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#include "OpenGLRenderer.h"
18
19#include "DeferredDisplayList.h"
20#include "GammaFontRenderer.h"
21#include "Glop.h"
22#include "GlopBuilder.h"
23#include "Patch.h"
24#include "PathTessellator.h"
25#include "Properties.h"
26#include "RenderNode.h"
27#include "renderstate/MeshState.h"
28#include "renderstate/RenderState.h"
29#include "ShadowTessellator.h"
30#include "SkiaShader.h"
31#include "Vector.h"
32#include "VertexBuffer.h"
33#include "utils/GLUtils.h"
34#include "utils/PaintUtils.h"
35#include "utils/TraceUtils.h"
36
37#include <stdlib.h>
38#include <stdint.h>
39#include <sys/types.h>
40
41#include <SkCanvas.h>
42#include <SkColor.h>
43#include <SkPathOps.h>
44#include <SkShader.h>
45#include <SkTypeface.h>
46
47#include <utils/Log.h>
48#include <utils/StopWatch.h>
49
50#include <private/hwui/DrawGlInfo.h>
51
52#include <ui/Rect.h>
53
54#if DEBUG_DETAILED_EVENTS
55    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
56#else
57    #define EVENT_LOGD(...)
58#endif
59
60namespace android {
61namespace uirenderer {
62
63///////////////////////////////////////////////////////////////////////////////
64// Constructors/destructor
65///////////////////////////////////////////////////////////////////////////////
66
67OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
68        : mState(*this)
69        , mCaches(Caches::getInstance())
70        , mRenderState(renderState)
71        , mFrameStarted(false)
72        , mScissorOptimizationDisabled(false)
73        , mSuppressTiling(false)
74        , mFirstFrameAfterResize(true)
75        , mDirty(false)
76        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
77        , mLightRadius(FLT_MIN)
78        , mAmbientShadowAlpha(0)
79        , mSpotShadowAlpha(0) {
80}
81
82OpenGLRenderer::~OpenGLRenderer() {
83    // The context has already been destroyed at this point, do not call
84    // GL APIs. All GL state should be kept in Caches.h
85}
86
87void OpenGLRenderer::initProperties() {
88    char property[PROPERTY_VALUE_MAX];
89    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
90        mScissorOptimizationDisabled = !strcasecmp(property, "true");
91        INIT_LOGD("  Scissor optimization %s",
92                mScissorOptimizationDisabled ? "disabled" : "enabled");
93    } else {
94        INIT_LOGD("  Scissor optimization enabled");
95    }
96}
97
98void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha,
99        uint8_t spotShadowAlpha) {
100    mLightRadius = lightRadius;
101    mAmbientShadowAlpha = ambientShadowAlpha;
102    mSpotShadowAlpha = spotShadowAlpha;
103}
104
105void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) {
106    mLightCenter = lightCenter;
107}
108
109///////////////////////////////////////////////////////////////////////////////
110// Setup
111///////////////////////////////////////////////////////////////////////////////
112
113void OpenGLRenderer::onViewportInitialized() {
114    glDisable(GL_DITHER);
115    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
116    mFirstFrameAfterResize = true;
117}
118
119void OpenGLRenderer::setupFrameState(float left, float top,
120        float right, float bottom, bool opaque) {
121    mCaches.clearGarbage();
122    mState.initializeSaveStack(left, top, right, bottom, mLightCenter);
123    mOpaque = opaque;
124    mTilingClip.set(left, top, right, bottom);
125}
126
127void OpenGLRenderer::startFrame() {
128    if (mFrameStarted) return;
129    mFrameStarted = true;
130
131    mState.setDirtyClip(true);
132
133    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
134
135    mRenderState.setViewport(mState.getWidth(), mState.getHeight());
136
137    // Functors break the tiling extension in pretty spectacular ways
138    // This ensures we don't use tiling when a functor is going to be
139    // invoked during the frame
140    mSuppressTiling = mCaches.hasRegisteredFunctors()
141            || mFirstFrameAfterResize;
142    mFirstFrameAfterResize = false;
143
144    startTilingCurrentClip(true);
145
146    debugOverdraw(true, true);
147
148    clear(mTilingClip.left, mTilingClip.top,
149            mTilingClip.right, mTilingClip.bottom, mOpaque);
150}
151
152void OpenGLRenderer::prepareDirty(float left, float top,
153        float right, float bottom, bool opaque) {
154
155    setupFrameState(left, top, right, bottom, opaque);
156
157    // Layer renderers will start the frame immediately
158    // The framebuffer renderer will first defer the display list
159    // for each layer and wait until the first drawing command
160    // to start the frame
161    if (currentSnapshot()->fbo == 0) {
162        mRenderState.blend().syncEnabled();
163        updateLayers();
164    } else {
165        startFrame();
166    }
167}
168
169void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
170    // If we know that we are going to redraw the entire framebuffer,
171    // perform a discard to let the driver know we don't need to preserve
172    // the back buffer for this frame.
173    if (mCaches.extensions().hasDiscardFramebuffer() &&
174            left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) {
175        const bool isFbo = getTargetFbo() == 0;
176        const GLenum attachments[] = {
177                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
178                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
179        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
180    }
181}
182
183void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
184    if (!opaque) {
185        mRenderState.scissor().setEnabled(true);
186        mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top);
187        glClear(GL_COLOR_BUFFER_BIT);
188        mDirty = true;
189        return;
190    }
191
192    mRenderState.scissor().reset();
193}
194
195void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
196    if (!mSuppressTiling) {
197        const Snapshot* snapshot = currentSnapshot();
198
199        const Rect* clip = &mTilingClip;
200        if (snapshot->flags & Snapshot::kFlagFboTarget) {
201            clip = &(snapshot->layer->clipRect);
202        }
203
204        startTiling(*clip, getViewportHeight(), opaque, expand);
205    }
206}
207
208void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
209    if (!mSuppressTiling) {
210        if(expand) {
211            // Expand the startTiling region by 1
212            int leftNotZero = (clip.left > 0) ? 1 : 0;
213            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
214
215            mCaches.startTiling(
216                clip.left - leftNotZero,
217                windowHeight - clip.bottom - topNotZero,
218                clip.right - clip.left + leftNotZero + 1,
219                clip.bottom - clip.top + topNotZero + 1,
220                opaque);
221        } else {
222            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
223                clip.right - clip.left, clip.bottom - clip.top, opaque);
224        }
225    }
226}
227
228void OpenGLRenderer::endTiling() {
229    if (!mSuppressTiling) mCaches.endTiling();
230}
231
232bool OpenGLRenderer::finish() {
233    renderOverdraw();
234    endTiling();
235    mTempPaths.clear();
236
237    // When finish() is invoked on FBO 0 we've reached the end
238    // of the current frame
239    if (getTargetFbo() == 0) {
240        mCaches.pathCache.trim();
241        mCaches.tessellationCache.trim();
242    }
243
244    if (!suppressErrorChecks()) {
245#if DEBUG_OPENGL
246        GLUtils::dumpGLErrors();
247#endif
248
249#if DEBUG_MEMORY_USAGE
250        mCaches.dumpMemoryUsage();
251#else
252        if (Properties::debugLevel & kDebugMemory) {
253            mCaches.dumpMemoryUsage();
254        }
255#endif
256    }
257
258    mFrameStarted = false;
259
260    return reportAndClearDirty();
261}
262
263void OpenGLRenderer::resumeAfterLayer() {
264    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
265    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
266    debugOverdraw(true, false);
267
268    mRenderState.scissor().reset();
269    dirtyClip();
270}
271
272void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
273    if (mState.currentlyIgnored()) return;
274
275    Rect clip(mState.currentClipRect());
276    clip.snapToPixelBoundaries();
277
278    // Since we don't know what the functor will draw, let's dirty
279    // the entire clip region
280    if (hasLayer()) {
281        dirtyLayerUnchecked(clip, getRegion());
282    }
283
284    DrawGlInfo info;
285    info.clipLeft = clip.left;
286    info.clipTop = clip.top;
287    info.clipRight = clip.right;
288    info.clipBottom = clip.bottom;
289    info.isLayer = hasLayer();
290    info.width = getViewportWidth();
291    info.height = getViewportHeight();
292    currentTransform()->copyTo(&info.transform[0]);
293
294    bool prevDirtyClip = mState.getDirtyClip();
295    // setup GL state for functor
296    if (mState.getDirtyClip()) {
297        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
298    }
299    if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) {
300        setScissorFromClip();
301    }
302
303    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
304    // Scissor may have been modified, reset dirty clip
305    dirtyClip();
306
307    mDirty = true;
308}
309
310///////////////////////////////////////////////////////////////////////////////
311// Debug
312///////////////////////////////////////////////////////////////////////////////
313
314void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
315#if DEBUG_DETAILED_EVENTS
316    const int BUFFER_SIZE = 256;
317    va_list ap;
318    char buf[BUFFER_SIZE];
319
320    va_start(ap, fmt);
321    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
322    va_end(ap);
323
324    eventMark(buf);
325#endif
326}
327
328
329void OpenGLRenderer::eventMark(const char* name) const {
330    mCaches.eventMark(0, name);
331}
332
333void OpenGLRenderer::startMark(const char* name) const {
334    mCaches.startMark(0, name);
335}
336
337void OpenGLRenderer::endMark() const {
338    mCaches.endMark();
339}
340
341void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
342    mRenderState.debugOverdraw(enable, clear);
343}
344
345void OpenGLRenderer::renderOverdraw() {
346    if (Properties::debugOverdraw && getTargetFbo() == 0) {
347        const Rect* clip = &mTilingClip;
348
349        mRenderState.scissor().setEnabled(true);
350        mRenderState.scissor().set(clip->left,
351                mState.firstSnapshot()->getViewportHeight() - clip->bottom,
352                clip->right - clip->left,
353                clip->bottom - clip->top);
354
355        // 1x overdraw
356        mRenderState.stencil().enableDebugTest(2);
357        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
358
359        // 2x overdraw
360        mRenderState.stencil().enableDebugTest(3);
361        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
362
363        // 3x overdraw
364        mRenderState.stencil().enableDebugTest(4);
365        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
366
367        // 4x overdraw and higher
368        mRenderState.stencil().enableDebugTest(4, true);
369        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
370
371        mRenderState.stencil().disable();
372    }
373}
374
375///////////////////////////////////////////////////////////////////////////////
376// Layers
377///////////////////////////////////////////////////////////////////////////////
378
379bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
380    if (layer->deferredUpdateScheduled && layer->renderer
381            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
382
383        if (inFrame) {
384            endTiling();
385            debugOverdraw(false, false);
386        }
387
388        if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) {
389            layer->render(*this);
390        } else {
391            layer->defer(*this);
392        }
393
394        if (inFrame) {
395            resumeAfterLayer();
396            startTilingCurrentClip();
397        }
398
399        layer->debugDrawUpdate = Properties::debugLayersUpdates;
400        layer->hasDrawnSinceUpdate = false;
401
402        return true;
403    }
404
405    return false;
406}
407
408void OpenGLRenderer::updateLayers() {
409    // If draw deferring is enabled this method will simply defer
410    // the display list of each individual layer. The layers remain
411    // in the layer updates list which will be cleared by flushLayers().
412    int count = mLayerUpdates.size();
413    if (count > 0) {
414        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
415            startMark("Layer Updates");
416        } else {
417            startMark("Defer Layer Updates");
418        }
419
420        // Note: it is very important to update the layers in order
421        for (int i = 0; i < count; i++) {
422            Layer* layer = mLayerUpdates.itemAt(i).get();
423            updateLayer(layer, false);
424        }
425
426        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
427            mLayerUpdates.clear();
428            mRenderState.bindFramebuffer(getTargetFbo());
429        }
430        endMark();
431    }
432}
433
434void OpenGLRenderer::flushLayers() {
435    int count = mLayerUpdates.size();
436    if (count > 0) {
437        startMark("Apply Layer Updates");
438
439        // Note: it is very important to update the layers in order
440        for (int i = 0; i < count; i++) {
441            mLayerUpdates.itemAt(i)->flush();
442        }
443
444        mLayerUpdates.clear();
445        mRenderState.bindFramebuffer(getTargetFbo());
446
447        endMark();
448    }
449}
450
451void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
452    if (layer) {
453        // Make sure we don't introduce duplicates.
454        // SortedVector would do this automatically but we need to respect
455        // the insertion order. The linear search is not an issue since
456        // this list is usually very short (typically one item, at most a few)
457        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
458            if (mLayerUpdates.itemAt(i) == layer) {
459                return;
460            }
461        }
462        mLayerUpdates.push_back(layer);
463    }
464}
465
466void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
467    if (layer) {
468        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
469            if (mLayerUpdates.itemAt(i) == layer) {
470                mLayerUpdates.removeAt(i);
471                break;
472            }
473        }
474    }
475}
476
477void OpenGLRenderer::flushLayerUpdates() {
478    ATRACE_NAME("Update HW Layers");
479    mRenderState.blend().syncEnabled();
480    updateLayers();
481    flushLayers();
482    // Wait for all the layer updates to be executed
483    glFinish();
484}
485
486void OpenGLRenderer::markLayersAsBuildLayers() {
487    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
488        mLayerUpdates[i]->wasBuildLayered = true;
489    }
490}
491
492///////////////////////////////////////////////////////////////////////////////
493// State management
494///////////////////////////////////////////////////////////////////////////////
495
496void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
497    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
498    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
499    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
500
501    if (restoreViewport) {
502        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
503    }
504
505    if (restoreClip) {
506        dirtyClip();
507    }
508
509    if (restoreLayer) {
510        endMark(); // Savelayer
511        ATRACE_END(); // SaveLayer
512        startMark("ComposeLayer");
513        composeLayer(removed, restored);
514        endMark();
515    }
516}
517
518///////////////////////////////////////////////////////////////////////////////
519// Layers
520///////////////////////////////////////////////////////////////////////////////
521
522int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
523        const SkPaint* paint, int flags, const SkPath* convexMask) {
524    // force matrix/clip isolation for layer
525    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
526
527    const int count = mState.saveSnapshot(flags);
528
529    if (!mState.currentlyIgnored()) {
530        createLayer(left, top, right, bottom, paint, flags, convexMask);
531    }
532
533    return count;
534}
535
536void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
537    const Rect untransformedBounds(bounds);
538
539    currentTransform()->mapRect(bounds);
540
541    // Layers only make sense if they are in the framebuffer's bounds
542    if (bounds.intersect(mState.currentClipRect())) {
543        // We cannot work with sub-pixels in this case
544        bounds.snapToPixelBoundaries();
545
546        // When the layer is not an FBO, we may use glCopyTexImage so we
547        // need to make sure the layer does not extend outside the bounds
548        // of the framebuffer
549        const Snapshot& previous = *(currentSnapshot()->previous);
550        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
551        if (!bounds.intersect(previousViewport)) {
552            bounds.setEmpty();
553        } else if (fboLayer) {
554            clip.set(bounds);
555            mat4 inverse;
556            inverse.loadInverse(*currentTransform());
557            inverse.mapRect(clip);
558            clip.snapToPixelBoundaries();
559            if (clip.intersect(untransformedBounds)) {
560                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
561                bounds.set(untransformedBounds);
562            } else {
563                clip.setEmpty();
564            }
565        }
566    } else {
567        bounds.setEmpty();
568    }
569}
570
571void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
572        bool fboLayer, int alpha) {
573    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
574            bounds.getHeight() > mCaches.maxTextureSize ||
575            (fboLayer && clip.isEmpty())) {
576        writableSnapshot()->empty = fboLayer;
577    } else {
578        writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer);
579    }
580}
581
582int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
583        const SkPaint* paint, int flags) {
584    const int count = mState.saveSnapshot(flags);
585
586    if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
587        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
588        // operations will be able to store and restore the current clip and transform info, and
589        // quick rejection will be correct (for display lists)
590
591        Rect bounds(left, top, right, bottom);
592        Rect clip;
593        calculateLayerBoundsAndClip(bounds, clip, true);
594        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
595
596        if (!mState.currentlyIgnored()) {
597            writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
598            writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
599            writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
600            writableSnapshot()->roundRectClipState = nullptr;
601        }
602    }
603
604    return count;
605}
606
607/**
608 * Layers are viewed by Skia are slightly different than layers in image editing
609 * programs (for instance.) When a layer is created, previously created layers
610 * and the frame buffer still receive every drawing command. For instance, if a
611 * layer is created and a shape intersecting the bounds of the layers and the
612 * framebuffer is draw, the shape will be drawn on both (unless the layer was
613 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
614 *
615 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
616 * texture. Unfortunately, this is inefficient as it requires every primitive to
617 * be drawn n + 1 times, where n is the number of active layers. In practice this
618 * means, for every primitive:
619 *   - Switch active frame buffer
620 *   - Change viewport, clip and projection matrix
621 *   - Issue the drawing
622 *
623 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
624 * To avoid this, layers are implemented in a different way here, at least in the
625 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
626 * is set. When this flag is set we can redirect all drawing operations into a
627 * single FBO.
628 *
629 * This implementation relies on the frame buffer being at least RGBA 8888. When
630 * a layer is created, only a texture is created, not an FBO. The content of the
631 * frame buffer contained within the layer's bounds is copied into this texture
632 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
633 * buffer and drawing continues as normal. This technique therefore treats the
634 * frame buffer as a scratch buffer for the layers.
635 *
636 * To compose the layers back onto the frame buffer, each layer texture
637 * (containing the original frame buffer data) is drawn as a simple quad over
638 * the frame buffer. The trick is that the quad is set as the composition
639 * destination in the blending equation, and the frame buffer becomes the source
640 * of the composition.
641 *
642 * Drawing layers with an alpha value requires an extra step before composition.
643 * An empty quad is drawn over the layer's region in the frame buffer. This quad
644 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
645 * quad is used to multiply the colors in the frame buffer. This is achieved by
646 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
647 * GL_ZERO, GL_SRC_ALPHA.
648 *
649 * Because glCopyTexImage2D() can be slow, an alternative implementation might
650 * be use to draw a single clipped layer. The implementation described above
651 * is correct in every case.
652 *
653 * (1) The frame buffer is actually not cleared right away. To allow the GPU
654 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
655 *     buffer is left untouched until the first drawing operation. Only when
656 *     something actually gets drawn are the layers regions cleared.
657 */
658bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
659        const SkPaint* paint, int flags, const SkPath* convexMask) {
660    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
661    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
662
663    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
664
665    // Window coordinates of the layer
666    Rect clip;
667    Rect bounds(left, top, right, bottom);
668    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
669    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
670
671    // Bail out if we won't draw in this snapshot
672    if (mState.currentlyIgnored()) {
673        return false;
674    }
675
676    mCaches.textureState().activateTexture(0);
677    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
678    if (!layer) {
679        return false;
680    }
681
682    layer->setPaint(paint);
683    layer->layer.set(bounds);
684    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
685            bounds.getWidth() / float(layer->getWidth()), 0.0f);
686
687    layer->setBlend(true);
688    layer->setDirty(false);
689    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
690
691    // Save the layer in the snapshot
692    writableSnapshot()->flags |= Snapshot::kFlagIsLayer;
693    writableSnapshot()->layer = layer;
694
695    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
696            fboLayer ? "" : "unclipped ",
697            layer->getWidth(), layer->getHeight());
698    startMark("SaveLayer");
699    if (fboLayer) {
700        return createFboLayer(layer, bounds, clip);
701    } else {
702        // Copy the framebuffer into the layer
703        layer->bindTexture();
704        if (!bounds.isEmpty()) {
705            if (layer->isEmpty()) {
706                // Workaround for some GL drivers. When reading pixels lying outside
707                // of the window we should get undefined values for those pixels.
708                // Unfortunately some drivers will turn the entire target texture black
709                // when reading outside of the window.
710                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
711                        0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
712                layer->setEmpty(false);
713            }
714
715            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
716                    bounds.left, getViewportHeight() - bounds.bottom,
717                    bounds.getWidth(), bounds.getHeight());
718
719            // Enqueue the buffer coordinates to clear the corresponding region later
720            mLayers.push_back(Rect(bounds));
721        }
722    }
723
724    return true;
725}
726
727bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
728    layer->clipRect.set(clip);
729    layer->setFbo(mCaches.fboCache.get());
730
731    writableSnapshot()->region = &writableSnapshot()->layer->region;
732    writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
733    writableSnapshot()->fbo = layer->getFbo();
734    writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
735    writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
736    writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
737    writableSnapshot()->roundRectClipState = nullptr;
738
739    endTiling();
740    debugOverdraw(false, false);
741    // Bind texture to FBO
742    mRenderState.bindFramebuffer(layer->getFbo());
743    layer->bindTexture();
744
745    // Initialize the texture if needed
746    if (layer->isEmpty()) {
747        layer->allocateTexture();
748        layer->setEmpty(false);
749    }
750
751    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
752            layer->getTextureId(), 0);
753
754    // Expand the startTiling region by 1
755    startTilingCurrentClip(true, true);
756
757    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
758    mRenderState.scissor().setEnabled(true);
759    mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
760            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
761    glClear(GL_COLOR_BUFFER_BIT);
762
763    dirtyClip();
764
765    // Change the ortho projection
766    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
767    return true;
768}
769
770/**
771 * Read the documentation of createLayer() before doing anything in this method.
772 */
773void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
774    if (!removed.layer) {
775        ALOGE("Attempting to compose a layer that does not exist");
776        return;
777    }
778
779    Layer* layer = removed.layer;
780    const Rect& rect = layer->layer;
781    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
782
783    bool clipRequired = false;
784    mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
785            &clipRequired, nullptr, false); // safely ignore return, should never be rejected
786    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
787
788    if (fboLayer) {
789        endTiling();
790
791        // Detach the texture from the FBO
792        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
793
794        layer->removeFbo(false);
795
796        // Unbind current FBO and restore previous one
797        mRenderState.bindFramebuffer(restored.fbo);
798        debugOverdraw(true, false);
799
800        startTilingCurrentClip();
801    }
802
803    if (!fboLayer && layer->getAlpha() < 255) {
804        SkPaint layerPaint;
805        layerPaint.setAlpha(layer->getAlpha());
806        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
807        layerPaint.setColorFilter(layer->getColorFilter());
808
809        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
810        // Required below, composeLayerRect() will divide by 255
811        layer->setAlpha(255);
812    }
813
814    mRenderState.meshState().unbindMeshBuffer();
815
816    mCaches.textureState().activateTexture(0);
817
818    // When the layer is stored in an FBO, we can save a bit of fillrate by
819    // drawing only the dirty region
820    if (fboLayer) {
821        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
822        composeLayerRegion(layer, rect);
823    } else if (!rect.isEmpty()) {
824        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
825
826        save(0);
827        // the layer contains screen buffer content that shouldn't be alpha modulated
828        // (and any necessary alpha modulation was handled drawing into the layer)
829        writableSnapshot()->alpha = 1.0f;
830        composeLayerRectSwapped(layer, rect);
831        restore();
832    }
833
834    dirtyClip();
835
836    // Failing to add the layer to the cache should happen only if the layer is too large
837    layer->setConvexMask(nullptr);
838    if (!mCaches.layerCache.put(layer)) {
839        LAYER_LOGD("Deleting layer");
840        layer->decStrong(nullptr);
841    }
842}
843
844void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
845    const bool tryToSnap = !layer->getForceFilter()
846            && layer->getWidth() == (uint32_t) rect.getWidth()
847            && layer->getHeight() == (uint32_t) rect.getHeight();
848    Glop glop;
849    GlopBuilder(mRenderState, mCaches, &glop)
850            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
851            .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO
852            .setFillTextureLayer(*layer, getLayerAlpha(layer))
853            .setTransform(*currentSnapshot(), TransformFlags::None)
854            .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect)
855            .build();
856    renderGlop(glop);
857}
858
859void OpenGLRenderer::composeLayerRectSwapped(Layer* layer, const Rect& rect) {
860    Glop glop;
861    GlopBuilder(mRenderState, mCaches, &glop)
862            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
863            .setMeshTexturedUvQuad(nullptr, layer->texCoords)
864            .setFillLayer(layer->getTexture(), layer->getColorFilter(),
865                    getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::Swap)
866            .setTransform(*currentSnapshot(), TransformFlags::MeshIgnoresCanvasTransform)
867            .setModelViewMapUnitToRect(rect)
868            .build();
869    renderGlop(glop);
870}
871
872void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect) {
873    if (layer->isTextureLayer()) {
874        EVENT_LOGD("composeTextureLayerRect");
875        drawTextureLayer(layer, rect);
876    } else {
877        EVENT_LOGD("composeHardwareLayerRect");
878
879        const bool tryToSnap = layer->getWidth() == static_cast<uint32_t>(rect.getWidth())
880                && layer->getHeight() == static_cast<uint32_t>(rect.getHeight());
881        Glop glop;
882        GlopBuilder(mRenderState, mCaches, &glop)
883                .setRoundRectClipState(currentSnapshot()->roundRectClipState)
884                .setMeshTexturedUvQuad(nullptr, layer->texCoords)
885                .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
886                .setTransform(*currentSnapshot(), TransformFlags::None)
887                .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect)
888                .build();
889        renderGlop(glop);
890    }
891}
892
893/**
894 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
895 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
896 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
897 * by saveLayer's restore
898 */
899#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \
900        DRAW_COMMAND; \
901        if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && COND)) { \
902            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \
903            DRAW_COMMAND; \
904            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \
905        } \
906    }
907
908#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
909
910// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
911// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
912class LayerShader : public SkShader {
913public:
914    LayerShader(Layer* layer, const SkMatrix* localMatrix)
915    : INHERITED(localMatrix)
916    , mLayer(layer) {
917    }
918
919    virtual bool asACustomShader(void** data) const override {
920        if (data) {
921            *data = static_cast<void*>(mLayer);
922        }
923        return true;
924    }
925
926    virtual bool isOpaque() const override {
927        return !mLayer->isBlend();
928    }
929
930protected:
931    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
932        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
933    }
934
935    virtual void flatten(SkWriteBuffer&) const override {
936        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
937    }
938
939    virtual Factory getFactory() const override {
940        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
941        return nullptr;
942    }
943private:
944    // Unowned.
945    Layer* mLayer;
946    typedef SkShader INHERITED;
947};
948
949void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
950    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
951
952    if (layer->getConvexMask()) {
953        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
954
955        // clip to the area of the layer the mask can be larger
956        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
957
958        SkPaint paint;
959        paint.setAntiAlias(true);
960        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
961
962        // create LayerShader to map SaveLayer content into subsequent draw
963        SkMatrix shaderMatrix;
964        shaderMatrix.setTranslate(rect.left, rect.bottom);
965        shaderMatrix.preScale(1, -1);
966        LayerShader layerShader(layer, &shaderMatrix);
967        paint.setShader(&layerShader);
968
969        // Since the drawing primitive is defined in local drawing space,
970        // we don't need to modify the draw matrix
971        const SkPath* maskPath = layer->getConvexMask();
972        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
973
974        paint.setShader(nullptr);
975        restore();
976
977        return;
978    }
979
980    if (layer->region.isRect()) {
981        layer->setRegionAsRect();
982
983        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
984
985        layer->region.clear();
986        return;
987    }
988
989    EVENT_LOGD("composeLayerRegion");
990    // standard Region based draw
991    size_t count;
992    const android::Rect* rects;
993    Region safeRegion;
994    if (CC_LIKELY(hasRectToRectTransform())) {
995        rects = layer->region.getArray(&count);
996    } else {
997        safeRegion = Region::createTJunctionFreeRegion(layer->region);
998        rects = safeRegion.getArray(&count);
999    }
1000
1001    const float texX = 1.0f / float(layer->getWidth());
1002    const float texY = 1.0f / float(layer->getHeight());
1003    const float height = rect.getHeight();
1004
1005    TextureVertex quadVertices[count * 4];
1006    TextureVertex* mesh = &quadVertices[0];
1007    for (size_t i = 0; i < count; i++) {
1008        const android::Rect* r = &rects[i];
1009
1010        const float u1 = r->left * texX;
1011        const float v1 = (height - r->top) * texY;
1012        const float u2 = r->right * texX;
1013        const float v2 = (height - r->bottom) * texY;
1014
1015        // TODO: Reject quads outside of the clip
1016        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1017        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1018        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1019        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1020    }
1021    Rect modelRect = Rect(rect.getWidth(), rect.getHeight());
1022    Glop glop;
1023    GlopBuilder(mRenderState, mCaches, &glop)
1024            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1025            .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6)
1026            .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
1027            .setTransform(*currentSnapshot(),  TransformFlags::None)
1028            .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect)
1029            .build();
1030    DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop));
1031
1032#if DEBUG_LAYERS_AS_REGIONS
1033    drawRegionRectsDebug(layer->region);
1034#endif
1035
1036    layer->region.clear();
1037}
1038
1039#if DEBUG_LAYERS_AS_REGIONS
1040void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1041    size_t count;
1042    const android::Rect* rects = region.getArray(&count);
1043
1044    uint32_t colors[] = {
1045            0x7fff0000, 0x7f00ff00,
1046            0x7f0000ff, 0x7fff00ff,
1047    };
1048
1049    int offset = 0;
1050    int32_t top = rects[0].top;
1051
1052    for (size_t i = 0; i < count; i++) {
1053        if (top != rects[i].top) {
1054            offset ^= 0x2;
1055            top = rects[i].top;
1056        }
1057
1058        SkPaint paint;
1059        paint.setColor(colors[offset + (i & 0x1)]);
1060        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1061        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1062    }
1063}
1064#endif
1065
1066void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1067    Vector<float> rects;
1068
1069    SkRegion::Iterator it(region);
1070    while (!it.done()) {
1071        const SkIRect& r = it.rect();
1072        rects.push(r.fLeft);
1073        rects.push(r.fTop);
1074        rects.push(r.fRight);
1075        rects.push(r.fBottom);
1076        it.next();
1077    }
1078
1079    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1080}
1081
1082void OpenGLRenderer::dirtyLayer(const float left, const float top,
1083        const float right, const float bottom, const Matrix4& transform) {
1084    if (hasLayer()) {
1085        Rect bounds(left, top, right, bottom);
1086        transform.mapRect(bounds);
1087        dirtyLayerUnchecked(bounds, getRegion());
1088    }
1089}
1090
1091void OpenGLRenderer::dirtyLayer(const float left, const float top,
1092        const float right, const float bottom) {
1093    if (hasLayer()) {
1094        Rect bounds(left, top, right, bottom);
1095        dirtyLayerUnchecked(bounds, getRegion());
1096    }
1097}
1098
1099void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1100    if (CC_LIKELY(!bounds.isEmpty() && bounds.intersect(mState.currentClipRect()))) {
1101        bounds.snapToPixelBoundaries();
1102        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1103        if (!dirty.isEmpty()) {
1104            region->orSelf(dirty);
1105        }
1106    }
1107}
1108
1109void OpenGLRenderer::clearLayerRegions() {
1110    const size_t quadCount = mLayers.size();
1111    if (quadCount == 0) return;
1112
1113    if (!mState.currentlyIgnored()) {
1114        EVENT_LOGD("clearLayerRegions");
1115        // Doing several glScissor/glClear here can negatively impact
1116        // GPUs with a tiler architecture, instead we draw quads with
1117        // the Clear blending mode
1118
1119        // The list contains bounds that have already been clipped
1120        // against their initial clip rect, and the current clip
1121        // is likely different so we need to disable clipping here
1122        bool scissorChanged = mRenderState.scissor().setEnabled(false);
1123
1124        Vertex mesh[quadCount * 4];
1125        Vertex* vertex = mesh;
1126
1127        for (uint32_t i = 0; i < quadCount; i++) {
1128            const Rect& bounds = mLayers[i];
1129
1130            Vertex::set(vertex++, bounds.left, bounds.top);
1131            Vertex::set(vertex++, bounds.right, bounds.top);
1132            Vertex::set(vertex++, bounds.left, bounds.bottom);
1133            Vertex::set(vertex++, bounds.right, bounds.bottom);
1134        }
1135        // We must clear the list of dirty rects before we
1136        // call clearLayerRegions() in renderGlop to prevent
1137        // stencil setup from doing the same thing again
1138        mLayers.clear();
1139
1140        const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1141        Glop glop;
1142        GlopBuilder(mRenderState, mCaches, &glop)
1143                .setRoundRectClipState(nullptr) // clear ignores clip state
1144                .setMeshIndexedQuads(&mesh[0], quadCount)
1145                .setFillClear()
1146                .setTransform(*currentSnapshot(), transformFlags)
1147                .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getClipRect()))
1148                .build();
1149        renderGlop(glop, GlopRenderType::LayerClear);
1150
1151        if (scissorChanged) mRenderState.scissor().setEnabled(true);
1152    } else {
1153        mLayers.clear();
1154    }
1155}
1156
1157///////////////////////////////////////////////////////////////////////////////
1158// State Deferral
1159///////////////////////////////////////////////////////////////////////////////
1160
1161bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1162    const Rect& currentClip = mState.currentClipRect();
1163    const mat4* currentMatrix = currentTransform();
1164
1165    if (stateDeferFlags & kStateDeferFlag_Draw) {
1166        // state has bounds initialized in local coordinates
1167        if (!state.mBounds.isEmpty()) {
1168            currentMatrix->mapRect(state.mBounds);
1169            Rect clippedBounds(state.mBounds);
1170            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1171            // is used, it should more closely duplicate the quickReject logic (in how it uses
1172            // snapToPixelBoundaries)
1173
1174            if (!clippedBounds.intersect(currentClip)) {
1175                // quick rejected
1176                return true;
1177            }
1178
1179            state.mClipSideFlags = kClipSide_None;
1180            if (!currentClip.contains(state.mBounds)) {
1181                int& flags = state.mClipSideFlags;
1182                // op partially clipped, so record which sides are clipped for clip-aware merging
1183                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1184                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1185                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1186                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1187            }
1188            state.mBounds.set(clippedBounds);
1189        } else {
1190            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1191            // overdraw avoidance (since we don't know what it overlaps)
1192            state.mClipSideFlags = kClipSide_ConservativeFull;
1193            state.mBounds.set(currentClip);
1194        }
1195    }
1196
1197    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1198    if (state.mClipValid) {
1199        state.mClip.set(currentClip);
1200    }
1201
1202    // Transform and alpha always deferred, since they are used by state operations
1203    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1204    state.mMatrix.load(*currentMatrix);
1205    state.mAlpha = currentSnapshot()->alpha;
1206
1207    // always store/restore, since these are just pointers
1208    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1209    state.mProjectionPathMask = currentSnapshot()->projectionPathMask;
1210    return false;
1211}
1212
1213void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1214    setMatrix(state.mMatrix);
1215    writableSnapshot()->alpha = state.mAlpha;
1216    writableSnapshot()->roundRectClipState = state.mRoundRectClipState;
1217    writableSnapshot()->projectionPathMask = state.mProjectionPathMask;
1218
1219    if (state.mClipValid && !skipClipRestore) {
1220        writableSnapshot()->setClip(state.mClip.left, state.mClip.top,
1221                state.mClip.right, state.mClip.bottom);
1222        dirtyClip();
1223    }
1224}
1225
1226/**
1227 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1228 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1229 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1230 *
1231 * This method should be called when restoreDisplayState() won't be restoring the clip
1232 */
1233void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1234    if (clipRect != nullptr) {
1235        writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1236    } else {
1237        writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight());
1238    }
1239    dirtyClip();
1240    bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled;
1241    mRenderState.scissor().setEnabled(enableScissor);
1242}
1243
1244///////////////////////////////////////////////////////////////////////////////
1245// Clipping
1246///////////////////////////////////////////////////////////////////////////////
1247
1248void OpenGLRenderer::setScissorFromClip() {
1249    Rect clip(mState.currentClipRect());
1250    clip.snapToPixelBoundaries();
1251
1252    if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom,
1253            clip.getWidth(), clip.getHeight())) {
1254        mState.setDirtyClip(false);
1255    }
1256}
1257
1258void OpenGLRenderer::ensureStencilBuffer() {
1259    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1260    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1261    // just hope we have one when hasLayer() returns false.
1262    if (hasLayer()) {
1263        attachStencilBufferToLayer(currentSnapshot()->layer);
1264    }
1265}
1266
1267void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1268    // The layer's FBO is already bound when we reach this stage
1269    if (!layer->getStencilRenderBuffer()) {
1270        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1271        // is attached after we initiated tiling. We must turn it off,
1272        // attach the new render buffer then turn tiling back on
1273        endTiling();
1274
1275        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1276                Stencil::getLayerStencilFormat(),
1277                layer->getWidth(), layer->getHeight());
1278        layer->setStencilRenderBuffer(buffer);
1279
1280        startTiling(layer->clipRect, layer->layer.getHeight());
1281    }
1282}
1283
1284static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform,
1285        float x, float y) {
1286    Vertex v;
1287    v.x = x;
1288    v.y = y;
1289    transform.mapPoint(v.x, v.y);
1290    rectangleVertices.push_back(v);
1291}
1292
1293static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) {
1294    Vertex v;
1295    v.x = x;
1296    v.y = y;
1297    rectangleVertices.push_back(v);
1298}
1299
1300void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) {
1301    int quadCount = rectangleList.getTransformedRectanglesCount();
1302    std::vector<Vertex> rectangleVertices(quadCount * 4);
1303    Rect scissorBox = rectangleList.calculateBounds();
1304    scissorBox.snapToPixelBoundaries();
1305    for (int i = 0; i < quadCount; ++i) {
1306        const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i));
1307        const Matrix4& transform = tr.getTransform();
1308        Rect bounds = tr.getBounds();
1309        if (transform.rectToRect()) {
1310            transform.mapRect(bounds);
1311            if (!bounds.intersect(scissorBox)) {
1312                bounds.setEmpty();
1313            } else {
1314                handlePointNoTransform(rectangleVertices, bounds.left, bounds.top);
1315                handlePointNoTransform(rectangleVertices, bounds.right, bounds.top);
1316                handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom);
1317                handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom);
1318            }
1319        } else {
1320            handlePoint(rectangleVertices, transform, bounds.left, bounds.top);
1321            handlePoint(rectangleVertices, transform, bounds.right, bounds.top);
1322            handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom);
1323            handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom);
1324        }
1325    }
1326
1327    mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom,
1328            scissorBox.getWidth(), scissorBox.getHeight());
1329    const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1330    Glop glop;
1331    Vertex* vertices = &rectangleVertices[0];
1332    GlopBuilder(mRenderState, mCaches, &glop)
1333            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1334            .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4)
1335            .setFillBlack()
1336            .setTransform(*currentSnapshot(), transformFlags)
1337            .setModelViewOffsetRect(0, 0, scissorBox)
1338            .build();
1339    renderGlop(glop);
1340}
1341
1342void OpenGLRenderer::setStencilFromClip() {
1343    if (!Properties::debugOverdraw) {
1344        if (!currentSnapshot()->clipIsSimple()) {
1345            int incrementThreshold;
1346            EVENT_LOGD("setStencilFromClip - enabling");
1347
1348            // NOTE: The order here is important, we must set dirtyClip to false
1349            //       before any draw call to avoid calling back into this method
1350            mState.setDirtyClip(false);
1351
1352            ensureStencilBuffer();
1353
1354            const ClipArea& clipArea = currentSnapshot()->getClipArea();
1355
1356            bool isRectangleList = clipArea.isRectangleList();
1357            if (isRectangleList) {
1358                incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount();
1359            } else {
1360                incrementThreshold = 0;
1361            }
1362
1363            mRenderState.stencil().enableWrite(incrementThreshold);
1364
1365            // Clean and update the stencil, but first make sure we restrict drawing
1366            // to the region's bounds
1367            bool resetScissor = mRenderState.scissor().setEnabled(true);
1368            if (resetScissor) {
1369                // The scissor was not set so we now need to update it
1370                setScissorFromClip();
1371            }
1372
1373            mRenderState.stencil().clear();
1374
1375            // stash and disable the outline clip state, since stencil doesn't account for outline
1376            bool storedSkipOutlineClip = mSkipOutlineClip;
1377            mSkipOutlineClip = true;
1378
1379            SkPaint paint;
1380            paint.setColor(SK_ColorBLACK);
1381            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1382
1383            if (isRectangleList) {
1384                drawRectangleList(clipArea.getRectangleList());
1385            } else {
1386                // NOTE: We could use the region contour path to generate a smaller mesh
1387                //       Since we are using the stencil we could use the red book path
1388                //       drawing technique. It might increase bandwidth usage though.
1389
1390                // The last parameter is important: we are not drawing in the color buffer
1391                // so we don't want to dirty the current layer, if any
1392                drawRegionRects(clipArea.getClipRegion(), paint, false);
1393            }
1394            if (resetScissor) mRenderState.scissor().setEnabled(false);
1395            mSkipOutlineClip = storedSkipOutlineClip;
1396
1397            mRenderState.stencil().enableTest(incrementThreshold);
1398
1399            // Draw the region used to generate the stencil if the appropriate debug
1400            // mode is enabled
1401            // TODO: Implement for rectangle list clip areas
1402            if (Properties::debugStencilClip == StencilClipDebug::ShowRegion
1403                    && !clipArea.isRectangleList()) {
1404                paint.setColor(0x7f0000ff);
1405                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1406                drawRegionRects(currentSnapshot()->getClipRegion(), paint);
1407            }
1408        } else {
1409            EVENT_LOGD("setStencilFromClip - disabling");
1410            mRenderState.stencil().disable();
1411        }
1412    }
1413}
1414
1415/**
1416 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1417 *
1418 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1419 *         style, and tessellated AA ramp
1420 */
1421bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1422        const SkPaint* paint) {
1423    bool snapOut = paint && paint->isAntiAlias();
1424
1425    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1426        float outset = paint->getStrokeWidth() * 0.5f;
1427        left -= outset;
1428        top -= outset;
1429        right += outset;
1430        bottom += outset;
1431    }
1432
1433    bool clipRequired = false;
1434    bool roundRectClipRequired = false;
1435    if (mState.calculateQuickRejectForScissor(left, top, right, bottom,
1436            &clipRequired, &roundRectClipRequired, snapOut)) {
1437        return true;
1438    }
1439
1440    // not quick rejected, so enable the scissor if clipRequired
1441    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
1442    mSkipOutlineClip = !roundRectClipRequired;
1443    return false;
1444}
1445
1446void OpenGLRenderer::debugClip() {
1447#if DEBUG_CLIP_REGIONS
1448    if (!currentSnapshot()->clipRegion->isEmpty()) {
1449        SkPaint paint;
1450        paint.setColor(0x7f00ff00);
1451        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1452
1453    }
1454#endif
1455}
1456
1457void OpenGLRenderer::renderGlop(const Glop& glop, GlopRenderType type) {
1458    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1459    //       changes the scissor test state
1460    if (type != GlopRenderType::LayerClear) {
1461        // Regular draws need to clear the dirty area on the layer before they start drawing on top
1462        // of it. If this draw *is* a layer clear, it skips the clear step (since it would
1463        // infinitely recurse)
1464        clearLayerRegions();
1465    }
1466
1467    if (mState.getDirtyClip()) {
1468        if (mRenderState.scissor().isEnabled()) {
1469            setScissorFromClip();
1470        }
1471
1472        setStencilFromClip();
1473    }
1474    mRenderState.render(glop);
1475    if (type == GlopRenderType::Standard && !mRenderState.stencil().isWriteEnabled()) {
1476        // TODO: specify more clearly when a draw should dirty the layer.
1477        // is writing to the stencil the only time we should ignore this?
1478        dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom);
1479        mDirty = true;
1480    }
1481}
1482
1483///////////////////////////////////////////////////////////////////////////////
1484// Drawing
1485///////////////////////////////////////////////////////////////////////////////
1486
1487void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1488    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1489    // will be performed by the display list itself
1490    if (renderNode && renderNode->isRenderable()) {
1491        // compute 3d ordering
1492        renderNode->computeOrdering();
1493        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
1494            startFrame();
1495            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1496            renderNode->replay(replayStruct, 0);
1497            return;
1498        }
1499
1500        // Don't avoid overdraw when visualizing, since that makes it harder to
1501        // debug where it's coming from, and when the problem occurs.
1502        bool avoidOverdraw = !Properties::debugOverdraw;
1503        DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw);
1504        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1505        renderNode->defer(deferStruct, 0);
1506
1507        flushLayers();
1508        startFrame();
1509
1510        deferredList.flush(*this, dirty);
1511    } else {
1512        // Even if there is no drawing command(Ex: invisible),
1513        // it still needs startFrame to clear buffer and start tiling.
1514        startFrame();
1515    }
1516}
1517
1518/**
1519 * Important note: this method is intended to draw batches of bitmaps and
1520 * will not set the scissor enable or dirty the current layer, if any.
1521 * The caller is responsible for properly dirtying the current layer.
1522 */
1523void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1524        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1525        const Rect& bounds, const SkPaint* paint) {
1526    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1527    if (!texture) return;
1528
1529    const AutoTexture autoCleanup(texture);
1530
1531    // TODO: remove layer dirty in multi-draw callers
1532    // TODO: snap doesn't need to touch transform, only texture filter.
1533    bool snap = pureTranslate;
1534    const float x = floorf(bounds.left + 0.5f);
1535    const float y = floorf(bounds.top + 0.5f);
1536
1537    const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
1538            ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
1539    const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1540    Glop glop;
1541    GlopBuilder(mRenderState, mCaches, &glop)
1542            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1543            .setMeshTexturedMesh(vertices, bitmapCount * 6)
1544            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1545            .setTransform(*currentSnapshot(), transformFlags)
1546            .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight()))
1547            .build();
1548    renderGlop(glop, GlopRenderType::Multi);
1549}
1550
1551void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1552    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1553        return;
1554    }
1555
1556    mCaches.textureState().activateTexture(0);
1557    Texture* texture = getTexture(bitmap);
1558    if (!texture) return;
1559    const AutoTexture autoCleanup(texture);
1560
1561    const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
1562            ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
1563    Glop glop;
1564    GlopBuilder(mRenderState, mCaches, &glop)
1565            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1566            .setMeshTexturedUnitQuad(texture->uvMapper)
1567            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1568            .setTransform(*currentSnapshot(),  TransformFlags::None)
1569            .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height))
1570            .build();
1571    renderGlop(glop);
1572}
1573
1574void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
1575        const float* vertices, const int* colors, const SkPaint* paint) {
1576    if (!vertices || mState.currentlyIgnored()) {
1577        return;
1578    }
1579
1580    float left = FLT_MAX;
1581    float top = FLT_MAX;
1582    float right = FLT_MIN;
1583    float bottom = FLT_MIN;
1584
1585    const uint32_t elementCount = meshWidth * meshHeight * 6;
1586
1587    std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]);
1588    ColorTextureVertex* vertex = &mesh[0];
1589
1590    std::unique_ptr<int[]> tempColors;
1591    if (!colors) {
1592        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
1593        tempColors.reset(new int[colorsCount]);
1594        memset(tempColors.get(), 0xff, colorsCount * sizeof(int));
1595        colors = tempColors.get();
1596    }
1597
1598    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
1599    const UvMapper& mapper(getMapper(texture));
1600
1601    for (int32_t y = 0; y < meshHeight; y++) {
1602        for (int32_t x = 0; x < meshWidth; x++) {
1603            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1604
1605            float u1 = float(x) / meshWidth;
1606            float u2 = float(x + 1) / meshWidth;
1607            float v1 = float(y) / meshHeight;
1608            float v2 = float(y + 1) / meshHeight;
1609
1610            mapper.map(u1, v1, u2, v2);
1611
1612            int ax = i + (meshWidth + 1) * 2;
1613            int ay = ax + 1;
1614            int bx = i;
1615            int by = bx + 1;
1616            int cx = i + 2;
1617            int cy = cx + 1;
1618            int dx = i + (meshWidth + 1) * 2 + 2;
1619            int dy = dx + 1;
1620
1621            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1622            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1623            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1624
1625            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1626            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1627            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
1628
1629            left = std::min(left, std::min(vertices[ax], std::min(vertices[bx], vertices[cx])));
1630            top = std::min(top, std::min(vertices[ay], std::min(vertices[by], vertices[cy])));
1631            right = std::max(right, std::max(vertices[ax], std::max(vertices[bx], vertices[cx])));
1632            bottom = std::max(bottom, std::max(vertices[ay], std::max(vertices[by], vertices[cy])));
1633        }
1634    }
1635
1636    if (quickRejectSetupScissor(left, top, right, bottom)) {
1637        return;
1638    }
1639
1640    if (!texture) {
1641        texture = mCaches.textureCache.get(bitmap);
1642        if (!texture) {
1643            return;
1644        }
1645    }
1646    const AutoTexture autoCleanup(texture);
1647
1648    /*
1649     * TODO: handle alpha_8 textures correctly by applying paint color, but *not*
1650     * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh.
1651     */
1652    const int textureFillFlags = TextureFillFlags::None;
1653    Glop glop;
1654    GlopBuilder(mRenderState, mCaches, &glop)
1655            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1656            .setMeshColoredTexturedMesh(mesh.get(), elementCount)
1657            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1658            .setTransform(*currentSnapshot(),  TransformFlags::None)
1659            .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
1660            .build();
1661    renderGlop(glop);
1662}
1663
1664void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) {
1665    if (quickRejectSetupScissor(dst)) {
1666        return;
1667    }
1668
1669    Texture* texture = getTexture(bitmap);
1670    if (!texture) return;
1671    const AutoTexture autoCleanup(texture);
1672
1673    Rect uv(std::max(0.0f, src.left / texture->width),
1674            std::max(0.0f, src.top / texture->height),
1675            std::min(1.0f, src.right / texture->width),
1676            std::min(1.0f, src.bottom / texture->height));
1677
1678    const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
1679            ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
1680    const bool tryToSnap = MathUtils::areEqual(src.getWidth(), dst.getWidth())
1681            && MathUtils::areEqual(src.getHeight(), dst.getHeight());
1682    Glop glop;
1683    GlopBuilder(mRenderState, mCaches, &glop)
1684            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1685            .setMeshTexturedUvQuad(texture->uvMapper, uv)
1686            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1687            .setTransform(*currentSnapshot(),  TransformFlags::None)
1688            .setModelViewMapUnitToRectOptionalSnap(tryToSnap, dst)
1689            .build();
1690    renderGlop(glop);
1691}
1692
1693void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
1694        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
1695        const SkPaint* paint) {
1696    if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) {
1697        return;
1698    }
1699
1700    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1701    if (!texture) return;
1702
1703    // 9 patches are built for stretching - always filter
1704    int textureFillFlags = TextureFillFlags::ForceFilter;
1705    if (bitmap->colorType() == kAlpha_8_SkColorType) {
1706        textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture;
1707    }
1708    Glop glop;
1709    GlopBuilder(mRenderState, mCaches, &glop)
1710            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1711            .setMeshPatchQuads(*mesh)
1712            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1713            .setTransform(*currentSnapshot(),  TransformFlags::None)
1714            .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch
1715            .build();
1716    renderGlop(glop);
1717}
1718
1719/**
1720 * Important note: this method is intended to draw batches of 9-patch objects and
1721 * will not set the scissor enable or dirty the current layer, if any.
1722 * The caller is responsible for properly dirtying the current layer.
1723 */
1724void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1725        TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) {
1726    mCaches.textureState().activateTexture(0);
1727    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1728    if (!texture) return;
1729    const AutoTexture autoCleanup(texture);
1730
1731    // TODO: get correct bounds from caller
1732    const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1733    // 9 patches are built for stretching - always filter
1734    int textureFillFlags = TextureFillFlags::ForceFilter;
1735    if (bitmap->colorType() == kAlpha_8_SkColorType) {
1736        textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture;
1737    }
1738    Glop glop;
1739    GlopBuilder(mRenderState, mCaches, &glop)
1740            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1741            .setMeshTexturedIndexedQuads(vertices, elementCount)
1742            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1743            .setTransform(*currentSnapshot(), transformFlags)
1744            .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0))
1745            .build();
1746    renderGlop(glop, GlopRenderType::Multi);
1747}
1748
1749void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
1750        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
1751    // not missing call to quickReject/dirtyLayer, always done at a higher level
1752    if (!vertexBuffer.getVertexCount()) {
1753        // no vertices to draw
1754        return;
1755    }
1756
1757    bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp;
1758    const int transformFlags = TransformFlags::OffsetByFudgeFactor;
1759    Glop glop;
1760    GlopBuilder(mRenderState, mCaches, &glop)
1761            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1762            .setMeshVertexBuffer(vertexBuffer, shadowInterp)
1763            .setFillPaint(*paint, currentSnapshot()->alpha)
1764            .setTransform(*currentSnapshot(), transformFlags)
1765            .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
1766            .build();
1767    renderGlop(glop);
1768}
1769
1770/**
1771 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
1772 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
1773 * screen space in all directions. However, instead of using a fragment shader to compute the
1774 * translucency of the color from its position, we simply use a varying parameter to define how far
1775 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
1776 *
1777 * Doesn't yet support joins, caps, or path effects.
1778 */
1779void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
1780    VertexBuffer vertexBuffer;
1781    // TODO: try clipping large paths to viewport
1782
1783    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
1784    drawVertexBuffer(vertexBuffer, paint);
1785}
1786
1787/**
1788 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
1789 * and additional geometry for defining an alpha slope perimeter.
1790 *
1791 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
1792 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
1793 * in-shader alpha region, but found it to be taxing on some GPUs.
1794 *
1795 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
1796 * memory transfer by removing need for degenerate vertices.
1797 */
1798void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
1799    if (mState.currentlyIgnored() || count < 4) return;
1800
1801    count &= ~0x3; // round down to nearest four
1802
1803    VertexBuffer buffer;
1804    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
1805    const Rect& bounds = buffer.getBounds();
1806
1807    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
1808        return;
1809    }
1810
1811    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
1812    drawVertexBuffer(buffer, paint, displayFlags);
1813}
1814
1815void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
1816    if (mState.currentlyIgnored() || count < 2) return;
1817
1818    count &= ~0x1; // round down to nearest two
1819
1820    VertexBuffer buffer;
1821    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
1822
1823    const Rect& bounds = buffer.getBounds();
1824    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
1825        return;
1826    }
1827
1828    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
1829    drawVertexBuffer(buffer, paint, displayFlags);
1830
1831    mDirty = true;
1832}
1833
1834void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1835    // No need to check against the clip, we fill the clip region
1836    if (mState.currentlyIgnored()) return;
1837
1838    Rect clip(mState.currentClipRect());
1839    clip.snapToPixelBoundaries();
1840
1841    SkPaint paint;
1842    paint.setColor(color);
1843    paint.setXfermodeMode(mode);
1844
1845    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
1846
1847    mDirty = true;
1848}
1849
1850void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture,
1851        const SkPaint* paint) {
1852    if (!texture) return;
1853    const AutoTexture autoCleanup(texture);
1854
1855    const float x = left + texture->left - texture->offset;
1856    const float y = top + texture->top - texture->offset;
1857
1858    drawPathTexture(texture, x, y, paint);
1859
1860    mDirty = true;
1861}
1862
1863void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1864        float rx, float ry, const SkPaint* p) {
1865    if (mState.currentlyIgnored()
1866            || quickRejectSetupScissor(left, top, right, bottom, p)
1867            || PaintUtils::paintWillNotDraw(*p)) {
1868        return;
1869    }
1870
1871    if (p->getPathEffect() != nullptr) {
1872        mCaches.textureState().activateTexture(0);
1873        PathTexture* texture = mCaches.pathCache.getRoundRect(
1874                right - left, bottom - top, rx, ry, p);
1875        drawShape(left, top, texture, p);
1876    } else {
1877        const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
1878                *currentTransform(), *p, right - left, bottom - top, rx, ry);
1879        drawVertexBuffer(left, top, *vertexBuffer, p);
1880    }
1881}
1882
1883void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
1884    if (mState.currentlyIgnored()
1885            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
1886            || PaintUtils::paintWillNotDraw(*p)) {
1887        return;
1888    }
1889
1890    if (p->getPathEffect() != nullptr) {
1891        mCaches.textureState().activateTexture(0);
1892        PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
1893        drawShape(x - radius, y - radius, texture, p);
1894        return;
1895    }
1896
1897    SkPath path;
1898    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1899        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
1900    } else {
1901        path.addCircle(x, y, radius);
1902    }
1903
1904    if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) {
1905        // mask ripples with projection mask
1906        SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask);
1907
1908        Matrix4 screenSpaceTransform;
1909        currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform);
1910
1911        Matrix4 totalTransform;
1912        totalTransform.loadInverse(screenSpaceTransform);
1913        totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform);
1914
1915        SkMatrix skTotalTransform;
1916        totalTransform.copyTo(skTotalTransform);
1917        maskPath.transform(skTotalTransform);
1918
1919        // Mask the ripple path by the projection mask, now that it's
1920        // in local space. Note that this can create CCW paths.
1921        Op(path, maskPath, kIntersect_PathOp, &path);
1922    }
1923    drawConvexPath(path, p);
1924}
1925
1926void OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
1927        const SkPaint* p) {
1928    if (mState.currentlyIgnored()
1929            || quickRejectSetupScissor(left, top, right, bottom, p)
1930            || PaintUtils::paintWillNotDraw(*p)) {
1931        return;
1932    }
1933
1934    if (p->getPathEffect() != nullptr) {
1935        mCaches.textureState().activateTexture(0);
1936        PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
1937        drawShape(left, top, texture, p);
1938    } else {
1939        SkPath path;
1940        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
1941        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1942            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
1943        }
1944        path.addOval(rect);
1945        drawConvexPath(path, p);
1946    }
1947}
1948
1949void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
1950        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
1951    if (mState.currentlyIgnored()
1952            || quickRejectSetupScissor(left, top, right, bottom, p)
1953            || PaintUtils::paintWillNotDraw(*p)) {
1954        return;
1955    }
1956
1957    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
1958    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) {
1959        mCaches.textureState().activateTexture(0);
1960        PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
1961                startAngle, sweepAngle, useCenter, p);
1962        drawShape(left, top, texture, p);
1963        return;
1964    }
1965    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
1966    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1967        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
1968    }
1969
1970    SkPath path;
1971    if (useCenter) {
1972        path.moveTo(rect.centerX(), rect.centerY());
1973    }
1974    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
1975    if (useCenter) {
1976        path.close();
1977    }
1978    drawConvexPath(path, p);
1979}
1980
1981// See SkPaintDefaults.h
1982#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
1983
1984void OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
1985        const SkPaint* p) {
1986    if (mState.currentlyIgnored()
1987            || quickRejectSetupScissor(left, top, right, bottom, p)
1988            || PaintUtils::paintWillNotDraw(*p)) {
1989        return;
1990    }
1991
1992    if (p->getStyle() != SkPaint::kFill_Style) {
1993        // only fill style is supported by drawConvexPath, since others have to handle joins
1994        if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join ||
1995                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
1996            mCaches.textureState().activateTexture(0);
1997            PathTexture* texture =
1998                    mCaches.pathCache.getRect(right - left, bottom - top, p);
1999            drawShape(left, top, texture, p);
2000        } else {
2001            SkPath path;
2002            SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2003            if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2004                rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2005            }
2006            path.addRect(rect);
2007            drawConvexPath(path, p);
2008        }
2009    } else {
2010        if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2011            SkPath path;
2012            path.addRect(left, top, right, bottom);
2013            drawConvexPath(path, p);
2014        } else {
2015            drawColorRect(left, top, right, bottom, p);
2016
2017            mDirty = true;
2018        }
2019    }
2020}
2021
2022void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2023        int bytesCount, int count, const float* positions,
2024        FontRenderer& fontRenderer, int alpha, float x, float y) {
2025    mCaches.textureState().activateTexture(0);
2026
2027    TextShadow textShadow;
2028    if (!getTextShadow(paint, &textShadow)) {
2029        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2030    }
2031
2032    // NOTE: The drop shadow will not perform gamma correction
2033    //       if shader-based correction is enabled
2034    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2035    ShadowTexture* texture = mCaches.dropShadowCache.get(
2036            paint, text, bytesCount, count, textShadow.radius, positions);
2037    // If the drop shadow exceeds the max texture size or couldn't be
2038    // allocated, skip drawing
2039    if (!texture) return;
2040    const AutoTexture autoCleanup(texture);
2041
2042    const float sx = x - texture->left + textShadow.dx;
2043    const float sy = y - texture->top + textShadow.dy;
2044
2045    Glop glop;
2046    GlopBuilder(mRenderState, mCaches, &glop)
2047            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2048            .setMeshTexturedUnitQuad(nullptr)
2049            .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha)
2050            .setTransform(*currentSnapshot(),  TransformFlags::None)
2051            .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height))
2052            .build();
2053    renderGlop(glop);
2054}
2055
2056bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2057    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha;
2058    return MathUtils::isZero(alpha)
2059            && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2060}
2061
2062void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2063        const float* positions, const SkPaint* paint) {
2064    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2065        return;
2066    }
2067
2068    // NOTE: Skia does not support perspective transform on drawPosText yet
2069    if (!currentTransform()->isSimple()) {
2070        return;
2071    }
2072
2073    mRenderState.scissor().setEnabled(true);
2074
2075    float x = 0.0f;
2076    float y = 0.0f;
2077    const bool pureTranslate = currentTransform()->isPureTranslate();
2078    if (pureTranslate) {
2079        x = floorf(x + currentTransform()->getTranslateX() + 0.5f);
2080        y = floorf(y + currentTransform()->getTranslateY() + 0.5f);
2081    }
2082
2083    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2084    fontRenderer.setFont(paint, SkMatrix::I());
2085
2086    int alpha;
2087    SkXfermode::Mode mode;
2088    getAlphaAndMode(paint, &alpha, &mode);
2089
2090    if (CC_UNLIKELY(hasTextShadow(paint))) {
2091        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2092                alpha, 0.0f, 0.0f);
2093    }
2094
2095    // Pick the appropriate texture filtering
2096    bool linearFilter = currentTransform()->changesBounds();
2097    if (pureTranslate && !linearFilter) {
2098        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2099    }
2100    fontRenderer.setTextureFiltering(linearFilter);
2101
2102    const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip());
2103    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2104
2105    TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2106    if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y,
2107            positions, hasLayer() ? &bounds : nullptr, &functor)) {
2108        dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2109        mDirty = true;
2110    }
2111
2112}
2113
2114bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2115    if (CC_LIKELY(transform.isPureTranslate())) {
2116        outMatrix->setIdentity();
2117        return false;
2118    } else if (CC_UNLIKELY(transform.isPerspective())) {
2119        outMatrix->setIdentity();
2120        return true;
2121    }
2122
2123    /**
2124     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2125     * with values rounded to the nearest int.
2126     */
2127    float sx, sy;
2128    transform.decomposeScale(sx, sy);
2129    outMatrix->setScale(
2130            roundf(std::max(1.0f, sx)),
2131            roundf(std::max(1.0f, sy)));
2132    return true;
2133}
2134
2135int OpenGLRenderer::getSaveCount() const {
2136    return mState.getSaveCount();
2137}
2138
2139int OpenGLRenderer::save(int flags) {
2140    return mState.save(flags);
2141}
2142
2143void OpenGLRenderer::restore() {
2144    mState.restore();
2145}
2146
2147void OpenGLRenderer::restoreToCount(int saveCount) {
2148    mState.restoreToCount(saveCount);
2149}
2150
2151
2152void OpenGLRenderer::translate(float dx, float dy, float dz) {
2153    mState.translate(dx, dy, dz);
2154}
2155
2156void OpenGLRenderer::rotate(float degrees) {
2157    mState.rotate(degrees);
2158}
2159
2160void OpenGLRenderer::scale(float sx, float sy) {
2161    mState.scale(sx, sy);
2162}
2163
2164void OpenGLRenderer::skew(float sx, float sy) {
2165    mState.skew(sx, sy);
2166}
2167
2168void OpenGLRenderer::setMatrix(const Matrix4& matrix) {
2169    mState.setMatrix(matrix);
2170}
2171
2172void OpenGLRenderer::setLocalMatrix(const SkMatrix& matrix) {
2173    mState.setMatrix(mBaseTransform);
2174    mState.concatMatrix(matrix);
2175}
2176
2177void OpenGLRenderer::concatMatrix(const Matrix4& matrix) {
2178    mState.concatMatrix(matrix);
2179}
2180
2181bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
2182    return mState.clipRect(left, top, right, bottom, op);
2183}
2184
2185bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
2186    return mState.clipPath(path, op);
2187}
2188
2189bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
2190    return mState.clipRegion(region, op);
2191}
2192
2193void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
2194    mState.setClippingOutline(allocator, outline);
2195}
2196
2197void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator,
2198        const Rect& rect, float radius, bool highPriority) {
2199    mState.setClippingRoundRect(allocator, rect, radius, highPriority);
2200}
2201
2202void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) {
2203    mState.setProjectionPathMask(allocator, path);
2204}
2205
2206void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2207        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2208        DrawOpMode drawOpMode) {
2209
2210    if (drawOpMode == DrawOpMode::kImmediate) {
2211        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2212        // drawing as ops from DeferredDisplayList are already filtered for these
2213        if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) ||
2214                quickRejectSetupScissor(bounds)) {
2215            return;
2216        }
2217    }
2218
2219    const float oldX = x;
2220    const float oldY = y;
2221
2222    const mat4& transform = *currentTransform();
2223    const bool pureTranslate = transform.isPureTranslate();
2224
2225    if (CC_LIKELY(pureTranslate)) {
2226        x = floorf(x + transform.getTranslateX() + 0.5f);
2227        y = floorf(y + transform.getTranslateY() + 0.5f);
2228    }
2229
2230    int alpha;
2231    SkXfermode::Mode mode;
2232    getAlphaAndMode(paint, &alpha, &mode);
2233
2234    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2235
2236    if (CC_UNLIKELY(hasTextShadow(paint))) {
2237        fontRenderer.setFont(paint, SkMatrix::I());
2238        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2239                alpha, oldX, oldY);
2240    }
2241
2242    const bool hasActiveLayer = hasLayer();
2243
2244    // We only pass a partial transform to the font renderer. That partial
2245    // matrix defines how glyphs are rasterized. Typically we want glyphs
2246    // to be rasterized at their final size on screen, which means the partial
2247    // matrix needs to take the scale factor into account.
2248    // When a partial matrix is used to transform glyphs during rasterization,
2249    // the mesh is generated with the inverse transform (in the case of scale,
2250    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2251    // apply the full transform matrix at draw time in the vertex shader.
2252    // Applying the full matrix in the shader is the easiest way to handle
2253    // rotation and perspective and allows us to always generated quads in the
2254    // font renderer which greatly simplifies the code, clipping in particular.
2255    SkMatrix fontTransform;
2256    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2257            || fabs(y - (int) y) > 0.0f
2258            || fabs(x - (int) x) > 0.0f;
2259    fontRenderer.setFont(paint, fontTransform);
2260    fontRenderer.setTextureFiltering(linearFilter);
2261
2262    // TODO: Implement better clipping for scaled/rotated text
2263    const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect();
2264    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2265
2266    bool status;
2267    TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2268
2269    // don't call issuedrawcommand, do it at end of batch
2270    bool forceFinish = (drawOpMode != DrawOpMode::kDefer);
2271    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2272        SkPaint paintCopy(*paint);
2273        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2274        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2275                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2276    } else {
2277        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2278                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2279    }
2280
2281    if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) {
2282        if (!pureTranslate) {
2283            transform.mapRect(layerBounds);
2284        }
2285        dirtyLayerUnchecked(layerBounds, getRegion());
2286    }
2287
2288    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2289
2290    mDirty = true;
2291}
2292
2293void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2294        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2295    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2296        return;
2297    }
2298
2299    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2300    mRenderState.scissor().setEnabled(true);
2301
2302    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2303    fontRenderer.setFont(paint, SkMatrix::I());
2304    fontRenderer.setTextureFiltering(true);
2305
2306    int alpha;
2307    SkXfermode::Mode mode;
2308    getAlphaAndMode(paint, &alpha, &mode);
2309    TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2310
2311    const Rect* clip = &writableSnapshot()->getLocalClip();
2312    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2313
2314    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2315            hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) {
2316        dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2317        mDirty = true;
2318    }
2319}
2320
2321void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2322    if (mState.currentlyIgnored()) return;
2323
2324    mCaches.textureState().activateTexture(0);
2325
2326    PathTexture* texture = mCaches.pathCache.get(path, paint);
2327    if (!texture) return;
2328    const AutoTexture autoCleanup(texture);
2329
2330    const float x = texture->left - texture->offset;
2331    const float y = texture->top - texture->offset;
2332
2333    drawPathTexture(texture, x, y, paint);
2334    mDirty = true;
2335}
2336
2337void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2338    if (!layer) {
2339        return;
2340    }
2341
2342    mat4* transform = nullptr;
2343    if (layer->isTextureLayer()) {
2344        transform = &layer->getTransform();
2345        if (!transform->isIdentity()) {
2346            save(SkCanvas::kMatrix_SaveFlag);
2347            concatMatrix(*transform);
2348        }
2349    }
2350
2351    bool clipRequired = false;
2352    const bool rejected = mState.calculateQuickRejectForScissor(
2353            x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2354            &clipRequired, nullptr, false);
2355
2356    if (rejected) {
2357        if (transform && !transform->isIdentity()) {
2358            restore();
2359        }
2360        return;
2361    }
2362
2363    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2364            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2365
2366    updateLayer(layer, true);
2367
2368    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
2369    mCaches.textureState().activateTexture(0);
2370
2371    if (CC_LIKELY(!layer->region.isEmpty())) {
2372        if (layer->region.isRect()) {
2373            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2374                    composeLayerRect(layer, layer->regionRect));
2375        } else if (layer->mesh) {
2376            Glop glop;
2377            GlopBuilder(mRenderState, mCaches, &glop)
2378                    .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2379                    .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount)
2380                    .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
2381                    .setTransform(*currentSnapshot(),  TransformFlags::None)
2382                    .setModelViewOffsetRectSnap(x, y, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight()))
2383                    .build();
2384            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop));
2385#if DEBUG_LAYERS_AS_REGIONS
2386            drawRegionRectsDebug(layer->region);
2387#endif
2388        }
2389
2390        if (layer->debugDrawUpdate) {
2391            layer->debugDrawUpdate = false;
2392
2393            SkPaint paint;
2394            paint.setColor(0x7f00ff00);
2395            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
2396        }
2397    }
2398    layer->hasDrawnSinceUpdate = true;
2399
2400    if (transform && !transform->isIdentity()) {
2401        restore();
2402    }
2403
2404    mDirty = true;
2405}
2406
2407///////////////////////////////////////////////////////////////////////////////
2408// Draw filters
2409///////////////////////////////////////////////////////////////////////////////
2410void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) {
2411    // We should never get here since we apply the draw filter when stashing
2412    // the paints in the DisplayList.
2413    LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters");
2414}
2415
2416///////////////////////////////////////////////////////////////////////////////
2417// Drawing implementation
2418///////////////////////////////////////////////////////////////////////////////
2419
2420Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
2421    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
2422    if (!texture) {
2423        return mCaches.textureCache.get(bitmap);
2424    }
2425    return texture;
2426}
2427
2428void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y,
2429        const SkPaint* paint) {
2430    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
2431        return;
2432    }
2433
2434    Glop glop;
2435    GlopBuilder(mRenderState, mCaches, &glop)
2436            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2437            .setMeshTexturedUnitQuad(nullptr)
2438            .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha)
2439            .setTransform(*currentSnapshot(),  TransformFlags::None)
2440            .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height))
2441            .build();
2442    renderGlop(glop);
2443}
2444
2445// Same values used by Skia
2446#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2447#define kStdUnderline_Offset    (1.0f / 9.0f)
2448#define kStdUnderline_Thickness (1.0f / 18.0f)
2449
2450void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
2451        const SkPaint* paint) {
2452    // Handle underline and strike-through
2453    uint32_t flags = paint->getFlags();
2454    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2455        SkPaint paintCopy(*paint);
2456
2457        if (CC_LIKELY(underlineWidth > 0.0f)) {
2458            const float textSize = paintCopy.getTextSize();
2459            const float strokeWidth = std::max(textSize * kStdUnderline_Thickness, 1.0f);
2460
2461            const float left = x;
2462            float top = 0.0f;
2463
2464            int linesCount = 0;
2465            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2466            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2467
2468            const int pointsCount = 4 * linesCount;
2469            float points[pointsCount];
2470            int currentPoint = 0;
2471
2472            if (flags & SkPaint::kUnderlineText_Flag) {
2473                top = y + textSize * kStdUnderline_Offset;
2474                points[currentPoint++] = left;
2475                points[currentPoint++] = top;
2476                points[currentPoint++] = left + underlineWidth;
2477                points[currentPoint++] = top;
2478            }
2479
2480            if (flags & SkPaint::kStrikeThruText_Flag) {
2481                top = y + textSize * kStdStrikeThru_Offset;
2482                points[currentPoint++] = left;
2483                points[currentPoint++] = top;
2484                points[currentPoint++] = left + underlineWidth;
2485                points[currentPoint++] = top;
2486            }
2487
2488            paintCopy.setStrokeWidth(strokeWidth);
2489
2490            drawLines(&points[0], pointsCount, &paintCopy);
2491        }
2492    }
2493}
2494
2495void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
2496    if (mState.currentlyIgnored()) {
2497        return;
2498    }
2499
2500    drawColorRects(rects, count, paint, false, true, true);
2501}
2502
2503void OpenGLRenderer::drawShadow(float casterAlpha,
2504        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
2505    if (mState.currentlyIgnored()) return;
2506
2507    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
2508    mRenderState.scissor().setEnabled(true);
2509
2510    SkPaint paint;
2511    paint.setAntiAlias(true); // want to use AlphaVertex
2512
2513    // The caller has made sure casterAlpha > 0.
2514    float ambientShadowAlpha = mAmbientShadowAlpha;
2515    if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
2516        ambientShadowAlpha = Properties::overrideAmbientShadowStrength;
2517    }
2518    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
2519        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
2520        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
2521    }
2522
2523    float spotShadowAlpha = mSpotShadowAlpha;
2524    if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
2525        spotShadowAlpha = Properties::overrideSpotShadowStrength;
2526    }
2527    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
2528        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
2529        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
2530    }
2531
2532    mDirty=true;
2533}
2534
2535void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
2536        bool ignoreTransform, bool dirty, bool clip) {
2537    if (count == 0) {
2538        return;
2539    }
2540
2541    float left = FLT_MAX;
2542    float top = FLT_MAX;
2543    float right = FLT_MIN;
2544    float bottom = FLT_MIN;
2545
2546    Vertex mesh[count];
2547    Vertex* vertex = mesh;
2548
2549    for (int index = 0; index < count; index += 4) {
2550        float l = rects[index + 0];
2551        float t = rects[index + 1];
2552        float r = rects[index + 2];
2553        float b = rects[index + 3];
2554
2555        Vertex::set(vertex++, l, t);
2556        Vertex::set(vertex++, r, t);
2557        Vertex::set(vertex++, l, b);
2558        Vertex::set(vertex++, r, b);
2559
2560        left = std::min(left, l);
2561        top = std::min(top, t);
2562        right = std::max(right, r);
2563        bottom = std::max(bottom, b);
2564    }
2565
2566    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
2567        return;
2568    }
2569
2570    const int transformFlags = ignoreTransform
2571            ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None;
2572    Glop glop;
2573    GlopBuilder(mRenderState, mCaches, &glop)
2574            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2575            .setMeshIndexedQuads(&mesh[0], count / 4)
2576            .setFillPaint(*paint, currentSnapshot()->alpha)
2577            .setTransform(*currentSnapshot(), transformFlags)
2578            .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
2579            .build();
2580    renderGlop(glop);
2581}
2582
2583void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2584        const SkPaint* paint, bool ignoreTransform) {
2585    const int transformFlags = ignoreTransform
2586            ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None;
2587    Glop glop;
2588    GlopBuilder(mRenderState, mCaches, &glop)
2589            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2590            .setMeshUnitQuad()
2591            .setFillPaint(*paint, currentSnapshot()->alpha)
2592            .setTransform(*currentSnapshot(), transformFlags)
2593            .setModelViewMapUnitToRect(Rect(left, top, right, bottom))
2594            .build();
2595    renderGlop(glop);
2596}
2597
2598void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha,
2599        SkXfermode::Mode* mode) const {
2600    getAlphaAndModeDirect(paint, alpha,  mode);
2601    *alpha *= currentSnapshot()->alpha;
2602}
2603
2604float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
2605    return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha;
2606}
2607
2608}; // namespace uirenderer
2609}; // namespace android
2610