OpenGLRenderer.cpp revision 42ddc18d108f789705ad4eb697ce9599ad322507
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "RenderState.h"
40#include "PathTessellator.h"
41#include "Properties.h"
42#include "ShadowTessellator.h"
43#include "SkiaShader.h"
44#include "utils/GLUtils.h"
45#include "Vector.h"
46#include "VertexBuffer.h"
47
48#if DEBUG_DETAILED_EVENTS
49    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
50#else
51    #define EVENT_LOGD(...)
52#endif
53
54namespace android {
55namespace uirenderer {
56
57static GLenum getFilter(const SkPaint* paint) {
58    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
59        return GL_LINEAR;
60    }
61    return GL_NEAREST;
62}
63
64///////////////////////////////////////////////////////////////////////////////
65// Globals
66///////////////////////////////////////////////////////////////////////////////
67
68/**
69 * Structure mapping Skia xfermodes to OpenGL blending factors.
70 */
71struct Blender {
72    SkXfermode::Mode mode;
73    GLenum src;
74    GLenum dst;
75}; // struct Blender
76
77// In this array, the index of each Blender equals the value of the first
78// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
79static const Blender gBlends[] = {
80    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
82    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
83    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
84    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
85    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
86    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
87    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
88    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
89    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
91    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
92    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
93    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
94    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
95};
96
97// This array contains the swapped version of each SkXfermode. For instance
98// this array's SrcOver blending mode is actually DstOver. You can refer to
99// createLayer() for more information on the purpose of this array.
100static const Blender gBlendsSwap[] = {
101    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
102    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
103    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
104    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
105    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
106    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
107    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
108    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
109    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
110    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
111    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
112    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
113    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
114    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
115    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
116};
117
118///////////////////////////////////////////////////////////////////////////////
119// Functions
120///////////////////////////////////////////////////////////////////////////////
121
122template<typename T>
123static inline T min(T a, T b) {
124    return a < b ? a : b;
125}
126
127///////////////////////////////////////////////////////////////////////////////
128// Constructors/destructor
129///////////////////////////////////////////////////////////////////////////////
130
131OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
132        : mFrameStarted(false)
133        , mCaches(Caches::getInstance())
134        , mExtensions(Extensions::getInstance())
135        , mRenderState(renderState)
136        , mScissorOptimizationDisabled(false)
137        , mSuppressTiling(false)
138        , mFirstFrameAfterResize(true)
139        , mCountOverdraw(false)
140        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
141        , mLightRadius(FLT_MIN)
142        , mAmbientShadowAlpha(0)
143        , mSpotShadowAlpha(0) {
144    // *set* draw modifiers to be 0
145    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
146    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
147
148    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
149}
150
151OpenGLRenderer::~OpenGLRenderer() {
152    // The context has already been destroyed at this point, do not call
153    // GL APIs. All GL state should be kept in Caches.h
154}
155
156void OpenGLRenderer::initProperties() {
157    char property[PROPERTY_VALUE_MAX];
158    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
159        mScissorOptimizationDisabled = !strcasecmp(property, "true");
160        INIT_LOGD("  Scissor optimization %s",
161                mScissorOptimizationDisabled ? "disabled" : "enabled");
162    } else {
163        INIT_LOGD("  Scissor optimization enabled");
164    }
165}
166
167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
168        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
169    mLightCenter = lightCenter;
170    mLightRadius = lightRadius;
171    mAmbientShadowAlpha = ambientShadowAlpha;
172    mSpotShadowAlpha = spotShadowAlpha;
173}
174
175///////////////////////////////////////////////////////////////////////////////
176// Setup
177///////////////////////////////////////////////////////////////////////////////
178
179void OpenGLRenderer::onViewportInitialized() {
180    glDisable(GL_DITHER);
181    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
182
183    glEnableVertexAttribArray(Program::kBindingPosition);
184    mFirstFrameAfterResize = true;
185}
186
187void OpenGLRenderer::setupFrameState(float left, float top,
188        float right, float bottom, bool opaque) {
189    mCaches.clearGarbage();
190    initializeSaveStack(left, top, right, bottom, mLightCenter);
191    mOpaque = opaque;
192    mTilingClip.set(left, top, right, bottom);
193}
194
195status_t OpenGLRenderer::startFrame() {
196    if (mFrameStarted) return DrawGlInfo::kStatusDone;
197    mFrameStarted = true;
198
199    mDirtyClip = true;
200
201    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
202
203    mRenderState.setViewport(getWidth(), getHeight());
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            || mFirstFrameAfterResize;
210    mFirstFrameAfterResize = false;
211
212    startTilingCurrentClip(true);
213
214    debugOverdraw(true, true);
215
216    return clear(mTilingClip.left, mTilingClip.top,
217            mTilingClip.right, mTilingClip.bottom, mOpaque);
218}
219
220status_t OpenGLRenderer::prepareDirty(float left, float top,
221        float right, float bottom, bool opaque) {
222
223    setupFrameState(left, top, right, bottom, opaque);
224
225    // Layer renderers will start the frame immediately
226    // The framebuffer renderer will first defer the display list
227    // for each layer and wait until the first drawing command
228    // to start the frame
229    if (currentSnapshot()->fbo == 0) {
230        syncState();
231        updateLayers();
232    } else {
233        return startFrame();
234    }
235
236    return DrawGlInfo::kStatusDone;
237}
238
239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
240    // If we know that we are going to redraw the entire framebuffer,
241    // perform a discard to let the driver know we don't need to preserve
242    // the back buffer for this frame.
243    if (mExtensions.hasDiscardFramebuffer() &&
244            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
245        const bool isFbo = getTargetFbo() == 0;
246        const GLenum attachments[] = {
247                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
248                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
249        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
250    }
251}
252
253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
254    if (!opaque || mCountOverdraw) {
255        mCaches.enableScissor();
256        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
257        glClear(GL_COLOR_BUFFER_BIT);
258        return DrawGlInfo::kStatusDrew;
259    }
260
261    mCaches.resetScissor();
262    return DrawGlInfo::kStatusDone;
263}
264
265void OpenGLRenderer::syncState() {
266    if (mCaches.blend) {
267        glEnable(GL_BLEND);
268    } else {
269        glDisable(GL_BLEND);
270    }
271}
272
273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
274    if (!mSuppressTiling) {
275        const Snapshot* snapshot = currentSnapshot();
276
277        const Rect* clip = &mTilingClip;
278        if (snapshot->flags & Snapshot::kFlagFboTarget) {
279            clip = &(snapshot->layer->clipRect);
280        }
281
282        startTiling(*clip, getViewportHeight(), opaque, expand);
283    }
284}
285
286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
287    if (!mSuppressTiling) {
288        if(expand) {
289            // Expand the startTiling region by 1
290            int leftNotZero = (clip.left > 0) ? 1 : 0;
291            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
292
293            mCaches.startTiling(
294                clip.left - leftNotZero,
295                windowHeight - clip.bottom - topNotZero,
296                clip.right - clip.left + leftNotZero + 1,
297                clip.bottom - clip.top + topNotZero + 1,
298                opaque);
299        } else {
300            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
301                clip.right - clip.left, clip.bottom - clip.top, opaque);
302        }
303    }
304}
305
306void OpenGLRenderer::endTiling() {
307    if (!mSuppressTiling) mCaches.endTiling();
308}
309
310void OpenGLRenderer::finish() {
311    renderOverdraw();
312    endTiling();
313
314    // When finish() is invoked on FBO 0 we've reached the end
315    // of the current frame
316    if (getTargetFbo() == 0) {
317        mCaches.pathCache.trim();
318        mCaches.tessellationCache.trim();
319    }
320
321    if (!suppressErrorChecks()) {
322#if DEBUG_OPENGL
323        GLUtils::dumpGLErrors();
324#endif
325
326#if DEBUG_MEMORY_USAGE
327        mCaches.dumpMemoryUsage();
328#else
329        if (mCaches.getDebugLevel() & kDebugMemory) {
330            mCaches.dumpMemoryUsage();
331        }
332#endif
333    }
334
335    if (mCountOverdraw) {
336        countOverdraw();
337    }
338
339    mFrameStarted = false;
340}
341
342void OpenGLRenderer::resumeAfterLayer() {
343    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
344    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
345    debugOverdraw(true, false);
346
347    mCaches.resetScissor();
348    dirtyClip();
349}
350
351status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& /* dirty */) {
352    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
353
354    Rect clip(*currentClipRect());
355    clip.snapToPixelBoundaries();
356
357    // Since we don't know what the functor will draw, let's dirty
358    // the entire clip region
359    if (hasLayer()) {
360        dirtyLayerUnchecked(clip, getRegion());
361    }
362
363    DrawGlInfo info;
364    info.clipLeft = clip.left;
365    info.clipTop = clip.top;
366    info.clipRight = clip.right;
367    info.clipBottom = clip.bottom;
368    info.isLayer = hasLayer();
369    info.width = getViewportWidth();
370    info.height = getViewportHeight();
371    currentTransform()->copyTo(&info.transform[0]);
372
373    bool prevDirtyClip = mDirtyClip;
374    // setup GL state for functor
375    if (mDirtyClip) {
376        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
377    }
378    if (mCaches.enableScissor() || prevDirtyClip) {
379        setScissorFromClip();
380    }
381
382    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
383    // Scissor may have been modified, reset dirty clip
384    dirtyClip();
385
386    return DrawGlInfo::kStatusDrew;
387}
388
389///////////////////////////////////////////////////////////////////////////////
390// Debug
391///////////////////////////////////////////////////////////////////////////////
392
393void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
394#if DEBUG_DETAILED_EVENTS
395    const int BUFFER_SIZE = 256;
396    va_list ap;
397    char buf[BUFFER_SIZE];
398
399    va_start(ap, fmt);
400    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
401    va_end(ap);
402
403    eventMark(buf);
404#else
405    (void)fmt;
406#endif
407}
408
409
410void OpenGLRenderer::eventMark(const char* name) const {
411    mCaches.eventMark(0, name);
412}
413
414void OpenGLRenderer::startMark(const char* name) const {
415    mCaches.startMark(0, name);
416}
417
418void OpenGLRenderer::endMark() const {
419    mCaches.endMark();
420}
421
422void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
423    mRenderState.debugOverdraw(enable, clear);
424}
425
426void OpenGLRenderer::renderOverdraw() {
427    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
428        const Rect* clip = &mTilingClip;
429
430        mCaches.enableScissor();
431        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
432                clip->right - clip->left, clip->bottom - clip->top);
433
434        // 1x overdraw
435        mCaches.stencil.enableDebugTest(2);
436        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
437
438        // 2x overdraw
439        mCaches.stencil.enableDebugTest(3);
440        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
441
442        // 3x overdraw
443        mCaches.stencil.enableDebugTest(4);
444        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
445
446        // 4x overdraw and higher
447        mCaches.stencil.enableDebugTest(4, true);
448        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
449
450        mCaches.stencil.disable();
451    }
452}
453
454void OpenGLRenderer::countOverdraw() {
455    size_t count = getWidth() * getHeight();
456    uint32_t* buffer = new uint32_t[count];
457    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
458
459    size_t total = 0;
460    for (size_t i = 0; i < count; i++) {
461        total += buffer[i] & 0xff;
462    }
463
464    mOverdraw = total / float(count);
465
466    delete[] buffer;
467}
468
469///////////////////////////////////////////////////////////////////////////////
470// Layers
471///////////////////////////////////////////////////////////////////////////////
472
473bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
474    if (layer->deferredUpdateScheduled && layer->renderer
475            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
476        ATRACE_CALL();
477
478        if (inFrame) {
479            endTiling();
480            debugOverdraw(false, false);
481        }
482
483        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
484            layer->render(*this);
485        } else {
486            layer->defer(*this);
487        }
488
489        if (inFrame) {
490            resumeAfterLayer();
491            startTilingCurrentClip();
492        }
493
494        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
495        layer->hasDrawnSinceUpdate = false;
496
497        return true;
498    }
499
500    return false;
501}
502
503void OpenGLRenderer::updateLayers() {
504    // If draw deferring is enabled this method will simply defer
505    // the display list of each individual layer. The layers remain
506    // in the layer updates list which will be cleared by flushLayers().
507    int count = mLayerUpdates.size();
508    if (count > 0) {
509        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
510            startMark("Layer Updates");
511        } else {
512            startMark("Defer Layer Updates");
513        }
514
515        // Note: it is very important to update the layers in order
516        for (int i = 0; i < count; i++) {
517            Layer* layer = mLayerUpdates.itemAt(i);
518            updateLayer(layer, false);
519            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
520                mCaches.resourceCache.decrementRefcount(layer);
521            }
522        }
523
524        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
525            mLayerUpdates.clear();
526            mRenderState.bindFramebuffer(getTargetFbo());
527        }
528        endMark();
529    }
530}
531
532void OpenGLRenderer::flushLayers() {
533    int count = mLayerUpdates.size();
534    if (count > 0) {
535        startMark("Apply Layer Updates");
536        char layerName[12];
537
538        // Note: it is very important to update the layers in order
539        for (int i = 0; i < count; i++) {
540            sprintf(layerName, "Layer #%d", i);
541            startMark(layerName);
542
543            ATRACE_BEGIN("flushLayer");
544            Layer* layer = mLayerUpdates.itemAt(i);
545            layer->flush();
546            ATRACE_END();
547
548            mCaches.resourceCache.decrementRefcount(layer);
549
550            endMark();
551        }
552
553        mLayerUpdates.clear();
554        mRenderState.bindFramebuffer(getTargetFbo());
555
556        endMark();
557    }
558}
559
560void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
561    if (layer) {
562        // Make sure we don't introduce duplicates.
563        // SortedVector would do this automatically but we need to respect
564        // the insertion order. The linear search is not an issue since
565        // this list is usually very short (typically one item, at most a few)
566        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
567            if (mLayerUpdates.itemAt(i) == layer) {
568                return;
569            }
570        }
571        mLayerUpdates.push_back(layer);
572        mCaches.resourceCache.incrementRefcount(layer);
573    }
574}
575
576void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
577    if (layer) {
578        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
579            if (mLayerUpdates.itemAt(i) == layer) {
580                mLayerUpdates.removeAt(i);
581                mCaches.resourceCache.decrementRefcount(layer);
582                break;
583            }
584        }
585    }
586}
587
588void OpenGLRenderer::clearLayerUpdates() {
589    size_t count = mLayerUpdates.size();
590    if (count > 0) {
591        mCaches.resourceCache.lock();
592        for (size_t i = 0; i < count; i++) {
593            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
594        }
595        mCaches.resourceCache.unlock();
596        mLayerUpdates.clear();
597    }
598}
599
600void OpenGLRenderer::flushLayerUpdates() {
601    ATRACE_CALL();
602    syncState();
603    updateLayers();
604    flushLayers();
605    // Wait for all the layer updates to be executed
606    AutoFence fence;
607}
608
609void OpenGLRenderer::markLayersAsBuildLayers() {
610    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
611        mLayerUpdates[i]->wasBuildLayered = true;
612    }
613}
614
615///////////////////////////////////////////////////////////////////////////////
616// State management
617///////////////////////////////////////////////////////////////////////////////
618
619void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
620    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
621    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
622    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
623
624    if (restoreViewport) {
625        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
626    }
627
628    if (restoreClip) {
629        dirtyClip();
630    }
631
632    if (restoreLayer) {
633        endMark(); // Savelayer
634        startMark("ComposeLayer");
635        composeLayer(removed, restored);
636        endMark();
637    }
638}
639
640///////////////////////////////////////////////////////////////////////////////
641// Layers
642///////////////////////////////////////////////////////////////////////////////
643
644int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
645        const SkPaint* paint, int flags, const SkPath* convexMask) {
646    // force matrix/clip isolation for layer
647    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
648
649    const int count = saveSnapshot(flags);
650
651    if (!currentSnapshot()->isIgnored()) {
652        createLayer(left, top, right, bottom, paint, flags, convexMask);
653    }
654
655    return count;
656}
657
658void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
659    const Rect untransformedBounds(bounds);
660
661    currentTransform()->mapRect(bounds);
662
663    // Layers only make sense if they are in the framebuffer's bounds
664    if (bounds.intersect(*currentClipRect())) {
665        // We cannot work with sub-pixels in this case
666        bounds.snapToPixelBoundaries();
667
668        // When the layer is not an FBO, we may use glCopyTexImage so we
669        // need to make sure the layer does not extend outside the bounds
670        // of the framebuffer
671        const Snapshot& previous = *(currentSnapshot()->previous);
672        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
673        if (!bounds.intersect(previousViewport)) {
674            bounds.setEmpty();
675        } else if (fboLayer) {
676            clip.set(bounds);
677            mat4 inverse;
678            inverse.loadInverse(*currentTransform());
679            inverse.mapRect(clip);
680            clip.snapToPixelBoundaries();
681            if (clip.intersect(untransformedBounds)) {
682                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
683                bounds.set(untransformedBounds);
684            } else {
685                clip.setEmpty();
686            }
687        }
688    } else {
689        bounds.setEmpty();
690    }
691}
692
693void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
694        bool fboLayer, int alpha) {
695    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
696            bounds.getHeight() > mCaches.maxTextureSize ||
697            (fboLayer && clip.isEmpty())) {
698        mSnapshot->empty = fboLayer;
699    } else {
700        mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
701    }
702}
703
704int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
705        const SkPaint* paint, int flags) {
706    const int count = saveSnapshot(flags);
707
708    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
709        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
710        // operations will be able to store and restore the current clip and transform info, and
711        // quick rejection will be correct (for display lists)
712
713        Rect bounds(left, top, right, bottom);
714        Rect clip;
715        calculateLayerBoundsAndClip(bounds, clip, true);
716        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
717
718        if (!currentSnapshot()->isIgnored()) {
719            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
720            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
721            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
722            mSnapshot->roundRectClipState = NULL;
723        }
724    }
725
726    return count;
727}
728
729/**
730 * Layers are viewed by Skia are slightly different than layers in image editing
731 * programs (for instance.) When a layer is created, previously created layers
732 * and the frame buffer still receive every drawing command. For instance, if a
733 * layer is created and a shape intersecting the bounds of the layers and the
734 * framebuffer is draw, the shape will be drawn on both (unless the layer was
735 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
736 *
737 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
738 * texture. Unfortunately, this is inefficient as it requires every primitive to
739 * be drawn n + 1 times, where n is the number of active layers. In practice this
740 * means, for every primitive:
741 *   - Switch active frame buffer
742 *   - Change viewport, clip and projection matrix
743 *   - Issue the drawing
744 *
745 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
746 * To avoid this, layers are implemented in a different way here, at least in the
747 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
748 * is set. When this flag is set we can redirect all drawing operations into a
749 * single FBO.
750 *
751 * This implementation relies on the frame buffer being at least RGBA 8888. When
752 * a layer is created, only a texture is created, not an FBO. The content of the
753 * frame buffer contained within the layer's bounds is copied into this texture
754 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
755 * buffer and drawing continues as normal. This technique therefore treats the
756 * frame buffer as a scratch buffer for the layers.
757 *
758 * To compose the layers back onto the frame buffer, each layer texture
759 * (containing the original frame buffer data) is drawn as a simple quad over
760 * the frame buffer. The trick is that the quad is set as the composition
761 * destination in the blending equation, and the frame buffer becomes the source
762 * of the composition.
763 *
764 * Drawing layers with an alpha value requires an extra step before composition.
765 * An empty quad is drawn over the layer's region in the frame buffer. This quad
766 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
767 * quad is used to multiply the colors in the frame buffer. This is achieved by
768 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
769 * GL_ZERO, GL_SRC_ALPHA.
770 *
771 * Because glCopyTexImage2D() can be slow, an alternative implementation might
772 * be use to draw a single clipped layer. The implementation described above
773 * is correct in every case.
774 *
775 * (1) The frame buffer is actually not cleared right away. To allow the GPU
776 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
777 *     buffer is left untouched until the first drawing operation. Only when
778 *     something actually gets drawn are the layers regions cleared.
779 */
780bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
781        const SkPaint* paint, int flags, const SkPath* convexMask) {
782    if (kDebugLayers) {
783        ALOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
784        ALOGD("Layer cache size = %d", mCaches.layerCache.getSize());
785    }
786
787    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
788
789    // Window coordinates of the layer
790    Rect clip;
791    Rect bounds(left, top, right, bottom);
792    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
793    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
794
795    // Bail out if we won't draw in this snapshot
796    if (currentSnapshot()->isIgnored()) {
797        return false;
798    }
799
800    mCaches.activeTexture(0);
801    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
802    if (!layer) {
803        return false;
804    }
805
806    layer->setPaint(paint);
807    layer->layer.set(bounds);
808    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
809            bounds.getWidth() / float(layer->getWidth()), 0.0f);
810
811    layer->setBlend(true);
812    layer->setDirty(false);
813    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
814
815    // Save the layer in the snapshot
816    mSnapshot->flags |= Snapshot::kFlagIsLayer;
817    mSnapshot->layer = layer;
818
819    startMark("SaveLayer");
820    if (fboLayer) {
821        return createFboLayer(layer, bounds, clip);
822    } else {
823        // Copy the framebuffer into the layer
824        layer->bindTexture();
825        if (!bounds.isEmpty()) {
826            if (layer->isEmpty()) {
827                // Workaround for some GL drivers. When reading pixels lying outside
828                // of the window we should get undefined values for those pixels.
829                // Unfortunately some drivers will turn the entire target texture black
830                // when reading outside of the window.
831                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
832                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
833                layer->setEmpty(false);
834            }
835
836            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
837                    bounds.left, getViewportHeight() - bounds.bottom,
838                    bounds.getWidth(), bounds.getHeight());
839
840            // Enqueue the buffer coordinates to clear the corresponding region later
841            mLayers.push(new Rect(bounds));
842        }
843    }
844
845    return true;
846}
847
848bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
849    layer->clipRect.set(clip);
850    layer->setFbo(mCaches.fboCache.get());
851
852    mSnapshot->region = &mSnapshot->layer->region;
853    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
854    mSnapshot->fbo = layer->getFbo();
855    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
856    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
857    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
858    mSnapshot->roundRectClipState = NULL;
859
860    endTiling();
861    debugOverdraw(false, false);
862    // Bind texture to FBO
863    mRenderState.bindFramebuffer(layer->getFbo());
864    layer->bindTexture();
865
866    // Initialize the texture if needed
867    if (layer->isEmpty()) {
868        layer->allocateTexture();
869        layer->setEmpty(false);
870    }
871
872    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
873            layer->getTexture(), 0);
874
875    // Expand the startTiling region by 1
876    startTilingCurrentClip(true, true);
877
878    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
879    mCaches.enableScissor();
880    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
881            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
882    glClear(GL_COLOR_BUFFER_BIT);
883
884    dirtyClip();
885
886    // Change the ortho projection
887    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
888    return true;
889}
890
891/**
892 * Read the documentation of createLayer() before doing anything in this method.
893 */
894void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
895    if (!removed.layer) {
896        ALOGE("Attempting to compose a layer that does not exist");
897        return;
898    }
899
900    Layer* layer = removed.layer;
901    const Rect& rect = layer->layer;
902    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
903
904    bool clipRequired = false;
905    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
906            &clipRequired, NULL, false); // safely ignore return, should never be rejected
907    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
908
909    if (fboLayer) {
910        endTiling();
911
912        // Detach the texture from the FBO
913        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
914
915        layer->removeFbo(false);
916
917        // Unbind current FBO and restore previous one
918        mRenderState.bindFramebuffer(restored.fbo);
919        debugOverdraw(true, false);
920
921        startTilingCurrentClip();
922    }
923
924    if (!fboLayer && layer->getAlpha() < 255) {
925        SkPaint layerPaint;
926        layerPaint.setAlpha(layer->getAlpha());
927        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
928        layerPaint.setColorFilter(layer->getColorFilter());
929
930        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
931        // Required below, composeLayerRect() will divide by 255
932        layer->setAlpha(255);
933    }
934
935    mCaches.unbindMeshBuffer();
936
937    mCaches.activeTexture(0);
938
939    // When the layer is stored in an FBO, we can save a bit of fillrate by
940    // drawing only the dirty region
941    if (fboLayer) {
942        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
943        composeLayerRegion(layer, rect);
944    } else if (!rect.isEmpty()) {
945        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
946
947        save(0);
948        // the layer contains screen buffer content that shouldn't be alpha modulated
949        // (and any necessary alpha modulation was handled drawing into the layer)
950        mSnapshot->alpha = 1.0f;
951        composeLayerRect(layer, rect, true);
952        restore();
953    }
954
955    dirtyClip();
956
957    // Failing to add the layer to the cache should happen only if the layer is too large
958    layer->setConvexMask(NULL);
959    if (!mCaches.layerCache.put(layer)) {
960        if (kDebugLayers) {
961            ALOGD("Deleting layer");
962        }
963        Caches::getInstance().resourceCache.decrementRefcount(layer);
964    }
965}
966
967void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
968    float alpha = getLayerAlpha(layer);
969
970    setupDraw();
971    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
972        setupDrawWithTexture();
973    } else {
974        setupDrawWithExternalTexture();
975    }
976    setupDrawTextureTransform();
977    setupDrawColor(alpha, alpha, alpha, alpha);
978    setupDrawColorFilter(layer->getColorFilter());
979    setupDrawBlending(layer);
980    setupDrawProgram();
981    setupDrawPureColorUniforms();
982    setupDrawColorFilterUniforms(layer->getColorFilter());
983    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
984        setupDrawTexture(layer->getTexture());
985    } else {
986        setupDrawExternalTexture(layer->getTexture());
987    }
988    if (currentTransform()->isPureTranslate() &&
989            !layer->getForceFilter() &&
990            layer->getWidth() == (uint32_t) rect.getWidth() &&
991            layer->getHeight() == (uint32_t) rect.getHeight()) {
992        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
993        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
994
995        layer->setFilter(GL_NEAREST);
996        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
997                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
998    } else {
999        layer->setFilter(GL_LINEAR);
1000        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1001                rect.left, rect.top, rect.right, rect.bottom);
1002    }
1003    setupDrawTextureTransformUniforms(layer->getTexTransform());
1004    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
1005
1006    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1007}
1008
1009void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1010    if (layer->isTextureLayer()) {
1011        EVENT_LOGD("composeTextureLayerRect");
1012        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1013        drawTextureLayer(layer, rect);
1014        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1015    } else {
1016        EVENT_LOGD("composeHardwareLayerRect");
1017        const Rect& texCoords = layer->texCoords;
1018        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1019                texCoords.right, texCoords.bottom);
1020
1021        float x = rect.left;
1022        float y = rect.top;
1023        bool simpleTransform = currentTransform()->isPureTranslate() &&
1024                layer->getWidth() == (uint32_t) rect.getWidth() &&
1025                layer->getHeight() == (uint32_t) rect.getHeight();
1026
1027        if (simpleTransform) {
1028            // When we're swapping, the layer is already in screen coordinates
1029            if (!swap) {
1030                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1031                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1032            }
1033
1034            layer->setFilter(GL_NEAREST, true);
1035        } else {
1036            layer->setFilter(GL_LINEAR, true);
1037        }
1038
1039        SkPaint layerPaint;
1040        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1041        layerPaint.setXfermodeMode(layer->getMode());
1042        layerPaint.setColorFilter(layer->getColorFilter());
1043
1044        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1045        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1046                layer->getTexture(), &layerPaint, blend,
1047                &mMeshVertices[0].x, &mMeshVertices[0].u,
1048                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1049
1050        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1051    }
1052}
1053
1054/**
1055 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1056 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1057 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1058 * by saveLayer's restore
1059 */
1060#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1061        DRAW_COMMAND;                                                            \
1062        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1063            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1064            DRAW_COMMAND;                                                        \
1065            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1066        }                                                                        \
1067    }
1068
1069#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1070
1071// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1072// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1073class LayerShader : public SkShader {
1074public:
1075    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1076    : INHERITED(localMatrix)
1077    , mLayer(layer) {
1078    }
1079
1080    virtual bool asACustomShader(void** data) const {
1081        if (data) {
1082            *data = static_cast<void*>(mLayer);
1083        }
1084        return true;
1085    }
1086
1087    virtual bool isOpaque() const {
1088        return !mLayer->isBlend();
1089    }
1090
1091protected:
1092    virtual void shadeSpan(int /* x */, int /* y */, SkPMColor[], int /* count */) {
1093        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1094    }
1095
1096    virtual void flatten(SkWriteBuffer&) const {
1097        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1098    }
1099
1100    virtual Factory getFactory() const {
1101        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1102        return NULL;
1103    }
1104private:
1105    // Unowned.
1106    Layer* mLayer;
1107    typedef SkShader INHERITED;
1108};
1109
1110void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1111    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1112
1113    if (layer->getConvexMask()) {
1114        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1115
1116        // clip to the area of the layer the mask can be larger
1117        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1118
1119        SkPaint paint;
1120        paint.setAntiAlias(true);
1121        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1122
1123        // create LayerShader to map SaveLayer content into subsequent draw
1124        SkMatrix shaderMatrix;
1125        shaderMatrix.setTranslate(rect.left, rect.bottom);
1126        shaderMatrix.preScale(1, -1);
1127        LayerShader layerShader(layer, &shaderMatrix);
1128        paint.setShader(&layerShader);
1129
1130        // Since the drawing primitive is defined in local drawing space,
1131        // we don't need to modify the draw matrix
1132        const SkPath* maskPath = layer->getConvexMask();
1133        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1134
1135        paint.setShader(NULL);
1136        restore();
1137
1138        return;
1139    }
1140
1141    if (layer->region.isRect()) {
1142        layer->setRegionAsRect();
1143
1144        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1145
1146        layer->region.clear();
1147        return;
1148    }
1149
1150    EVENT_LOGD("composeLayerRegion");
1151    // standard Region based draw
1152    size_t count;
1153    const android::Rect* rects;
1154    Region safeRegion;
1155    if (CC_LIKELY(hasRectToRectTransform())) {
1156        rects = layer->region.getArray(&count);
1157    } else {
1158        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1159        rects = safeRegion.getArray(&count);
1160    }
1161
1162    const float alpha = getLayerAlpha(layer);
1163    const float texX = 1.0f / float(layer->getWidth());
1164    const float texY = 1.0f / float(layer->getHeight());
1165    const float height = rect.getHeight();
1166
1167    setupDraw();
1168
1169    // We must get (and therefore bind) the region mesh buffer
1170    // after we setup drawing in case we need to mess with the
1171    // stencil buffer in setupDraw()
1172    TextureVertex* mesh = mCaches.getRegionMesh();
1173    uint32_t numQuads = 0;
1174
1175    setupDrawWithTexture();
1176    setupDrawColor(alpha, alpha, alpha, alpha);
1177    setupDrawColorFilter(layer->getColorFilter());
1178    setupDrawBlending(layer);
1179    setupDrawProgram();
1180    setupDrawDirtyRegionsDisabled();
1181    setupDrawPureColorUniforms();
1182    setupDrawColorFilterUniforms(layer->getColorFilter());
1183    setupDrawTexture(layer->getTexture());
1184    if (currentTransform()->isPureTranslate()) {
1185        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1186        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1187
1188        layer->setFilter(GL_NEAREST);
1189        setupDrawModelView(kModelViewMode_Translate, false,
1190                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1191    } else {
1192        layer->setFilter(GL_LINEAR);
1193        setupDrawModelView(kModelViewMode_Translate, false,
1194                rect.left, rect.top, rect.right, rect.bottom);
1195    }
1196    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1197
1198    for (size_t i = 0; i < count; i++) {
1199        const android::Rect* r = &rects[i];
1200
1201        const float u1 = r->left * texX;
1202        const float v1 = (height - r->top) * texY;
1203        const float u2 = r->right * texX;
1204        const float v2 = (height - r->bottom) * texY;
1205
1206        // TODO: Reject quads outside of the clip
1207        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1208        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1209        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1210        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1211
1212        numQuads++;
1213
1214        if (numQuads >= gMaxNumberOfQuads) {
1215            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1216                            GL_UNSIGNED_SHORT, NULL));
1217            numQuads = 0;
1218            mesh = mCaches.getRegionMesh();
1219        }
1220    }
1221
1222    if (numQuads > 0) {
1223        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1224                        GL_UNSIGNED_SHORT, NULL));
1225    }
1226
1227#if DEBUG_LAYERS_AS_REGIONS
1228    drawRegionRectsDebug(layer->region);
1229#endif
1230
1231    layer->region.clear();
1232}
1233
1234#if DEBUG_LAYERS_AS_REGIONS
1235void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1236    size_t count;
1237    const android::Rect* rects = region.getArray(&count);
1238
1239    uint32_t colors[] = {
1240            0x7fff0000, 0x7f00ff00,
1241            0x7f0000ff, 0x7fff00ff,
1242    };
1243
1244    int offset = 0;
1245    int32_t top = rects[0].top;
1246
1247    for (size_t i = 0; i < count; i++) {
1248        if (top != rects[i].top) {
1249            offset ^= 0x2;
1250            top = rects[i].top;
1251        }
1252
1253        SkPaint paint;
1254        paint.setColor(colors[offset + (i & 0x1)]);
1255        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1256        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1257    }
1258}
1259#endif
1260
1261void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1262    Vector<float> rects;
1263
1264    SkRegion::Iterator it(region);
1265    while (!it.done()) {
1266        const SkIRect& r = it.rect();
1267        rects.push(r.fLeft);
1268        rects.push(r.fTop);
1269        rects.push(r.fRight);
1270        rects.push(r.fBottom);
1271        it.next();
1272    }
1273
1274    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1275}
1276
1277void OpenGLRenderer::dirtyLayer(const float left, const float top,
1278        const float right, const float bottom, const mat4 transform) {
1279    if (hasLayer()) {
1280        Rect bounds(left, top, right, bottom);
1281        transform.mapRect(bounds);
1282        dirtyLayerUnchecked(bounds, getRegion());
1283    }
1284}
1285
1286void OpenGLRenderer::dirtyLayer(const float left, const float top,
1287        const float right, const float bottom) {
1288    if (hasLayer()) {
1289        Rect bounds(left, top, right, bottom);
1290        dirtyLayerUnchecked(bounds, getRegion());
1291    }
1292}
1293
1294void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1295    if (bounds.intersect(*currentClipRect())) {
1296        bounds.snapToPixelBoundaries();
1297        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1298        if (!dirty.isEmpty()) {
1299            region->orSelf(dirty);
1300        }
1301    }
1302}
1303
1304void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1305    GLsizei elementsCount = quadsCount * 6;
1306    while (elementsCount > 0) {
1307        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1308
1309        setupDrawIndexedVertices(&mesh[0].x);
1310        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1311
1312        elementsCount -= drawCount;
1313        // Though there are 4 vertices in a quad, we use 6 indices per
1314        // quad to draw with GL_TRIANGLES
1315        mesh += (drawCount / 6) * 4;
1316    }
1317}
1318
1319void OpenGLRenderer::clearLayerRegions() {
1320    const size_t count = mLayers.size();
1321    if (count == 0) return;
1322
1323    if (!currentSnapshot()->isIgnored()) {
1324        EVENT_LOGD("clearLayerRegions");
1325        // Doing several glScissor/glClear here can negatively impact
1326        // GPUs with a tiler architecture, instead we draw quads with
1327        // the Clear blending mode
1328
1329        // The list contains bounds that have already been clipped
1330        // against their initial clip rect, and the current clip
1331        // is likely different so we need to disable clipping here
1332        bool scissorChanged = mCaches.disableScissor();
1333
1334        Vertex mesh[count * 4];
1335        Vertex* vertex = mesh;
1336
1337        for (uint32_t i = 0; i < count; i++) {
1338            Rect* bounds = mLayers.itemAt(i);
1339
1340            Vertex::set(vertex++, bounds->left, bounds->top);
1341            Vertex::set(vertex++, bounds->right, bounds->top);
1342            Vertex::set(vertex++, bounds->left, bounds->bottom);
1343            Vertex::set(vertex++, bounds->right, bounds->bottom);
1344
1345            delete bounds;
1346        }
1347        // We must clear the list of dirty rects before we
1348        // call setupDraw() to prevent stencil setup to do
1349        // the same thing again
1350        mLayers.clear();
1351
1352        SkPaint clearPaint;
1353        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1354
1355        setupDraw(false);
1356        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1357        setupDrawBlending(&clearPaint, true);
1358        setupDrawProgram();
1359        setupDrawPureColorUniforms();
1360        setupDrawModelView(kModelViewMode_Translate, false,
1361                0.0f, 0.0f, 0.0f, 0.0f, true);
1362
1363        issueIndexedQuadDraw(&mesh[0], count);
1364
1365        if (scissorChanged) mCaches.enableScissor();
1366    } else {
1367        for (uint32_t i = 0; i < count; i++) {
1368            delete mLayers.itemAt(i);
1369        }
1370        mLayers.clear();
1371    }
1372}
1373
1374///////////////////////////////////////////////////////////////////////////////
1375// State Deferral
1376///////////////////////////////////////////////////////////////////////////////
1377
1378bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1379    const Rect* currentClip = currentClipRect();
1380    const mat4* currentMatrix = currentTransform();
1381
1382    if (stateDeferFlags & kStateDeferFlag_Draw) {
1383        // state has bounds initialized in local coordinates
1384        if (!state.mBounds.isEmpty()) {
1385            currentMatrix->mapRect(state.mBounds);
1386            Rect clippedBounds(state.mBounds);
1387            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1388            // is used, it should more closely duplicate the quickReject logic (in how it uses
1389            // snapToPixelBoundaries)
1390
1391            if(!clippedBounds.intersect(*currentClip)) {
1392                // quick rejected
1393                return true;
1394            }
1395
1396            state.mClipSideFlags = kClipSide_None;
1397            if (!currentClip->contains(state.mBounds)) {
1398                int& flags = state.mClipSideFlags;
1399                // op partially clipped, so record which sides are clipped for clip-aware merging
1400                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1401                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1402                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1403                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1404            }
1405            state.mBounds.set(clippedBounds);
1406        } else {
1407            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1408            // overdraw avoidance (since we don't know what it overlaps)
1409            state.mClipSideFlags = kClipSide_ConservativeFull;
1410            state.mBounds.set(*currentClip);
1411        }
1412    }
1413
1414    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1415    if (state.mClipValid) {
1416        state.mClip.set(*currentClip);
1417    }
1418
1419    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1420    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1421    state.mMatrix.load(*currentMatrix);
1422    state.mDrawModifiers = mDrawModifiers;
1423    state.mAlpha = currentSnapshot()->alpha;
1424
1425    // always store/restore, since it's just a pointer
1426    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1427    return false;
1428}
1429
1430void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1431    setMatrix(state.mMatrix);
1432    mSnapshot->alpha = state.mAlpha;
1433    mDrawModifiers = state.mDrawModifiers;
1434    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1435
1436    if (state.mClipValid && !skipClipRestore) {
1437        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1438                state.mClip.right, state.mClip.bottom);
1439        dirtyClip();
1440    }
1441}
1442
1443/**
1444 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1445 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1446 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1447 *
1448 * This method should be called when restoreDisplayState() won't be restoring the clip
1449 */
1450void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1451    if (clipRect != NULL) {
1452        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1453    } else {
1454        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1455    }
1456    dirtyClip();
1457    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1458}
1459
1460///////////////////////////////////////////////////////////////////////////////
1461// Clipping
1462///////////////////////////////////////////////////////////////////////////////
1463
1464void OpenGLRenderer::setScissorFromClip() {
1465    Rect clip(*currentClipRect());
1466    clip.snapToPixelBoundaries();
1467
1468    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1469            clip.getWidth(), clip.getHeight())) {
1470        mDirtyClip = false;
1471    }
1472}
1473
1474void OpenGLRenderer::ensureStencilBuffer() {
1475    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1476    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1477    // just hope we have one when hasLayer() returns false.
1478    if (hasLayer()) {
1479        attachStencilBufferToLayer(currentSnapshot()->layer);
1480    }
1481}
1482
1483void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1484    // The layer's FBO is already bound when we reach this stage
1485    if (!layer->getStencilRenderBuffer()) {
1486        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1487        // is attached after we initiated tiling. We must turn it off,
1488        // attach the new render buffer then turn tiling back on
1489        endTiling();
1490
1491        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1492                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1493        layer->setStencilRenderBuffer(buffer);
1494
1495        startTiling(layer->clipRect, layer->layer.getHeight());
1496    }
1497}
1498
1499void OpenGLRenderer::setStencilFromClip() {
1500    if (!mCaches.debugOverdraw) {
1501        if (!currentSnapshot()->clipRegion->isEmpty()) {
1502            EVENT_LOGD("setStencilFromClip - enabling");
1503
1504            // NOTE: The order here is important, we must set dirtyClip to false
1505            //       before any draw call to avoid calling back into this method
1506            mDirtyClip = false;
1507
1508            ensureStencilBuffer();
1509
1510            mCaches.stencil.enableWrite();
1511
1512            // Clear and update the stencil, but first make sure we restrict drawing
1513            // to the region's bounds
1514            bool resetScissor = mCaches.enableScissor();
1515            if (resetScissor) {
1516                // The scissor was not set so we now need to update it
1517                setScissorFromClip();
1518            }
1519            mCaches.stencil.clear();
1520
1521            // stash and disable the outline clip state, since stencil doesn't account for outline
1522            bool storedSkipOutlineClip = mSkipOutlineClip;
1523            mSkipOutlineClip = true;
1524
1525            SkPaint paint;
1526            paint.setColor(SK_ColorBLACK);
1527            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1528
1529            // NOTE: We could use the region contour path to generate a smaller mesh
1530            //       Since we are using the stencil we could use the red book path
1531            //       drawing technique. It might increase bandwidth usage though.
1532
1533            // The last parameter is important: we are not drawing in the color buffer
1534            // so we don't want to dirty the current layer, if any
1535            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1536            if (resetScissor) mCaches.disableScissor();
1537            mSkipOutlineClip = storedSkipOutlineClip;
1538
1539            mCaches.stencil.enableTest();
1540
1541            // Draw the region used to generate the stencil if the appropriate debug
1542            // mode is enabled
1543            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1544                paint.setColor(0x7f0000ff);
1545                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1546                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1547            }
1548        } else {
1549            EVENT_LOGD("setStencilFromClip - disabling");
1550            mCaches.stencil.disable();
1551        }
1552    }
1553}
1554
1555/**
1556 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1557 *
1558 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1559 *         style, and tessellated AA ramp
1560 */
1561bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1562        const SkPaint* paint) {
1563    bool snapOut = paint && paint->isAntiAlias();
1564
1565    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1566        float outset = paint->getStrokeWidth() * 0.5f;
1567        left -= outset;
1568        top -= outset;
1569        right += outset;
1570        bottom += outset;
1571    }
1572
1573    bool clipRequired = false;
1574    bool roundRectClipRequired = false;
1575    if (calculateQuickRejectForScissor(left, top, right, bottom,
1576            &clipRequired, &roundRectClipRequired, snapOut)) {
1577        return true;
1578    }
1579
1580    // not quick rejected, so enable the scissor if clipRequired
1581    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1582    mSkipOutlineClip = !roundRectClipRequired;
1583    return false;
1584}
1585
1586void OpenGLRenderer::debugClip() {
1587#if DEBUG_CLIP_REGIONS
1588    if (!currentSnapshot()->clipRegion->isEmpty()) {
1589        SkPaint paint;
1590        paint.setColor(0x7f00ff00);
1591        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1592
1593    }
1594#endif
1595}
1596
1597///////////////////////////////////////////////////////////////////////////////
1598// Drawing commands
1599///////////////////////////////////////////////////////////////////////////////
1600
1601void OpenGLRenderer::setupDraw(bool clearLayer) {
1602    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1603    //       changes the scissor test state
1604    if (clearLayer) clearLayerRegions();
1605    // Make sure setScissor & setStencil happen at the beginning of
1606    // this method
1607    if (mDirtyClip) {
1608        if (mCaches.scissorEnabled) {
1609            setScissorFromClip();
1610        }
1611
1612        if (clearLayer) {
1613            setStencilFromClip();
1614        } else {
1615            // While clearing layer, force disable stencil buffer, since
1616            // it's invalid to stencil-clip *during* the layer clear
1617            mCaches.stencil.disable();
1618        }
1619    }
1620
1621    mDescription.reset();
1622
1623    mSetShaderColor = false;
1624    mColorSet = false;
1625    mColorA = mColorR = mColorG = mColorB = 0.0f;
1626    mTextureUnit = 0;
1627    mTrackDirtyRegions = true;
1628
1629    // Enable debug highlight when what we're about to draw is tested against
1630    // the stencil buffer and if stencil highlight debugging is on
1631    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1632            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1633            mCaches.stencil.isTestEnabled();
1634
1635    mDescription.emulateStencil = mCountOverdraw;
1636}
1637
1638void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1639    mDescription.hasTexture = true;
1640    mDescription.hasAlpha8Texture = isAlpha8;
1641}
1642
1643void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1644    mDescription.hasTexture = true;
1645    mDescription.hasColors = true;
1646    mDescription.hasAlpha8Texture = isAlpha8;
1647}
1648
1649void OpenGLRenderer::setupDrawWithExternalTexture() {
1650    mDescription.hasExternalTexture = true;
1651}
1652
1653void OpenGLRenderer::setupDrawNoTexture() {
1654    mCaches.disableTexCoordsVertexArray();
1655}
1656
1657void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1658    mDescription.hasVertexAlpha = true;
1659    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1660}
1661
1662void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1663    mColorA = alpha / 255.0f;
1664    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1665    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1666    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1667    mColorSet = true;
1668    mSetShaderColor = mDescription.setColorModulate(mColorA);
1669}
1670
1671void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1672    mColorA = alpha / 255.0f;
1673    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1674    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1675    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1676    mColorSet = true;
1677    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1678}
1679
1680void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1681    mCaches.fontRenderer->describe(mDescription, paint);
1682}
1683
1684void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1685    mColorA = a;
1686    mColorR = r;
1687    mColorG = g;
1688    mColorB = b;
1689    mColorSet = true;
1690    mSetShaderColor = mDescription.setColorModulate(a);
1691}
1692
1693void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1694    if (shader != NULL) {
1695        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1696    }
1697}
1698
1699void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1700    if (filter == NULL) {
1701        return;
1702    }
1703
1704    SkXfermode::Mode mode;
1705    if (filter->asColorMode(NULL, &mode)) {
1706        mDescription.colorOp = ProgramDescription::kColorBlend;
1707        mDescription.colorMode = mode;
1708    } else if (filter->asColorMatrix(NULL)) {
1709        mDescription.colorOp = ProgramDescription::kColorMatrix;
1710    }
1711}
1712
1713void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1714    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1715        mColorA = 1.0f;
1716        mColorR = mColorG = mColorB = 0.0f;
1717        mSetShaderColor = mDescription.modulate = true;
1718    }
1719}
1720
1721static bool isBlendedColorFilter(const SkColorFilter* filter) {
1722    if (filter == NULL) {
1723        return false;
1724    }
1725    return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0;
1726}
1727
1728void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1729    SkXfermode::Mode mode = layer->getMode();
1730    // When the blending mode is kClear_Mode, we need to use a modulate color
1731    // argb=1,0,0,0
1732    accountForClear(mode);
1733    // TODO: check shader blending, once we have shader drawing support for layers.
1734    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1735            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1736    chooseBlending(blend, mode, mDescription, swapSrcDst);
1737}
1738
1739void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1740    SkXfermode::Mode mode = getXfermodeDirect(paint);
1741    // When the blending mode is kClear_Mode, we need to use a modulate color
1742    // argb=1,0,0,0
1743    accountForClear(mode);
1744    blend |= (mColorSet && mColorA < 1.0f) ||
1745            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1746            isBlendedColorFilter(getColorFilter(paint));
1747    chooseBlending(blend, mode, mDescription, swapSrcDst);
1748}
1749
1750void OpenGLRenderer::setupDrawProgram() {
1751    useProgram(mCaches.programCache.get(mDescription));
1752    if (mDescription.hasRoundRectClip) {
1753        // TODO: avoid doing this repeatedly, stashing state pointer in program
1754        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1755        const Rect& innerRect = state->innerRect;
1756        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1757                innerRect.left, innerRect.top,
1758                innerRect.right, innerRect.bottom);
1759        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1760                1, GL_FALSE, &state->matrix.data[0]);
1761
1762        // add half pixel to round out integer rect space to cover pixel centers
1763        float roundedOutRadius = state->radius + 0.5f;
1764        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1765                roundedOutRadius);
1766    }
1767}
1768
1769void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1770    mTrackDirtyRegions = false;
1771}
1772
1773void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1774        float left, float top, float right, float bottom, bool ignoreTransform) {
1775    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1776    if (mode == kModelViewMode_TranslateAndScale) {
1777        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1778    }
1779
1780    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1781    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1782    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1783    if (dirty && mTrackDirtyRegions) {
1784        if (!ignoreTransform) {
1785            dirtyLayer(left, top, right, bottom, *currentTransform());
1786        } else {
1787            dirtyLayer(left, top, right, bottom);
1788        }
1789    }
1790}
1791
1792void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1793    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1794        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1795    }
1796}
1797
1798void OpenGLRenderer::setupDrawPureColorUniforms() {
1799    if (mSetShaderColor) {
1800        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1801    }
1802}
1803
1804void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1805    if (shader == NULL) {
1806        return;
1807    }
1808
1809    if (ignoreTransform) {
1810        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1811        // because it was built into modelView / the geometry, and the description needs to
1812        // compensate.
1813        mat4 modelViewWithoutTransform;
1814        modelViewWithoutTransform.loadInverse(*currentTransform());
1815        modelViewWithoutTransform.multiply(mModelViewMatrix);
1816        mModelViewMatrix.load(modelViewWithoutTransform);
1817    }
1818
1819    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1820}
1821
1822void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1823    if (NULL == filter) {
1824        return;
1825    }
1826
1827    SkColor color;
1828    SkXfermode::Mode mode;
1829    if (filter->asColorMode(&color, &mode)) {
1830        const int alpha = SkColorGetA(color);
1831        const GLfloat a = alpha / 255.0f;
1832        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1833        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1834        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1835        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1836        return;
1837    }
1838
1839    SkScalar srcColorMatrix[20];
1840    if (filter->asColorMatrix(srcColorMatrix)) {
1841
1842        float colorMatrix[16];
1843        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1844        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1845        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1846        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1847
1848        // Skia uses the range [0..255] for the addition vector, but we need
1849        // the [0..1] range to apply the vector in GLSL
1850        float colorVector[4];
1851        colorVector[0] = srcColorMatrix[4] / 255.0f;
1852        colorVector[1] = srcColorMatrix[9] / 255.0f;
1853        colorVector[2] = srcColorMatrix[14] / 255.0f;
1854        colorVector[3] = srcColorMatrix[19] / 255.0f;
1855
1856        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1857                GL_FALSE, colorMatrix);
1858        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1859        return;
1860    }
1861
1862    // it is an error if we ever get here
1863}
1864
1865void OpenGLRenderer::setupDrawTextGammaUniforms() {
1866    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1867}
1868
1869void OpenGLRenderer::setupDrawSimpleMesh() {
1870    bool force = mCaches.bindMeshBuffer();
1871    mCaches.bindPositionVertexPointer(force, 0);
1872    mCaches.unbindIndicesBuffer();
1873}
1874
1875void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1876    if (texture) bindTexture(texture);
1877    mTextureUnit++;
1878    mCaches.enableTexCoordsVertexArray();
1879}
1880
1881void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1882    bindExternalTexture(texture);
1883    mTextureUnit++;
1884    mCaches.enableTexCoordsVertexArray();
1885}
1886
1887void OpenGLRenderer::setupDrawTextureTransform() {
1888    mDescription.hasTextureTransform = true;
1889}
1890
1891void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1892    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1893            GL_FALSE, &transform.data[0]);
1894}
1895
1896void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1897        const GLvoid* texCoords, GLuint vbo) {
1898    bool force = false;
1899    if (!vertices || vbo) {
1900        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1901    } else {
1902        force = mCaches.unbindMeshBuffer();
1903    }
1904
1905    mCaches.bindPositionVertexPointer(force, vertices);
1906    if (mCaches.currentProgram->texCoords >= 0) {
1907        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1908    }
1909
1910    mCaches.unbindIndicesBuffer();
1911}
1912
1913void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1914        const GLvoid* texCoords, const GLvoid* colors) {
1915    bool force = mCaches.unbindMeshBuffer();
1916    GLsizei stride = sizeof(ColorTextureVertex);
1917
1918    mCaches.bindPositionVertexPointer(force, vertices, stride);
1919    if (mCaches.currentProgram->texCoords >= 0) {
1920        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1921    }
1922    int slot = mCaches.currentProgram->getAttrib("colors");
1923    if (slot >= 0) {
1924        glEnableVertexAttribArray(slot);
1925        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1926    }
1927
1928    mCaches.unbindIndicesBuffer();
1929}
1930
1931void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1932        const GLvoid* texCoords, GLuint vbo) {
1933    bool force = false;
1934    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1935    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1936    // use the default VBO found in Caches
1937    if (!vertices || vbo) {
1938        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1939    } else {
1940        force = mCaches.unbindMeshBuffer();
1941    }
1942    mCaches.bindQuadIndicesBuffer();
1943
1944    mCaches.bindPositionVertexPointer(force, vertices);
1945    if (mCaches.currentProgram->texCoords >= 0) {
1946        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1947    }
1948}
1949
1950void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1951    bool force = mCaches.unbindMeshBuffer();
1952    mCaches.bindQuadIndicesBuffer();
1953    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1954}
1955
1956///////////////////////////////////////////////////////////////////////////////
1957// Drawing
1958///////////////////////////////////////////////////////////////////////////////
1959
1960status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1961    status_t status;
1962    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1963    // will be performed by the display list itself
1964    if (renderNode && renderNode->isRenderable()) {
1965        // compute 3d ordering
1966        renderNode->computeOrdering();
1967        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1968            status = startFrame();
1969            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1970            renderNode->replay(replayStruct, 0);
1971            return status | replayStruct.mDrawGlStatus;
1972        }
1973
1974        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1975        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1976        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1977        renderNode->defer(deferStruct, 0);
1978
1979        flushLayers();
1980        status = startFrame();
1981
1982        return deferredList.flush(*this, dirty) | status;
1983    }
1984
1985    // Even if there is no drawing command(Ex: invisible),
1986    // it still needs startFrame to clear buffer and start tiling.
1987    return startFrame();
1988}
1989
1990void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1991    float x = left;
1992    float y = top;
1993
1994    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1995
1996    bool ignoreTransform = false;
1997    if (currentTransform()->isPureTranslate()) {
1998        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1999        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2000        ignoreTransform = true;
2001
2002        texture->setFilter(GL_NEAREST, true);
2003    } else {
2004        texture->setFilter(getFilter(paint), true);
2005    }
2006
2007    // No need to check for a UV mapper on the texture object, only ARGB_8888
2008    // bitmaps get packed in the atlas
2009    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2010            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2011            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2012}
2013
2014/**
2015 * Important note: this method is intended to draw batches of bitmaps and
2016 * will not set the scissor enable or dirty the current layer, if any.
2017 * The caller is responsible for properly dirtying the current layer.
2018 */
2019status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2020        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
2021        const Rect& bounds, const SkPaint* paint) {
2022    mCaches.activeTexture(0);
2023    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2024    if (!texture) return DrawGlInfo::kStatusDone;
2025
2026    const AutoTexture autoCleanup(texture);
2027
2028    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2029    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
2030
2031    const float x = (int) floorf(bounds.left + 0.5f);
2032    const float y = (int) floorf(bounds.top + 0.5f);
2033    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2034        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2035                texture->id, paint, &vertices[0].x, &vertices[0].u,
2036                GL_TRIANGLES, bitmapCount * 6, true,
2037                kModelViewMode_Translate, false);
2038    } else {
2039        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2040                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
2041                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2042                kModelViewMode_Translate, false);
2043    }
2044
2045    return DrawGlInfo::kStatusDrew;
2046}
2047
2048status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
2049    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2050        return DrawGlInfo::kStatusDone;
2051    }
2052
2053    mCaches.activeTexture(0);
2054    Texture* texture = getTexture(bitmap);
2055    if (!texture) return DrawGlInfo::kStatusDone;
2056    const AutoTexture autoCleanup(texture);
2057
2058    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2059        drawAlphaBitmap(texture, 0, 0, paint);
2060    } else {
2061        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2062    }
2063
2064    return DrawGlInfo::kStatusDrew;
2065}
2066
2067status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2068    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2069        return DrawGlInfo::kStatusDone;
2070    }
2071
2072    mCaches.activeTexture(0);
2073    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2074    const AutoTexture autoCleanup(texture);
2075
2076    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2077        drawAlphaBitmap(texture, 0, 0, paint);
2078    } else {
2079        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2080    }
2081
2082    return DrawGlInfo::kStatusDrew;
2083}
2084
2085status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2086        const float* vertices, const int* colors, const SkPaint* paint) {
2087    if (!vertices || currentSnapshot()->isIgnored()) {
2088        return DrawGlInfo::kStatusDone;
2089    }
2090
2091    // TODO: use quickReject on bounds from vertices
2092    mCaches.enableScissor();
2093
2094    float left = FLT_MAX;
2095    float top = FLT_MAX;
2096    float right = FLT_MIN;
2097    float bottom = FLT_MIN;
2098
2099    const uint32_t count = meshWidth * meshHeight * 6;
2100
2101    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2102    mesh.setCapacity(count);
2103    ColorTextureVertex* vertex = mesh.editArray();
2104
2105    bool cleanupColors = false;
2106    if (!colors) {
2107        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2108        int* newColors = new int[colorsCount];
2109        memset(newColors, 0xff, colorsCount * sizeof(int));
2110        colors = newColors;
2111        cleanupColors = true;
2112    }
2113
2114    mCaches.activeTexture(0);
2115    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2116    const UvMapper& mapper(getMapper(texture));
2117
2118    for (int32_t y = 0; y < meshHeight; y++) {
2119        for (int32_t x = 0; x < meshWidth; x++) {
2120            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2121
2122            float u1 = float(x) / meshWidth;
2123            float u2 = float(x + 1) / meshWidth;
2124            float v1 = float(y) / meshHeight;
2125            float v2 = float(y + 1) / meshHeight;
2126
2127            mapper.map(u1, v1, u2, v2);
2128
2129            int ax = i + (meshWidth + 1) * 2;
2130            int ay = ax + 1;
2131            int bx = i;
2132            int by = bx + 1;
2133            int cx = i + 2;
2134            int cy = cx + 1;
2135            int dx = i + (meshWidth + 1) * 2 + 2;
2136            int dy = dx + 1;
2137
2138            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2139            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2140            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2141
2142            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2143            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2144            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2145
2146            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2147            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2148            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2149            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2150        }
2151    }
2152
2153    if (quickRejectSetupScissor(left, top, right, bottom)) {
2154        if (cleanupColors) delete[] colors;
2155        return DrawGlInfo::kStatusDone;
2156    }
2157
2158    if (!texture) {
2159        texture = mCaches.textureCache.get(bitmap);
2160        if (!texture) {
2161            if (cleanupColors) delete[] colors;
2162            return DrawGlInfo::kStatusDone;
2163        }
2164    }
2165    const AutoTexture autoCleanup(texture);
2166
2167    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2168    texture->setFilter(getFilter(paint), true);
2169
2170    int alpha;
2171    SkXfermode::Mode mode;
2172    getAlphaAndMode(paint, &alpha, &mode);
2173
2174    float a = alpha / 255.0f;
2175
2176    if (hasLayer()) {
2177        dirtyLayer(left, top, right, bottom, *currentTransform());
2178    }
2179
2180    setupDraw();
2181    setupDrawWithTextureAndColor();
2182    setupDrawColor(a, a, a, a);
2183    setupDrawColorFilter(getColorFilter(paint));
2184    setupDrawBlending(paint, true);
2185    setupDrawProgram();
2186    setupDrawDirtyRegionsDisabled();
2187    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2188    setupDrawTexture(texture->id);
2189    setupDrawPureColorUniforms();
2190    setupDrawColorFilterUniforms(getColorFilter(paint));
2191    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2192
2193    glDrawArrays(GL_TRIANGLES, 0, count);
2194
2195    int slot = mCaches.currentProgram->getAttrib("colors");
2196    if (slot >= 0) {
2197        glDisableVertexAttribArray(slot);
2198    }
2199
2200    if (cleanupColors) delete[] colors;
2201
2202    return DrawGlInfo::kStatusDrew;
2203}
2204
2205status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2206         float srcLeft, float srcTop, float srcRight, float srcBottom,
2207         float dstLeft, float dstTop, float dstRight, float dstBottom,
2208         const SkPaint* paint) {
2209    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2210        return DrawGlInfo::kStatusDone;
2211    }
2212
2213    mCaches.activeTexture(0);
2214    Texture* texture = getTexture(bitmap);
2215    if (!texture) return DrawGlInfo::kStatusDone;
2216    const AutoTexture autoCleanup(texture);
2217
2218    const float width = texture->width;
2219    const float height = texture->height;
2220
2221    float u1 = fmax(0.0f, srcLeft / width);
2222    float v1 = fmax(0.0f, srcTop / height);
2223    float u2 = fmin(1.0f, srcRight / width);
2224    float v2 = fmin(1.0f, srcBottom / height);
2225
2226    getMapper(texture).map(u1, v1, u2, v2);
2227
2228    mCaches.unbindMeshBuffer();
2229    resetDrawTextureTexCoords(u1, v1, u2, v2);
2230
2231    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2232
2233    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2234    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2235
2236    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2237    // Apply a scale transform on the canvas only when a shader is in use
2238    // Skia handles the ratio between the dst and src rects as a scale factor
2239    // when a shader is set
2240    bool useScaleTransform = getShader(paint) && scaled;
2241    bool ignoreTransform = false;
2242
2243    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2244        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2245        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2246
2247        dstRight = x + (dstRight - dstLeft);
2248        dstBottom = y + (dstBottom - dstTop);
2249
2250        dstLeft = x;
2251        dstTop = y;
2252
2253        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2254        ignoreTransform = true;
2255    } else {
2256        texture->setFilter(getFilter(paint), true);
2257    }
2258
2259    if (CC_UNLIKELY(useScaleTransform)) {
2260        save(SkCanvas::kMatrix_SaveFlag);
2261        translate(dstLeft, dstTop);
2262        scale(scaleX, scaleY);
2263
2264        dstLeft = 0.0f;
2265        dstTop = 0.0f;
2266
2267        dstRight = srcRight - srcLeft;
2268        dstBottom = srcBottom - srcTop;
2269    }
2270
2271    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2272        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2273                texture->id, paint,
2274                &mMeshVertices[0].x, &mMeshVertices[0].u,
2275                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2276    } else {
2277        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2278                texture->id, paint, texture->blend,
2279                &mMeshVertices[0].x, &mMeshVertices[0].u,
2280                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2281    }
2282
2283    if (CC_UNLIKELY(useScaleTransform)) {
2284        restore();
2285    }
2286
2287    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2288
2289    return DrawGlInfo::kStatusDrew;
2290}
2291
2292status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2293        float left, float top, float right, float bottom, const SkPaint* paint) {
2294    if (quickRejectSetupScissor(left, top, right, bottom)) {
2295        return DrawGlInfo::kStatusDone;
2296    }
2297
2298    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2299    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2300            right - left, bottom - top, patch);
2301
2302    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2303}
2304
2305status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2306        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2307        const SkPaint* paint) {
2308    if (quickRejectSetupScissor(left, top, right, bottom)) {
2309        return DrawGlInfo::kStatusDone;
2310    }
2311
2312    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2313        mCaches.activeTexture(0);
2314        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2315        if (!texture) return DrawGlInfo::kStatusDone;
2316        const AutoTexture autoCleanup(texture);
2317
2318        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2319        texture->setFilter(GL_LINEAR, true);
2320
2321        const bool pureTranslate = currentTransform()->isPureTranslate();
2322        // Mark the current layer dirty where we are going to draw the patch
2323        if (hasLayer() && mesh->hasEmptyQuads) {
2324            const float offsetX = left + currentTransform()->getTranslateX();
2325            const float offsetY = top + currentTransform()->getTranslateY();
2326            const size_t count = mesh->quads.size();
2327            for (size_t i = 0; i < count; i++) {
2328                const Rect& bounds = mesh->quads.itemAt(i);
2329                if (CC_LIKELY(pureTranslate)) {
2330                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2331                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2332                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2333                } else {
2334                    dirtyLayer(left + bounds.left, top + bounds.top,
2335                            left + bounds.right, top + bounds.bottom, *currentTransform());
2336                }
2337            }
2338        }
2339
2340        bool ignoreTransform = false;
2341        if (CC_LIKELY(pureTranslate)) {
2342            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2343            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2344
2345            right = x + right - left;
2346            bottom = y + bottom - top;
2347            left = x;
2348            top = y;
2349            ignoreTransform = true;
2350        }
2351        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2352                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2353                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2354                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2355    }
2356
2357    return DrawGlInfo::kStatusDrew;
2358}
2359
2360/**
2361 * Important note: this method is intended to draw batches of 9-patch objects and
2362 * will not set the scissor enable or dirty the current layer, if any.
2363 * The caller is responsible for properly dirtying the current layer.
2364 */
2365status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2366        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2367    mCaches.activeTexture(0);
2368    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2369    if (!texture) return DrawGlInfo::kStatusDone;
2370    const AutoTexture autoCleanup(texture);
2371
2372    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2373    texture->setFilter(GL_LINEAR, true);
2374
2375    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2376            texture->blend, &vertices[0].x, &vertices[0].u,
2377            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2378
2379    return DrawGlInfo::kStatusDrew;
2380}
2381
2382status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2383        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2384    // not missing call to quickReject/dirtyLayer, always done at a higher level
2385    if (!vertexBuffer.getVertexCount()) {
2386        // no vertices to draw
2387        return DrawGlInfo::kStatusDone;
2388    }
2389
2390    Rect bounds(vertexBuffer.getBounds());
2391    bounds.translate(translateX, translateY);
2392    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2393
2394    int color = paint->getColor();
2395    bool isAA = paint->isAntiAlias();
2396
2397    setupDraw();
2398    setupDrawNoTexture();
2399    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2400    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2401    setupDrawColorFilter(getColorFilter(paint));
2402    setupDrawShader(getShader(paint));
2403    setupDrawBlending(paint, isAA);
2404    setupDrawProgram();
2405    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2406            translateX, translateY, 0, 0);
2407    setupDrawColorUniforms(getShader(paint));
2408    setupDrawColorFilterUniforms(getColorFilter(paint));
2409    setupDrawShaderUniforms(getShader(paint));
2410
2411    const void* vertices = vertexBuffer.getBuffer();
2412    mCaches.unbindMeshBuffer();
2413    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2414    mCaches.resetTexCoordsVertexPointer();
2415
2416    int alphaSlot = -1;
2417    if (isAA) {
2418        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2419        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2420        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2421        glEnableVertexAttribArray(alphaSlot);
2422        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2423    }
2424
2425    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2426    if (mode == VertexBuffer::kStandard) {
2427        mCaches.unbindIndicesBuffer();
2428        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2429    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2430        mCaches.bindShadowIndicesBuffer();
2431        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2432    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2433        mCaches.bindShadowIndicesBuffer();
2434        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2435    } else if (mode == VertexBuffer::kIndices) {
2436        mCaches.unbindIndicesBuffer();
2437        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2438                vertexBuffer.getIndices());
2439    }
2440
2441    if (isAA) {
2442        glDisableVertexAttribArray(alphaSlot);
2443    }
2444
2445    return DrawGlInfo::kStatusDrew;
2446}
2447
2448/**
2449 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2450 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2451 * screen space in all directions. However, instead of using a fragment shader to compute the
2452 * translucency of the color from its position, we simply use a varying parameter to define how far
2453 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2454 *
2455 * Doesn't yet support joins, caps, or path effects.
2456 */
2457status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2458    VertexBuffer vertexBuffer;
2459    // TODO: try clipping large paths to viewport
2460    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2461    return drawVertexBuffer(vertexBuffer, paint);
2462}
2463
2464/**
2465 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2466 * and additional geometry for defining an alpha slope perimeter.
2467 *
2468 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2469 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2470 * in-shader alpha region, but found it to be taxing on some GPUs.
2471 *
2472 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2473 * memory transfer by removing need for degenerate vertices.
2474 */
2475status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2476    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2477
2478    count &= ~0x3; // round down to nearest four
2479
2480    VertexBuffer buffer;
2481    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2482    const Rect& bounds = buffer.getBounds();
2483
2484    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2485        return DrawGlInfo::kStatusDone;
2486    }
2487
2488    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2489    return drawVertexBuffer(buffer, paint, displayFlags);
2490}
2491
2492status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2493    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2494
2495    count &= ~0x1; // round down to nearest two
2496
2497    VertexBuffer buffer;
2498    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2499
2500    const Rect& bounds = buffer.getBounds();
2501    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2502        return DrawGlInfo::kStatusDone;
2503    }
2504
2505    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2506    return drawVertexBuffer(buffer, paint, displayFlags);
2507}
2508
2509status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2510    // No need to check against the clip, we fill the clip region
2511    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2512
2513    Rect clip(*currentClipRect());
2514    clip.snapToPixelBoundaries();
2515
2516    SkPaint paint;
2517    paint.setColor(color);
2518    paint.setXfermodeMode(mode);
2519
2520    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2521
2522    return DrawGlInfo::kStatusDrew;
2523}
2524
2525status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2526        const SkPaint* paint) {
2527    if (!texture) return DrawGlInfo::kStatusDone;
2528    const AutoTexture autoCleanup(texture);
2529
2530    const float x = left + texture->left - texture->offset;
2531    const float y = top + texture->top - texture->offset;
2532
2533    drawPathTexture(texture, x, y, paint);
2534
2535    return DrawGlInfo::kStatusDrew;
2536}
2537
2538status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2539        float rx, float ry, const SkPaint* p) {
2540    if (currentSnapshot()->isIgnored()
2541            || quickRejectSetupScissor(left, top, right, bottom, p)
2542            || paintWillNotDraw(*p)) {
2543        return DrawGlInfo::kStatusDone;
2544    }
2545
2546    if (p->getPathEffect() != 0) {
2547        mCaches.activeTexture(0);
2548        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2549                right - left, bottom - top, rx, ry, p);
2550        return drawShape(left, top, texture, p);
2551    }
2552
2553    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2554            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2555    return drawVertexBuffer(left, top, *vertexBuffer, p);
2556}
2557
2558status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2559    if (currentSnapshot()->isIgnored()
2560            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2561            || paintWillNotDraw(*p)) {
2562        return DrawGlInfo::kStatusDone;
2563    }
2564    if (p->getPathEffect() != 0) {
2565        mCaches.activeTexture(0);
2566        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2567        return drawShape(x - radius, y - radius, texture, p);
2568    }
2569
2570    SkPath path;
2571    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2572        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2573    } else {
2574        path.addCircle(x, y, radius);
2575    }
2576    return drawConvexPath(path, p);
2577}
2578
2579status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2580        const SkPaint* p) {
2581    if (currentSnapshot()->isIgnored()
2582            || quickRejectSetupScissor(left, top, right, bottom, p)
2583            || paintWillNotDraw(*p)) {
2584        return DrawGlInfo::kStatusDone;
2585    }
2586
2587    if (p->getPathEffect() != 0) {
2588        mCaches.activeTexture(0);
2589        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2590        return drawShape(left, top, texture, p);
2591    }
2592
2593    SkPath path;
2594    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2595    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2596        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2597    }
2598    path.addOval(rect);
2599    return drawConvexPath(path, p);
2600}
2601
2602status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2603        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2604    if (currentSnapshot()->isIgnored()
2605            || quickRejectSetupScissor(left, top, right, bottom, p)
2606            || paintWillNotDraw(*p)) {
2607        return DrawGlInfo::kStatusDone;
2608    }
2609
2610    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2611    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2612        mCaches.activeTexture(0);
2613        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2614                startAngle, sweepAngle, useCenter, p);
2615        return drawShape(left, top, texture, p);
2616    }
2617
2618    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2619    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2620        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2621    }
2622
2623    SkPath path;
2624    if (useCenter) {
2625        path.moveTo(rect.centerX(), rect.centerY());
2626    }
2627    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2628    if (useCenter) {
2629        path.close();
2630    }
2631    return drawConvexPath(path, p);
2632}
2633
2634// See SkPaintDefaults.h
2635#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2636
2637status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2638        const SkPaint* p) {
2639    if (currentSnapshot()->isIgnored()
2640            || quickRejectSetupScissor(left, top, right, bottom, p)
2641            || paintWillNotDraw(*p)) {
2642        return DrawGlInfo::kStatusDone;
2643    }
2644
2645    if (p->getStyle() != SkPaint::kFill_Style) {
2646        // only fill style is supported by drawConvexPath, since others have to handle joins
2647        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2648                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2649            mCaches.activeTexture(0);
2650            const PathTexture* texture =
2651                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2652            return drawShape(left, top, texture, p);
2653        }
2654
2655        SkPath path;
2656        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2657        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2658            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2659        }
2660        path.addRect(rect);
2661        return drawConvexPath(path, p);
2662    }
2663
2664    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2665        SkPath path;
2666        path.addRect(left, top, right, bottom);
2667        return drawConvexPath(path, p);
2668    } else {
2669        drawColorRect(left, top, right, bottom, p);
2670        return DrawGlInfo::kStatusDrew;
2671    }
2672}
2673
2674void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2675        int bytesCount, int count, const float* positions,
2676        FontRenderer& fontRenderer, int alpha, float x, float y) {
2677    mCaches.activeTexture(0);
2678
2679    TextShadow textShadow;
2680    if (!getTextShadow(paint, &textShadow)) {
2681        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2682    }
2683
2684    // NOTE: The drop shadow will not perform gamma correction
2685    //       if shader-based correction is enabled
2686    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2687    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2688            paint, text, bytesCount, count, textShadow.radius, positions);
2689    // If the drop shadow exceeds the max texture size or couldn't be
2690    // allocated, skip drawing
2691    if (!shadow) return;
2692    const AutoTexture autoCleanup(shadow);
2693
2694    const float sx = x - shadow->left + textShadow.dx;
2695    const float sy = y - shadow->top + textShadow.dy;
2696
2697    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2698    if (getShader(paint)) {
2699        textShadow.color = SK_ColorWHITE;
2700    }
2701
2702    setupDraw();
2703    setupDrawWithTexture(true);
2704    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2705    setupDrawColorFilter(getColorFilter(paint));
2706    setupDrawShader(getShader(paint));
2707    setupDrawBlending(paint, true);
2708    setupDrawProgram();
2709    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2710            sx, sy, sx + shadow->width, sy + shadow->height);
2711    setupDrawTexture(shadow->id);
2712    setupDrawPureColorUniforms();
2713    setupDrawColorFilterUniforms(getColorFilter(paint));
2714    setupDrawShaderUniforms(getShader(paint));
2715    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2716
2717    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2718}
2719
2720bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2721    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2722    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2723}
2724
2725status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2726        const float* positions, const SkPaint* paint) {
2727    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2728        return DrawGlInfo::kStatusDone;
2729    }
2730
2731    // NOTE: Skia does not support perspective transform on drawPosText yet
2732    if (!currentTransform()->isSimple()) {
2733        return DrawGlInfo::kStatusDone;
2734    }
2735
2736    mCaches.enableScissor();
2737
2738    float x = 0.0f;
2739    float y = 0.0f;
2740    const bool pureTranslate = currentTransform()->isPureTranslate();
2741    if (pureTranslate) {
2742        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2743        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2744    }
2745
2746    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2747    fontRenderer.setFont(paint, SkMatrix::I());
2748
2749    int alpha;
2750    SkXfermode::Mode mode;
2751    getAlphaAndMode(paint, &alpha, &mode);
2752
2753    if (CC_UNLIKELY(hasTextShadow(paint))) {
2754        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2755                alpha, 0.0f, 0.0f);
2756    }
2757
2758    // Pick the appropriate texture filtering
2759    bool linearFilter = currentTransform()->changesBounds();
2760    if (pureTranslate && !linearFilter) {
2761        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2762    }
2763    fontRenderer.setTextureFiltering(linearFilter);
2764
2765    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2766    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2767
2768    const bool hasActiveLayer = hasLayer();
2769
2770    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2771    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2772            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2773        if (hasActiveLayer) {
2774            if (!pureTranslate) {
2775                currentTransform()->mapRect(bounds);
2776            }
2777            dirtyLayerUnchecked(bounds, getRegion());
2778        }
2779    }
2780
2781    return DrawGlInfo::kStatusDrew;
2782}
2783
2784bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2785    if (CC_LIKELY(transform.isPureTranslate())) {
2786        outMatrix->setIdentity();
2787        return false;
2788    } else if (CC_UNLIKELY(transform.isPerspective())) {
2789        outMatrix->setIdentity();
2790        return true;
2791    }
2792
2793    /**
2794     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2795     * with values rounded to the nearest int.
2796     */
2797    float sx, sy;
2798    transform.decomposeScale(sx, sy);
2799    outMatrix->setScale(
2800            roundf(fmaxf(1.0f, sx)),
2801            roundf(fmaxf(1.0f, sy)));
2802    return true;
2803}
2804
2805status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2806        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2807        DrawOpMode drawOpMode) {
2808
2809    if (drawOpMode == kDrawOpMode_Immediate) {
2810        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2811        // drawing as ops from DeferredDisplayList are already filtered for these
2812        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2813                quickRejectSetupScissor(bounds)) {
2814            return DrawGlInfo::kStatusDone;
2815        }
2816    }
2817
2818    const float oldX = x;
2819    const float oldY = y;
2820
2821    const mat4& transform = *currentTransform();
2822    const bool pureTranslate = transform.isPureTranslate();
2823
2824    if (CC_LIKELY(pureTranslate)) {
2825        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2826        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2827    }
2828
2829    int alpha;
2830    SkXfermode::Mode mode;
2831    getAlphaAndMode(paint, &alpha, &mode);
2832
2833    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2834
2835    if (CC_UNLIKELY(hasTextShadow(paint))) {
2836        fontRenderer.setFont(paint, SkMatrix::I());
2837        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2838                alpha, oldX, oldY);
2839    }
2840
2841    const bool hasActiveLayer = hasLayer();
2842
2843    // We only pass a partial transform to the font renderer. That partial
2844    // matrix defines how glyphs are rasterized. Typically we want glyphs
2845    // to be rasterized at their final size on screen, which means the partial
2846    // matrix needs to take the scale factor into account.
2847    // When a partial matrix is used to transform glyphs during rasterization,
2848    // the mesh is generated with the inverse transform (in the case of scale,
2849    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2850    // apply the full transform matrix at draw time in the vertex shader.
2851    // Applying the full matrix in the shader is the easiest way to handle
2852    // rotation and perspective and allows us to always generated quads in the
2853    // font renderer which greatly simplifies the code, clipping in particular.
2854    SkMatrix fontTransform;
2855    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2856            || fabs(y - (int) y) > 0.0f
2857            || fabs(x - (int) x) > 0.0f;
2858    fontRenderer.setFont(paint, fontTransform);
2859    fontRenderer.setTextureFiltering(linearFilter);
2860
2861    // TODO: Implement better clipping for scaled/rotated text
2862    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2863    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2864
2865    bool status;
2866    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2867
2868    // don't call issuedrawcommand, do it at end of batch
2869    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2870    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2871        SkPaint paintCopy(*paint);
2872        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2873        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2874                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2875    } else {
2876        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2877                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2878    }
2879
2880    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2881        if (!pureTranslate) {
2882            transform.mapRect(layerBounds);
2883        }
2884        dirtyLayerUnchecked(layerBounds, getRegion());
2885    }
2886
2887    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2888
2889    return DrawGlInfo::kStatusDrew;
2890}
2891
2892status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2893        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2894    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2895        return DrawGlInfo::kStatusDone;
2896    }
2897
2898    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2899    mCaches.enableScissor();
2900
2901    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2902    fontRenderer.setFont(paint, SkMatrix::I());
2903    fontRenderer.setTextureFiltering(true);
2904
2905    int alpha;
2906    SkXfermode::Mode mode;
2907    getAlphaAndMode(paint, &alpha, &mode);
2908    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2909
2910    const Rect* clip = &mSnapshot->getLocalClip();
2911    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2912
2913    const bool hasActiveLayer = hasLayer();
2914
2915    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2916            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2917        if (hasActiveLayer) {
2918            currentTransform()->mapRect(bounds);
2919            dirtyLayerUnchecked(bounds, getRegion());
2920        }
2921    }
2922
2923    return DrawGlInfo::kStatusDrew;
2924}
2925
2926status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2927    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2928
2929    mCaches.activeTexture(0);
2930
2931    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2932    if (!texture) return DrawGlInfo::kStatusDone;
2933    const AutoTexture autoCleanup(texture);
2934
2935    const float x = texture->left - texture->offset;
2936    const float y = texture->top - texture->offset;
2937
2938    drawPathTexture(texture, x, y, paint);
2939
2940    return DrawGlInfo::kStatusDrew;
2941}
2942
2943status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2944    if (!layer) {
2945        return DrawGlInfo::kStatusDone;
2946    }
2947
2948    mat4* transform = NULL;
2949    if (layer->isTextureLayer()) {
2950        transform = &layer->getTransform();
2951        if (!transform->isIdentity()) {
2952            save(SkCanvas::kMatrix_SaveFlag);
2953            concatMatrix(*transform);
2954        }
2955    }
2956
2957    bool clipRequired = false;
2958    const bool rejected = calculateQuickRejectForScissor(x, y,
2959            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2960
2961    if (rejected) {
2962        if (transform && !transform->isIdentity()) {
2963            restore();
2964        }
2965        return DrawGlInfo::kStatusDone;
2966    }
2967
2968    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2969            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2970
2971    updateLayer(layer, true);
2972
2973    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2974    mCaches.activeTexture(0);
2975
2976    if (CC_LIKELY(!layer->region.isEmpty())) {
2977        if (layer->region.isRect()) {
2978            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2979                    composeLayerRect(layer, layer->regionRect));
2980        } else if (layer->mesh) {
2981
2982            const float a = getLayerAlpha(layer);
2983            setupDraw();
2984            setupDrawWithTexture();
2985            setupDrawColor(a, a, a, a);
2986            setupDrawColorFilter(layer->getColorFilter());
2987            setupDrawBlending(layer);
2988            setupDrawProgram();
2989            setupDrawPureColorUniforms();
2990            setupDrawColorFilterUniforms(layer->getColorFilter());
2991            setupDrawTexture(layer->getTexture());
2992            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2993                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2994                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2995
2996                layer->setFilter(GL_NEAREST);
2997                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2998                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2999            } else {
3000                layer->setFilter(GL_LINEAR);
3001                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3002                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3003            }
3004
3005            TextureVertex* mesh = &layer->mesh[0];
3006            GLsizei elementsCount = layer->meshElementCount;
3007
3008            while (elementsCount > 0) {
3009                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3010
3011                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3012                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3013                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3014
3015                elementsCount -= drawCount;
3016                // Though there are 4 vertices in a quad, we use 6 indices per
3017                // quad to draw with GL_TRIANGLES
3018                mesh += (drawCount / 6) * 4;
3019            }
3020
3021#if DEBUG_LAYERS_AS_REGIONS
3022            drawRegionRectsDebug(layer->region);
3023#endif
3024        }
3025
3026        if (layer->debugDrawUpdate) {
3027            layer->debugDrawUpdate = false;
3028
3029            SkPaint paint;
3030            paint.setColor(0x7f00ff00);
3031            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3032        }
3033    }
3034    layer->hasDrawnSinceUpdate = true;
3035
3036    if (transform && !transform->isIdentity()) {
3037        restore();
3038    }
3039
3040    return DrawGlInfo::kStatusDrew;
3041}
3042
3043///////////////////////////////////////////////////////////////////////////////
3044// Draw filters
3045///////////////////////////////////////////////////////////////////////////////
3046
3047void OpenGLRenderer::resetPaintFilter() {
3048    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3049    // comparison, see MergingDrawBatch::canMergeWith
3050    mDrawModifiers.mHasDrawFilter = false;
3051    mDrawModifiers.mPaintFilterClearBits = 0;
3052    mDrawModifiers.mPaintFilterSetBits = 0;
3053}
3054
3055void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3056    // TODO: don't bother with boolean, it's redundant with clear/set bits
3057    mDrawModifiers.mHasDrawFilter = true;
3058    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3059    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3060}
3061
3062const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3063    // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3064    // to avoid clobbering 0x02 paint flag
3065
3066    // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3067    static const uint32_t sFilterBitmapFlag = 0x02;
3068
3069    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3070        return paint;
3071    }
3072
3073    const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3074    const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3075
3076    const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3077    mFilteredPaint = *paint;
3078    mFilteredPaint.setFlags(flags);
3079
3080    // check if paint filter trying to override bitmap filter
3081    if ((clearBits | setBits) & sFilterBitmapFlag) {
3082        mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3083                ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3084    }
3085
3086    return &mFilteredPaint;
3087}
3088
3089///////////////////////////////////////////////////////////////////////////////
3090// Drawing implementation
3091///////////////////////////////////////////////////////////////////////////////
3092
3093Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3094    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3095    if (!texture) {
3096        return mCaches.textureCache.get(bitmap);
3097    }
3098    return texture;
3099}
3100
3101void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3102        float x, float y, const SkPaint* paint) {
3103    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3104        return;
3105    }
3106
3107    int alpha;
3108    SkXfermode::Mode mode;
3109    getAlphaAndMode(paint, &alpha, &mode);
3110
3111    setupDraw();
3112    setupDrawWithTexture(true);
3113    setupDrawAlpha8Color(paint->getColor(), alpha);
3114    setupDrawColorFilter(getColorFilter(paint));
3115    setupDrawShader(getShader(paint));
3116    setupDrawBlending(paint, true);
3117    setupDrawProgram();
3118    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3119            x, y, x + texture->width, y + texture->height);
3120    setupDrawTexture(texture->id);
3121    setupDrawPureColorUniforms();
3122    setupDrawColorFilterUniforms(getColorFilter(paint));
3123    setupDrawShaderUniforms(getShader(paint));
3124    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3125
3126    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3127}
3128
3129// Same values used by Skia
3130#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3131#define kStdUnderline_Offset    (1.0f / 9.0f)
3132#define kStdUnderline_Thickness (1.0f / 18.0f)
3133
3134void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3135        const SkPaint* paint) {
3136    // Handle underline and strike-through
3137    uint32_t flags = paint->getFlags();
3138    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3139        SkPaint paintCopy(*paint);
3140
3141        if (CC_LIKELY(underlineWidth > 0.0f)) {
3142            const float textSize = paintCopy.getTextSize();
3143            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3144
3145            const float left = x;
3146            float top = 0.0f;
3147
3148            int linesCount = 0;
3149            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3150            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3151
3152            const int pointsCount = 4 * linesCount;
3153            float points[pointsCount];
3154            int currentPoint = 0;
3155
3156            if (flags & SkPaint::kUnderlineText_Flag) {
3157                top = y + textSize * kStdUnderline_Offset;
3158                points[currentPoint++] = left;
3159                points[currentPoint++] = top;
3160                points[currentPoint++] = left + underlineWidth;
3161                points[currentPoint++] = top;
3162            }
3163
3164            if (flags & SkPaint::kStrikeThruText_Flag) {
3165                top = y + textSize * kStdStrikeThru_Offset;
3166                points[currentPoint++] = left;
3167                points[currentPoint++] = top;
3168                points[currentPoint++] = left + underlineWidth;
3169                points[currentPoint++] = top;
3170            }
3171
3172            paintCopy.setStrokeWidth(strokeWidth);
3173
3174            drawLines(&points[0], pointsCount, &paintCopy);
3175        }
3176    }
3177}
3178
3179status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3180    if (currentSnapshot()->isIgnored()) {
3181        return DrawGlInfo::kStatusDone;
3182    }
3183
3184    return drawColorRects(rects, count, paint, false, true, true);
3185}
3186
3187status_t OpenGLRenderer::drawShadow(float casterAlpha,
3188        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3189    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3190
3191    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3192    mCaches.enableScissor();
3193
3194    SkPaint paint;
3195    paint.setAntiAlias(true); // want to use AlphaVertex
3196
3197    // The caller has made sure casterAlpha > 0.
3198    float ambientShadowAlpha = mAmbientShadowAlpha;
3199    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3200        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3201    }
3202    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3203        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3204        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3205    }
3206
3207    float spotShadowAlpha = mSpotShadowAlpha;
3208    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3209        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3210    }
3211    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3212        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3213        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3214    }
3215
3216    return DrawGlInfo::kStatusDrew;
3217}
3218
3219status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3220        bool ignoreTransform, bool dirty, bool clip) {
3221    if (count == 0) {
3222        return DrawGlInfo::kStatusDone;
3223    }
3224
3225    int color = paint->getColor();
3226    // If a shader is set, preserve only the alpha
3227    if (getShader(paint)) {
3228        color |= 0x00ffffff;
3229    }
3230
3231    float left = FLT_MAX;
3232    float top = FLT_MAX;
3233    float right = FLT_MIN;
3234    float bottom = FLT_MIN;
3235
3236    Vertex mesh[count];
3237    Vertex* vertex = mesh;
3238
3239    for (int index = 0; index < count; index += 4) {
3240        float l = rects[index + 0];
3241        float t = rects[index + 1];
3242        float r = rects[index + 2];
3243        float b = rects[index + 3];
3244
3245        Vertex::set(vertex++, l, t);
3246        Vertex::set(vertex++, r, t);
3247        Vertex::set(vertex++, l, b);
3248        Vertex::set(vertex++, r, b);
3249
3250        left = fminf(left, l);
3251        top = fminf(top, t);
3252        right = fmaxf(right, r);
3253        bottom = fmaxf(bottom, b);
3254    }
3255
3256    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3257        return DrawGlInfo::kStatusDone;
3258    }
3259
3260    setupDraw();
3261    setupDrawNoTexture();
3262    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3263    setupDrawShader(getShader(paint));
3264    setupDrawColorFilter(getColorFilter(paint));
3265    setupDrawBlending(paint);
3266    setupDrawProgram();
3267    setupDrawDirtyRegionsDisabled();
3268    setupDrawModelView(kModelViewMode_Translate, false,
3269            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3270    setupDrawColorUniforms(getShader(paint));
3271    setupDrawShaderUniforms(getShader(paint));
3272    setupDrawColorFilterUniforms(getColorFilter(paint));
3273
3274    if (dirty && hasLayer()) {
3275        dirtyLayer(left, top, right, bottom, *currentTransform());
3276    }
3277
3278    issueIndexedQuadDraw(&mesh[0], count / 4);
3279
3280    return DrawGlInfo::kStatusDrew;
3281}
3282
3283void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3284        const SkPaint* paint, bool ignoreTransform) {
3285    int color = paint->getColor();
3286    // If a shader is set, preserve only the alpha
3287    if (getShader(paint)) {
3288        color |= 0x00ffffff;
3289    }
3290
3291    setupDraw();
3292    setupDrawNoTexture();
3293    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3294    setupDrawShader(getShader(paint));
3295    setupDrawColorFilter(getColorFilter(paint));
3296    setupDrawBlending(paint);
3297    setupDrawProgram();
3298    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3299            left, top, right, bottom, ignoreTransform);
3300    setupDrawColorUniforms(getShader(paint));
3301    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3302    setupDrawColorFilterUniforms(getColorFilter(paint));
3303    setupDrawSimpleMesh();
3304
3305    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3306}
3307
3308void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3309        Texture* texture, const SkPaint* paint) {
3310    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3311
3312    GLvoid* vertices = (GLvoid*) NULL;
3313    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3314
3315    if (texture->uvMapper) {
3316        vertices = &mMeshVertices[0].x;
3317        texCoords = &mMeshVertices[0].u;
3318
3319        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3320        texture->uvMapper->map(uvs);
3321
3322        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3323    }
3324
3325    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3326        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3327        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3328
3329        texture->setFilter(GL_NEAREST, true);
3330        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3331                paint, texture->blend, vertices, texCoords,
3332                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3333    } else {
3334        texture->setFilter(getFilter(paint), true);
3335        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3336                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3337    }
3338
3339    if (texture->uvMapper) {
3340        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3341    }
3342}
3343
3344void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3345        GLuint texture, const SkPaint* paint, bool blend,
3346        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3347        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3348        ModelViewMode modelViewMode, bool dirty) {
3349
3350    int a;
3351    SkXfermode::Mode mode;
3352    getAlphaAndMode(paint, &a, &mode);
3353    const float alpha = a / 255.0f;
3354
3355    setupDraw();
3356    setupDrawWithTexture();
3357    setupDrawColor(alpha, alpha, alpha, alpha);
3358    setupDrawColorFilter(getColorFilter(paint));
3359    setupDrawBlending(paint, blend, swapSrcDst);
3360    setupDrawProgram();
3361    if (!dirty) setupDrawDirtyRegionsDisabled();
3362    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3363    setupDrawTexture(texture);
3364    setupDrawPureColorUniforms();
3365    setupDrawColorFilterUniforms(getColorFilter(paint));
3366    setupDrawMesh(vertices, texCoords, vbo);
3367
3368    glDrawArrays(drawMode, 0, elementsCount);
3369}
3370
3371void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3372        GLuint texture, const SkPaint* paint, bool blend,
3373        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3374        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3375        ModelViewMode modelViewMode, bool dirty) {
3376
3377    int a;
3378    SkXfermode::Mode mode;
3379    getAlphaAndMode(paint, &a, &mode);
3380    const float alpha = a / 255.0f;
3381
3382    setupDraw();
3383    setupDrawWithTexture();
3384    setupDrawColor(alpha, alpha, alpha, alpha);
3385    setupDrawColorFilter(getColorFilter(paint));
3386    setupDrawBlending(paint, blend, swapSrcDst);
3387    setupDrawProgram();
3388    if (!dirty) setupDrawDirtyRegionsDisabled();
3389    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3390    setupDrawTexture(texture);
3391    setupDrawPureColorUniforms();
3392    setupDrawColorFilterUniforms(getColorFilter(paint));
3393    setupDrawMeshIndices(vertices, texCoords, vbo);
3394
3395    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3396}
3397
3398void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3399        GLuint texture, const SkPaint* paint,
3400        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3401        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3402
3403    int color = paint != NULL ? paint->getColor() : 0;
3404    int alpha;
3405    SkXfermode::Mode mode;
3406    getAlphaAndMode(paint, &alpha, &mode);
3407
3408    setupDraw();
3409    setupDrawWithTexture(true);
3410    if (paint != NULL) {
3411        setupDrawAlpha8Color(color, alpha);
3412    }
3413    setupDrawColorFilter(getColorFilter(paint));
3414    setupDrawShader(getShader(paint));
3415    setupDrawBlending(paint, true);
3416    setupDrawProgram();
3417    if (!dirty) setupDrawDirtyRegionsDisabled();
3418    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3419    setupDrawTexture(texture);
3420    setupDrawPureColorUniforms();
3421    setupDrawColorFilterUniforms(getColorFilter(paint));
3422    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3423    setupDrawMesh(vertices, texCoords);
3424
3425    glDrawArrays(drawMode, 0, elementsCount);
3426}
3427
3428void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3429        ProgramDescription& description, bool swapSrcDst) {
3430
3431    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3432        blend = true;
3433        mDescription.hasRoundRectClip = true;
3434    }
3435    mSkipOutlineClip = true;
3436
3437    if (mCountOverdraw) {
3438        if (!mCaches.blend) glEnable(GL_BLEND);
3439        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3440            glBlendFunc(GL_ONE, GL_ONE);
3441        }
3442
3443        mCaches.blend = true;
3444        mCaches.lastSrcMode = GL_ONE;
3445        mCaches.lastDstMode = GL_ONE;
3446
3447        return;
3448    }
3449
3450    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3451
3452    if (blend) {
3453        // These blend modes are not supported by OpenGL directly and have
3454        // to be implemented using shaders. Since the shader will perform
3455        // the blending, turn blending off here
3456        // If the blend mode cannot be implemented using shaders, fall
3457        // back to the default SrcOver blend mode instead
3458        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3459            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3460                description.framebufferMode = mode;
3461                description.swapSrcDst = swapSrcDst;
3462
3463                if (mCaches.blend) {
3464                    glDisable(GL_BLEND);
3465                    mCaches.blend = false;
3466                }
3467
3468                return;
3469            } else {
3470                mode = SkXfermode::kSrcOver_Mode;
3471            }
3472        }
3473
3474        if (!mCaches.blend) {
3475            glEnable(GL_BLEND);
3476        }
3477
3478        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3479        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3480
3481        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3482            glBlendFunc(sourceMode, destMode);
3483            mCaches.lastSrcMode = sourceMode;
3484            mCaches.lastDstMode = destMode;
3485        }
3486    } else if (mCaches.blend) {
3487        glDisable(GL_BLEND);
3488    }
3489    mCaches.blend = blend;
3490}
3491
3492bool OpenGLRenderer::useProgram(Program* program) {
3493    if (!program->isInUse()) {
3494        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3495        program->use();
3496        mCaches.currentProgram = program;
3497        return false;
3498    }
3499    return true;
3500}
3501
3502void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3503    TextureVertex* v = &mMeshVertices[0];
3504    TextureVertex::setUV(v++, u1, v1);
3505    TextureVertex::setUV(v++, u2, v1);
3506    TextureVertex::setUV(v++, u1, v2);
3507    TextureVertex::setUV(v++, u2, v2);
3508}
3509
3510void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3511    getAlphaAndModeDirect(paint, alpha,  mode);
3512    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3513        // if drawing a layer, ignore the paint's alpha
3514        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3515    }
3516    *alpha *= currentSnapshot()->alpha;
3517}
3518
3519float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3520    float alpha;
3521    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3522        alpha = mDrawModifiers.mOverrideLayerAlpha;
3523    } else {
3524        alpha = layer->getAlpha() / 255.0f;
3525    }
3526    return alpha * currentSnapshot()->alpha;
3527}
3528
3529}; // namespace uirenderer
3530}; // namespace android
3531