OpenGLRenderer.cpp revision 2dc236b2bae13b9a0ed9b3f7320502aecd7983b3
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "GammaFontRenderer.h"
40#include "Patch.h"
41#include "PathTessellator.h"
42#include "Properties.h"
43#include "RenderNode.h"
44#include "RenderState.h"
45#include "ShadowTessellator.h"
46#include "SkiaShader.h"
47#include "Vector.h"
48#include "VertexBuffer.h"
49#include "utils/GLUtils.h"
50
51#if DEBUG_DETAILED_EVENTS
52    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
53#else
54    #define EVENT_LOGD(...)
55#endif
56
57static void atraceFormatBegin(const char* fmt, ...) {
58    const int BUFFER_SIZE = 256;
59    va_list ap;
60    char buf[BUFFER_SIZE];
61
62    va_start(ap, fmt);
63    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
64    va_end(ap);
65
66    ATRACE_BEGIN(buf);
67}
68
69#define ATRACE_FORMAT_BEGIN(fmt, ...) \
70    if (CC_UNLIKELY(ATRACE_ENABLED())) atraceFormatBegin(fmt, ##__VA_ARGS__)
71
72namespace android {
73namespace uirenderer {
74
75static GLenum getFilter(const SkPaint* paint) {
76    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
77        return GL_LINEAR;
78    }
79    return GL_NEAREST;
80}
81
82///////////////////////////////////////////////////////////////////////////////
83// Globals
84///////////////////////////////////////////////////////////////////////////////
85
86/**
87 * Structure mapping Skia xfermodes to OpenGL blending factors.
88 */
89struct Blender {
90    SkXfermode::Mode mode;
91    GLenum src;
92    GLenum dst;
93}; // struct Blender
94
95// In this array, the index of each Blender equals the value of the first
96// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
97static const Blender gBlends[] = {
98    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
100    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
101    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
103    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
104    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
105    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
106    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
107    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
108    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
109    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
110    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
111    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
112    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
113};
114
115// This array contains the swapped version of each SkXfermode. For instance
116// this array's SrcOver blending mode is actually DstOver. You can refer to
117// createLayer() for more information on the purpose of this array.
118static const Blender gBlendsSwap[] = {
119    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
120    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
121    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
122    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
123    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
124    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
125    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
126    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
127    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
128    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
129    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
130    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
131    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
132    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
133    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
134};
135
136///////////////////////////////////////////////////////////////////////////////
137// Functions
138///////////////////////////////////////////////////////////////////////////////
139
140template<typename T>
141static inline T min(T a, T b) {
142    return a < b ? a : b;
143}
144
145///////////////////////////////////////////////////////////////////////////////
146// Constructors/destructor
147///////////////////////////////////////////////////////////////////////////////
148
149OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
150        : mFrameStarted(false)
151        , mCaches(Caches::getInstance())
152        , mExtensions(Extensions::getInstance())
153        , mRenderState(renderState)
154        , mScissorOptimizationDisabled(false)
155        , mSuppressTiling(false)
156        , mFirstFrameAfterResize(true)
157        , mCountOverdraw(false)
158        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
159        , mLightRadius(FLT_MIN)
160        , mAmbientShadowAlpha(0)
161        , mSpotShadowAlpha(0) {
162    // *set* draw modifiers to be 0
163    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
164    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
165
166    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
167}
168
169OpenGLRenderer::~OpenGLRenderer() {
170    // The context has already been destroyed at this point, do not call
171    // GL APIs. All GL state should be kept in Caches.h
172}
173
174void OpenGLRenderer::initProperties() {
175    char property[PROPERTY_VALUE_MAX];
176    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
177        mScissorOptimizationDisabled = !strcasecmp(property, "true");
178        INIT_LOGD("  Scissor optimization %s",
179                mScissorOptimizationDisabled ? "disabled" : "enabled");
180    } else {
181        INIT_LOGD("  Scissor optimization enabled");
182    }
183}
184
185void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
186        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
187    mLightCenter = lightCenter;
188    mLightRadius = lightRadius;
189    mAmbientShadowAlpha = ambientShadowAlpha;
190    mSpotShadowAlpha = spotShadowAlpha;
191}
192
193///////////////////////////////////////////////////////////////////////////////
194// Setup
195///////////////////////////////////////////////////////////////////////////////
196
197void OpenGLRenderer::onViewportInitialized() {
198    glDisable(GL_DITHER);
199    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
200
201    glEnableVertexAttribArray(Program::kBindingPosition);
202    mFirstFrameAfterResize = true;
203}
204
205void OpenGLRenderer::setupFrameState(float left, float top,
206        float right, float bottom, bool opaque) {
207    mCaches.clearGarbage();
208    initializeSaveStack(left, top, right, bottom, mLightCenter);
209    mOpaque = opaque;
210    mTilingClip.set(left, top, right, bottom);
211}
212
213status_t OpenGLRenderer::startFrame() {
214    if (mFrameStarted) return DrawGlInfo::kStatusDone;
215    mFrameStarted = true;
216
217    mDirtyClip = true;
218
219    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
220
221    mRenderState.setViewport(getWidth(), getHeight());
222
223    // Functors break the tiling extension in pretty spectacular ways
224    // This ensures we don't use tiling when a functor is going to be
225    // invoked during the frame
226    mSuppressTiling = mCaches.hasRegisteredFunctors()
227            || mFirstFrameAfterResize;
228    mFirstFrameAfterResize = false;
229
230    startTilingCurrentClip(true);
231
232    debugOverdraw(true, true);
233
234    return clear(mTilingClip.left, mTilingClip.top,
235            mTilingClip.right, mTilingClip.bottom, mOpaque);
236}
237
238status_t OpenGLRenderer::prepareDirty(float left, float top,
239        float right, float bottom, bool opaque) {
240
241    setupFrameState(left, top, right, bottom, opaque);
242
243    // Layer renderers will start the frame immediately
244    // The framebuffer renderer will first defer the display list
245    // for each layer and wait until the first drawing command
246    // to start the frame
247    if (currentSnapshot()->fbo == 0) {
248        syncState();
249        updateLayers();
250    } else {
251        return startFrame();
252    }
253
254    return DrawGlInfo::kStatusDone;
255}
256
257void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
258    // If we know that we are going to redraw the entire framebuffer,
259    // perform a discard to let the driver know we don't need to preserve
260    // the back buffer for this frame.
261    if (mExtensions.hasDiscardFramebuffer() &&
262            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
263        const bool isFbo = getTargetFbo() == 0;
264        const GLenum attachments[] = {
265                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
266                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
267        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
268    }
269}
270
271status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
272    if (!opaque || mCountOverdraw) {
273        mCaches.enableScissor();
274        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
275        glClear(GL_COLOR_BUFFER_BIT);
276        return DrawGlInfo::kStatusDrew;
277    }
278
279    mCaches.resetScissor();
280    return DrawGlInfo::kStatusDone;
281}
282
283void OpenGLRenderer::syncState() {
284    if (mCaches.blend) {
285        glEnable(GL_BLEND);
286    } else {
287        glDisable(GL_BLEND);
288    }
289}
290
291void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
292    if (!mSuppressTiling) {
293        const Snapshot* snapshot = currentSnapshot();
294
295        const Rect* clip = &mTilingClip;
296        if (snapshot->flags & Snapshot::kFlagFboTarget) {
297            clip = &(snapshot->layer->clipRect);
298        }
299
300        startTiling(*clip, getViewportHeight(), opaque, expand);
301    }
302}
303
304void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
305    if (!mSuppressTiling) {
306        if(expand) {
307            // Expand the startTiling region by 1
308            int leftNotZero = (clip.left > 0) ? 1 : 0;
309            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
310
311            mCaches.startTiling(
312                clip.left - leftNotZero,
313                windowHeight - clip.bottom - topNotZero,
314                clip.right - clip.left + leftNotZero + 1,
315                clip.bottom - clip.top + topNotZero + 1,
316                opaque);
317        } else {
318            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
319                clip.right - clip.left, clip.bottom - clip.top, opaque);
320        }
321    }
322}
323
324void OpenGLRenderer::endTiling() {
325    if (!mSuppressTiling) mCaches.endTiling();
326}
327
328void OpenGLRenderer::finish() {
329    renderOverdraw();
330    endTiling();
331
332    // When finish() is invoked on FBO 0 we've reached the end
333    // of the current frame
334    if (getTargetFbo() == 0) {
335        mCaches.pathCache.trim();
336        mCaches.tessellationCache.trim();
337    }
338
339    if (!suppressErrorChecks()) {
340#if DEBUG_OPENGL
341        GLUtils::dumpGLErrors();
342#endif
343
344#if DEBUG_MEMORY_USAGE
345        mCaches.dumpMemoryUsage();
346#else
347        if (mCaches.getDebugLevel() & kDebugMemory) {
348            mCaches.dumpMemoryUsage();
349        }
350#endif
351    }
352
353    if (mCountOverdraw) {
354        countOverdraw();
355    }
356
357    mFrameStarted = false;
358}
359
360void OpenGLRenderer::resumeAfterLayer() {
361    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
362    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
363    debugOverdraw(true, false);
364
365    mCaches.resetScissor();
366    dirtyClip();
367}
368
369status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
370    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
371
372    Rect clip(*currentClipRect());
373    clip.snapToPixelBoundaries();
374
375    // Since we don't know what the functor will draw, let's dirty
376    // the entire clip region
377    if (hasLayer()) {
378        dirtyLayerUnchecked(clip, getRegion());
379    }
380
381    DrawGlInfo info;
382    info.clipLeft = clip.left;
383    info.clipTop = clip.top;
384    info.clipRight = clip.right;
385    info.clipBottom = clip.bottom;
386    info.isLayer = hasLayer();
387    info.width = getViewportWidth();
388    info.height = getViewportHeight();
389    currentTransform()->copyTo(&info.transform[0]);
390
391    bool prevDirtyClip = mDirtyClip;
392    // setup GL state for functor
393    if (mDirtyClip) {
394        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
395    }
396    if (mCaches.enableScissor() || prevDirtyClip) {
397        setScissorFromClip();
398    }
399
400    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
401    // Scissor may have been modified, reset dirty clip
402    dirtyClip();
403
404    return DrawGlInfo::kStatusDrew;
405}
406
407///////////////////////////////////////////////////////////////////////////////
408// Debug
409///////////////////////////////////////////////////////////////////////////////
410
411void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
412#if DEBUG_DETAILED_EVENTS
413    const int BUFFER_SIZE = 256;
414    va_list ap;
415    char buf[BUFFER_SIZE];
416
417    va_start(ap, fmt);
418    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
419    va_end(ap);
420
421    eventMark(buf);
422#endif
423}
424
425
426void OpenGLRenderer::eventMark(const char* name) const {
427    mCaches.eventMark(0, name);
428}
429
430void OpenGLRenderer::startMark(const char* name) const {
431    mCaches.startMark(0, name);
432}
433
434void OpenGLRenderer::endMark() const {
435    mCaches.endMark();
436}
437
438void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
439    mRenderState.debugOverdraw(enable, clear);
440}
441
442void OpenGLRenderer::renderOverdraw() {
443    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
444        const Rect* clip = &mTilingClip;
445
446        mCaches.enableScissor();
447        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
448                clip->right - clip->left, clip->bottom - clip->top);
449
450        // 1x overdraw
451        mCaches.stencil.enableDebugTest(2);
452        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
453
454        // 2x overdraw
455        mCaches.stencil.enableDebugTest(3);
456        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
457
458        // 3x overdraw
459        mCaches.stencil.enableDebugTest(4);
460        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
461
462        // 4x overdraw and higher
463        mCaches.stencil.enableDebugTest(4, true);
464        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
465
466        mCaches.stencil.disable();
467    }
468}
469
470void OpenGLRenderer::countOverdraw() {
471    size_t count = getWidth() * getHeight();
472    uint32_t* buffer = new uint32_t[count];
473    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
474
475    size_t total = 0;
476    for (size_t i = 0; i < count; i++) {
477        total += buffer[i] & 0xff;
478    }
479
480    mOverdraw = total / float(count);
481
482    delete[] buffer;
483}
484
485///////////////////////////////////////////////////////////////////////////////
486// Layers
487///////////////////////////////////////////////////////////////////////////////
488
489bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
490    if (layer->deferredUpdateScheduled && layer->renderer
491            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
492        ATRACE_CALL();
493
494        Rect& dirty = layer->dirtyRect;
495
496        if (inFrame) {
497            endTiling();
498            debugOverdraw(false, false);
499        }
500
501        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
502            layer->render(*this);
503        } else {
504            layer->defer(*this);
505        }
506
507        if (inFrame) {
508            resumeAfterLayer();
509            startTilingCurrentClip();
510        }
511
512        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
513        layer->hasDrawnSinceUpdate = false;
514
515        return true;
516    }
517
518    return false;
519}
520
521void OpenGLRenderer::updateLayers() {
522    // If draw deferring is enabled this method will simply defer
523    // the display list of each individual layer. The layers remain
524    // in the layer updates list which will be cleared by flushLayers().
525    int count = mLayerUpdates.size();
526    if (count > 0) {
527        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
528            startMark("Layer Updates");
529        } else {
530            startMark("Defer Layer Updates");
531        }
532
533        // Note: it is very important to update the layers in order
534        for (int i = 0; i < count; i++) {
535            Layer* layer = mLayerUpdates.itemAt(i);
536            updateLayer(layer, false);
537            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
538                mCaches.resourceCache.decrementRefcount(layer);
539            }
540        }
541
542        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
543            mLayerUpdates.clear();
544            mRenderState.bindFramebuffer(getTargetFbo());
545        }
546        endMark();
547    }
548}
549
550void OpenGLRenderer::flushLayers() {
551    int count = mLayerUpdates.size();
552    if (count > 0) {
553        startMark("Apply Layer Updates");
554        char layerName[12];
555
556        // Note: it is very important to update the layers in order
557        for (int i = 0; i < count; i++) {
558            Layer* layer = mLayerUpdates.itemAt(i);
559
560            sprintf(layerName, "Layer #%d", i);
561            startMark(layerName);
562            ATRACE_FORMAT_BEGIN("flushLayer %ux%u", layer->getWidth(), layer->getHeight());
563
564            layer->flush();
565
566            ATRACE_END();
567            endMark();
568
569            mCaches.resourceCache.decrementRefcount(layer);
570        }
571
572        mLayerUpdates.clear();
573        mRenderState.bindFramebuffer(getTargetFbo());
574
575        endMark();
576    }
577}
578
579void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
580    if (layer) {
581        // Make sure we don't introduce duplicates.
582        // SortedVector would do this automatically but we need to respect
583        // the insertion order. The linear search is not an issue since
584        // this list is usually very short (typically one item, at most a few)
585        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
586            if (mLayerUpdates.itemAt(i) == layer) {
587                return;
588            }
589        }
590        mLayerUpdates.push_back(layer);
591        mCaches.resourceCache.incrementRefcount(layer);
592    }
593}
594
595void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
596    if (layer) {
597        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
598            if (mLayerUpdates.itemAt(i) == layer) {
599                mLayerUpdates.removeAt(i);
600                mCaches.resourceCache.decrementRefcount(layer);
601                break;
602            }
603        }
604    }
605}
606
607void OpenGLRenderer::clearLayerUpdates() {
608    size_t count = mLayerUpdates.size();
609    if (count > 0) {
610        mCaches.resourceCache.lock();
611        for (size_t i = 0; i < count; i++) {
612            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
613        }
614        mCaches.resourceCache.unlock();
615        mLayerUpdates.clear();
616    }
617}
618
619void OpenGLRenderer::flushLayerUpdates() {
620    ATRACE_CALL();
621    syncState();
622    updateLayers();
623    flushLayers();
624    // Wait for all the layer updates to be executed
625    AutoFence fence;
626}
627
628void OpenGLRenderer::markLayersAsBuildLayers() {
629    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
630        mLayerUpdates[i]->wasBuildLayered = true;
631    }
632}
633
634///////////////////////////////////////////////////////////////////////////////
635// State management
636///////////////////////////////////////////////////////////////////////////////
637
638void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
639    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
640    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
641    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
642
643    if (restoreViewport) {
644        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
645    }
646
647    if (restoreClip) {
648        dirtyClip();
649    }
650
651    if (restoreLayer) {
652        endMark(); // Savelayer
653        ATRACE_END(); // SaveLayer
654        startMark("ComposeLayer");
655        composeLayer(removed, restored);
656        endMark();
657    }
658}
659
660///////////////////////////////////////////////////////////////////////////////
661// Layers
662///////////////////////////////////////////////////////////////////////////////
663
664int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
665        const SkPaint* paint, int flags, const SkPath* convexMask) {
666    // force matrix/clip isolation for layer
667    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
668
669    const int count = saveSnapshot(flags);
670
671    if (!currentSnapshot()->isIgnored()) {
672        createLayer(left, top, right, bottom, paint, flags, convexMask);
673    }
674
675    return count;
676}
677
678void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
679    const Rect untransformedBounds(bounds);
680
681    currentTransform()->mapRect(bounds);
682
683    // Layers only make sense if they are in the framebuffer's bounds
684    if (bounds.intersect(*currentClipRect())) {
685        // We cannot work with sub-pixels in this case
686        bounds.snapToPixelBoundaries();
687
688        // When the layer is not an FBO, we may use glCopyTexImage so we
689        // need to make sure the layer does not extend outside the bounds
690        // of the framebuffer
691        const Snapshot& previous = *(currentSnapshot()->previous);
692        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
693        if (!bounds.intersect(previousViewport)) {
694            bounds.setEmpty();
695        } else if (fboLayer) {
696            clip.set(bounds);
697            mat4 inverse;
698            inverse.loadInverse(*currentTransform());
699            inverse.mapRect(clip);
700            clip.snapToPixelBoundaries();
701            if (clip.intersect(untransformedBounds)) {
702                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
703                bounds.set(untransformedBounds);
704            } else {
705                clip.setEmpty();
706            }
707        }
708    } else {
709        bounds.setEmpty();
710    }
711}
712
713void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
714        bool fboLayer, int alpha) {
715    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
716            bounds.getHeight() > mCaches.maxTextureSize ||
717            (fboLayer && clip.isEmpty())) {
718        mSnapshot->empty = fboLayer;
719    } else {
720        mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
721    }
722}
723
724int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
725        const SkPaint* paint, int flags) {
726    const int count = saveSnapshot(flags);
727
728    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
729        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
730        // operations will be able to store and restore the current clip and transform info, and
731        // quick rejection will be correct (for display lists)
732
733        Rect bounds(left, top, right, bottom);
734        Rect clip;
735        calculateLayerBoundsAndClip(bounds, clip, true);
736        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
737
738        if (!currentSnapshot()->isIgnored()) {
739            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
740            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
741            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
742            mSnapshot->roundRectClipState = NULL;
743        }
744    }
745
746    return count;
747}
748
749/**
750 * Layers are viewed by Skia are slightly different than layers in image editing
751 * programs (for instance.) When a layer is created, previously created layers
752 * and the frame buffer still receive every drawing command. For instance, if a
753 * layer is created and a shape intersecting the bounds of the layers and the
754 * framebuffer is draw, the shape will be drawn on both (unless the layer was
755 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
756 *
757 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
758 * texture. Unfortunately, this is inefficient as it requires every primitive to
759 * be drawn n + 1 times, where n is the number of active layers. In practice this
760 * means, for every primitive:
761 *   - Switch active frame buffer
762 *   - Change viewport, clip and projection matrix
763 *   - Issue the drawing
764 *
765 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
766 * To avoid this, layers are implemented in a different way here, at least in the
767 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
768 * is set. When this flag is set we can redirect all drawing operations into a
769 * single FBO.
770 *
771 * This implementation relies on the frame buffer being at least RGBA 8888. When
772 * a layer is created, only a texture is created, not an FBO. The content of the
773 * frame buffer contained within the layer's bounds is copied into this texture
774 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
775 * buffer and drawing continues as normal. This technique therefore treats the
776 * frame buffer as a scratch buffer for the layers.
777 *
778 * To compose the layers back onto the frame buffer, each layer texture
779 * (containing the original frame buffer data) is drawn as a simple quad over
780 * the frame buffer. The trick is that the quad is set as the composition
781 * destination in the blending equation, and the frame buffer becomes the source
782 * of the composition.
783 *
784 * Drawing layers with an alpha value requires an extra step before composition.
785 * An empty quad is drawn over the layer's region in the frame buffer. This quad
786 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
787 * quad is used to multiply the colors in the frame buffer. This is achieved by
788 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
789 * GL_ZERO, GL_SRC_ALPHA.
790 *
791 * Because glCopyTexImage2D() can be slow, an alternative implementation might
792 * be use to draw a single clipped layer. The implementation described above
793 * is correct in every case.
794 *
795 * (1) The frame buffer is actually not cleared right away. To allow the GPU
796 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
797 *     buffer is left untouched until the first drawing operation. Only when
798 *     something actually gets drawn are the layers regions cleared.
799 */
800bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
801        const SkPaint* paint, int flags, const SkPath* convexMask) {
802    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
803    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
804
805    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
806
807    // Window coordinates of the layer
808    Rect clip;
809    Rect bounds(left, top, right, bottom);
810    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
811    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
812
813    // Bail out if we won't draw in this snapshot
814    if (currentSnapshot()->isIgnored()) {
815        return false;
816    }
817
818    mCaches.activeTexture(0);
819    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
820    if (!layer) {
821        return false;
822    }
823
824    layer->setPaint(paint);
825    layer->layer.set(bounds);
826    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
827            bounds.getWidth() / float(layer->getWidth()), 0.0f);
828
829    layer->setBlend(true);
830    layer->setDirty(false);
831    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
832
833    // Save the layer in the snapshot
834    mSnapshot->flags |= Snapshot::kFlagIsLayer;
835    mSnapshot->layer = layer;
836
837    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
838            fboLayer ? "" : "unclipped ",
839            layer->getWidth(), layer->getHeight());
840    startMark("SaveLayer");
841    if (fboLayer) {
842        return createFboLayer(layer, bounds, clip);
843    } else {
844        // Copy the framebuffer into the layer
845        layer->bindTexture();
846        if (!bounds.isEmpty()) {
847            if (layer->isEmpty()) {
848                // Workaround for some GL drivers. When reading pixels lying outside
849                // of the window we should get undefined values for those pixels.
850                // Unfortunately some drivers will turn the entire target texture black
851                // when reading outside of the window.
852                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
853                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
854                layer->setEmpty(false);
855            }
856
857            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
858                    bounds.left, getViewportHeight() - bounds.bottom,
859                    bounds.getWidth(), bounds.getHeight());
860
861            // Enqueue the buffer coordinates to clear the corresponding region later
862            mLayers.push(new Rect(bounds));
863        }
864    }
865
866    return true;
867}
868
869bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
870    layer->clipRect.set(clip);
871    layer->setFbo(mCaches.fboCache.get());
872
873    mSnapshot->region = &mSnapshot->layer->region;
874    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
875    mSnapshot->fbo = layer->getFbo();
876    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
877    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
878    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
879    mSnapshot->roundRectClipState = NULL;
880
881    endTiling();
882    debugOverdraw(false, false);
883    // Bind texture to FBO
884    mRenderState.bindFramebuffer(layer->getFbo());
885    layer->bindTexture();
886
887    // Initialize the texture if needed
888    if (layer->isEmpty()) {
889        layer->allocateTexture();
890        layer->setEmpty(false);
891    }
892
893    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
894            layer->getTexture(), 0);
895
896    // Expand the startTiling region by 1
897    startTilingCurrentClip(true, true);
898
899    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
900    mCaches.enableScissor();
901    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
902            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
903    glClear(GL_COLOR_BUFFER_BIT);
904
905    dirtyClip();
906
907    // Change the ortho projection
908    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
909    return true;
910}
911
912/**
913 * Read the documentation of createLayer() before doing anything in this method.
914 */
915void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
916    if (!removed.layer) {
917        ALOGE("Attempting to compose a layer that does not exist");
918        return;
919    }
920
921    Layer* layer = removed.layer;
922    const Rect& rect = layer->layer;
923    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
924
925    bool clipRequired = false;
926    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
927            &clipRequired, NULL, false); // safely ignore return, should never be rejected
928    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
929
930    if (fboLayer) {
931        endTiling();
932
933        // Detach the texture from the FBO
934        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
935
936        layer->removeFbo(false);
937
938        // Unbind current FBO and restore previous one
939        mRenderState.bindFramebuffer(restored.fbo);
940        debugOverdraw(true, false);
941
942        startTilingCurrentClip();
943    }
944
945    if (!fboLayer && layer->getAlpha() < 255) {
946        SkPaint layerPaint;
947        layerPaint.setAlpha(layer->getAlpha());
948        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
949        layerPaint.setColorFilter(layer->getColorFilter());
950
951        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
952        // Required below, composeLayerRect() will divide by 255
953        layer->setAlpha(255);
954    }
955
956    mCaches.unbindMeshBuffer();
957
958    mCaches.activeTexture(0);
959
960    // When the layer is stored in an FBO, we can save a bit of fillrate by
961    // drawing only the dirty region
962    if (fboLayer) {
963        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
964        composeLayerRegion(layer, rect);
965    } else if (!rect.isEmpty()) {
966        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
967
968        save(0);
969        // the layer contains screen buffer content that shouldn't be alpha modulated
970        // (and any necessary alpha modulation was handled drawing into the layer)
971        mSnapshot->alpha = 1.0f;
972        composeLayerRect(layer, rect, true);
973        restore();
974    }
975
976    dirtyClip();
977
978    // Failing to add the layer to the cache should happen only if the layer is too large
979    layer->setConvexMask(NULL);
980    if (!mCaches.layerCache.put(layer)) {
981        LAYER_LOGD("Deleting layer");
982        Caches::getInstance().resourceCache.decrementRefcount(layer);
983    }
984}
985
986void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
987    float alpha = getLayerAlpha(layer);
988
989    setupDraw();
990    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
991        setupDrawWithTexture();
992    } else {
993        setupDrawWithExternalTexture();
994    }
995    setupDrawTextureTransform();
996    setupDrawColor(alpha, alpha, alpha, alpha);
997    setupDrawColorFilter(layer->getColorFilter());
998    setupDrawBlending(layer);
999    setupDrawProgram();
1000    setupDrawPureColorUniforms();
1001    setupDrawColorFilterUniforms(layer->getColorFilter());
1002    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1003        setupDrawTexture(layer->getTexture());
1004    } else {
1005        setupDrawExternalTexture(layer->getTexture());
1006    }
1007    if (currentTransform()->isPureTranslate() &&
1008            !layer->getForceFilter() &&
1009            layer->getWidth() == (uint32_t) rect.getWidth() &&
1010            layer->getHeight() == (uint32_t) rect.getHeight()) {
1011        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1012        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1013
1014        layer->setFilter(GL_NEAREST);
1015        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1016                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1017    } else {
1018        layer->setFilter(GL_LINEAR);
1019        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1020                rect.left, rect.top, rect.right, rect.bottom);
1021    }
1022    setupDrawTextureTransformUniforms(layer->getTexTransform());
1023    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
1024
1025    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1026}
1027
1028void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1029    if (layer->isTextureLayer()) {
1030        EVENT_LOGD("composeTextureLayerRect");
1031        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1032        drawTextureLayer(layer, rect);
1033        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1034    } else {
1035        EVENT_LOGD("composeHardwareLayerRect");
1036        const Rect& texCoords = layer->texCoords;
1037        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1038                texCoords.right, texCoords.bottom);
1039
1040        float x = rect.left;
1041        float y = rect.top;
1042        bool simpleTransform = currentTransform()->isPureTranslate() &&
1043                layer->getWidth() == (uint32_t) rect.getWidth() &&
1044                layer->getHeight() == (uint32_t) rect.getHeight();
1045
1046        if (simpleTransform) {
1047            // When we're swapping, the layer is already in screen coordinates
1048            if (!swap) {
1049                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1050                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1051            }
1052
1053            layer->setFilter(GL_NEAREST, true);
1054        } else {
1055            layer->setFilter(GL_LINEAR, true);
1056        }
1057
1058        SkPaint layerPaint;
1059        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1060        layerPaint.setXfermodeMode(layer->getMode());
1061        layerPaint.setColorFilter(layer->getColorFilter());
1062
1063        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1064        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1065                layer->getTexture(), &layerPaint, blend,
1066                &mMeshVertices[0].x, &mMeshVertices[0].u,
1067                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1068
1069        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1070    }
1071}
1072
1073/**
1074 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1075 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1076 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1077 * by saveLayer's restore
1078 */
1079#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1080        DRAW_COMMAND;                                                            \
1081        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1082            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1083            DRAW_COMMAND;                                                        \
1084            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1085        }                                                                        \
1086    }
1087
1088#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1089
1090// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1091// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1092class LayerShader : public SkShader {
1093public:
1094    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1095    : INHERITED(localMatrix)
1096    , mLayer(layer) {
1097    }
1098
1099    virtual bool asACustomShader(void** data) const {
1100        if (data) {
1101            *data = static_cast<void*>(mLayer);
1102        }
1103        return true;
1104    }
1105
1106    virtual bool isOpaque() const {
1107        return !mLayer->isBlend();
1108    }
1109
1110protected:
1111    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1112        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1113    }
1114
1115    virtual void flatten(SkWriteBuffer&) const {
1116        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1117    }
1118
1119    virtual Factory getFactory() const {
1120        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1121        return NULL;
1122    }
1123private:
1124    // Unowned.
1125    Layer* mLayer;
1126    typedef SkShader INHERITED;
1127};
1128
1129void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1130    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1131
1132    if (layer->getConvexMask()) {
1133        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1134
1135        // clip to the area of the layer the mask can be larger
1136        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1137
1138        SkPaint paint;
1139        paint.setAntiAlias(true);
1140        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1141
1142        // create LayerShader to map SaveLayer content into subsequent draw
1143        SkMatrix shaderMatrix;
1144        shaderMatrix.setTranslate(rect.left, rect.bottom);
1145        shaderMatrix.preScale(1, -1);
1146        LayerShader layerShader(layer, &shaderMatrix);
1147        paint.setShader(&layerShader);
1148
1149        // Since the drawing primitive is defined in local drawing space,
1150        // we don't need to modify the draw matrix
1151        const SkPath* maskPath = layer->getConvexMask();
1152        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1153
1154        paint.setShader(NULL);
1155        restore();
1156
1157        return;
1158    }
1159
1160    if (layer->region.isRect()) {
1161        layer->setRegionAsRect();
1162
1163        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1164
1165        layer->region.clear();
1166        return;
1167    }
1168
1169    EVENT_LOGD("composeLayerRegion");
1170    // standard Region based draw
1171    size_t count;
1172    const android::Rect* rects;
1173    Region safeRegion;
1174    if (CC_LIKELY(hasRectToRectTransform())) {
1175        rects = layer->region.getArray(&count);
1176    } else {
1177        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1178        rects = safeRegion.getArray(&count);
1179    }
1180
1181    const float alpha = getLayerAlpha(layer);
1182    const float texX = 1.0f / float(layer->getWidth());
1183    const float texY = 1.0f / float(layer->getHeight());
1184    const float height = rect.getHeight();
1185
1186    setupDraw();
1187
1188    // We must get (and therefore bind) the region mesh buffer
1189    // after we setup drawing in case we need to mess with the
1190    // stencil buffer in setupDraw()
1191    TextureVertex* mesh = mCaches.getRegionMesh();
1192    uint32_t numQuads = 0;
1193
1194    setupDrawWithTexture();
1195    setupDrawColor(alpha, alpha, alpha, alpha);
1196    setupDrawColorFilter(layer->getColorFilter());
1197    setupDrawBlending(layer);
1198    setupDrawProgram();
1199    setupDrawDirtyRegionsDisabled();
1200    setupDrawPureColorUniforms();
1201    setupDrawColorFilterUniforms(layer->getColorFilter());
1202    setupDrawTexture(layer->getTexture());
1203    if (currentTransform()->isPureTranslate()) {
1204        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1205        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1206
1207        layer->setFilter(GL_NEAREST);
1208        setupDrawModelView(kModelViewMode_Translate, false,
1209                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1210    } else {
1211        layer->setFilter(GL_LINEAR);
1212        setupDrawModelView(kModelViewMode_Translate, false,
1213                rect.left, rect.top, rect.right, rect.bottom);
1214    }
1215    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1216
1217    for (size_t i = 0; i < count; i++) {
1218        const android::Rect* r = &rects[i];
1219
1220        const float u1 = r->left * texX;
1221        const float v1 = (height - r->top) * texY;
1222        const float u2 = r->right * texX;
1223        const float v2 = (height - r->bottom) * texY;
1224
1225        // TODO: Reject quads outside of the clip
1226        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1227        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1228        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1229        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1230
1231        numQuads++;
1232
1233        if (numQuads >= gMaxNumberOfQuads) {
1234            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1235                            GL_UNSIGNED_SHORT, NULL));
1236            numQuads = 0;
1237            mesh = mCaches.getRegionMesh();
1238        }
1239    }
1240
1241    if (numQuads > 0) {
1242        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1243                        GL_UNSIGNED_SHORT, NULL));
1244    }
1245
1246#if DEBUG_LAYERS_AS_REGIONS
1247    drawRegionRectsDebug(layer->region);
1248#endif
1249
1250    layer->region.clear();
1251}
1252
1253#if DEBUG_LAYERS_AS_REGIONS
1254void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1255    size_t count;
1256    const android::Rect* rects = region.getArray(&count);
1257
1258    uint32_t colors[] = {
1259            0x7fff0000, 0x7f00ff00,
1260            0x7f0000ff, 0x7fff00ff,
1261    };
1262
1263    int offset = 0;
1264    int32_t top = rects[0].top;
1265
1266    for (size_t i = 0; i < count; i++) {
1267        if (top != rects[i].top) {
1268            offset ^= 0x2;
1269            top = rects[i].top;
1270        }
1271
1272        SkPaint paint;
1273        paint.setColor(colors[offset + (i & 0x1)]);
1274        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1275        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1276    }
1277}
1278#endif
1279
1280void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1281    Vector<float> rects;
1282
1283    SkRegion::Iterator it(region);
1284    while (!it.done()) {
1285        const SkIRect& r = it.rect();
1286        rects.push(r.fLeft);
1287        rects.push(r.fTop);
1288        rects.push(r.fRight);
1289        rects.push(r.fBottom);
1290        it.next();
1291    }
1292
1293    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1294}
1295
1296void OpenGLRenderer::dirtyLayer(const float left, const float top,
1297        const float right, const float bottom, const mat4 transform) {
1298    if (hasLayer()) {
1299        Rect bounds(left, top, right, bottom);
1300        transform.mapRect(bounds);
1301        dirtyLayerUnchecked(bounds, getRegion());
1302    }
1303}
1304
1305void OpenGLRenderer::dirtyLayer(const float left, const float top,
1306        const float right, const float bottom) {
1307    if (hasLayer()) {
1308        Rect bounds(left, top, right, bottom);
1309        dirtyLayerUnchecked(bounds, getRegion());
1310    }
1311}
1312
1313void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1314    if (bounds.intersect(*currentClipRect())) {
1315        bounds.snapToPixelBoundaries();
1316        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1317        if (!dirty.isEmpty()) {
1318            region->orSelf(dirty);
1319        }
1320    }
1321}
1322
1323void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1324    GLsizei elementsCount = quadsCount * 6;
1325    while (elementsCount > 0) {
1326        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1327
1328        setupDrawIndexedVertices(&mesh[0].x);
1329        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1330
1331        elementsCount -= drawCount;
1332        // Though there are 4 vertices in a quad, we use 6 indices per
1333        // quad to draw with GL_TRIANGLES
1334        mesh += (drawCount / 6) * 4;
1335    }
1336}
1337
1338void OpenGLRenderer::clearLayerRegions() {
1339    const size_t count = mLayers.size();
1340    if (count == 0) return;
1341
1342    if (!currentSnapshot()->isIgnored()) {
1343        EVENT_LOGD("clearLayerRegions");
1344        // Doing several glScissor/glClear here can negatively impact
1345        // GPUs with a tiler architecture, instead we draw quads with
1346        // the Clear blending mode
1347
1348        // The list contains bounds that have already been clipped
1349        // against their initial clip rect, and the current clip
1350        // is likely different so we need to disable clipping here
1351        bool scissorChanged = mCaches.disableScissor();
1352
1353        Vertex mesh[count * 4];
1354        Vertex* vertex = mesh;
1355
1356        for (uint32_t i = 0; i < count; i++) {
1357            Rect* bounds = mLayers.itemAt(i);
1358
1359            Vertex::set(vertex++, bounds->left, bounds->top);
1360            Vertex::set(vertex++, bounds->right, bounds->top);
1361            Vertex::set(vertex++, bounds->left, bounds->bottom);
1362            Vertex::set(vertex++, bounds->right, bounds->bottom);
1363
1364            delete bounds;
1365        }
1366        // We must clear the list of dirty rects before we
1367        // call setupDraw() to prevent stencil setup to do
1368        // the same thing again
1369        mLayers.clear();
1370
1371        SkPaint clearPaint;
1372        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1373
1374        setupDraw(false);
1375        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1376        setupDrawBlending(&clearPaint, true);
1377        setupDrawProgram();
1378        setupDrawPureColorUniforms();
1379        setupDrawModelView(kModelViewMode_Translate, false,
1380                0.0f, 0.0f, 0.0f, 0.0f, true);
1381
1382        issueIndexedQuadDraw(&mesh[0], count);
1383
1384        if (scissorChanged) mCaches.enableScissor();
1385    } else {
1386        for (uint32_t i = 0; i < count; i++) {
1387            delete mLayers.itemAt(i);
1388        }
1389        mLayers.clear();
1390    }
1391}
1392
1393///////////////////////////////////////////////////////////////////////////////
1394// State Deferral
1395///////////////////////////////////////////////////////////////////////////////
1396
1397bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1398    const Rect* currentClip = currentClipRect();
1399    const mat4* currentMatrix = currentTransform();
1400
1401    if (stateDeferFlags & kStateDeferFlag_Draw) {
1402        // state has bounds initialized in local coordinates
1403        if (!state.mBounds.isEmpty()) {
1404            currentMatrix->mapRect(state.mBounds);
1405            Rect clippedBounds(state.mBounds);
1406            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1407            // is used, it should more closely duplicate the quickReject logic (in how it uses
1408            // snapToPixelBoundaries)
1409
1410            if(!clippedBounds.intersect(*currentClip)) {
1411                // quick rejected
1412                return true;
1413            }
1414
1415            state.mClipSideFlags = kClipSide_None;
1416            if (!currentClip->contains(state.mBounds)) {
1417                int& flags = state.mClipSideFlags;
1418                // op partially clipped, so record which sides are clipped for clip-aware merging
1419                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1420                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1421                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1422                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1423            }
1424            state.mBounds.set(clippedBounds);
1425        } else {
1426            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1427            // overdraw avoidance (since we don't know what it overlaps)
1428            state.mClipSideFlags = kClipSide_ConservativeFull;
1429            state.mBounds.set(*currentClip);
1430        }
1431    }
1432
1433    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1434    if (state.mClipValid) {
1435        state.mClip.set(*currentClip);
1436    }
1437
1438    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1439    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1440    state.mMatrix.load(*currentMatrix);
1441    state.mDrawModifiers = mDrawModifiers;
1442    state.mAlpha = currentSnapshot()->alpha;
1443
1444    // always store/restore, since it's just a pointer
1445    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1446    return false;
1447}
1448
1449void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1450    setMatrix(state.mMatrix);
1451    mSnapshot->alpha = state.mAlpha;
1452    mDrawModifiers = state.mDrawModifiers;
1453    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1454
1455    if (state.mClipValid && !skipClipRestore) {
1456        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1457                state.mClip.right, state.mClip.bottom);
1458        dirtyClip();
1459    }
1460}
1461
1462/**
1463 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1464 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1465 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1466 *
1467 * This method should be called when restoreDisplayState() won't be restoring the clip
1468 */
1469void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1470    if (clipRect != NULL) {
1471        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1472    } else {
1473        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1474    }
1475    dirtyClip();
1476    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1477}
1478
1479///////////////////////////////////////////////////////////////////////////////
1480// Clipping
1481///////////////////////////////////////////////////////////////////////////////
1482
1483void OpenGLRenderer::setScissorFromClip() {
1484    Rect clip(*currentClipRect());
1485    clip.snapToPixelBoundaries();
1486
1487    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1488            clip.getWidth(), clip.getHeight())) {
1489        mDirtyClip = false;
1490    }
1491}
1492
1493void OpenGLRenderer::ensureStencilBuffer() {
1494    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1495    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1496    // just hope we have one when hasLayer() returns false.
1497    if (hasLayer()) {
1498        attachStencilBufferToLayer(currentSnapshot()->layer);
1499    }
1500}
1501
1502void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1503    // The layer's FBO is already bound when we reach this stage
1504    if (!layer->getStencilRenderBuffer()) {
1505        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1506        // is attached after we initiated tiling. We must turn it off,
1507        // attach the new render buffer then turn tiling back on
1508        endTiling();
1509
1510        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1511                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1512        layer->setStencilRenderBuffer(buffer);
1513
1514        startTiling(layer->clipRect, layer->layer.getHeight());
1515    }
1516}
1517
1518void OpenGLRenderer::setStencilFromClip() {
1519    if (!mCaches.debugOverdraw) {
1520        if (!currentSnapshot()->clipRegion->isEmpty()) {
1521            EVENT_LOGD("setStencilFromClip - enabling");
1522
1523            // NOTE: The order here is important, we must set dirtyClip to false
1524            //       before any draw call to avoid calling back into this method
1525            mDirtyClip = false;
1526
1527            ensureStencilBuffer();
1528
1529            mCaches.stencil.enableWrite();
1530
1531            // Clear and update the stencil, but first make sure we restrict drawing
1532            // to the region's bounds
1533            bool resetScissor = mCaches.enableScissor();
1534            if (resetScissor) {
1535                // The scissor was not set so we now need to update it
1536                setScissorFromClip();
1537            }
1538            mCaches.stencil.clear();
1539
1540            // stash and disable the outline clip state, since stencil doesn't account for outline
1541            bool storedSkipOutlineClip = mSkipOutlineClip;
1542            mSkipOutlineClip = true;
1543
1544            SkPaint paint;
1545            paint.setColor(SK_ColorBLACK);
1546            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1547
1548            // NOTE: We could use the region contour path to generate a smaller mesh
1549            //       Since we are using the stencil we could use the red book path
1550            //       drawing technique. It might increase bandwidth usage though.
1551
1552            // The last parameter is important: we are not drawing in the color buffer
1553            // so we don't want to dirty the current layer, if any
1554            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1555            if (resetScissor) mCaches.disableScissor();
1556            mSkipOutlineClip = storedSkipOutlineClip;
1557
1558            mCaches.stencil.enableTest();
1559
1560            // Draw the region used to generate the stencil if the appropriate debug
1561            // mode is enabled
1562            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1563                paint.setColor(0x7f0000ff);
1564                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1565                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1566            }
1567        } else {
1568            EVENT_LOGD("setStencilFromClip - disabling");
1569            mCaches.stencil.disable();
1570        }
1571    }
1572}
1573
1574/**
1575 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1576 *
1577 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1578 *         style, and tessellated AA ramp
1579 */
1580bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1581        const SkPaint* paint) {
1582    bool snapOut = paint && paint->isAntiAlias();
1583
1584    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1585        float outset = paint->getStrokeWidth() * 0.5f;
1586        left -= outset;
1587        top -= outset;
1588        right += outset;
1589        bottom += outset;
1590    }
1591
1592    bool clipRequired = false;
1593    bool roundRectClipRequired = false;
1594    if (calculateQuickRejectForScissor(left, top, right, bottom,
1595            &clipRequired, &roundRectClipRequired, snapOut)) {
1596        return true;
1597    }
1598
1599    // not quick rejected, so enable the scissor if clipRequired
1600    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1601    mSkipOutlineClip = !roundRectClipRequired;
1602    return false;
1603}
1604
1605void OpenGLRenderer::debugClip() {
1606#if DEBUG_CLIP_REGIONS
1607    if (!currentSnapshot()->clipRegion->isEmpty()) {
1608        SkPaint paint;
1609        paint.setColor(0x7f00ff00);
1610        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1611
1612    }
1613#endif
1614}
1615
1616///////////////////////////////////////////////////////////////////////////////
1617// Drawing commands
1618///////////////////////////////////////////////////////////////////////////////
1619
1620void OpenGLRenderer::setupDraw(bool clearLayer) {
1621    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1622    //       changes the scissor test state
1623    if (clearLayer) clearLayerRegions();
1624    // Make sure setScissor & setStencil happen at the beginning of
1625    // this method
1626    if (mDirtyClip) {
1627        if (mCaches.scissorEnabled) {
1628            setScissorFromClip();
1629        }
1630
1631        if (clearLayer) {
1632            setStencilFromClip();
1633        } else {
1634            // While clearing layer, force disable stencil buffer, since
1635            // it's invalid to stencil-clip *during* the layer clear
1636            mCaches.stencil.disable();
1637        }
1638    }
1639
1640    mDescription.reset();
1641
1642    mSetShaderColor = false;
1643    mColorSet = false;
1644    mColorA = mColorR = mColorG = mColorB = 0.0f;
1645    mTextureUnit = 0;
1646    mTrackDirtyRegions = true;
1647
1648    // Enable debug highlight when what we're about to draw is tested against
1649    // the stencil buffer and if stencil highlight debugging is on
1650    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1651            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1652            mCaches.stencil.isTestEnabled();
1653
1654    mDescription.emulateStencil = mCountOverdraw;
1655}
1656
1657void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1658    mDescription.hasTexture = true;
1659    mDescription.hasAlpha8Texture = isAlpha8;
1660}
1661
1662void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1663    mDescription.hasTexture = true;
1664    mDescription.hasColors = true;
1665    mDescription.hasAlpha8Texture = isAlpha8;
1666}
1667
1668void OpenGLRenderer::setupDrawWithExternalTexture() {
1669    mDescription.hasExternalTexture = true;
1670}
1671
1672void OpenGLRenderer::setupDrawNoTexture() {
1673    mCaches.disableTexCoordsVertexArray();
1674}
1675
1676void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1677    mDescription.hasVertexAlpha = true;
1678    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1679}
1680
1681void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1682    mColorA = alpha / 255.0f;
1683    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1684    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1685    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1686    mColorSet = true;
1687    mSetShaderColor = mDescription.setColorModulate(mColorA);
1688}
1689
1690void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1691    mColorA = alpha / 255.0f;
1692    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1693    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1694    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1695    mColorSet = true;
1696    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1697}
1698
1699void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1700    mCaches.fontRenderer->describe(mDescription, paint);
1701}
1702
1703void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1704    mColorA = a;
1705    mColorR = r;
1706    mColorG = g;
1707    mColorB = b;
1708    mColorSet = true;
1709    mSetShaderColor = mDescription.setColorModulate(a);
1710}
1711
1712void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1713    if (shader != NULL) {
1714        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1715    }
1716}
1717
1718void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1719    if (filter == NULL) {
1720        return;
1721    }
1722
1723    SkXfermode::Mode mode;
1724    if (filter->asColorMode(NULL, &mode)) {
1725        mDescription.colorOp = ProgramDescription::kColorBlend;
1726        mDescription.colorMode = mode;
1727    } else if (filter->asColorMatrix(NULL)) {
1728        mDescription.colorOp = ProgramDescription::kColorMatrix;
1729    }
1730}
1731
1732void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1733    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1734        mColorA = 1.0f;
1735        mColorR = mColorG = mColorB = 0.0f;
1736        mSetShaderColor = mDescription.modulate = true;
1737    }
1738}
1739
1740void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1741    SkXfermode::Mode mode = layer->getMode();
1742    // When the blending mode is kClear_Mode, we need to use a modulate color
1743    // argb=1,0,0,0
1744    accountForClear(mode);
1745    // TODO: check shader blending, once we have shader drawing support for layers.
1746    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1747            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1748    chooseBlending(blend, mode, mDescription, swapSrcDst);
1749}
1750
1751void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1752    SkXfermode::Mode mode = getXfermodeDirect(paint);
1753    // When the blending mode is kClear_Mode, we need to use a modulate color
1754    // argb=1,0,0,0
1755    accountForClear(mode);
1756    blend |= (mColorSet && mColorA < 1.0f) ||
1757            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1758            isBlendedColorFilter(getColorFilter(paint));
1759    chooseBlending(blend, mode, mDescription, swapSrcDst);
1760}
1761
1762void OpenGLRenderer::setupDrawProgram() {
1763    useProgram(mCaches.programCache.get(mDescription));
1764    if (mDescription.hasRoundRectClip) {
1765        // TODO: avoid doing this repeatedly, stashing state pointer in program
1766        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1767        const Rect& innerRect = state->innerRect;
1768        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1769                innerRect.left, innerRect.top,
1770                innerRect.right, innerRect.bottom);
1771        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1772                1, GL_FALSE, &state->matrix.data[0]);
1773
1774        // add half pixel to round out integer rect space to cover pixel centers
1775        float roundedOutRadius = state->radius + 0.5f;
1776        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1777                roundedOutRadius);
1778    }
1779}
1780
1781void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1782    mTrackDirtyRegions = false;
1783}
1784
1785void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1786        float left, float top, float right, float bottom, bool ignoreTransform) {
1787    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1788    if (mode == kModelViewMode_TranslateAndScale) {
1789        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1790    }
1791
1792    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1793    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1794    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1795    if (dirty && mTrackDirtyRegions) {
1796        if (!ignoreTransform) {
1797            dirtyLayer(left, top, right, bottom, *currentTransform());
1798        } else {
1799            dirtyLayer(left, top, right, bottom);
1800        }
1801    }
1802}
1803
1804void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1805    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1806        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1807    }
1808}
1809
1810void OpenGLRenderer::setupDrawPureColorUniforms() {
1811    if (mSetShaderColor) {
1812        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1813    }
1814}
1815
1816void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1817    if (shader == NULL) {
1818        return;
1819    }
1820
1821    if (ignoreTransform) {
1822        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1823        // because it was built into modelView / the geometry, and the description needs to
1824        // compensate.
1825        mat4 modelViewWithoutTransform;
1826        modelViewWithoutTransform.loadInverse(*currentTransform());
1827        modelViewWithoutTransform.multiply(mModelViewMatrix);
1828        mModelViewMatrix.load(modelViewWithoutTransform);
1829    }
1830
1831    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1832}
1833
1834void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1835    if (NULL == filter) {
1836        return;
1837    }
1838
1839    SkColor color;
1840    SkXfermode::Mode mode;
1841    if (filter->asColorMode(&color, &mode)) {
1842        const int alpha = SkColorGetA(color);
1843        const GLfloat a = alpha / 255.0f;
1844        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1845        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1846        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1847        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1848        return;
1849    }
1850
1851    SkScalar srcColorMatrix[20];
1852    if (filter->asColorMatrix(srcColorMatrix)) {
1853
1854        float colorMatrix[16];
1855        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1856        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1857        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1858        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1859
1860        // Skia uses the range [0..255] for the addition vector, but we need
1861        // the [0..1] range to apply the vector in GLSL
1862        float colorVector[4];
1863        colorVector[0] = srcColorMatrix[4] / 255.0f;
1864        colorVector[1] = srcColorMatrix[9] / 255.0f;
1865        colorVector[2] = srcColorMatrix[14] / 255.0f;
1866        colorVector[3] = srcColorMatrix[19] / 255.0f;
1867
1868        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1869                GL_FALSE, colorMatrix);
1870        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1871        return;
1872    }
1873
1874    // it is an error if we ever get here
1875}
1876
1877void OpenGLRenderer::setupDrawTextGammaUniforms() {
1878    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1879}
1880
1881void OpenGLRenderer::setupDrawSimpleMesh() {
1882    bool force = mCaches.bindMeshBuffer();
1883    mCaches.bindPositionVertexPointer(force, 0);
1884    mCaches.unbindIndicesBuffer();
1885}
1886
1887void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1888    if (texture) bindTexture(texture);
1889    mTextureUnit++;
1890    mCaches.enableTexCoordsVertexArray();
1891}
1892
1893void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1894    bindExternalTexture(texture);
1895    mTextureUnit++;
1896    mCaches.enableTexCoordsVertexArray();
1897}
1898
1899void OpenGLRenderer::setupDrawTextureTransform() {
1900    mDescription.hasTextureTransform = true;
1901}
1902
1903void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1904    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1905            GL_FALSE, &transform.data[0]);
1906}
1907
1908void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1909        const GLvoid* texCoords, GLuint vbo) {
1910    bool force = false;
1911    if (!vertices || vbo) {
1912        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1913    } else {
1914        force = mCaches.unbindMeshBuffer();
1915    }
1916
1917    mCaches.bindPositionVertexPointer(force, vertices);
1918    if (mCaches.currentProgram->texCoords >= 0) {
1919        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1920    }
1921
1922    mCaches.unbindIndicesBuffer();
1923}
1924
1925void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1926        const GLvoid* texCoords, const GLvoid* colors) {
1927    bool force = mCaches.unbindMeshBuffer();
1928    GLsizei stride = sizeof(ColorTextureVertex);
1929
1930    mCaches.bindPositionVertexPointer(force, vertices, stride);
1931    if (mCaches.currentProgram->texCoords >= 0) {
1932        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1933    }
1934    int slot = mCaches.currentProgram->getAttrib("colors");
1935    if (slot >= 0) {
1936        glEnableVertexAttribArray(slot);
1937        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1938    }
1939
1940    mCaches.unbindIndicesBuffer();
1941}
1942
1943void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1944        const GLvoid* texCoords, GLuint vbo) {
1945    bool force = false;
1946    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1947    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1948    // use the default VBO found in Caches
1949    if (!vertices || vbo) {
1950        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1951    } else {
1952        force = mCaches.unbindMeshBuffer();
1953    }
1954    mCaches.bindQuadIndicesBuffer();
1955
1956    mCaches.bindPositionVertexPointer(force, vertices);
1957    if (mCaches.currentProgram->texCoords >= 0) {
1958        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1959    }
1960}
1961
1962void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1963    bool force = mCaches.unbindMeshBuffer();
1964    mCaches.bindQuadIndicesBuffer();
1965    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1966}
1967
1968///////////////////////////////////////////////////////////////////////////////
1969// Drawing
1970///////////////////////////////////////////////////////////////////////////////
1971
1972status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1973    status_t status;
1974    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1975    // will be performed by the display list itself
1976    if (renderNode && renderNode->isRenderable()) {
1977        // compute 3d ordering
1978        renderNode->computeOrdering();
1979        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1980            status = startFrame();
1981            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1982            renderNode->replay(replayStruct, 0);
1983            return status | replayStruct.mDrawGlStatus;
1984        }
1985
1986        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1987        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1988        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1989        renderNode->defer(deferStruct, 0);
1990
1991        flushLayers();
1992        status = startFrame();
1993
1994        return deferredList.flush(*this, dirty) | status;
1995    }
1996
1997    // Even if there is no drawing command(Ex: invisible),
1998    // it still needs startFrame to clear buffer and start tiling.
1999    return startFrame();
2000}
2001
2002void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
2003    int color = paint != NULL ? paint->getColor() : 0;
2004
2005    float x = left;
2006    float y = top;
2007
2008    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2009
2010    bool ignoreTransform = false;
2011    if (currentTransform()->isPureTranslate()) {
2012        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2013        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2014        ignoreTransform = true;
2015
2016        texture->setFilter(GL_NEAREST, true);
2017    } else {
2018        texture->setFilter(getFilter(paint), true);
2019    }
2020
2021    // No need to check for a UV mapper on the texture object, only ARGB_8888
2022    // bitmaps get packed in the atlas
2023    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2024            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2025            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2026}
2027
2028/**
2029 * Important note: this method is intended to draw batches of bitmaps and
2030 * will not set the scissor enable or dirty the current layer, if any.
2031 * The caller is responsible for properly dirtying the current layer.
2032 */
2033status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2034        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
2035        const Rect& bounds, const SkPaint* paint) {
2036    mCaches.activeTexture(0);
2037    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2038    if (!texture) return DrawGlInfo::kStatusDone;
2039
2040    const AutoTexture autoCleanup(texture);
2041
2042    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2043    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
2044
2045    const float x = (int) floorf(bounds.left + 0.5f);
2046    const float y = (int) floorf(bounds.top + 0.5f);
2047    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2048        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2049                texture->id, paint, &vertices[0].x, &vertices[0].u,
2050                GL_TRIANGLES, bitmapCount * 6, true,
2051                kModelViewMode_Translate, false);
2052    } else {
2053        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2054                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
2055                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2056                kModelViewMode_Translate, false);
2057    }
2058
2059    return DrawGlInfo::kStatusDrew;
2060}
2061
2062status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
2063    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2064        return DrawGlInfo::kStatusDone;
2065    }
2066
2067    mCaches.activeTexture(0);
2068    Texture* texture = getTexture(bitmap);
2069    if (!texture) return DrawGlInfo::kStatusDone;
2070    const AutoTexture autoCleanup(texture);
2071
2072    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2073        drawAlphaBitmap(texture, 0, 0, paint);
2074    } else {
2075        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2076    }
2077
2078    return DrawGlInfo::kStatusDrew;
2079}
2080
2081status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2082    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2083        return DrawGlInfo::kStatusDone;
2084    }
2085
2086    mCaches.activeTexture(0);
2087    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2088    const AutoTexture autoCleanup(texture);
2089
2090    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2091        drawAlphaBitmap(texture, 0, 0, paint);
2092    } else {
2093        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2094    }
2095
2096    return DrawGlInfo::kStatusDrew;
2097}
2098
2099status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2100        const float* vertices, const int* colors, const SkPaint* paint) {
2101    if (!vertices || currentSnapshot()->isIgnored()) {
2102        return DrawGlInfo::kStatusDone;
2103    }
2104
2105    // TODO: use quickReject on bounds from vertices
2106    mCaches.enableScissor();
2107
2108    float left = FLT_MAX;
2109    float top = FLT_MAX;
2110    float right = FLT_MIN;
2111    float bottom = FLT_MIN;
2112
2113    const uint32_t count = meshWidth * meshHeight * 6;
2114
2115    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2116    mesh.setCapacity(count);
2117    ColorTextureVertex* vertex = mesh.editArray();
2118
2119    bool cleanupColors = false;
2120    if (!colors) {
2121        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2122        int* newColors = new int[colorsCount];
2123        memset(newColors, 0xff, colorsCount * sizeof(int));
2124        colors = newColors;
2125        cleanupColors = true;
2126    }
2127
2128    mCaches.activeTexture(0);
2129    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2130    const UvMapper& mapper(getMapper(texture));
2131
2132    for (int32_t y = 0; y < meshHeight; y++) {
2133        for (int32_t x = 0; x < meshWidth; x++) {
2134            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2135
2136            float u1 = float(x) / meshWidth;
2137            float u2 = float(x + 1) / meshWidth;
2138            float v1 = float(y) / meshHeight;
2139            float v2 = float(y + 1) / meshHeight;
2140
2141            mapper.map(u1, v1, u2, v2);
2142
2143            int ax = i + (meshWidth + 1) * 2;
2144            int ay = ax + 1;
2145            int bx = i;
2146            int by = bx + 1;
2147            int cx = i + 2;
2148            int cy = cx + 1;
2149            int dx = i + (meshWidth + 1) * 2 + 2;
2150            int dy = dx + 1;
2151
2152            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2153            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2154            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2155
2156            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2157            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2158            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2159
2160            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2161            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2162            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2163            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2164        }
2165    }
2166
2167    if (quickRejectSetupScissor(left, top, right, bottom)) {
2168        if (cleanupColors) delete[] colors;
2169        return DrawGlInfo::kStatusDone;
2170    }
2171
2172    if (!texture) {
2173        texture = mCaches.textureCache.get(bitmap);
2174        if (!texture) {
2175            if (cleanupColors) delete[] colors;
2176            return DrawGlInfo::kStatusDone;
2177        }
2178    }
2179    const AutoTexture autoCleanup(texture);
2180
2181    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2182    texture->setFilter(getFilter(paint), true);
2183
2184    int alpha;
2185    SkXfermode::Mode mode;
2186    getAlphaAndMode(paint, &alpha, &mode);
2187
2188    float a = alpha / 255.0f;
2189
2190    if (hasLayer()) {
2191        dirtyLayer(left, top, right, bottom, *currentTransform());
2192    }
2193
2194    setupDraw();
2195    setupDrawWithTextureAndColor();
2196    setupDrawColor(a, a, a, a);
2197    setupDrawColorFilter(getColorFilter(paint));
2198    setupDrawBlending(paint, true);
2199    setupDrawProgram();
2200    setupDrawDirtyRegionsDisabled();
2201    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2202    setupDrawTexture(texture->id);
2203    setupDrawPureColorUniforms();
2204    setupDrawColorFilterUniforms(getColorFilter(paint));
2205    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2206
2207    glDrawArrays(GL_TRIANGLES, 0, count);
2208
2209    int slot = mCaches.currentProgram->getAttrib("colors");
2210    if (slot >= 0) {
2211        glDisableVertexAttribArray(slot);
2212    }
2213
2214    if (cleanupColors) delete[] colors;
2215
2216    return DrawGlInfo::kStatusDrew;
2217}
2218
2219status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2220         float srcLeft, float srcTop, float srcRight, float srcBottom,
2221         float dstLeft, float dstTop, float dstRight, float dstBottom,
2222         const SkPaint* paint) {
2223    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2224        return DrawGlInfo::kStatusDone;
2225    }
2226
2227    mCaches.activeTexture(0);
2228    Texture* texture = getTexture(bitmap);
2229    if (!texture) return DrawGlInfo::kStatusDone;
2230    const AutoTexture autoCleanup(texture);
2231
2232    const float width = texture->width;
2233    const float height = texture->height;
2234
2235    float u1 = fmax(0.0f, srcLeft / width);
2236    float v1 = fmax(0.0f, srcTop / height);
2237    float u2 = fmin(1.0f, srcRight / width);
2238    float v2 = fmin(1.0f, srcBottom / height);
2239
2240    getMapper(texture).map(u1, v1, u2, v2);
2241
2242    mCaches.unbindMeshBuffer();
2243    resetDrawTextureTexCoords(u1, v1, u2, v2);
2244
2245    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2246
2247    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2248    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2249
2250    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2251    // Apply a scale transform on the canvas only when a shader is in use
2252    // Skia handles the ratio between the dst and src rects as a scale factor
2253    // when a shader is set
2254    bool useScaleTransform = getShader(paint) && scaled;
2255    bool ignoreTransform = false;
2256
2257    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2258        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2259        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2260
2261        dstRight = x + (dstRight - dstLeft);
2262        dstBottom = y + (dstBottom - dstTop);
2263
2264        dstLeft = x;
2265        dstTop = y;
2266
2267        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2268        ignoreTransform = true;
2269    } else {
2270        texture->setFilter(getFilter(paint), true);
2271    }
2272
2273    if (CC_UNLIKELY(useScaleTransform)) {
2274        save(SkCanvas::kMatrix_SaveFlag);
2275        translate(dstLeft, dstTop);
2276        scale(scaleX, scaleY);
2277
2278        dstLeft = 0.0f;
2279        dstTop = 0.0f;
2280
2281        dstRight = srcRight - srcLeft;
2282        dstBottom = srcBottom - srcTop;
2283    }
2284
2285    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2286        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2287                texture->id, paint,
2288                &mMeshVertices[0].x, &mMeshVertices[0].u,
2289                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2290    } else {
2291        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2292                texture->id, paint, texture->blend,
2293                &mMeshVertices[0].x, &mMeshVertices[0].u,
2294                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2295    }
2296
2297    if (CC_UNLIKELY(useScaleTransform)) {
2298        restore();
2299    }
2300
2301    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2302
2303    return DrawGlInfo::kStatusDrew;
2304}
2305
2306status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2307        float left, float top, float right, float bottom, const SkPaint* paint) {
2308    if (quickRejectSetupScissor(left, top, right, bottom)) {
2309        return DrawGlInfo::kStatusDone;
2310    }
2311
2312    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2313    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2314            right - left, bottom - top, patch);
2315
2316    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2317}
2318
2319status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2320        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2321        const SkPaint* paint) {
2322    if (quickRejectSetupScissor(left, top, right, bottom)) {
2323        return DrawGlInfo::kStatusDone;
2324    }
2325
2326    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2327        mCaches.activeTexture(0);
2328        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2329        if (!texture) return DrawGlInfo::kStatusDone;
2330        const AutoTexture autoCleanup(texture);
2331
2332        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2333        texture->setFilter(GL_LINEAR, true);
2334
2335        const bool pureTranslate = currentTransform()->isPureTranslate();
2336        // Mark the current layer dirty where we are going to draw the patch
2337        if (hasLayer() && mesh->hasEmptyQuads) {
2338            const float offsetX = left + currentTransform()->getTranslateX();
2339            const float offsetY = top + currentTransform()->getTranslateY();
2340            const size_t count = mesh->quads.size();
2341            for (size_t i = 0; i < count; i++) {
2342                const Rect& bounds = mesh->quads.itemAt(i);
2343                if (CC_LIKELY(pureTranslate)) {
2344                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2345                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2346                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2347                } else {
2348                    dirtyLayer(left + bounds.left, top + bounds.top,
2349                            left + bounds.right, top + bounds.bottom, *currentTransform());
2350                }
2351            }
2352        }
2353
2354        bool ignoreTransform = false;
2355        if (CC_LIKELY(pureTranslate)) {
2356            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2357            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2358
2359            right = x + right - left;
2360            bottom = y + bottom - top;
2361            left = x;
2362            top = y;
2363            ignoreTransform = true;
2364        }
2365        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2366                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2367                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2368                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2369    }
2370
2371    return DrawGlInfo::kStatusDrew;
2372}
2373
2374/**
2375 * Important note: this method is intended to draw batches of 9-patch objects and
2376 * will not set the scissor enable or dirty the current layer, if any.
2377 * The caller is responsible for properly dirtying the current layer.
2378 */
2379status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2380        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2381    mCaches.activeTexture(0);
2382    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2383    if (!texture) return DrawGlInfo::kStatusDone;
2384    const AutoTexture autoCleanup(texture);
2385
2386    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2387    texture->setFilter(GL_LINEAR, true);
2388
2389    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2390            texture->blend, &vertices[0].x, &vertices[0].u,
2391            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2392
2393    return DrawGlInfo::kStatusDrew;
2394}
2395
2396status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2397        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2398    // not missing call to quickReject/dirtyLayer, always done at a higher level
2399    if (!vertexBuffer.getVertexCount()) {
2400        // no vertices to draw
2401        return DrawGlInfo::kStatusDone;
2402    }
2403
2404    Rect bounds(vertexBuffer.getBounds());
2405    bounds.translate(translateX, translateY);
2406    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2407
2408    int color = paint->getColor();
2409    bool isAA = paint->isAntiAlias();
2410
2411    setupDraw();
2412    setupDrawNoTexture();
2413    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2414    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2415    setupDrawColorFilter(getColorFilter(paint));
2416    setupDrawShader(getShader(paint));
2417    setupDrawBlending(paint, isAA);
2418    setupDrawProgram();
2419    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2420            translateX, translateY, 0, 0);
2421    setupDrawColorUniforms(getShader(paint));
2422    setupDrawColorFilterUniforms(getColorFilter(paint));
2423    setupDrawShaderUniforms(getShader(paint));
2424
2425    const void* vertices = vertexBuffer.getBuffer();
2426    bool force = mCaches.unbindMeshBuffer();
2427    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2428    mCaches.resetTexCoordsVertexPointer();
2429
2430    int alphaSlot = -1;
2431    if (isAA) {
2432        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2433        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2434        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2435        glEnableVertexAttribArray(alphaSlot);
2436        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2437    }
2438
2439    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2440    if (mode == VertexBuffer::kStandard) {
2441        mCaches.unbindIndicesBuffer();
2442        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2443    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2444        mCaches.bindShadowIndicesBuffer();
2445        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2446    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2447        mCaches.bindShadowIndicesBuffer();
2448        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2449    } else if (mode == VertexBuffer::kIndices) {
2450        mCaches.unbindIndicesBuffer();
2451        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2452                vertexBuffer.getIndices());
2453    }
2454
2455    if (isAA) {
2456        glDisableVertexAttribArray(alphaSlot);
2457    }
2458
2459    return DrawGlInfo::kStatusDrew;
2460}
2461
2462/**
2463 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2464 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2465 * screen space in all directions. However, instead of using a fragment shader to compute the
2466 * translucency of the color from its position, we simply use a varying parameter to define how far
2467 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2468 *
2469 * Doesn't yet support joins, caps, or path effects.
2470 */
2471status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2472    VertexBuffer vertexBuffer;
2473    // TODO: try clipping large paths to viewport
2474    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2475    return drawVertexBuffer(vertexBuffer, paint);
2476}
2477
2478/**
2479 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2480 * and additional geometry for defining an alpha slope perimeter.
2481 *
2482 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2483 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2484 * in-shader alpha region, but found it to be taxing on some GPUs.
2485 *
2486 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2487 * memory transfer by removing need for degenerate vertices.
2488 */
2489status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2490    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2491
2492    count &= ~0x3; // round down to nearest four
2493
2494    VertexBuffer buffer;
2495    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2496    const Rect& bounds = buffer.getBounds();
2497
2498    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2499        return DrawGlInfo::kStatusDone;
2500    }
2501
2502    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2503    return drawVertexBuffer(buffer, paint, displayFlags);
2504}
2505
2506status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2507    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2508
2509    count &= ~0x1; // round down to nearest two
2510
2511    VertexBuffer buffer;
2512    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2513
2514    const Rect& bounds = buffer.getBounds();
2515    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2516        return DrawGlInfo::kStatusDone;
2517    }
2518
2519    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2520    return drawVertexBuffer(buffer, paint, displayFlags);
2521}
2522
2523status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2524    // No need to check against the clip, we fill the clip region
2525    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2526
2527    Rect clip(*currentClipRect());
2528    clip.snapToPixelBoundaries();
2529
2530    SkPaint paint;
2531    paint.setColor(color);
2532    paint.setXfermodeMode(mode);
2533
2534    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2535
2536    return DrawGlInfo::kStatusDrew;
2537}
2538
2539status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2540        const SkPaint* paint) {
2541    if (!texture) return DrawGlInfo::kStatusDone;
2542    const AutoTexture autoCleanup(texture);
2543
2544    const float x = left + texture->left - texture->offset;
2545    const float y = top + texture->top - texture->offset;
2546
2547    drawPathTexture(texture, x, y, paint);
2548
2549    return DrawGlInfo::kStatusDrew;
2550}
2551
2552status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2553        float rx, float ry, const SkPaint* p) {
2554    if (currentSnapshot()->isIgnored()
2555            || quickRejectSetupScissor(left, top, right, bottom, p)
2556            || paintWillNotDraw(*p)) {
2557        return DrawGlInfo::kStatusDone;
2558    }
2559
2560    if (p->getPathEffect() != 0) {
2561        mCaches.activeTexture(0);
2562        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2563                right - left, bottom - top, rx, ry, p);
2564        return drawShape(left, top, texture, p);
2565    }
2566
2567    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2568            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2569    return drawVertexBuffer(left, top, *vertexBuffer, p);
2570}
2571
2572status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2573    if (currentSnapshot()->isIgnored()
2574            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2575            || paintWillNotDraw(*p)) {
2576        return DrawGlInfo::kStatusDone;
2577    }
2578    if (p->getPathEffect() != 0) {
2579        mCaches.activeTexture(0);
2580        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2581        return drawShape(x - radius, y - radius, texture, p);
2582    }
2583
2584    SkPath path;
2585    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2586        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2587    } else {
2588        path.addCircle(x, y, radius);
2589    }
2590    return drawConvexPath(path, p);
2591}
2592
2593status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2594        const SkPaint* p) {
2595    if (currentSnapshot()->isIgnored()
2596            || quickRejectSetupScissor(left, top, right, bottom, p)
2597            || paintWillNotDraw(*p)) {
2598        return DrawGlInfo::kStatusDone;
2599    }
2600
2601    if (p->getPathEffect() != 0) {
2602        mCaches.activeTexture(0);
2603        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2604        return drawShape(left, top, texture, p);
2605    }
2606
2607    SkPath path;
2608    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2609    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2610        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2611    }
2612    path.addOval(rect);
2613    return drawConvexPath(path, p);
2614}
2615
2616status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2617        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2618    if (currentSnapshot()->isIgnored()
2619            || quickRejectSetupScissor(left, top, right, bottom, p)
2620            || paintWillNotDraw(*p)) {
2621        return DrawGlInfo::kStatusDone;
2622    }
2623
2624    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2625    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2626        mCaches.activeTexture(0);
2627        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2628                startAngle, sweepAngle, useCenter, p);
2629        return drawShape(left, top, texture, p);
2630    }
2631
2632    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2633    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2634        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2635    }
2636
2637    SkPath path;
2638    if (useCenter) {
2639        path.moveTo(rect.centerX(), rect.centerY());
2640    }
2641    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2642    if (useCenter) {
2643        path.close();
2644    }
2645    return drawConvexPath(path, p);
2646}
2647
2648// See SkPaintDefaults.h
2649#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2650
2651status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2652        const SkPaint* p) {
2653    if (currentSnapshot()->isIgnored()
2654            || quickRejectSetupScissor(left, top, right, bottom, p)
2655            || paintWillNotDraw(*p)) {
2656        return DrawGlInfo::kStatusDone;
2657    }
2658
2659    if (p->getStyle() != SkPaint::kFill_Style) {
2660        // only fill style is supported by drawConvexPath, since others have to handle joins
2661        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2662                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2663            mCaches.activeTexture(0);
2664            const PathTexture* texture =
2665                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2666            return drawShape(left, top, texture, p);
2667        }
2668
2669        SkPath path;
2670        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2671        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2672            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2673        }
2674        path.addRect(rect);
2675        return drawConvexPath(path, p);
2676    }
2677
2678    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2679        SkPath path;
2680        path.addRect(left, top, right, bottom);
2681        return drawConvexPath(path, p);
2682    } else {
2683        drawColorRect(left, top, right, bottom, p);
2684        return DrawGlInfo::kStatusDrew;
2685    }
2686}
2687
2688void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2689        int bytesCount, int count, const float* positions,
2690        FontRenderer& fontRenderer, int alpha, float x, float y) {
2691    mCaches.activeTexture(0);
2692
2693    TextShadow textShadow;
2694    if (!getTextShadow(paint, &textShadow)) {
2695        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2696    }
2697
2698    // NOTE: The drop shadow will not perform gamma correction
2699    //       if shader-based correction is enabled
2700    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2701    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2702            paint, text, bytesCount, count, textShadow.radius, positions);
2703    // If the drop shadow exceeds the max texture size or couldn't be
2704    // allocated, skip drawing
2705    if (!shadow) return;
2706    const AutoTexture autoCleanup(shadow);
2707
2708    const float sx = x - shadow->left + textShadow.dx;
2709    const float sy = y - shadow->top + textShadow.dy;
2710
2711    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2712    if (getShader(paint)) {
2713        textShadow.color = SK_ColorWHITE;
2714    }
2715
2716    setupDraw();
2717    setupDrawWithTexture(true);
2718    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2719    setupDrawColorFilter(getColorFilter(paint));
2720    setupDrawShader(getShader(paint));
2721    setupDrawBlending(paint, true);
2722    setupDrawProgram();
2723    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2724            sx, sy, sx + shadow->width, sy + shadow->height);
2725    setupDrawTexture(shadow->id);
2726    setupDrawPureColorUniforms();
2727    setupDrawColorFilterUniforms(getColorFilter(paint));
2728    setupDrawShaderUniforms(getShader(paint));
2729    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2730
2731    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2732}
2733
2734bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2735    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2736    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2737}
2738
2739status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2740        const float* positions, const SkPaint* paint) {
2741    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2742        return DrawGlInfo::kStatusDone;
2743    }
2744
2745    // NOTE: Skia does not support perspective transform on drawPosText yet
2746    if (!currentTransform()->isSimple()) {
2747        return DrawGlInfo::kStatusDone;
2748    }
2749
2750    mCaches.enableScissor();
2751
2752    float x = 0.0f;
2753    float y = 0.0f;
2754    const bool pureTranslate = currentTransform()->isPureTranslate();
2755    if (pureTranslate) {
2756        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2757        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2758    }
2759
2760    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2761    fontRenderer.setFont(paint, SkMatrix::I());
2762
2763    int alpha;
2764    SkXfermode::Mode mode;
2765    getAlphaAndMode(paint, &alpha, &mode);
2766
2767    if (CC_UNLIKELY(hasTextShadow(paint))) {
2768        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2769                alpha, 0.0f, 0.0f);
2770    }
2771
2772    // Pick the appropriate texture filtering
2773    bool linearFilter = currentTransform()->changesBounds();
2774    if (pureTranslate && !linearFilter) {
2775        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2776    }
2777    fontRenderer.setTextureFiltering(linearFilter);
2778
2779    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2780    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2781
2782    const bool hasActiveLayer = hasLayer();
2783
2784    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2785    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2786            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2787        if (hasActiveLayer) {
2788            if (!pureTranslate) {
2789                currentTransform()->mapRect(bounds);
2790            }
2791            dirtyLayerUnchecked(bounds, getRegion());
2792        }
2793    }
2794
2795    return DrawGlInfo::kStatusDrew;
2796}
2797
2798bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2799    if (CC_LIKELY(transform.isPureTranslate())) {
2800        outMatrix->setIdentity();
2801        return false;
2802    } else if (CC_UNLIKELY(transform.isPerspective())) {
2803        outMatrix->setIdentity();
2804        return true;
2805    }
2806
2807    /**
2808     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2809     * with values rounded to the nearest int.
2810     */
2811    float sx, sy;
2812    transform.decomposeScale(sx, sy);
2813    outMatrix->setScale(
2814            roundf(fmaxf(1.0f, sx)),
2815            roundf(fmaxf(1.0f, sy)));
2816    return true;
2817}
2818
2819status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2820        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2821        DrawOpMode drawOpMode) {
2822
2823    if (drawOpMode == kDrawOpMode_Immediate) {
2824        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2825        // drawing as ops from DeferredDisplayList are already filtered for these
2826        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2827                quickRejectSetupScissor(bounds)) {
2828            return DrawGlInfo::kStatusDone;
2829        }
2830    }
2831
2832    const float oldX = x;
2833    const float oldY = y;
2834
2835    const mat4& transform = *currentTransform();
2836    const bool pureTranslate = transform.isPureTranslate();
2837
2838    if (CC_LIKELY(pureTranslate)) {
2839        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2840        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2841    }
2842
2843    int alpha;
2844    SkXfermode::Mode mode;
2845    getAlphaAndMode(paint, &alpha, &mode);
2846
2847    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2848
2849    if (CC_UNLIKELY(hasTextShadow(paint))) {
2850        fontRenderer.setFont(paint, SkMatrix::I());
2851        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2852                alpha, oldX, oldY);
2853    }
2854
2855    const bool hasActiveLayer = hasLayer();
2856
2857    // We only pass a partial transform to the font renderer. That partial
2858    // matrix defines how glyphs are rasterized. Typically we want glyphs
2859    // to be rasterized at their final size on screen, which means the partial
2860    // matrix needs to take the scale factor into account.
2861    // When a partial matrix is used to transform glyphs during rasterization,
2862    // the mesh is generated with the inverse transform (in the case of scale,
2863    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2864    // apply the full transform matrix at draw time in the vertex shader.
2865    // Applying the full matrix in the shader is the easiest way to handle
2866    // rotation and perspective and allows us to always generated quads in the
2867    // font renderer which greatly simplifies the code, clipping in particular.
2868    SkMatrix fontTransform;
2869    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2870            || fabs(y - (int) y) > 0.0f
2871            || fabs(x - (int) x) > 0.0f;
2872    fontRenderer.setFont(paint, fontTransform);
2873    fontRenderer.setTextureFiltering(linearFilter);
2874
2875    // TODO: Implement better clipping for scaled/rotated text
2876    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2877    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2878
2879    bool status;
2880    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2881
2882    // don't call issuedrawcommand, do it at end of batch
2883    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2884    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2885        SkPaint paintCopy(*paint);
2886        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2887        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2888                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2889    } else {
2890        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2891                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2892    }
2893
2894    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2895        if (!pureTranslate) {
2896            transform.mapRect(layerBounds);
2897        }
2898        dirtyLayerUnchecked(layerBounds, getRegion());
2899    }
2900
2901    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2902
2903    return DrawGlInfo::kStatusDrew;
2904}
2905
2906status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2907        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2908    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2909        return DrawGlInfo::kStatusDone;
2910    }
2911
2912    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2913    mCaches.enableScissor();
2914
2915    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2916    fontRenderer.setFont(paint, SkMatrix::I());
2917    fontRenderer.setTextureFiltering(true);
2918
2919    int alpha;
2920    SkXfermode::Mode mode;
2921    getAlphaAndMode(paint, &alpha, &mode);
2922    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2923
2924    const Rect* clip = &mSnapshot->getLocalClip();
2925    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2926
2927    const bool hasActiveLayer = hasLayer();
2928
2929    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2930            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2931        if (hasActiveLayer) {
2932            currentTransform()->mapRect(bounds);
2933            dirtyLayerUnchecked(bounds, getRegion());
2934        }
2935    }
2936
2937    return DrawGlInfo::kStatusDrew;
2938}
2939
2940status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2941    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2942
2943    mCaches.activeTexture(0);
2944
2945    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2946    if (!texture) return DrawGlInfo::kStatusDone;
2947    const AutoTexture autoCleanup(texture);
2948
2949    const float x = texture->left - texture->offset;
2950    const float y = texture->top - texture->offset;
2951
2952    drawPathTexture(texture, x, y, paint);
2953
2954    return DrawGlInfo::kStatusDrew;
2955}
2956
2957status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2958    if (!layer) {
2959        return DrawGlInfo::kStatusDone;
2960    }
2961
2962    mat4* transform = NULL;
2963    if (layer->isTextureLayer()) {
2964        transform = &layer->getTransform();
2965        if (!transform->isIdentity()) {
2966            save(SkCanvas::kMatrix_SaveFlag);
2967            concatMatrix(*transform);
2968        }
2969    }
2970
2971    bool clipRequired = false;
2972    const bool rejected = calculateQuickRejectForScissor(x, y,
2973            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2974
2975    if (rejected) {
2976        if (transform && !transform->isIdentity()) {
2977            restore();
2978        }
2979        return DrawGlInfo::kStatusDone;
2980    }
2981
2982    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2983            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2984
2985    updateLayer(layer, true);
2986
2987    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2988    mCaches.activeTexture(0);
2989
2990    if (CC_LIKELY(!layer->region.isEmpty())) {
2991        if (layer->region.isRect()) {
2992            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2993                    composeLayerRect(layer, layer->regionRect));
2994        } else if (layer->mesh) {
2995
2996            const float a = getLayerAlpha(layer);
2997            setupDraw();
2998            setupDrawWithTexture();
2999            setupDrawColor(a, a, a, a);
3000            setupDrawColorFilter(layer->getColorFilter());
3001            setupDrawBlending(layer);
3002            setupDrawProgram();
3003            setupDrawPureColorUniforms();
3004            setupDrawColorFilterUniforms(layer->getColorFilter());
3005            setupDrawTexture(layer->getTexture());
3006            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3007                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
3008                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
3009
3010                layer->setFilter(GL_NEAREST);
3011                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
3012                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3013            } else {
3014                layer->setFilter(GL_LINEAR);
3015                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3016                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3017            }
3018
3019            TextureVertex* mesh = &layer->mesh[0];
3020            GLsizei elementsCount = layer->meshElementCount;
3021
3022            while (elementsCount > 0) {
3023                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3024
3025                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3026                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3027                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3028
3029                elementsCount -= drawCount;
3030                // Though there are 4 vertices in a quad, we use 6 indices per
3031                // quad to draw with GL_TRIANGLES
3032                mesh += (drawCount / 6) * 4;
3033            }
3034
3035#if DEBUG_LAYERS_AS_REGIONS
3036            drawRegionRectsDebug(layer->region);
3037#endif
3038        }
3039
3040        if (layer->debugDrawUpdate) {
3041            layer->debugDrawUpdate = false;
3042
3043            SkPaint paint;
3044            paint.setColor(0x7f00ff00);
3045            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3046        }
3047    }
3048    layer->hasDrawnSinceUpdate = true;
3049
3050    if (transform && !transform->isIdentity()) {
3051        restore();
3052    }
3053
3054    return DrawGlInfo::kStatusDrew;
3055}
3056
3057///////////////////////////////////////////////////////////////////////////////
3058// Draw filters
3059///////////////////////////////////////////////////////////////////////////////
3060
3061void OpenGLRenderer::resetPaintFilter() {
3062    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3063    // comparison, see MergingDrawBatch::canMergeWith
3064    mDrawModifiers.mHasDrawFilter = false;
3065    mDrawModifiers.mPaintFilterClearBits = 0;
3066    mDrawModifiers.mPaintFilterSetBits = 0;
3067}
3068
3069void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3070    // TODO: don't bother with boolean, it's redundant with clear/set bits
3071    mDrawModifiers.mHasDrawFilter = true;
3072    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3073    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3074}
3075
3076const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3077    // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3078    // to avoid clobbering 0x02 paint flag
3079
3080    // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3081    static const uint32_t sFilterBitmapFlag = 0x02;
3082
3083    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3084        return paint;
3085    }
3086
3087    const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3088    const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3089
3090    const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3091    mFilteredPaint = *paint;
3092    mFilteredPaint.setFlags(flags);
3093
3094    // check if paint filter trying to override bitmap filter
3095    if ((clearBits | setBits) & sFilterBitmapFlag) {
3096        mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3097                ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3098    }
3099
3100    return &mFilteredPaint;
3101}
3102
3103///////////////////////////////////////////////////////////////////////////////
3104// Drawing implementation
3105///////////////////////////////////////////////////////////////////////////////
3106
3107Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3108    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3109    if (!texture) {
3110        return mCaches.textureCache.get(bitmap);
3111    }
3112    return texture;
3113}
3114
3115void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3116        float x, float y, const SkPaint* paint) {
3117    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3118        return;
3119    }
3120
3121    int alpha;
3122    SkXfermode::Mode mode;
3123    getAlphaAndMode(paint, &alpha, &mode);
3124
3125    setupDraw();
3126    setupDrawWithTexture(true);
3127    setupDrawAlpha8Color(paint->getColor(), alpha);
3128    setupDrawColorFilter(getColorFilter(paint));
3129    setupDrawShader(getShader(paint));
3130    setupDrawBlending(paint, true);
3131    setupDrawProgram();
3132    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3133            x, y, x + texture->width, y + texture->height);
3134    setupDrawTexture(texture->id);
3135    setupDrawPureColorUniforms();
3136    setupDrawColorFilterUniforms(getColorFilter(paint));
3137    setupDrawShaderUniforms(getShader(paint));
3138    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3139
3140    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3141}
3142
3143// Same values used by Skia
3144#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3145#define kStdUnderline_Offset    (1.0f / 9.0f)
3146#define kStdUnderline_Thickness (1.0f / 18.0f)
3147
3148void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3149        const SkPaint* paint) {
3150    // Handle underline and strike-through
3151    uint32_t flags = paint->getFlags();
3152    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3153        SkPaint paintCopy(*paint);
3154
3155        if (CC_LIKELY(underlineWidth > 0.0f)) {
3156            const float textSize = paintCopy.getTextSize();
3157            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3158
3159            const float left = x;
3160            float top = 0.0f;
3161
3162            int linesCount = 0;
3163            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3164            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3165
3166            const int pointsCount = 4 * linesCount;
3167            float points[pointsCount];
3168            int currentPoint = 0;
3169
3170            if (flags & SkPaint::kUnderlineText_Flag) {
3171                top = y + textSize * kStdUnderline_Offset;
3172                points[currentPoint++] = left;
3173                points[currentPoint++] = top;
3174                points[currentPoint++] = left + underlineWidth;
3175                points[currentPoint++] = top;
3176            }
3177
3178            if (flags & SkPaint::kStrikeThruText_Flag) {
3179                top = y + textSize * kStdStrikeThru_Offset;
3180                points[currentPoint++] = left;
3181                points[currentPoint++] = top;
3182                points[currentPoint++] = left + underlineWidth;
3183                points[currentPoint++] = top;
3184            }
3185
3186            paintCopy.setStrokeWidth(strokeWidth);
3187
3188            drawLines(&points[0], pointsCount, &paintCopy);
3189        }
3190    }
3191}
3192
3193status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3194    if (currentSnapshot()->isIgnored()) {
3195        return DrawGlInfo::kStatusDone;
3196    }
3197
3198    return drawColorRects(rects, count, paint, false, true, true);
3199}
3200
3201static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3202    // map z coordinate with true 3d matrix
3203    point.z = transformZ.mapZ(point);
3204
3205    // map x,y coordinates with draw/Skia matrix
3206    transformXY.mapPoint(point.x, point.y);
3207}
3208
3209status_t OpenGLRenderer::drawShadow(float casterAlpha,
3210        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3211    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3212
3213    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3214    mCaches.enableScissor();
3215
3216    SkPaint paint;
3217    paint.setAntiAlias(true); // want to use AlphaVertex
3218
3219    // The caller has made sure casterAlpha > 0.
3220    float ambientShadowAlpha = mAmbientShadowAlpha;
3221    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3222        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3223    }
3224    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3225        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3226        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3227    }
3228
3229    float spotShadowAlpha = mSpotShadowAlpha;
3230    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3231        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3232    }
3233    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3234        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3235        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3236    }
3237
3238    return DrawGlInfo::kStatusDrew;
3239}
3240
3241status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3242        bool ignoreTransform, bool dirty, bool clip) {
3243    if (count == 0) {
3244        return DrawGlInfo::kStatusDone;
3245    }
3246
3247    int color = paint->getColor();
3248    // If a shader is set, preserve only the alpha
3249    if (getShader(paint)) {
3250        color |= 0x00ffffff;
3251    }
3252
3253    float left = FLT_MAX;
3254    float top = FLT_MAX;
3255    float right = FLT_MIN;
3256    float bottom = FLT_MIN;
3257
3258    Vertex mesh[count];
3259    Vertex* vertex = mesh;
3260
3261    for (int index = 0; index < count; index += 4) {
3262        float l = rects[index + 0];
3263        float t = rects[index + 1];
3264        float r = rects[index + 2];
3265        float b = rects[index + 3];
3266
3267        Vertex::set(vertex++, l, t);
3268        Vertex::set(vertex++, r, t);
3269        Vertex::set(vertex++, l, b);
3270        Vertex::set(vertex++, r, b);
3271
3272        left = fminf(left, l);
3273        top = fminf(top, t);
3274        right = fmaxf(right, r);
3275        bottom = fmaxf(bottom, b);
3276    }
3277
3278    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3279        return DrawGlInfo::kStatusDone;
3280    }
3281
3282    setupDraw();
3283    setupDrawNoTexture();
3284    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3285    setupDrawShader(getShader(paint));
3286    setupDrawColorFilter(getColorFilter(paint));
3287    setupDrawBlending(paint);
3288    setupDrawProgram();
3289    setupDrawDirtyRegionsDisabled();
3290    setupDrawModelView(kModelViewMode_Translate, false,
3291            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3292    setupDrawColorUniforms(getShader(paint));
3293    setupDrawShaderUniforms(getShader(paint));
3294    setupDrawColorFilterUniforms(getColorFilter(paint));
3295
3296    if (dirty && hasLayer()) {
3297        dirtyLayer(left, top, right, bottom, *currentTransform());
3298    }
3299
3300    issueIndexedQuadDraw(&mesh[0], count / 4);
3301
3302    return DrawGlInfo::kStatusDrew;
3303}
3304
3305void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3306        const SkPaint* paint, bool ignoreTransform) {
3307    int color = paint->getColor();
3308    // If a shader is set, preserve only the alpha
3309    if (getShader(paint)) {
3310        color |= 0x00ffffff;
3311    }
3312
3313    setupDraw();
3314    setupDrawNoTexture();
3315    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3316    setupDrawShader(getShader(paint));
3317    setupDrawColorFilter(getColorFilter(paint));
3318    setupDrawBlending(paint);
3319    setupDrawProgram();
3320    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3321            left, top, right, bottom, ignoreTransform);
3322    setupDrawColorUniforms(getShader(paint));
3323    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3324    setupDrawColorFilterUniforms(getColorFilter(paint));
3325    setupDrawSimpleMesh();
3326
3327    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3328}
3329
3330void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3331        Texture* texture, const SkPaint* paint) {
3332    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3333
3334    GLvoid* vertices = (GLvoid*) NULL;
3335    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3336
3337    if (texture->uvMapper) {
3338        vertices = &mMeshVertices[0].x;
3339        texCoords = &mMeshVertices[0].u;
3340
3341        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3342        texture->uvMapper->map(uvs);
3343
3344        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3345    }
3346
3347    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3348        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3349        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3350
3351        texture->setFilter(GL_NEAREST, true);
3352        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3353                paint, texture->blend, vertices, texCoords,
3354                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3355    } else {
3356        texture->setFilter(getFilter(paint), true);
3357        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3358                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3359    }
3360
3361    if (texture->uvMapper) {
3362        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3363    }
3364}
3365
3366void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3367        GLuint texture, const SkPaint* paint, bool blend,
3368        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3369        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3370        ModelViewMode modelViewMode, bool dirty) {
3371
3372    int a;
3373    SkXfermode::Mode mode;
3374    getAlphaAndMode(paint, &a, &mode);
3375    const float alpha = a / 255.0f;
3376
3377    setupDraw();
3378    setupDrawWithTexture();
3379    setupDrawColor(alpha, alpha, alpha, alpha);
3380    setupDrawColorFilter(getColorFilter(paint));
3381    setupDrawBlending(paint, blend, swapSrcDst);
3382    setupDrawProgram();
3383    if (!dirty) setupDrawDirtyRegionsDisabled();
3384    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3385    setupDrawTexture(texture);
3386    setupDrawPureColorUniforms();
3387    setupDrawColorFilterUniforms(getColorFilter(paint));
3388    setupDrawMesh(vertices, texCoords, vbo);
3389
3390    glDrawArrays(drawMode, 0, elementsCount);
3391}
3392
3393void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3394        GLuint texture, const SkPaint* paint, bool blend,
3395        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3396        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3397        ModelViewMode modelViewMode, bool dirty) {
3398
3399    int a;
3400    SkXfermode::Mode mode;
3401    getAlphaAndMode(paint, &a, &mode);
3402    const float alpha = a / 255.0f;
3403
3404    setupDraw();
3405    setupDrawWithTexture();
3406    setupDrawColor(alpha, alpha, alpha, alpha);
3407    setupDrawColorFilter(getColorFilter(paint));
3408    setupDrawBlending(paint, blend, swapSrcDst);
3409    setupDrawProgram();
3410    if (!dirty) setupDrawDirtyRegionsDisabled();
3411    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3412    setupDrawTexture(texture);
3413    setupDrawPureColorUniforms();
3414    setupDrawColorFilterUniforms(getColorFilter(paint));
3415    setupDrawMeshIndices(vertices, texCoords, vbo);
3416
3417    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3418}
3419
3420void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3421        GLuint texture, const SkPaint* paint,
3422        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3423        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3424
3425    int color = paint != NULL ? paint->getColor() : 0;
3426    int alpha;
3427    SkXfermode::Mode mode;
3428    getAlphaAndMode(paint, &alpha, &mode);
3429
3430    setupDraw();
3431    setupDrawWithTexture(true);
3432    if (paint != NULL) {
3433        setupDrawAlpha8Color(color, alpha);
3434    }
3435    setupDrawColorFilter(getColorFilter(paint));
3436    setupDrawShader(getShader(paint));
3437    setupDrawBlending(paint, true);
3438    setupDrawProgram();
3439    if (!dirty) setupDrawDirtyRegionsDisabled();
3440    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3441    setupDrawTexture(texture);
3442    setupDrawPureColorUniforms();
3443    setupDrawColorFilterUniforms(getColorFilter(paint));
3444    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3445    setupDrawMesh(vertices, texCoords);
3446
3447    glDrawArrays(drawMode, 0, elementsCount);
3448}
3449
3450void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3451        ProgramDescription& description, bool swapSrcDst) {
3452
3453    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3454        blend = true;
3455        mDescription.hasRoundRectClip = true;
3456    }
3457    mSkipOutlineClip = true;
3458
3459    if (mCountOverdraw) {
3460        if (!mCaches.blend) glEnable(GL_BLEND);
3461        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3462            glBlendFunc(GL_ONE, GL_ONE);
3463        }
3464
3465        mCaches.blend = true;
3466        mCaches.lastSrcMode = GL_ONE;
3467        mCaches.lastDstMode = GL_ONE;
3468
3469        return;
3470    }
3471
3472    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3473
3474    if (blend) {
3475        // These blend modes are not supported by OpenGL directly and have
3476        // to be implemented using shaders. Since the shader will perform
3477        // the blending, turn blending off here
3478        // If the blend mode cannot be implemented using shaders, fall
3479        // back to the default SrcOver blend mode instead
3480        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3481            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3482                description.framebufferMode = mode;
3483                description.swapSrcDst = swapSrcDst;
3484
3485                if (mCaches.blend) {
3486                    glDisable(GL_BLEND);
3487                    mCaches.blend = false;
3488                }
3489
3490                return;
3491            } else {
3492                mode = SkXfermode::kSrcOver_Mode;
3493            }
3494        }
3495
3496        if (!mCaches.blend) {
3497            glEnable(GL_BLEND);
3498        }
3499
3500        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3501        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3502
3503        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3504            glBlendFunc(sourceMode, destMode);
3505            mCaches.lastSrcMode = sourceMode;
3506            mCaches.lastDstMode = destMode;
3507        }
3508    } else if (mCaches.blend) {
3509        glDisable(GL_BLEND);
3510    }
3511    mCaches.blend = blend;
3512}
3513
3514bool OpenGLRenderer::useProgram(Program* program) {
3515    if (!program->isInUse()) {
3516        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3517        program->use();
3518        mCaches.currentProgram = program;
3519        return false;
3520    }
3521    return true;
3522}
3523
3524void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3525    TextureVertex* v = &mMeshVertices[0];
3526    TextureVertex::setUV(v++, u1, v1);
3527    TextureVertex::setUV(v++, u2, v1);
3528    TextureVertex::setUV(v++, u1, v2);
3529    TextureVertex::setUV(v++, u2, v2);
3530}
3531
3532void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3533    getAlphaAndModeDirect(paint, alpha,  mode);
3534    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3535        // if drawing a layer, ignore the paint's alpha
3536        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3537    }
3538    *alpha *= currentSnapshot()->alpha;
3539}
3540
3541float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3542    float alpha;
3543    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3544        alpha = mDrawModifiers.mOverrideLayerAlpha;
3545    } else {
3546        alpha = layer->getAlpha() / 255.0f;
3547    }
3548    return alpha * currentSnapshot()->alpha;
3549}
3550
3551}; // namespace uirenderer
3552}; // namespace android
3553