OpenGLRenderer.cpp revision 2507c34d91bb0d722b6012e85cb47387b2aa6873
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 <SkShader.h>
44#include <SkTypeface.h>
45
46#include <utils/Log.h>
47#include <utils/StopWatch.h>
48
49#include <private/hwui/DrawGlInfo.h>
50
51#include <ui/Rect.h>
52
53#if DEBUG_DETAILED_EVENTS
54    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
55#else
56    #define EVENT_LOGD(...)
57#endif
58
59namespace android {
60namespace uirenderer {
61
62///////////////////////////////////////////////////////////////////////////////
63// Constructors/destructor
64///////////////////////////////////////////////////////////////////////////////
65
66OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
67        : mState(*this)
68        , mCaches(Caches::getInstance())
69        , mRenderState(renderState)
70        , mFrameStarted(false)
71        , mScissorOptimizationDisabled(false)
72        , mSuppressTiling(false)
73        , mFirstFrameAfterResize(true)
74        , mDirty(false)
75        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
76        , mLightRadius(FLT_MIN)
77        , mAmbientShadowAlpha(0)
78        , mSpotShadowAlpha(0) {
79}
80
81OpenGLRenderer::~OpenGLRenderer() {
82    // The context has already been destroyed at this point, do not call
83    // GL APIs. All GL state should be kept in Caches.h
84}
85
86void OpenGLRenderer::initProperties() {
87    char property[PROPERTY_VALUE_MAX];
88    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
89        mScissorOptimizationDisabled = !strcasecmp(property, "true");
90        INIT_LOGD("  Scissor optimization %s",
91                mScissorOptimizationDisabled ? "disabled" : "enabled");
92    } else {
93        INIT_LOGD("  Scissor optimization enabled");
94    }
95}
96
97void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
98        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
99    mLightCenter = lightCenter;
100    mLightRadius = lightRadius;
101    mAmbientShadowAlpha = ambientShadowAlpha;
102    mSpotShadowAlpha = spotShadowAlpha;
103}
104
105///////////////////////////////////////////////////////////////////////////////
106// Setup
107///////////////////////////////////////////////////////////////////////////////
108
109void OpenGLRenderer::onViewportInitialized() {
110    glDisable(GL_DITHER);
111    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
112    mFirstFrameAfterResize = true;
113}
114
115void OpenGLRenderer::setupFrameState(float left, float top,
116        float right, float bottom, bool opaque) {
117    mCaches.clearGarbage();
118    mState.initializeSaveStack(left, top, right, bottom, mLightCenter);
119    mOpaque = opaque;
120    mTilingClip.set(left, top, right, bottom);
121}
122
123void OpenGLRenderer::startFrame() {
124    if (mFrameStarted) return;
125    mFrameStarted = true;
126
127    mState.setDirtyClip(true);
128
129    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
130
131    mRenderState.setViewport(mState.getWidth(), mState.getHeight());
132
133    // Functors break the tiling extension in pretty spectacular ways
134    // This ensures we don't use tiling when a functor is going to be
135    // invoked during the frame
136    mSuppressTiling = mCaches.hasRegisteredFunctors()
137            || mFirstFrameAfterResize;
138    mFirstFrameAfterResize = false;
139
140    startTilingCurrentClip(true);
141
142    debugOverdraw(true, true);
143
144    clear(mTilingClip.left, mTilingClip.top,
145            mTilingClip.right, mTilingClip.bottom, mOpaque);
146}
147
148void OpenGLRenderer::prepareDirty(float left, float top,
149        float right, float bottom, bool opaque) {
150
151    setupFrameState(left, top, right, bottom, opaque);
152
153    // Layer renderers will start the frame immediately
154    // The framebuffer renderer will first defer the display list
155    // for each layer and wait until the first drawing command
156    // to start the frame
157    if (currentSnapshot()->fbo == 0) {
158        mRenderState.blend().syncEnabled();
159        updateLayers();
160    } else {
161        startFrame();
162    }
163}
164
165void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
166    // If we know that we are going to redraw the entire framebuffer,
167    // perform a discard to let the driver know we don't need to preserve
168    // the back buffer for this frame.
169    if (mCaches.extensions().hasDiscardFramebuffer() &&
170            left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) {
171        const bool isFbo = getTargetFbo() == 0;
172        const GLenum attachments[] = {
173                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
174                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
175        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
176    }
177}
178
179void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
180    if (!opaque) {
181        mRenderState.scissor().setEnabled(true);
182        mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top);
183        glClear(GL_COLOR_BUFFER_BIT);
184        mDirty = true;
185        return;
186    }
187
188    mRenderState.scissor().reset();
189}
190
191void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
192    if (!mSuppressTiling) {
193        const Snapshot* snapshot = currentSnapshot();
194
195        const Rect* clip = &mTilingClip;
196        if (snapshot->flags & Snapshot::kFlagFboTarget) {
197            clip = &(snapshot->layer->clipRect);
198        }
199
200        startTiling(*clip, getViewportHeight(), opaque, expand);
201    }
202}
203
204void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
205    if (!mSuppressTiling) {
206        if(expand) {
207            // Expand the startTiling region by 1
208            int leftNotZero = (clip.left > 0) ? 1 : 0;
209            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
210
211            mCaches.startTiling(
212                clip.left - leftNotZero,
213                windowHeight - clip.bottom - topNotZero,
214                clip.right - clip.left + leftNotZero + 1,
215                clip.bottom - clip.top + topNotZero + 1,
216                opaque);
217        } else {
218            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
219                clip.right - clip.left, clip.bottom - clip.top, opaque);
220        }
221    }
222}
223
224void OpenGLRenderer::endTiling() {
225    if (!mSuppressTiling) mCaches.endTiling();
226}
227
228bool OpenGLRenderer::finish() {
229    renderOverdraw();
230    endTiling();
231    mTempPaths.clear();
232
233    // When finish() is invoked on FBO 0 we've reached the end
234    // of the current frame
235    if (getTargetFbo() == 0) {
236        mCaches.pathCache.trim();
237        mCaches.tessellationCache.trim();
238    }
239
240    if (!suppressErrorChecks()) {
241#if DEBUG_OPENGL
242        GLUtils::dumpGLErrors();
243#endif
244
245#if DEBUG_MEMORY_USAGE
246        mCaches.dumpMemoryUsage();
247#else
248        if (Properties::debugLevel & kDebugMemory) {
249            mCaches.dumpMemoryUsage();
250        }
251#endif
252    }
253
254    mFrameStarted = false;
255
256    return reportAndClearDirty();
257}
258
259void OpenGLRenderer::resumeAfterLayer() {
260    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
261    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
262    debugOverdraw(true, false);
263
264    mRenderState.scissor().reset();
265    dirtyClip();
266}
267
268void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
269    if (mState.currentlyIgnored()) return;
270
271    Rect clip(mState.currentClipRect());
272    clip.snapToPixelBoundaries();
273
274    // Since we don't know what the functor will draw, let's dirty
275    // the entire clip region
276    if (hasLayer()) {
277        dirtyLayerUnchecked(clip, getRegion());
278    }
279
280    DrawGlInfo info;
281    info.clipLeft = clip.left;
282    info.clipTop = clip.top;
283    info.clipRight = clip.right;
284    info.clipBottom = clip.bottom;
285    info.isLayer = hasLayer();
286    info.width = getViewportWidth();
287    info.height = getViewportHeight();
288    currentTransform()->copyTo(&info.transform[0]);
289
290    bool prevDirtyClip = mState.getDirtyClip();
291    // setup GL state for functor
292    if (mState.getDirtyClip()) {
293        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
294    }
295    if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) {
296        setScissorFromClip();
297    }
298
299    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
300    // Scissor may have been modified, reset dirty clip
301    dirtyClip();
302
303    mDirty = true;
304}
305
306///////////////////////////////////////////////////////////////////////////////
307// Debug
308///////////////////////////////////////////////////////////////////////////////
309
310void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
311#if DEBUG_DETAILED_EVENTS
312    const int BUFFER_SIZE = 256;
313    va_list ap;
314    char buf[BUFFER_SIZE];
315
316    va_start(ap, fmt);
317    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
318    va_end(ap);
319
320    eventMark(buf);
321#endif
322}
323
324
325void OpenGLRenderer::eventMark(const char* name) const {
326    mCaches.eventMark(0, name);
327}
328
329void OpenGLRenderer::startMark(const char* name) const {
330    mCaches.startMark(0, name);
331}
332
333void OpenGLRenderer::endMark() const {
334    mCaches.endMark();
335}
336
337void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
338    mRenderState.debugOverdraw(enable, clear);
339}
340
341void OpenGLRenderer::renderOverdraw() {
342    if (Properties::debugOverdraw && getTargetFbo() == 0) {
343        const Rect* clip = &mTilingClip;
344
345        mRenderState.scissor().setEnabled(true);
346        mRenderState.scissor().set(clip->left,
347                mState.firstSnapshot()->getViewportHeight() - clip->bottom,
348                clip->right - clip->left,
349                clip->bottom - clip->top);
350
351        // 1x overdraw
352        mRenderState.stencil().enableDebugTest(2);
353        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
354
355        // 2x overdraw
356        mRenderState.stencil().enableDebugTest(3);
357        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
358
359        // 3x overdraw
360        mRenderState.stencil().enableDebugTest(4);
361        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
362
363        // 4x overdraw and higher
364        mRenderState.stencil().enableDebugTest(4, true);
365        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
366
367        mRenderState.stencil().disable();
368    }
369}
370
371///////////////////////////////////////////////////////////////////////////////
372// Layers
373///////////////////////////////////////////////////////////////////////////////
374
375bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
376    if (layer->deferredUpdateScheduled && layer->renderer
377            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
378
379        if (inFrame) {
380            endTiling();
381            debugOverdraw(false, false);
382        }
383
384        if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) {
385            layer->render(*this);
386        } else {
387            layer->defer(*this);
388        }
389
390        if (inFrame) {
391            resumeAfterLayer();
392            startTilingCurrentClip();
393        }
394
395        layer->debugDrawUpdate = Properties::debugLayersUpdates;
396        layer->hasDrawnSinceUpdate = false;
397
398        return true;
399    }
400
401    return false;
402}
403
404void OpenGLRenderer::updateLayers() {
405    // If draw deferring is enabled this method will simply defer
406    // the display list of each individual layer. The layers remain
407    // in the layer updates list which will be cleared by flushLayers().
408    int count = mLayerUpdates.size();
409    if (count > 0) {
410        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
411            startMark("Layer Updates");
412        } else {
413            startMark("Defer Layer Updates");
414        }
415
416        // Note: it is very important to update the layers in order
417        for (int i = 0; i < count; i++) {
418            Layer* layer = mLayerUpdates.itemAt(i).get();
419            updateLayer(layer, false);
420        }
421
422        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
423            mLayerUpdates.clear();
424            mRenderState.bindFramebuffer(getTargetFbo());
425        }
426        endMark();
427    }
428}
429
430void OpenGLRenderer::flushLayers() {
431    int count = mLayerUpdates.size();
432    if (count > 0) {
433        startMark("Apply Layer Updates");
434
435        // Note: it is very important to update the layers in order
436        for (int i = 0; i < count; i++) {
437            mLayerUpdates.itemAt(i)->flush();
438        }
439
440        mLayerUpdates.clear();
441        mRenderState.bindFramebuffer(getTargetFbo());
442
443        endMark();
444    }
445}
446
447void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
448    if (layer) {
449        // Make sure we don't introduce duplicates.
450        // SortedVector would do this automatically but we need to respect
451        // the insertion order. The linear search is not an issue since
452        // this list is usually very short (typically one item, at most a few)
453        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
454            if (mLayerUpdates.itemAt(i) == layer) {
455                return;
456            }
457        }
458        mLayerUpdates.push_back(layer);
459    }
460}
461
462void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
463    if (layer) {
464        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
465            if (mLayerUpdates.itemAt(i) == layer) {
466                mLayerUpdates.removeAt(i);
467                break;
468            }
469        }
470    }
471}
472
473void OpenGLRenderer::flushLayerUpdates() {
474    ATRACE_NAME("Update HW Layers");
475    mRenderState.blend().syncEnabled();
476    updateLayers();
477    flushLayers();
478    // Wait for all the layer updates to be executed
479    glFinish();
480}
481
482void OpenGLRenderer::markLayersAsBuildLayers() {
483    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
484        mLayerUpdates[i]->wasBuildLayered = true;
485    }
486}
487
488///////////////////////////////////////////////////////////////////////////////
489// State management
490///////////////////////////////////////////////////////////////////////////////
491
492void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
493    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
494    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
495    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
496
497    if (restoreViewport) {
498        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
499    }
500
501    if (restoreClip) {
502        dirtyClip();
503    }
504
505    if (restoreLayer) {
506        endMark(); // Savelayer
507        ATRACE_END(); // SaveLayer
508        startMark("ComposeLayer");
509        composeLayer(removed, restored);
510        endMark();
511    }
512}
513
514///////////////////////////////////////////////////////////////////////////////
515// Layers
516///////////////////////////////////////////////////////////////////////////////
517
518int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
519        const SkPaint* paint, int flags, const SkPath* convexMask) {
520    // force matrix/clip isolation for layer
521    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
522
523    const int count = mState.saveSnapshot(flags);
524
525    if (!mState.currentlyIgnored()) {
526        createLayer(left, top, right, bottom, paint, flags, convexMask);
527    }
528
529    return count;
530}
531
532void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
533    const Rect untransformedBounds(bounds);
534
535    currentTransform()->mapRect(bounds);
536
537    // Layers only make sense if they are in the framebuffer's bounds
538    if (bounds.intersect(mState.currentClipRect())) {
539        // We cannot work with sub-pixels in this case
540        bounds.snapToPixelBoundaries();
541
542        // When the layer is not an FBO, we may use glCopyTexImage so we
543        // need to make sure the layer does not extend outside the bounds
544        // of the framebuffer
545        const Snapshot& previous = *(currentSnapshot()->previous);
546        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
547        if (!bounds.intersect(previousViewport)) {
548            bounds.setEmpty();
549        } else if (fboLayer) {
550            clip.set(bounds);
551            mat4 inverse;
552            inverse.loadInverse(*currentTransform());
553            inverse.mapRect(clip);
554            clip.snapToPixelBoundaries();
555            if (clip.intersect(untransformedBounds)) {
556                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
557                bounds.set(untransformedBounds);
558            } else {
559                clip.setEmpty();
560            }
561        }
562    } else {
563        bounds.setEmpty();
564    }
565}
566
567void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
568        bool fboLayer, int alpha) {
569    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
570            bounds.getHeight() > mCaches.maxTextureSize ||
571            (fboLayer && clip.isEmpty())) {
572        writableSnapshot()->empty = fboLayer;
573    } else {
574        writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer);
575    }
576}
577
578int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
579        const SkPaint* paint, int flags) {
580    const int count = mState.saveSnapshot(flags);
581
582    if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
583        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
584        // operations will be able to store and restore the current clip and transform info, and
585        // quick rejection will be correct (for display lists)
586
587        Rect bounds(left, top, right, bottom);
588        Rect clip;
589        calculateLayerBoundsAndClip(bounds, clip, true);
590        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
591
592        if (!mState.currentlyIgnored()) {
593            writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
594            writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
595            writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
596            writableSnapshot()->roundRectClipState = nullptr;
597        }
598    }
599
600    return count;
601}
602
603/**
604 * Layers are viewed by Skia are slightly different than layers in image editing
605 * programs (for instance.) When a layer is created, previously created layers
606 * and the frame buffer still receive every drawing command. For instance, if a
607 * layer is created and a shape intersecting the bounds of the layers and the
608 * framebuffer is draw, the shape will be drawn on both (unless the layer was
609 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
610 *
611 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
612 * texture. Unfortunately, this is inefficient as it requires every primitive to
613 * be drawn n + 1 times, where n is the number of active layers. In practice this
614 * means, for every primitive:
615 *   - Switch active frame buffer
616 *   - Change viewport, clip and projection matrix
617 *   - Issue the drawing
618 *
619 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
620 * To avoid this, layers are implemented in a different way here, at least in the
621 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
622 * is set. When this flag is set we can redirect all drawing operations into a
623 * single FBO.
624 *
625 * This implementation relies on the frame buffer being at least RGBA 8888. When
626 * a layer is created, only a texture is created, not an FBO. The content of the
627 * frame buffer contained within the layer's bounds is copied into this texture
628 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
629 * buffer and drawing continues as normal. This technique therefore treats the
630 * frame buffer as a scratch buffer for the layers.
631 *
632 * To compose the layers back onto the frame buffer, each layer texture
633 * (containing the original frame buffer data) is drawn as a simple quad over
634 * the frame buffer. The trick is that the quad is set as the composition
635 * destination in the blending equation, and the frame buffer becomes the source
636 * of the composition.
637 *
638 * Drawing layers with an alpha value requires an extra step before composition.
639 * An empty quad is drawn over the layer's region in the frame buffer. This quad
640 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
641 * quad is used to multiply the colors in the frame buffer. This is achieved by
642 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
643 * GL_ZERO, GL_SRC_ALPHA.
644 *
645 * Because glCopyTexImage2D() can be slow, an alternative implementation might
646 * be use to draw a single clipped layer. The implementation described above
647 * is correct in every case.
648 *
649 * (1) The frame buffer is actually not cleared right away. To allow the GPU
650 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
651 *     buffer is left untouched until the first drawing operation. Only when
652 *     something actually gets drawn are the layers regions cleared.
653 */
654bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
655        const SkPaint* paint, int flags, const SkPath* convexMask) {
656    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
657    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
658
659    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
660
661    // Window coordinates of the layer
662    Rect clip;
663    Rect bounds(left, top, right, bottom);
664    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
665    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
666
667    // Bail out if we won't draw in this snapshot
668    if (mState.currentlyIgnored()) {
669        return false;
670    }
671
672    mCaches.textureState().activateTexture(0);
673    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
674    if (!layer) {
675        return false;
676    }
677
678    layer->setPaint(paint);
679    layer->layer.set(bounds);
680    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
681            bounds.getWidth() / float(layer->getWidth()), 0.0f);
682
683    layer->setBlend(true);
684    layer->setDirty(false);
685    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
686
687    // Save the layer in the snapshot
688    writableSnapshot()->flags |= Snapshot::kFlagIsLayer;
689    writableSnapshot()->layer = layer;
690
691    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
692            fboLayer ? "" : "unclipped ",
693            layer->getWidth(), layer->getHeight());
694    startMark("SaveLayer");
695    if (fboLayer) {
696        return createFboLayer(layer, bounds, clip);
697    } else {
698        // Copy the framebuffer into the layer
699        layer->bindTexture();
700        if (!bounds.isEmpty()) {
701            if (layer->isEmpty()) {
702                // Workaround for some GL drivers. When reading pixels lying outside
703                // of the window we should get undefined values for those pixels.
704                // Unfortunately some drivers will turn the entire target texture black
705                // when reading outside of the window.
706                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
707                        0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
708                layer->setEmpty(false);
709            }
710
711            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
712                    bounds.left, getViewportHeight() - bounds.bottom,
713                    bounds.getWidth(), bounds.getHeight());
714
715            // Enqueue the buffer coordinates to clear the corresponding region later
716            mLayers.push_back(Rect(bounds));
717        }
718    }
719
720    return true;
721}
722
723bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
724    layer->clipRect.set(clip);
725    layer->setFbo(mCaches.fboCache.get());
726
727    writableSnapshot()->region = &writableSnapshot()->layer->region;
728    writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
729    writableSnapshot()->fbo = layer->getFbo();
730    writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
731    writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
732    writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
733    writableSnapshot()->roundRectClipState = nullptr;
734
735    endTiling();
736    debugOverdraw(false, false);
737    // Bind texture to FBO
738    mRenderState.bindFramebuffer(layer->getFbo());
739    layer->bindTexture();
740
741    // Initialize the texture if needed
742    if (layer->isEmpty()) {
743        layer->allocateTexture();
744        layer->setEmpty(false);
745    }
746
747    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
748            layer->getTextureId(), 0);
749
750    // Expand the startTiling region by 1
751    startTilingCurrentClip(true, true);
752
753    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
754    mRenderState.scissor().setEnabled(true);
755    mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
756            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
757    glClear(GL_COLOR_BUFFER_BIT);
758
759    dirtyClip();
760
761    // Change the ortho projection
762    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
763    return true;
764}
765
766/**
767 * Read the documentation of createLayer() before doing anything in this method.
768 */
769void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
770    if (!removed.layer) {
771        ALOGE("Attempting to compose a layer that does not exist");
772        return;
773    }
774
775    Layer* layer = removed.layer;
776    const Rect& rect = layer->layer;
777    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
778
779    bool clipRequired = false;
780    mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
781            &clipRequired, nullptr, false); // safely ignore return, should never be rejected
782    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
783
784    if (fboLayer) {
785        endTiling();
786
787        // Detach the texture from the FBO
788        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
789
790        layer->removeFbo(false);
791
792        // Unbind current FBO and restore previous one
793        mRenderState.bindFramebuffer(restored.fbo);
794        debugOverdraw(true, false);
795
796        startTilingCurrentClip();
797    }
798
799    if (!fboLayer && layer->getAlpha() < 255) {
800        SkPaint layerPaint;
801        layerPaint.setAlpha(layer->getAlpha());
802        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
803        layerPaint.setColorFilter(layer->getColorFilter());
804
805        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
806        // Required below, composeLayerRect() will divide by 255
807        layer->setAlpha(255);
808    }
809
810    mRenderState.meshState().unbindMeshBuffer();
811
812    mCaches.textureState().activateTexture(0);
813
814    // When the layer is stored in an FBO, we can save a bit of fillrate by
815    // drawing only the dirty region
816    if (fboLayer) {
817        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
818        composeLayerRegion(layer, rect);
819    } else if (!rect.isEmpty()) {
820        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
821
822        save(0);
823        // the layer contains screen buffer content that shouldn't be alpha modulated
824        // (and any necessary alpha modulation was handled drawing into the layer)
825        writableSnapshot()->alpha = 1.0f;
826        composeLayerRect(layer, rect, true);
827        restore();
828    }
829
830    dirtyClip();
831
832    // Failing to add the layer to the cache should happen only if the layer is too large
833    layer->setConvexMask(nullptr);
834    if (!mCaches.layerCache.put(layer)) {
835        LAYER_LOGD("Deleting layer");
836        layer->decStrong(nullptr);
837    }
838}
839
840void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
841    bool snap = !layer->getForceFilter()
842            && layer->getWidth() == (uint32_t) rect.getWidth()
843            && layer->getHeight() == (uint32_t) rect.getHeight();
844    Glop glop;
845    GlopBuilder(mRenderState, mCaches, &glop)
846            .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO
847            .setFillTextureLayer(*layer, getLayerAlpha(layer))
848            .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
849            .setModelViewMapUnitToRectOptionalSnap(snap, rect)
850            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
851            .build();
852    renderGlop(glop);
853}
854
855void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
856    if (layer->isTextureLayer()) {
857        EVENT_LOGD("composeTextureLayerRect");
858        drawTextureLayer(layer, rect);
859    } else {
860        EVENT_LOGD("composeHardwareLayerRect");
861
862        Blend::ModeOrderSwap modeUsage = swap ?
863                Blend::ModeOrderSwap::Swap : Blend::ModeOrderSwap::NoSwap;
864        const Matrix4& transform = swap ? Matrix4::identity() : *currentTransform();
865        bool snap = !swap
866                && layer->getWidth() == static_cast<uint32_t>(rect.getWidth())
867                && layer->getHeight() == static_cast<uint32_t>(rect.getHeight());
868        Glop glop;
869        GlopBuilder(mRenderState, mCaches, &glop)
870                .setMeshTexturedUvQuad(nullptr, layer->texCoords)
871                .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), modeUsage)
872                .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false)
873                .setModelViewMapUnitToRectOptionalSnap(snap, rect)
874                .setRoundRectClipState(currentSnapshot()->roundRectClipState)
875                .build();
876        renderGlop(glop);
877    }
878}
879
880/**
881 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
882 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
883 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
884 * by saveLayer's restore
885 */
886#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \
887        DRAW_COMMAND; \
888        if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && COND)) { \
889            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \
890            DRAW_COMMAND; \
891            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \
892        } \
893    }
894
895#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
896
897// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
898// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
899class LayerShader : public SkShader {
900public:
901    LayerShader(Layer* layer, const SkMatrix* localMatrix)
902    : INHERITED(localMatrix)
903    , mLayer(layer) {
904    }
905
906    virtual bool asACustomShader(void** data) const override {
907        if (data) {
908            *data = static_cast<void*>(mLayer);
909        }
910        return true;
911    }
912
913    virtual bool isOpaque() const override {
914        return !mLayer->isBlend();
915    }
916
917protected:
918    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
919        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
920    }
921
922    virtual void flatten(SkWriteBuffer&) const override {
923        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
924    }
925
926    virtual Factory getFactory() const override {
927        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
928        return nullptr;
929    }
930private:
931    // Unowned.
932    Layer* mLayer;
933    typedef SkShader INHERITED;
934};
935
936void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
937    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
938
939    if (layer->getConvexMask()) {
940        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
941
942        // clip to the area of the layer the mask can be larger
943        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
944
945        SkPaint paint;
946        paint.setAntiAlias(true);
947        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
948
949        // create LayerShader to map SaveLayer content into subsequent draw
950        SkMatrix shaderMatrix;
951        shaderMatrix.setTranslate(rect.left, rect.bottom);
952        shaderMatrix.preScale(1, -1);
953        LayerShader layerShader(layer, &shaderMatrix);
954        paint.setShader(&layerShader);
955
956        // Since the drawing primitive is defined in local drawing space,
957        // we don't need to modify the draw matrix
958        const SkPath* maskPath = layer->getConvexMask();
959        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
960
961        paint.setShader(nullptr);
962        restore();
963
964        return;
965    }
966
967    if (layer->region.isRect()) {
968        layer->setRegionAsRect();
969
970        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
971
972        layer->region.clear();
973        return;
974    }
975
976    EVENT_LOGD("composeLayerRegion");
977    // standard Region based draw
978    size_t count;
979    const android::Rect* rects;
980    Region safeRegion;
981    if (CC_LIKELY(hasRectToRectTransform())) {
982        rects = layer->region.getArray(&count);
983    } else {
984        safeRegion = Region::createTJunctionFreeRegion(layer->region);
985        rects = safeRegion.getArray(&count);
986    }
987
988    const float texX = 1.0f / float(layer->getWidth());
989    const float texY = 1.0f / float(layer->getHeight());
990    const float height = rect.getHeight();
991
992    TextureVertex quadVertices[count * 4];
993    TextureVertex* mesh = &quadVertices[0];
994    for (size_t i = 0; i < count; i++) {
995        const android::Rect* r = &rects[i];
996
997        const float u1 = r->left * texX;
998        const float v1 = (height - r->top) * texY;
999        const float u2 = r->right * texX;
1000        const float v2 = (height - r->bottom) * texY;
1001
1002        // TODO: Reject quads outside of the clip
1003        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1004        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1005        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1006        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1007    }
1008    Rect modelRect = Rect(rect.getWidth(), rect.getHeight());
1009    Glop glop;
1010    GlopBuilder(mRenderState, mCaches, &glop)
1011            .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6)
1012            .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
1013            .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
1014            .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect)
1015            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1016            .build();
1017    DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop));
1018
1019#if DEBUG_LAYERS_AS_REGIONS
1020    drawRegionRectsDebug(layer->region);
1021#endif
1022
1023    layer->region.clear();
1024}
1025
1026#if DEBUG_LAYERS_AS_REGIONS
1027void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1028    size_t count;
1029    const android::Rect* rects = region.getArray(&count);
1030
1031    uint32_t colors[] = {
1032            0x7fff0000, 0x7f00ff00,
1033            0x7f0000ff, 0x7fff00ff,
1034    };
1035
1036    int offset = 0;
1037    int32_t top = rects[0].top;
1038
1039    for (size_t i = 0; i < count; i++) {
1040        if (top != rects[i].top) {
1041            offset ^= 0x2;
1042            top = rects[i].top;
1043        }
1044
1045        SkPaint paint;
1046        paint.setColor(colors[offset + (i & 0x1)]);
1047        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1048        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1049    }
1050}
1051#endif
1052
1053void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1054    Vector<float> rects;
1055
1056    SkRegion::Iterator it(region);
1057    while (!it.done()) {
1058        const SkIRect& r = it.rect();
1059        rects.push(r.fLeft);
1060        rects.push(r.fTop);
1061        rects.push(r.fRight);
1062        rects.push(r.fBottom);
1063        it.next();
1064    }
1065
1066    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1067}
1068
1069void OpenGLRenderer::dirtyLayer(const float left, const float top,
1070        const float right, const float bottom, const Matrix4& transform) {
1071    if (hasLayer()) {
1072        Rect bounds(left, top, right, bottom);
1073        transform.mapRect(bounds);
1074        dirtyLayerUnchecked(bounds, getRegion());
1075    }
1076}
1077
1078void OpenGLRenderer::dirtyLayer(const float left, const float top,
1079        const float right, const float bottom) {
1080    if (hasLayer()) {
1081        Rect bounds(left, top, right, bottom);
1082        dirtyLayerUnchecked(bounds, getRegion());
1083    }
1084}
1085
1086void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1087    if (bounds.intersect(mState.currentClipRect())) {
1088        bounds.snapToPixelBoundaries();
1089        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1090        if (!dirty.isEmpty()) {
1091            region->orSelf(dirty);
1092        }
1093    }
1094}
1095
1096void OpenGLRenderer::clearLayerRegions() {
1097    const size_t quadCount = mLayers.size();
1098    if (quadCount == 0) return;
1099
1100    if (!mState.currentlyIgnored()) {
1101        EVENT_LOGD("clearLayerRegions");
1102        // Doing several glScissor/glClear here can negatively impact
1103        // GPUs with a tiler architecture, instead we draw quads with
1104        // the Clear blending mode
1105
1106        // The list contains bounds that have already been clipped
1107        // against their initial clip rect, and the current clip
1108        // is likely different so we need to disable clipping here
1109        bool scissorChanged = mRenderState.scissor().setEnabled(false);
1110
1111        Vertex mesh[quadCount * 4];
1112        Vertex* vertex = mesh;
1113
1114        for (uint32_t i = 0; i < quadCount; i++) {
1115            const Rect& bounds = mLayers[i];
1116
1117            Vertex::set(vertex++, bounds.left, bounds.top);
1118            Vertex::set(vertex++, bounds.right, bounds.top);
1119            Vertex::set(vertex++, bounds.left, bounds.bottom);
1120            Vertex::set(vertex++, bounds.right, bounds.bottom);
1121        }
1122        // We must clear the list of dirty rects before we
1123        // call clearLayerRegions() in renderGlop to prevent
1124        // stencil setup from doing the same thing again
1125        mLayers.clear();
1126
1127        Glop glop;
1128        GlopBuilder(mRenderState, mCaches, &glop)
1129                .setMeshIndexedQuads(&mesh[0], quadCount)
1130                .setFillClear()
1131                .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false)
1132                .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getClipRect()))
1133                .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1134                .build();
1135        renderGlop(glop, false);
1136
1137        if (scissorChanged) mRenderState.scissor().setEnabled(true);
1138    } else {
1139        mLayers.clear();
1140    }
1141}
1142
1143///////////////////////////////////////////////////////////////////////////////
1144// State Deferral
1145///////////////////////////////////////////////////////////////////////////////
1146
1147bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1148    const Rect& currentClip = mState.currentClipRect();
1149    const mat4* currentMatrix = currentTransform();
1150
1151    if (stateDeferFlags & kStateDeferFlag_Draw) {
1152        // state has bounds initialized in local coordinates
1153        if (!state.mBounds.isEmpty()) {
1154            currentMatrix->mapRect(state.mBounds);
1155            Rect clippedBounds(state.mBounds);
1156            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1157            // is used, it should more closely duplicate the quickReject logic (in how it uses
1158            // snapToPixelBoundaries)
1159
1160            if (!clippedBounds.intersect(currentClip)) {
1161                // quick rejected
1162                return true;
1163            }
1164
1165            state.mClipSideFlags = kClipSide_None;
1166            if (!currentClip.contains(state.mBounds)) {
1167                int& flags = state.mClipSideFlags;
1168                // op partially clipped, so record which sides are clipped for clip-aware merging
1169                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1170                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1171                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1172                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1173            }
1174            state.mBounds.set(clippedBounds);
1175        } else {
1176            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1177            // overdraw avoidance (since we don't know what it overlaps)
1178            state.mClipSideFlags = kClipSide_ConservativeFull;
1179            state.mBounds.set(currentClip);
1180        }
1181    }
1182
1183    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1184    if (state.mClipValid) {
1185        state.mClip.set(currentClip);
1186    }
1187
1188    // Transform and alpha always deferred, since they are used by state operations
1189    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1190    state.mMatrix.load(*currentMatrix);
1191    state.mAlpha = currentSnapshot()->alpha;
1192
1193    // always store/restore, since it's just a pointer
1194    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1195    return false;
1196}
1197
1198void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1199    setMatrix(state.mMatrix);
1200    writableSnapshot()->alpha = state.mAlpha;
1201    writableSnapshot()->roundRectClipState = state.mRoundRectClipState;
1202
1203    if (state.mClipValid && !skipClipRestore) {
1204        writableSnapshot()->setClip(state.mClip.left, state.mClip.top,
1205                state.mClip.right, state.mClip.bottom);
1206        dirtyClip();
1207    }
1208}
1209
1210/**
1211 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1212 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1213 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1214 *
1215 * This method should be called when restoreDisplayState() won't be restoring the clip
1216 */
1217void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1218    if (clipRect != nullptr) {
1219        writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1220    } else {
1221        writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight());
1222    }
1223    dirtyClip();
1224    bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled;
1225    mRenderState.scissor().setEnabled(enableScissor);
1226}
1227
1228///////////////////////////////////////////////////////////////////////////////
1229// Clipping
1230///////////////////////////////////////////////////////////////////////////////
1231
1232void OpenGLRenderer::setScissorFromClip() {
1233    Rect clip(mState.currentClipRect());
1234    clip.snapToPixelBoundaries();
1235
1236    if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom,
1237            clip.getWidth(), clip.getHeight())) {
1238        mState.setDirtyClip(false);
1239    }
1240}
1241
1242void OpenGLRenderer::ensureStencilBuffer() {
1243    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1244    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1245    // just hope we have one when hasLayer() returns false.
1246    if (hasLayer()) {
1247        attachStencilBufferToLayer(currentSnapshot()->layer);
1248    }
1249}
1250
1251void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1252    // The layer's FBO is already bound when we reach this stage
1253    if (!layer->getStencilRenderBuffer()) {
1254        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1255        // is attached after we initiated tiling. We must turn it off,
1256        // attach the new render buffer then turn tiling back on
1257        endTiling();
1258
1259        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1260                Stencil::getLayerStencilFormat(),
1261                layer->getWidth(), layer->getHeight());
1262        layer->setStencilRenderBuffer(buffer);
1263
1264        startTiling(layer->clipRect, layer->layer.getHeight());
1265    }
1266}
1267
1268static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform,
1269        float x, float y) {
1270    Vertex v;
1271    v.x = x;
1272    v.y = y;
1273    transform.mapPoint(v.x, v.y);
1274    rectangleVertices.push_back(v);
1275}
1276
1277static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) {
1278    Vertex v;
1279    v.x = x;
1280    v.y = y;
1281    rectangleVertices.push_back(v);
1282}
1283
1284void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) {
1285    int quadCount = rectangleList.getTransformedRectanglesCount();
1286    std::vector<Vertex> rectangleVertices(quadCount * 4);
1287    Rect scissorBox = rectangleList.calculateBounds();
1288    scissorBox.snapToPixelBoundaries();
1289    for (int i = 0; i < quadCount; ++i) {
1290        const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i));
1291        const Matrix4& transform = tr.getTransform();
1292        Rect bounds = tr.getBounds();
1293        if (transform.rectToRect()) {
1294            transform.mapRect(bounds);
1295            if (!bounds.intersect(scissorBox)) {
1296                bounds.setEmpty();
1297            } else {
1298                handlePointNoTransform(rectangleVertices, bounds.left, bounds.top);
1299                handlePointNoTransform(rectangleVertices, bounds.right, bounds.top);
1300                handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom);
1301                handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom);
1302            }
1303        } else {
1304            handlePoint(rectangleVertices, transform, bounds.left, bounds.top);
1305            handlePoint(rectangleVertices, transform, bounds.right, bounds.top);
1306            handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom);
1307            handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom);
1308        }
1309    }
1310
1311    mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom,
1312            scissorBox.getWidth(), scissorBox.getHeight());
1313
1314    Glop glop;
1315    Vertex* vertices = &rectangleVertices[0];
1316    GlopBuilder(mRenderState, mCaches, &glop)
1317            .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4)
1318            .setFillBlack()
1319            .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false)
1320            .setModelViewOffsetRect(0, 0, scissorBox)
1321            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1322            .build();
1323    renderGlop(glop);
1324}
1325
1326void OpenGLRenderer::setStencilFromClip() {
1327    if (!Properties::debugOverdraw) {
1328        if (!currentSnapshot()->clipIsSimple()) {
1329            int incrementThreshold;
1330            EVENT_LOGD("setStencilFromClip - enabling");
1331
1332            // NOTE: The order here is important, we must set dirtyClip to false
1333            //       before any draw call to avoid calling back into this method
1334            mState.setDirtyClip(false);
1335
1336            ensureStencilBuffer();
1337
1338            const ClipArea& clipArea = currentSnapshot()->getClipArea();
1339
1340            bool isRectangleList = clipArea.isRectangleList();
1341            if (isRectangleList) {
1342                incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount();
1343            } else {
1344                incrementThreshold = 0;
1345            }
1346
1347            mRenderState.stencil().enableWrite(incrementThreshold);
1348
1349            // Clean and update the stencil, but first make sure we restrict drawing
1350            // to the region's bounds
1351            bool resetScissor = mRenderState.scissor().setEnabled(true);
1352            if (resetScissor) {
1353                // The scissor was not set so we now need to update it
1354                setScissorFromClip();
1355            }
1356
1357            mRenderState.stencil().clear();
1358
1359            // stash and disable the outline clip state, since stencil doesn't account for outline
1360            bool storedSkipOutlineClip = mSkipOutlineClip;
1361            mSkipOutlineClip = true;
1362
1363            SkPaint paint;
1364            paint.setColor(SK_ColorBLACK);
1365            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1366
1367            if (isRectangleList) {
1368                drawRectangleList(clipArea.getRectangleList());
1369            } else {
1370                // NOTE: We could use the region contour path to generate a smaller mesh
1371                //       Since we are using the stencil we could use the red book path
1372                //       drawing technique. It might increase bandwidth usage though.
1373
1374                // The last parameter is important: we are not drawing in the color buffer
1375                // so we don't want to dirty the current layer, if any
1376                drawRegionRects(clipArea.getClipRegion(), paint, false);
1377            }
1378            if (resetScissor) mRenderState.scissor().setEnabled(false);
1379            mSkipOutlineClip = storedSkipOutlineClip;
1380
1381            mRenderState.stencil().enableTest(incrementThreshold);
1382
1383            // Draw the region used to generate the stencil if the appropriate debug
1384            // mode is enabled
1385            // TODO: Implement for rectangle list clip areas
1386            if (Properties::debugStencilClip == StencilClipDebug::ShowRegion
1387                    && !clipArea.isRectangleList()) {
1388                paint.setColor(0x7f0000ff);
1389                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1390                drawRegionRects(currentSnapshot()->getClipRegion(), paint);
1391            }
1392        } else {
1393            EVENT_LOGD("setStencilFromClip - disabling");
1394            mRenderState.stencil().disable();
1395        }
1396    }
1397}
1398
1399/**
1400 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1401 *
1402 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1403 *         style, and tessellated AA ramp
1404 */
1405bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1406        const SkPaint* paint) {
1407    bool snapOut = paint && paint->isAntiAlias();
1408
1409    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1410        float outset = paint->getStrokeWidth() * 0.5f;
1411        left -= outset;
1412        top -= outset;
1413        right += outset;
1414        bottom += outset;
1415    }
1416
1417    bool clipRequired = false;
1418    bool roundRectClipRequired = false;
1419    if (mState.calculateQuickRejectForScissor(left, top, right, bottom,
1420            &clipRequired, &roundRectClipRequired, snapOut)) {
1421        return true;
1422    }
1423
1424    // not quick rejected, so enable the scissor if clipRequired
1425    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
1426    mSkipOutlineClip = !roundRectClipRequired;
1427    return false;
1428}
1429
1430void OpenGLRenderer::debugClip() {
1431#if DEBUG_CLIP_REGIONS
1432    if (!currentSnapshot()->clipRegion->isEmpty()) {
1433        SkPaint paint;
1434        paint.setColor(0x7f00ff00);
1435        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1436
1437    }
1438#endif
1439}
1440
1441void OpenGLRenderer::renderGlop(const Glop& glop, bool clearLayer) {
1442    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1443    //       changes the scissor test state
1444    if (clearLayer) clearLayerRegions();
1445
1446    if (mState.getDirtyClip()) {
1447        if (mRenderState.scissor().isEnabled()) {
1448            setScissorFromClip();
1449        }
1450
1451        setStencilFromClip();
1452    }
1453    mRenderState.render(glop);
1454    if (!mRenderState.stencil().isWriteEnabled()) {
1455        // TODO: specify more clearly when a draw should dirty the layer.
1456        // is writing to the stencil the only time we should ignore this?
1457        dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom);
1458        mDirty = true;
1459    }
1460}
1461
1462///////////////////////////////////////////////////////////////////////////////
1463// Drawing
1464///////////////////////////////////////////////////////////////////////////////
1465
1466void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1467    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1468    // will be performed by the display list itself
1469    if (renderNode && renderNode->isRenderable()) {
1470        // compute 3d ordering
1471        renderNode->computeOrdering();
1472        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
1473            startFrame();
1474            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1475            renderNode->replay(replayStruct, 0);
1476            return;
1477        }
1478
1479        // Don't avoid overdraw when visualizing, since that makes it harder to
1480        // debug where it's coming from, and when the problem occurs.
1481        bool avoidOverdraw = !Properties::debugOverdraw;
1482        DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw);
1483        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1484        renderNode->defer(deferStruct, 0);
1485
1486        flushLayers();
1487        startFrame();
1488
1489        deferredList.flush(*this, dirty);
1490    } else {
1491        // Even if there is no drawing command(Ex: invisible),
1492        // it still needs startFrame to clear buffer and start tiling.
1493        startFrame();
1494    }
1495}
1496
1497/**
1498 * Important note: this method is intended to draw batches of bitmaps and
1499 * will not set the scissor enable or dirty the current layer, if any.
1500 * The caller is responsible for properly dirtying the current layer.
1501 */
1502void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1503        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1504        const Rect& bounds, const SkPaint* paint) {
1505    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1506    if (!texture) return;
1507
1508    const AutoTexture autoCleanup(texture);
1509
1510    // TODO: remove layer dirty in multi-draw callers
1511    // TODO: snap doesn't need to touch transform, only texture filter.
1512    bool snap = pureTranslate;
1513    const float x = floorf(bounds.left + 0.5f);
1514    const float y = floorf(bounds.top + 0.5f);
1515    int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType)
1516            ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone);
1517    Glop glop;
1518    GlopBuilder(mRenderState, mCaches, &glop)
1519            .setMeshTexturedMesh(vertices, bitmapCount * 6)
1520            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1521            .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false)
1522            .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight()))
1523            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1524            .build();
1525    renderGlop(glop);
1526}
1527
1528void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1529    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1530        return;
1531    }
1532
1533    mCaches.textureState().activateTexture(0);
1534    Texture* texture = getTexture(bitmap);
1535    if (!texture) return;
1536    const AutoTexture autoCleanup(texture);
1537
1538    int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType)
1539            ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone);
1540    Glop glop;
1541    GlopBuilder(mRenderState, mCaches, &glop)
1542            .setMeshTexturedUnitQuad(texture->uvMapper)
1543            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1544            .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
1545            .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height))
1546            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1547            .build();
1548    renderGlop(glop);
1549}
1550
1551void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
1552        const float* vertices, const int* colors, const SkPaint* paint) {
1553    if (!vertices || mState.currentlyIgnored()) {
1554        return;
1555    }
1556
1557    float left = FLT_MAX;
1558    float top = FLT_MAX;
1559    float right = FLT_MIN;
1560    float bottom = FLT_MIN;
1561
1562    const uint32_t elementCount = meshWidth * meshHeight * 6;
1563
1564    std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]);
1565    ColorTextureVertex* vertex = &mesh[0];
1566
1567    std::unique_ptr<int[]> tempColors;
1568    if (!colors) {
1569        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
1570        tempColors.reset(new int[colorsCount]);
1571        memset(tempColors.get(), 0xff, colorsCount * sizeof(int));
1572        colors = tempColors.get();
1573    }
1574
1575    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
1576    const UvMapper& mapper(getMapper(texture));
1577
1578    for (int32_t y = 0; y < meshHeight; y++) {
1579        for (int32_t x = 0; x < meshWidth; x++) {
1580            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1581
1582            float u1 = float(x) / meshWidth;
1583            float u2 = float(x + 1) / meshWidth;
1584            float v1 = float(y) / meshHeight;
1585            float v2 = float(y + 1) / meshHeight;
1586
1587            mapper.map(u1, v1, u2, v2);
1588
1589            int ax = i + (meshWidth + 1) * 2;
1590            int ay = ax + 1;
1591            int bx = i;
1592            int by = bx + 1;
1593            int cx = i + 2;
1594            int cy = cx + 1;
1595            int dx = i + (meshWidth + 1) * 2 + 2;
1596            int dy = dx + 1;
1597
1598            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1599            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1600            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1601
1602            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1603            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1604            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
1605
1606            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1607            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1608            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1609            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1610        }
1611    }
1612
1613    if (quickRejectSetupScissor(left, top, right, bottom)) {
1614        return;
1615    }
1616
1617    if (!texture) {
1618        texture = mCaches.textureCache.get(bitmap);
1619        if (!texture) {
1620            return;
1621        }
1622    }
1623    const AutoTexture autoCleanup(texture);
1624
1625    /*
1626     * TODO: handle alpha_8 textures correctly by applying paint color, but *not*
1627     * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh.
1628     */
1629    Glop glop;
1630    GlopBuilder(mRenderState, mCaches, &glop)
1631            .setMeshColoredTexturedMesh(mesh.get(), elementCount)
1632            .setFillTexturePaint(*texture, static_cast<int>(TextureFillFlags::kNone), paint, currentSnapshot()->alpha)
1633            .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
1634            .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
1635            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1636            .build();
1637    renderGlop(glop);
1638}
1639
1640void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) {
1641    if (quickRejectSetupScissor(dst)) {
1642        return;
1643    }
1644
1645    Texture* texture = getTexture(bitmap);
1646    if (!texture) return;
1647    const AutoTexture autoCleanup(texture);
1648
1649    Rect uv(fmax(0.0f, src.left / texture->width),
1650            fmax(0.0f, src.top / texture->height),
1651            fmin(1.0f, src.right / texture->width),
1652            fmin(1.0f, src.bottom / texture->height));
1653
1654    int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType)
1655            ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone);
1656    Glop glop;
1657    GlopBuilder(mRenderState, mCaches, &glop)
1658            .setMeshTexturedUvQuad(texture->uvMapper, uv)
1659            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1660            .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
1661            .setModelViewMapUnitToRectSnap(dst)
1662            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1663            .build();
1664    renderGlop(glop);
1665}
1666
1667void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
1668        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
1669        const SkPaint* paint) {
1670    if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) {
1671        return;
1672    }
1673
1674    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1675    if (!texture) return;
1676
1677    // 9 patches are built for stretching - always filter
1678    int textureFillFlags = static_cast<int>(TextureFillFlags::kForceFilter);
1679    if (bitmap->colorType() == kAlpha_8_SkColorType) {
1680        textureFillFlags |= TextureFillFlags::kIsAlphaMaskTexture;
1681    }
1682    Glop glop;
1683    GlopBuilder(mRenderState, mCaches, &glop)
1684            .setMeshPatchQuads(*mesh)
1685            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1686            .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
1687            .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch
1688            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1689            .build();
1690    renderGlop(glop);
1691}
1692
1693/**
1694 * Important note: this method is intended to draw batches of 9-patch objects and
1695 * will not set the scissor enable or dirty the current layer, if any.
1696 * The caller is responsible for properly dirtying the current layer.
1697 */
1698void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1699        TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) {
1700    mCaches.textureState().activateTexture(0);
1701    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1702    if (!texture) return;
1703    const AutoTexture autoCleanup(texture);
1704
1705    // TODO: get correct bounds from caller
1706    // 9 patches are built for stretching - always filter
1707    int textureFillFlags = static_cast<int>(TextureFillFlags::kForceFilter);
1708    if (bitmap->colorType() == kAlpha_8_SkColorType) {
1709        textureFillFlags |= TextureFillFlags::kIsAlphaMaskTexture;
1710    }
1711    Glop glop;
1712    GlopBuilder(mRenderState, mCaches, &glop)
1713            .setMeshTexturedIndexedQuads(vertices, elementCount)
1714            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1715            .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false)
1716            .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0))
1717            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1718            .build();
1719    renderGlop(glop);
1720}
1721
1722void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
1723        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
1724    // not missing call to quickReject/dirtyLayer, always done at a higher level
1725    if (!vertexBuffer.getVertexCount()) {
1726        // no vertices to draw
1727        return;
1728    }
1729
1730    bool fudgeOffset = displayFlags & kVertexBuffer_Offset;
1731    bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp;
1732    Glop glop;
1733    GlopBuilder(mRenderState, mCaches, &glop)
1734            .setMeshVertexBuffer(vertexBuffer, shadowInterp)
1735            .setFillPaint(*paint, currentSnapshot()->alpha)
1736            .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), fudgeOffset)
1737            .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
1738            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1739            .build();
1740    renderGlop(glop);
1741}
1742
1743/**
1744 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
1745 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
1746 * screen space in all directions. However, instead of using a fragment shader to compute the
1747 * translucency of the color from its position, we simply use a varying parameter to define how far
1748 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
1749 *
1750 * Doesn't yet support joins, caps, or path effects.
1751 */
1752void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
1753    VertexBuffer vertexBuffer;
1754    // TODO: try clipping large paths to viewport
1755    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
1756    drawVertexBuffer(vertexBuffer, paint);
1757}
1758
1759/**
1760 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
1761 * and additional geometry for defining an alpha slope perimeter.
1762 *
1763 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
1764 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
1765 * in-shader alpha region, but found it to be taxing on some GPUs.
1766 *
1767 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
1768 * memory transfer by removing need for degenerate vertices.
1769 */
1770void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
1771    if (mState.currentlyIgnored() || count < 4) return;
1772
1773    count &= ~0x3; // round down to nearest four
1774
1775    VertexBuffer buffer;
1776    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
1777    const Rect& bounds = buffer.getBounds();
1778
1779    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
1780        return;
1781    }
1782
1783    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
1784    drawVertexBuffer(buffer, paint, displayFlags);
1785}
1786
1787void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
1788    if (mState.currentlyIgnored() || count < 2) return;
1789
1790    count &= ~0x1; // round down to nearest two
1791
1792    VertexBuffer buffer;
1793    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
1794
1795    const Rect& bounds = buffer.getBounds();
1796    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
1797        return;
1798    }
1799
1800    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
1801    drawVertexBuffer(buffer, paint, displayFlags);
1802
1803    mDirty = true;
1804}
1805
1806void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1807    // No need to check against the clip, we fill the clip region
1808    if (mState.currentlyIgnored()) return;
1809
1810    Rect clip(mState.currentClipRect());
1811    clip.snapToPixelBoundaries();
1812
1813    SkPaint paint;
1814    paint.setColor(color);
1815    paint.setXfermodeMode(mode);
1816
1817    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
1818
1819    mDirty = true;
1820}
1821
1822void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture,
1823        const SkPaint* paint) {
1824    if (!texture) return;
1825    const AutoTexture autoCleanup(texture);
1826
1827    const float x = left + texture->left - texture->offset;
1828    const float y = top + texture->top - texture->offset;
1829
1830    drawPathTexture(texture, x, y, paint);
1831
1832    mDirty = true;
1833}
1834
1835void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1836        float rx, float ry, const SkPaint* p) {
1837    if (mState.currentlyIgnored()
1838            || quickRejectSetupScissor(left, top, right, bottom, p)
1839            || PaintUtils::paintWillNotDraw(*p)) {
1840        return;
1841    }
1842
1843    if (p->getPathEffect() != nullptr) {
1844        mCaches.textureState().activateTexture(0);
1845        PathTexture* texture = mCaches.pathCache.getRoundRect(
1846                right - left, bottom - top, rx, ry, p);
1847        drawShape(left, top, texture, p);
1848    } else {
1849        const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
1850                *currentTransform(), *p, right - left, bottom - top, rx, ry);
1851        drawVertexBuffer(left, top, *vertexBuffer, p);
1852    }
1853}
1854
1855void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
1856    if (mState.currentlyIgnored()
1857            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
1858            || PaintUtils::paintWillNotDraw(*p)) {
1859        return;
1860    }
1861    if (p->getPathEffect() != nullptr) {
1862        mCaches.textureState().activateTexture(0);
1863        PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
1864        drawShape(x - radius, y - radius, texture, p);
1865    } else {
1866        SkPath path;
1867        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1868            path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
1869        } else {
1870            path.addCircle(x, y, radius);
1871        }
1872        drawConvexPath(path, p);
1873    }
1874}
1875
1876void OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
1877        const SkPaint* p) {
1878    if (mState.currentlyIgnored()
1879            || quickRejectSetupScissor(left, top, right, bottom, p)
1880            || PaintUtils::paintWillNotDraw(*p)) {
1881        return;
1882    }
1883
1884    if (p->getPathEffect() != nullptr) {
1885        mCaches.textureState().activateTexture(0);
1886        PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
1887        drawShape(left, top, texture, p);
1888    } else {
1889        SkPath path;
1890        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
1891        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1892            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
1893        }
1894        path.addOval(rect);
1895        drawConvexPath(path, p);
1896    }
1897}
1898
1899void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
1900        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
1901    if (mState.currentlyIgnored()
1902            || quickRejectSetupScissor(left, top, right, bottom, p)
1903            || PaintUtils::paintWillNotDraw(*p)) {
1904        return;
1905    }
1906
1907    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
1908    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) {
1909        mCaches.textureState().activateTexture(0);
1910        PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
1911                startAngle, sweepAngle, useCenter, p);
1912        drawShape(left, top, texture, p);
1913        return;
1914    }
1915    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
1916    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1917        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
1918    }
1919
1920    SkPath path;
1921    if (useCenter) {
1922        path.moveTo(rect.centerX(), rect.centerY());
1923    }
1924    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
1925    if (useCenter) {
1926        path.close();
1927    }
1928    drawConvexPath(path, p);
1929}
1930
1931// See SkPaintDefaults.h
1932#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
1933
1934void OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
1935        const SkPaint* p) {
1936    if (mState.currentlyIgnored()
1937            || quickRejectSetupScissor(left, top, right, bottom, p)
1938            || PaintUtils::paintWillNotDraw(*p)) {
1939        return;
1940    }
1941
1942    if (p->getStyle() != SkPaint::kFill_Style) {
1943        // only fill style is supported by drawConvexPath, since others have to handle joins
1944        if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join ||
1945                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
1946            mCaches.textureState().activateTexture(0);
1947            PathTexture* texture =
1948                    mCaches.pathCache.getRect(right - left, bottom - top, p);
1949            drawShape(left, top, texture, p);
1950        } else {
1951            SkPath path;
1952            SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
1953            if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1954                rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
1955            }
1956            path.addRect(rect);
1957            drawConvexPath(path, p);
1958        }
1959    } else {
1960        if (p->isAntiAlias() && !currentTransform()->isSimple()) {
1961            SkPath path;
1962            path.addRect(left, top, right, bottom);
1963            drawConvexPath(path, p);
1964        } else {
1965            drawColorRect(left, top, right, bottom, p);
1966
1967            mDirty = true;
1968        }
1969    }
1970}
1971
1972void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
1973        int bytesCount, int count, const float* positions,
1974        FontRenderer& fontRenderer, int alpha, float x, float y) {
1975    mCaches.textureState().activateTexture(0);
1976
1977    TextShadow textShadow;
1978    if (!getTextShadow(paint, &textShadow)) {
1979        LOG_ALWAYS_FATAL("failed to query shadow attributes");
1980    }
1981
1982    // NOTE: The drop shadow will not perform gamma correction
1983    //       if shader-based correction is enabled
1984    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1985    ShadowTexture* texture = mCaches.dropShadowCache.get(
1986            paint, text, bytesCount, count, textShadow.radius, positions);
1987    // If the drop shadow exceeds the max texture size or couldn't be
1988    // allocated, skip drawing
1989    if (!texture) return;
1990    const AutoTexture autoCleanup(texture);
1991
1992    const float sx = x - texture->left + textShadow.dx;
1993    const float sy = y - texture->top + textShadow.dy;
1994
1995    Glop glop;
1996    GlopBuilder(mRenderState, mCaches, &glop)
1997            .setMeshTexturedUnitQuad(nullptr)
1998            .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha)
1999            .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
2000            .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height))
2001            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2002            .build();
2003    renderGlop(glop);
2004}
2005
2006bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2007    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha;
2008    return MathUtils::isZero(alpha)
2009            && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2010}
2011
2012void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2013        const float* positions, const SkPaint* paint) {
2014    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2015        return;
2016    }
2017
2018    // NOTE: Skia does not support perspective transform on drawPosText yet
2019    if (!currentTransform()->isSimple()) {
2020        return;
2021    }
2022
2023    mRenderState.scissor().setEnabled(true);
2024
2025    float x = 0.0f;
2026    float y = 0.0f;
2027    const bool pureTranslate = currentTransform()->isPureTranslate();
2028    if (pureTranslate) {
2029        x = floorf(x + currentTransform()->getTranslateX() + 0.5f);
2030        y = floorf(y + currentTransform()->getTranslateY() + 0.5f);
2031    }
2032
2033    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2034    fontRenderer.setFont(paint, SkMatrix::I());
2035
2036    int alpha;
2037    SkXfermode::Mode mode;
2038    getAlphaAndMode(paint, &alpha, &mode);
2039
2040    if (CC_UNLIKELY(hasTextShadow(paint))) {
2041        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2042                alpha, 0.0f, 0.0f);
2043    }
2044
2045    // Pick the appropriate texture filtering
2046    bool linearFilter = currentTransform()->changesBounds();
2047    if (pureTranslate && !linearFilter) {
2048        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2049    }
2050    fontRenderer.setTextureFiltering(linearFilter);
2051
2052    const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip());
2053    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2054
2055    TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2056    if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y,
2057            positions, hasLayer() ? &bounds : nullptr, &functor)) {
2058        dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2059        mDirty = true;
2060    }
2061
2062}
2063
2064bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2065    if (CC_LIKELY(transform.isPureTranslate())) {
2066        outMatrix->setIdentity();
2067        return false;
2068    } else if (CC_UNLIKELY(transform.isPerspective())) {
2069        outMatrix->setIdentity();
2070        return true;
2071    }
2072
2073    /**
2074     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2075     * with values rounded to the nearest int.
2076     */
2077    float sx, sy;
2078    transform.decomposeScale(sx, sy);
2079    outMatrix->setScale(
2080            roundf(fmaxf(1.0f, sx)),
2081            roundf(fmaxf(1.0f, sy)));
2082    return true;
2083}
2084
2085int OpenGLRenderer::getSaveCount() const {
2086    return mState.getSaveCount();
2087}
2088
2089int OpenGLRenderer::save(int flags) {
2090    return mState.save(flags);
2091}
2092
2093void OpenGLRenderer::restore() {
2094    mState.restore();
2095}
2096
2097void OpenGLRenderer::restoreToCount(int saveCount) {
2098    mState.restoreToCount(saveCount);
2099}
2100
2101void OpenGLRenderer::translate(float dx, float dy, float dz) {
2102    mState.translate(dx, dy, dz);
2103}
2104
2105void OpenGLRenderer::rotate(float degrees) {
2106    mState.rotate(degrees);
2107}
2108
2109void OpenGLRenderer::scale(float sx, float sy) {
2110    mState.scale(sx, sy);
2111}
2112
2113void OpenGLRenderer::skew(float sx, float sy) {
2114    mState.skew(sx, sy);
2115}
2116
2117void OpenGLRenderer::setMatrix(const Matrix4& matrix) {
2118    mState.setMatrix(matrix);
2119}
2120
2121void OpenGLRenderer::concatMatrix(const Matrix4& matrix) {
2122    mState.concatMatrix(matrix);
2123}
2124
2125bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
2126    return mState.clipRect(left, top, right, bottom, op);
2127}
2128
2129bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
2130    return mState.clipPath(path, op);
2131}
2132
2133bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
2134    return mState.clipRegion(region, op);
2135}
2136
2137void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
2138    mState.setClippingOutline(allocator, outline);
2139}
2140
2141void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator,
2142        const Rect& rect, float radius, bool highPriority) {
2143    mState.setClippingRoundRect(allocator, rect, radius, highPriority);
2144}
2145
2146void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2147        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2148        DrawOpMode drawOpMode) {
2149
2150    if (drawOpMode == DrawOpMode::kImmediate) {
2151        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2152        // drawing as ops from DeferredDisplayList are already filtered for these
2153        if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) ||
2154                quickRejectSetupScissor(bounds)) {
2155            return;
2156        }
2157    }
2158
2159    const float oldX = x;
2160    const float oldY = y;
2161
2162    const mat4& transform = *currentTransform();
2163    const bool pureTranslate = transform.isPureTranslate();
2164
2165    if (CC_LIKELY(pureTranslate)) {
2166        x = floorf(x + transform.getTranslateX() + 0.5f);
2167        y = floorf(y + transform.getTranslateY() + 0.5f);
2168    }
2169
2170    int alpha;
2171    SkXfermode::Mode mode;
2172    getAlphaAndMode(paint, &alpha, &mode);
2173
2174    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2175
2176    if (CC_UNLIKELY(hasTextShadow(paint))) {
2177        fontRenderer.setFont(paint, SkMatrix::I());
2178        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2179                alpha, oldX, oldY);
2180    }
2181
2182    const bool hasActiveLayer = hasLayer();
2183
2184    // We only pass a partial transform to the font renderer. That partial
2185    // matrix defines how glyphs are rasterized. Typically we want glyphs
2186    // to be rasterized at their final size on screen, which means the partial
2187    // matrix needs to take the scale factor into account.
2188    // When a partial matrix is used to transform glyphs during rasterization,
2189    // the mesh is generated with the inverse transform (in the case of scale,
2190    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2191    // apply the full transform matrix at draw time in the vertex shader.
2192    // Applying the full matrix in the shader is the easiest way to handle
2193    // rotation and perspective and allows us to always generated quads in the
2194    // font renderer which greatly simplifies the code, clipping in particular.
2195    SkMatrix fontTransform;
2196    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2197            || fabs(y - (int) y) > 0.0f
2198            || fabs(x - (int) x) > 0.0f;
2199    fontRenderer.setFont(paint, fontTransform);
2200    fontRenderer.setTextureFiltering(linearFilter);
2201
2202    // TODO: Implement better clipping for scaled/rotated text
2203    const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect();
2204    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2205
2206    bool status;
2207    TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2208
2209    // don't call issuedrawcommand, do it at end of batch
2210    bool forceFinish = (drawOpMode != DrawOpMode::kDefer);
2211    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2212        SkPaint paintCopy(*paint);
2213        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2214        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2215                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2216    } else {
2217        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2218                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2219    }
2220
2221    if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) {
2222        if (!pureTranslate) {
2223            transform.mapRect(layerBounds);
2224        }
2225        dirtyLayerUnchecked(layerBounds, getRegion());
2226    }
2227
2228    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2229
2230    mDirty = true;
2231}
2232
2233void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2234        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2235    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2236        return;
2237    }
2238
2239    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2240    mRenderState.scissor().setEnabled(true);
2241
2242    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2243    fontRenderer.setFont(paint, SkMatrix::I());
2244    fontRenderer.setTextureFiltering(true);
2245
2246    int alpha;
2247    SkXfermode::Mode mode;
2248    getAlphaAndMode(paint, &alpha, &mode);
2249    TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2250
2251    const Rect* clip = &writableSnapshot()->getLocalClip();
2252    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2253
2254    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2255            hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) {
2256        dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2257        mDirty = true;
2258    }
2259}
2260
2261void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2262    if (mState.currentlyIgnored()) return;
2263
2264    mCaches.textureState().activateTexture(0);
2265
2266    PathTexture* texture = mCaches.pathCache.get(path, paint);
2267    if (!texture) return;
2268    const AutoTexture autoCleanup(texture);
2269
2270    const float x = texture->left - texture->offset;
2271    const float y = texture->top - texture->offset;
2272
2273    drawPathTexture(texture, x, y, paint);
2274    mDirty = true;
2275}
2276
2277void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2278    if (!layer) {
2279        return;
2280    }
2281
2282    mat4* transform = nullptr;
2283    if (layer->isTextureLayer()) {
2284        transform = &layer->getTransform();
2285        if (!transform->isIdentity()) {
2286            save(SkCanvas::kMatrix_SaveFlag);
2287            concatMatrix(*transform);
2288        }
2289    }
2290
2291    bool clipRequired = false;
2292    const bool rejected = mState.calculateQuickRejectForScissor(
2293            x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2294            &clipRequired, nullptr, false);
2295
2296    if (rejected) {
2297        if (transform && !transform->isIdentity()) {
2298            restore();
2299        }
2300        return;
2301    }
2302
2303    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2304            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2305
2306    updateLayer(layer, true);
2307
2308    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
2309    mCaches.textureState().activateTexture(0);
2310
2311    if (CC_LIKELY(!layer->region.isEmpty())) {
2312        if (layer->region.isRect()) {
2313            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2314                    composeLayerRect(layer, layer->regionRect));
2315        } else if (layer->mesh) {
2316            Glop glop;
2317            GlopBuilder(mRenderState, mCaches, &glop)
2318                    .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount)
2319                    .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
2320                    .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
2321                    .setModelViewOffsetRectSnap(x, y, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight()))
2322                    .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2323                    .build();
2324            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop));
2325#if DEBUG_LAYERS_AS_REGIONS
2326            drawRegionRectsDebug(layer->region);
2327#endif
2328        }
2329
2330        if (layer->debugDrawUpdate) {
2331            layer->debugDrawUpdate = false;
2332
2333            SkPaint paint;
2334            paint.setColor(0x7f00ff00);
2335            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
2336        }
2337    }
2338    layer->hasDrawnSinceUpdate = true;
2339
2340    if (transform && !transform->isIdentity()) {
2341        restore();
2342    }
2343
2344    mDirty = true;
2345}
2346
2347///////////////////////////////////////////////////////////////////////////////
2348// Draw filters
2349///////////////////////////////////////////////////////////////////////////////
2350void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) {
2351    // We should never get here since we apply the draw filter when stashing
2352    // the paints in the DisplayList.
2353    LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters");
2354}
2355
2356///////////////////////////////////////////////////////////////////////////////
2357// Drawing implementation
2358///////////////////////////////////////////////////////////////////////////////
2359
2360Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
2361    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
2362    if (!texture) {
2363        return mCaches.textureCache.get(bitmap);
2364    }
2365    return texture;
2366}
2367
2368void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y,
2369        const SkPaint* paint) {
2370    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
2371        return;
2372    }
2373
2374    Glop glop;
2375    GlopBuilder(mRenderState, mCaches, &glop)
2376            .setMeshTexturedUnitQuad(nullptr)
2377            .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha)
2378            .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
2379            .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height))
2380            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2381            .build();
2382    renderGlop(glop);
2383}
2384
2385// Same values used by Skia
2386#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2387#define kStdUnderline_Offset    (1.0f / 9.0f)
2388#define kStdUnderline_Thickness (1.0f / 18.0f)
2389
2390void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
2391        const SkPaint* paint) {
2392    // Handle underline and strike-through
2393    uint32_t flags = paint->getFlags();
2394    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2395        SkPaint paintCopy(*paint);
2396
2397        if (CC_LIKELY(underlineWidth > 0.0f)) {
2398            const float textSize = paintCopy.getTextSize();
2399            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2400
2401            const float left = x;
2402            float top = 0.0f;
2403
2404            int linesCount = 0;
2405            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2406            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2407
2408            const int pointsCount = 4 * linesCount;
2409            float points[pointsCount];
2410            int currentPoint = 0;
2411
2412            if (flags & SkPaint::kUnderlineText_Flag) {
2413                top = y + textSize * kStdUnderline_Offset;
2414                points[currentPoint++] = left;
2415                points[currentPoint++] = top;
2416                points[currentPoint++] = left + underlineWidth;
2417                points[currentPoint++] = top;
2418            }
2419
2420            if (flags & SkPaint::kStrikeThruText_Flag) {
2421                top = y + textSize * kStdStrikeThru_Offset;
2422                points[currentPoint++] = left;
2423                points[currentPoint++] = top;
2424                points[currentPoint++] = left + underlineWidth;
2425                points[currentPoint++] = top;
2426            }
2427
2428            paintCopy.setStrokeWidth(strokeWidth);
2429
2430            drawLines(&points[0], pointsCount, &paintCopy);
2431        }
2432    }
2433}
2434
2435void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
2436    if (mState.currentlyIgnored()) {
2437        return;
2438    }
2439
2440    drawColorRects(rects, count, paint, false, true, true);
2441}
2442
2443void OpenGLRenderer::drawShadow(float casterAlpha,
2444        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
2445    if (mState.currentlyIgnored()) return;
2446
2447    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
2448    mRenderState.scissor().setEnabled(true);
2449
2450    SkPaint paint;
2451    paint.setAntiAlias(true); // want to use AlphaVertex
2452
2453    // The caller has made sure casterAlpha > 0.
2454    float ambientShadowAlpha = mAmbientShadowAlpha;
2455    if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
2456        ambientShadowAlpha = Properties::overrideAmbientShadowStrength;
2457    }
2458    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
2459        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
2460        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
2461    }
2462
2463    float spotShadowAlpha = mSpotShadowAlpha;
2464    if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
2465        spotShadowAlpha = Properties::overrideSpotShadowStrength;
2466    }
2467    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
2468        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
2469        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
2470    }
2471
2472    mDirty=true;
2473}
2474
2475void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
2476        bool ignoreTransform, bool dirty, bool clip) {
2477    if (count == 0) {
2478        return;
2479    }
2480
2481    float left = FLT_MAX;
2482    float top = FLT_MAX;
2483    float right = FLT_MIN;
2484    float bottom = FLT_MIN;
2485
2486    Vertex mesh[count];
2487    Vertex* vertex = mesh;
2488
2489    for (int index = 0; index < count; index += 4) {
2490        float l = rects[index + 0];
2491        float t = rects[index + 1];
2492        float r = rects[index + 2];
2493        float b = rects[index + 3];
2494
2495        Vertex::set(vertex++, l, t);
2496        Vertex::set(vertex++, r, t);
2497        Vertex::set(vertex++, l, b);
2498        Vertex::set(vertex++, r, b);
2499
2500        left = fminf(left, l);
2501        top = fminf(top, t);
2502        right = fmaxf(right, r);
2503        bottom = fmaxf(bottom, b);
2504    }
2505
2506    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
2507        return;
2508    }
2509
2510    const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform();
2511    Glop glop;
2512    GlopBuilder(mRenderState, mCaches, &glop)
2513            .setMeshIndexedQuads(&mesh[0], count / 4)
2514            .setFillPaint(*paint, currentSnapshot()->alpha)
2515            .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false)
2516            .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
2517            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2518            .build();
2519    renderGlop(glop);
2520}
2521
2522void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2523        const SkPaint* paint, bool ignoreTransform) {
2524    const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform();
2525    Glop glop;
2526    GlopBuilder(mRenderState, mCaches, &glop)
2527            .setMeshUnitQuad()
2528            .setFillPaint(*paint, currentSnapshot()->alpha)
2529            .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false)
2530            .setModelViewMapUnitToRect(Rect(left, top, right, bottom))
2531            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2532            .build();
2533    renderGlop(glop);
2534}
2535
2536void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha,
2537        SkXfermode::Mode* mode) const {
2538    getAlphaAndModeDirect(paint, alpha,  mode);
2539    *alpha *= currentSnapshot()->alpha;
2540}
2541
2542float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
2543    return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha;
2544}
2545
2546}; // namespace uirenderer
2547}; // namespace android
2548