OpenGLRenderer.cpp revision 15c3f19a445b8df575911a16e8a6dba755a084b5
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        , mDirty(false)
74        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
75        , mLightRadius(FLT_MIN)
76        , mAmbientShadowAlpha(0)
77        , mSpotShadowAlpha(0) {
78}
79
80OpenGLRenderer::~OpenGLRenderer() {
81    // The context has already been destroyed at this point, do not call
82    // GL APIs. All GL state should be kept in Caches.h
83}
84
85void OpenGLRenderer::initProperties() {
86    char property[PROPERTY_VALUE_MAX];
87    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
88        mScissorOptimizationDisabled = !strcasecmp(property, "true");
89        INIT_LOGD("  Scissor optimization %s",
90                mScissorOptimizationDisabled ? "disabled" : "enabled");
91    } else {
92        INIT_LOGD("  Scissor optimization enabled");
93    }
94}
95
96void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha,
97        uint8_t spotShadowAlpha) {
98    mLightRadius = lightRadius;
99    mAmbientShadowAlpha = ambientShadowAlpha;
100    mSpotShadowAlpha = spotShadowAlpha;
101}
102
103void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) {
104    mLightCenter = lightCenter;
105}
106
107///////////////////////////////////////////////////////////////////////////////
108// Setup
109///////////////////////////////////////////////////////////////////////////////
110
111void OpenGLRenderer::onViewportInitialized() {
112    glDisable(GL_DITHER);
113    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
114}
115
116void OpenGLRenderer::setupFrameState(int viewportWidth, int viewportHeight,
117        float left, float top, float right, float bottom, bool opaque) {
118    mCaches.clearGarbage();
119    mState.initializeSaveStack(viewportWidth, viewportHeight,
120            left, top, right, bottom, mLightCenter);
121    mOpaque = opaque;
122    mTilingClip.set(left, top, right, bottom);
123}
124
125void OpenGLRenderer::startFrame() {
126    if (mFrameStarted) return;
127    mFrameStarted = true;
128
129    mState.setDirtyClip(true);
130
131    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
132
133    mRenderState.setViewport(mState.getWidth(), mState.getHeight());
134
135    debugOverdraw(true, true);
136
137    clear(mTilingClip.left, mTilingClip.top,
138            mTilingClip.right, mTilingClip.bottom, mOpaque);
139}
140
141void OpenGLRenderer::prepareDirty(int viewportWidth, int viewportHeight,
142        float left, float top, float right, float bottom, bool opaque) {
143
144    setupFrameState(viewportWidth, viewportHeight, left, top, right, bottom, opaque);
145
146    // Layer renderers will start the frame immediately
147    // The framebuffer renderer will first defer the display list
148    // for each layer and wait until the first drawing command
149    // to start the frame
150    if (currentSnapshot()->fbo == 0) {
151        mRenderState.blend().syncEnabled();
152        updateLayers();
153    } else {
154        startFrame();
155    }
156}
157
158void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
159    // If we know that we are going to redraw the entire framebuffer,
160    // perform a discard to let the driver know we don't need to preserve
161    // the back buffer for this frame.
162    if (mCaches.extensions().hasDiscardFramebuffer() &&
163            left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) {
164        const bool isFbo = getTargetFbo() == 0;
165        const GLenum attachments[] = {
166                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
167                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
168        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
169    }
170}
171
172void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
173    if (!opaque) {
174        mRenderState.scissor().setEnabled(true);
175        mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top);
176        glClear(GL_COLOR_BUFFER_BIT);
177        mDirty = true;
178        return;
179    }
180
181    mRenderState.scissor().reset();
182}
183
184bool OpenGLRenderer::finish() {
185    renderOverdraw();
186    mTempPaths.clear();
187
188    // When finish() is invoked on FBO 0 we've reached the end
189    // of the current frame
190    if (getTargetFbo() == 0) {
191        mCaches.pathCache.trim();
192        mCaches.tessellationCache.trim();
193    }
194
195    if (!suppressErrorChecks()) {
196#if DEBUG_OPENGL
197        GLUtils::dumpGLErrors();
198#endif
199
200#if DEBUG_MEMORY_USAGE
201        mCaches.dumpMemoryUsage();
202#else
203        if (Properties::debugLevel & kDebugMemory) {
204            mCaches.dumpMemoryUsage();
205        }
206#endif
207    }
208
209    mFrameStarted = false;
210
211    return reportAndClearDirty();
212}
213
214void OpenGLRenderer::resumeAfterLayer() {
215    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
216    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
217    debugOverdraw(true, false);
218
219    mRenderState.scissor().reset();
220    dirtyClip();
221}
222
223void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
224    if (mState.currentlyIgnored()) return;
225
226    Rect clip(mState.currentRenderTargetClip());
227    clip.snapToPixelBoundaries();
228
229    // Since we don't know what the functor will draw, let's dirty
230    // the entire clip region
231    if (hasLayer()) {
232        dirtyLayerUnchecked(clip, getRegion());
233    }
234
235    DrawGlInfo info;
236    info.clipLeft = clip.left;
237    info.clipTop = clip.top;
238    info.clipRight = clip.right;
239    info.clipBottom = clip.bottom;
240    info.isLayer = hasLayer();
241    info.width = getViewportWidth();
242    info.height = getViewportHeight();
243    currentTransform()->copyTo(&info.transform[0]);
244
245    bool prevDirtyClip = mState.getDirtyClip();
246    // setup GL state for functor
247    if (mState.getDirtyClip()) {
248        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
249    }
250    if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) {
251        setScissorFromClip();
252    }
253
254    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
255    // Scissor may have been modified, reset dirty clip
256    dirtyClip();
257
258    mDirty = true;
259}
260
261///////////////////////////////////////////////////////////////////////////////
262// Debug
263///////////////////////////////////////////////////////////////////////////////
264
265void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
266#if DEBUG_DETAILED_EVENTS
267    const int BUFFER_SIZE = 256;
268    va_list ap;
269    char buf[BUFFER_SIZE];
270
271    va_start(ap, fmt);
272    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
273    va_end(ap);
274
275    eventMark(buf);
276#endif
277}
278
279
280void OpenGLRenderer::eventMark(const char* name) const {
281    mCaches.eventMark(0, name);
282}
283
284void OpenGLRenderer::startMark(const char* name) const {
285    mCaches.startMark(0, name);
286}
287
288void OpenGLRenderer::endMark() const {
289    mCaches.endMark();
290}
291
292void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
293    mRenderState.debugOverdraw(enable, clear);
294}
295
296void OpenGLRenderer::renderOverdraw() {
297    if (Properties::debugOverdraw && getTargetFbo() == 0) {
298        const Rect* clip = &mTilingClip;
299
300        mRenderState.scissor().setEnabled(true);
301        mRenderState.scissor().set(clip->left,
302                mState.firstSnapshot()->getViewportHeight() - clip->bottom,
303                clip->right - clip->left,
304                clip->bottom - clip->top);
305
306        // 1x overdraw
307        mRenderState.stencil().enableDebugTest(2);
308        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
309
310        // 2x overdraw
311        mRenderState.stencil().enableDebugTest(3);
312        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
313
314        // 3x overdraw
315        mRenderState.stencil().enableDebugTest(4);
316        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
317
318        // 4x overdraw and higher
319        mRenderState.stencil().enableDebugTest(4, true);
320        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
321
322        mRenderState.stencil().disable();
323    }
324}
325
326///////////////////////////////////////////////////////////////////////////////
327// Layers
328///////////////////////////////////////////////////////////////////////////////
329
330bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
331    if (layer->deferredUpdateScheduled && layer->renderer
332            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
333
334        if (inFrame) {
335            debugOverdraw(false, false);
336        }
337
338        if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) {
339            layer->render(*this);
340        } else {
341            layer->defer(*this);
342        }
343
344        if (inFrame) {
345            resumeAfterLayer();
346        }
347
348        layer->debugDrawUpdate = Properties::debugLayersUpdates;
349        layer->hasDrawnSinceUpdate = false;
350
351        return true;
352    }
353
354    return false;
355}
356
357void OpenGLRenderer::updateLayers() {
358    // If draw deferring is enabled this method will simply defer
359    // the display list of each individual layer. The layers remain
360    // in the layer updates list which will be cleared by flushLayers().
361    int count = mLayerUpdates.size();
362    if (count > 0) {
363        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
364            startMark("Layer Updates");
365        } else {
366            startMark("Defer Layer Updates");
367        }
368
369        // Note: it is very important to update the layers in order
370        for (int i = 0; i < count; i++) {
371            Layer* layer = mLayerUpdates[i].get();
372            updateLayer(layer, false);
373        }
374
375        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
376            mLayerUpdates.clear();
377            mRenderState.bindFramebuffer(getTargetFbo());
378        }
379        endMark();
380    }
381}
382
383void OpenGLRenderer::flushLayers() {
384    int count = mLayerUpdates.size();
385    if (count > 0) {
386        startMark("Apply Layer Updates");
387
388        // Note: it is very important to update the layers in order
389        for (int i = 0; i < count; i++) {
390            mLayerUpdates[i]->flush();
391        }
392
393        mLayerUpdates.clear();
394        mRenderState.bindFramebuffer(getTargetFbo());
395
396        endMark();
397    }
398}
399
400void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
401    if (layer) {
402        // Make sure we don't introduce duplicates.
403        // SortedVector would do this automatically but we need to respect
404        // the insertion order. The linear search is not an issue since
405        // this list is usually very short (typically one item, at most a few)
406        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
407            if (mLayerUpdates[i] == layer) {
408                return;
409            }
410        }
411        mLayerUpdates.push_back(layer);
412    }
413}
414
415void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
416    if (layer) {
417        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
418            if (mLayerUpdates[i] == layer) {
419                mLayerUpdates.erase(mLayerUpdates.begin() + i);
420                break;
421            }
422        }
423    }
424}
425
426void OpenGLRenderer::flushLayerUpdates() {
427    ATRACE_NAME("Update HW Layers");
428    mRenderState.blend().syncEnabled();
429    updateLayers();
430    flushLayers();
431    // Wait for all the layer updates to be executed
432    glFinish();
433}
434
435void OpenGLRenderer::markLayersAsBuildLayers() {
436    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
437        mLayerUpdates[i]->wasBuildLayered = true;
438    }
439}
440
441///////////////////////////////////////////////////////////////////////////////
442// State management
443///////////////////////////////////////////////////////////////////////////////
444
445void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
446    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
447    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
448    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
449
450    if (restoreViewport) {
451        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
452    }
453
454    if (restoreClip) {
455        dirtyClip();
456    }
457
458    if (restoreLayer) {
459        endMark(); // Savelayer
460        ATRACE_END(); // SaveLayer
461        startMark("ComposeLayer");
462        composeLayer(removed, restored);
463        endMark();
464    }
465}
466
467///////////////////////////////////////////////////////////////////////////////
468// Layers
469///////////////////////////////////////////////////////////////////////////////
470
471int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
472        const SkPaint* paint, int flags, const SkPath* convexMask) {
473    // force matrix/clip isolation for layer
474    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
475
476    const int count = mState.saveSnapshot(flags);
477
478    if (!mState.currentlyIgnored()) {
479        createLayer(left, top, right, bottom, paint, flags, convexMask);
480    }
481
482    return count;
483}
484
485void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
486    const Rect untransformedBounds(bounds);
487
488    currentTransform()->mapRect(bounds);
489
490    // Layers only make sense if they are in the framebuffer's bounds
491    bounds.doIntersect(mState.currentRenderTargetClip());
492    if (!bounds.isEmpty()) {
493        // We cannot work with sub-pixels in this case
494        bounds.snapToPixelBoundaries();
495
496        // When the layer is not an FBO, we may use glCopyTexImage so we
497        // need to make sure the layer does not extend outside the bounds
498        // of the framebuffer
499        const Snapshot& previous = *(currentSnapshot()->previous);
500        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
501
502        bounds.doIntersect(previousViewport);
503        if (!bounds.isEmpty() && fboLayer) {
504            clip.set(bounds);
505            mat4 inverse;
506            inverse.loadInverse(*currentTransform());
507            inverse.mapRect(clip);
508            clip.snapToPixelBoundaries();
509            clip.doIntersect(untransformedBounds);
510            if (!clip.isEmpty()) {
511                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
512                bounds.set(untransformedBounds);
513            }
514        }
515    }
516}
517
518void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
519        bool fboLayer, int alpha) {
520    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
521            bounds.getHeight() > mCaches.maxTextureSize ||
522            (fboLayer && clip.isEmpty())) {
523        writableSnapshot()->empty = fboLayer;
524    } else {
525        writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer);
526    }
527}
528
529int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
530        const SkPaint* paint, int flags) {
531    const int count = mState.saveSnapshot(flags);
532
533    if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
534        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
535        // operations will be able to store and restore the current clip and transform info, and
536        // quick rejection will be correct (for display lists)
537
538        Rect bounds(left, top, right, bottom);
539        Rect clip;
540        calculateLayerBoundsAndClip(bounds, clip, true);
541        updateSnapshotIgnoreForLayer(bounds, clip, true, PaintUtils::getAlphaDirect(paint));
542
543        if (!mState.currentlyIgnored()) {
544            writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
545            writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
546            writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
547            writableSnapshot()->roundRectClipState = nullptr;
548        }
549    }
550
551    return count;
552}
553
554/**
555 * Layers are viewed by Skia are slightly different than layers in image editing
556 * programs (for instance.) When a layer is created, previously created layers
557 * and the frame buffer still receive every drawing command. For instance, if a
558 * layer is created and a shape intersecting the bounds of the layers and the
559 * framebuffer is draw, the shape will be drawn on both (unless the layer was
560 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
561 *
562 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
563 * texture. Unfortunately, this is inefficient as it requires every primitive to
564 * be drawn n + 1 times, where n is the number of active layers. In practice this
565 * means, for every primitive:
566 *   - Switch active frame buffer
567 *   - Change viewport, clip and projection matrix
568 *   - Issue the drawing
569 *
570 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
571 * To avoid this, layers are implemented in a different way here, at least in the
572 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
573 * is set. When this flag is set we can redirect all drawing operations into a
574 * single FBO.
575 *
576 * This implementation relies on the frame buffer being at least RGBA 8888. When
577 * a layer is created, only a texture is created, not an FBO. The content of the
578 * frame buffer contained within the layer's bounds is copied into this texture
579 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
580 * buffer and drawing continues as normal. This technique therefore treats the
581 * frame buffer as a scratch buffer for the layers.
582 *
583 * To compose the layers back onto the frame buffer, each layer texture
584 * (containing the original frame buffer data) is drawn as a simple quad over
585 * the frame buffer. The trick is that the quad is set as the composition
586 * destination in the blending equation, and the frame buffer becomes the source
587 * of the composition.
588 *
589 * Drawing layers with an alpha value requires an extra step before composition.
590 * An empty quad is drawn over the layer's region in the frame buffer. This quad
591 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
592 * quad is used to multiply the colors in the frame buffer. This is achieved by
593 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
594 * GL_ZERO, GL_SRC_ALPHA.
595 *
596 * Because glCopyTexImage2D() can be slow, an alternative implementation might
597 * be use to draw a single clipped layer. The implementation described above
598 * is correct in every case.
599 *
600 * (1) The frame buffer is actually not cleared right away. To allow the GPU
601 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
602 *     buffer is left untouched until the first drawing operation. Only when
603 *     something actually gets drawn are the layers regions cleared.
604 */
605bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
606        const SkPaint* paint, int flags, const SkPath* convexMask) {
607    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
608    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
609
610    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
611
612    // Window coordinates of the layer
613    Rect clip;
614    Rect bounds(left, top, right, bottom);
615    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
616    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, PaintUtils::getAlphaDirect(paint));
617
618    // Bail out if we won't draw in this snapshot
619    if (mState.currentlyIgnored()) {
620        return false;
621    }
622
623    mCaches.textureState().activateTexture(0);
624    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
625    if (!layer) {
626        return false;
627    }
628
629    layer->setPaint(paint);
630    layer->layer.set(bounds);
631    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
632            bounds.getWidth() / float(layer->getWidth()), 0.0f);
633
634    layer->setBlend(true);
635    layer->setDirty(false);
636    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
637
638    // Save the layer in the snapshot
639    writableSnapshot()->flags |= Snapshot::kFlagIsLayer;
640    writableSnapshot()->layer = layer;
641
642    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
643            fboLayer ? "" : "unclipped ",
644            layer->getWidth(), layer->getHeight());
645    startMark("SaveLayer");
646    if (fboLayer) {
647        return createFboLayer(layer, bounds, clip);
648    } else {
649        // Copy the framebuffer into the layer
650        layer->bindTexture();
651        if (!bounds.isEmpty()) {
652            if (layer->isEmpty()) {
653                // Workaround for some GL drivers. When reading pixels lying outside
654                // of the window we should get undefined values for those pixels.
655                // Unfortunately some drivers will turn the entire target texture black
656                // when reading outside of the window.
657                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
658                        0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
659                layer->setEmpty(false);
660            }
661
662            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
663                    bounds.left, getViewportHeight() - bounds.bottom,
664                    bounds.getWidth(), bounds.getHeight());
665
666            // Enqueue the buffer coordinates to clear the corresponding region later
667            mLayers.push_back(Rect(bounds));
668        }
669    }
670
671    return true;
672}
673
674bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
675    layer->clipRect.set(clip);
676    layer->setFbo(mRenderState.genFramebuffer());
677
678    writableSnapshot()->region = &writableSnapshot()->layer->region;
679    writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
680    writableSnapshot()->fbo = layer->getFbo();
681    writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
682    writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
683    writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
684    writableSnapshot()->roundRectClipState = nullptr;
685
686    debugOverdraw(false, false);
687    // Bind texture to FBO
688    mRenderState.bindFramebuffer(layer->getFbo());
689    layer->bindTexture();
690
691    // Initialize the texture if needed
692    if (layer->isEmpty()) {
693        layer->allocateTexture();
694        layer->setEmpty(false);
695    }
696
697    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
698            layer->getTextureId(), 0);
699
700    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
701    mRenderState.scissor().setEnabled(true);
702    mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
703            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
704    glClear(GL_COLOR_BUFFER_BIT);
705
706    dirtyClip();
707
708    // Change the ortho projection
709    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
710    return true;
711}
712
713/**
714 * Read the documentation of createLayer() before doing anything in this method.
715 */
716void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
717    if (!removed.layer) {
718        ALOGE("Attempting to compose a layer that does not exist");
719        return;
720    }
721
722    Layer* layer = removed.layer;
723    const Rect& rect = layer->layer;
724    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
725
726    bool clipRequired = false;
727    mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
728            &clipRequired, nullptr, false); // safely ignore return, should never be rejected
729    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
730
731    if (fboLayer) {
732        // Detach the texture from the FBO
733        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
734
735        layer->removeFbo(false);
736
737        // Unbind current FBO and restore previous one
738        mRenderState.bindFramebuffer(restored.fbo);
739        debugOverdraw(true, false);
740    }
741
742    if (!fboLayer && layer->getAlpha() < 255) {
743        SkPaint layerPaint;
744        layerPaint.setAlpha(layer->getAlpha());
745        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
746        layerPaint.setColorFilter(layer->getColorFilter());
747
748        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
749        // Required below, composeLayerRect() will divide by 255
750        layer->setAlpha(255);
751    }
752
753    mRenderState.meshState().unbindMeshBuffer();
754
755    mCaches.textureState().activateTexture(0);
756
757    // When the layer is stored in an FBO, we can save a bit of fillrate by
758    // drawing only the dirty region
759    if (fboLayer) {
760        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
761        composeLayerRegion(layer, rect);
762    } else if (!rect.isEmpty()) {
763        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
764
765        save(0);
766        // the layer contains screen buffer content that shouldn't be alpha modulated
767        // (and any necessary alpha modulation was handled drawing into the layer)
768        writableSnapshot()->alpha = 1.0f;
769        composeLayerRectSwapped(layer, rect);
770        restore();
771    }
772
773    dirtyClip();
774
775    // Failing to add the layer to the cache should happen only if the layer is too large
776    layer->setConvexMask(nullptr);
777    if (!mCaches.layerCache.put(layer)) {
778        LAYER_LOGD("Deleting layer");
779        layer->decStrong(nullptr);
780    }
781}
782
783void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
784    const bool tryToSnap = !layer->getForceFilter()
785            && layer->getWidth() == (uint32_t) rect.getWidth()
786            && layer->getHeight() == (uint32_t) rect.getHeight();
787    Glop glop;
788    GlopBuilder(mRenderState, mCaches, &glop)
789            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
790            .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO
791            .setFillTextureLayer(*layer, getLayerAlpha(layer))
792            .setTransform(*currentSnapshot(), TransformFlags::None)
793            .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect)
794            .build();
795    renderGlop(glop);
796}
797
798void OpenGLRenderer::composeLayerRectSwapped(Layer* layer, const Rect& rect) {
799    Glop glop;
800    GlopBuilder(mRenderState, mCaches, &glop)
801            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
802            .setMeshTexturedUvQuad(nullptr, layer->texCoords)
803            .setFillLayer(layer->getTexture(), layer->getColorFilter(),
804                    getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::Swap)
805            .setTransform(*currentSnapshot(), TransformFlags::MeshIgnoresCanvasTransform)
806            .setModelViewMapUnitToRect(rect)
807            .build();
808    renderGlop(glop);
809}
810
811void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect) {
812    if (layer->isTextureLayer()) {
813        EVENT_LOGD("composeTextureLayerRect");
814        drawTextureLayer(layer, rect);
815    } else {
816        EVENT_LOGD("composeHardwareLayerRect");
817
818        const bool tryToSnap = layer->getWidth() == static_cast<uint32_t>(rect.getWidth())
819                && layer->getHeight() == static_cast<uint32_t>(rect.getHeight());
820        Glop glop;
821        GlopBuilder(mRenderState, mCaches, &glop)
822                .setRoundRectClipState(currentSnapshot()->roundRectClipState)
823                .setMeshTexturedUvQuad(nullptr, layer->texCoords)
824                .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
825                .setTransform(*currentSnapshot(), TransformFlags::None)
826                .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect)
827                .build();
828        renderGlop(glop);
829    }
830}
831
832/**
833 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
834 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
835 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
836 * by saveLayer's restore
837 */
838#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \
839        DRAW_COMMAND; \
840        if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && COND)) { \
841            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \
842            DRAW_COMMAND; \
843            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \
844        } \
845    }
846
847#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
848
849// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
850// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
851class LayerShader : public SkShader {
852public:
853    LayerShader(Layer* layer, const SkMatrix* localMatrix)
854    : INHERITED(localMatrix)
855    , mLayer(layer) {
856    }
857
858    virtual bool asACustomShader(void** data) const override {
859        if (data) {
860            *data = static_cast<void*>(mLayer);
861        }
862        return true;
863    }
864
865    virtual bool isOpaque() const override {
866        return !mLayer->isBlend();
867    }
868
869protected:
870    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
871        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
872    }
873
874    virtual void flatten(SkWriteBuffer&) const override {
875        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
876    }
877
878    virtual Factory getFactory() const override {
879        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
880        return nullptr;
881    }
882private:
883    // Unowned.
884    Layer* mLayer;
885    typedef SkShader INHERITED;
886};
887
888void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
889    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
890
891    if (layer->getConvexMask()) {
892        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
893
894        // clip to the area of the layer the mask can be larger
895        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
896
897        SkPaint paint;
898        paint.setAntiAlias(true);
899        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
900
901        // create LayerShader to map SaveLayer content into subsequent draw
902        SkMatrix shaderMatrix;
903        shaderMatrix.setTranslate(rect.left, rect.bottom);
904        shaderMatrix.preScale(1, -1);
905        LayerShader layerShader(layer, &shaderMatrix);
906        paint.setShader(&layerShader);
907
908        // Since the drawing primitive is defined in local drawing space,
909        // we don't need to modify the draw matrix
910        const SkPath* maskPath = layer->getConvexMask();
911        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
912
913        paint.setShader(nullptr);
914        restore();
915
916        return;
917    }
918
919    if (layer->region.isRect()) {
920        layer->setRegionAsRect();
921
922        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
923
924        layer->region.clear();
925        return;
926    }
927
928    EVENT_LOGD("composeLayerRegion");
929    // standard Region based draw
930    size_t count;
931    const android::Rect* rects;
932    Region safeRegion;
933    if (CC_LIKELY(hasRectToRectTransform())) {
934        rects = layer->region.getArray(&count);
935    } else {
936        safeRegion = Region::createTJunctionFreeRegion(layer->region);
937        rects = safeRegion.getArray(&count);
938    }
939
940    const float texX = 1.0f / float(layer->getWidth());
941    const float texY = 1.0f / float(layer->getHeight());
942    const float height = rect.getHeight();
943
944    TextureVertex quadVertices[count * 4];
945    TextureVertex* mesh = &quadVertices[0];
946    for (size_t i = 0; i < count; i++) {
947        const android::Rect* r = &rects[i];
948
949        const float u1 = r->left * texX;
950        const float v1 = (height - r->top) * texY;
951        const float u2 = r->right * texX;
952        const float v2 = (height - r->bottom) * texY;
953
954        // TODO: Reject quads outside of the clip
955        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
956        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
957        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
958        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
959    }
960    Rect modelRect = Rect(rect.getWidth(), rect.getHeight());
961    Glop glop;
962    GlopBuilder(mRenderState, mCaches, &glop)
963            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
964            .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6)
965            .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
966            .setTransform(*currentSnapshot(),  TransformFlags::None)
967            .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect)
968            .build();
969    DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop));
970
971#if DEBUG_LAYERS_AS_REGIONS
972    drawRegionRectsDebug(layer->region);
973#endif
974
975    layer->region.clear();
976}
977
978#if DEBUG_LAYERS_AS_REGIONS
979void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
980    size_t count;
981    const android::Rect* rects = region.getArray(&count);
982
983    uint32_t colors[] = {
984            0x7fff0000, 0x7f00ff00,
985            0x7f0000ff, 0x7fff00ff,
986    };
987
988    int offset = 0;
989    int32_t top = rects[0].top;
990
991    for (size_t i = 0; i < count; i++) {
992        if (top != rects[i].top) {
993            offset ^= 0x2;
994            top = rects[i].top;
995        }
996
997        SkPaint paint;
998        paint.setColor(colors[offset + (i & 0x1)]);
999        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1000        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1001    }
1002}
1003#endif
1004
1005void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1006    Vector<float> rects;
1007
1008    SkRegion::Iterator it(region);
1009    while (!it.done()) {
1010        const SkIRect& r = it.rect();
1011        rects.push(r.fLeft);
1012        rects.push(r.fTop);
1013        rects.push(r.fRight);
1014        rects.push(r.fBottom);
1015        it.next();
1016    }
1017
1018    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1019}
1020
1021void OpenGLRenderer::dirtyLayer(const float left, const float top,
1022        const float right, const float bottom, const Matrix4& transform) {
1023    if (hasLayer()) {
1024        Rect bounds(left, top, right, bottom);
1025        transform.mapRect(bounds);
1026        dirtyLayerUnchecked(bounds, getRegion());
1027    }
1028}
1029
1030void OpenGLRenderer::dirtyLayer(const float left, const float top,
1031        const float right, const float bottom) {
1032    if (hasLayer()) {
1033        Rect bounds(left, top, right, bottom);
1034        dirtyLayerUnchecked(bounds, getRegion());
1035    }
1036}
1037
1038void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1039    bounds.doIntersect(mState.currentRenderTargetClip());
1040    if (!bounds.isEmpty()) {
1041        bounds.snapToPixelBoundaries();
1042        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1043        if (!dirty.isEmpty()) {
1044            region->orSelf(dirty);
1045        }
1046    }
1047}
1048
1049void OpenGLRenderer::clearLayerRegions() {
1050    const size_t quadCount = mLayers.size();
1051    if (quadCount == 0) return;
1052
1053    if (!mState.currentlyIgnored()) {
1054        EVENT_LOGD("clearLayerRegions");
1055        // Doing several glScissor/glClear here can negatively impact
1056        // GPUs with a tiler architecture, instead we draw quads with
1057        // the Clear blending mode
1058
1059        // The list contains bounds that have already been clipped
1060        // against their initial clip rect, and the current clip
1061        // is likely different so we need to disable clipping here
1062        bool scissorChanged = mRenderState.scissor().setEnabled(false);
1063
1064        Vertex mesh[quadCount * 4];
1065        Vertex* vertex = mesh;
1066
1067        for (uint32_t i = 0; i < quadCount; i++) {
1068            const Rect& bounds = mLayers[i];
1069
1070            Vertex::set(vertex++, bounds.left, bounds.top);
1071            Vertex::set(vertex++, bounds.right, bounds.top);
1072            Vertex::set(vertex++, bounds.left, bounds.bottom);
1073            Vertex::set(vertex++, bounds.right, bounds.bottom);
1074        }
1075        // We must clear the list of dirty rects before we
1076        // call clearLayerRegions() in renderGlop to prevent
1077        // stencil setup from doing the same thing again
1078        mLayers.clear();
1079
1080        const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1081        Glop glop;
1082        GlopBuilder(mRenderState, mCaches, &glop)
1083                .setRoundRectClipState(nullptr) // clear ignores clip state
1084                .setMeshIndexedQuads(&mesh[0], quadCount)
1085                .setFillClear()
1086                .setTransform(*currentSnapshot(), transformFlags)
1087                .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getRenderTargetClip()))
1088                .build();
1089        renderGlop(glop, GlopRenderType::LayerClear);
1090
1091        if (scissorChanged) mRenderState.scissor().setEnabled(true);
1092    } else {
1093        mLayers.clear();
1094    }
1095}
1096
1097///////////////////////////////////////////////////////////////////////////////
1098// State Deferral
1099///////////////////////////////////////////////////////////////////////////////
1100
1101bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1102    const Rect& currentClip = mState.currentRenderTargetClip();
1103    const mat4* currentMatrix = currentTransform();
1104
1105    if (stateDeferFlags & kStateDeferFlag_Draw) {
1106        // state has bounds initialized in local coordinates
1107        if (!state.mBounds.isEmpty()) {
1108            currentMatrix->mapRect(state.mBounds);
1109            Rect clippedBounds(state.mBounds);
1110            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1111            // is used, it should more closely duplicate the quickReject logic (in how it uses
1112            // snapToPixelBoundaries)
1113
1114            clippedBounds.doIntersect(currentClip);
1115            if (clippedBounds.isEmpty()) {
1116                // quick rejected
1117                return true;
1118            }
1119
1120            state.mClipSideFlags = kClipSide_None;
1121            if (!currentClip.contains(state.mBounds)) {
1122                int& flags = state.mClipSideFlags;
1123                // op partially clipped, so record which sides are clipped for clip-aware merging
1124                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1125                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1126                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1127                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1128            }
1129            state.mBounds.set(clippedBounds);
1130        } else {
1131            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1132            // overdraw avoidance (since we don't know what it overlaps)
1133            state.mClipSideFlags = kClipSide_ConservativeFull;
1134            state.mBounds.set(currentClip);
1135        }
1136    }
1137
1138    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1139    if (state.mClipValid) {
1140        state.mClip.set(currentClip);
1141    }
1142
1143    // Transform and alpha always deferred, since they are used by state operations
1144    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1145    state.mMatrix = *currentMatrix;
1146    state.mAlpha = currentSnapshot()->alpha;
1147
1148    // always store/restore, since these are just pointers
1149    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1150    state.mProjectionPathMask = currentSnapshot()->projectionPathMask;
1151    return false;
1152}
1153
1154void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1155    setGlobalMatrix(state.mMatrix);
1156    writableSnapshot()->alpha = state.mAlpha;
1157    writableSnapshot()->roundRectClipState = state.mRoundRectClipState;
1158    writableSnapshot()->projectionPathMask = state.mProjectionPathMask;
1159
1160    if (state.mClipValid && !skipClipRestore) {
1161        writableSnapshot()->setClip(state.mClip.left, state.mClip.top,
1162                state.mClip.right, state.mClip.bottom);
1163        dirtyClip();
1164    }
1165}
1166
1167/**
1168 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1169 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1170 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1171 *
1172 * This method should be called when restoreDisplayState() won't be restoring the clip
1173 */
1174void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1175    if (clipRect != nullptr) {
1176        writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1177    } else {
1178        writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight());
1179    }
1180    dirtyClip();
1181    bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled;
1182    mRenderState.scissor().setEnabled(enableScissor);
1183}
1184
1185///////////////////////////////////////////////////////////////////////////////
1186// Clipping
1187///////////////////////////////////////////////////////////////////////////////
1188
1189void OpenGLRenderer::setScissorFromClip() {
1190    Rect clip(mState.currentRenderTargetClip());
1191    clip.snapToPixelBoundaries();
1192
1193    if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom,
1194            clip.getWidth(), clip.getHeight())) {
1195        mState.setDirtyClip(false);
1196    }
1197}
1198
1199void OpenGLRenderer::ensureStencilBuffer() {
1200    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1201    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1202    // just hope we have one when hasLayer() returns false.
1203    if (hasLayer()) {
1204        attachStencilBufferToLayer(currentSnapshot()->layer);
1205    }
1206}
1207
1208void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1209    // The layer's FBO is already bound when we reach this stage
1210    if (!layer->getStencilRenderBuffer()) {
1211        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1212                Stencil::getLayerStencilFormat(),
1213                layer->getWidth(), layer->getHeight());
1214        layer->setStencilRenderBuffer(buffer);
1215    }
1216}
1217
1218static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform,
1219        float x, float y) {
1220    Vertex v;
1221    v.x = x;
1222    v.y = y;
1223    transform.mapPoint(v.x, v.y);
1224    rectangleVertices.push_back(v);
1225}
1226
1227static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) {
1228    Vertex v;
1229    v.x = x;
1230    v.y = y;
1231    rectangleVertices.push_back(v);
1232}
1233
1234void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) {
1235    int quadCount = rectangleList.getTransformedRectanglesCount();
1236    std::vector<Vertex> rectangleVertices(quadCount * 4);
1237    Rect scissorBox = rectangleList.calculateBounds();
1238    scissorBox.snapToPixelBoundaries();
1239    for (int i = 0; i < quadCount; ++i) {
1240        const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i));
1241        const Matrix4& transform = tr.getTransform();
1242        Rect bounds = tr.getBounds();
1243        if (transform.rectToRect()) {
1244            transform.mapRect(bounds);
1245            bounds.doIntersect(scissorBox);
1246            if (!bounds.isEmpty()) {
1247                handlePointNoTransform(rectangleVertices, bounds.left, bounds.top);
1248                handlePointNoTransform(rectangleVertices, bounds.right, bounds.top);
1249                handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom);
1250                handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom);
1251            }
1252        } else {
1253            handlePoint(rectangleVertices, transform, bounds.left, bounds.top);
1254            handlePoint(rectangleVertices, transform, bounds.right, bounds.top);
1255            handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom);
1256            handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom);
1257        }
1258    }
1259
1260    mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom,
1261            scissorBox.getWidth(), scissorBox.getHeight());
1262    const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1263    Glop glop;
1264    Vertex* vertices = &rectangleVertices[0];
1265    GlopBuilder(mRenderState, mCaches, &glop)
1266            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1267            .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4)
1268            .setFillBlack()
1269            .setTransform(*currentSnapshot(), transformFlags)
1270            .setModelViewOffsetRect(0, 0, scissorBox)
1271            .build();
1272    renderGlop(glop);
1273}
1274
1275void OpenGLRenderer::setStencilFromClip() {
1276    if (!Properties::debugOverdraw) {
1277        if (!currentSnapshot()->clipIsSimple()) {
1278            int incrementThreshold;
1279            EVENT_LOGD("setStencilFromClip - enabling");
1280
1281            // NOTE: The order here is important, we must set dirtyClip to false
1282            //       before any draw call to avoid calling back into this method
1283            mState.setDirtyClip(false);
1284
1285            ensureStencilBuffer();
1286
1287            const ClipArea& clipArea = currentSnapshot()->getClipArea();
1288
1289            bool isRectangleList = clipArea.isRectangleList();
1290            if (isRectangleList) {
1291                incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount();
1292            } else {
1293                incrementThreshold = 0;
1294            }
1295
1296            mRenderState.stencil().enableWrite(incrementThreshold);
1297
1298            // Clean and update the stencil, but first make sure we restrict drawing
1299            // to the region's bounds
1300            bool resetScissor = mRenderState.scissor().setEnabled(true);
1301            if (resetScissor) {
1302                // The scissor was not set so we now need to update it
1303                setScissorFromClip();
1304            }
1305
1306            mRenderState.stencil().clear();
1307
1308            // stash and disable the outline clip state, since stencil doesn't account for outline
1309            bool storedSkipOutlineClip = mSkipOutlineClip;
1310            mSkipOutlineClip = true;
1311
1312            SkPaint paint;
1313            paint.setColor(SK_ColorBLACK);
1314            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1315
1316            if (isRectangleList) {
1317                drawRectangleList(clipArea.getRectangleList());
1318            } else {
1319                // NOTE: We could use the region contour path to generate a smaller mesh
1320                //       Since we are using the stencil we could use the red book path
1321                //       drawing technique. It might increase bandwidth usage though.
1322
1323                // The last parameter is important: we are not drawing in the color buffer
1324                // so we don't want to dirty the current layer, if any
1325                drawRegionRects(clipArea.getClipRegion(), paint, false);
1326            }
1327            if (resetScissor) mRenderState.scissor().setEnabled(false);
1328            mSkipOutlineClip = storedSkipOutlineClip;
1329
1330            mRenderState.stencil().enableTest(incrementThreshold);
1331
1332            // Draw the region used to generate the stencil if the appropriate debug
1333            // mode is enabled
1334            // TODO: Implement for rectangle list clip areas
1335            if (Properties::debugStencilClip == StencilClipDebug::ShowRegion
1336                    && !clipArea.isRectangleList()) {
1337                paint.setColor(0x7f0000ff);
1338                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1339                drawRegionRects(currentSnapshot()->getClipRegion(), paint);
1340            }
1341        } else {
1342            EVENT_LOGD("setStencilFromClip - disabling");
1343            mRenderState.stencil().disable();
1344        }
1345    }
1346}
1347
1348/**
1349 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1350 *
1351 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1352 *         style, and tessellated AA ramp
1353 */
1354bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1355        const SkPaint* paint) {
1356    bool snapOut = paint && paint->isAntiAlias();
1357
1358    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1359        float outset = paint->getStrokeWidth() * 0.5f;
1360        left -= outset;
1361        top -= outset;
1362        right += outset;
1363        bottom += outset;
1364    }
1365
1366    bool clipRequired = false;
1367    bool roundRectClipRequired = false;
1368    if (mState.calculateQuickRejectForScissor(left, top, right, bottom,
1369            &clipRequired, &roundRectClipRequired, snapOut)) {
1370        return true;
1371    }
1372
1373    // not quick rejected, so enable the scissor if clipRequired
1374    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
1375    mSkipOutlineClip = !roundRectClipRequired;
1376    return false;
1377}
1378
1379void OpenGLRenderer::debugClip() {
1380#if DEBUG_CLIP_REGIONS
1381    if (!currentSnapshot()->clipRegion->isEmpty()) {
1382        SkPaint paint;
1383        paint.setColor(0x7f00ff00);
1384        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1385
1386    }
1387#endif
1388}
1389
1390void OpenGLRenderer::renderGlop(const Glop& glop, GlopRenderType type) {
1391    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1392    //       changes the scissor test state
1393    if (type != GlopRenderType::LayerClear) {
1394        // Regular draws need to clear the dirty area on the layer before they start drawing on top
1395        // of it. If this draw *is* a layer clear, it skips the clear step (since it would
1396        // infinitely recurse)
1397        clearLayerRegions();
1398    }
1399
1400    if (mState.getDirtyClip()) {
1401        if (mRenderState.scissor().isEnabled()) {
1402            setScissorFromClip();
1403        }
1404
1405        setStencilFromClip();
1406    }
1407    mRenderState.render(glop, currentSnapshot()->getOrthoMatrix());
1408    if (type == GlopRenderType::Standard && !mRenderState.stencil().isWriteEnabled()) {
1409        // TODO: specify more clearly when a draw should dirty the layer.
1410        // is writing to the stencil the only time we should ignore this?
1411        dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom);
1412        mDirty = true;
1413    }
1414}
1415
1416///////////////////////////////////////////////////////////////////////////////
1417// Drawing
1418///////////////////////////////////////////////////////////////////////////////
1419
1420void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1421    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1422    // will be performed by the display list itself
1423    if (renderNode && renderNode->isRenderable()) {
1424        // compute 3d ordering
1425        renderNode->computeOrdering();
1426        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
1427            startFrame();
1428            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1429            renderNode->replay(replayStruct, 0);
1430            return;
1431        }
1432
1433        DeferredDisplayList deferredList(mState.currentRenderTargetClip());
1434        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1435        renderNode->defer(deferStruct, 0);
1436
1437        flushLayers();
1438        startFrame();
1439
1440        deferredList.flush(*this, dirty);
1441    } else {
1442        // Even if there is no drawing command(Ex: invisible),
1443        // it still needs startFrame to clear buffer and start tiling.
1444        startFrame();
1445    }
1446}
1447
1448/**
1449 * Important note: this method is intended to draw batches of bitmaps and
1450 * will not set the scissor enable or dirty the current layer, if any.
1451 * The caller is responsible for properly dirtying the current layer.
1452 */
1453void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1454        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1455        const Rect& bounds, const SkPaint* paint) {
1456    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1457    if (!texture) return;
1458
1459    const AutoTexture autoCleanup(texture);
1460
1461    // TODO: remove layer dirty in multi-draw callers
1462    // TODO: snap doesn't need to touch transform, only texture filter.
1463    bool snap = pureTranslate;
1464    const float x = floorf(bounds.left + 0.5f);
1465    const float y = floorf(bounds.top + 0.5f);
1466
1467    const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
1468            ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
1469    const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1470    Glop glop;
1471    GlopBuilder(mRenderState, mCaches, &glop)
1472            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1473            .setMeshTexturedMesh(vertices, bitmapCount * 6)
1474            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1475            .setTransform(*currentSnapshot(), transformFlags)
1476            .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight()))
1477            .build();
1478    renderGlop(glop, GlopRenderType::Multi);
1479}
1480
1481void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1482    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1483        return;
1484    }
1485
1486    mCaches.textureState().activateTexture(0);
1487    Texture* texture = getTexture(bitmap);
1488    if (!texture) return;
1489    const AutoTexture autoCleanup(texture);
1490
1491    const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
1492            ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
1493    Glop glop;
1494    GlopBuilder(mRenderState, mCaches, &glop)
1495            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1496            .setMeshTexturedUnitQuad(texture->uvMapper)
1497            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1498            .setTransform(*currentSnapshot(),  TransformFlags::None)
1499            .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height))
1500            .build();
1501    renderGlop(glop);
1502}
1503
1504void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
1505        const float* vertices, const int* colors, const SkPaint* paint) {
1506    if (!vertices || mState.currentlyIgnored()) {
1507        return;
1508    }
1509
1510    float left = FLT_MAX;
1511    float top = FLT_MAX;
1512    float right = FLT_MIN;
1513    float bottom = FLT_MIN;
1514
1515    const uint32_t elementCount = meshWidth * meshHeight * 6;
1516
1517    std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]);
1518    ColorTextureVertex* vertex = &mesh[0];
1519
1520    std::unique_ptr<int[]> tempColors;
1521    if (!colors) {
1522        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
1523        tempColors.reset(new int[colorsCount]);
1524        memset(tempColors.get(), 0xff, colorsCount * sizeof(int));
1525        colors = tempColors.get();
1526    }
1527
1528    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef());
1529    const UvMapper& mapper(getMapper(texture));
1530
1531    for (int32_t y = 0; y < meshHeight; y++) {
1532        for (int32_t x = 0; x < meshWidth; x++) {
1533            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1534
1535            float u1 = float(x) / meshWidth;
1536            float u2 = float(x + 1) / meshWidth;
1537            float v1 = float(y) / meshHeight;
1538            float v2 = float(y + 1) / meshHeight;
1539
1540            mapper.map(u1, v1, u2, v2);
1541
1542            int ax = i + (meshWidth + 1) * 2;
1543            int ay = ax + 1;
1544            int bx = i;
1545            int by = bx + 1;
1546            int cx = i + 2;
1547            int cy = cx + 1;
1548            int dx = i + (meshWidth + 1) * 2 + 2;
1549            int dy = dx + 1;
1550
1551            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1552            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1553            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1554
1555            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1556            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1557            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
1558
1559            left = std::min(left, std::min(vertices[ax], std::min(vertices[bx], vertices[cx])));
1560            top = std::min(top, std::min(vertices[ay], std::min(vertices[by], vertices[cy])));
1561            right = std::max(right, std::max(vertices[ax], std::max(vertices[bx], vertices[cx])));
1562            bottom = std::max(bottom, std::max(vertices[ay], std::max(vertices[by], vertices[cy])));
1563        }
1564    }
1565
1566    if (quickRejectSetupScissor(left, top, right, bottom)) {
1567        return;
1568    }
1569
1570    if (!texture) {
1571        texture = mCaches.textureCache.get(bitmap);
1572        if (!texture) {
1573            return;
1574        }
1575    }
1576    const AutoTexture autoCleanup(texture);
1577
1578    /*
1579     * TODO: handle alpha_8 textures correctly by applying paint color, but *not*
1580     * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh.
1581     */
1582    const int textureFillFlags = TextureFillFlags::None;
1583    Glop glop;
1584    GlopBuilder(mRenderState, mCaches, &glop)
1585            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1586            .setMeshColoredTexturedMesh(mesh.get(), elementCount)
1587            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1588            .setTransform(*currentSnapshot(),  TransformFlags::None)
1589            .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
1590            .build();
1591    renderGlop(glop);
1592}
1593
1594void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) {
1595    if (quickRejectSetupScissor(dst)) {
1596        return;
1597    }
1598
1599    Texture* texture = getTexture(bitmap);
1600    if (!texture) return;
1601    const AutoTexture autoCleanup(texture);
1602
1603    Rect uv(std::max(0.0f, src.left / texture->width),
1604            std::max(0.0f, src.top / texture->height),
1605            std::min(1.0f, src.right / texture->width),
1606            std::min(1.0f, src.bottom / texture->height));
1607
1608    const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
1609            ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
1610    const bool tryToSnap = MathUtils::areEqual(src.getWidth(), dst.getWidth())
1611            && MathUtils::areEqual(src.getHeight(), dst.getHeight());
1612    Glop glop;
1613    GlopBuilder(mRenderState, mCaches, &glop)
1614            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1615            .setMeshTexturedUvQuad(texture->uvMapper, uv)
1616            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1617            .setTransform(*currentSnapshot(),  TransformFlags::None)
1618            .setModelViewMapUnitToRectOptionalSnap(tryToSnap, dst)
1619            .build();
1620    renderGlop(glop);
1621}
1622
1623void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
1624        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
1625        const SkPaint* paint) {
1626    if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) {
1627        return;
1628    }
1629
1630    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1631    if (!texture) return;
1632
1633    // 9 patches are built for stretching - always filter
1634    int textureFillFlags = TextureFillFlags::ForceFilter;
1635    if (bitmap->colorType() == kAlpha_8_SkColorType) {
1636        textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture;
1637    }
1638    Glop glop;
1639    GlopBuilder(mRenderState, mCaches, &glop)
1640            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1641            .setMeshPatchQuads(*mesh)
1642            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1643            .setTransform(*currentSnapshot(),  TransformFlags::None)
1644            .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch
1645            .build();
1646    renderGlop(glop);
1647}
1648
1649/**
1650 * Important note: this method is intended to draw batches of 9-patch objects and
1651 * will not set the scissor enable or dirty the current layer, if any.
1652 * The caller is responsible for properly dirtying the current layer.
1653 */
1654void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1655        TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) {
1656    mCaches.textureState().activateTexture(0);
1657    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1658    if (!texture) return;
1659    const AutoTexture autoCleanup(texture);
1660
1661    // TODO: get correct bounds from caller
1662    const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1663    // 9 patches are built for stretching - always filter
1664    int textureFillFlags = TextureFillFlags::ForceFilter;
1665    if (bitmap->colorType() == kAlpha_8_SkColorType) {
1666        textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture;
1667    }
1668    Glop glop;
1669    GlopBuilder(mRenderState, mCaches, &glop)
1670            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1671            .setMeshTexturedIndexedQuads(vertices, elementCount)
1672            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1673            .setTransform(*currentSnapshot(), transformFlags)
1674            .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0))
1675            .build();
1676    renderGlop(glop, GlopRenderType::Multi);
1677}
1678
1679void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
1680        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
1681    // not missing call to quickReject/dirtyLayer, always done at a higher level
1682    if (!vertexBuffer.getVertexCount()) {
1683        // no vertices to draw
1684        return;
1685    }
1686
1687    bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp;
1688    const int transformFlags = TransformFlags::OffsetByFudgeFactor;
1689    Glop glop;
1690    GlopBuilder(mRenderState, mCaches, &glop)
1691            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1692            .setMeshVertexBuffer(vertexBuffer, shadowInterp)
1693            .setFillPaint(*paint, currentSnapshot()->alpha)
1694            .setTransform(*currentSnapshot(), transformFlags)
1695            .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
1696            .build();
1697    renderGlop(glop);
1698}
1699
1700/**
1701 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
1702 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
1703 * screen space in all directions. However, instead of using a fragment shader to compute the
1704 * translucency of the color from its position, we simply use a varying parameter to define how far
1705 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
1706 *
1707 * Doesn't yet support joins, caps, or path effects.
1708 */
1709void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
1710    VertexBuffer vertexBuffer;
1711    // TODO: try clipping large paths to viewport
1712
1713    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
1714    drawVertexBuffer(vertexBuffer, paint);
1715}
1716
1717/**
1718 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
1719 * and additional geometry for defining an alpha slope perimeter.
1720 *
1721 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
1722 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
1723 * in-shader alpha region, but found it to be taxing on some GPUs.
1724 *
1725 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
1726 * memory transfer by removing need for degenerate vertices.
1727 */
1728void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
1729    if (mState.currentlyIgnored() || count < 4) return;
1730
1731    count &= ~0x3; // round down to nearest four
1732
1733    VertexBuffer buffer;
1734    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
1735    const Rect& bounds = buffer.getBounds();
1736
1737    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
1738        return;
1739    }
1740
1741    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
1742    drawVertexBuffer(buffer, paint, displayFlags);
1743}
1744
1745void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
1746    if (mState.currentlyIgnored() || count < 2) return;
1747
1748    count &= ~0x1; // round down to nearest two
1749
1750    VertexBuffer buffer;
1751    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
1752
1753    const Rect& bounds = buffer.getBounds();
1754    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
1755        return;
1756    }
1757
1758    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
1759    drawVertexBuffer(buffer, paint, displayFlags);
1760
1761    mDirty = true;
1762}
1763
1764void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1765    // No need to check against the clip, we fill the clip region
1766    if (mState.currentlyIgnored()) return;
1767
1768    Rect clip(mState.currentRenderTargetClip());
1769    clip.snapToPixelBoundaries();
1770
1771    SkPaint paint;
1772    paint.setColor(color);
1773    paint.setXfermodeMode(mode);
1774
1775    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
1776
1777    mDirty = true;
1778}
1779
1780void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture,
1781        const SkPaint* paint) {
1782    if (!texture) return;
1783    const AutoTexture autoCleanup(texture);
1784
1785    const float x = left + texture->left - texture->offset;
1786    const float y = top + texture->top - texture->offset;
1787
1788    drawPathTexture(texture, x, y, paint);
1789
1790    mDirty = true;
1791}
1792
1793void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1794        float rx, float ry, const SkPaint* p) {
1795    if (mState.currentlyIgnored()
1796            || quickRejectSetupScissor(left, top, right, bottom, p)
1797            || PaintUtils::paintWillNotDraw(*p)) {
1798        return;
1799    }
1800
1801    if (p->getPathEffect() != nullptr) {
1802        mCaches.textureState().activateTexture(0);
1803        PathTexture* texture = mCaches.pathCache.getRoundRect(
1804                right - left, bottom - top, rx, ry, p);
1805        drawShape(left, top, texture, p);
1806    } else {
1807        const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
1808                *currentTransform(), *p, right - left, bottom - top, rx, ry);
1809        drawVertexBuffer(left, top, *vertexBuffer, p);
1810    }
1811}
1812
1813void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
1814    if (mState.currentlyIgnored()
1815            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
1816            || PaintUtils::paintWillNotDraw(*p)) {
1817        return;
1818    }
1819
1820    if (p->getPathEffect() != nullptr) {
1821        mCaches.textureState().activateTexture(0);
1822        PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
1823        drawShape(x - radius, y - radius, texture, p);
1824        return;
1825    }
1826
1827    SkPath path;
1828    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1829        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
1830    } else {
1831        path.addCircle(x, y, radius);
1832    }
1833
1834    if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) {
1835        // mask ripples with projection mask
1836        SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask);
1837
1838        Matrix4 screenSpaceTransform;
1839        currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform);
1840
1841        Matrix4 totalTransform;
1842        totalTransform.loadInverse(screenSpaceTransform);
1843        totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform);
1844
1845        SkMatrix skTotalTransform;
1846        totalTransform.copyTo(skTotalTransform);
1847        maskPath.transform(skTotalTransform);
1848
1849        // Mask the ripple path by the projection mask, now that it's
1850        // in local space. Note that this can create CCW paths.
1851        Op(path, maskPath, kIntersect_SkPathOp, &path);
1852    }
1853    drawConvexPath(path, p);
1854}
1855
1856void OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
1857        const SkPaint* p) {
1858    if (mState.currentlyIgnored()
1859            || quickRejectSetupScissor(left, top, right, bottom, p)
1860            || PaintUtils::paintWillNotDraw(*p)) {
1861        return;
1862    }
1863
1864    if (p->getPathEffect() != nullptr) {
1865        mCaches.textureState().activateTexture(0);
1866        PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
1867        drawShape(left, top, texture, p);
1868    } else {
1869        SkPath path;
1870        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
1871        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1872            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
1873        }
1874        path.addOval(rect);
1875        drawConvexPath(path, p);
1876    }
1877}
1878
1879void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
1880        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
1881    if (mState.currentlyIgnored()
1882            || quickRejectSetupScissor(left, top, right, bottom, p)
1883            || PaintUtils::paintWillNotDraw(*p)) {
1884        return;
1885    }
1886
1887    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
1888    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) {
1889        mCaches.textureState().activateTexture(0);
1890        PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
1891                startAngle, sweepAngle, useCenter, p);
1892        drawShape(left, top, texture, p);
1893        return;
1894    }
1895    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
1896    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1897        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
1898    }
1899
1900    SkPath path;
1901    if (useCenter) {
1902        path.moveTo(rect.centerX(), rect.centerY());
1903    }
1904    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
1905    if (useCenter) {
1906        path.close();
1907    }
1908    drawConvexPath(path, p);
1909}
1910
1911// See SkPaintDefaults.h
1912#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
1913
1914void OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
1915        const SkPaint* p) {
1916    if (mState.currentlyIgnored()
1917            || quickRejectSetupScissor(left, top, right, bottom, p)
1918            || PaintUtils::paintWillNotDraw(*p)) {
1919        return;
1920    }
1921
1922    if (p->getStyle() != SkPaint::kFill_Style) {
1923        // only fill style is supported by drawConvexPath, since others have to handle joins
1924        if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join ||
1925                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
1926            mCaches.textureState().activateTexture(0);
1927            PathTexture* texture =
1928                    mCaches.pathCache.getRect(right - left, bottom - top, p);
1929            drawShape(left, top, texture, p);
1930        } else {
1931            SkPath path;
1932            SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
1933            if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1934                rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
1935            }
1936            path.addRect(rect);
1937            drawConvexPath(path, p);
1938        }
1939    } else {
1940        if (p->isAntiAlias() && !currentTransform()->isSimple()) {
1941            SkPath path;
1942            path.addRect(left, top, right, bottom);
1943            drawConvexPath(path, p);
1944        } else {
1945            drawColorRect(left, top, right, bottom, p);
1946
1947            mDirty = true;
1948        }
1949    }
1950}
1951
1952void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
1953        int count, const float* positions,
1954        FontRenderer& fontRenderer, int alpha, float x, float y) {
1955    mCaches.textureState().activateTexture(0);
1956
1957    PaintUtils::TextShadow textShadow;
1958    if (!PaintUtils::getTextShadow(paint, &textShadow)) {
1959        LOG_ALWAYS_FATAL("failed to query shadow attributes");
1960    }
1961
1962    // NOTE: The drop shadow will not perform gamma correction
1963    //       if shader-based correction is enabled
1964    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1965    ShadowTexture* texture = mCaches.dropShadowCache.get(
1966            paint, text, count, textShadow.radius, positions);
1967    // If the drop shadow exceeds the max texture size or couldn't be
1968    // allocated, skip drawing
1969    if (!texture) return;
1970    const AutoTexture autoCleanup(texture);
1971
1972    const float sx = x - texture->left + textShadow.dx;
1973    const float sy = y - texture->top + textShadow.dy;
1974
1975    Glop glop;
1976    GlopBuilder(mRenderState, mCaches, &glop)
1977            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1978            .setMeshTexturedUnitQuad(nullptr)
1979            .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha)
1980            .setTransform(*currentSnapshot(),  TransformFlags::None)
1981            .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height))
1982            .build();
1983    renderGlop(glop);
1984}
1985
1986// TODO: remove this, once mState.currentlyIgnored captures snapshot alpha
1987bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
1988    float alpha = (PaintUtils::hasTextShadow(paint)
1989            ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha;
1990    return MathUtils::isZero(alpha)
1991            && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
1992}
1993
1994bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
1995    if (CC_LIKELY(transform.isPureTranslate())) {
1996        outMatrix->setIdentity();
1997        return false;
1998    } else if (CC_UNLIKELY(transform.isPerspective())) {
1999        outMatrix->setIdentity();
2000        return true;
2001    }
2002
2003    /**
2004     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2005     * with values rounded to the nearest int.
2006     */
2007    float sx, sy;
2008    transform.decomposeScale(sx, sy);
2009    outMatrix->setScale(
2010            roundf(std::max(1.0f, sx)),
2011            roundf(std::max(1.0f, sy)));
2012    return true;
2013}
2014
2015int OpenGLRenderer::getSaveCount() const {
2016    return mState.getSaveCount();
2017}
2018
2019int OpenGLRenderer::save(int flags) {
2020    return mState.save(flags);
2021}
2022
2023void OpenGLRenderer::restore() {
2024    mState.restore();
2025}
2026
2027void OpenGLRenderer::restoreToCount(int saveCount) {
2028    mState.restoreToCount(saveCount);
2029}
2030
2031
2032void OpenGLRenderer::translate(float dx, float dy, float dz) {
2033    mState.translate(dx, dy, dz);
2034}
2035
2036void OpenGLRenderer::rotate(float degrees) {
2037    mState.rotate(degrees);
2038}
2039
2040void OpenGLRenderer::scale(float sx, float sy) {
2041    mState.scale(sx, sy);
2042}
2043
2044void OpenGLRenderer::skew(float sx, float sy) {
2045    mState.skew(sx, sy);
2046}
2047
2048void OpenGLRenderer::setLocalMatrix(const Matrix4& matrix) {
2049    mState.setMatrix(mBaseTransform);
2050    mState.concatMatrix(matrix);
2051}
2052
2053void OpenGLRenderer::setLocalMatrix(const SkMatrix& matrix) {
2054    mState.setMatrix(mBaseTransform);
2055    mState.concatMatrix(matrix);
2056}
2057
2058void OpenGLRenderer::concatMatrix(const Matrix4& matrix) {
2059    mState.concatMatrix(matrix);
2060}
2061
2062bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
2063    return mState.clipRect(left, top, right, bottom, op);
2064}
2065
2066bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
2067    return mState.clipPath(path, op);
2068}
2069
2070bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
2071    return mState.clipRegion(region, op);
2072}
2073
2074void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
2075    mState.setClippingOutline(allocator, outline);
2076}
2077
2078void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator,
2079        const Rect& rect, float radius, bool highPriority) {
2080    mState.setClippingRoundRect(allocator, rect, radius, highPriority);
2081}
2082
2083void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) {
2084    mState.setProjectionPathMask(allocator, path);
2085}
2086
2087void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2088        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2089        DrawOpMode drawOpMode) {
2090
2091    if (drawOpMode == DrawOpMode::kImmediate) {
2092        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2093        // drawing as ops from DeferredDisplayList are already filtered for these
2094        if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) ||
2095                quickRejectSetupScissor(bounds)) {
2096            return;
2097        }
2098    }
2099
2100    const float oldX = x;
2101    const float oldY = y;
2102
2103    const mat4& transform = *currentTransform();
2104    const bool pureTranslate = transform.isPureTranslate();
2105
2106    if (CC_LIKELY(pureTranslate)) {
2107        x = floorf(x + transform.getTranslateX() + 0.5f);
2108        y = floorf(y + transform.getTranslateY() + 0.5f);
2109    }
2110
2111    int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha;
2112    SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint);
2113
2114    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer();
2115
2116    if (CC_UNLIKELY(PaintUtils::hasTextShadow(paint))) {
2117        fontRenderer.setFont(paint, SkMatrix::I());
2118        drawTextShadow(paint, text, count, positions, fontRenderer,
2119                alpha, oldX, oldY);
2120    }
2121
2122    const bool hasActiveLayer = hasLayer();
2123
2124    // We only pass a partial transform to the font renderer. That partial
2125    // matrix defines how glyphs are rasterized. Typically we want glyphs
2126    // to be rasterized at their final size on screen, which means the partial
2127    // matrix needs to take the scale factor into account.
2128    // When a partial matrix is used to transform glyphs during rasterization,
2129    // the mesh is generated with the inverse transform (in the case of scale,
2130    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2131    // apply the full transform matrix at draw time in the vertex shader.
2132    // Applying the full matrix in the shader is the easiest way to handle
2133    // rotation and perspective and allows us to always generated quads in the
2134    // font renderer which greatly simplifies the code, clipping in particular.
2135    SkMatrix fontTransform;
2136    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2137            || fabs(y - (int) y) > 0.0f
2138            || fabs(x - (int) x) > 0.0f;
2139    fontRenderer.setFont(paint, fontTransform);
2140    fontRenderer.setTextureFiltering(linearFilter);
2141
2142    // TODO: Implement better clipping for scaled/rotated text
2143    const Rect* clip = !pureTranslate ? nullptr : &mState.currentRenderTargetClip();
2144    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2145
2146    bool status;
2147#if HWUI_NEW_OPS
2148    LOG_ALWAYS_FATAL("unsupported");
2149    TextDrawFunctor functor(nullptr, nullptr, nullptr, x, y, pureTranslate, alpha, mode, paint);
2150#else
2151    TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2152#endif
2153
2154    // don't call issuedrawcommand, do it at end of batch
2155    bool forceFinish = (drawOpMode != DrawOpMode::kDefer);
2156    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2157        SkPaint paintCopy(*paint);
2158        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2159        status = fontRenderer.renderPosText(&paintCopy, clip, text, count, x, y,
2160                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2161    } else {
2162        status = fontRenderer.renderPosText(paint, clip, text, count, x, y,
2163                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2164    }
2165
2166    if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) {
2167        if (!pureTranslate) {
2168            transform.mapRect(layerBounds);
2169        }
2170        dirtyLayerUnchecked(layerBounds, getRegion());
2171    }
2172
2173    mDirty = true;
2174}
2175
2176void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2177        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2178    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2179        return;
2180    }
2181
2182    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2183    mRenderState.scissor().setEnabled(true);
2184
2185    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer();
2186    fontRenderer.setFont(paint, SkMatrix::I());
2187    fontRenderer.setTextureFiltering(true);
2188
2189    int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha;
2190    SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint);
2191#if HWUI_NEW_OPS
2192    LOG_ALWAYS_FATAL("unsupported");
2193    TextDrawFunctor functor(nullptr, nullptr, nullptr, 0.0f, 0.0f, false, alpha, mode, paint);
2194#else
2195    TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2196#endif
2197
2198    const Rect* clip = &writableSnapshot()->getLocalClip();
2199    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2200
2201    if (fontRenderer.renderTextOnPath(paint, clip, text, count, path,
2202            hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) {
2203        dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2204        mDirty = true;
2205    }
2206}
2207
2208void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2209    if (mState.currentlyIgnored()) return;
2210
2211    mCaches.textureState().activateTexture(0);
2212
2213    PathTexture* texture = mCaches.pathCache.get(path, paint);
2214    if (!texture) return;
2215
2216    const float x = texture->left - texture->offset;
2217    const float y = texture->top - texture->offset;
2218
2219    drawPathTexture(texture, x, y, paint);
2220
2221    if (texture->cleanup) {
2222        mCaches.pathCache.remove(path, paint);
2223    }
2224    mDirty = true;
2225}
2226
2227void OpenGLRenderer::drawLayer(Layer* layer) {
2228    if (!layer) {
2229        return;
2230    }
2231
2232    mat4* transform = nullptr;
2233    if (layer->isTextureLayer()) {
2234        transform = &layer->getTransform();
2235        if (!transform->isIdentity()) {
2236            save(SkCanvas::kMatrix_SaveFlag);
2237            concatMatrix(*transform);
2238        }
2239    }
2240
2241    bool clipRequired = false;
2242    const bool rejected = mState.calculateQuickRejectForScissor(
2243            0, 0, layer->layer.getWidth(), layer->layer.getHeight(),
2244            &clipRequired, nullptr, false);
2245
2246    if (rejected) {
2247        if (transform && !transform->isIdentity()) {
2248            restore();
2249        }
2250        return;
2251    }
2252
2253    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2254            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2255
2256    updateLayer(layer, true);
2257
2258    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
2259    mCaches.textureState().activateTexture(0);
2260
2261    if (CC_LIKELY(!layer->region.isEmpty())) {
2262        if (layer->region.isRect()) {
2263            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2264                    composeLayerRect(layer, layer->regionRect));
2265        } else if (layer->mesh) {
2266            Glop glop;
2267            GlopBuilder(mRenderState, mCaches, &glop)
2268                    .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2269                    .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount)
2270                    .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
2271                    .setTransform(*currentSnapshot(),  TransformFlags::None)
2272                    .setModelViewOffsetRectSnap(0, 0, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight()))
2273                    .build();
2274            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop));
2275#if DEBUG_LAYERS_AS_REGIONS
2276            drawRegionRectsDebug(layer->region);
2277#endif
2278        }
2279
2280        if (layer->debugDrawUpdate) {
2281            layer->debugDrawUpdate = false;
2282
2283            SkPaint paint;
2284            paint.setColor(0x7f00ff00);
2285            drawColorRect(0, 0, layer->layer.getWidth(), layer->layer.getHeight(), &paint);
2286        }
2287    }
2288    layer->hasDrawnSinceUpdate = true;
2289
2290    if (transform && !transform->isIdentity()) {
2291        restore();
2292    }
2293
2294    mDirty = true;
2295}
2296
2297///////////////////////////////////////////////////////////////////////////////
2298// Draw filters
2299///////////////////////////////////////////////////////////////////////////////
2300void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) {
2301    // We should never get here since we apply the draw filter when stashing
2302    // the paints in the DisplayList.
2303    LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters");
2304}
2305
2306///////////////////////////////////////////////////////////////////////////////
2307// Drawing implementation
2308///////////////////////////////////////////////////////////////////////////////
2309
2310Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
2311    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef());
2312    if (!texture) {
2313        return mCaches.textureCache.get(bitmap);
2314    }
2315    return texture;
2316}
2317
2318void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y,
2319        const SkPaint* paint) {
2320    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
2321        return;
2322    }
2323
2324    Glop glop;
2325    GlopBuilder(mRenderState, mCaches, &glop)
2326            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2327            .setMeshTexturedUnitQuad(nullptr)
2328            .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha)
2329            .setTransform(*currentSnapshot(),  TransformFlags::None)
2330            .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height))
2331            .build();
2332    renderGlop(glop);
2333}
2334
2335void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
2336    if (mState.currentlyIgnored()) {
2337        return;
2338    }
2339
2340    drawColorRects(rects, count, paint, false, true, true);
2341}
2342
2343void OpenGLRenderer::drawShadow(float casterAlpha,
2344        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
2345    if (mState.currentlyIgnored()) return;
2346
2347    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
2348    mRenderState.scissor().setEnabled(true);
2349
2350    SkPaint paint;
2351    paint.setAntiAlias(true); // want to use AlphaVertex
2352
2353    // The caller has made sure casterAlpha > 0.
2354    float ambientShadowAlpha = mAmbientShadowAlpha;
2355    if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
2356        ambientShadowAlpha = Properties::overrideAmbientShadowStrength;
2357    }
2358    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
2359        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
2360        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
2361    }
2362
2363    float spotShadowAlpha = mSpotShadowAlpha;
2364    if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
2365        spotShadowAlpha = Properties::overrideSpotShadowStrength;
2366    }
2367    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
2368        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
2369        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
2370    }
2371
2372    mDirty=true;
2373}
2374
2375void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
2376        bool ignoreTransform, bool dirty, bool clip) {
2377    if (count == 0) {
2378        return;
2379    }
2380
2381    float left = FLT_MAX;
2382    float top = FLT_MAX;
2383    float right = FLT_MIN;
2384    float bottom = FLT_MIN;
2385
2386    Vertex mesh[count];
2387    Vertex* vertex = mesh;
2388
2389    for (int index = 0; index < count; index += 4) {
2390        float l = rects[index + 0];
2391        float t = rects[index + 1];
2392        float r = rects[index + 2];
2393        float b = rects[index + 3];
2394
2395        Vertex::set(vertex++, l, t);
2396        Vertex::set(vertex++, r, t);
2397        Vertex::set(vertex++, l, b);
2398        Vertex::set(vertex++, r, b);
2399
2400        left = std::min(left, l);
2401        top = std::min(top, t);
2402        right = std::max(right, r);
2403        bottom = std::max(bottom, b);
2404    }
2405
2406    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
2407        return;
2408    }
2409
2410    const int transformFlags = ignoreTransform
2411            ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None;
2412    Glop glop;
2413    GlopBuilder(mRenderState, mCaches, &glop)
2414            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2415            .setMeshIndexedQuads(&mesh[0], count / 4)
2416            .setFillPaint(*paint, currentSnapshot()->alpha)
2417            .setTransform(*currentSnapshot(), transformFlags)
2418            .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
2419            .build();
2420    renderGlop(glop);
2421}
2422
2423void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2424        const SkPaint* paint, bool ignoreTransform) {
2425    const int transformFlags = ignoreTransform
2426            ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None;
2427    Glop glop;
2428    GlopBuilder(mRenderState, mCaches, &glop)
2429            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2430            .setMeshUnitQuad()
2431            .setFillPaint(*paint, currentSnapshot()->alpha)
2432            .setTransform(*currentSnapshot(), transformFlags)
2433            .setModelViewMapUnitToRect(Rect(left, top, right, bottom))
2434            .build();
2435    renderGlop(glop);
2436}
2437
2438float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
2439    return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha;
2440}
2441
2442}; // namespace uirenderer
2443}; // namespace android
2444