299
3300    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
3301        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
3302        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
3303
3304        texture->setFilter(GL_NEAREST, true);
3305        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3306                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3307                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3308    } else {
3309        texture->setFilter(FILTER(paint), true);
3310        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3311                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3312                GL_TRIANGLE_STRIP, gMeshCount);
3313    }
3314}
3315
3316void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3317        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3318    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3319            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3320}
3321
3322void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3323        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3324        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3325        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3326
3327    setupDraw();
3328    setupDrawWithTexture();
3329    setupDrawColor(alpha, alpha, alpha, alpha);
3330    setupDrawColorFilter();
3331    setupDrawBlending(blend, mode, swapSrcDst);
3332    setupDrawProgram();
3333    if (!dirty) setupDrawDirtyRegionsDisabled();
3334    if (!ignoreScale) {
3335        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3336    } else {
3337        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3338    }
3339    setupDrawTexture(texture);
3340    setupDrawPureColorUniforms();
3341    setupDrawColorFilterUniforms();
3342    setupDrawMesh(vertices, texCoords, vbo);
3343
3344    glDrawArrays(drawMode, 0, elementsCount);
3345
3346    finishDrawTexture();
3347}
3348
3349void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3350        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3351        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3352        bool ignoreTransform, bool dirty) {
3353
3354    setupDraw();
3355    setupDrawWithTexture(true);
3356    if (hasColor) {
3357        setupDrawAlpha8Color(color, alpha);
3358    }
3359    setupDrawColorFilter();
3360    setupDrawShader();
3361    setupDrawBlending(true, mode);
3362    setupDrawProgram();
3363    if (!dirty) setupDrawDirtyRegionsDisabled();
3364    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3365    setupDrawTexture(texture);
3366    setupDrawPureColorUniforms();
3367    setupDrawColorFilterUniforms();
3368    setupDrawShaderUniforms();
3369    setupDrawMesh(vertices, texCoords);
3370
3371    glDrawArrays(drawMode, 0, elementsCount);
3372
3373    finishDrawTexture();
3374}
3375
3376void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3377        ProgramDescription& description, bool swapSrcDst) {
3378    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3379
3380    if (blend) {
3381        // These blend modes are not supported by OpenGL directly and have
3382        // to be implemented using shaders. Since the shader will perform
3383        // the blending, turn blending off here
3384        // If the blend mode cannot be implemented using shaders, fall
3385        // back to the default SrcOver blend mode instead
3386        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3387            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
3388                description.framebufferMode = mode;
3389                description.swapSrcDst = swapSrcDst;
3390
3391                if (mCaches.blend) {
3392                    glDisable(GL_BLEND);
3393                    mCaches.blend = false;
3394                }
3395
3396                return;
3397            } else {
3398                mode = SkXfermode::kSrcOver_Mode;
3399            }
3400        }
3401
3402        if (!mCaches.blend) {
3403            glEnable(GL_BLEND);
3404        }
3405
3406        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3407        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3408
3409        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3410            glBlendFunc(sourceMode, destMode);
3411            mCaches.lastSrcMode = sourceMode;
3412            mCaches.lastDstMode = destMode;
3413        }
3414    } else if (mCaches.blend) {
3415        glDisable(GL_BLEND);
3416    }
3417    mCaches.blend = blend;
3418}
3419
3420bool OpenGLRenderer::useProgram(Program* program) {
3421    if (!program->isInUse()) {
3422        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3423        program->use();
3424        mCaches.currentProgram = program;
3425        return false;
3426    }
3427    return true;
3428}
3429
3430void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3431    TextureVertex* v = &mMeshVertices[0];
3432    TextureVertex::setUV(v++, u1, v1);
3433    TextureVertex::setUV(v++, u2, v1);
3434    TextureVertex::setUV(v++, u1, v2);
3435    TextureVertex::setUV(v++, u2, v2);
3436}
3437
3438void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3439    getAlphaAndModeDirect(paint, alpha,  mode);
3440    *alpha *= mSnapshot->alpha;
3441}
3442
3443}; // namespace uirenderer
3444}; // namespace android
3445