OpenGLRenderer.cpp revision 30036092b40badecbe64d9c2bff4850132147f78
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#include "OpenGLRenderer.h"
18
19#include "DeferredDisplayList.h"
20#include "DisplayListRenderer.h"
21#include "GammaFontRenderer.h"
22#include "Glop.h"
23#include "GlopBuilder.h"
24#include "Patch.h"
25#include "PathTessellator.h"
26#include "Properties.h"
27#include "RenderNode.h"
28#include "renderstate/MeshState.h"
29#include "renderstate/RenderState.h"
30#include "ShadowTessellator.h"
31#include "SkiaShader.h"
32#include "Vector.h"
33#include "VertexBuffer.h"
34#include "utils/GLUtils.h"
35#include "utils/PaintUtils.h"
36#include "utils/TraceUtils.h"
37
38#include <stdlib.h>
39#include <stdint.h>
40#include <sys/types.h>
41
42#include <SkCanvas.h>
43#include <SkColor.h>
44#include <SkShader.h>
45#include <SkTypeface.h>
46
47#include <utils/Log.h>
48#include <utils/StopWatch.h>
49
50#include <private/hwui/DrawGlInfo.h>
51
52#include <ui/Rect.h>
53
54#if DEBUG_DETAILED_EVENTS
55    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
56#else
57    #define EVENT_LOGD(...)
58#endif
59
60#define USE_GLOPS true
61
62namespace android {
63namespace uirenderer {
64
65///////////////////////////////////////////////////////////////////////////////
66// Globals
67///////////////////////////////////////////////////////////////////////////////
68
69
70///////////////////////////////////////////////////////////////////////////////
71// Functions
72///////////////////////////////////////////////////////////////////////////////
73
74template<typename T>
75static inline T min(T a, T b) {
76    return a < b ? a : b;
77}
78
79///////////////////////////////////////////////////////////////////////////////
80// Constructors/destructor
81///////////////////////////////////////////////////////////////////////////////
82
83OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
84        : mState(*this)
85        , mCaches(Caches::getInstance())
86        , mRenderState(renderState)
87        , mFrameStarted(false)
88        , mScissorOptimizationDisabled(false)
89        , mSuppressTiling(false)
90        , mFirstFrameAfterResize(true)
91        , mDirty(false)
92        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
93        , mLightRadius(FLT_MIN)
94        , mAmbientShadowAlpha(0)
95        , mSpotShadowAlpha(0) {
96    // *set* draw modifiers to be 0
97    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
98    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
99
100    memcpy(mMeshVertices, kUnitQuadVertices, sizeof(kUnitQuadVertices));
101}
102
103OpenGLRenderer::~OpenGLRenderer() {
104    // The context has already been destroyed at this point, do not call
105    // GL APIs. All GL state should be kept in Caches.h
106}
107
108void OpenGLRenderer::initProperties() {
109    char property[PROPERTY_VALUE_MAX];
110    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
111        mScissorOptimizationDisabled = !strcasecmp(property, "true");
112        INIT_LOGD("  Scissor optimization %s",
113                mScissorOptimizationDisabled ? "disabled" : "enabled");
114    } else {
115        INIT_LOGD("  Scissor optimization enabled");
116    }
117}
118
119void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
120        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
121    mLightCenter = lightCenter;
122    mLightRadius = lightRadius;
123    mAmbientShadowAlpha = ambientShadowAlpha;
124    mSpotShadowAlpha = spotShadowAlpha;
125}
126
127///////////////////////////////////////////////////////////////////////////////
128// Setup
129///////////////////////////////////////////////////////////////////////////////
130
131void OpenGLRenderer::onViewportInitialized() {
132    glDisable(GL_DITHER);
133    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
134    mFirstFrameAfterResize = true;
135}
136
137void OpenGLRenderer::setupFrameState(float left, float top,
138        float right, float bottom, bool opaque) {
139    mCaches.clearGarbage();
140    mState.initializeSaveStack(left, top, right, bottom, mLightCenter);
141    mOpaque = opaque;
142    mTilingClip.set(left, top, right, bottom);
143}
144
145void OpenGLRenderer::startFrame() {
146    if (mFrameStarted) return;
147    mFrameStarted = true;
148
149    mState.setDirtyClip(true);
150
151    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
152
153    mRenderState.setViewport(mState.getWidth(), mState.getHeight());
154
155    // Functors break the tiling extension in pretty spectacular ways
156    // This ensures we don't use tiling when a functor is going to be
157    // invoked during the frame
158    mSuppressTiling = mCaches.hasRegisteredFunctors()
159            || mFirstFrameAfterResize;
160    mFirstFrameAfterResize = false;
161
162    startTilingCurrentClip(true);
163
164    debugOverdraw(true, true);
165
166    clear(mTilingClip.left, mTilingClip.top,
167            mTilingClip.right, mTilingClip.bottom, mOpaque);
168}
169
170void OpenGLRenderer::prepareDirty(float left, float top,
171        float right, float bottom, bool opaque) {
172
173    setupFrameState(left, top, right, bottom, opaque);
174
175    // Layer renderers will start the frame immediately
176    // The framebuffer renderer will first defer the display list
177    // for each layer and wait until the first drawing command
178    // to start the frame
179    if (currentSnapshot()->fbo == 0) {
180        mRenderState.blend().syncEnabled();
181        updateLayers();
182    } else {
183        startFrame();
184    }
185}
186
187void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
188    // If we know that we are going to redraw the entire framebuffer,
189    // perform a discard to let the driver know we don't need to preserve
190    // the back buffer for this frame.
191    if (mCaches.extensions().hasDiscardFramebuffer() &&
192            left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) {
193        const bool isFbo = onGetTargetFbo() == 0;
194        const GLenum attachments[] = {
195                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
196                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
197        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
198    }
199}
200
201void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
202    if (!opaque) {
203        mRenderState.scissor().setEnabled(true);
204        mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top);
205        glClear(GL_COLOR_BUFFER_BIT);
206        mDirty = true;
207        return;
208    }
209
210    mRenderState.scissor().reset();
211}
212
213void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
214    if (!mSuppressTiling) {
215        const Snapshot* snapshot = currentSnapshot();
216
217        const Rect* clip = &mTilingClip;
218        if (snapshot->flags & Snapshot::kFlagFboTarget) {
219            clip = &(snapshot->layer->clipRect);
220        }
221
222        startTiling(*clip, getViewportHeight(), opaque, expand);
223    }
224}
225
226void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
227    if (!mSuppressTiling) {
228        if(expand) {
229            // Expand the startTiling region by 1
230            int leftNotZero = (clip.left > 0) ? 1 : 0;
231            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
232
233            mCaches.startTiling(
234                clip.left - leftNotZero,
235                windowHeight - clip.bottom - topNotZero,
236                clip.right - clip.left + leftNotZero + 1,
237                clip.bottom - clip.top + topNotZero + 1,
238                opaque);
239        } else {
240            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
241                clip.right - clip.left, clip.bottom - clip.top, opaque);
242        }
243    }
244}
245
246void OpenGLRenderer::endTiling() {
247    if (!mSuppressTiling) mCaches.endTiling();
248}
249
250bool OpenGLRenderer::finish() {
251    renderOverdraw();
252    endTiling();
253    mTempPaths.clear();
254
255    // When finish() is invoked on FBO 0 we've reached the end
256    // of the current frame
257    if (onGetTargetFbo() == 0) {
258        mCaches.pathCache.trim();
259        mCaches.tessellationCache.trim();
260    }
261
262    if (!suppressErrorChecks()) {
263#if DEBUG_OPENGL
264        GLUtils::dumpGLErrors();
265#endif
266
267#if DEBUG_MEMORY_USAGE
268        mCaches.dumpMemoryUsage();
269#else
270        if (mCaches.getDebugLevel() & kDebugMemory) {
271            mCaches.dumpMemoryUsage();
272        }
273#endif
274    }
275
276    mFrameStarted = false;
277
278    return reportAndClearDirty();
279}
280
281void OpenGLRenderer::resumeAfterLayer() {
282    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
283    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
284    debugOverdraw(true, false);
285
286    mRenderState.scissor().reset();
287    dirtyClip();
288}
289
290void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
291    if (mState.currentlyIgnored()) return;
292
293    Rect clip(mState.currentClipRect());
294    clip.snapToPixelBoundaries();
295
296    // Since we don't know what the functor will draw, let's dirty
297    // the entire clip region
298    if (hasLayer()) {
299        dirtyLayerUnchecked(clip, getRegion());
300    }
301
302    DrawGlInfo info;
303    info.clipLeft = clip.left;
304    info.clipTop = clip.top;
305    info.clipRight = clip.right;
306    info.clipBottom = clip.bottom;
307    info.isLayer = hasLayer();
308    info.width = getViewportWidth();
309    info.height = getViewportHeight();
310    currentTransform()->copyTo(&info.transform[0]);
311
312    bool prevDirtyClip = mState.getDirtyClip();
313    // setup GL state for functor
314    if (mState.getDirtyClip()) {
315        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
316    }
317    if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) {
318        setScissorFromClip();
319    }
320
321    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
322    // Scissor may have been modified, reset dirty clip
323    dirtyClip();
324
325    mDirty = true;
326}
327
328///////////////////////////////////////////////////////////////////////////////
329// Debug
330///////////////////////////////////////////////////////////////////////////////
331
332void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
333#if DEBUG_DETAILED_EVENTS
334    const int BUFFER_SIZE = 256;
335    va_list ap;
336    char buf[BUFFER_SIZE];
337
338    va_start(ap, fmt);
339    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
340    va_end(ap);
341
342    eventMark(buf);
343#endif
344}
345
346
347void OpenGLRenderer::eventMark(const char* name) const {
348    mCaches.eventMark(0, name);
349}
350
351void OpenGLRenderer::startMark(const char* name) const {
352    mCaches.startMark(0, name);
353}
354
355void OpenGLRenderer::endMark() const {
356    mCaches.endMark();
357}
358
359void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
360    mRenderState.debugOverdraw(enable, clear);
361}
362
363void OpenGLRenderer::renderOverdraw() {
364    if (mCaches.debugOverdraw && onGetTargetFbo() == 0) {
365        const Rect* clip = &mTilingClip;
366
367        mRenderState.scissor().setEnabled(true);
368        mRenderState.scissor().set(clip->left,
369                mState.firstSnapshot()->getViewportHeight() - clip->bottom,
370                clip->right - clip->left,
371                clip->bottom - clip->top);
372
373        // 1x overdraw
374        mRenderState.stencil().enableDebugTest(2);
375        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
376
377        // 2x overdraw
378        mRenderState.stencil().enableDebugTest(3);
379        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
380
381        // 3x overdraw
382        mRenderState.stencil().enableDebugTest(4);
383        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
384
385        // 4x overdraw and higher
386        mRenderState.stencil().enableDebugTest(4, true);
387        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
388
389        mRenderState.stencil().disable();
390    }
391}
392
393///////////////////////////////////////////////////////////////////////////////
394// Layers
395///////////////////////////////////////////////////////////////////////////////
396
397bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
398    if (layer->deferredUpdateScheduled && layer->renderer
399            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
400
401        if (inFrame) {
402            endTiling();
403            debugOverdraw(false, false);
404        }
405
406        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
407            layer->render(*this);
408        } else {
409            layer->defer(*this);
410        }
411
412        if (inFrame) {
413            resumeAfterLayer();
414            startTilingCurrentClip();
415        }
416
417        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
418        layer->hasDrawnSinceUpdate = false;
419
420        return true;
421    }
422
423    return false;
424}
425
426void OpenGLRenderer::updateLayers() {
427    // If draw deferring is enabled this method will simply defer
428    // the display list of each individual layer. The layers remain
429    // in the layer updates list which will be cleared by flushLayers().
430    int count = mLayerUpdates.size();
431    if (count > 0) {
432        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
433            startMark("Layer Updates");
434        } else {
435            startMark("Defer Layer Updates");
436        }
437
438        // Note: it is very important to update the layers in order
439        for (int i = 0; i < count; i++) {
440            Layer* layer = mLayerUpdates.itemAt(i).get();
441            updateLayer(layer, false);
442        }
443
444        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
445            mLayerUpdates.clear();
446            mRenderState.bindFramebuffer(onGetTargetFbo());
447        }
448        endMark();
449    }
450}
451
452void OpenGLRenderer::flushLayers() {
453    int count = mLayerUpdates.size();
454    if (count > 0) {
455        startMark("Apply Layer Updates");
456
457        // Note: it is very important to update the layers in order
458        for (int i = 0; i < count; i++) {
459            mLayerUpdates.itemAt(i)->flush();
460        }
461
462        mLayerUpdates.clear();
463        mRenderState.bindFramebuffer(onGetTargetFbo());
464
465        endMark();
466    }
467}
468
469void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
470    if (layer) {
471        // Make sure we don't introduce duplicates.
472        // SortedVector would do this automatically but we need to respect
473        // the insertion order. The linear search is not an issue since
474        // this list is usually very short (typically one item, at most a few)
475        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
476            if (mLayerUpdates.itemAt(i) == layer) {
477                return;
478            }
479        }
480        mLayerUpdates.push_back(layer);
481    }
482}
483
484void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
485    if (layer) {
486        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
487            if (mLayerUpdates.itemAt(i) == layer) {
488                mLayerUpdates.removeAt(i);
489                break;
490            }
491        }
492    }
493}
494
495void OpenGLRenderer::flushLayerUpdates() {
496    ATRACE_NAME("Update HW Layers");
497    mRenderState.blend().syncEnabled();
498    updateLayers();
499    flushLayers();
500    // Wait for all the layer updates to be executed
501    glFinish();
502}
503
504void OpenGLRenderer::markLayersAsBuildLayers() {
505    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
506        mLayerUpdates[i]->wasBuildLayered = true;
507    }
508}
509
510///////////////////////////////////////////////////////////////////////////////
511// State management
512///////////////////////////////////////////////////////////////////////////////
513
514void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
515    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
516    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
517    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
518
519    if (restoreViewport) {
520        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
521    }
522
523    if (restoreClip) {
524        dirtyClip();
525    }
526
527    if (restoreLayer) {
528        endMark(); // Savelayer
529        ATRACE_END(); // SaveLayer
530        startMark("ComposeLayer");
531        composeLayer(removed, restored);
532        endMark();
533    }
534}
535
536///////////////////////////////////////////////////////////////////////////////
537// Layers
538///////////////////////////////////////////////////////////////////////////////
539
540int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
541        const SkPaint* paint, int flags, const SkPath* convexMask) {
542    // force matrix/clip isolation for layer
543    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
544
545    const int count = mState.saveSnapshot(flags);
546
547    if (!mState.currentlyIgnored()) {
548        createLayer(left, top, right, bottom, paint, flags, convexMask);
549    }
550
551    return count;
552}
553
554void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
555    const Rect untransformedBounds(bounds);
556
557    currentTransform()->mapRect(bounds);
558
559    // Layers only make sense if they are in the framebuffer's bounds
560    if (bounds.intersect(mState.currentClipRect())) {
561        // We cannot work with sub-pixels in this case
562        bounds.snapToPixelBoundaries();
563
564        // When the layer is not an FBO, we may use glCopyTexImage so we
565        // need to make sure the layer does not extend outside the bounds
566        // of the framebuffer
567        const Snapshot& previous = *(currentSnapshot()->previous);
568        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
569        if (!bounds.intersect(previousViewport)) {
570            bounds.setEmpty();
571        } else if (fboLayer) {
572            clip.set(bounds);
573            mat4 inverse;
574            inverse.loadInverse(*currentTransform());
575            inverse.mapRect(clip);
576            clip.snapToPixelBoundaries();
577            if (clip.intersect(untransformedBounds)) {
578                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
579                bounds.set(untransformedBounds);
580            } else {
581                clip.setEmpty();
582            }
583        }
584    } else {
585        bounds.setEmpty();
586    }
587}
588
589void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
590        bool fboLayer, int alpha) {
591    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
592            bounds.getHeight() > mCaches.maxTextureSize ||
593            (fboLayer && clip.isEmpty())) {
594        writableSnapshot()->empty = fboLayer;
595    } else {
596        writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer);
597    }
598}
599
600int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
601        const SkPaint* paint, int flags) {
602    const int count = mState.saveSnapshot(flags);
603
604    if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
605        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
606        // operations will be able to store and restore the current clip and transform info, and
607        // quick rejection will be correct (for display lists)
608
609        Rect bounds(left, top, right, bottom);
610        Rect clip;
611        calculateLayerBoundsAndClip(bounds, clip, true);
612        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
613
614        if (!mState.currentlyIgnored()) {
615            writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
616            writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
617            writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
618            writableSnapshot()->roundRectClipState = nullptr;
619        }
620    }
621
622    return count;
623}
624
625/**
626 * Layers are viewed by Skia are slightly different than layers in image editing
627 * programs (for instance.) When a layer is created, previously created layers
628 * and the frame buffer still receive every drawing command. For instance, if a
629 * layer is created and a shape intersecting the bounds of the layers and the
630 * framebuffer is draw, the shape will be drawn on both (unless the layer was
631 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
632 *
633 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
634 * texture. Unfortunately, this is inefficient as it requires every primitive to
635 * be drawn n + 1 times, where n is the number of active layers. In practice this
636 * means, for every primitive:
637 *   - Switch active frame buffer
638 *   - Change viewport, clip and projection matrix
639 *   - Issue the drawing
640 *
641 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
642 * To avoid this, layers are implemented in a different way here, at least in the
643 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
644 * is set. When this flag is set we can redirect all drawing operations into a
645 * single FBO.
646 *
647 * This implementation relies on the frame buffer being at least RGBA 8888. When
648 * a layer is created, only a texture is created, not an FBO. The content of the
649 * frame buffer contained within the layer's bounds is copied into this texture
650 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
651 * buffer and drawing continues as normal. This technique therefore treats the
652 * frame buffer as a scratch buffer for the layers.
653 *
654 * To compose the layers back onto the frame buffer, each layer texture
655 * (containing the original frame buffer data) is drawn as a simple quad over
656 * the frame buffer. The trick is that the quad is set as the composition
657 * destination in the blending equation, and the frame buffer becomes the source
658 * of the composition.
659 *
660 * Drawing layers with an alpha value requires an extra step before composition.
661 * An empty quad is drawn over the layer's region in the frame buffer. This quad
662 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
663 * quad is used to multiply the colors in the frame buffer. This is achieved by
664 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
665 * GL_ZERO, GL_SRC_ALPHA.
666 *
667 * Because glCopyTexImage2D() can be slow, an alternative implementation might
668 * be use to draw a single clipped layer. The implementation described above
669 * is correct in every case.
670 *
671 * (1) The frame buffer is actually not cleared right away. To allow the GPU
672 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
673 *     buffer is left untouched until the first drawing operation. Only when
674 *     something actually gets drawn are the layers regions cleared.
675 */
676bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
677        const SkPaint* paint, int flags, const SkPath* convexMask) {
678    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
679    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
680
681    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
682
683    // Window coordinates of the layer
684    Rect clip;
685    Rect bounds(left, top, right, bottom);
686    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
687    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
688
689    // Bail out if we won't draw in this snapshot
690    if (mState.currentlyIgnored()) {
691        return false;
692    }
693
694    mCaches.textureState().activateTexture(0);
695    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
696    if (!layer) {
697        return false;
698    }
699
700    layer->setPaint(paint);
701    layer->layer.set(bounds);
702    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
703            bounds.getWidth() / float(layer->getWidth()), 0.0f);
704
705    layer->setBlend(true);
706    layer->setDirty(false);
707    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
708
709    // Save the layer in the snapshot
710    writableSnapshot()->flags |= Snapshot::kFlagIsLayer;
711    writableSnapshot()->layer = layer;
712
713    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
714            fboLayer ? "" : "unclipped ",
715            layer->getWidth(), layer->getHeight());
716    startMark("SaveLayer");
717    if (fboLayer) {
718        return createFboLayer(layer, bounds, clip);
719    } else {
720        // Copy the framebuffer into the layer
721        layer->bindTexture();
722        if (!bounds.isEmpty()) {
723            if (layer->isEmpty()) {
724                // Workaround for some GL drivers. When reading pixels lying outside
725                // of the window we should get undefined values for those pixels.
726                // Unfortunately some drivers will turn the entire target texture black
727                // when reading outside of the window.
728                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
729                        0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
730                layer->setEmpty(false);
731            }
732
733            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
734                    bounds.left, getViewportHeight() - bounds.bottom,
735                    bounds.getWidth(), bounds.getHeight());
736
737            // Enqueue the buffer coordinates to clear the corresponding region later
738            mLayers.push_back(Rect(bounds));
739        }
740    }
741
742    return true;
743}
744
745bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
746    layer->clipRect.set(clip);
747    layer->setFbo(mCaches.fboCache.get());
748
749    writableSnapshot()->region = &writableSnapshot()->layer->region;
750    writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
751    writableSnapshot()->fbo = layer->getFbo();
752    writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
753    writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
754    writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
755    writableSnapshot()->roundRectClipState = nullptr;
756
757    endTiling();
758    debugOverdraw(false, false);
759    // Bind texture to FBO
760    mRenderState.bindFramebuffer(layer->getFbo());
761    layer->bindTexture();
762
763    // Initialize the texture if needed
764    if (layer->isEmpty()) {
765        layer->allocateTexture();
766        layer->setEmpty(false);
767    }
768
769    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
770            layer->getTexture(), 0);
771
772    // Expand the startTiling region by 1
773    startTilingCurrentClip(true, true);
774
775    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
776    mRenderState.scissor().setEnabled(true);
777    mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
778            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
779    glClear(GL_COLOR_BUFFER_BIT);
780
781    dirtyClip();
782
783    // Change the ortho projection
784    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
785    return true;
786}
787
788/**
789 * Read the documentation of createLayer() before doing anything in this method.
790 */
791void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
792    if (!removed.layer) {
793        ALOGE("Attempting to compose a layer that does not exist");
794        return;
795    }
796
797    Layer* layer = removed.layer;
798    const Rect& rect = layer->layer;
799    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
800
801    bool clipRequired = false;
802    mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
803            &clipRequired, nullptr, false); // safely ignore return, should never be rejected
804    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
805
806    if (fboLayer) {
807        endTiling();
808
809        // Detach the texture from the FBO
810        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
811
812        layer->removeFbo(false);
813
814        // Unbind current FBO and restore previous one
815        mRenderState.bindFramebuffer(restored.fbo);
816        debugOverdraw(true, false);
817
818        startTilingCurrentClip();
819    }
820
821    if (!fboLayer && layer->getAlpha() < 255) {
822        SkPaint layerPaint;
823        layerPaint.setAlpha(layer->getAlpha());
824        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
825        layerPaint.setColorFilter(layer->getColorFilter());
826
827        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
828        // Required below, composeLayerRect() will divide by 255
829        layer->setAlpha(255);
830    }
831
832    mRenderState.meshState().unbindMeshBuffer();
833
834    mCaches.textureState().activateTexture(0);
835
836    // When the layer is stored in an FBO, we can save a bit of fillrate by
837    // drawing only the dirty region
838    if (fboLayer) {
839        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
840        composeLayerRegion(layer, rect);
841    } else if (!rect.isEmpty()) {
842        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
843
844        save(0);
845        // the layer contains screen buffer content that shouldn't be alpha modulated
846        // (and any necessary alpha modulation was handled drawing into the layer)
847        writableSnapshot()->alpha = 1.0f;
848        composeLayerRect(layer, rect, true);
849        restore();
850    }
851
852    dirtyClip();
853
854    // Failing to add the layer to the cache should happen only if the layer is too large
855    layer->setConvexMask(nullptr);
856    if (!mCaches.layerCache.put(layer)) {
857        LAYER_LOGD("Deleting layer");
858        layer->decStrong(nullptr);
859    }
860}
861
862void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
863    float alpha = getLayerAlpha(layer);
864
865    setupDraw();
866    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
867        setupDrawWithTexture();
868    } else {
869        setupDrawWithExternalTexture();
870    }
871    setupDrawTextureTransform();
872    setupDrawColor(alpha, alpha, alpha, alpha);
873    setupDrawColorFilter(layer->getColorFilter());
874    setupDrawBlending(layer);
875    setupDrawProgram();
876    setupDrawPureColorUniforms();
877    setupDrawColorFilterUniforms(layer->getColorFilter());
878    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
879        setupDrawTexture(layer->getTexture());
880    } else {
881        setupDrawExternalTexture(layer->getTexture());
882    }
883    if (currentTransform()->isPureTranslate() &&
884            !layer->getForceFilter() &&
885            layer->getWidth() == (uint32_t) rect.getWidth() &&
886            layer->getHeight() == (uint32_t) rect.getHeight()) {
887        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
888        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
889
890        layer->setFilter(GL_NEAREST);
891        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
892                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
893    } else {
894        layer->setFilter(GL_LINEAR);
895        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
896                rect.left, rect.top, rect.right, rect.bottom);
897    }
898    setupDrawTextureTransformUniforms(layer->getTexTransform());
899    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
900
901    glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount);
902}
903
904void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
905    if (layer->isTextureLayer()) {
906        EVENT_LOGD("composeTextureLayerRect");
907        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
908        drawTextureLayer(layer, rect);
909        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
910    } else {
911        EVENT_LOGD("composeHardwareLayerRect");
912        const Rect& texCoords = layer->texCoords;
913        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
914                texCoords.right, texCoords.bottom);
915
916        float x = rect.left;
917        float y = rect.top;
918        bool simpleTransform = currentTransform()->isPureTranslate() &&
919                layer->getWidth() == (uint32_t) rect.getWidth() &&
920                layer->getHeight() == (uint32_t) rect.getHeight();
921
922        if (simpleTransform) {
923            // When we're swapping, the layer is already in screen coordinates
924            if (!swap) {
925                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
926                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
927            }
928
929            layer->setFilter(GL_NEAREST, true);
930        } else {
931            layer->setFilter(GL_LINEAR, true);
932        }
933
934        SkPaint layerPaint;
935        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
936        layerPaint.setXfermodeMode(layer->getMode());
937        layerPaint.setColorFilter(layer->getColorFilter());
938
939        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
940        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
941                layer->getTexture(), &layerPaint, blend,
942                &mMeshVertices[0].x, &mMeshVertices[0].u,
943                GL_TRIANGLE_STRIP, kUnitQuadCount, swap, swap || simpleTransform);
944
945        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
946    }
947}
948
949/**
950 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
951 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
952 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
953 * by saveLayer's restore
954 */
955#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                               \
956        DRAW_COMMAND;                                                              \
957        if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \
958            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                   \
959            DRAW_COMMAND;                                                          \
960            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                       \
961        }                                                                          \
962    }
963
964#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
965
966// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
967// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
968class LayerShader : public SkShader {
969public:
970    LayerShader(Layer* layer, const SkMatrix* localMatrix)
971    : INHERITED(localMatrix)
972    , mLayer(layer) {
973    }
974
975    virtual bool asACustomShader(void** data) const override {
976        if (data) {
977            *data = static_cast<void*>(mLayer);
978        }
979        return true;
980    }
981
982    virtual bool isOpaque() const override {
983        return !mLayer->isBlend();
984    }
985
986protected:
987    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
988        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
989    }
990
991    virtual void flatten(SkWriteBuffer&) const override {
992        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
993    }
994
995    virtual Factory getFactory() const override {
996        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
997        return nullptr;
998    }
999private:
1000    // Unowned.
1001    Layer* mLayer;
1002    typedef SkShader INHERITED;
1003};
1004
1005void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1006    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1007
1008    if (layer->getConvexMask()) {
1009        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1010
1011        // clip to the area of the layer the mask can be larger
1012        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1013
1014        SkPaint paint;
1015        paint.setAntiAlias(true);
1016        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1017
1018        // create LayerShader to map SaveLayer content into subsequent draw
1019        SkMatrix shaderMatrix;
1020        shaderMatrix.setTranslate(rect.left, rect.bottom);
1021        shaderMatrix.preScale(1, -1);
1022        LayerShader layerShader(layer, &shaderMatrix);
1023        paint.setShader(&layerShader);
1024
1025        // Since the drawing primitive is defined in local drawing space,
1026        // we don't need to modify the draw matrix
1027        const SkPath* maskPath = layer->getConvexMask();
1028        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1029
1030        paint.setShader(nullptr);
1031        restore();
1032
1033        return;
1034    }
1035
1036    if (layer->region.isRect()) {
1037        layer->setRegionAsRect();
1038
1039        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1040
1041        layer->region.clear();
1042        return;
1043    }
1044
1045    EVENT_LOGD("composeLayerRegion");
1046    // standard Region based draw
1047    size_t count;
1048    const android::Rect* rects;
1049    Region safeRegion;
1050    if (CC_LIKELY(hasRectToRectTransform())) {
1051        rects = layer->region.getArray(&count);
1052    } else {
1053        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1054        rects = safeRegion.getArray(&count);
1055    }
1056
1057    const float alpha = getLayerAlpha(layer);
1058    const float texX = 1.0f / float(layer->getWidth());
1059    const float texY = 1.0f / float(layer->getHeight());
1060    const float height = rect.getHeight();
1061
1062    setupDraw();
1063
1064    // We must get (and therefore bind) the region mesh buffer
1065    // after we setup drawing in case we need to mess with the
1066    // stencil buffer in setupDraw()
1067    TextureVertex* mesh = mCaches.getRegionMesh();
1068    uint32_t numQuads = 0;
1069
1070    setupDrawWithTexture();
1071    setupDrawColor(alpha, alpha, alpha, alpha);
1072    setupDrawColorFilter(layer->getColorFilter());
1073    setupDrawBlending(layer);
1074    setupDrawProgram();
1075    setupDrawDirtyRegionsDisabled();
1076    setupDrawPureColorUniforms();
1077    setupDrawColorFilterUniforms(layer->getColorFilter());
1078    setupDrawTexture(layer->getTexture());
1079    if (currentTransform()->isPureTranslate()) {
1080        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1081        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1082
1083        layer->setFilter(GL_NEAREST);
1084        setupDrawModelView(kModelViewMode_Translate, false,
1085                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1086    } else {
1087        layer->setFilter(GL_LINEAR);
1088        setupDrawModelView(kModelViewMode_Translate, false,
1089                rect.left, rect.top, rect.right, rect.bottom);
1090    }
1091    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1092
1093    for (size_t i = 0; i < count; i++) {
1094        const android::Rect* r = &rects[i];
1095
1096        const float u1 = r->left * texX;
1097        const float v1 = (height - r->top) * texY;
1098        const float u2 = r->right * texX;
1099        const float v2 = (height - r->bottom) * texY;
1100
1101        // TODO: Reject quads outside of the clip
1102        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1103        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1104        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1105        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1106
1107        numQuads++;
1108
1109        if (numQuads >= kMaxNumberOfQuads) {
1110            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1111                    GL_UNSIGNED_SHORT, nullptr));
1112            numQuads = 0;
1113            mesh = mCaches.getRegionMesh();
1114        }
1115    }
1116
1117    if (numQuads > 0) {
1118        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1119                GL_UNSIGNED_SHORT, nullptr));
1120    }
1121
1122#if DEBUG_LAYERS_AS_REGIONS
1123    drawRegionRectsDebug(layer->region);
1124#endif
1125
1126    layer->region.clear();
1127}
1128
1129#if DEBUG_LAYERS_AS_REGIONS
1130void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1131    size_t count;
1132    const android::Rect* rects = region.getArray(&count);
1133
1134    uint32_t colors[] = {
1135            0x7fff0000, 0x7f00ff00,
1136            0x7f0000ff, 0x7fff00ff,
1137    };
1138
1139    int offset = 0;
1140    int32_t top = rects[0].top;
1141
1142    for (size_t i = 0; i < count; i++) {
1143        if (top != rects[i].top) {
1144            offset ^= 0x2;
1145            top = rects[i].top;
1146        }
1147
1148        SkPaint paint;
1149        paint.setColor(colors[offset + (i & 0x1)]);
1150        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1151        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1152    }
1153}
1154#endif
1155
1156void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1157    Vector<float> rects;
1158
1159    SkRegion::Iterator it(region);
1160    while (!it.done()) {
1161        const SkIRect& r = it.rect();
1162        rects.push(r.fLeft);
1163        rects.push(r.fTop);
1164        rects.push(r.fRight);
1165        rects.push(r.fBottom);
1166        it.next();
1167    }
1168
1169    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1170}
1171
1172void OpenGLRenderer::dirtyLayer(const float left, const float top,
1173        const float right, const float bottom, const mat4 transform) {
1174    if (hasLayer()) {
1175        Rect bounds(left, top, right, bottom);
1176        transform.mapRect(bounds);
1177        dirtyLayerUnchecked(bounds, getRegion());
1178    }
1179}
1180
1181void OpenGLRenderer::dirtyLayer(const float left, const float top,
1182        const float right, const float bottom) {
1183    if (hasLayer()) {
1184        Rect bounds(left, top, right, bottom);
1185        dirtyLayerUnchecked(bounds, getRegion());
1186    }
1187}
1188
1189void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1190    if (bounds.intersect(mState.currentClipRect())) {
1191        bounds.snapToPixelBoundaries();
1192        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1193        if (!dirty.isEmpty()) {
1194            region->orSelf(dirty);
1195        }
1196    }
1197}
1198
1199void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1200    GLsizei elementsCount = quadsCount * 6;
1201    while (elementsCount > 0) {
1202        GLsizei drawCount = min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
1203
1204        setupDrawIndexedVertices(&mesh[0].x);
1205        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr);
1206
1207        elementsCount -= drawCount;
1208        // Though there are 4 vertices in a quad, we use 6 indices per
1209        // quad to draw with GL_TRIANGLES
1210        mesh += (drawCount / 6) * 4;
1211    }
1212}
1213
1214void OpenGLRenderer::clearLayerRegions() {
1215    const size_t count = mLayers.size();
1216    if (count == 0) return;
1217
1218    if (!mState.currentlyIgnored()) {
1219        EVENT_LOGD("clearLayerRegions");
1220        // Doing several glScissor/glClear here can negatively impact
1221        // GPUs with a tiler architecture, instead we draw quads with
1222        // the Clear blending mode
1223
1224        // The list contains bounds that have already been clipped
1225        // against their initial clip rect, and the current clip
1226        // is likely different so we need to disable clipping here
1227        bool scissorChanged = mRenderState.scissor().setEnabled(false);
1228
1229        Vertex mesh[count * 4];
1230        Vertex* vertex = mesh;
1231
1232        for (uint32_t i = 0; i < count; i++) {
1233            const Rect& bounds = mLayers[i];
1234
1235            Vertex::set(vertex++, bounds.left, bounds.top);
1236            Vertex::set(vertex++, bounds.right, bounds.top);
1237            Vertex::set(vertex++, bounds.left, bounds.bottom);
1238            Vertex::set(vertex++, bounds.right, bounds.bottom);
1239        }
1240        // We must clear the list of dirty rects before we
1241        // call setupDraw() to prevent stencil setup to do
1242        // the same thing again
1243        mLayers.clear();
1244
1245        SkPaint clearPaint;
1246        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1247
1248        setupDraw(false);
1249        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1250        setupDrawBlending(&clearPaint, true);
1251        setupDrawProgram();
1252        setupDrawPureColorUniforms();
1253        setupDrawModelView(kModelViewMode_Translate, false,
1254                0.0f, 0.0f, 0.0f, 0.0f, true);
1255
1256        issueIndexedQuadDraw(&mesh[0], count);
1257
1258        if (scissorChanged) mRenderState.scissor().setEnabled(true);
1259    } else {
1260        mLayers.clear();
1261    }
1262}
1263
1264///////////////////////////////////////////////////////////////////////////////
1265// State Deferral
1266///////////////////////////////////////////////////////////////////////////////
1267
1268bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1269    const Rect& currentClip = mState.currentClipRect();
1270    const mat4* currentMatrix = currentTransform();
1271
1272    if (stateDeferFlags & kStateDeferFlag_Draw) {
1273        // state has bounds initialized in local coordinates
1274        if (!state.mBounds.isEmpty()) {
1275            currentMatrix->mapRect(state.mBounds);
1276            Rect clippedBounds(state.mBounds);
1277            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1278            // is used, it should more closely duplicate the quickReject logic (in how it uses
1279            // snapToPixelBoundaries)
1280
1281            if (!clippedBounds.intersect(currentClip)) {
1282                // quick rejected
1283                return true;
1284            }
1285
1286            state.mClipSideFlags = kClipSide_None;
1287            if (!currentClip.contains(state.mBounds)) {
1288                int& flags = state.mClipSideFlags;
1289                // op partially clipped, so record which sides are clipped for clip-aware merging
1290                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1291                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1292                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1293                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1294            }
1295            state.mBounds.set(clippedBounds);
1296        } else {
1297            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1298            // overdraw avoidance (since we don't know what it overlaps)
1299            state.mClipSideFlags = kClipSide_ConservativeFull;
1300            state.mBounds.set(currentClip);
1301        }
1302    }
1303
1304    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1305    if (state.mClipValid) {
1306        state.mClip.set(currentClip);
1307    }
1308
1309    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1310    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1311    state.mMatrix.load(*currentMatrix);
1312    state.mDrawModifiers = mDrawModifiers;
1313    state.mAlpha = currentSnapshot()->alpha;
1314
1315    // always store/restore, since it's just a pointer
1316    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1317    return false;
1318}
1319
1320void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1321    setMatrix(state.mMatrix);
1322    writableSnapshot()->alpha = state.mAlpha;
1323    mDrawModifiers = state.mDrawModifiers;
1324    writableSnapshot()->roundRectClipState = state.mRoundRectClipState;
1325
1326    if (state.mClipValid && !skipClipRestore) {
1327        writableSnapshot()->setClip(state.mClip.left, state.mClip.top,
1328                state.mClip.right, state.mClip.bottom);
1329        dirtyClip();
1330    }
1331}
1332
1333/**
1334 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1335 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1336 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1337 *
1338 * This method should be called when restoreDisplayState() won't be restoring the clip
1339 */
1340void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1341    if (clipRect != nullptr) {
1342        writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1343    } else {
1344        writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight());
1345    }
1346    dirtyClip();
1347    bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled;
1348    mRenderState.scissor().setEnabled(enableScissor);
1349}
1350
1351///////////////////////////////////////////////////////////////////////////////
1352// Clipping
1353///////////////////////////////////////////////////////////////////////////////
1354
1355void OpenGLRenderer::setScissorFromClip() {
1356    Rect clip(mState.currentClipRect());
1357    clip.snapToPixelBoundaries();
1358
1359    if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom,
1360            clip.getWidth(), clip.getHeight())) {
1361        mState.setDirtyClip(false);
1362    }
1363}
1364
1365void OpenGLRenderer::ensureStencilBuffer() {
1366    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1367    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1368    // just hope we have one when hasLayer() returns false.
1369    if (hasLayer()) {
1370        attachStencilBufferToLayer(currentSnapshot()->layer);
1371    }
1372}
1373
1374void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1375    // The layer's FBO is already bound when we reach this stage
1376    if (!layer->getStencilRenderBuffer()) {
1377        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1378        // is attached after we initiated tiling. We must turn it off,
1379        // attach the new render buffer then turn tiling back on
1380        endTiling();
1381
1382        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1383                Stencil::getSmallestStencilFormat(),
1384                layer->getWidth(), layer->getHeight());
1385        layer->setStencilRenderBuffer(buffer);
1386
1387        startTiling(layer->clipRect, layer->layer.getHeight());
1388    }
1389}
1390
1391static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform,
1392        float x, float y) {
1393    Vertex v;
1394    v.x = x;
1395    v.y = y;
1396    transform.mapPoint(v.x, v.y);
1397    rectangleVertices.push_back(v);
1398}
1399
1400static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) {
1401    Vertex v;
1402    v.x = x;
1403    v.y = y;
1404    rectangleVertices.push_back(v);
1405}
1406
1407void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) {
1408    int count = rectangleList.getTransformedRectanglesCount();
1409    std::vector<Vertex> rectangleVertices(count * 4);
1410    Rect scissorBox = rectangleList.calculateBounds();
1411    scissorBox.snapToPixelBoundaries();
1412    for (int i = 0; i < count; ++i) {
1413        const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i));
1414        const Matrix4& transform = tr.getTransform();
1415        Rect bounds = tr.getBounds();
1416        if (transform.rectToRect()) {
1417            transform.mapRect(bounds);
1418            if (!bounds.intersect(scissorBox)) {
1419                bounds.setEmpty();
1420            } else {
1421                handlePointNoTransform(rectangleVertices, bounds.left, bounds.top);
1422                handlePointNoTransform(rectangleVertices, bounds.right, bounds.top);
1423                handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom);
1424                handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom);
1425            }
1426        } else {
1427            handlePoint(rectangleVertices, transform, bounds.left, bounds.top);
1428            handlePoint(rectangleVertices, transform, bounds.right, bounds.top);
1429            handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom);
1430            handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom);
1431        }
1432    }
1433
1434    mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom,
1435            scissorBox.getWidth(), scissorBox.getHeight());
1436
1437    const SkPaint* paint = nullptr;
1438    setupDraw();
1439    setupDrawNoTexture();
1440    setupDrawColor(0, 0xff * currentSnapshot()->alpha);
1441    setupDrawShader(getShader(paint));
1442    setupDrawColorFilter(getColorFilter(paint));
1443    setupDrawBlending(paint);
1444    setupDrawProgram();
1445    setupDrawDirtyRegionsDisabled();
1446    setupDrawModelView(kModelViewMode_Translate, false,
1447            0.0f, 0.0f, 0.0f, 0.0f, true);
1448    setupDrawColorUniforms(getShader(paint));
1449    setupDrawShaderUniforms(getShader(paint));
1450    setupDrawColorFilterUniforms(getColorFilter(paint));
1451
1452    issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4);
1453}
1454
1455void OpenGLRenderer::setStencilFromClip() {
1456    if (!mCaches.debugOverdraw) {
1457        if (!currentSnapshot()->clipIsSimple()) {
1458            int incrementThreshold;
1459            EVENT_LOGD("setStencilFromClip - enabling");
1460
1461            // NOTE: The order here is important, we must set dirtyClip to false
1462            //       before any draw call to avoid calling back into this method
1463            mState.setDirtyClip(false);
1464
1465            ensureStencilBuffer();
1466
1467            const ClipArea& clipArea = currentSnapshot()->getClipArea();
1468
1469            bool isRectangleList = clipArea.isRectangleList();
1470            if (isRectangleList) {
1471                incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount();
1472            } else {
1473                incrementThreshold = 0;
1474            }
1475
1476            mRenderState.stencil().enableWrite(incrementThreshold);
1477
1478            // Clean and update the stencil, but first make sure we restrict drawing
1479            // to the region's bounds
1480            bool resetScissor = mRenderState.scissor().setEnabled(true);
1481            if (resetScissor) {
1482                // The scissor was not set so we now need to update it
1483                setScissorFromClip();
1484            }
1485
1486            mRenderState.stencil().clear();
1487
1488            // stash and disable the outline clip state, since stencil doesn't account for outline
1489            bool storedSkipOutlineClip = mSkipOutlineClip;
1490            mSkipOutlineClip = true;
1491
1492            SkPaint paint;
1493            paint.setColor(SK_ColorBLACK);
1494            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1495
1496            if (isRectangleList) {
1497                drawRectangleList(clipArea.getRectangleList());
1498            } else {
1499                // NOTE: We could use the region contour path to generate a smaller mesh
1500                //       Since we are using the stencil we could use the red book path
1501                //       drawing technique. It might increase bandwidth usage though.
1502
1503                // The last parameter is important: we are not drawing in the color buffer
1504                // so we don't want to dirty the current layer, if any
1505                drawRegionRects(clipArea.getClipRegion(), paint, false);
1506            }
1507            if (resetScissor) mRenderState.scissor().setEnabled(false);
1508            mSkipOutlineClip = storedSkipOutlineClip;
1509
1510            mRenderState.stencil().enableTest(incrementThreshold);
1511
1512            // Draw the region used to generate the stencil if the appropriate debug
1513            // mode is enabled
1514            // TODO: Implement for rectangle list clip areas
1515            if (mCaches.debugStencilClip == Caches::kStencilShowRegion &&
1516                    !clipArea.isRectangleList()) {
1517                paint.setColor(0x7f0000ff);
1518                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1519                drawRegionRects(currentSnapshot()->getClipRegion(), paint);
1520            }
1521        } else {
1522            EVENT_LOGD("setStencilFromClip - disabling");
1523            mRenderState.stencil().disable();
1524        }
1525    }
1526}
1527
1528/**
1529 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1530 *
1531 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1532 *         style, and tessellated AA ramp
1533 */
1534bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1535        const SkPaint* paint) {
1536    bool snapOut = paint && paint->isAntiAlias();
1537
1538    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1539        float outset = paint->getStrokeWidth() * 0.5f;
1540        left -= outset;
1541        top -= outset;
1542        right += outset;
1543        bottom += outset;
1544    }
1545
1546    bool clipRequired = false;
1547    bool roundRectClipRequired = false;
1548    if (mState.calculateQuickRejectForScissor(left, top, right, bottom,
1549            &clipRequired, &roundRectClipRequired, snapOut)) {
1550        return true;
1551    }
1552
1553    // not quick rejected, so enable the scissor if clipRequired
1554    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
1555    mSkipOutlineClip = !roundRectClipRequired;
1556    return false;
1557}
1558
1559void OpenGLRenderer::debugClip() {
1560#if DEBUG_CLIP_REGIONS
1561    if (!currentSnapshot()->clipRegion->isEmpty()) {
1562        SkPaint paint;
1563        paint.setColor(0x7f00ff00);
1564        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1565
1566    }
1567#endif
1568}
1569
1570void OpenGLRenderer::renderGlop(const Glop& glop) {
1571    if (mState.getDirtyClip()) {
1572        if (mRenderState.scissor().isEnabled()) {
1573            setScissorFromClip();
1574        }
1575
1576        setStencilFromClip();
1577    }
1578    mRenderState.render(glop);
1579
1580    if (!mRenderState.stencil().isWriteEnabled()) {
1581        // TODO: specify more clearly when a draw should dirty the layer.
1582        // is writing to the stencil the only time we should ignore this?
1583        dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom);
1584        mDirty = true;
1585    }
1586}
1587
1588///////////////////////////////////////////////////////////////////////////////
1589// Drawing commands
1590///////////////////////////////////////////////////////////////////////////////
1591
1592void OpenGLRenderer::setupDraw(bool clearLayer) {
1593    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1594    //       changes the scissor test state
1595    if (clearLayer) clearLayerRegions();
1596    // Make sure setScissor & setStencil happen at the beginning of
1597    // this method
1598    if (mState.getDirtyClip()) {
1599        if (mRenderState.scissor().isEnabled()) {
1600            setScissorFromClip();
1601        }
1602
1603        setStencilFromClip();
1604    }
1605
1606    mDescription.reset();
1607
1608    mSetShaderColor = false;
1609    mColorSet = false;
1610    mColor.a = mColor.r = mColor.g = mColor.b = 0.0f;
1611    mTextureUnit = 0;
1612    mTrackDirtyRegions = true;
1613
1614    // Enable debug highlight when what we're about to draw is tested against
1615    // the stencil buffer and if stencil highlight debugging is on
1616    mDescription.hasDebugHighlight = !mCaches.debugOverdraw
1617            && mCaches.debugStencilClip == Caches::kStencilShowHighlight
1618            && mRenderState.stencil().isTestEnabled();
1619}
1620
1621void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1622    mDescription.hasTexture = true;
1623    mDescription.hasAlpha8Texture = isAlpha8;
1624}
1625
1626void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1627    mDescription.hasTexture = true;
1628    mDescription.hasColors = true;
1629    mDescription.hasAlpha8Texture = isAlpha8;
1630}
1631
1632void OpenGLRenderer::setupDrawWithExternalTexture() {
1633    mDescription.hasExternalTexture = true;
1634}
1635
1636void OpenGLRenderer::setupDrawNoTexture() {
1637    mRenderState.meshState().disableTexCoordsVertexArray();
1638}
1639
1640void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1641    mDescription.hasVertexAlpha = true;
1642    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1643}
1644
1645void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1646    mColor.a = alpha / 255.0f;
1647    mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f;
1648    mColor.g = mColor.a * ((color >>  8) & 0xFF) / 255.0f;
1649    mColor.b = mColor.a * ((color      ) & 0xFF) / 255.0f;
1650    mColorSet = true;
1651    mSetShaderColor = mDescription.setColorModulate(mColor.a);
1652}
1653
1654void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1655    mColor.a = alpha / 255.0f;
1656    mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f;
1657    mColor.g = mColor.a * ((color >>  8) & 0xFF) / 255.0f;
1658    mColor.b = mColor.a * ((color      ) & 0xFF) / 255.0f;
1659    mColorSet = true;
1660    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColor.r, mColor.g, mColor.b, mColor.a);
1661}
1662
1663void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1664    mCaches.fontRenderer->describe(mDescription, paint);
1665}
1666
1667void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1668    mColor.a = a;
1669    mColor.r = r;
1670    mColor.g = g;
1671    mColor.b = b;
1672    mColorSet = true;
1673    mSetShaderColor = mDescription.setColorModulate(a);
1674}
1675
1676void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1677    if (shader != nullptr) {
1678        SkiaShader::describe(&mCaches, mDescription, mCaches.extensions(), *shader);
1679    }
1680}
1681
1682void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1683    if (filter == nullptr) {
1684        return;
1685    }
1686
1687    SkXfermode::Mode mode;
1688    if (filter->asColorMode(nullptr, &mode)) {
1689        mDescription.colorOp = ProgramDescription::kColorBlend;
1690        mDescription.colorMode = mode;
1691    } else if (filter->asColorMatrix(nullptr)) {
1692        mDescription.colorOp = ProgramDescription::kColorMatrix;
1693    }
1694}
1695
1696void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1697    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1698        mColor.a = 1.0f;
1699        mColor.r = mColor.g = mColor.b = 0.0f;
1700        mSetShaderColor = mDescription.modulate = true;
1701    }
1702}
1703
1704void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1705    SkXfermode::Mode mode = layer->getMode();
1706    // When the blending mode is kClear_Mode, we need to use a modulate color
1707    // argb=1,0,0,0
1708    accountForClear(mode);
1709    // TODO: check shader blending, once we have shader drawing support for layers.
1710    bool blend = layer->isBlend()
1711            || getLayerAlpha(layer) < 1.0f
1712            || (mColorSet && mColor.a < 1.0f)
1713            || PaintUtils::isBlendedColorFilter(layer->getColorFilter());
1714    chooseBlending(blend, mode, mDescription, swapSrcDst);
1715}
1716
1717void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1718    SkXfermode::Mode mode = getXfermodeDirect(paint);
1719    // When the blending mode is kClear_Mode, we need to use a modulate color
1720    // argb=1,0,0,0
1721    accountForClear(mode);
1722    blend |= (mColorSet && mColor.a < 1.0f)
1723            || (getShader(paint) && !getShader(paint)->isOpaque())
1724            || PaintUtils::isBlendedColorFilter(getColorFilter(paint));
1725    chooseBlending(blend, mode, mDescription, swapSrcDst);
1726}
1727
1728void OpenGLRenderer::setupDrawProgram() {
1729    mCaches.setProgram(mDescription);
1730    if (mDescription.hasRoundRectClip) {
1731        // TODO: avoid doing this repeatedly, stashing state pointer in program
1732        const RoundRectClipState* state = writableSnapshot()->roundRectClipState;
1733        const Rect& innerRect = state->innerRect;
1734        glUniform4f(mCaches.program().getUniform("roundRectInnerRectLTRB"),
1735                innerRect.left, innerRect.top,
1736                innerRect.right, innerRect.bottom);
1737        glUniformMatrix4fv(mCaches.program().getUniform("roundRectInvTransform"),
1738                1, GL_FALSE, &state->matrix.data[0]);
1739
1740        // add half pixel to round out integer rect space to cover pixel centers
1741        float roundedOutRadius = state->radius + 0.5f;
1742        glUniform1f(mCaches.program().getUniform("roundRectRadius"),
1743                roundedOutRadius);
1744    }
1745}
1746
1747void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1748    mTrackDirtyRegions = false;
1749}
1750
1751void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1752        float left, float top, float right, float bottom, bool ignoreTransform) {
1753    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1754    if (mode == kModelViewMode_TranslateAndScale) {
1755        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1756    }
1757
1758    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1759    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1760
1761    mCaches.program().set(currentSnapshot()->getOrthoMatrix(),
1762            mModelViewMatrix, transformMatrix, offset);
1763    if (dirty && mTrackDirtyRegions) {
1764        if (!ignoreTransform) {
1765            dirtyLayer(left, top, right, bottom, *currentTransform());
1766        } else {
1767            dirtyLayer(left, top, right, bottom);
1768        }
1769    }
1770}
1771
1772void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1773    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1774        mCaches.program().setColor(mColor);
1775    }
1776}
1777
1778void OpenGLRenderer::setupDrawPureColorUniforms() {
1779    if (mSetShaderColor) {
1780        mCaches.program().setColor(mColor);
1781    }
1782}
1783
1784void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1785    if (shader == nullptr) {
1786        return;
1787    }
1788
1789    if (ignoreTransform) {
1790        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1791        // because it was built into modelView / the geometry, and the description needs to
1792        // compensate.
1793        mat4 modelViewWithoutTransform;
1794        modelViewWithoutTransform.loadInverse(*currentTransform());
1795        modelViewWithoutTransform.multiply(mModelViewMatrix);
1796        mModelViewMatrix.load(modelViewWithoutTransform);
1797    }
1798
1799    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit,
1800            mCaches.extensions(), *shader);
1801}
1802
1803void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1804    if (nullptr == filter) {
1805        return;
1806    }
1807
1808    SkColor color;
1809    SkXfermode::Mode mode;
1810    if (filter->asColorMode(&color, &mode)) {
1811        const int alpha = SkColorGetA(color);
1812        const GLfloat a = alpha / 255.0f;
1813        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1814        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1815        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1816        glUniform4f(mCaches.program().getUniform("colorBlend"), r, g, b, a);
1817        return;
1818    }
1819
1820    SkScalar srcColorMatrix[20];
1821    if (filter->asColorMatrix(srcColorMatrix)) {
1822
1823        float colorMatrix[16];
1824        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1825        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1826        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1827        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1828
1829        // Skia uses the range [0..255] for the addition vector, but we need
1830        // the [0..1] range to apply the vector in GLSL
1831        float colorVector[4];
1832        colorVector[0] = srcColorMatrix[4] / 255.0f;
1833        colorVector[1] = srcColorMatrix[9] / 255.0f;
1834        colorVector[2] = srcColorMatrix[14] / 255.0f;
1835        colorVector[3] = srcColorMatrix[19] / 255.0f;
1836
1837        glUniformMatrix4fv(mCaches.program().getUniform("colorMatrix"), 1,
1838                GL_FALSE, colorMatrix);
1839        glUniform4fv(mCaches.program().getUniform("colorMatrixVector"), 1, colorVector);
1840        return;
1841    }
1842
1843    // it is an error if we ever get here
1844}
1845
1846void OpenGLRenderer::setupDrawTextGammaUniforms() {
1847    mCaches.fontRenderer->setupProgram(mDescription, mCaches.program());
1848}
1849
1850void OpenGLRenderer::setupDrawSimpleMesh() {
1851    bool force = mRenderState.meshState().bindMeshBuffer();
1852    mRenderState.meshState().bindPositionVertexPointer(force, nullptr);
1853    mRenderState.meshState().unbindIndicesBuffer();
1854}
1855
1856void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1857    if (texture) mCaches.textureState().bindTexture(texture);
1858    mTextureUnit++;
1859    mRenderState.meshState().enableTexCoordsVertexArray();
1860}
1861
1862void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1863    mCaches.textureState().bindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
1864    mTextureUnit++;
1865    mRenderState.meshState().enableTexCoordsVertexArray();
1866}
1867
1868void OpenGLRenderer::setupDrawTextureTransform() {
1869    mDescription.hasTextureTransform = true;
1870}
1871
1872void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1873    glUniformMatrix4fv(mCaches.program().getUniform("mainTextureTransform"), 1,
1874            GL_FALSE, &transform.data[0]);
1875}
1876
1877void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1878        const GLvoid* texCoords, GLuint vbo) {
1879    bool force = false;
1880    if (!vertices || vbo) {
1881        force = mRenderState.meshState().bindMeshBuffer(vbo);
1882    } else {
1883        force = mRenderState.meshState().unbindMeshBuffer();
1884    }
1885
1886    mRenderState.meshState().bindPositionVertexPointer(force, vertices);
1887    if (mCaches.program().texCoords >= 0) {
1888        mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords);
1889    }
1890
1891    mRenderState.meshState().unbindIndicesBuffer();
1892}
1893
1894void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1895        const GLvoid* texCoords, const GLvoid* colors) {
1896    bool force = mRenderState.meshState().unbindMeshBuffer();
1897    GLsizei stride = sizeof(ColorTextureVertex);
1898
1899    mRenderState.meshState().bindPositionVertexPointer(force, vertices, stride);
1900    if (mCaches.program().texCoords >= 0) {
1901        mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords, stride);
1902    }
1903    int slot = mCaches.program().getAttrib("colors");
1904    if (slot >= 0) {
1905        glEnableVertexAttribArray(slot);
1906        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1907    }
1908
1909    mRenderState.meshState().unbindIndicesBuffer();
1910}
1911
1912void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1913        const GLvoid* texCoords, GLuint vbo) {
1914    bool force = false;
1915    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1916    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1917    // use the default VBO found in RenderState
1918    if (!vertices || vbo) {
1919        force = mRenderState.meshState().bindMeshBuffer(vbo);
1920    } else {
1921        force = mRenderState.meshState().unbindMeshBuffer();
1922    }
1923    mRenderState.meshState().bindQuadIndicesBuffer();
1924
1925    mRenderState.meshState().bindPositionVertexPointer(force, vertices);
1926    if (mCaches.program().texCoords >= 0) {
1927        mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords);
1928    }
1929}
1930
1931void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1932    bool force = mRenderState.meshState().unbindMeshBuffer();
1933    mRenderState.meshState().bindQuadIndicesBuffer();
1934    mRenderState.meshState().bindPositionVertexPointer(force, vertices, kVertexStride);
1935}
1936
1937///////////////////////////////////////////////////////////////////////////////
1938// Drawing
1939///////////////////////////////////////////////////////////////////////////////
1940
1941void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1942    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1943    // will be performed by the display list itself
1944    if (renderNode && renderNode->isRenderable()) {
1945        // compute 3d ordering
1946        renderNode->computeOrdering();
1947        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1948            startFrame();
1949            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1950            renderNode->replay(replayStruct, 0);
1951            return;
1952        }
1953
1954        // Don't avoid overdraw when visualizing, since that makes it harder to
1955        // debug where it's coming from, and when the problem occurs.
1956        bool avoidOverdraw = !mCaches.debugOverdraw;
1957        DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw);
1958        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1959        renderNode->defer(deferStruct, 0);
1960
1961        flushLayers();
1962        startFrame();
1963
1964        deferredList.flush(*this, dirty);
1965    } else {
1966        // Even if there is no drawing command(Ex: invisible),
1967        // it still needs startFrame to clear buffer and start tiling.
1968        startFrame();
1969    }
1970}
1971
1972void OpenGLRenderer::drawAlphaBitmap(Texture* texture, const SkPaint* paint) {
1973    if (USE_GLOPS && (!paint || !paint->getShader())) {
1974        Glop glop;
1975        GlopBuilder aBuilder(mRenderState, mCaches, &glop);
1976        aBuilder.setMeshTexturedUnitQuad(texture->uvMapper, true)
1977                .setFillTexturePaint(*texture, true, paint, currentSnapshot()->alpha)
1978                .setTransformClip(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
1979                .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height))
1980                .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1981                .build();
1982        renderGlop(glop);
1983        return;
1984    }
1985
1986    float x = 0;
1987    float y = 0;
1988
1989    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1990
1991    bool ignoreTransform = false;
1992    if (currentTransform()->isPureTranslate()) {
1993        x = (int) floorf(currentTransform()->getTranslateX() + 0.5f);
1994        y = (int) floorf(currentTransform()->getTranslateY() + 0.5f);
1995        ignoreTransform = true;
1996
1997        texture->setFilter(GL_NEAREST, true);
1998    } else {
1999        texture->setFilter(PaintUtils::getFilter(paint), true);
2000    }
2001
2002    // No need to check for a UV mapper on the texture object, only ARGB_8888
2003    // bitmaps get packed in the atlas
2004    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2005            paint, (GLvoid*) nullptr, (GLvoid*) kMeshTextureOffset,
2006            GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform);
2007}
2008
2009/**
2010 * Important note: this method is intended to draw batches of bitmaps and
2011 * will not set the scissor enable or dirty the current layer, if any.
2012 * The caller is responsible for properly dirtying the current layer.
2013 */
2014void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2015        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
2016        const Rect& bounds, const SkPaint* paint) {
2017    mCaches.textureState().activateTexture(0);
2018    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2019    if (!texture) return;
2020
2021    const AutoTexture autoCleanup(texture);
2022
2023    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2024    texture->setFilter(pureTranslate ? GL_NEAREST : PaintUtils::getFilter(paint), true);
2025
2026    const float x = (int) floorf(bounds.left + 0.5f);
2027    const float y = (int) floorf(bounds.top + 0.5f);
2028    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2029        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2030                texture->id, paint, &vertices[0].x, &vertices[0].u,
2031                GL_TRIANGLES, bitmapCount * 6, true,
2032                kModelViewMode_Translate, false);
2033    } else {
2034        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2035                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
2036                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2037                kModelViewMode_Translate, false);
2038    }
2039
2040    mDirty = true;
2041}
2042
2043void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
2044    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2045        return;
2046    }
2047
2048    mCaches.textureState().activateTexture(0);
2049    Texture* texture = getTexture(bitmap);
2050    if (!texture) return;
2051    const AutoTexture autoCleanup(texture);
2052
2053    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2054        drawAlphaBitmap(texture, paint);
2055    } else {
2056        drawTextureRect(texture, paint);
2057    }
2058
2059    mDirty = true;
2060}
2061
2062void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2063        const float* vertices, const int* colors, const SkPaint* paint) {
2064    if (!vertices || mState.currentlyIgnored()) {
2065        return;
2066    }
2067
2068    // TODO: use quickReject on bounds from vertices
2069    mRenderState.scissor().setEnabled(true);
2070
2071    float left = FLT_MAX;
2072    float top = FLT_MAX;
2073    float right = FLT_MIN;
2074    float bottom = FLT_MIN;
2075
2076    const uint32_t count = meshWidth * meshHeight * 6;
2077
2078    std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[count]);
2079    ColorTextureVertex* vertex = &mesh[0];
2080
2081    std::unique_ptr<int[]> tempColors;
2082    if (!colors) {
2083        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2084        tempColors.reset(new int[colorsCount]);
2085        memset(tempColors.get(), 0xff, colorsCount * sizeof(int));
2086        colors = tempColors.get();
2087    }
2088
2089    mCaches.textureState().activateTexture(0);
2090    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
2091    const UvMapper& mapper(getMapper(texture));
2092
2093    for (int32_t y = 0; y < meshHeight; y++) {
2094        for (int32_t x = 0; x < meshWidth; x++) {
2095            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2096
2097            float u1 = float(x) / meshWidth;
2098            float u2 = float(x + 1) / meshWidth;
2099            float v1 = float(y) / meshHeight;
2100            float v2 = float(y + 1) / meshHeight;
2101
2102            mapper.map(u1, v1, u2, v2);
2103
2104            int ax = i + (meshWidth + 1) * 2;
2105            int ay = ax + 1;
2106            int bx = i;
2107            int by = bx + 1;
2108            int cx = i + 2;
2109            int cy = cx + 1;
2110            int dx = i + (meshWidth + 1) * 2 + 2;
2111            int dy = dx + 1;
2112
2113            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2114            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2115            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2116
2117            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2118            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2119            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2120
2121            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2122            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2123            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2124            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2125        }
2126    }
2127
2128    if (quickRejectSetupScissor(left, top, right, bottom)) {
2129        return;
2130    }
2131
2132    if (!texture) {
2133        texture = mCaches.textureCache.get(bitmap);
2134        if (!texture) {
2135            return;
2136        }
2137    }
2138    const AutoTexture autoCleanup(texture);
2139
2140    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2141    texture->setFilter(PaintUtils::getFilter(paint), true);
2142
2143    int alpha;
2144    SkXfermode::Mode mode;
2145    getAlphaAndMode(paint, &alpha, &mode);
2146
2147    float a = alpha / 255.0f;
2148
2149    if (hasLayer()) {
2150        dirtyLayer(left, top, right, bottom, *currentTransform());
2151    }
2152
2153    setupDraw();
2154    setupDrawWithTextureAndColor();
2155    setupDrawColor(a, a, a, a);
2156    setupDrawColorFilter(getColorFilter(paint));
2157    setupDrawBlending(paint, true);
2158    setupDrawProgram();
2159    setupDrawDirtyRegionsDisabled();
2160    setupDrawModelView(kModelViewMode_Translate, false, 0, 0, 0, 0);
2161    setupDrawTexture(texture->id);
2162    setupDrawPureColorUniforms();
2163    setupDrawColorFilterUniforms(getColorFilter(paint));
2164    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2165
2166    glDrawArrays(GL_TRIANGLES, 0, count);
2167
2168    int slot = mCaches.program().getAttrib("colors");
2169    if (slot >= 0) {
2170        glDisableVertexAttribArray(slot);
2171    }
2172
2173    mDirty = true;
2174}
2175
2176void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2177         float srcLeft, float srcTop, float srcRight, float srcBottom,
2178         float dstLeft, float dstTop, float dstRight, float dstBottom,
2179         const SkPaint* paint) {
2180    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2181        return;
2182    }
2183
2184    mCaches.textureState().activateTexture(0);
2185    Texture* texture = getTexture(bitmap);
2186    if (!texture) return;
2187    const AutoTexture autoCleanup(texture);
2188
2189    const float width = texture->width;
2190    const float height = texture->height;
2191
2192    float u1 = fmax(0.0f, srcLeft / width);
2193    float v1 = fmax(0.0f, srcTop / height);
2194    float u2 = fmin(1.0f, srcRight / width);
2195    float v2 = fmin(1.0f, srcBottom / height);
2196
2197    getMapper(texture).map(u1, v1, u2, v2);
2198
2199    mRenderState.meshState().unbindMeshBuffer();
2200    resetDrawTextureTexCoords(u1, v1, u2, v2);
2201
2202    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2203
2204    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2205    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2206
2207    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2208    // Apply a scale transform on the canvas only when a shader is in use
2209    // Skia handles the ratio between the dst and src rects as a scale factor
2210    // when a shader is set
2211    bool useScaleTransform = getShader(paint) && scaled;
2212    bool ignoreTransform = false;
2213
2214    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2215        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2216        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2217
2218        dstRight = x + (dstRight - dstLeft);
2219        dstBottom = y + (dstBottom - dstTop);
2220
2221        dstLeft = x;
2222        dstTop = y;
2223
2224        texture->setFilter(scaled ? PaintUtils::getFilter(paint) : GL_NEAREST, true);
2225        ignoreTransform = true;
2226    } else {
2227        texture->setFilter(PaintUtils::getFilter(paint), true);
2228    }
2229
2230    if (CC_UNLIKELY(useScaleTransform)) {
2231        save(SkCanvas::kMatrix_SaveFlag);
2232        translate(dstLeft, dstTop);
2233        scale(scaleX, scaleY);
2234
2235        dstLeft = 0.0f;
2236        dstTop = 0.0f;
2237
2238        dstRight = srcRight - srcLeft;
2239        dstBottom = srcBottom - srcTop;
2240    }
2241
2242    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2243        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2244                texture->id, paint,
2245                &mMeshVertices[0].x, &mMeshVertices[0].u,
2246                GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform);
2247    } else {
2248        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2249                texture->id, paint, texture->blend,
2250                &mMeshVertices[0].x, &mMeshVertices[0].u,
2251                GL_TRIANGLE_STRIP, kUnitQuadCount, false, ignoreTransform);
2252    }
2253
2254    if (CC_UNLIKELY(useScaleTransform)) {
2255        restore();
2256    }
2257
2258    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2259
2260    mDirty = true;
2261}
2262
2263void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2264        float left, float top, float right, float bottom, const SkPaint* paint) {
2265    if (quickRejectSetupScissor(left, top, right, bottom)) {
2266        return;
2267    }
2268
2269    AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap);
2270    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2271            right - left, bottom - top, patch);
2272
2273    drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2274}
2275
2276void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2277        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2278        const SkPaint* paint) {
2279    if (quickRejectSetupScissor(left, top, right, bottom)) {
2280        return;
2281    }
2282
2283    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2284        mCaches.textureState().activateTexture(0);
2285        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2286        if (!texture) return;
2287        const AutoTexture autoCleanup(texture);
2288
2289        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2290        texture->setFilter(GL_LINEAR, true);
2291
2292        const bool pureTranslate = currentTransform()->isPureTranslate();
2293        // Mark the current layer dirty where we are going to draw the patch
2294        if (hasLayer() && mesh->hasEmptyQuads) {
2295            const float offsetX = left + currentTransform()->getTranslateX();
2296            const float offsetY = top + currentTransform()->getTranslateY();
2297            const size_t count = mesh->quads.size();
2298            for (size_t i = 0; i < count; i++) {
2299                const Rect& bounds = mesh->quads.itemAt(i);
2300                if (CC_LIKELY(pureTranslate)) {
2301                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2302                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2303                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2304                } else {
2305                    dirtyLayer(left + bounds.left, top + bounds.top,
2306                            left + bounds.right, top + bounds.bottom, *currentTransform());
2307                }
2308            }
2309        }
2310
2311        bool ignoreTransform = false;
2312        if (CC_LIKELY(pureTranslate)) {
2313            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2314            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2315
2316            right = x + right - left;
2317            bottom = y + bottom - top;
2318            left = x;
2319            top = y;
2320            ignoreTransform = true;
2321        }
2322        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2323                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2324                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2325                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2326    }
2327
2328    mDirty = true;
2329}
2330
2331/**
2332 * Important note: this method is intended to draw batches of 9-patch objects and
2333 * will not set the scissor enable or dirty the current layer, if any.
2334 * The caller is responsible for properly dirtying the current layer.
2335 */
2336void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2337        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2338    mCaches.textureState().activateTexture(0);
2339    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2340    if (!texture) return;
2341    const AutoTexture autoCleanup(texture);
2342
2343    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2344    texture->setFilter(GL_LINEAR, true);
2345
2346    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2347            texture->blend, &vertices[0].x, &vertices[0].u,
2348            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2349
2350    mDirty = true;
2351}
2352
2353void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2354        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2355    // not missing call to quickReject/dirtyLayer, always done at a higher level
2356    if (!vertexBuffer.getVertexCount()) {
2357        // no vertices to draw
2358        return;
2359    }
2360
2361    if (USE_GLOPS && !paint->getShader()) {
2362        Glop glop;
2363        GlopBuilder aBuilder(mRenderState, mCaches, &glop);
2364        bool fudgeOffset = displayFlags & kVertexBuffer_Offset;
2365        bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp;
2366        aBuilder.setMeshVertexBuffer(vertexBuffer, shadowInterp)
2367                .setFillPaint(*paint, currentSnapshot()->alpha)
2368                .setTransformClip(currentSnapshot()->getOrthoMatrix(), *currentTransform(), fudgeOffset)
2369                .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
2370                .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2371                .build();
2372        renderGlop(glop);
2373        return;
2374    }
2375
2376    const VertexBuffer::MeshFeatureFlags meshFeatureFlags = vertexBuffer.getMeshFeatureFlags();
2377    Rect bounds(vertexBuffer.getBounds());
2378    bounds.translate(translateX, translateY);
2379    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2380
2381    int color = paint->getColor();
2382    bool isAA = meshFeatureFlags & VertexBuffer::kAlpha;
2383
2384    setupDraw();
2385    setupDrawNoTexture();
2386    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2387    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
2388    setupDrawColorFilter(getColorFilter(paint));
2389    setupDrawShader(getShader(paint));
2390    setupDrawBlending(paint, isAA);
2391    setupDrawProgram();
2392    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2393            translateX, translateY, 0, 0);
2394    setupDrawColorUniforms(getShader(paint));
2395    setupDrawColorFilterUniforms(getColorFilter(paint));
2396    setupDrawShaderUniforms(getShader(paint));
2397
2398    const void* vertices = vertexBuffer.getBuffer();
2399    mRenderState.meshState().unbindMeshBuffer();
2400    mRenderState.meshState().bindPositionVertexPointer(true, vertices,
2401            isAA ? kAlphaVertexStride : kVertexStride);
2402    mRenderState.meshState().resetTexCoordsVertexPointer();
2403
2404    int alphaSlot = -1;
2405    if (isAA) {
2406        void* alphaCoords = ((GLbyte*) vertices) + kVertexAlphaOffset;
2407        alphaSlot = mCaches.program().getAttrib("vtxAlpha");
2408        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2409        glEnableVertexAttribArray(alphaSlot);
2410        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords);
2411    }
2412
2413    if (meshFeatureFlags & VertexBuffer::kIndices) {
2414        mRenderState.meshState().unbindIndicesBuffer();
2415        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(),
2416                GL_UNSIGNED_SHORT, vertexBuffer.getIndices());
2417    } else {
2418        mRenderState.meshState().unbindIndicesBuffer();
2419        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2420    }
2421
2422    if (isAA) {
2423        glDisableVertexAttribArray(alphaSlot);
2424    }
2425
2426    mDirty = true;
2427}
2428
2429/**
2430 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2431 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2432 * screen space in all directions. However, instead of using a fragment shader to compute the
2433 * translucency of the color from its position, we simply use a varying parameter to define how far
2434 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2435 *
2436 * Doesn't yet support joins, caps, or path effects.
2437 */
2438void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2439    VertexBuffer vertexBuffer;
2440    // TODO: try clipping large paths to viewport
2441    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2442    drawVertexBuffer(vertexBuffer, paint);
2443}
2444
2445/**
2446 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2447 * and additional geometry for defining an alpha slope perimeter.
2448 *
2449 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2450 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2451 * in-shader alpha region, but found it to be taxing on some GPUs.
2452 *
2453 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2454 * memory transfer by removing need for degenerate vertices.
2455 */
2456void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2457    if (mState.currentlyIgnored() || count < 4) return;
2458
2459    count &= ~0x3; // round down to nearest four
2460
2461    VertexBuffer buffer;
2462    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2463    const Rect& bounds = buffer.getBounds();
2464
2465    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2466        return;
2467    }
2468
2469    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2470    drawVertexBuffer(buffer, paint, displayFlags);
2471}
2472
2473void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2474    if (mState.currentlyIgnored() || count < 2) return;
2475
2476    count &= ~0x1; // round down to nearest two
2477
2478    VertexBuffer buffer;
2479    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2480
2481    const Rect& bounds = buffer.getBounds();
2482    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2483        return;
2484    }
2485
2486    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2487    drawVertexBuffer(buffer, paint, displayFlags);
2488
2489    mDirty = true;
2490}
2491
2492void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2493    // No need to check against the clip, we fill the clip region
2494    if (mState.currentlyIgnored()) return;
2495
2496    Rect clip(mState.currentClipRect());
2497    clip.snapToPixelBoundaries();
2498
2499    SkPaint paint;
2500    paint.setColor(color);
2501    paint.setXfermodeMode(mode);
2502
2503    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2504
2505    mDirty = true;
2506}
2507
2508void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture,
2509        const SkPaint* paint) {
2510    if (!texture) return;
2511    const AutoTexture autoCleanup(texture);
2512
2513    const float x = left + texture->left - texture->offset;
2514    const float y = top + texture->top - texture->offset;
2515
2516    drawPathTexture(texture, x, y, paint);
2517
2518    mDirty = true;
2519}
2520
2521void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2522        float rx, float ry, const SkPaint* p) {
2523    if (mState.currentlyIgnored()
2524            || quickRejectSetupScissor(left, top, right, bottom, p)
2525            || PaintUtils::paintWillNotDraw(*p)) {
2526        return;
2527    }
2528
2529    if (p->getPathEffect() != nullptr) {
2530        mCaches.textureState().activateTexture(0);
2531        PathTexture* texture = mCaches.pathCache.getRoundRect(
2532                right - left, bottom - top, rx, ry, p);
2533        drawShape(left, top, texture, p);
2534    } else {
2535        const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2536                *currentTransform(), *p, right - left, bottom - top, rx, ry);
2537        drawVertexBuffer(left, top, *vertexBuffer, p);
2538    }
2539}
2540
2541void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2542    if (mState.currentlyIgnored()
2543            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2544            || PaintUtils::paintWillNotDraw(*p)) {
2545        return;
2546    }
2547    if (p->getPathEffect() != nullptr) {
2548        mCaches.textureState().activateTexture(0);
2549        PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2550        drawShape(x - radius, y - radius, texture, p);
2551    } else {
2552        SkPath path;
2553        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2554            path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2555        } else {
2556            path.addCircle(x, y, radius);
2557        }
2558        drawConvexPath(path, p);
2559    }
2560}
2561
2562void OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2563        const SkPaint* p) {
2564    if (mState.currentlyIgnored()
2565            || quickRejectSetupScissor(left, top, right, bottom, p)
2566            || PaintUtils::paintWillNotDraw(*p)) {
2567        return;
2568    }
2569
2570    if (p->getPathEffect() != nullptr) {
2571        mCaches.textureState().activateTexture(0);
2572        PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2573        drawShape(left, top, texture, p);
2574    } else {
2575        SkPath path;
2576        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2577        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2578            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2579        }
2580        path.addOval(rect);
2581        drawConvexPath(path, p);
2582    }
2583}
2584
2585void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2586        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2587    if (mState.currentlyIgnored()
2588            || quickRejectSetupScissor(left, top, right, bottom, p)
2589            || PaintUtils::paintWillNotDraw(*p)) {
2590        return;
2591    }
2592
2593    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2594    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) {
2595        mCaches.textureState().activateTexture(0);
2596        PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2597                startAngle, sweepAngle, useCenter, p);
2598        drawShape(left, top, texture, p);
2599        return;
2600    }
2601    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2602    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2603        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2604    }
2605
2606    SkPath path;
2607    if (useCenter) {
2608        path.moveTo(rect.centerX(), rect.centerY());
2609    }
2610    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2611    if (useCenter) {
2612        path.close();
2613    }
2614    drawConvexPath(path, p);
2615}
2616
2617// See SkPaintDefaults.h
2618#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2619
2620void OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2621        const SkPaint* p) {
2622    if (mState.currentlyIgnored()
2623            || quickRejectSetupScissor(left, top, right, bottom, p)
2624            || PaintUtils::paintWillNotDraw(*p)) {
2625        return;
2626    }
2627
2628    if (p->getStyle() != SkPaint::kFill_Style) {
2629        // only fill style is supported by drawConvexPath, since others have to handle joins
2630        if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2631                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2632            mCaches.textureState().activateTexture(0);
2633            PathTexture* texture =
2634                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2635            drawShape(left, top, texture, p);
2636        } else {
2637            SkPath path;
2638            SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2639            if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2640                rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2641            }
2642            path.addRect(rect);
2643            drawConvexPath(path, p);
2644        }
2645    } else {
2646        if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2647            SkPath path;
2648            path.addRect(left, top, right, bottom);
2649            drawConvexPath(path, p);
2650        } else {
2651            drawColorRect(left, top, right, bottom, p);
2652
2653            mDirty = true;
2654        }
2655    }
2656}
2657
2658void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2659        int bytesCount, int count, const float* positions,
2660        FontRenderer& fontRenderer, int alpha, float x, float y) {
2661    mCaches.textureState().activateTexture(0);
2662
2663    TextShadow textShadow;
2664    if (!getTextShadow(paint, &textShadow)) {
2665        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2666    }
2667
2668    // NOTE: The drop shadow will not perform gamma correction
2669    //       if shader-based correction is enabled
2670    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2671    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2672            paint, text, bytesCount, count, textShadow.radius, positions);
2673    // If the drop shadow exceeds the max texture size or couldn't be
2674    // allocated, skip drawing
2675    if (!shadow) return;
2676    const AutoTexture autoCleanup(shadow);
2677
2678    const float sx = x - shadow->left + textShadow.dx;
2679    const float sy = y - shadow->top + textShadow.dy;
2680
2681    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha;
2682    if (getShader(paint)) {
2683        textShadow.color = SK_ColorWHITE;
2684    }
2685
2686    setupDraw();
2687    setupDrawWithTexture(true);
2688    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2689    setupDrawColorFilter(getColorFilter(paint));
2690    setupDrawShader(getShader(paint));
2691    setupDrawBlending(paint, true);
2692    setupDrawProgram();
2693    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2694            sx, sy, sx + shadow->width, sy + shadow->height);
2695    setupDrawTexture(shadow->id);
2696    setupDrawPureColorUniforms();
2697    setupDrawColorFilterUniforms(getColorFilter(paint));
2698    setupDrawShaderUniforms(getShader(paint));
2699    setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset);
2700
2701    glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount);
2702}
2703
2704bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2705    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha;
2706    return MathUtils::isZero(alpha)
2707            && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2708}
2709
2710void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2711        const float* positions, const SkPaint* paint) {
2712    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2713        return;
2714    }
2715
2716    // NOTE: Skia does not support perspective transform on drawPosText yet
2717    if (!currentTransform()->isSimple()) {
2718        return;
2719    }
2720
2721    mRenderState.scissor().setEnabled(true);
2722
2723    float x = 0.0f;
2724    float y = 0.0f;
2725    const bool pureTranslate = currentTransform()->isPureTranslate();
2726    if (pureTranslate) {
2727        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2728        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2729    }
2730
2731    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2732    fontRenderer.setFont(paint, SkMatrix::I());
2733
2734    int alpha;
2735    SkXfermode::Mode mode;
2736    getAlphaAndMode(paint, &alpha, &mode);
2737
2738    if (CC_UNLIKELY(hasTextShadow(paint))) {
2739        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2740                alpha, 0.0f, 0.0f);
2741    }
2742
2743    // Pick the appropriate texture filtering
2744    bool linearFilter = currentTransform()->changesBounds();
2745    if (pureTranslate && !linearFilter) {
2746        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2747    }
2748    fontRenderer.setTextureFiltering(linearFilter);
2749
2750    const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip());
2751    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2752
2753    const bool hasActiveLayer = hasLayer();
2754
2755    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2756    if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y,
2757            positions, hasActiveLayer ? &bounds : nullptr, &functor)) {
2758        if (hasActiveLayer) {
2759            if (!pureTranslate) {
2760                currentTransform()->mapRect(bounds);
2761            }
2762            dirtyLayerUnchecked(bounds, getRegion());
2763        }
2764    }
2765
2766    mDirty = true;
2767}
2768
2769bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2770    if (CC_LIKELY(transform.isPureTranslate())) {
2771        outMatrix->setIdentity();
2772        return false;
2773    } else if (CC_UNLIKELY(transform.isPerspective())) {
2774        outMatrix->setIdentity();
2775        return true;
2776    }
2777
2778    /**
2779     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2780     * with values rounded to the nearest int.
2781     */
2782    float sx, sy;
2783    transform.decomposeScale(sx, sy);
2784    outMatrix->setScale(
2785            roundf(fmaxf(1.0f, sx)),
2786            roundf(fmaxf(1.0f, sy)));
2787    return true;
2788}
2789
2790int OpenGLRenderer::getSaveCount() const {
2791    return mState.getSaveCount();
2792}
2793
2794int OpenGLRenderer::save(int flags) {
2795    return mState.save(flags);
2796}
2797
2798void OpenGLRenderer::restore() {
2799    return mState.restore();
2800}
2801
2802void OpenGLRenderer::restoreToCount(int saveCount) {
2803    return mState.restoreToCount(saveCount);
2804}
2805
2806void OpenGLRenderer::translate(float dx, float dy, float dz) {
2807    return mState.translate(dx, dy, dz);
2808}
2809
2810void OpenGLRenderer::rotate(float degrees) {
2811    return mState.rotate(degrees);
2812}
2813
2814void OpenGLRenderer::scale(float sx, float sy) {
2815    return mState.scale(sx, sy);
2816}
2817
2818void OpenGLRenderer::skew(float sx, float sy) {
2819    return mState.skew(sx, sy);
2820}
2821
2822void OpenGLRenderer::setMatrix(const Matrix4& matrix) {
2823    mState.setMatrix(matrix);
2824}
2825
2826void OpenGLRenderer::concatMatrix(const Matrix4& matrix) {
2827    mState.concatMatrix(matrix);
2828}
2829
2830bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
2831    return mState.clipRect(left, top, right, bottom, op);
2832}
2833
2834bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
2835    return mState.clipPath(path, op);
2836}
2837
2838bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
2839    return mState.clipRegion(region, op);
2840}
2841
2842void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
2843    mState.setClippingOutline(allocator, outline);
2844}
2845
2846void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator,
2847        const Rect& rect, float radius, bool highPriority) {
2848    mState.setClippingRoundRect(allocator, rect, radius, highPriority);
2849}
2850
2851void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2852        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2853        DrawOpMode drawOpMode) {
2854
2855    if (drawOpMode == kDrawOpMode_Immediate) {
2856        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2857        // drawing as ops from DeferredDisplayList are already filtered for these
2858        if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) ||
2859                quickRejectSetupScissor(bounds)) {
2860            return;
2861        }
2862    }
2863
2864    const float oldX = x;
2865    const float oldY = y;
2866
2867    const mat4& transform = *currentTransform();
2868    const bool pureTranslate = transform.isPureTranslate();
2869
2870    if (CC_LIKELY(pureTranslate)) {
2871        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2872        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2873    }
2874
2875    int alpha;
2876    SkXfermode::Mode mode;
2877    getAlphaAndMode(paint, &alpha, &mode);
2878
2879    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2880
2881    if (CC_UNLIKELY(hasTextShadow(paint))) {
2882        fontRenderer.setFont(paint, SkMatrix::I());
2883        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2884                alpha, oldX, oldY);
2885    }
2886
2887    const bool hasActiveLayer = hasLayer();
2888
2889    // We only pass a partial transform to the font renderer. That partial
2890    // matrix defines how glyphs are rasterized. Typically we want glyphs
2891    // to be rasterized at their final size on screen, which means the partial
2892    // matrix needs to take the scale factor into account.
2893    // When a partial matrix is used to transform glyphs during rasterization,
2894    // the mesh is generated with the inverse transform (in the case of scale,
2895    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2896    // apply the full transform matrix at draw time in the vertex shader.
2897    // Applying the full matrix in the shader is the easiest way to handle
2898    // rotation and perspective and allows us to always generated quads in the
2899    // font renderer which greatly simplifies the code, clipping in particular.
2900    SkMatrix fontTransform;
2901    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2902            || fabs(y - (int) y) > 0.0f
2903            || fabs(x - (int) x) > 0.0f;
2904    fontRenderer.setFont(paint, fontTransform);
2905    fontRenderer.setTextureFiltering(linearFilter);
2906
2907    // TODO: Implement better clipping for scaled/rotated text
2908    const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect();
2909    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2910
2911    bool status;
2912    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2913
2914    // don't call issuedrawcommand, do it at end of batch
2915    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2916    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2917        SkPaint paintCopy(*paint);
2918        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2919        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2920                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2921    } else {
2922        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2923                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2924    }
2925
2926    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2927        if (!pureTranslate) {
2928            transform.mapRect(layerBounds);
2929        }
2930        dirtyLayerUnchecked(layerBounds, getRegion());
2931    }
2932
2933    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2934
2935    mDirty = true;
2936}
2937
2938void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2939        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2940    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2941        return;
2942    }
2943
2944    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2945    mRenderState.scissor().setEnabled(true);
2946
2947    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2948    fontRenderer.setFont(paint, SkMatrix::I());
2949    fontRenderer.setTextureFiltering(true);
2950
2951    int alpha;
2952    SkXfermode::Mode mode;
2953    getAlphaAndMode(paint, &alpha, &mode);
2954    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2955
2956    const Rect* clip = &writableSnapshot()->getLocalClip();
2957    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2958
2959    const bool hasActiveLayer = hasLayer();
2960
2961    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2962            hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) {
2963        if (hasActiveLayer) {
2964            currentTransform()->mapRect(bounds);
2965            dirtyLayerUnchecked(bounds, getRegion());
2966        }
2967    }
2968
2969    mDirty = true;
2970}
2971
2972void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2973    if (mState.currentlyIgnored()) return;
2974
2975    mCaches.textureState().activateTexture(0);
2976
2977    PathTexture* texture = mCaches.pathCache.get(path, paint);
2978    if (!texture) return;
2979    const AutoTexture autoCleanup(texture);
2980
2981    const float x = texture->left - texture->offset;
2982    const float y = texture->top - texture->offset;
2983
2984    drawPathTexture(texture, x, y, paint);
2985    mDirty = true;
2986}
2987
2988void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2989    if (!layer) {
2990        return;
2991    }
2992
2993    mat4* transform = nullptr;
2994    if (layer->isTextureLayer()) {
2995        transform = &layer->getTransform();
2996        if (!transform->isIdentity()) {
2997            save(SkCanvas::kMatrix_SaveFlag);
2998            concatMatrix(*transform);
2999        }
3000    }
3001
3002    bool clipRequired = false;
3003    const bool rejected = mState.calculateQuickRejectForScissor(
3004            x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3005            &clipRequired, nullptr, false);
3006
3007    if (rejected) {
3008        if (transform && !transform->isIdentity()) {
3009            restore();
3010        }
3011        return;
3012    }
3013
3014    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
3015            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
3016
3017    updateLayer(layer, true);
3018
3019    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
3020    mCaches.textureState().activateTexture(0);
3021
3022    if (CC_LIKELY(!layer->region.isEmpty())) {
3023        if (layer->region.isRect()) {
3024            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3025                    composeLayerRect(layer, layer->regionRect));
3026        } else if (layer->mesh) {
3027
3028            const float a = getLayerAlpha(layer);
3029            setupDraw();
3030            setupDrawWithTexture();
3031            setupDrawColor(a, a, a, a);
3032            setupDrawColorFilter(layer->getColorFilter());
3033            setupDrawBlending(layer);
3034            setupDrawProgram();
3035            setupDrawPureColorUniforms();
3036            setupDrawColorFilterUniforms(layer->getColorFilter());
3037            setupDrawTexture(layer->getTexture());
3038            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3039                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
3040                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
3041
3042                layer->setFilter(GL_NEAREST);
3043                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
3044                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3045            } else {
3046                layer->setFilter(GL_LINEAR);
3047                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3048                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3049            }
3050
3051            TextureVertex* mesh = &layer->mesh[0];
3052            GLsizei elementsCount = layer->meshElementCount;
3053
3054            while (elementsCount > 0) {
3055                GLsizei drawCount = min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
3056
3057                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3058                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3059                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr));
3060
3061                elementsCount -= drawCount;
3062                // Though there are 4 vertices in a quad, we use 6 indices per
3063                // quad to draw with GL_TRIANGLES
3064                mesh += (drawCount / 6) * 4;
3065            }
3066
3067#if DEBUG_LAYERS_AS_REGIONS
3068            drawRegionRectsDebug(layer->region);
3069#endif
3070        }
3071
3072        if (layer->debugDrawUpdate) {
3073            layer->debugDrawUpdate = false;
3074
3075            SkPaint paint;
3076            paint.setColor(0x7f00ff00);
3077            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3078        }
3079    }
3080    layer->hasDrawnSinceUpdate = true;
3081
3082    if (transform && !transform->isIdentity()) {
3083        restore();
3084    }
3085
3086    mDirty = true;
3087}
3088
3089///////////////////////////////////////////////////////////////////////////////
3090// Draw filters
3091///////////////////////////////////////////////////////////////////////////////
3092void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) {
3093    // We should never get here since we apply the draw filter when stashing
3094    // the paints in the DisplayList.
3095    LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters");
3096}
3097
3098///////////////////////////////////////////////////////////////////////////////
3099// Drawing implementation
3100///////////////////////////////////////////////////////////////////////////////
3101
3102Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3103    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
3104    if (!texture) {
3105        return mCaches.textureCache.get(bitmap);
3106    }
3107    return texture;
3108}
3109
3110void OpenGLRenderer::drawPathTexture(PathTexture* texture,
3111        float x, float y, const SkPaint* paint) {
3112    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3113        return;
3114    }
3115
3116    if (USE_GLOPS && !paint->getShader()) {
3117        Glop glop;
3118        GlopBuilder aBuilder(mRenderState, mCaches, &glop);
3119        aBuilder.setMeshTexturedUnitQuad(nullptr, true)
3120                .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha)
3121                .setTransformClip(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
3122                .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height))
3123                .setRoundRectClipState(currentSnapshot()->roundRectClipState)
3124                .build();
3125        renderGlop(glop);
3126        return;
3127    }
3128
3129
3130    int alpha;
3131    SkXfermode::Mode mode;
3132    getAlphaAndMode(paint, &alpha, &mode);
3133
3134    setupDraw();
3135    setupDrawWithTexture(true);
3136    setupDrawAlpha8Color(paint->getColor(), alpha);
3137    setupDrawColorFilter(getColorFilter(paint));
3138    setupDrawShader(getShader(paint));
3139    setupDrawBlending(paint, true);
3140    setupDrawProgram();
3141    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3142            x, y, x + texture->width, y + texture->height);
3143    setupDrawTexture(texture->id);
3144    setupDrawPureColorUniforms();
3145    setupDrawColorFilterUniforms(getColorFilter(paint));
3146    setupDrawShaderUniforms(getShader(paint));
3147    setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset);
3148
3149    glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount);
3150}
3151
3152// Same values used by Skia
3153#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3154#define kStdUnderline_Offset    (1.0f / 9.0f)
3155#define kStdUnderline_Thickness (1.0f / 18.0f)
3156
3157void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3158        const SkPaint* paint) {
3159    // Handle underline and strike-through
3160    uint32_t flags = paint->getFlags();
3161    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3162        SkPaint paintCopy(*paint);
3163
3164        if (CC_LIKELY(underlineWidth > 0.0f)) {
3165            const float textSize = paintCopy.getTextSize();
3166            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3167
3168            const float left = x;
3169            float top = 0.0f;
3170
3171            int linesCount = 0;
3172            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3173            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3174
3175            const int pointsCount = 4 * linesCount;
3176            float points[pointsCount];
3177            int currentPoint = 0;
3178
3179            if (flags & SkPaint::kUnderlineText_Flag) {
3180                top = y + textSize * kStdUnderline_Offset;
3181                points[currentPoint++] = left;
3182                points[currentPoint++] = top;
3183                points[currentPoint++] = left + underlineWidth;
3184                points[currentPoint++] = top;
3185            }
3186
3187            if (flags & SkPaint::kStrikeThruText_Flag) {
3188                top = y + textSize * kStdStrikeThru_Offset;
3189                points[currentPoint++] = left;
3190                points[currentPoint++] = top;
3191                points[currentPoint++] = left + underlineWidth;
3192                points[currentPoint++] = top;
3193            }
3194
3195            paintCopy.setStrokeWidth(strokeWidth);
3196
3197            drawLines(&points[0], pointsCount, &paintCopy);
3198        }
3199    }
3200}
3201
3202void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3203    if (mState.currentlyIgnored()) {
3204        return;
3205    }
3206
3207    drawColorRects(rects, count, paint, false, true, true);
3208}
3209
3210void OpenGLRenderer::drawShadow(float casterAlpha,
3211        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3212    if (mState.currentlyIgnored()) return;
3213
3214    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3215    mRenderState.scissor().setEnabled(true);
3216
3217    SkPaint paint;
3218    paint.setAntiAlias(true); // want to use AlphaVertex
3219
3220    // The caller has made sure casterAlpha > 0.
3221    float ambientShadowAlpha = mAmbientShadowAlpha;
3222    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3223        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3224    }
3225    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3226        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3227        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3228    }
3229
3230    float spotShadowAlpha = mSpotShadowAlpha;
3231    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3232        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3233    }
3234    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3235        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3236        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3237    }
3238
3239    mDirty=true;
3240}
3241
3242void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3243        bool ignoreTransform, bool dirty, bool clip) {
3244    if (count == 0) {
3245        return;
3246    }
3247
3248    float left = FLT_MAX;
3249    float top = FLT_MAX;
3250    float right = FLT_MIN;
3251    float bottom = FLT_MIN;
3252
3253    Vertex mesh[count];
3254    Vertex* vertex = mesh;
3255
3256    for (int index = 0; index < count; index += 4) {
3257        float l = rects[index + 0];
3258        float t = rects[index + 1];
3259        float r = rects[index + 2];
3260        float b = rects[index + 3];
3261
3262        Vertex::set(vertex++, l, t);
3263        Vertex::set(vertex++, r, t);
3264        Vertex::set(vertex++, l, b);
3265        Vertex::set(vertex++, r, b);
3266
3267        left = fminf(left, l);
3268        top = fminf(top, t);
3269        right = fmaxf(right, r);
3270        bottom = fmaxf(bottom, b);
3271    }
3272
3273    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3274        return;
3275    }
3276
3277    if (USE_GLOPS && !paint->getShader()) {
3278        const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform();
3279        Glop glop;
3280        GlopBuilder aBuilder(mRenderState, mCaches, &glop);
3281        aBuilder.setMeshIndexedQuads(&mesh[0], count / 4)
3282                .setFillPaint(*paint, currentSnapshot()->alpha)
3283                .setTransformClip(currentSnapshot()->getOrthoMatrix(), transform, false)
3284                .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
3285                .setRoundRectClipState(currentSnapshot()->roundRectClipState)
3286                .build();
3287        renderGlop(glop);
3288        return;
3289    }
3290
3291    int color = paint->getColor();
3292    // If a shader is set, preserve only the alpha
3293    if (getShader(paint)) {
3294        color |= 0x00ffffff;
3295    }
3296
3297    setupDraw();
3298    setupDrawNoTexture();
3299    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3300    setupDrawShader(getShader(paint));
3301    setupDrawColorFilter(getColorFilter(paint));
3302    setupDrawBlending(paint);
3303    setupDrawProgram();
3304    setupDrawDirtyRegionsDisabled();
3305    setupDrawModelView(kModelViewMode_Translate, false,
3306            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3307    setupDrawColorUniforms(getShader(paint));
3308    setupDrawShaderUniforms(getShader(paint));
3309    setupDrawColorFilterUniforms(getColorFilter(paint));
3310
3311    if (dirty && hasLayer()) {
3312        dirtyLayer(left, top, right, bottom, *currentTransform());
3313    }
3314
3315    issueIndexedQuadDraw(&mesh[0], count / 4);
3316
3317    mDirty = true;
3318}
3319
3320void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3321        const SkPaint* paint, bool ignoreTransform) {
3322
3323    if (USE_GLOPS && !paint->getShader()) {
3324        const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform();
3325        Glop glop;
3326        GlopBuilder aBuilder(mRenderState, mCaches, &glop);
3327        aBuilder.setMeshUnitQuad()
3328                .setFillPaint(*paint, currentSnapshot()->alpha)
3329                .setTransformClip(currentSnapshot()->getOrthoMatrix(), transform, false)
3330                .setModelViewMapUnitToRect(Rect(left, top, right, bottom))
3331                .setRoundRectClipState(currentSnapshot()->roundRectClipState)
3332                .build();
3333        renderGlop(glop);
3334        return;
3335    }
3336
3337    int color = paint->getColor();
3338    // If a shader is set, preserve only the alpha
3339    if (getShader(paint)) {
3340        color |= 0x00ffffff;
3341    }
3342
3343    setupDraw();
3344    setupDrawNoTexture();
3345    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3346    setupDrawShader(getShader(paint));
3347    setupDrawColorFilter(getColorFilter(paint));
3348    setupDrawBlending(paint);
3349    setupDrawProgram();
3350    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3351            left, top, right, bottom, ignoreTransform);
3352    setupDrawColorUniforms(getShader(paint));
3353    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3354    setupDrawColorFilterUniforms(getColorFilter(paint));
3355    setupDrawSimpleMesh();
3356
3357    glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount);
3358}
3359
3360void OpenGLRenderer::drawTextureRect(Texture* texture, const SkPaint* paint) {
3361    if (USE_GLOPS) {
3362        Glop glop;
3363        GlopBuilder aBuilder(mRenderState, mCaches, &glop);
3364        aBuilder.setMeshTexturedUnitQuad(texture->uvMapper, false)
3365                .setFillTexturePaint(*texture, false, paint, currentSnapshot()->alpha)
3366                .setTransformClip(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
3367                .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height))
3368                .setRoundRectClipState(currentSnapshot()->roundRectClipState)
3369                .build();
3370        renderGlop(glop);
3371        return;
3372    }
3373
3374    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3375
3376    GLvoid* vertices = (GLvoid*) nullptr;
3377    GLvoid* texCoords = (GLvoid*) kMeshTextureOffset;
3378
3379    if (texture->uvMapper) {
3380        vertices = &mMeshVertices[0].x;
3381        texCoords = &mMeshVertices[0].u;
3382
3383        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3384        texture->uvMapper->map(uvs);
3385
3386        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3387    }
3388
3389    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3390        const float x = (int) floorf(currentTransform()->getTranslateX() + 0.5f);
3391        const float y = (int) floorf(currentTransform()->getTranslateY() + 0.5f);
3392
3393        texture->setFilter(GL_NEAREST, true);
3394        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3395                paint, texture->blend, vertices, texCoords,
3396                GL_TRIANGLE_STRIP, kUnitQuadCount, false, true);
3397    } else {
3398        texture->setFilter(PaintUtils::getFilter(paint), true);
3399        drawTextureMesh(0, 0, texture->width, texture->height, texture->id, paint,
3400                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, kUnitQuadCount);
3401    }
3402
3403    if (texture->uvMapper) {
3404        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3405    }
3406}
3407
3408void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3409        GLuint texture, const SkPaint* paint, bool blend,
3410        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3411        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3412        ModelViewMode modelViewMode, bool dirty) {
3413
3414    int a;
3415    SkXfermode::Mode mode;
3416    getAlphaAndMode(paint, &a, &mode);
3417    const float alpha = a / 255.0f;
3418
3419    setupDraw();
3420    setupDrawWithTexture();
3421    setupDrawColor(alpha, alpha, alpha, alpha);
3422    setupDrawColorFilter(getColorFilter(paint));
3423    setupDrawBlending(paint, blend, swapSrcDst);
3424    setupDrawProgram();
3425    if (!dirty) setupDrawDirtyRegionsDisabled();
3426    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3427    setupDrawTexture(texture);
3428    setupDrawPureColorUniforms();
3429    setupDrawColorFilterUniforms(getColorFilter(paint));
3430    setupDrawMesh(vertices, texCoords, vbo);
3431
3432    glDrawArrays(drawMode, 0, elementsCount);
3433}
3434
3435void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3436        GLuint texture, const SkPaint* paint, bool blend,
3437        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3438        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3439        ModelViewMode modelViewMode, bool dirty) {
3440
3441    int a;
3442    SkXfermode::Mode mode;
3443    getAlphaAndMode(paint, &a, &mode);
3444    const float alpha = a / 255.0f;
3445
3446    setupDraw();
3447    setupDrawWithTexture();
3448    setupDrawColor(alpha, alpha, alpha, alpha);
3449    setupDrawColorFilter(getColorFilter(paint));
3450    setupDrawBlending(paint, blend, swapSrcDst);
3451    setupDrawProgram();
3452    if (!dirty) setupDrawDirtyRegionsDisabled();
3453    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3454    setupDrawTexture(texture);
3455    setupDrawPureColorUniforms();
3456    setupDrawColorFilterUniforms(getColorFilter(paint));
3457    setupDrawMeshIndices(vertices, texCoords, vbo);
3458
3459    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr);
3460}
3461
3462void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3463        GLuint texture, const SkPaint* paint,
3464        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3465        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3466
3467    int color = paint != nullptr ? paint->getColor() : 0;
3468    int alpha;
3469    SkXfermode::Mode mode;
3470    getAlphaAndMode(paint, &alpha, &mode);
3471
3472    setupDraw();
3473    setupDrawWithTexture(true);
3474    if (paint != nullptr) {
3475        setupDrawAlpha8Color(color, alpha);
3476    }
3477    setupDrawColorFilter(getColorFilter(paint));
3478    setupDrawShader(getShader(paint));
3479    setupDrawBlending(paint, true);
3480    setupDrawProgram();
3481    if (!dirty) setupDrawDirtyRegionsDisabled();
3482    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3483    setupDrawTexture(texture);
3484    setupDrawPureColorUniforms();
3485    setupDrawColorFilterUniforms(getColorFilter(paint));
3486    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3487    setupDrawMesh(vertices, texCoords);
3488
3489    glDrawArrays(drawMode, 0, elementsCount);
3490}
3491
3492void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3493        ProgramDescription& description, bool swapSrcDst) {
3494
3495    if (currentSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) {
3496        blend = true;
3497        mDescription.hasRoundRectClip = true;
3498    }
3499    mSkipOutlineClip = true;
3500
3501    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3502
3503    if (blend) {
3504        // These blend modes are not supported by OpenGL directly and have
3505        // to be implemented using shaders. Since the shader will perform
3506        // the blending, turn blending off here
3507        // If the blend mode cannot be implemented using shaders, fall
3508        // back to the default SrcOver blend mode instead
3509        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3510            if (CC_UNLIKELY(mCaches.extensions().hasFramebufferFetch())) {
3511                description.framebufferMode = mode;
3512                description.swapSrcDst = swapSrcDst;
3513
3514                mRenderState.blend().disable();
3515                return;
3516            } else {
3517                mode = SkXfermode::kSrcOver_Mode;
3518            }
3519        }
3520        mRenderState.blend().enable(mode, swapSrcDst);
3521    } else {
3522        mRenderState.blend().disable();
3523    }
3524}
3525
3526void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3527    TextureVertex* v = &mMeshVertices[0];
3528    TextureVertex::setUV(v++, u1, v1);
3529    TextureVertex::setUV(v++, u2, v1);
3530    TextureVertex::setUV(v++, u1, v2);
3531    TextureVertex::setUV(v++, u2, v2);
3532}
3533
3534void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha,
3535        SkXfermode::Mode* mode) const {
3536    getAlphaAndModeDirect(paint, alpha,  mode);
3537    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3538        // if drawing a layer, ignore the paint's alpha
3539        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3540    }
3541    *alpha *= currentSnapshot()->alpha;
3542}
3543
3544float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3545    float alpha;
3546    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3547        alpha = mDrawModifiers.mOverrideLayerAlpha;
3548    } else {
3549        alpha = layer->getAlpha() / 255.0f;
3550    }
3551    return alpha * currentSnapshot()->alpha;
3552}
3553
3554}; // namespace uirenderer
3555}; // namespace android
3556