OpenGLRenderer.cpp revision 408eb12631376cbdc96803e918decf6ea804d346
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DeferredDisplayList.h"
36#include "DisplayListRenderer.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    mDrawModifiers.mShader = NULL;
116    mDrawModifiers.mColorFilter = NULL;
117    mDrawModifiers.mHasShadow = false;
118    mDrawModifiers.mHasDrawFilter = false;
119
120    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
121
122    mFirstSnapshot = new Snapshot;
123
124    mScissorOptimizationDisabled = false;
125}
126
127OpenGLRenderer::~OpenGLRenderer() {
128    // The context has already been destroyed at this point, do not call
129    // GL APIs. All GL state should be kept in Caches.h
130}
131
132void OpenGLRenderer::initProperties() {
133    char property[PROPERTY_VALUE_MAX];
134    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
135        mScissorOptimizationDisabled = !strcasecmp(property, "true");
136        INIT_LOGD("  Scissor optimization %s",
137                mScissorOptimizationDisabled ? "disabled" : "enabled");
138    } else {
139        INIT_LOGD("  Scissor optimization enabled");
140    }
141}
142
143///////////////////////////////////////////////////////////////////////////////
144// Setup
145///////////////////////////////////////////////////////////////////////////////
146
147void OpenGLRenderer::setName(const char* name) {
148    if (name) {
149        mName.setTo(name);
150    } else {
151        mName.clear();
152    }
153}
154
155const char* OpenGLRenderer::getName() const {
156    return mName.string();
157}
158
159bool OpenGLRenderer::isDeferred() {
160    return false;
161}
162
163void OpenGLRenderer::setViewport(int width, int height) {
164    initViewport(width, height);
165
166    glDisable(GL_DITHER);
167    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168
169    glEnableVertexAttribArray(Program::kBindingPosition);
170}
171
172void OpenGLRenderer::initViewport(int width, int height) {
173    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
174
175    mWidth = width;
176    mHeight = height;
177
178    mFirstSnapshot->height = height;
179    mFirstSnapshot->viewport.set(0, 0, width, height);
180}
181
182status_t OpenGLRenderer::prepare(bool opaque) {
183    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
184}
185
186status_t OpenGLRenderer::prepareDirty(float left, float top,
187        float right, float bottom, bool opaque) {
188    mCaches.clearGarbage();
189
190    mSnapshot = new Snapshot(mFirstSnapshot,
191            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
192    mSnapshot->fbo = getTargetFbo();
193    mSaveCount = 1;
194
195    mSnapshot->setClip(left, top, right, bottom);
196    mTilingClip.set(left, top, right, bottom);
197    mDirtyClip = true;
198
199    updateLayers();
200
201    discardFramebuffer(left, top, right, bottom);
202
203    syncState();
204
205    // Functors break the tiling extension in pretty spectacular ways
206    // This ensures we don't use tiling when a functor is going to be
207    // invoked during the frame
208    mSuppressTiling = mCaches.hasRegisteredFunctors();
209
210    startTiling(mSnapshot, true);
211
212    debugOverdraw(true, true);
213
214    return clear(left, top, right, bottom, opaque);
215}
216
217void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
218    // If we know that we are going to redraw the entire framebuffer,
219    // perform a discard to let the driver know we don't need to preserve
220    // the back buffer for this frame.
221    if (mExtensions.hasDiscardFramebuffer() &&
222            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
223        const bool isFbo = getTargetFbo() == 0;
224        const GLenum attachments[] = {
225                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
226                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
227        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
228    }
229}
230
231status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
232    if (!opaque) {
233        mCaches.enableScissor();
234        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
235        glClear(GL_COLOR_BUFFER_BIT);
236        return DrawGlInfo::kStatusDrew;
237    }
238
239    mCaches.resetScissor();
240    return DrawGlInfo::kStatusDone;
241}
242
243void OpenGLRenderer::syncState() {
244    glViewport(0, 0, mWidth, mHeight);
245
246    if (mCaches.blend) {
247        glEnable(GL_BLEND);
248    } else {
249        glDisable(GL_BLEND);
250    }
251}
252
253void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
254    if (!mSuppressTiling) {
255        Rect* clip = &mTilingClip;
256        if (s->flags & Snapshot::kFlagFboTarget) {
257            clip = &(s->layer->clipRect);
258        }
259
260        startTiling(*clip, s->height, opaque);
261    }
262}
263
264void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
265    if (!mSuppressTiling) {
266        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
267                clip.right - clip.left, clip.bottom - clip.top, opaque);
268    }
269}
270
271void OpenGLRenderer::endTiling() {
272    if (!mSuppressTiling) mCaches.endTiling();
273}
274
275void OpenGLRenderer::finish() {
276    renderOverdraw();
277    endTiling();
278
279    // When finish() is invoked on FBO 0 we've reached the end
280    // of the current frame
281    if (getTargetFbo() == 0) {
282        mCaches.pathCache.trim();
283    }
284
285    if (!suppressErrorChecks()) {
286#if DEBUG_OPENGL
287        GLenum status = GL_NO_ERROR;
288        while ((status = glGetError()) != GL_NO_ERROR) {
289            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
290            switch (status) {
291                case GL_INVALID_ENUM:
292                    ALOGE("  GL_INVALID_ENUM");
293                    break;
294                case GL_INVALID_VALUE:
295                    ALOGE("  GL_INVALID_VALUE");
296                    break;
297                case GL_INVALID_OPERATION:
298                    ALOGE("  GL_INVALID_OPERATION");
299                    break;
300                case GL_OUT_OF_MEMORY:
301                    ALOGE("  Out of memory!");
302                    break;
303            }
304        }
305#endif
306
307#if DEBUG_MEMORY_USAGE
308        mCaches.dumpMemoryUsage();
309#else
310        if (mCaches.getDebugLevel() & kDebugMemory) {
311            mCaches.dumpMemoryUsage();
312        }
313#endif
314    }
315}
316
317void OpenGLRenderer::interrupt() {
318    if (mCaches.currentProgram) {
319        if (mCaches.currentProgram->isInUse()) {
320            mCaches.currentProgram->remove();
321            mCaches.currentProgram = NULL;
322        }
323    }
324    mCaches.unbindMeshBuffer();
325    mCaches.unbindIndicesBuffer();
326    mCaches.resetVertexPointers();
327    mCaches.disableTexCoordsVertexArray();
328    debugOverdraw(false, false);
329}
330
331void OpenGLRenderer::resume() {
332    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
333    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
334    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
335    debugOverdraw(true, false);
336
337    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
338
339    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
340    mCaches.enableScissor();
341    mCaches.resetScissor();
342    dirtyClip();
343
344    mCaches.activeTexture(0);
345
346    mCaches.blend = true;
347    glEnable(GL_BLEND);
348    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
349    glBlendEquation(GL_FUNC_ADD);
350}
351
352void OpenGLRenderer::resumeAfterLayer() {
353    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
354    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
355    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
356    debugOverdraw(true, false);
357
358    mCaches.resetScissor();
359    dirtyClip();
360}
361
362void OpenGLRenderer::detachFunctor(Functor* functor) {
363    mFunctors.remove(functor);
364}
365
366void OpenGLRenderer::attachFunctor(Functor* functor) {
367    mFunctors.add(functor);
368}
369
370status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
371    status_t result = DrawGlInfo::kStatusDone;
372    size_t count = mFunctors.size();
373
374    if (count > 0) {
375        interrupt();
376        SortedVector<Functor*> functors(mFunctors);
377        mFunctors.clear();
378
379        DrawGlInfo info;
380        info.clipLeft = 0;
381        info.clipTop = 0;
382        info.clipRight = 0;
383        info.clipBottom = 0;
384        info.isLayer = false;
385        info.width = 0;
386        info.height = 0;
387        memset(info.transform, 0, sizeof(float) * 16);
388
389        for (size_t i = 0; i < count; i++) {
390            Functor* f = functors.itemAt(i);
391            result |= (*f)(DrawGlInfo::kModeProcess, &info);
392
393            if (result & DrawGlInfo::kStatusDraw) {
394                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
395                dirty.unionWith(localDirty);
396            }
397
398            if (result & DrawGlInfo::kStatusInvoke) {
399                mFunctors.add(f);
400            }
401        }
402        resume();
403    }
404
405    return result;
406}
407
408status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
409    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
410
411    interrupt();
412    detachFunctor(functor);
413
414    mCaches.enableScissor();
415    if (mDirtyClip) {
416        setScissorFromClip();
417    }
418
419    Rect clip(*mSnapshot->clipRect);
420    clip.snapToPixelBoundaries();
421
422    // Since we don't know what the functor will draw, let's dirty
423    // tne entire clip region
424    if (hasLayer()) {
425        dirtyLayerUnchecked(clip, getRegion());
426    }
427
428    DrawGlInfo info;
429    info.clipLeft = clip.left;
430    info.clipTop = clip.top;
431    info.clipRight = clip.right;
432    info.clipBottom = clip.bottom;
433    info.isLayer = hasLayer();
434    info.width = getSnapshot()->viewport.getWidth();
435    info.height = getSnapshot()->height;
436    getSnapshot()->transform->copyTo(&info.transform[0]);
437
438    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
439
440    if (result != DrawGlInfo::kStatusDone) {
441        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
442        dirty.unionWith(localDirty);
443
444        if (result & DrawGlInfo::kStatusInvoke) {
445            mFunctors.add(functor);
446        }
447    }
448
449    resume();
450    return result;
451}
452
453///////////////////////////////////////////////////////////////////////////////
454// Debug
455///////////////////////////////////////////////////////////////////////////////
456
457void OpenGLRenderer::eventMark(const char* name) const {
458    mCaches.eventMark(0, name);
459}
460
461void OpenGLRenderer::startMark(const char* name) const {
462    mCaches.startMark(0, name);
463}
464
465void OpenGLRenderer::endMark() const {
466    mCaches.endMark();
467}
468
469void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
470    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
471        if (clear) {
472            mCaches.disableScissor();
473            mCaches.stencil.clear();
474        }
475        if (enable) {
476            mCaches.stencil.enableDebugWrite();
477        } else {
478            mCaches.stencil.disable();
479        }
480    }
481}
482
483void OpenGLRenderer::renderOverdraw() {
484    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
485        const Rect* clip = &mTilingClip;
486
487        mCaches.enableScissor();
488        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
489                clip->right - clip->left, clip->bottom - clip->top);
490
491        mCaches.stencil.enableDebugTest(2);
492        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
493        mCaches.stencil.enableDebugTest(3);
494        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
495        mCaches.stencil.enableDebugTest(4);
496        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
497        mCaches.stencil.enableDebugTest(4, true);
498        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
499        mCaches.stencil.disable();
500    }
501}
502
503///////////////////////////////////////////////////////////////////////////////
504// Layers
505///////////////////////////////////////////////////////////////////////////////
506
507bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
508    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
509        OpenGLRenderer* renderer = layer->renderer;
510        Rect& dirty = layer->dirtyRect;
511
512        if (inFrame) {
513            endTiling();
514            debugOverdraw(false, false);
515        }
516
517        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
518        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
519        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
520        renderer->finish();
521
522        if (inFrame) {
523            resumeAfterLayer();
524            startTiling(mSnapshot);
525        }
526
527        dirty.setEmpty();
528        layer->deferredUpdateScheduled = false;
529        layer->renderer = NULL;
530        layer->displayList = NULL;
531        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
532
533        return true;
534    }
535
536    return false;
537}
538
539void OpenGLRenderer::updateLayers() {
540    int count = mLayerUpdates.size();
541    if (count > 0) {
542        startMark("Layer Updates");
543
544        // Note: it is very important to update the layers in reverse order
545        for (int i = count - 1; i >= 0; i--) {
546            Layer* layer = mLayerUpdates.itemAt(i);
547            updateLayer(layer, false);
548            mCaches.resourceCache.decrementRefcount(layer);
549        }
550        mLayerUpdates.clear();
551
552        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
553        endMark();
554    }
555}
556
557void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
558    if (layer) {
559        mLayerUpdates.push_back(layer);
560        mCaches.resourceCache.incrementRefcount(layer);
561    }
562}
563
564void OpenGLRenderer::clearLayerUpdates() {
565    size_t count = mLayerUpdates.size();
566    if (count > 0) {
567        mCaches.resourceCache.lock();
568        for (size_t i = 0; i < count; i++) {
569            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
570        }
571        mCaches.resourceCache.unlock();
572        mLayerUpdates.clear();
573    }
574}
575
576///////////////////////////////////////////////////////////////////////////////
577// State management
578///////////////////////////////////////////////////////////////////////////////
579
580int OpenGLRenderer::getSaveCount() const {
581    return mSaveCount;
582}
583
584int OpenGLRenderer::save(int flags) {
585    return saveSnapshot(flags);
586}
587
588void OpenGLRenderer::restore() {
589    if (mSaveCount > 1) {
590        restoreSnapshot();
591    }
592}
593
594void OpenGLRenderer::restoreToCount(int saveCount) {
595    if (saveCount < 1) saveCount = 1;
596
597    while (mSaveCount > saveCount) {
598        restoreSnapshot();
599    }
600}
601
602int OpenGLRenderer::saveSnapshot(int flags) {
603    mSnapshot = new Snapshot(mSnapshot, flags);
604    return mSaveCount++;
605}
606
607bool OpenGLRenderer::restoreSnapshot() {
608    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
609    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
610    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
611
612    sp<Snapshot> current = mSnapshot;
613    sp<Snapshot> previous = mSnapshot->previous;
614
615    if (restoreOrtho) {
616        Rect& r = previous->viewport;
617        glViewport(r.left, r.top, r.right, r.bottom);
618        mOrthoMatrix.load(current->orthoMatrix);
619    }
620
621    mSaveCount--;
622    mSnapshot = previous;
623
624    if (restoreClip) {
625        dirtyClip();
626    }
627
628    if (restoreLayer) {
629        composeLayer(current, previous);
630    }
631
632    return restoreClip;
633}
634
635///////////////////////////////////////////////////////////////////////////////
636// Layers
637///////////////////////////////////////////////////////////////////////////////
638
639int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
640        int alpha, SkXfermode::Mode mode, int flags) {
641    const GLuint previousFbo = mSnapshot->fbo;
642    const int count = saveSnapshot(flags);
643
644    if (!mSnapshot->isIgnored()) {
645        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
646    }
647
648    return count;
649}
650
651void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
652    const Rect untransformedBounds(bounds);
653
654    currentTransform().mapRect(bounds);
655
656    // Layers only make sense if they are in the framebuffer's bounds
657    if (bounds.intersect(*mSnapshot->clipRect)) {
658        // We cannot work with sub-pixels in this case
659        bounds.snapToPixelBoundaries();
660
661        // When the layer is not an FBO, we may use glCopyTexImage so we
662        // need to make sure the layer does not extend outside the bounds
663        // of the framebuffer
664        if (!bounds.intersect(mSnapshot->previous->viewport)) {
665            bounds.setEmpty();
666        } else if (fboLayer) {
667            clip.set(bounds);
668            mat4 inverse;
669            inverse.loadInverse(currentTransform());
670            inverse.mapRect(clip);
671            clip.snapToPixelBoundaries();
672            if (clip.intersect(untransformedBounds)) {
673                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
674                bounds.set(untransformedBounds);
675            } else {
676                clip.setEmpty();
677            }
678        }
679    } else {
680        bounds.setEmpty();
681    }
682}
683
684void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
685        bool fboLayer, int alpha) {
686    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
687            bounds.getHeight() > mCaches.maxTextureSize ||
688            (fboLayer && clip.isEmpty())) {
689        mSnapshot->empty = fboLayer;
690    } else {
691        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
692    }
693}
694
695int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
696        int alpha, SkXfermode::Mode mode, int flags) {
697    const GLuint previousFbo = mSnapshot->fbo;
698    const int count = saveSnapshot(flags);
699
700    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
701        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
702        // operations will be able to store and restore the current clip and transform info, and
703        // quick rejection will be correct (for display lists)
704
705        Rect bounds(left, top, right, bottom);
706        Rect clip;
707        calculateLayerBoundsAndClip(bounds, clip, true);
708        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
709
710        if (!mSnapshot->isIgnored()) {
711            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
712            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
713        }
714    }
715
716    return count;
717}
718
719
720/**
721 * Layers are viewed by Skia are slightly different than layers in image editing
722 * programs (for instance.) When a layer is created, previously created layers
723 * and the frame buffer still receive every drawing command. For instance, if a
724 * layer is created and a shape intersecting the bounds of the layers and the
725 * framebuffer is draw, the shape will be drawn on both (unless the layer was
726 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
727 *
728 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
729 * texture. Unfortunately, this is inefficient as it requires every primitive to
730 * be drawn n + 1 times, where n is the number of active layers. In practice this
731 * means, for every primitive:
732 *   - Switch active frame buffer
733 *   - Change viewport, clip and projection matrix
734 *   - Issue the drawing
735 *
736 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
737 * To avoid this, layers are implemented in a different way here, at least in the
738 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
739 * is set. When this flag is set we can redirect all drawing operations into a
740 * single FBO.
741 *
742 * This implementation relies on the frame buffer being at least RGBA 8888. When
743 * a layer is created, only a texture is created, not an FBO. The content of the
744 * frame buffer contained within the layer's bounds is copied into this texture
745 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
746 * buffer and drawing continues as normal. This technique therefore treats the
747 * frame buffer as a scratch buffer for the layers.
748 *
749 * To compose the layers back onto the frame buffer, each layer texture
750 * (containing the original frame buffer data) is drawn as a simple quad over
751 * the frame buffer. The trick is that the quad is set as the composition
752 * destination in the blending equation, and the frame buffer becomes the source
753 * of the composition.
754 *
755 * Drawing layers with an alpha value requires an extra step before composition.
756 * An empty quad is drawn over the layer's region in the frame buffer. This quad
757 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
758 * quad is used to multiply the colors in the frame buffer. This is achieved by
759 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
760 * GL_ZERO, GL_SRC_ALPHA.
761 *
762 * Because glCopyTexImage2D() can be slow, an alternative implementation might
763 * be use to draw a single clipped layer. The implementation described above
764 * is correct in every case.
765 *
766 * (1) The frame buffer is actually not cleared right away. To allow the GPU
767 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
768 *     buffer is left untouched until the first drawing operation. Only when
769 *     something actually gets drawn are the layers regions cleared.
770 */
771bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
772        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
773    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
774    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
775
776    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
777
778    // Window coordinates of the layer
779    Rect clip;
780    Rect bounds(left, top, right, bottom);
781    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
782    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
783
784    // Bail out if we won't draw in this snapshot
785    if (mSnapshot->isIgnored()) {
786        return false;
787    }
788
789    mCaches.activeTexture(0);
790    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
791    if (!layer) {
792        return false;
793    }
794
795    layer->setAlpha(alpha, mode);
796    layer->layer.set(bounds);
797    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
798            bounds.getWidth() / float(layer->getWidth()), 0.0f);
799    layer->setColorFilter(mDrawModifiers.mColorFilter);
800    layer->setBlend(true);
801    layer->setDirty(false);
802
803    // Save the layer in the snapshot
804    mSnapshot->flags |= Snapshot::kFlagIsLayer;
805    mSnapshot->layer = layer;
806
807    if (fboLayer) {
808        return createFboLayer(layer, bounds, clip, previousFbo);
809    } else {
810        // Copy the framebuffer into the layer
811        layer->bindTexture();
812        if (!bounds.isEmpty()) {
813            if (layer->isEmpty()) {
814                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
815                        bounds.left, mSnapshot->height - bounds.bottom,
816                        layer->getWidth(), layer->getHeight(), 0);
817                layer->setEmpty(false);
818            } else {
819                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
820                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
821            }
822
823            // Enqueue the buffer coordinates to clear the corresponding region later
824            mLayers.push(new Rect(bounds));
825        }
826    }
827
828    return true;
829}
830
831bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
832    layer->clipRect.set(clip);
833    layer->setFbo(mCaches.fboCache.get());
834
835    mSnapshot->region = &mSnapshot->layer->region;
836    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
837            Snapshot::kFlagDirtyOrtho;
838    mSnapshot->fbo = layer->getFbo();
839    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
840    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
841    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
842    mSnapshot->height = bounds.getHeight();
843    mSnapshot->orthoMatrix.load(mOrthoMatrix);
844
845    endTiling();
846    debugOverdraw(false, false);
847    // Bind texture to FBO
848    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
849    layer->bindTexture();
850
851    // Initialize the texture if needed
852    if (layer->isEmpty()) {
853        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
854        layer->setEmpty(false);
855    }
856
857    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
858            layer->getTexture(), 0);
859
860    startTiling(mSnapshot, true);
861
862    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
863    mCaches.enableScissor();
864    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
865            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
866    glClear(GL_COLOR_BUFFER_BIT);
867
868    dirtyClip();
869
870    // Change the ortho projection
871    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
872    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
873
874    return true;
875}
876
877/**
878 * Read the documentation of createLayer() before doing anything in this method.
879 */
880void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
881    if (!current->layer) {
882        ALOGE("Attempting to compose a layer that does not exist");
883        return;
884    }
885
886    Layer* layer = current->layer;
887    const Rect& rect = layer->layer;
888    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
889
890    if (fboLayer) {
891        endTiling();
892
893        // Detach the texture from the FBO
894        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
895
896        layer->removeFbo(false);
897
898        // Unbind current FBO and restore previous one
899        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
900        debugOverdraw(true, false);
901
902        startTiling(previous);
903    }
904
905    if (!fboLayer && layer->getAlpha() < 255) {
906        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
907                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
908        // Required below, composeLayerRect() will divide by 255
909        layer->setAlpha(255);
910    }
911
912    mCaches.unbindMeshBuffer();
913
914    mCaches.activeTexture(0);
915
916    // When the layer is stored in an FBO, we can save a bit of fillrate by
917    // drawing only the dirty region
918    if (fboLayer) {
919        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
920        if (layer->getColorFilter()) {
921            setupColorFilter(layer->getColorFilter());
922        }
923        composeLayerRegion(layer, rect);
924        if (layer->getColorFilter()) {
925            resetColorFilter();
926        }
927    } else if (!rect.isEmpty()) {
928        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
929        composeLayerRect(layer, rect, true);
930    }
931
932    dirtyClip();
933
934    // Failing to add the layer to the cache should happen only if the layer is too large
935    if (!mCaches.layerCache.put(layer)) {
936        LAYER_LOGD("Deleting layer");
937        Caches::getInstance().resourceCache.decrementRefcount(layer);
938    }
939}
940
941void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
942    float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
943
944    setupDraw();
945    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
946        setupDrawWithTexture();
947    } else {
948        setupDrawWithExternalTexture();
949    }
950    setupDrawTextureTransform();
951    setupDrawColor(alpha, alpha, alpha, alpha);
952    setupDrawColorFilter();
953    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
954    setupDrawProgram();
955    setupDrawPureColorUniforms();
956    setupDrawColorFilterUniforms();
957    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
958        setupDrawTexture(layer->getTexture());
959    } else {
960        setupDrawExternalTexture(layer->getTexture());
961    }
962    if (currentTransform().isPureTranslate() &&
963            layer->getWidth() == (uint32_t) rect.getWidth() &&
964            layer->getHeight() == (uint32_t) rect.getHeight()) {
965        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
966        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
967
968        layer->setFilter(GL_NEAREST);
969        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
970    } else {
971        layer->setFilter(GL_LINEAR);
972        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
973    }
974    setupDrawTextureTransformUniforms(layer->getTexTransform());
975    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
976
977    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
978
979    finishDrawTexture();
980}
981
982void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
983    if (!layer->isTextureLayer()) {
984        const Rect& texCoords = layer->texCoords;
985        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
986                texCoords.right, texCoords.bottom);
987
988        float x = rect.left;
989        float y = rect.top;
990        bool simpleTransform = currentTransform().isPureTranslate() &&
991                layer->getWidth() == (uint32_t) rect.getWidth() &&
992                layer->getHeight() == (uint32_t) rect.getHeight();
993
994        if (simpleTransform) {
995            // When we're swapping, the layer is already in screen coordinates
996            if (!swap) {
997                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
998                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
999            }
1000
1001            layer->setFilter(GL_NEAREST, true);
1002        } else {
1003            layer->setFilter(GL_LINEAR, true);
1004        }
1005
1006        float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1007        bool blend = layer->isBlend() || alpha < 1.0f;
1008        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1009                layer->getTexture(), alpha, layer->getMode(), blend,
1010                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1011                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1012
1013        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1014    } else {
1015        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1016        drawTextureLayer(layer, rect);
1017        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1018    }
1019}
1020
1021void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1022    if (layer->region.isRect()) {
1023        layer->setRegionAsRect();
1024
1025        composeLayerRect(layer, layer->regionRect);
1026
1027        layer->region.clear();
1028        return;
1029    }
1030
1031    // TODO: See LayerRenderer.cpp::generateMesh() for important
1032    //       information about this implementation
1033    if (CC_LIKELY(!layer->region.isEmpty())) {
1034        size_t count;
1035        const android::Rect* rects;
1036        Region safeRegion;
1037        if (CC_LIKELY(hasRectToRectTransform())) {
1038            rects = layer->region.getArray(&count);
1039        } else {
1040            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1041            rects = safeRegion.getArray(&count);
1042        }
1043
1044        const float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1045        const float texX = 1.0f / float(layer->getWidth());
1046        const float texY = 1.0f / float(layer->getHeight());
1047        const float height = rect.getHeight();
1048
1049        setupDraw();
1050
1051        // We must get (and therefore bind) the region mesh buffer
1052        // after we setup drawing in case we need to mess with the
1053        // stencil buffer in setupDraw()
1054        TextureVertex* mesh = mCaches.getRegionMesh();
1055        GLsizei numQuads = 0;
1056
1057        setupDrawWithTexture();
1058        setupDrawColor(alpha, alpha, alpha, alpha);
1059        setupDrawColorFilter();
1060        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1061        setupDrawProgram();
1062        setupDrawDirtyRegionsDisabled();
1063        setupDrawPureColorUniforms();
1064        setupDrawColorFilterUniforms();
1065        setupDrawTexture(layer->getTexture());
1066        if (currentTransform().isPureTranslate()) {
1067            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1068            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1069
1070            layer->setFilter(GL_NEAREST);
1071            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1072        } else {
1073            layer->setFilter(GL_LINEAR);
1074            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1075        }
1076        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1077
1078        for (size_t i = 0; i < count; i++) {
1079            const android::Rect* r = &rects[i];
1080
1081            const float u1 = r->left * texX;
1082            const float v1 = (height - r->top) * texY;
1083            const float u2 = r->right * texX;
1084            const float v2 = (height - r->bottom) * texY;
1085
1086            // TODO: Reject quads outside of the clip
1087            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1088            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1089            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1090            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1091
1092            numQuads++;
1093
1094            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1095                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1096                numQuads = 0;
1097                mesh = mCaches.getRegionMesh();
1098            }
1099        }
1100
1101        if (numQuads > 0) {
1102            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1103        }
1104
1105        finishDrawTexture();
1106
1107#if DEBUG_LAYERS_AS_REGIONS
1108        drawRegionRects(layer->region);
1109#endif
1110
1111        layer->region.clear();
1112    }
1113}
1114
1115void OpenGLRenderer::drawRegionRects(const Region& region) {
1116#if DEBUG_LAYERS_AS_REGIONS
1117    size_t count;
1118    const android::Rect* rects = region.getArray(&count);
1119
1120    uint32_t colors[] = {
1121            0x7fff0000, 0x7f00ff00,
1122            0x7f0000ff, 0x7fff00ff,
1123    };
1124
1125    int offset = 0;
1126    int32_t top = rects[0].top;
1127
1128    for (size_t i = 0; i < count; i++) {
1129        if (top != rects[i].top) {
1130            offset ^= 0x2;
1131            top = rects[i].top;
1132        }
1133
1134        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1135        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1136                SkXfermode::kSrcOver_Mode);
1137    }
1138#endif
1139}
1140
1141void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1142        SkXfermode::Mode mode, bool dirty) {
1143    int count = 0;
1144    Vector<float> rects;
1145
1146    SkRegion::Iterator it(region);
1147    while (!it.done()) {
1148        const SkIRect& r = it.rect();
1149        rects.push(r.fLeft);
1150        rects.push(r.fTop);
1151        rects.push(r.fRight);
1152        rects.push(r.fBottom);
1153        count += 4;
1154        it.next();
1155    }
1156
1157    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1158}
1159
1160void OpenGLRenderer::dirtyLayer(const float left, const float top,
1161        const float right, const float bottom, const mat4 transform) {
1162    if (hasLayer()) {
1163        Rect bounds(left, top, right, bottom);
1164        transform.mapRect(bounds);
1165        dirtyLayerUnchecked(bounds, getRegion());
1166    }
1167}
1168
1169void OpenGLRenderer::dirtyLayer(const float left, const float top,
1170        const float right, const float bottom) {
1171    if (hasLayer()) {
1172        Rect bounds(left, top, right, bottom);
1173        dirtyLayerUnchecked(bounds, getRegion());
1174    }
1175}
1176
1177void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1178    if (bounds.intersect(*mSnapshot->clipRect)) {
1179        bounds.snapToPixelBoundaries();
1180        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1181        if (!dirty.isEmpty()) {
1182            region->orSelf(dirty);
1183        }
1184    }
1185}
1186
1187void OpenGLRenderer::clearLayerRegions() {
1188    const size_t count = mLayers.size();
1189    if (count == 0) return;
1190
1191    if (!mSnapshot->isIgnored()) {
1192        // Doing several glScissor/glClear here can negatively impact
1193        // GPUs with a tiler architecture, instead we draw quads with
1194        // the Clear blending mode
1195
1196        // The list contains bounds that have already been clipped
1197        // against their initial clip rect, and the current clip
1198        // is likely different so we need to disable clipping here
1199        bool scissorChanged = mCaches.disableScissor();
1200
1201        Vertex mesh[count * 6];
1202        Vertex* vertex = mesh;
1203
1204        for (uint32_t i = 0; i < count; i++) {
1205            Rect* bounds = mLayers.itemAt(i);
1206
1207            Vertex::set(vertex++, bounds->left, bounds->bottom);
1208            Vertex::set(vertex++, bounds->left, bounds->top);
1209            Vertex::set(vertex++, bounds->right, bounds->top);
1210            Vertex::set(vertex++, bounds->left, bounds->bottom);
1211            Vertex::set(vertex++, bounds->right, bounds->top);
1212            Vertex::set(vertex++, bounds->right, bounds->bottom);
1213
1214            delete bounds;
1215        }
1216        // We must clear the list of dirty rects before we
1217        // call setupDraw() to prevent stencil setup to do
1218        // the same thing again
1219        mLayers.clear();
1220
1221        setupDraw(false);
1222        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1223        setupDrawBlending(true, SkXfermode::kClear_Mode);
1224        setupDrawProgram();
1225        setupDrawPureColorUniforms();
1226        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1227        setupDrawVertices(&mesh[0].position[0]);
1228
1229        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1230
1231        if (scissorChanged) mCaches.enableScissor();
1232    } else {
1233        for (uint32_t i = 0; i < count; i++) {
1234            delete mLayers.itemAt(i);
1235        }
1236        mLayers.clear();
1237    }
1238}
1239
1240///////////////////////////////////////////////////////////////////////////////
1241// State Deferral
1242///////////////////////////////////////////////////////////////////////////////
1243
1244bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1245    const Rect& currentClip = *(mSnapshot->clipRect);
1246    const mat4& currentMatrix = *(mSnapshot->transform);
1247
1248    if (stateDeferFlags & kStateDeferFlag_Draw) {
1249        // state has bounds initialized in local coordinates
1250        if (!state.mBounds.isEmpty()) {
1251            currentMatrix.mapRect(state.mBounds);
1252            if (!state.mBounds.intersect(currentClip)) {
1253                // quick rejected
1254                return true;
1255            }
1256        } else {
1257            state.mBounds.set(currentClip);
1258        }
1259        state.mDrawModifiers = mDrawModifiers;
1260        state.mAlpha = mSnapshot->alpha;
1261    }
1262
1263    if (stateDeferFlags & kStateDeferFlag_Clip) {
1264        state.mClip.set(currentClip);
1265    } else {
1266        state.mClip.setEmpty();
1267    }
1268
1269    // transform always deferred
1270    state.mMatrix.load(currentMatrix);
1271    return false;
1272}
1273
1274void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, int stateDeferFlags) {
1275    currentTransform().load(state.mMatrix);
1276
1277    if (stateDeferFlags & kStateDeferFlag_Draw) {
1278        mDrawModifiers = state.mDrawModifiers;
1279        mSnapshot->alpha = state.mAlpha;
1280    }
1281
1282    if (!state.mClip.isEmpty()) {
1283        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1284        dirtyClip();
1285    }
1286}
1287
1288///////////////////////////////////////////////////////////////////////////////
1289// Transforms
1290///////////////////////////////////////////////////////////////////////////////
1291
1292void OpenGLRenderer::translate(float dx, float dy) {
1293    currentTransform().translate(dx, dy, 0.0f);
1294}
1295
1296void OpenGLRenderer::rotate(float degrees) {
1297    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1298}
1299
1300void OpenGLRenderer::scale(float sx, float sy) {
1301    currentTransform().scale(sx, sy, 1.0f);
1302}
1303
1304void OpenGLRenderer::skew(float sx, float sy) {
1305    currentTransform().skew(sx, sy);
1306}
1307
1308void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1309    if (matrix) {
1310        currentTransform().load(*matrix);
1311    } else {
1312        currentTransform().loadIdentity();
1313    }
1314}
1315
1316bool OpenGLRenderer::hasRectToRectTransform() {
1317    return CC_LIKELY(currentTransform().rectToRect());
1318}
1319
1320void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1321    currentTransform().copyTo(*matrix);
1322}
1323
1324void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1325    SkMatrix transform;
1326    currentTransform().copyTo(transform);
1327    transform.preConcat(*matrix);
1328    currentTransform().load(transform);
1329}
1330
1331///////////////////////////////////////////////////////////////////////////////
1332// Clipping
1333///////////////////////////////////////////////////////////////////////////////
1334
1335void OpenGLRenderer::setScissorFromClip() {
1336    Rect clip(*mSnapshot->clipRect);
1337    clip.snapToPixelBoundaries();
1338
1339    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1340            clip.getWidth(), clip.getHeight())) {
1341        mDirtyClip = false;
1342    }
1343}
1344
1345void OpenGLRenderer::ensureStencilBuffer() {
1346    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1347    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1348    // just hope we have one when hasLayer() returns false.
1349    if (hasLayer()) {
1350        attachStencilBufferToLayer(mSnapshot->layer);
1351    }
1352}
1353
1354void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1355    // The layer's FBO is already bound when we reach this stage
1356    if (!layer->getStencilRenderBuffer()) {
1357        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1358        // is attached after we initiated tiling. We must turn it off,
1359        // attach the new render buffer then turn tiling back on
1360        endTiling();
1361
1362        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1363                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1364        layer->setStencilRenderBuffer(buffer);
1365
1366        startTiling(layer->clipRect, layer->layer.getHeight());
1367    }
1368}
1369
1370void OpenGLRenderer::setStencilFromClip() {
1371    if (!mCaches.debugOverdraw) {
1372        if (!mSnapshot->clipRegion->isEmpty()) {
1373            // NOTE: The order here is important, we must set dirtyClip to false
1374            //       before any draw call to avoid calling back into this method
1375            mDirtyClip = false;
1376
1377            ensureStencilBuffer();
1378
1379            mCaches.stencil.enableWrite();
1380
1381            // Clear the stencil but first make sure we restrict drawing
1382            // to the region's bounds
1383            bool resetScissor = mCaches.enableScissor();
1384            if (resetScissor) {
1385                // The scissor was not set so we now need to update it
1386                setScissorFromClip();
1387            }
1388            mCaches.stencil.clear();
1389            if (resetScissor) mCaches.disableScissor();
1390
1391            // NOTE: We could use the region contour path to generate a smaller mesh
1392            //       Since we are using the stencil we could use the red book path
1393            //       drawing technique. It might increase bandwidth usage though.
1394
1395            // The last parameter is important: we are not drawing in the color buffer
1396            // so we don't want to dirty the current layer, if any
1397            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1398
1399            mCaches.stencil.enableTest();
1400
1401            // Draw the region used to generate the stencil if the appropriate debug
1402            // mode is enabled
1403            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1404                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1405            }
1406        } else {
1407            mCaches.stencil.disable();
1408        }
1409    }
1410}
1411
1412const Rect& OpenGLRenderer::getClipBounds() {
1413    return mSnapshot->getLocalClip();
1414}
1415
1416bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1417    if (mSnapshot->isIgnored()) {
1418        return true;
1419    }
1420
1421    Rect r(left, top, right, bottom);
1422    currentTransform().mapRect(r);
1423    r.snapToPixelBoundaries();
1424
1425    Rect clipRect(*mSnapshot->clipRect);
1426    clipRect.snapToPixelBoundaries();
1427
1428    return !clipRect.intersects(r);
1429}
1430
1431bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1432        Rect& transformed, Rect& clip) {
1433    if (mSnapshot->isIgnored()) {
1434        return true;
1435    }
1436
1437    transformed.set(left, top, right, bottom);
1438    currentTransform().mapRect(transformed);
1439    transformed.snapToPixelBoundaries();
1440
1441    clip.set(*mSnapshot->clipRect);
1442    clip.snapToPixelBoundaries();
1443
1444    return !clip.intersects(transformed);
1445}
1446
1447bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1448        SkPaint* paint) {
1449    if (paint->getStyle() != SkPaint::kFill_Style) {
1450        float outset = paint->getStrokeWidth() * 0.5f;
1451        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1452    } else {
1453        return quickReject(left, top, right, bottom);
1454    }
1455}
1456
1457bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1458    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1459        return true;
1460    }
1461
1462    Rect r(left, top, right, bottom);
1463    currentTransform().mapRect(r);
1464    r.snapToPixelBoundaries();
1465
1466    Rect clipRect(*mSnapshot->clipRect);
1467    clipRect.snapToPixelBoundaries();
1468
1469    bool rejected = !clipRect.intersects(r);
1470    if (!isDeferred() && !rejected) {
1471        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1472    }
1473
1474    return rejected;
1475}
1476
1477void OpenGLRenderer::debugClip() {
1478#if DEBUG_CLIP_REGIONS
1479    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1480        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1481    }
1482#endif
1483}
1484
1485bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1486    if (CC_LIKELY(currentTransform().rectToRect())) {
1487        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1488        if (clipped) {
1489            dirtyClip();
1490        }
1491        return !mSnapshot->clipRect->isEmpty();
1492    }
1493
1494    SkPath path;
1495    path.addRect(left, top, right, bottom);
1496
1497    return clipPath(&path, op);
1498}
1499
1500bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1501    SkMatrix transform;
1502    currentTransform().copyTo(transform);
1503
1504    SkPath transformed;
1505    path->transform(transform, &transformed);
1506
1507    SkRegion clip;
1508    if (!mSnapshot->clipRegion->isEmpty()) {
1509        clip.setRegion(*mSnapshot->clipRegion);
1510    } else {
1511        Rect* bounds = mSnapshot->clipRect;
1512        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1513    }
1514
1515    SkRegion region;
1516    region.setPath(transformed, clip);
1517
1518    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1519    if (clipped) {
1520        dirtyClip();
1521    }
1522    return !mSnapshot->clipRect->isEmpty();
1523}
1524
1525bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1526    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1527    if (clipped) {
1528        dirtyClip();
1529    }
1530    return !mSnapshot->clipRect->isEmpty();
1531}
1532
1533Rect* OpenGLRenderer::getClipRect() {
1534    return mSnapshot->clipRect;
1535}
1536
1537///////////////////////////////////////////////////////////////////////////////
1538// Drawing commands
1539///////////////////////////////////////////////////////////////////////////////
1540
1541void OpenGLRenderer::setupDraw(bool clear) {
1542    // TODO: It would be best if we could do this before quickReject()
1543    //       changes the scissor test state
1544    if (clear) clearLayerRegions();
1545    // Make sure setScissor & setStencil happen at the beginning of
1546    // this method
1547    if (mDirtyClip) {
1548        if (mCaches.scissorEnabled) {
1549            setScissorFromClip();
1550        }
1551        setStencilFromClip();
1552    }
1553
1554    mDescription.reset();
1555
1556    mSetShaderColor = false;
1557    mColorSet = false;
1558    mColorA = mColorR = mColorG = mColorB = 0.0f;
1559    mTextureUnit = 0;
1560    mTrackDirtyRegions = true;
1561
1562    // Enable debug highlight when what we're about to draw is tested against
1563    // the stencil buffer and if stencil highlight debugging is on
1564    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1565            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1566            mCaches.stencil.isTestEnabled();
1567}
1568
1569void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1570    mDescription.hasTexture = true;
1571    mDescription.hasAlpha8Texture = isAlpha8;
1572}
1573
1574void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1575    mDescription.hasTexture = true;
1576    mDescription.hasColors = true;
1577    mDescription.hasAlpha8Texture = isAlpha8;
1578}
1579
1580void OpenGLRenderer::setupDrawWithExternalTexture() {
1581    mDescription.hasExternalTexture = true;
1582}
1583
1584void OpenGLRenderer::setupDrawNoTexture() {
1585    mCaches.disableTexCoordsVertexArray();
1586}
1587
1588void OpenGLRenderer::setupDrawAA() {
1589    mDescription.isAA = true;
1590}
1591
1592void OpenGLRenderer::setupDrawPoint(float pointSize) {
1593    mDescription.isPoint = true;
1594    mDescription.pointSize = pointSize;
1595}
1596
1597void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1598    mColorA = alpha / 255.0f;
1599    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1600    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1601    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1602    mColorSet = true;
1603    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1604}
1605
1606void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1607    mColorA = alpha / 255.0f;
1608    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1609    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1610    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1611    mColorSet = true;
1612    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1613}
1614
1615void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1616    mCaches.fontRenderer->describe(mDescription, paint);
1617}
1618
1619void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1620    mColorA = a;
1621    mColorR = r;
1622    mColorG = g;
1623    mColorB = b;
1624    mColorSet = true;
1625    mSetShaderColor = mDescription.setColor(r, g, b, a);
1626}
1627
1628void OpenGLRenderer::setupDrawShader() {
1629    if (mDrawModifiers.mShader) {
1630        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1631    }
1632}
1633
1634void OpenGLRenderer::setupDrawColorFilter() {
1635    if (mDrawModifiers.mColorFilter) {
1636        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1637    }
1638}
1639
1640void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1641    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1642        mColorA = 1.0f;
1643        mColorR = mColorG = mColorB = 0.0f;
1644        mSetShaderColor = mDescription.modulate = true;
1645    }
1646}
1647
1648void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1649    // When the blending mode is kClear_Mode, we need to use a modulate color
1650    // argb=1,0,0,0
1651    accountForClear(mode);
1652    bool blend = (mColorSet && mColorA < 1.0f) ||
1653            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1654    chooseBlending(blend, mode, mDescription, swapSrcDst);
1655}
1656
1657void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1658    // When the blending mode is kClear_Mode, we need to use a modulate color
1659    // argb=1,0,0,0
1660    accountForClear(mode);
1661    blend |= (mColorSet && mColorA < 1.0f) ||
1662            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1663            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1664    chooseBlending(blend, mode, mDescription, swapSrcDst);
1665}
1666
1667void OpenGLRenderer::setupDrawProgram() {
1668    useProgram(mCaches.programCache.get(mDescription));
1669}
1670
1671void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1672    mTrackDirtyRegions = false;
1673}
1674
1675void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1676        bool ignoreTransform) {
1677    mModelView.loadTranslate(left, top, 0.0f);
1678    if (!ignoreTransform) {
1679        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1680        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1681    } else {
1682        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1683        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1684    }
1685}
1686
1687void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1688    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1689}
1690
1691void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1692        bool ignoreTransform, bool ignoreModelView) {
1693    if (!ignoreModelView) {
1694        mModelView.loadTranslate(left, top, 0.0f);
1695        mModelView.scale(right - left, bottom - top, 1.0f);
1696    } else {
1697        mModelView.loadIdentity();
1698    }
1699    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1700    if (!ignoreTransform) {
1701        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1702        if (mTrackDirtyRegions && dirty) {
1703            dirtyLayer(left, top, right, bottom, currentTransform());
1704        }
1705    } else {
1706        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1707        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1708    }
1709}
1710
1711void OpenGLRenderer::setupDrawPointUniforms() {
1712    int slot = mCaches.currentProgram->getUniform("pointSize");
1713    glUniform1f(slot, mDescription.pointSize);
1714}
1715
1716void OpenGLRenderer::setupDrawColorUniforms() {
1717    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1718        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1719    }
1720}
1721
1722void OpenGLRenderer::setupDrawPureColorUniforms() {
1723    if (mSetShaderColor) {
1724        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1725    }
1726}
1727
1728void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1729    if (mDrawModifiers.mShader) {
1730        if (ignoreTransform) {
1731            mModelView.loadInverse(currentTransform());
1732        }
1733        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1734                mModelView, *mSnapshot, &mTextureUnit);
1735    }
1736}
1737
1738void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1739    if (mDrawModifiers.mShader) {
1740        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1741                mat4::identity(), *mSnapshot, &mTextureUnit);
1742    }
1743}
1744
1745void OpenGLRenderer::setupDrawColorFilterUniforms() {
1746    if (mDrawModifiers.mColorFilter) {
1747        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1748    }
1749}
1750
1751void OpenGLRenderer::setupDrawTextGammaUniforms() {
1752    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1753}
1754
1755void OpenGLRenderer::setupDrawSimpleMesh() {
1756    bool force = mCaches.bindMeshBuffer();
1757    mCaches.bindPositionVertexPointer(force, 0);
1758    mCaches.unbindIndicesBuffer();
1759}
1760
1761void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1762    if (texture) bindTexture(texture);
1763    mTextureUnit++;
1764    mCaches.enableTexCoordsVertexArray();
1765}
1766
1767void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1768    bindExternalTexture(texture);
1769    mTextureUnit++;
1770    mCaches.enableTexCoordsVertexArray();
1771}
1772
1773void OpenGLRenderer::setupDrawTextureTransform() {
1774    mDescription.hasTextureTransform = true;
1775}
1776
1777void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1778    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1779            GL_FALSE, &transform.data[0]);
1780}
1781
1782void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1783    bool force = false;
1784    if (!vertices) {
1785        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1786    } else {
1787        force = mCaches.unbindMeshBuffer();
1788    }
1789
1790    mCaches.bindPositionVertexPointer(force, vertices);
1791    if (mCaches.currentProgram->texCoords >= 0) {
1792        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1793    }
1794
1795    mCaches.unbindIndicesBuffer();
1796}
1797
1798void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1799    bool force = mCaches.unbindMeshBuffer();
1800    GLsizei stride = sizeof(ColorTextureVertex);
1801
1802    mCaches.bindPositionVertexPointer(force, vertices, stride);
1803    if (mCaches.currentProgram->texCoords >= 0) {
1804        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1805    }
1806    int slot = mCaches.currentProgram->getAttrib("colors");
1807    if (slot >= 0) {
1808        glEnableVertexAttribArray(slot);
1809        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1810    }
1811
1812    mCaches.unbindIndicesBuffer();
1813}
1814
1815void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1816    bool force = mCaches.unbindMeshBuffer();
1817    mCaches.bindPositionVertexPointer(force, vertices);
1818    if (mCaches.currentProgram->texCoords >= 0) {
1819        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1820    }
1821}
1822
1823void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1824    bool force = mCaches.unbindMeshBuffer();
1825    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1826    mCaches.unbindIndicesBuffer();
1827}
1828
1829void OpenGLRenderer::finishDrawTexture() {
1830}
1831
1832///////////////////////////////////////////////////////////////////////////////
1833// Drawing
1834///////////////////////////////////////////////////////////////////////////////
1835
1836status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1837        int32_t replayFlags) {
1838    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1839    // will be performed by the display list itself
1840    if (displayList && displayList->isRenderable()) {
1841        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1842            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1843            displayList->replay(replayStruct, 0);
1844            return replayStruct.mDrawGlStatus;
1845        }
1846
1847        DeferredDisplayList deferredList;
1848        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1849        displayList->defer(deferStruct, 0);
1850        return deferredList.flush(*this, dirty);
1851    }
1852
1853    return DrawGlInfo::kStatusDone;
1854}
1855
1856void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1857    if (displayList) {
1858        displayList->output(1);
1859    }
1860}
1861
1862void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1863    int alpha;
1864    SkXfermode::Mode mode;
1865    getAlphaAndMode(paint, &alpha, &mode);
1866
1867    int color = paint != NULL ? paint->getColor() : 0;
1868
1869    float x = left;
1870    float y = top;
1871
1872    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1873
1874    bool ignoreTransform = false;
1875    if (currentTransform().isPureTranslate()) {
1876        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
1877        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
1878        ignoreTransform = true;
1879
1880        texture->setFilter(GL_NEAREST, true);
1881    } else {
1882        texture->setFilter(FILTER(paint), true);
1883    }
1884
1885    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1886            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1887            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1888}
1889
1890status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1891    const float right = left + bitmap->width();
1892    const float bottom = top + bitmap->height();
1893
1894    if (quickReject(left, top, right, bottom)) {
1895        return DrawGlInfo::kStatusDone;
1896    }
1897
1898    mCaches.activeTexture(0);
1899    Texture* texture = mCaches.textureCache.get(bitmap);
1900    if (!texture) return DrawGlInfo::kStatusDone;
1901    const AutoTexture autoCleanup(texture);
1902
1903    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1904        drawAlphaBitmap(texture, left, top, paint);
1905    } else {
1906        drawTextureRect(left, top, right, bottom, texture, paint);
1907    }
1908
1909    return DrawGlInfo::kStatusDrew;
1910}
1911
1912status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1913    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1914    const mat4 transform(*matrix);
1915    transform.mapRect(r);
1916
1917    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1918        return DrawGlInfo::kStatusDone;
1919    }
1920
1921    mCaches.activeTexture(0);
1922    Texture* texture = mCaches.textureCache.get(bitmap);
1923    if (!texture) return DrawGlInfo::kStatusDone;
1924    const AutoTexture autoCleanup(texture);
1925
1926    // This could be done in a cheaper way, all we need is pass the matrix
1927    // to the vertex shader. The save/restore is a bit overkill.
1928    save(SkCanvas::kMatrix_SaveFlag);
1929    concatMatrix(matrix);
1930    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1931        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
1932    } else {
1933        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1934    }
1935    restore();
1936
1937    return DrawGlInfo::kStatusDrew;
1938}
1939
1940status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1941    const float right = left + bitmap->width();
1942    const float bottom = top + bitmap->height();
1943
1944    if (quickReject(left, top, right, bottom)) {
1945        return DrawGlInfo::kStatusDone;
1946    }
1947
1948    mCaches.activeTexture(0);
1949    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1950    const AutoTexture autoCleanup(texture);
1951
1952    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1953        drawAlphaBitmap(texture, left, top, paint);
1954    } else {
1955        drawTextureRect(left, top, right, bottom, texture, paint);
1956    }
1957
1958    return DrawGlInfo::kStatusDrew;
1959}
1960
1961status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1962        float* vertices, int* colors, SkPaint* paint) {
1963    if (!vertices || mSnapshot->isIgnored()) {
1964        return DrawGlInfo::kStatusDone;
1965    }
1966
1967    float left = FLT_MAX;
1968    float top = FLT_MAX;
1969    float right = FLT_MIN;
1970    float bottom = FLT_MIN;
1971
1972    const uint32_t count = meshWidth * meshHeight * 6;
1973
1974    ColorTextureVertex mesh[count];
1975    ColorTextureVertex* vertex = mesh;
1976
1977    bool cleanupColors = false;
1978    if (!colors) {
1979        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
1980        colors = new int[colorsCount];
1981        memset(colors, 0xff, colorsCount * sizeof(int));
1982        cleanupColors = true;
1983    }
1984
1985    for (int32_t y = 0; y < meshHeight; y++) {
1986        for (int32_t x = 0; x < meshWidth; x++) {
1987            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1988
1989            float u1 = float(x) / meshWidth;
1990            float u2 = float(x + 1) / meshWidth;
1991            float v1 = float(y) / meshHeight;
1992            float v2 = float(y + 1) / meshHeight;
1993
1994            int ax = i + (meshWidth + 1) * 2;
1995            int ay = ax + 1;
1996            int bx = i;
1997            int by = bx + 1;
1998            int cx = i + 2;
1999            int cy = cx + 1;
2000            int dx = i + (meshWidth + 1) * 2 + 2;
2001            int dy = dx + 1;
2002
2003            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2004            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2005            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2006
2007            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2008            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2009            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2010
2011            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2012            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2013            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2014            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2015        }
2016    }
2017
2018    if (quickReject(left, top, right, bottom)) {
2019        if (cleanupColors) delete[] colors;
2020        return DrawGlInfo::kStatusDone;
2021    }
2022
2023    mCaches.activeTexture(0);
2024    Texture* texture = mCaches.textureCache.get(bitmap);
2025    if (!texture) {
2026        if (cleanupColors) delete[] colors;
2027        return DrawGlInfo::kStatusDone;
2028    }
2029    const AutoTexture autoCleanup(texture);
2030
2031    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2032    texture->setFilter(FILTER(paint), true);
2033
2034    int alpha;
2035    SkXfermode::Mode mode;
2036    getAlphaAndMode(paint, &alpha, &mode);
2037
2038    float a = alpha / 255.0f;
2039
2040    if (hasLayer()) {
2041        dirtyLayer(left, top, right, bottom, currentTransform());
2042    }
2043
2044    setupDraw();
2045    setupDrawWithTextureAndColor();
2046    setupDrawColor(a, a, a, a);
2047    setupDrawColorFilter();
2048    setupDrawBlending(true, mode, false);
2049    setupDrawProgram();
2050    setupDrawDirtyRegionsDisabled();
2051    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2052    setupDrawTexture(texture->id);
2053    setupDrawPureColorUniforms();
2054    setupDrawColorFilterUniforms();
2055    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2056
2057    glDrawArrays(GL_TRIANGLES, 0, count);
2058
2059    finishDrawTexture();
2060
2061    int slot = mCaches.currentProgram->getAttrib("colors");
2062    if (slot >= 0) {
2063        glDisableVertexAttribArray(slot);
2064    }
2065
2066    if (cleanupColors) delete[] colors;
2067
2068    return DrawGlInfo::kStatusDrew;
2069}
2070
2071status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2072         float srcLeft, float srcTop, float srcRight, float srcBottom,
2073         float dstLeft, float dstTop, float dstRight, float dstBottom,
2074         SkPaint* paint) {
2075    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2076        return DrawGlInfo::kStatusDone;
2077    }
2078
2079    mCaches.activeTexture(0);
2080    Texture* texture = mCaches.textureCache.get(bitmap);
2081    if (!texture) return DrawGlInfo::kStatusDone;
2082    const AutoTexture autoCleanup(texture);
2083
2084    const float width = texture->width;
2085    const float height = texture->height;
2086
2087    const float u1 = fmax(0.0f, srcLeft / width);
2088    const float v1 = fmax(0.0f, srcTop / height);
2089    const float u2 = fmin(1.0f, srcRight / width);
2090    const float v2 = fmin(1.0f, srcBottom / height);
2091
2092    mCaches.unbindMeshBuffer();
2093    resetDrawTextureTexCoords(u1, v1, u2, v2);
2094
2095    int alpha;
2096    SkXfermode::Mode mode;
2097    getAlphaAndMode(paint, &alpha, &mode);
2098
2099    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2100
2101    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2102    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2103
2104    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2105    // Apply a scale transform on the canvas only when a shader is in use
2106    // Skia handles the ratio between the dst and src rects as a scale factor
2107    // when a shader is set
2108    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2109    bool ignoreTransform = false;
2110
2111    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2112        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2113        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2114
2115        dstRight = x + (dstRight - dstLeft);
2116        dstBottom = y + (dstBottom - dstTop);
2117
2118        dstLeft = x;
2119        dstTop = y;
2120
2121        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2122        ignoreTransform = true;
2123    } else {
2124        texture->setFilter(FILTER(paint), true);
2125    }
2126
2127    if (CC_UNLIKELY(useScaleTransform)) {
2128        save(SkCanvas::kMatrix_SaveFlag);
2129        translate(dstLeft, dstTop);
2130        scale(scaleX, scaleY);
2131
2132        dstLeft = 0.0f;
2133        dstTop = 0.0f;
2134
2135        dstRight = srcRight - srcLeft;
2136        dstBottom = srcBottom - srcTop;
2137    }
2138
2139    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2140        int color = paint ? paint->getColor() : 0;
2141        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2142                texture->id, paint != NULL, color, alpha, mode,
2143                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2144                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2145    } else {
2146        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2147                texture->id, alpha / 255.0f, mode, texture->blend,
2148                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2149                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2150    }
2151
2152    if (CC_UNLIKELY(useScaleTransform)) {
2153        restore();
2154    }
2155
2156    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2157
2158    return DrawGlInfo::kStatusDrew;
2159}
2160
2161status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2162        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2163        float left, float top, float right, float bottom, SkPaint* paint) {
2164    int alpha;
2165    SkXfermode::Mode mode;
2166    getAlphaAndModeDirect(paint, &alpha, &mode);
2167
2168    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2169            left, top, right, bottom, alpha, mode);
2170}
2171
2172status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2173        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2174        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2175    if (quickReject(left, top, right, bottom)) {
2176        return DrawGlInfo::kStatusDone;
2177    }
2178
2179    alpha *= mSnapshot->alpha;
2180
2181    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2182            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2183
2184    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2185        mCaches.activeTexture(0);
2186        Texture* texture = mCaches.textureCache.get(bitmap);
2187        if (!texture) return DrawGlInfo::kStatusDone;
2188        const AutoTexture autoCleanup(texture);
2189        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2190        texture->setFilter(GL_LINEAR, true);
2191
2192        const bool pureTranslate = currentTransform().isPureTranslate();
2193        // Mark the current layer dirty where we are going to draw the patch
2194        if (hasLayer() && mesh->hasEmptyQuads) {
2195            const float offsetX = left + currentTransform().getTranslateX();
2196            const float offsetY = top + currentTransform().getTranslateY();
2197            const size_t count = mesh->quads.size();
2198            for (size_t i = 0; i < count; i++) {
2199                const Rect& bounds = mesh->quads.itemAt(i);
2200                if (CC_LIKELY(pureTranslate)) {
2201                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2202                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2203                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2204                } else {
2205                    dirtyLayer(left + bounds.left, top + bounds.top,
2206                            left + bounds.right, top + bounds.bottom, currentTransform());
2207                }
2208            }
2209        }
2210
2211        if (CC_LIKELY(pureTranslate)) {
2212            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2213            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2214
2215            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2216                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2217                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2218                    true, !mesh->hasEmptyQuads);
2219        } else {
2220            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2221                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2222                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2223                    true, !mesh->hasEmptyQuads);
2224        }
2225    }
2226
2227    return DrawGlInfo::kStatusDrew;
2228}
2229
2230status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2231        bool useOffset) {
2232    if (!vertexBuffer.getSize()) {
2233        // no vertices to draw
2234        return DrawGlInfo::kStatusDone;
2235    }
2236
2237    int color = paint->getColor();
2238    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2239    bool isAA = paint->isAntiAlias();
2240
2241    setupDraw();
2242    setupDrawNoTexture();
2243    if (isAA) setupDrawAA();
2244    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2245    setupDrawColorFilter();
2246    setupDrawShader();
2247    setupDrawBlending(isAA, mode);
2248    setupDrawProgram();
2249    setupDrawModelViewIdentity(useOffset);
2250    setupDrawColorUniforms();
2251    setupDrawColorFilterUniforms();
2252    setupDrawShaderIdentityUniforms();
2253
2254    void* vertices = vertexBuffer.getBuffer();
2255    bool force = mCaches.unbindMeshBuffer();
2256    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2257    mCaches.resetTexCoordsVertexPointer();
2258    mCaches.unbindIndicesBuffer();
2259
2260    int alphaSlot = -1;
2261    if (isAA) {
2262        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2263        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2264
2265        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2266        glEnableVertexAttribArray(alphaSlot);
2267        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2268    }
2269
2270    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2271
2272    if (isAA) {
2273        glDisableVertexAttribArray(alphaSlot);
2274    }
2275
2276    return DrawGlInfo::kStatusDrew;
2277}
2278
2279/**
2280 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2281 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2282 * screen space in all directions. However, instead of using a fragment shader to compute the
2283 * translucency of the color from its position, we simply use a varying parameter to define how far
2284 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2285 *
2286 * Doesn't yet support joins, caps, or path effects.
2287 */
2288status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2289    VertexBuffer vertexBuffer;
2290    // TODO: try clipping large paths to viewport
2291    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2292
2293    if (hasLayer()) {
2294        SkRect bounds = path.getBounds();
2295        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2296        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2297    }
2298
2299    return drawVertexBuffer(vertexBuffer, paint);
2300}
2301
2302/**
2303 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2304 * and additional geometry for defining an alpha slope perimeter.
2305 *
2306 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2307 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2308 * in-shader alpha region, but found it to be taxing on some GPUs.
2309 *
2310 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2311 * memory transfer by removing need for degenerate vertices.
2312 */
2313status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2314    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2315
2316    count &= ~0x3; // round down to nearest four
2317
2318    VertexBuffer buffer;
2319    SkRect bounds;
2320    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2321
2322    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2323        return DrawGlInfo::kStatusDone;
2324    }
2325
2326    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2327
2328    bool useOffset = !paint->isAntiAlias();
2329    return drawVertexBuffer(buffer, paint, useOffset);
2330}
2331
2332status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2333    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2334
2335    // TODO: The paint's cap style defines whether the points are square or circular
2336    // TODO: Handle AA for round points
2337
2338    // A stroke width of 0 has a special meaning in Skia:
2339    // it draws an unscaled 1px point
2340    float strokeWidth = paint->getStrokeWidth();
2341    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2342    if (isHairLine) {
2343        // Now that we know it's hairline, we can set the effective width, to be used later
2344        strokeWidth = 1.0f;
2345    }
2346    const float halfWidth = strokeWidth / 2;
2347
2348    int alpha;
2349    SkXfermode::Mode mode;
2350    getAlphaAndMode(paint, &alpha, &mode);
2351
2352    int verticesCount = count >> 1;
2353    int generatedVerticesCount = 0;
2354
2355    TextureVertex pointsData[verticesCount];
2356    TextureVertex* vertex = &pointsData[0];
2357
2358    // TODO: We should optimize this method to not generate vertices for points
2359    // that lie outside of the clip.
2360    mCaches.enableScissor();
2361
2362    setupDraw();
2363    setupDrawNoTexture();
2364    setupDrawPoint(strokeWidth);
2365    setupDrawColor(paint->getColor(), alpha);
2366    setupDrawColorFilter();
2367    setupDrawShader();
2368    setupDrawBlending(mode);
2369    setupDrawProgram();
2370    setupDrawModelViewIdentity(true);
2371    setupDrawColorUniforms();
2372    setupDrawColorFilterUniforms();
2373    setupDrawPointUniforms();
2374    setupDrawShaderIdentityUniforms();
2375    setupDrawMesh(vertex);
2376
2377    for (int i = 0; i < count; i += 2) {
2378        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2379        generatedVerticesCount++;
2380
2381        float left = points[i] - halfWidth;
2382        float right = points[i] + halfWidth;
2383        float top = points[i + 1] - halfWidth;
2384        float bottom = points [i + 1] + halfWidth;
2385
2386        dirtyLayer(left, top, right, bottom, currentTransform());
2387    }
2388
2389    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2390
2391    return DrawGlInfo::kStatusDrew;
2392}
2393
2394status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2395    // No need to check against the clip, we fill the clip region
2396    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2397
2398    Rect& clip(*mSnapshot->clipRect);
2399    clip.snapToPixelBoundaries();
2400
2401    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2402
2403    return DrawGlInfo::kStatusDrew;
2404}
2405
2406status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2407        SkPaint* paint) {
2408    if (!texture) return DrawGlInfo::kStatusDone;
2409    const AutoTexture autoCleanup(texture);
2410
2411    const float x = left + texture->left - texture->offset;
2412    const float y = top + texture->top - texture->offset;
2413
2414    drawPathTexture(texture, x, y, paint);
2415
2416    return DrawGlInfo::kStatusDrew;
2417}
2418
2419status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2420        float rx, float ry, SkPaint* p) {
2421    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2422            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2423        return DrawGlInfo::kStatusDone;
2424    }
2425
2426    if (p->getPathEffect() != 0) {
2427        mCaches.activeTexture(0);
2428        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2429                right - left, bottom - top, rx, ry, p);
2430        return drawShape(left, top, texture, p);
2431    }
2432
2433    SkPath path;
2434    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2435    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2436        float outset = p->getStrokeWidth() / 2;
2437        rect.outset(outset, outset);
2438        rx += outset;
2439        ry += outset;
2440    }
2441    path.addRoundRect(rect, rx, ry);
2442    return drawConvexPath(path, p);
2443}
2444
2445status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2446    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2447            x + radius, y + radius, p) ||
2448            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2449        return DrawGlInfo::kStatusDone;
2450    }
2451    if (p->getPathEffect() != 0) {
2452        mCaches.activeTexture(0);
2453        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2454        return drawShape(x - radius, y - radius, texture, p);
2455    }
2456
2457    SkPath path;
2458    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2459        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2460    } else {
2461        path.addCircle(x, y, radius);
2462    }
2463    return drawConvexPath(path, p);
2464}
2465
2466status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2467        SkPaint* p) {
2468    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2469            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2470        return DrawGlInfo::kStatusDone;
2471    }
2472
2473    if (p->getPathEffect() != 0) {
2474        mCaches.activeTexture(0);
2475        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2476        return drawShape(left, top, texture, p);
2477    }
2478
2479    SkPath path;
2480    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2481    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2482        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2483    }
2484    path.addOval(rect);
2485    return drawConvexPath(path, p);
2486}
2487
2488status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2489        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2490    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2491            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2492        return DrawGlInfo::kStatusDone;
2493    }
2494
2495    if (fabs(sweepAngle) >= 360.0f) {
2496        return drawOval(left, top, right, bottom, p);
2497    }
2498
2499    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2500    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2501        mCaches.activeTexture(0);
2502        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2503                startAngle, sweepAngle, useCenter, p);
2504        return drawShape(left, top, texture, p);
2505    }
2506
2507    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2508    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2509        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2510    }
2511
2512    SkPath path;
2513    if (useCenter) {
2514        path.moveTo(rect.centerX(), rect.centerY());
2515    }
2516    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2517    if (useCenter) {
2518        path.close();
2519    }
2520    return drawConvexPath(path, p);
2521}
2522
2523// See SkPaintDefaults.h
2524#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2525
2526status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2527    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2528            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2529        return DrawGlInfo::kStatusDone;
2530    }
2531
2532    if (p->getStyle() != SkPaint::kFill_Style) {
2533        // only fill style is supported by drawConvexPath, since others have to handle joins
2534        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2535                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2536            mCaches.activeTexture(0);
2537            const PathTexture* texture =
2538                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2539            return drawShape(left, top, texture, p);
2540        }
2541
2542        SkPath path;
2543        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2544        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2545            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2546        }
2547        path.addRect(rect);
2548        return drawConvexPath(path, p);
2549    }
2550
2551    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2552        SkPath path;
2553        path.addRect(left, top, right, bottom);
2554        return drawConvexPath(path, p);
2555    } else {
2556        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2557        return DrawGlInfo::kStatusDrew;
2558    }
2559}
2560
2561void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2562        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2563        float x, float y) {
2564    mCaches.activeTexture(0);
2565
2566    // NOTE: The drop shadow will not perform gamma correction
2567    //       if shader-based correction is enabled
2568    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2569    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2570            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2571    const AutoTexture autoCleanup(shadow);
2572
2573    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2574    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2575
2576    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2577    int shadowColor = mDrawModifiers.mShadowColor;
2578    if (mDrawModifiers.mShader) {
2579        shadowColor = 0xffffffff;
2580    }
2581
2582    setupDraw();
2583    setupDrawWithTexture(true);
2584    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2585    setupDrawColorFilter();
2586    setupDrawShader();
2587    setupDrawBlending(true, mode);
2588    setupDrawProgram();
2589    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2590    setupDrawTexture(shadow->id);
2591    setupDrawPureColorUniforms();
2592    setupDrawColorFilterUniforms();
2593    setupDrawShaderUniforms();
2594    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2595
2596    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2597}
2598
2599bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2600    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2601    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2602}
2603
2604class TextSetupFunctor: public Functor {
2605public:
2606    TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2607            int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2608            renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2609            alpha(alpha), mode(mode), paint(paint) {
2610    }
2611    ~TextSetupFunctor() { }
2612
2613    status_t operator ()(int what, void* data) {
2614        renderer.setupDraw();
2615        renderer.setupDrawTextGamma(paint);
2616        renderer.setupDrawDirtyRegionsDisabled();
2617        renderer.setupDrawWithTexture(true);
2618        renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2619        renderer.setupDrawColorFilter();
2620        renderer.setupDrawShader();
2621        renderer.setupDrawBlending(true, mode);
2622        renderer.setupDrawProgram();
2623        renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2624        // Calling setupDrawTexture with the name 0 will enable the
2625        // uv attributes and increase the texture unit count
2626        // texture binding will be performed by the font renderer as
2627        // needed
2628        renderer.setupDrawTexture(0);
2629        renderer.setupDrawPureColorUniforms();
2630        renderer.setupDrawColorFilterUniforms();
2631        renderer.setupDrawShaderUniforms(pureTranslate);
2632        renderer.setupDrawTextGammaUniforms();
2633
2634        return NO_ERROR;
2635    }
2636
2637    OpenGLRenderer& renderer;
2638    float x;
2639    float y;
2640    bool pureTranslate;
2641    int alpha;
2642    SkXfermode::Mode mode;
2643    SkPaint* paint;
2644};
2645
2646status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2647        const float* positions, SkPaint* paint) {
2648    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2649        return DrawGlInfo::kStatusDone;
2650    }
2651
2652    // NOTE: Skia does not support perspective transform on drawPosText yet
2653    if (!currentTransform().isSimple()) {
2654        return DrawGlInfo::kStatusDone;
2655    }
2656
2657    float x = 0.0f;
2658    float y = 0.0f;
2659    const bool pureTranslate = currentTransform().isPureTranslate();
2660    if (pureTranslate) {
2661        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2662        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2663    }
2664
2665    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2666    fontRenderer.setFont(paint, mat4::identity());
2667
2668    int alpha;
2669    SkXfermode::Mode mode;
2670    getAlphaAndMode(paint, &alpha, &mode);
2671
2672    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2673        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2674                alpha, mode, 0.0f, 0.0f);
2675    }
2676
2677    // Pick the appropriate texture filtering
2678    bool linearFilter = currentTransform().changesBounds();
2679    if (pureTranslate && !linearFilter) {
2680        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2681    }
2682    fontRenderer.setTextureFiltering(linearFilter);
2683
2684    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2685    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2686
2687    const bool hasActiveLayer = hasLayer();
2688
2689    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2690    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2691            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2692        if (hasActiveLayer) {
2693            if (!pureTranslate) {
2694                currentTransform().mapRect(bounds);
2695            }
2696            dirtyLayerUnchecked(bounds, getRegion());
2697        }
2698    }
2699
2700    return DrawGlInfo::kStatusDrew;
2701}
2702
2703mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2704    mat4 fontTransform;
2705    if (CC_LIKELY(transform.isPureTranslate())) {
2706        fontTransform = mat4::identity();
2707    } else {
2708        if (CC_UNLIKELY(transform.isPerspective())) {
2709            fontTransform = mat4::identity();
2710        } else {
2711            float sx, sy;
2712            currentTransform().decomposeScale(sx, sy);
2713            fontTransform.loadScale(sx, sy, 1.0f);
2714        }
2715    }
2716    return fontTransform;
2717}
2718
2719status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2720        float x, float y, const float* positions, SkPaint* paint, float length) {
2721    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2722        return DrawGlInfo::kStatusDone;
2723    }
2724
2725    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2726    switch (paint->getTextAlign()) {
2727        case SkPaint::kCenter_Align:
2728            x -= length / 2.0f;
2729            break;
2730        case SkPaint::kRight_Align:
2731            x -= length;
2732            break;
2733        default:
2734            break;
2735    }
2736
2737    SkPaint::FontMetrics metrics;
2738    paint->getFontMetrics(&metrics, 0.0f);
2739    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2740        return DrawGlInfo::kStatusDone;
2741    }
2742
2743    const float oldX = x;
2744    const float oldY = y;
2745
2746    const mat4& transform = currentTransform();
2747    const bool pureTranslate = transform.isPureTranslate();
2748
2749    if (CC_LIKELY(pureTranslate)) {
2750        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2751        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2752    }
2753
2754    int alpha;
2755    SkXfermode::Mode mode;
2756    getAlphaAndMode(paint, &alpha, &mode);
2757
2758    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2759
2760    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2761        fontRenderer.setFont(paint, mat4::identity());
2762        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2763                alpha, mode, oldX, oldY);
2764    }
2765
2766    const bool hasActiveLayer = hasLayer();
2767
2768    // We only pass a partial transform to the font renderer. That partial
2769    // matrix defines how glyphs are rasterized. Typically we want glyphs
2770    // to be rasterized at their final size on screen, which means the partial
2771    // matrix needs to take the scale factor into account.
2772    // When a partial matrix is used to transform glyphs during rasterization,
2773    // the mesh is generated with the inverse transform (in the case of scale,
2774    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2775    // apply the full transform matrix at draw time in the vertex shader.
2776    // Applying the full matrix in the shader is the easiest way to handle
2777    // rotation and perspective and allows us to always generated quads in the
2778    // font renderer which greatly simplifies the code, clipping in particular.
2779    mat4 fontTransform = findBestFontTransform(transform);
2780    fontRenderer.setFont(paint, fontTransform);
2781
2782    // Pick the appropriate texture filtering
2783    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2784    fontRenderer.setTextureFiltering(linearFilter);
2785
2786    // TODO: Implement better clipping for scaled/rotated text
2787    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2788    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2789
2790    bool status;
2791    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2792    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2793        SkPaint paintCopy(*paint);
2794        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2795        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2796                positions, hasActiveLayer ? &bounds : NULL, &functor);
2797    } else {
2798        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2799                positions, hasActiveLayer ? &bounds : NULL, &functor);
2800    }
2801
2802    if (status && hasActiveLayer) {
2803        if (!pureTranslate) {
2804            transform.mapRect(bounds);
2805        }
2806        dirtyLayerUnchecked(bounds, getRegion());
2807    }
2808
2809    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2810
2811    return DrawGlInfo::kStatusDrew;
2812}
2813
2814status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2815        float hOffset, float vOffset, SkPaint* paint) {
2816    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2817        return DrawGlInfo::kStatusDone;
2818    }
2819
2820    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2821    fontRenderer.setFont(paint, mat4::identity());
2822    fontRenderer.setTextureFiltering(true);
2823
2824    int alpha;
2825    SkXfermode::Mode mode;
2826    getAlphaAndMode(paint, &alpha, &mode);
2827
2828    setupDraw();
2829    setupDrawTextGamma(paint);
2830    setupDrawDirtyRegionsDisabled();
2831    setupDrawWithTexture(true);
2832    setupDrawAlpha8Color(paint->getColor(), alpha);
2833    setupDrawColorFilter();
2834    setupDrawShader();
2835    setupDrawBlending(true, mode);
2836    setupDrawProgram();
2837    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2838    // Calling setupDrawTexture with the name 0 will enable the
2839    // uv attributes and increase the texture unit count
2840    // texture binding will be performed by the font renderer as
2841    // needed
2842    setupDrawTexture(0);
2843    setupDrawPureColorUniforms();
2844    setupDrawColorFilterUniforms();
2845    setupDrawShaderUniforms(false);
2846    setupDrawTextGammaUniforms();
2847
2848    const Rect* clip = &mSnapshot->getLocalClip();
2849    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2850
2851    const bool hasActiveLayer = hasLayer();
2852
2853    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2854            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2855        if (hasActiveLayer) {
2856            currentTransform().mapRect(bounds);
2857            dirtyLayerUnchecked(bounds, getRegion());
2858        }
2859    }
2860
2861    return DrawGlInfo::kStatusDrew;
2862}
2863
2864status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2865    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2866
2867    mCaches.activeTexture(0);
2868
2869    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2870    if (!texture) return DrawGlInfo::kStatusDone;
2871    const AutoTexture autoCleanup(texture);
2872
2873    const float x = texture->left - texture->offset;
2874    const float y = texture->top - texture->offset;
2875
2876    drawPathTexture(texture, x, y, paint);
2877
2878    return DrawGlInfo::kStatusDrew;
2879}
2880
2881status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2882    if (!layer) {
2883        return DrawGlInfo::kStatusDone;
2884    }
2885
2886    mat4* transform = NULL;
2887    if (layer->isTextureLayer()) {
2888        transform = &layer->getTransform();
2889        if (!transform->isIdentity()) {
2890            save(0);
2891            currentTransform().multiply(*transform);
2892        }
2893    }
2894
2895    Rect transformed;
2896    Rect clip;
2897    const bool rejected = quickRejectNoScissor(x, y,
2898            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2899
2900    if (rejected) {
2901        if (transform && !transform->isIdentity()) {
2902            restore();
2903        }
2904        return DrawGlInfo::kStatusDone;
2905    }
2906
2907    updateLayer(layer, true);
2908
2909    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2910    mCaches.activeTexture(0);
2911
2912    if (CC_LIKELY(!layer->region.isEmpty())) {
2913        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2914        mDrawModifiers.mColorFilter = layer->getColorFilter();
2915
2916        if (layer->region.isRect()) {
2917            composeLayerRect(layer, layer->regionRect);
2918        } else if (layer->mesh) {
2919            const float a = layer->getAlpha() / 255.0f * mSnapshot->alpha;
2920            setupDraw();
2921            setupDrawWithTexture();
2922            setupDrawColor(a, a, a, a);
2923            setupDrawColorFilter();
2924            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2925            setupDrawProgram();
2926            setupDrawPureColorUniforms();
2927            setupDrawColorFilterUniforms();
2928            setupDrawTexture(layer->getTexture());
2929            if (CC_LIKELY(currentTransform().isPureTranslate())) {
2930                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2931                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2932
2933                layer->setFilter(GL_NEAREST);
2934                setupDrawModelViewTranslate(tx, ty,
2935                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2936            } else {
2937                layer->setFilter(GL_LINEAR);
2938                setupDrawModelViewTranslate(x, y,
2939                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2940            }
2941            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2942
2943            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2944                    GL_UNSIGNED_SHORT, layer->meshIndices);
2945
2946            finishDrawTexture();
2947
2948#if DEBUG_LAYERS_AS_REGIONS
2949            drawRegionRects(layer->region);
2950#endif
2951        }
2952
2953        mDrawModifiers.mColorFilter = oldFilter;
2954
2955        if (layer->debugDrawUpdate) {
2956            layer->debugDrawUpdate = false;
2957            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2958                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2959        }
2960    }
2961
2962    if (transform && !transform->isIdentity()) {
2963        restore();
2964    }
2965
2966    return DrawGlInfo::kStatusDrew;
2967}
2968
2969///////////////////////////////////////////////////////////////////////////////
2970// Shaders
2971///////////////////////////////////////////////////////////////////////////////
2972
2973void OpenGLRenderer::resetShader() {
2974    mDrawModifiers.mShader = NULL;
2975}
2976
2977void OpenGLRenderer::setupShader(SkiaShader* shader) {
2978    mDrawModifiers.mShader = shader;
2979    if (mDrawModifiers.mShader) {
2980        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2981    }
2982}
2983
2984///////////////////////////////////////////////////////////////////////////////
2985// Color filters
2986///////////////////////////////////////////////////////////////////////////////
2987
2988void OpenGLRenderer::resetColorFilter() {
2989    mDrawModifiers.mColorFilter = NULL;
2990}
2991
2992void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2993    mDrawModifiers.mColorFilter = filter;
2994}
2995
2996///////////////////////////////////////////////////////////////////////////////
2997// Drop shadow
2998///////////////////////////////////////////////////////////////////////////////
2999
3000void OpenGLRenderer::resetShadow() {
3001    mDrawModifiers.mHasShadow = false;
3002}
3003
3004void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3005    mDrawModifiers.mHasShadow = true;
3006    mDrawModifiers.mShadowRadius = radius;
3007    mDrawModifiers.mShadowDx = dx;
3008    mDrawModifiers.mShadowDy = dy;
3009    mDrawModifiers.mShadowColor = color;
3010}
3011
3012///////////////////////////////////////////////////////////////////////////////
3013// Draw filters
3014///////////////////////////////////////////////////////////////////////////////
3015
3016void OpenGLRenderer::resetPaintFilter() {
3017    mDrawModifiers.mHasDrawFilter = false;
3018}
3019
3020void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3021    mDrawModifiers.mHasDrawFilter = true;
3022    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3023    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3024}
3025
3026SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3027    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3028        return paint;
3029    }
3030
3031    uint32_t flags = paint->getFlags();
3032
3033    mFilteredPaint = *paint;
3034    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3035            mDrawModifiers.mPaintFilterSetBits);
3036
3037    return &mFilteredPaint;
3038}
3039
3040///////////////////////////////////////////////////////////////////////////////
3041// Drawing implementation
3042///////////////////////////////////////////////////////////////////////////////
3043
3044void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3045        float x, float y, SkPaint* paint) {
3046    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3047        return;
3048    }
3049
3050    int alpha;
3051    SkXfermode::Mode mode;
3052    getAlphaAndMode(paint, &alpha, &mode);
3053
3054    setupDraw();
3055    setupDrawWithTexture(true);
3056    setupDrawAlpha8Color(paint->getColor(), alpha);
3057    setupDrawColorFilter();
3058    setupDrawShader();
3059    setupDrawBlending(true, mode);
3060    setupDrawProgram();
3061    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3062    setupDrawTexture(texture->id);
3063    setupDrawPureColorUniforms();
3064    setupDrawColorFilterUniforms();
3065    setupDrawShaderUniforms();
3066    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3067
3068    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3069
3070    finishDrawTexture();
3071}
3072
3073// Same values used by Skia
3074#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3075#define kStdUnderline_Offset    (1.0f / 9.0f)
3076#define kStdUnderline_Thickness (1.0f / 18.0f)
3077
3078void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3079        float x, float y, SkPaint* paint) {
3080    // Handle underline and strike-through
3081    uint32_t flags = paint->getFlags();
3082    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3083        SkPaint paintCopy(*paint);
3084        float underlineWidth = length;
3085        // If length is > 0.0f, we already measured the text for the text alignment
3086        if (length <= 0.0f) {
3087            underlineWidth = paintCopy.measureText(text, bytesCount);
3088        }
3089
3090        if (CC_LIKELY(underlineWidth > 0.0f)) {
3091            const float textSize = paintCopy.getTextSize();
3092            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3093
3094            const float left = x;
3095            float top = 0.0f;
3096
3097            int linesCount = 0;
3098            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3099            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3100
3101            const int pointsCount = 4 * linesCount;
3102            float points[pointsCount];
3103            int currentPoint = 0;
3104
3105            if (flags & SkPaint::kUnderlineText_Flag) {
3106                top = y + textSize * kStdUnderline_Offset;
3107                points[currentPoint++] = left;
3108                points[currentPoint++] = top;
3109                points[currentPoint++] = left + underlineWidth;
3110                points[currentPoint++] = top;
3111            }
3112
3113            if (flags & SkPaint::kStrikeThruText_Flag) {
3114                top = y + textSize * kStdStrikeThru_Offset;
3115                points[currentPoint++] = left;
3116                points[currentPoint++] = top;
3117                points[currentPoint++] = left + underlineWidth;
3118                points[currentPoint++] = top;
3119            }
3120
3121            paintCopy.setStrokeWidth(strokeWidth);
3122
3123            drawLines(&points[0], pointsCount, &paintCopy);
3124        }
3125    }
3126}
3127
3128status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3129    if (mSnapshot->isIgnored()) {
3130        return DrawGlInfo::kStatusDone;
3131    }
3132
3133    int color = paint->getColor();
3134    // If a shader is set, preserve only the alpha
3135    if (mDrawModifiers.mShader) {
3136        color |= 0x00ffffff;
3137    }
3138    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3139
3140    return drawColorRects(rects, count, color, mode);
3141}
3142
3143status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3144        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3145    if (count == 0) {
3146        return DrawGlInfo::kStatusDone;
3147    }
3148
3149    float left = FLT_MAX;
3150    float top = FLT_MAX;
3151    float right = FLT_MIN;
3152    float bottom = FLT_MIN;
3153
3154    int vertexCount = 0;
3155    Vertex mesh[count * 6];
3156    Vertex* vertex = mesh;
3157
3158    for (int index = 0; index < count; index += 4) {
3159        float l = rects[index + 0];
3160        float t = rects[index + 1];
3161        float r = rects[index + 2];
3162        float b = rects[index + 3];
3163
3164        Vertex::set(vertex++, l, b);
3165        Vertex::set(vertex++, l, t);
3166        Vertex::set(vertex++, r, t);
3167        Vertex::set(vertex++, l, b);
3168        Vertex::set(vertex++, r, t);
3169        Vertex::set(vertex++, r, b);
3170
3171        vertexCount += 6;
3172
3173        left = fminf(left, l);
3174        top = fminf(top, t);
3175        right = fmaxf(right, r);
3176        bottom = fmaxf(bottom, b);
3177    }
3178
3179    if (clip && quickReject(left, top, right, bottom)) {
3180        return DrawGlInfo::kStatusDone;
3181    }
3182
3183    setupDraw();
3184    setupDrawNoTexture();
3185    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3186    setupDrawShader();
3187    setupDrawColorFilter();
3188    setupDrawBlending(mode);
3189    setupDrawProgram();
3190    setupDrawDirtyRegionsDisabled();
3191    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3192    setupDrawColorUniforms();
3193    setupDrawShaderUniforms();
3194    setupDrawColorFilterUniforms();
3195    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3196
3197    if (dirty && hasLayer()) {
3198        dirtyLayer(left, top, right, bottom, currentTransform());
3199    }
3200
3201    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3202
3203    return DrawGlInfo::kStatusDrew;
3204}
3205
3206void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3207        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3208    // If a shader is set, preserve only the alpha
3209    if (mDrawModifiers.mShader) {
3210        color |= 0x00ffffff;
3211    }
3212
3213    setupDraw();
3214    setupDrawNoTexture();
3215    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3216    setupDrawShader();
3217    setupDrawColorFilter();
3218    setupDrawBlending(mode);
3219    setupDrawProgram();
3220    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3221    setupDrawColorUniforms();
3222    setupDrawShaderUniforms(ignoreTransform);
3223    setupDrawColorFilterUniforms();
3224    setupDrawSimpleMesh();
3225
3226    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3227}
3228
3229void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3230        Texture* texture, SkPaint* paint) {
3231    int alpha;
3232    SkXfermode::Mode mode;
3233    getAlphaAndMode(paint, &alpha, &mode);
3234
3235    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3236
3237    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3238        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3239        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3240
3241        texture->setFilter(GL_NEAREST, true);
3242        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3243                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3244                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3245    } else {
3246        texture->setFilter(FILTER(paint), true);
3247        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3248                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3249                GL_TRIANGLE_STRIP, gMeshCount);
3250    }
3251}
3252
3253void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3254        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3255    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3256            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3257}
3258
3259void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3260        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3261        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3262        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3263
3264    setupDraw();
3265    setupDrawWithTexture();
3266    setupDrawColor(alpha, alpha, alpha, alpha);
3267    setupDrawColorFilter();
3268    setupDrawBlending(blend, mode, swapSrcDst);
3269    setupDrawProgram();
3270    if (!dirty) setupDrawDirtyRegionsDisabled();
3271    if (!ignoreScale) {
3272        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3273    } else {
3274        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3275    }
3276    setupDrawTexture(texture);
3277    setupDrawPureColorUniforms();
3278    setupDrawColorFilterUniforms();
3279    setupDrawMesh(vertices, texCoords, vbo);
3280
3281    glDrawArrays(drawMode, 0, elementsCount);
3282
3283    finishDrawTexture();
3284}
3285
3286void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3287        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3288        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3289        bool ignoreTransform, bool dirty) {
3290
3291    setupDraw();
3292    setupDrawWithTexture(true);
3293    if (hasColor) {
3294        setupDrawAlpha8Color(color, alpha);
3295    }
3296    setupDrawColorFilter();
3297    setupDrawShader();
3298    setupDrawBlending(true, mode);
3299    setupDrawProgram();
3300    if (!dirty) setupDrawDirtyRegionsDisabled();
3301    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3302    setupDrawTexture(texture);
3303    setupDrawPureColorUniforms();
3304    setupDrawColorFilterUniforms();
3305    setupDrawShaderUniforms();
3306    setupDrawMesh(vertices, texCoords);
3307
3308    glDrawArrays(drawMode, 0, elementsCount);
3309
3310    finishDrawTexture();
3311}
3312
3313void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3314        ProgramDescription& description, bool swapSrcDst) {
3315    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3316
3317    if (blend) {
3318        // These blend modes are not supported by OpenGL directly and have
3319        // to be implemented using shaders. Since the shader will perform
3320        // the blending, turn blending off here
3321        // If the blend mode cannot be implemented using shaders, fall
3322        // back to the default SrcOver blend mode instead
3323        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3324            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3325                description.framebufferMode = mode;
3326                description.swapSrcDst = swapSrcDst;
3327
3328                if (mCaches.blend) {
3329                    glDisable(GL_BLEND);
3330                    mCaches.blend = false;
3331                }
3332
3333                return;
3334            } else {
3335                mode = SkXfermode::kSrcOver_Mode;
3336            }
3337        }
3338
3339        if (!mCaches.blend) {
3340            glEnable(GL_BLEND);
3341        }
3342
3343        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3344        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3345
3346        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3347            glBlendFunc(sourceMode, destMode);
3348            mCaches.lastSrcMode = sourceMode;
3349            mCaches.lastDstMode = destMode;
3350        }
3351    } else if (mCaches.blend) {
3352        glDisable(GL_BLEND);
3353    }
3354    mCaches.blend = blend;
3355}
3356
3357bool OpenGLRenderer::useProgram(Program* program) {
3358    if (!program->isInUse()) {
3359        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3360        program->use();
3361        mCaches.currentProgram = program;
3362        return false;
3363    }
3364    return true;
3365}
3366
3367void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3368    TextureVertex* v = &mMeshVertices[0];
3369    TextureVertex::setUV(v++, u1, v1);
3370    TextureVertex::setUV(v++, u2, v1);
3371    TextureVertex::setUV(v++, u1, v2);
3372    TextureVertex::setUV(v++, u2, v2);
3373}
3374
3375void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3376    getAlphaAndModeDirect(paint, alpha,  mode);
3377    *alpha *= mSnapshot->alpha;
3378}
3379
3380}; // namespace uirenderer
3381}; // namespace android
3382