OpenGLRenderer.cpp revision 4ace7305608442ab35ea9aa65a4220df152c187f
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        , mCountOverdraw(false)
138        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
139        , mLightRadius(FLT_MIN)
140        , mAmbientShadowAlpha(0)
141        , mSpotShadowAlpha(0) {
142    // *set* draw modifiers to be 0
143    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
144    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
145
146    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
147}
148
149OpenGLRenderer::~OpenGLRenderer() {
150    // The context has already been destroyed at this point, do not call
151    // GL APIs. All GL state should be kept in Caches.h
152}
153
154void OpenGLRenderer::initProperties() {
155    char property[PROPERTY_VALUE_MAX];
156    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
157        mScissorOptimizationDisabled = !strcasecmp(property, "true");
158        INIT_LOGD("  Scissor optimization %s",
159                mScissorOptimizationDisabled ? "disabled" : "enabled");
160    } else {
161        INIT_LOGD("  Scissor optimization enabled");
162    }
163}
164
165void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
166        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
167    mLightCenter = lightCenter;
168    mLightRadius = lightRadius;
169    mAmbientShadowAlpha = ambientShadowAlpha;
170    mSpotShadowAlpha = spotShadowAlpha;
171}
172
173///////////////////////////////////////////////////////////////////////////////
174// Setup
175///////////////////////////////////////////////////////////////////////////////
176
177void OpenGLRenderer::onViewportInitialized() {
178    glDisable(GL_DITHER);
179    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
180
181    glEnableVertexAttribArray(Program::kBindingPosition);
182}
183
184void OpenGLRenderer::setupFrameState(float left, float top,
185        float right, float bottom, bool opaque) {
186    mCaches.clearGarbage();
187    initializeSaveStack(left, top, right, bottom, mLightCenter);
188    mOpaque = opaque;
189    mTilingClip.set(left, top, right, bottom);
190}
191
192status_t OpenGLRenderer::startFrame() {
193    if (mFrameStarted) return DrawGlInfo::kStatusDone;
194    mFrameStarted = true;
195
196    mDirtyClip = true;
197
198    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
199
200    mRenderState.setViewport(getWidth(), getHeight());
201
202    // Functors break the tiling extension in pretty spectacular ways
203    // This ensures we don't use tiling when a functor is going to be
204    // invoked during the frame
205    mSuppressTiling = mCaches.hasRegisteredFunctors();
206
207    startTilingCurrentClip(true);
208
209    debugOverdraw(true, true);
210
211    return clear(mTilingClip.left, mTilingClip.top,
212            mTilingClip.right, mTilingClip.bottom, mOpaque);
213}
214
215status_t OpenGLRenderer::prepareDirty(float left, float top,
216        float right, float bottom, bool opaque) {
217
218    setupFrameState(left, top, right, bottom, opaque);
219
220    // Layer renderers will start the frame immediately
221    // The framebuffer renderer will first defer the display list
222    // for each layer and wait until the first drawing command
223    // to start the frame
224    if (currentSnapshot()->fbo == 0) {
225        syncState();
226        updateLayers();
227    } else {
228        return startFrame();
229    }
230
231    return DrawGlInfo::kStatusDone;
232}
233
234void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
235    // If we know that we are going to redraw the entire framebuffer,
236    // perform a discard to let the driver know we don't need to preserve
237    // the back buffer for this frame.
238    if (mExtensions.hasDiscardFramebuffer() &&
239            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
240        const bool isFbo = getTargetFbo() == 0;
241        const GLenum attachments[] = {
242                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
243                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
244        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
245    }
246}
247
248status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
249    if (!opaque || mCountOverdraw) {
250        mCaches.enableScissor();
251        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
252        glClear(GL_COLOR_BUFFER_BIT);
253        return DrawGlInfo::kStatusDrew;
254    }
255
256    mCaches.resetScissor();
257    return DrawGlInfo::kStatusDone;
258}
259
260void OpenGLRenderer::syncState() {
261    if (mCaches.blend) {
262        glEnable(GL_BLEND);
263    } else {
264        glDisable(GL_BLEND);
265    }
266}
267
268void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
269    if (!mSuppressTiling) {
270        const Snapshot* snapshot = currentSnapshot();
271
272        const Rect* clip = &mTilingClip;
273        if (snapshot->flags & Snapshot::kFlagFboTarget) {
274            clip = &(snapshot->layer->clipRect);
275        }
276
277        startTiling(*clip, getViewportHeight(), opaque, expand);
278    }
279}
280
281void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
282    if (!mSuppressTiling) {
283        if(expand) {
284            // Expand the startTiling region by 1
285            int leftNotZero = (clip.left > 0) ? 1 : 0;
286            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
287
288            mCaches.startTiling(
289                clip.left - leftNotZero,
290                windowHeight - clip.bottom - topNotZero,
291                clip.right - clip.left + leftNotZero + 1,
292                clip.bottom - clip.top + topNotZero + 1,
293                opaque);
294        } else {
295            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
296                clip.right - clip.left, clip.bottom - clip.top, opaque);
297        }
298    }
299}
300
301void OpenGLRenderer::endTiling() {
302    if (!mSuppressTiling) mCaches.endTiling();
303}
304
305void OpenGLRenderer::finish() {
306    renderOverdraw();
307    endTiling();
308
309    // When finish() is invoked on FBO 0 we've reached the end
310    // of the current frame
311    if (getTargetFbo() == 0) {
312        mCaches.pathCache.trim();
313        mCaches.tessellationCache.trim();
314    }
315
316    if (!suppressErrorChecks()) {
317#if DEBUG_OPENGL
318        GLUtils::dumpGLErrors();
319#endif
320
321#if DEBUG_MEMORY_USAGE
322        mCaches.dumpMemoryUsage();
323#else
324        if (mCaches.getDebugLevel() & kDebugMemory) {
325            mCaches.dumpMemoryUsage();
326        }
327#endif
328    }
329
330    if (mCountOverdraw) {
331        countOverdraw();
332    }
333
334    mFrameStarted = false;
335}
336
337void OpenGLRenderer::resumeAfterLayer() {
338    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
339    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
340    debugOverdraw(true, false);
341
342    mCaches.resetScissor();
343    dirtyClip();
344}
345
346status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
347    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
348
349    Rect clip(*currentClipRect());
350    clip.snapToPixelBoundaries();
351
352    // Since we don't know what the functor will draw, let's dirty
353    // the entire clip region
354    if (hasLayer()) {
355        dirtyLayerUnchecked(clip, getRegion());
356    }
357
358    DrawGlInfo info;
359    info.clipLeft = clip.left;
360    info.clipTop = clip.top;
361    info.clipRight = clip.right;
362    info.clipBottom = clip.bottom;
363    info.isLayer = hasLayer();
364    info.width = getViewportWidth();
365    info.height = getViewportHeight();
366    currentTransform()->copyTo(&info.transform[0]);
367
368    bool prevDirtyClip = mDirtyClip;
369    // setup GL state for functor
370    if (mDirtyClip) {
371        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
372    }
373    if (mCaches.enableScissor() || prevDirtyClip) {
374        setScissorFromClip();
375    }
376
377    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
378    // Scissor may have been modified, reset dirty clip
379    dirtyClip();
380
381    return DrawGlInfo::kStatusDrew;
382}
383
384///////////////////////////////////////////////////////////////////////////////
385// Debug
386///////////////////////////////////////////////////////////////////////////////
387
388void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
389#if DEBUG_DETAILED_EVENTS
390    const int BUFFER_SIZE = 256;
391    va_list ap;
392    char buf[BUFFER_SIZE];
393
394    va_start(ap, fmt);
395    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
396    va_end(ap);
397
398    eventMark(buf);
399#endif
400}
401
402
403void OpenGLRenderer::eventMark(const char* name) const {
404    mCaches.eventMark(0, name);
405}
406
407void OpenGLRenderer::startMark(const char* name) const {
408    mCaches.startMark(0, name);
409}
410
411void OpenGLRenderer::endMark() const {
412    mCaches.endMark();
413}
414
415void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
416    mRenderState.debugOverdraw(enable, clear);
417}
418
419void OpenGLRenderer::renderOverdraw() {
420    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
421        const Rect* clip = &mTilingClip;
422
423        mCaches.enableScissor();
424        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
425                clip->right - clip->left, clip->bottom - clip->top);
426
427        // 1x overdraw
428        mCaches.stencil.enableDebugTest(2);
429        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
430
431        // 2x overdraw
432        mCaches.stencil.enableDebugTest(3);
433        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
434
435        // 3x overdraw
436        mCaches.stencil.enableDebugTest(4);
437        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
438
439        // 4x overdraw and higher
440        mCaches.stencil.enableDebugTest(4, true);
441        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
442
443        mCaches.stencil.disable();
444    }
445}
446
447void OpenGLRenderer::countOverdraw() {
448    size_t count = getWidth() * getHeight();
449    uint32_t* buffer = new uint32_t[count];
450    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
451
452    size_t total = 0;
453    for (size_t i = 0; i < count; i++) {
454        total += buffer[i] & 0xff;
455    }
456
457    mOverdraw = total / float(count);
458
459    delete[] buffer;
460}
461
462///////////////////////////////////////////////////////////////////////////////
463// Layers
464///////////////////////////////////////////////////////////////////////////////
465
466bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
467    if (layer->deferredUpdateScheduled && layer->renderer
468            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
469        ATRACE_CALL();
470
471        Rect& dirty = layer->dirtyRect;
472
473        if (inFrame) {
474            endTiling();
475            debugOverdraw(false, false);
476        }
477
478        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
479            layer->render(*this);
480        } else {
481            layer->defer(*this);
482        }
483
484        if (inFrame) {
485            resumeAfterLayer();
486            startTilingCurrentClip();
487        }
488
489        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
490        layer->hasDrawnSinceUpdate = false;
491
492        return true;
493    }
494
495    return false;
496}
497
498void OpenGLRenderer::updateLayers() {
499    // If draw deferring is enabled this method will simply defer
500    // the display list of each individual layer. The layers remain
501    // in the layer updates list which will be cleared by flushLayers().
502    int count = mLayerUpdates.size();
503    if (count > 0) {
504        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
505            startMark("Layer Updates");
506        } else {
507            startMark("Defer Layer Updates");
508        }
509
510        // Note: it is very important to update the layers in order
511        for (int i = 0; i < count; i++) {
512            Layer* layer = mLayerUpdates.itemAt(i);
513            updateLayer(layer, false);
514            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
515                mCaches.resourceCache.decrementRefcount(layer);
516            }
517        }
518
519        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
520            mLayerUpdates.clear();
521            mRenderState.bindFramebuffer(getTargetFbo());
522        }
523        endMark();
524    }
525}
526
527void OpenGLRenderer::flushLayers() {
528    int count = mLayerUpdates.size();
529    if (count > 0) {
530        startMark("Apply Layer Updates");
531        char layerName[12];
532
533        // Note: it is very important to update the layers in order
534        for (int i = 0; i < count; i++) {
535            sprintf(layerName, "Layer #%d", i);
536            startMark(layerName);
537
538            ATRACE_BEGIN("flushLayer");
539            Layer* layer = mLayerUpdates.itemAt(i);
540            layer->flush();
541            ATRACE_END();
542
543            mCaches.resourceCache.decrementRefcount(layer);
544
545            endMark();
546        }
547
548        mLayerUpdates.clear();
549        mRenderState.bindFramebuffer(getTargetFbo());
550
551        endMark();
552    }
553}
554
555void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
556    if (layer) {
557        // Make sure we don't introduce duplicates.
558        // SortedVector would do this automatically but we need to respect
559        // the insertion order. The linear search is not an issue since
560        // this list is usually very short (typically one item, at most a few)
561        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
562            if (mLayerUpdates.itemAt(i) == layer) {
563                return;
564            }
565        }
566        mLayerUpdates.push_back(layer);
567        mCaches.resourceCache.incrementRefcount(layer);
568    }
569}
570
571void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
572    if (layer) {
573        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
574            if (mLayerUpdates.itemAt(i) == layer) {
575                mLayerUpdates.removeAt(i);
576                mCaches.resourceCache.decrementRefcount(layer);
577                break;
578            }
579        }
580    }
581}
582
583void OpenGLRenderer::clearLayerUpdates() {
584    size_t count = mLayerUpdates.size();
585    if (count > 0) {
586        mCaches.resourceCache.lock();
587        for (size_t i = 0; i < count; i++) {
588            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
589        }
590        mCaches.resourceCache.unlock();
591        mLayerUpdates.clear();
592    }
593}
594
595void OpenGLRenderer::flushLayerUpdates() {
596    ATRACE_CALL();
597    syncState();
598    updateLayers();
599    flushLayers();
600    // Wait for all the layer updates to be executed
601    AutoFence fence;
602}
603
604void OpenGLRenderer::markLayersAsBuildLayers() {
605    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
606        mLayerUpdates[i]->wasBuildLayered = true;
607    }
608}
609
610///////////////////////////////////////////////////////////////////////////////
611// State management
612///////////////////////////////////////////////////////////////////////////////
613
614void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
615    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
616    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
617    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
618
619    if (restoreViewport) {
620        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
621    }
622
623    if (restoreClip) {
624        dirtyClip();
625    }
626
627    if (restoreLayer) {
628        endMark(); // Savelayer
629        startMark("ComposeLayer");
630        composeLayer(removed, restored);
631        endMark();
632    }
633}
634
635///////////////////////////////////////////////////////////////////////////////
636// Layers
637///////////////////////////////////////////////////////////////////////////////
638
639int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
640        const SkPaint* paint, int flags, const SkPath* convexMask) {
641    // force matrix/clip isolation for layer
642    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
643
644    const int count = saveSnapshot(flags);
645
646    if (!currentSnapshot()->isIgnored()) {
647        createLayer(left, top, right, bottom, paint, flags, convexMask);
648    }
649
650    return count;
651}
652
653void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
654    const Rect untransformedBounds(bounds);
655
656    currentTransform()->mapRect(bounds);
657
658    // Layers only make sense if they are in the framebuffer's bounds
659    if (bounds.intersect(*currentClipRect())) {
660        // We cannot work with sub-pixels in this case
661        bounds.snapToPixelBoundaries();
662
663        // When the layer is not an FBO, we may use glCopyTexImage so we
664        // need to make sure the layer does not extend outside the bounds
665        // of the framebuffer
666        const Snapshot& previous = *(currentSnapshot()->previous);
667        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
668        if (!bounds.intersect(previousViewport)) {
669            bounds.setEmpty();
670        } else if (fboLayer) {
671            clip.set(bounds);
672            mat4 inverse;
673            inverse.loadInverse(*currentTransform());
674            inverse.mapRect(clip);
675            clip.snapToPixelBoundaries();
676            if (clip.intersect(untransformedBounds)) {
677                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
678                bounds.set(untransformedBounds);
679            } else {
680                clip.setEmpty();
681            }
682        }
683    } else {
684        bounds.setEmpty();
685    }
686}
687
688void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
689        bool fboLayer, int alpha) {
690    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
691            bounds.getHeight() > mCaches.maxTextureSize ||
692            (fboLayer && clip.isEmpty())) {
693        mSnapshot->empty = fboLayer;
694    } else {
695        mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
696    }
697}
698
699int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
700        const SkPaint* paint, int flags) {
701    const int count = saveSnapshot(flags);
702
703    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
704        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
705        // operations will be able to store and restore the current clip and transform info, and
706        // quick rejection will be correct (for display lists)
707
708        Rect bounds(left, top, right, bottom);
709        Rect clip;
710        calculateLayerBoundsAndClip(bounds, clip, true);
711        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
712
713        if (!currentSnapshot()->isIgnored()) {
714            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
715            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
716            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
717            mSnapshot->roundRectClipState = NULL;
718        }
719    }
720
721    return count;
722}
723
724/**
725 * Layers are viewed by Skia are slightly different than layers in image editing
726 * programs (for instance.) When a layer is created, previously created layers
727 * and the frame buffer still receive every drawing command. For instance, if a
728 * layer is created and a shape intersecting the bounds of the layers and the
729 * framebuffer is draw, the shape will be drawn on both (unless the layer was
730 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
731 *
732 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
733 * texture. Unfortunately, this is inefficient as it requires every primitive to
734 * be drawn n + 1 times, where n is the number of active layers. In practice this
735 * means, for every primitive:
736 *   - Switch active frame buffer
737 *   - Change viewport, clip and projection matrix
738 *   - Issue the drawing
739 *
740 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
741 * To avoid this, layers are implemented in a different way here, at least in the
742 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
743 * is set. When this flag is set we can redirect all drawing operations into a
744 * single FBO.
745 *
746 * This implementation relies on the frame buffer being at least RGBA 8888. When
747 * a layer is created, only a texture is created, not an FBO. The content of the
748 * frame buffer contained within the layer's bounds is copied into this texture
749 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
750 * buffer and drawing continues as normal. This technique therefore treats the
751 * frame buffer as a scratch buffer for the layers.
752 *
753 * To compose the layers back onto the frame buffer, each layer texture
754 * (containing the original frame buffer data) is drawn as a simple quad over
755 * the frame buffer. The trick is that the quad is set as the composition
756 * destination in the blending equation, and the frame buffer becomes the source
757 * of the composition.
758 *
759 * Drawing layers with an alpha value requires an extra step before composition.
760 * An empty quad is drawn over the layer's region in the frame buffer. This quad
761 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
762 * quad is used to multiply the colors in the frame buffer. This is achieved by
763 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
764 * GL_ZERO, GL_SRC_ALPHA.
765 *
766 * Because glCopyTexImage2D() can be slow, an alternative implementation might
767 * be use to draw a single clipped layer. The implementation described above
768 * is correct in every case.
769 *
770 * (1) The frame buffer is actually not cleared right away. To allow the GPU
771 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
772 *     buffer is left untouched until the first drawing operation. Only when
773 *     something actually gets drawn are the layers regions cleared.
774 */
775bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
776        const SkPaint* paint, int flags, const SkPath* convexMask) {
777    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
778    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
779
780    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
781
782    // Window coordinates of the layer
783    Rect clip;
784    Rect bounds(left, top, right, bottom);
785    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
786    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
787
788    // Bail out if we won't draw in this snapshot
789    if (currentSnapshot()->isIgnored()) {
790        return false;
791    }
792
793    mCaches.activeTexture(0);
794    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
795    if (!layer) {
796        return false;
797    }
798
799    layer->setPaint(paint);
800    layer->layer.set(bounds);
801    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
802            bounds.getWidth() / float(layer->getWidth()), 0.0f);
803
804    layer->setBlend(true);
805    layer->setDirty(false);
806    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
807
808    // Save the layer in the snapshot
809    mSnapshot->flags |= Snapshot::kFlagIsLayer;
810    mSnapshot->layer = layer;
811
812    startMark("SaveLayer");
813    if (fboLayer) {
814        return createFboLayer(layer, bounds, clip);
815    } else {
816        // Copy the framebuffer into the layer
817        layer->bindTexture();
818        if (!bounds.isEmpty()) {
819            if (layer->isEmpty()) {
820                // Workaround for some GL drivers. When reading pixels lying outside
821                // of the window we should get undefined values for those pixels.
822                // Unfortunately some drivers will turn the entire target texture black
823                // when reading outside of the window.
824                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
825                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
826                layer->setEmpty(false);
827            }
828
829            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
830                    bounds.left, getViewportHeight() - bounds.bottom,
831                    bounds.getWidth(), bounds.getHeight());
832
833            // Enqueue the buffer coordinates to clear the corresponding region later
834            mLayers.push(new Rect(bounds));
835        }
836    }
837
838    return true;
839}
840
841bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
842    layer->clipRect.set(clip);
843    layer->setFbo(mCaches.fboCache.get());
844
845    mSnapshot->region = &mSnapshot->layer->region;
846    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
847    mSnapshot->fbo = layer->getFbo();
848    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
849    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
850    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
851    mSnapshot->roundRectClipState = NULL;
852
853    endTiling();
854    debugOverdraw(false, false);
855    // Bind texture to FBO
856    mRenderState.bindFramebuffer(layer->getFbo());
857    layer->bindTexture();
858
859    // Initialize the texture if needed
860    if (layer->isEmpty()) {
861        layer->allocateTexture();
862        layer->setEmpty(false);
863    }
864
865    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
866            layer->getTexture(), 0);
867
868    // Expand the startTiling region by 1
869    startTilingCurrentClip(true, true);
870
871    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
872    mCaches.enableScissor();
873    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
874            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
875    glClear(GL_COLOR_BUFFER_BIT);
876
877    dirtyClip();
878
879    // Change the ortho projection
880    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
881    return true;
882}
883
884/**
885 * Read the documentation of createLayer() before doing anything in this method.
886 */
887void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
888    if (!removed.layer) {
889        ALOGE("Attempting to compose a layer that does not exist");
890        return;
891    }
892
893    Layer* layer = removed.layer;
894    const Rect& rect = layer->layer;
895    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
896
897    bool clipRequired = false;
898    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
899            &clipRequired, NULL, false); // safely ignore return, should never be rejected
900    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
901
902    if (fboLayer) {
903        endTiling();
904
905        // Detach the texture from the FBO
906        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
907
908        layer->removeFbo(false);
909
910        // Unbind current FBO and restore previous one
911        mRenderState.bindFramebuffer(restored.fbo);
912        debugOverdraw(true, false);
913
914        startTilingCurrentClip();
915    }
916
917    if (!fboLayer && layer->getAlpha() < 255) {
918        SkPaint layerPaint;
919        layerPaint.setAlpha(layer->getAlpha());
920        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
921        layerPaint.setColorFilter(layer->getColorFilter());
922
923        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
924        // Required below, composeLayerRect() will divide by 255
925        layer->setAlpha(255);
926    }
927
928    mCaches.unbindMeshBuffer();
929
930    mCaches.activeTexture(0);
931
932    // When the layer is stored in an FBO, we can save a bit of fillrate by
933    // drawing only the dirty region
934    if (fboLayer) {
935        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
936        composeLayerRegion(layer, rect);
937    } else if (!rect.isEmpty()) {
938        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
939
940        save(0);
941        // the layer contains screen buffer content that shouldn't be alpha modulated
942        // (and any necessary alpha modulation was handled drawing into the layer)
943        mSnapshot->alpha = 1.0f;
944        composeLayerRect(layer, rect, true);
945        restore();
946    }
947
948    dirtyClip();
949
950    // Failing to add the layer to the cache should happen only if the layer is too large
951    layer->setConvexMask(NULL);
952    if (!mCaches.layerCache.put(layer)) {
953        LAYER_LOGD("Deleting layer");
954        Caches::getInstance().resourceCache.decrementRefcount(layer);
955    }
956}
957
958void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
959    float alpha = getLayerAlpha(layer);
960
961    setupDraw();
962    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
963        setupDrawWithTexture();
964    } else {
965        setupDrawWithExternalTexture();
966    }
967    setupDrawTextureTransform();
968    setupDrawColor(alpha, alpha, alpha, alpha);
969    setupDrawColorFilter(layer->getColorFilter());
970    setupDrawBlending(layer);
971    setupDrawProgram();
972    setupDrawPureColorUniforms();
973    setupDrawColorFilterUniforms(layer->getColorFilter());
974    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
975        setupDrawTexture(layer->getTexture());
976    } else {
977        setupDrawExternalTexture(layer->getTexture());
978    }
979    if (currentTransform()->isPureTranslate() &&
980            !layer->getForceFilter() &&
981            layer->getWidth() == (uint32_t) rect.getWidth() &&
982            layer->getHeight() == (uint32_t) rect.getHeight()) {
983        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
984        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
985
986        layer->setFilter(GL_NEAREST);
987        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
988                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
989    } else {
990        layer->setFilter(GL_LINEAR);
991        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
992                rect.left, rect.top, rect.right, rect.bottom);
993    }
994    setupDrawTextureTransformUniforms(layer->getTexTransform());
995    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
996
997    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
998}
999
1000void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1001    if (layer->isTextureLayer()) {
1002        EVENT_LOGD("composeTextureLayerRect");
1003        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1004        drawTextureLayer(layer, rect);
1005        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1006    } else {
1007        EVENT_LOGD("composeHardwareLayerRect");
1008        const Rect& texCoords = layer->texCoords;
1009        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1010                texCoords.right, texCoords.bottom);
1011
1012        float x = rect.left;
1013        float y = rect.top;
1014        bool simpleTransform = currentTransform()->isPureTranslate() &&
1015                layer->getWidth() == (uint32_t) rect.getWidth() &&
1016                layer->getHeight() == (uint32_t) rect.getHeight();
1017
1018        if (simpleTransform) {
1019            // When we're swapping, the layer is already in screen coordinates
1020            if (!swap) {
1021                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1022                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1023            }
1024
1025            layer->setFilter(GL_NEAREST, true);
1026        } else {
1027            layer->setFilter(GL_LINEAR, true);
1028        }
1029
1030        SkPaint layerPaint;
1031        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1032        layerPaint.setXfermodeMode(layer->getMode());
1033        layerPaint.setColorFilter(layer->getColorFilter());
1034
1035        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1036        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1037                layer->getTexture(), &layerPaint, blend,
1038                &mMeshVertices[0].x, &mMeshVertices[0].u,
1039                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1040
1041        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1042    }
1043}
1044
1045/**
1046 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1047 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1048 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1049 * by saveLayer's restore
1050 */
1051#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1052        DRAW_COMMAND;                                                            \
1053        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1054            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1055            DRAW_COMMAND;                                                        \
1056            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1057        }                                                                        \
1058    }
1059
1060#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1061
1062// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1063// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1064class LayerShader : public SkShader {
1065public:
1066    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1067    : INHERITED(localMatrix)
1068    , mLayer(layer) {
1069    }
1070
1071    virtual bool asACustomShader(void** data) const {
1072        if (data) {
1073            *data = static_cast<void*>(mLayer);
1074        }
1075        return true;
1076    }
1077
1078    virtual bool isOpaque() const {
1079        return !mLayer->isBlend();
1080    }
1081
1082protected:
1083    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1084        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1085    }
1086
1087    virtual void flatten(SkWriteBuffer&) const {
1088        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1089    }
1090
1091    virtual Factory getFactory() const {
1092        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1093        return NULL;
1094    }
1095private:
1096    // Unowned.
1097    Layer* mLayer;
1098    typedef SkShader INHERITED;
1099};
1100
1101void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1102    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1103
1104    if (layer->getConvexMask()) {
1105        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1106
1107        // clip to the area of the layer the mask can be larger
1108        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1109
1110        SkPaint paint;
1111        paint.setAntiAlias(true);
1112        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1113
1114        // create LayerShader to map SaveLayer content into subsequent draw
1115        SkMatrix shaderMatrix;
1116        shaderMatrix.setTranslate(rect.left, rect.bottom);
1117        shaderMatrix.preScale(1, -1);
1118        LayerShader layerShader(layer, &shaderMatrix);
1119        paint.setShader(&layerShader);
1120
1121        // Since the drawing primitive is defined in local drawing space,
1122        // we don't need to modify the draw matrix
1123        const SkPath* maskPath = layer->getConvexMask();
1124        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1125
1126        paint.setShader(NULL);
1127        restore();
1128
1129        return;
1130    }
1131
1132    if (layer->region.isRect()) {
1133        layer->setRegionAsRect();
1134
1135        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1136
1137        layer->region.clear();
1138        return;
1139    }
1140
1141    EVENT_LOGD("composeLayerRegion");
1142    // standard Region based draw
1143    size_t count;
1144    const android::Rect* rects;
1145    Region safeRegion;
1146    if (CC_LIKELY(hasRectToRectTransform())) {
1147        rects = layer->region.getArray(&count);
1148    } else {
1149        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1150        rects = safeRegion.getArray(&count);
1151    }
1152
1153    const float alpha = getLayerAlpha(layer);
1154    const float texX = 1.0f / float(layer->getWidth());
1155    const float texY = 1.0f / float(layer->getHeight());
1156    const float height = rect.getHeight();
1157
1158    setupDraw();
1159
1160    // We must get (and therefore bind) the region mesh buffer
1161    // after we setup drawing in case we need to mess with the
1162    // stencil buffer in setupDraw()
1163    TextureVertex* mesh = mCaches.getRegionMesh();
1164    uint32_t numQuads = 0;
1165
1166    setupDrawWithTexture();
1167    setupDrawColor(alpha, alpha, alpha, alpha);
1168    setupDrawColorFilter(layer->getColorFilter());
1169    setupDrawBlending(layer);
1170    setupDrawProgram();
1171    setupDrawDirtyRegionsDisabled();
1172    setupDrawPureColorUniforms();
1173    setupDrawColorFilterUniforms(layer->getColorFilter());
1174    setupDrawTexture(layer->getTexture());
1175    if (currentTransform()->isPureTranslate()) {
1176        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1177        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1178
1179        layer->setFilter(GL_NEAREST);
1180        setupDrawModelView(kModelViewMode_Translate, false,
1181                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1182    } else {
1183        layer->setFilter(GL_LINEAR);
1184        setupDrawModelView(kModelViewMode_Translate, false,
1185                rect.left, rect.top, rect.right, rect.bottom);
1186    }
1187    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1188
1189    for (size_t i = 0; i < count; i++) {
1190        const android::Rect* r = &rects[i];
1191
1192        const float u1 = r->left * texX;
1193        const float v1 = (height - r->top) * texY;
1194        const float u2 = r->right * texX;
1195        const float v2 = (height - r->bottom) * texY;
1196
1197        // TODO: Reject quads outside of the clip
1198        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1199        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1200        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1201        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1202
1203        numQuads++;
1204
1205        if (numQuads >= gMaxNumberOfQuads) {
1206            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1207                            GL_UNSIGNED_SHORT, NULL));
1208            numQuads = 0;
1209            mesh = mCaches.getRegionMesh();
1210        }
1211    }
1212
1213    if (numQuads > 0) {
1214        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1215                        GL_UNSIGNED_SHORT, NULL));
1216    }
1217
1218#if DEBUG_LAYERS_AS_REGIONS
1219    drawRegionRectsDebug(layer->region);
1220#endif
1221
1222    layer->region.clear();
1223}
1224
1225#if DEBUG_LAYERS_AS_REGIONS
1226void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1227    size_t count;
1228    const android::Rect* rects = region.getArray(&count);
1229
1230    uint32_t colors[] = {
1231            0x7fff0000, 0x7f00ff00,
1232            0x7f0000ff, 0x7fff00ff,
1233    };
1234
1235    int offset = 0;
1236    int32_t top = rects[0].top;
1237
1238    for (size_t i = 0; i < count; i++) {
1239        if (top != rects[i].top) {
1240            offset ^= 0x2;
1241            top = rects[i].top;
1242        }
1243
1244        SkPaint paint;
1245        paint.setColor(colors[offset + (i & 0x1)]);
1246        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1247        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1248    }
1249}
1250#endif
1251
1252void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1253    Vector<float> rects;
1254
1255    SkRegion::Iterator it(region);
1256    while (!it.done()) {
1257        const SkIRect& r = it.rect();
1258        rects.push(r.fLeft);
1259        rects.push(r.fTop);
1260        rects.push(r.fRight);
1261        rects.push(r.fBottom);
1262        it.next();
1263    }
1264
1265    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1266}
1267
1268void OpenGLRenderer::dirtyLayer(const float left, const float top,
1269        const float right, const float bottom, const mat4 transform) {
1270    if (hasLayer()) {
1271        Rect bounds(left, top, right, bottom);
1272        transform.mapRect(bounds);
1273        dirtyLayerUnchecked(bounds, getRegion());
1274    }
1275}
1276
1277void OpenGLRenderer::dirtyLayer(const float left, const float top,
1278        const float right, const float bottom) {
1279    if (hasLayer()) {
1280        Rect bounds(left, top, right, bottom);
1281        dirtyLayerUnchecked(bounds, getRegion());
1282    }
1283}
1284
1285void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1286    if (bounds.intersect(*currentClipRect())) {
1287        bounds.snapToPixelBoundaries();
1288        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1289        if (!dirty.isEmpty()) {
1290            region->orSelf(dirty);
1291        }
1292    }
1293}
1294
1295void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1296    GLsizei elementsCount = quadsCount * 6;
1297    while (elementsCount > 0) {
1298        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1299
1300        setupDrawIndexedVertices(&mesh[0].x);
1301        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1302
1303        elementsCount -= drawCount;
1304        // Though there are 4 vertices in a quad, we use 6 indices per
1305        // quad to draw with GL_TRIANGLES
1306        mesh += (drawCount / 6) * 4;
1307    }
1308}
1309
1310void OpenGLRenderer::clearLayerRegions() {
1311    const size_t count = mLayers.size();
1312    if (count == 0) return;
1313
1314    if (!currentSnapshot()->isIgnored()) {
1315        EVENT_LOGD("clearLayerRegions");
1316        // Doing several glScissor/glClear here can negatively impact
1317        // GPUs with a tiler architecture, instead we draw quads with
1318        // the Clear blending mode
1319
1320        // The list contains bounds that have already been clipped
1321        // against their initial clip rect, and the current clip
1322        // is likely different so we need to disable clipping here
1323        bool scissorChanged = mCaches.disableScissor();
1324
1325        Vertex mesh[count * 4];
1326        Vertex* vertex = mesh;
1327
1328        for (uint32_t i = 0; i < count; i++) {
1329            Rect* bounds = mLayers.itemAt(i);
1330
1331            Vertex::set(vertex++, bounds->left, bounds->top);
1332            Vertex::set(vertex++, bounds->right, bounds->top);
1333            Vertex::set(vertex++, bounds->left, bounds->bottom);
1334            Vertex::set(vertex++, bounds->right, bounds->bottom);
1335
1336            delete bounds;
1337        }
1338        // We must clear the list of dirty rects before we
1339        // call setupDraw() to prevent stencil setup to do
1340        // the same thing again
1341        mLayers.clear();
1342
1343        SkPaint clearPaint;
1344        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1345
1346        setupDraw(false);
1347        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1348        setupDrawBlending(&clearPaint, true);
1349        setupDrawProgram();
1350        setupDrawPureColorUniforms();
1351        setupDrawModelView(kModelViewMode_Translate, false,
1352                0.0f, 0.0f, 0.0f, 0.0f, true);
1353
1354        issueIndexedQuadDraw(&mesh[0], count);
1355
1356        if (scissorChanged) mCaches.enableScissor();
1357    } else {
1358        for (uint32_t i = 0; i < count; i++) {
1359            delete mLayers.itemAt(i);
1360        }
1361        mLayers.clear();
1362    }
1363}
1364
1365///////////////////////////////////////////////////////////////////////////////
1366// State Deferral
1367///////////////////////////////////////////////////////////////////////////////
1368
1369bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1370    const Rect* currentClip = currentClipRect();
1371    const mat4* currentMatrix = currentTransform();
1372
1373    if (stateDeferFlags & kStateDeferFlag_Draw) {
1374        // state has bounds initialized in local coordinates
1375        if (!state.mBounds.isEmpty()) {
1376            currentMatrix->mapRect(state.mBounds);
1377            Rect clippedBounds(state.mBounds);
1378            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1379            // is used, it should more closely duplicate the quickReject logic (in how it uses
1380            // snapToPixelBoundaries)
1381
1382            if(!clippedBounds.intersect(*currentClip)) {
1383                // quick rejected
1384                return true;
1385            }
1386
1387            state.mClipSideFlags = kClipSide_None;
1388            if (!currentClip->contains(state.mBounds)) {
1389                int& flags = state.mClipSideFlags;
1390                // op partially clipped, so record which sides are clipped for clip-aware merging
1391                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1392                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1393                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1394                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1395            }
1396            state.mBounds.set(clippedBounds);
1397        } else {
1398            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1399            // overdraw avoidance (since we don't know what it overlaps)
1400            state.mClipSideFlags = kClipSide_ConservativeFull;
1401            state.mBounds.set(*currentClip);
1402        }
1403    }
1404
1405    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1406    if (state.mClipValid) {
1407        state.mClip.set(*currentClip);
1408    }
1409
1410    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1411    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1412    state.mMatrix.load(*currentMatrix);
1413    state.mDrawModifiers = mDrawModifiers;
1414    state.mAlpha = currentSnapshot()->alpha;
1415
1416    // always store/restore, since it's just a pointer
1417    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1418    return false;
1419}
1420
1421void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1422    setMatrix(state.mMatrix);
1423    mSnapshot->alpha = state.mAlpha;
1424    mDrawModifiers = state.mDrawModifiers;
1425    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1426
1427    if (state.mClipValid && !skipClipRestore) {
1428        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1429                state.mClip.right, state.mClip.bottom);
1430        dirtyClip();
1431    }
1432}
1433
1434/**
1435 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1436 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1437 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1438 *
1439 * This method should be called when restoreDisplayState() won't be restoring the clip
1440 */
1441void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1442    if (clipRect != NULL) {
1443        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1444    } else {
1445        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1446    }
1447    dirtyClip();
1448    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1449}
1450
1451///////////////////////////////////////////////////////////////////////////////
1452// Clipping
1453///////////////////////////////////////////////////////////////////////////////
1454
1455void OpenGLRenderer::setScissorFromClip() {
1456    Rect clip(*currentClipRect());
1457    clip.snapToPixelBoundaries();
1458
1459    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1460            clip.getWidth(), clip.getHeight())) {
1461        mDirtyClip = false;
1462    }
1463}
1464
1465void OpenGLRenderer::ensureStencilBuffer() {
1466    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1467    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1468    // just hope we have one when hasLayer() returns false.
1469    if (hasLayer()) {
1470        attachStencilBufferToLayer(currentSnapshot()->layer);
1471    }
1472}
1473
1474void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1475    // The layer's FBO is already bound when we reach this stage
1476    if (!layer->getStencilRenderBuffer()) {
1477        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1478        // is attached after we initiated tiling. We must turn it off,
1479        // attach the new render buffer then turn tiling back on
1480        endTiling();
1481
1482        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1483                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1484        layer->setStencilRenderBuffer(buffer);
1485
1486        startTiling(layer->clipRect, layer->layer.getHeight());
1487    }
1488}
1489
1490void OpenGLRenderer::setStencilFromClip() {
1491    if (!mCaches.debugOverdraw) {
1492        if (!currentSnapshot()->clipRegion->isEmpty()) {
1493            EVENT_LOGD("setStencilFromClip - enabling");
1494
1495            // NOTE: The order here is important, we must set dirtyClip to false
1496            //       before any draw call to avoid calling back into this method
1497            mDirtyClip = false;
1498
1499            ensureStencilBuffer();
1500
1501            mCaches.stencil.enableWrite();
1502
1503            // Clear and update the stencil, but first make sure we restrict drawing
1504            // to the region's bounds
1505            bool resetScissor = mCaches.enableScissor();
1506            if (resetScissor) {
1507                // The scissor was not set so we now need to update it
1508                setScissorFromClip();
1509            }
1510            mCaches.stencil.clear();
1511
1512            // stash and disable the outline clip state, since stencil doesn't account for outline
1513            bool storedSkipOutlineClip = mSkipOutlineClip;
1514            mSkipOutlineClip = true;
1515
1516            SkPaint paint;
1517            paint.setColor(SK_ColorBLACK);
1518            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1519
1520            // NOTE: We could use the region contour path to generate a smaller mesh
1521            //       Since we are using the stencil we could use the red book path
1522            //       drawing technique. It might increase bandwidth usage though.
1523
1524            // The last parameter is important: we are not drawing in the color buffer
1525            // so we don't want to dirty the current layer, if any
1526            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1527            if (resetScissor) mCaches.disableScissor();
1528            mSkipOutlineClip = storedSkipOutlineClip;
1529
1530            mCaches.stencil.enableTest();
1531
1532            // Draw the region used to generate the stencil if the appropriate debug
1533            // mode is enabled
1534            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1535                paint.setColor(0x7f0000ff);
1536                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1537                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1538            }
1539        } else {
1540            EVENT_LOGD("setStencilFromClip - disabling");
1541            mCaches.stencil.disable();
1542        }
1543    }
1544}
1545
1546/**
1547 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1548 *
1549 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1550 *         style, and tessellated AA ramp
1551 */
1552bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1553        const SkPaint* paint) {
1554    bool snapOut = paint && paint->isAntiAlias();
1555
1556    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1557        float outset = paint->getStrokeWidth() * 0.5f;
1558        left -= outset;
1559        top -= outset;
1560        right += outset;
1561        bottom += outset;
1562    }
1563
1564    bool clipRequired = false;
1565    bool roundRectClipRequired = false;
1566    if (calculateQuickRejectForScissor(left, top, right, bottom,
1567            &clipRequired, &roundRectClipRequired, snapOut)) {
1568        return true;
1569    }
1570
1571    // not quick rejected, so enable the scissor if clipRequired
1572    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1573    mSkipOutlineClip = !roundRectClipRequired;
1574    return false;
1575}
1576
1577void OpenGLRenderer::debugClip() {
1578#if DEBUG_CLIP_REGIONS
1579    if (!currentSnapshot()->clipRegion->isEmpty()) {
1580        SkPaint paint;
1581        paint.setColor(0x7f00ff00);
1582        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1583
1584    }
1585#endif
1586}
1587
1588///////////////////////////////////////////////////////////////////////////////
1589// Drawing commands
1590///////////////////////////////////////////////////////////////////////////////
1591
1592void OpenGLRenderer::setupDraw(bool clearLayer) {
1593    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1594    //       changes the scissor test state
1595    if (clearLayer) clearLayerRegions();
1596    // Make sure setScissor & setStencil happen at the beginning of
1597    // this method
1598    if (mDirtyClip) {
1599        if (mCaches.scissorEnabled) {
1600            setScissorFromClip();
1601        }
1602
1603        if (clearLayer) {
1604            setStencilFromClip();
1605        } else {
1606            // While clearing layer, force disable stencil buffer, since
1607            // it's invalid to stencil-clip *during* the layer clear
1608            mCaches.stencil.disable();
1609        }
1610    }
1611
1612    mDescription.reset();
1613
1614    mSetShaderColor = false;
1615    mColorSet = false;
1616    mColorA = mColorR = mColorG = mColorB = 0.0f;
1617    mTextureUnit = 0;
1618    mTrackDirtyRegions = true;
1619
1620    // Enable debug highlight when what we're about to draw is tested against
1621    // the stencil buffer and if stencil highlight debugging is on
1622    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1623            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1624            mCaches.stencil.isTestEnabled();
1625
1626    mDescription.emulateStencil = mCountOverdraw;
1627}
1628
1629void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1630    mDescription.hasTexture = true;
1631    mDescription.hasAlpha8Texture = isAlpha8;
1632}
1633
1634void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1635    mDescription.hasTexture = true;
1636    mDescription.hasColors = true;
1637    mDescription.hasAlpha8Texture = isAlpha8;
1638}
1639
1640void OpenGLRenderer::setupDrawWithExternalTexture() {
1641    mDescription.hasExternalTexture = true;
1642}
1643
1644void OpenGLRenderer::setupDrawNoTexture() {
1645    mCaches.disableTexCoordsVertexArray();
1646}
1647
1648void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1649    mDescription.hasVertexAlpha = true;
1650    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1651}
1652
1653void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1654    mColorA = alpha / 255.0f;
1655    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1656    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1657    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1658    mColorSet = true;
1659    mSetShaderColor = mDescription.setColorModulate(mColorA);
1660}
1661
1662void OpenGLRenderer::setupDrawAlpha8Color(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.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1669}
1670
1671void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1672    mCaches.fontRenderer->describe(mDescription, paint);
1673}
1674
1675void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1676    mColorA = a;
1677    mColorR = r;
1678    mColorG = g;
1679    mColorB = b;
1680    mColorSet = true;
1681    mSetShaderColor = mDescription.setColorModulate(a);
1682}
1683
1684void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1685    if (shader != NULL) {
1686        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1687    }
1688}
1689
1690void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1691    if (filter == NULL) {
1692        return;
1693    }
1694
1695    SkXfermode::Mode mode;
1696    if (filter->asColorMode(NULL, &mode)) {
1697        mDescription.colorOp = ProgramDescription::kColorBlend;
1698        mDescription.colorMode = mode;
1699    } else if (filter->asColorMatrix(NULL)) {
1700        mDescription.colorOp = ProgramDescription::kColorMatrix;
1701    }
1702}
1703
1704void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1705    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1706        mColorA = 1.0f;
1707        mColorR = mColorG = mColorB = 0.0f;
1708        mSetShaderColor = mDescription.modulate = true;
1709    }
1710}
1711
1712static bool isBlendedColorFilter(const SkColorFilter* filter) {
1713    if (filter == NULL) {
1714        return false;
1715    }
1716    return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0;
1717}
1718
1719void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1720    SkXfermode::Mode mode = layer->getMode();
1721    // When the blending mode is kClear_Mode, we need to use a modulate color
1722    // argb=1,0,0,0
1723    accountForClear(mode);
1724    // TODO: check shader blending, once we have shader drawing support for layers.
1725    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1726            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1727    chooseBlending(blend, mode, mDescription, swapSrcDst);
1728}
1729
1730void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1731    SkXfermode::Mode mode = getXfermodeDirect(paint);
1732    // When the blending mode is kClear_Mode, we need to use a modulate color
1733    // argb=1,0,0,0
1734    accountForClear(mode);
1735    blend |= (mColorSet && mColorA < 1.0f) ||
1736            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1737            isBlendedColorFilter(getColorFilter(paint));
1738    chooseBlending(blend, mode, mDescription, swapSrcDst);
1739}
1740
1741void OpenGLRenderer::setupDrawProgram() {
1742    useProgram(mCaches.programCache.get(mDescription));
1743    if (mDescription.hasRoundRectClip) {
1744        // TODO: avoid doing this repeatedly, stashing state pointer in program
1745        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1746        const Rect& innerRect = state->innerRect;
1747        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1748                innerRect.left, innerRect.top,
1749                innerRect.right, innerRect.bottom);
1750        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1751                state->radius);
1752        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1753                1, GL_FALSE, &state->matrix.data[0]);
1754    }
1755}
1756
1757void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1758    mTrackDirtyRegions = false;
1759}
1760
1761void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1762        float left, float top, float right, float bottom, bool ignoreTransform) {
1763    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1764    if (mode == kModelViewMode_TranslateAndScale) {
1765        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1766    }
1767
1768    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1769    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1770    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1771    if (dirty && mTrackDirtyRegions) {
1772        if (!ignoreTransform) {
1773            dirtyLayer(left, top, right, bottom, *currentTransform());
1774        } else {
1775            dirtyLayer(left, top, right, bottom);
1776        }
1777    }
1778}
1779
1780void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1781    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1782        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1783    }
1784}
1785
1786void OpenGLRenderer::setupDrawPureColorUniforms() {
1787    if (mSetShaderColor) {
1788        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1789    }
1790}
1791
1792void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1793    if (shader == NULL) {
1794        return;
1795    }
1796
1797    if (ignoreTransform) {
1798        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1799        // because it was built into modelView / the geometry, and the description needs to
1800        // compensate.
1801        mat4 modelViewWithoutTransform;
1802        modelViewWithoutTransform.loadInverse(*currentTransform());
1803        modelViewWithoutTransform.multiply(mModelViewMatrix);
1804        mModelViewMatrix.load(modelViewWithoutTransform);
1805    }
1806
1807    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1808}
1809
1810void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1811    if (NULL == filter) {
1812        return;
1813    }
1814
1815    SkColor color;
1816    SkXfermode::Mode mode;
1817    if (filter->asColorMode(&color, &mode)) {
1818        const int alpha = SkColorGetA(color);
1819        const GLfloat a = alpha / 255.0f;
1820        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1821        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1822        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1823        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1824        return;
1825    }
1826
1827    SkScalar srcColorMatrix[20];
1828    if (filter->asColorMatrix(srcColorMatrix)) {
1829
1830        float colorMatrix[16];
1831        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1832        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1833        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1834        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1835
1836        // Skia uses the range [0..255] for the addition vector, but we need
1837        // the [0..1] range to apply the vector in GLSL
1838        float colorVector[4];
1839        colorVector[0] = srcColorMatrix[4] / 255.0f;
1840        colorVector[1] = srcColorMatrix[9] / 255.0f;
1841        colorVector[2] = srcColorMatrix[14] / 255.0f;
1842        colorVector[3] = srcColorMatrix[19] / 255.0f;
1843
1844        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1845                GL_FALSE, colorMatrix);
1846        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1847        return;
1848    }
1849
1850    // it is an error if we ever get here
1851}
1852
1853void OpenGLRenderer::setupDrawTextGammaUniforms() {
1854    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1855}
1856
1857void OpenGLRenderer::setupDrawSimpleMesh() {
1858    bool force = mCaches.bindMeshBuffer();
1859    mCaches.bindPositionVertexPointer(force, 0);
1860    mCaches.unbindIndicesBuffer();
1861}
1862
1863void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1864    if (texture) bindTexture(texture);
1865    mTextureUnit++;
1866    mCaches.enableTexCoordsVertexArray();
1867}
1868
1869void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1870    bindExternalTexture(texture);
1871    mTextureUnit++;
1872    mCaches.enableTexCoordsVertexArray();
1873}
1874
1875void OpenGLRenderer::setupDrawTextureTransform() {
1876    mDescription.hasTextureTransform = true;
1877}
1878
1879void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1880    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1881            GL_FALSE, &transform.data[0]);
1882}
1883
1884void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1885        const GLvoid* texCoords, GLuint vbo) {
1886    bool force = false;
1887    if (!vertices || vbo) {
1888        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1889    } else {
1890        force = mCaches.unbindMeshBuffer();
1891    }
1892
1893    mCaches.bindPositionVertexPointer(force, vertices);
1894    if (mCaches.currentProgram->texCoords >= 0) {
1895        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1896    }
1897
1898    mCaches.unbindIndicesBuffer();
1899}
1900
1901void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1902        const GLvoid* texCoords, const GLvoid* colors) {
1903    bool force = mCaches.unbindMeshBuffer();
1904    GLsizei stride = sizeof(ColorTextureVertex);
1905
1906    mCaches.bindPositionVertexPointer(force, vertices, stride);
1907    if (mCaches.currentProgram->texCoords >= 0) {
1908        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1909    }
1910    int slot = mCaches.currentProgram->getAttrib("colors");
1911    if (slot >= 0) {
1912        glEnableVertexAttribArray(slot);
1913        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1914    }
1915
1916    mCaches.unbindIndicesBuffer();
1917}
1918
1919void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1920        const GLvoid* texCoords, GLuint vbo) {
1921    bool force = false;
1922    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1923    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1924    // use the default VBO found in Caches
1925    if (!vertices || vbo) {
1926        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1927    } else {
1928        force = mCaches.unbindMeshBuffer();
1929    }
1930    mCaches.bindQuadIndicesBuffer();
1931
1932    mCaches.bindPositionVertexPointer(force, vertices);
1933    if (mCaches.currentProgram->texCoords >= 0) {
1934        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1935    }
1936}
1937
1938void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1939    bool force = mCaches.unbindMeshBuffer();
1940    mCaches.bindQuadIndicesBuffer();
1941    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1942}
1943
1944///////////////////////////////////////////////////////////////////////////////
1945// Drawing
1946///////////////////////////////////////////////////////////////////////////////
1947
1948status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1949    status_t status;
1950    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1951    // will be performed by the display list itself
1952    if (renderNode && renderNode->isRenderable()) {
1953        // compute 3d ordering
1954        renderNode->computeOrdering();
1955        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1956            status = startFrame();
1957            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1958            renderNode->replay(replayStruct, 0);
1959            return status | replayStruct.mDrawGlStatus;
1960        }
1961
1962        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1963        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1964        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1965        renderNode->defer(deferStruct, 0);
1966
1967        flushLayers();
1968        status = startFrame();
1969
1970        return deferredList.flush(*this, dirty) | status;
1971    }
1972
1973    // Even if there is no drawing command(Ex: invisible),
1974    // it still needs startFrame to clear buffer and start tiling.
1975    return startFrame();
1976}
1977
1978void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1979    int color = paint != NULL ? paint->getColor() : 0;
1980
1981    float x = left;
1982    float y = top;
1983
1984    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1985
1986    bool ignoreTransform = false;
1987    if (currentTransform()->isPureTranslate()) {
1988        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1989        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1990        ignoreTransform = true;
1991
1992        texture->setFilter(GL_NEAREST, true);
1993    } else {
1994        texture->setFilter(getFilter(paint), true);
1995    }
1996
1997    // No need to check for a UV mapper on the texture object, only ARGB_8888
1998    // bitmaps get packed in the atlas
1999    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2000            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2001            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2002}
2003
2004/**
2005 * Important note: this method is intended to draw batches of bitmaps and
2006 * will not set the scissor enable or dirty the current layer, if any.
2007 * The caller is responsible for properly dirtying the current layer.
2008 */
2009status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2010        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
2011        const Rect& bounds, const SkPaint* paint) {
2012    mCaches.activeTexture(0);
2013    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2014    if (!texture) return DrawGlInfo::kStatusDone;
2015
2016    const AutoTexture autoCleanup(texture);
2017
2018    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2019    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
2020
2021    const float x = (int) floorf(bounds.left + 0.5f);
2022    const float y = (int) floorf(bounds.top + 0.5f);
2023    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2024        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2025                texture->id, paint, &vertices[0].x, &vertices[0].u,
2026                GL_TRIANGLES, bitmapCount * 6, true,
2027                kModelViewMode_Translate, false);
2028    } else {
2029        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2030                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
2031                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2032                kModelViewMode_Translate, false);
2033    }
2034
2035    return DrawGlInfo::kStatusDrew;
2036}
2037
2038status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
2039    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2040        return DrawGlInfo::kStatusDone;
2041    }
2042
2043    mCaches.activeTexture(0);
2044    Texture* texture = getTexture(bitmap);
2045    if (!texture) return DrawGlInfo::kStatusDone;
2046    const AutoTexture autoCleanup(texture);
2047
2048    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2049        drawAlphaBitmap(texture, 0, 0, paint);
2050    } else {
2051        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2052    }
2053
2054    return DrawGlInfo::kStatusDrew;
2055}
2056
2057status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2058    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2059        return DrawGlInfo::kStatusDone;
2060    }
2061
2062    mCaches.activeTexture(0);
2063    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2064    const AutoTexture autoCleanup(texture);
2065
2066    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2067        drawAlphaBitmap(texture, 0, 0, paint);
2068    } else {
2069        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2070    }
2071
2072    return DrawGlInfo::kStatusDrew;
2073}
2074
2075status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2076        const float* vertices, const int* colors, const SkPaint* paint) {
2077    if (!vertices || currentSnapshot()->isIgnored()) {
2078        return DrawGlInfo::kStatusDone;
2079    }
2080
2081    // TODO: use quickReject on bounds from vertices
2082    mCaches.enableScissor();
2083
2084    float left = FLT_MAX;
2085    float top = FLT_MAX;
2086    float right = FLT_MIN;
2087    float bottom = FLT_MIN;
2088
2089    const uint32_t count = meshWidth * meshHeight * 6;
2090
2091    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2092    mesh.setCapacity(count);
2093    ColorTextureVertex* vertex = mesh.editArray();
2094
2095    bool cleanupColors = false;
2096    if (!colors) {
2097        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2098        int* newColors = new int[colorsCount];
2099        memset(newColors, 0xff, colorsCount * sizeof(int));
2100        colors = newColors;
2101        cleanupColors = true;
2102    }
2103
2104    mCaches.activeTexture(0);
2105    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2106    const UvMapper& mapper(getMapper(texture));
2107
2108    for (int32_t y = 0; y < meshHeight; y++) {
2109        for (int32_t x = 0; x < meshWidth; x++) {
2110            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2111
2112            float u1 = float(x) / meshWidth;
2113            float u2 = float(x + 1) / meshWidth;
2114            float v1 = float(y) / meshHeight;
2115            float v2 = float(y + 1) / meshHeight;
2116
2117            mapper.map(u1, v1, u2, v2);
2118
2119            int ax = i + (meshWidth + 1) * 2;
2120            int ay = ax + 1;
2121            int bx = i;
2122            int by = bx + 1;
2123            int cx = i + 2;
2124            int cy = cx + 1;
2125            int dx = i + (meshWidth + 1) * 2 + 2;
2126            int dy = dx + 1;
2127
2128            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2129            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2130            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2131
2132            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2133            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2134            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2135
2136            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2137            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2138            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2139            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2140        }
2141    }
2142
2143    if (quickRejectSetupScissor(left, top, right, bottom)) {
2144        if (cleanupColors) delete[] colors;
2145        return DrawGlInfo::kStatusDone;
2146    }
2147
2148    if (!texture) {
2149        texture = mCaches.textureCache.get(bitmap);
2150        if (!texture) {
2151            if (cleanupColors) delete[] colors;
2152            return DrawGlInfo::kStatusDone;
2153        }
2154    }
2155    const AutoTexture autoCleanup(texture);
2156
2157    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2158    texture->setFilter(getFilter(paint), true);
2159
2160    int alpha;
2161    SkXfermode::Mode mode;
2162    getAlphaAndMode(paint, &alpha, &mode);
2163
2164    float a = alpha / 255.0f;
2165
2166    if (hasLayer()) {
2167        dirtyLayer(left, top, right, bottom, *currentTransform());
2168    }
2169
2170    setupDraw();
2171    setupDrawWithTextureAndColor();
2172    setupDrawColor(a, a, a, a);
2173    setupDrawColorFilter(getColorFilter(paint));
2174    setupDrawBlending(paint, true);
2175    setupDrawProgram();
2176    setupDrawDirtyRegionsDisabled();
2177    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2178    setupDrawTexture(texture->id);
2179    setupDrawPureColorUniforms();
2180    setupDrawColorFilterUniforms(getColorFilter(paint));
2181    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2182
2183    glDrawArrays(GL_TRIANGLES, 0, count);
2184
2185    int slot = mCaches.currentProgram->getAttrib("colors");
2186    if (slot >= 0) {
2187        glDisableVertexAttribArray(slot);
2188    }
2189
2190    if (cleanupColors) delete[] colors;
2191
2192    return DrawGlInfo::kStatusDrew;
2193}
2194
2195status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2196         float srcLeft, float srcTop, float srcRight, float srcBottom,
2197         float dstLeft, float dstTop, float dstRight, float dstBottom,
2198         const SkPaint* paint) {
2199    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2200        return DrawGlInfo::kStatusDone;
2201    }
2202
2203    mCaches.activeTexture(0);
2204    Texture* texture = getTexture(bitmap);
2205    if (!texture) return DrawGlInfo::kStatusDone;
2206    const AutoTexture autoCleanup(texture);
2207
2208    const float width = texture->width;
2209    const float height = texture->height;
2210
2211    float u1 = fmax(0.0f, srcLeft / width);
2212    float v1 = fmax(0.0f, srcTop / height);
2213    float u2 = fmin(1.0f, srcRight / width);
2214    float v2 = fmin(1.0f, srcBottom / height);
2215
2216    getMapper(texture).map(u1, v1, u2, v2);
2217
2218    mCaches.unbindMeshBuffer();
2219    resetDrawTextureTexCoords(u1, v1, u2, v2);
2220
2221    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2222
2223    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2224    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2225
2226    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2227    // Apply a scale transform on the canvas only when a shader is in use
2228    // Skia handles the ratio between the dst and src rects as a scale factor
2229    // when a shader is set
2230    bool useScaleTransform = getShader(paint) && scaled;
2231    bool ignoreTransform = false;
2232
2233    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2234        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2235        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2236
2237        dstRight = x + (dstRight - dstLeft);
2238        dstBottom = y + (dstBottom - dstTop);
2239
2240        dstLeft = x;
2241        dstTop = y;
2242
2243        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2244        ignoreTransform = true;
2245    } else {
2246        texture->setFilter(getFilter(paint), true);
2247    }
2248
2249    if (CC_UNLIKELY(useScaleTransform)) {
2250        save(SkCanvas::kMatrix_SaveFlag);
2251        translate(dstLeft, dstTop);
2252        scale(scaleX, scaleY);
2253
2254        dstLeft = 0.0f;
2255        dstTop = 0.0f;
2256
2257        dstRight = srcRight - srcLeft;
2258        dstBottom = srcBottom - srcTop;
2259    }
2260
2261    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2262        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2263                texture->id, paint,
2264                &mMeshVertices[0].x, &mMeshVertices[0].u,
2265                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2266    } else {
2267        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2268                texture->id, paint, texture->blend,
2269                &mMeshVertices[0].x, &mMeshVertices[0].u,
2270                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2271    }
2272
2273    if (CC_UNLIKELY(useScaleTransform)) {
2274        restore();
2275    }
2276
2277    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2278
2279    return DrawGlInfo::kStatusDrew;
2280}
2281
2282status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2283        float left, float top, float right, float bottom, const SkPaint* paint) {
2284    if (quickRejectSetupScissor(left, top, right, bottom)) {
2285        return DrawGlInfo::kStatusDone;
2286    }
2287
2288    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2289    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2290            right - left, bottom - top, patch);
2291
2292    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2293}
2294
2295status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2296        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2297        const SkPaint* paint) {
2298    if (quickRejectSetupScissor(left, top, right, bottom)) {
2299        return DrawGlInfo::kStatusDone;
2300    }
2301
2302    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2303        mCaches.activeTexture(0);
2304        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2305        if (!texture) return DrawGlInfo::kStatusDone;
2306        const AutoTexture autoCleanup(texture);
2307
2308        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2309        texture->setFilter(GL_LINEAR, true);
2310
2311        const bool pureTranslate = currentTransform()->isPureTranslate();
2312        // Mark the current layer dirty where we are going to draw the patch
2313        if (hasLayer() && mesh->hasEmptyQuads) {
2314            const float offsetX = left + currentTransform()->getTranslateX();
2315            const float offsetY = top + currentTransform()->getTranslateY();
2316            const size_t count = mesh->quads.size();
2317            for (size_t i = 0; i < count; i++) {
2318                const Rect& bounds = mesh->quads.itemAt(i);
2319                if (CC_LIKELY(pureTranslate)) {
2320                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2321                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2322                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2323                } else {
2324                    dirtyLayer(left + bounds.left, top + bounds.top,
2325                            left + bounds.right, top + bounds.bottom, *currentTransform());
2326                }
2327            }
2328        }
2329
2330        bool ignoreTransform = false;
2331        if (CC_LIKELY(pureTranslate)) {
2332            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2333            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2334
2335            right = x + right - left;
2336            bottom = y + bottom - top;
2337            left = x;
2338            top = y;
2339            ignoreTransform = true;
2340        }
2341        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2342                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2343                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2344                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2345    }
2346
2347    return DrawGlInfo::kStatusDrew;
2348}
2349
2350/**
2351 * Important note: this method is intended to draw batches of 9-patch objects and
2352 * will not set the scissor enable or dirty the current layer, if any.
2353 * The caller is responsible for properly dirtying the current layer.
2354 */
2355status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2356        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2357    mCaches.activeTexture(0);
2358    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2359    if (!texture) return DrawGlInfo::kStatusDone;
2360    const AutoTexture autoCleanup(texture);
2361
2362    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2363    texture->setFilter(GL_LINEAR, true);
2364
2365    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2366            texture->blend, &vertices[0].x, &vertices[0].u,
2367            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2368
2369    return DrawGlInfo::kStatusDrew;
2370}
2371
2372status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2373        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2374    // not missing call to quickReject/dirtyLayer, always done at a higher level
2375    if (!vertexBuffer.getVertexCount()) {
2376        // no vertices to draw
2377        return DrawGlInfo::kStatusDone;
2378    }
2379
2380    Rect bounds(vertexBuffer.getBounds());
2381    bounds.translate(translateX, translateY);
2382    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2383
2384    int color = paint->getColor();
2385    bool isAA = paint->isAntiAlias();
2386
2387    setupDraw();
2388    setupDrawNoTexture();
2389    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2390    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2391    setupDrawColorFilter(getColorFilter(paint));
2392    setupDrawShader(getShader(paint));
2393    setupDrawBlending(paint, isAA);
2394    setupDrawProgram();
2395    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2396            translateX, translateY, 0, 0);
2397    setupDrawColorUniforms(getShader(paint));
2398    setupDrawColorFilterUniforms(getColorFilter(paint));
2399    setupDrawShaderUniforms(getShader(paint));
2400
2401    const void* vertices = vertexBuffer.getBuffer();
2402    bool force = mCaches.unbindMeshBuffer();
2403    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2404    mCaches.resetTexCoordsVertexPointer();
2405
2406    int alphaSlot = -1;
2407    if (isAA) {
2408        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2409        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2410        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2411        glEnableVertexAttribArray(alphaSlot);
2412        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2413    }
2414
2415    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2416    if (mode == VertexBuffer::kStandard) {
2417        mCaches.unbindIndicesBuffer();
2418        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2419    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2420        mCaches.bindShadowIndicesBuffer();
2421        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2422    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2423        mCaches.bindShadowIndicesBuffer();
2424        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2425    } else if (mode == VertexBuffer::kIndices) {
2426        mCaches.unbindIndicesBuffer();
2427        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2428                vertexBuffer.getIndices());
2429    }
2430
2431    if (isAA) {
2432        glDisableVertexAttribArray(alphaSlot);
2433    }
2434
2435    return DrawGlInfo::kStatusDrew;
2436}
2437
2438/**
2439 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2440 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2441 * screen space in all directions. However, instead of using a fragment shader to compute the
2442 * translucency of the color from its position, we simply use a varying parameter to define how far
2443 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2444 *
2445 * Doesn't yet support joins, caps, or path effects.
2446 */
2447status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2448    VertexBuffer vertexBuffer;
2449    // TODO: try clipping large paths to viewport
2450    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2451    return drawVertexBuffer(vertexBuffer, paint);
2452}
2453
2454/**
2455 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2456 * and additional geometry for defining an alpha slope perimeter.
2457 *
2458 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2459 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2460 * in-shader alpha region, but found it to be taxing on some GPUs.
2461 *
2462 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2463 * memory transfer by removing need for degenerate vertices.
2464 */
2465status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2466    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2467
2468    count &= ~0x3; // round down to nearest four
2469
2470    VertexBuffer buffer;
2471    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2472    const Rect& bounds = buffer.getBounds();
2473
2474    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2475        return DrawGlInfo::kStatusDone;
2476    }
2477
2478    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2479    return drawVertexBuffer(buffer, paint, displayFlags);
2480}
2481
2482status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2483    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2484
2485    count &= ~0x1; // round down to nearest two
2486
2487    VertexBuffer buffer;
2488    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2489
2490    const Rect& bounds = buffer.getBounds();
2491    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2492        return DrawGlInfo::kStatusDone;
2493    }
2494
2495    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2496    return drawVertexBuffer(buffer, paint, displayFlags);
2497}
2498
2499status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2500    // No need to check against the clip, we fill the clip region
2501    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2502
2503    Rect clip(*currentClipRect());
2504    clip.snapToPixelBoundaries();
2505
2506    SkPaint paint;
2507    paint.setColor(color);
2508    paint.setXfermodeMode(mode);
2509
2510    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2511
2512    return DrawGlInfo::kStatusDrew;
2513}
2514
2515status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2516        const SkPaint* paint) {
2517    if (!texture) return DrawGlInfo::kStatusDone;
2518    const AutoTexture autoCleanup(texture);
2519
2520    const float x = left + texture->left - texture->offset;
2521    const float y = top + texture->top - texture->offset;
2522
2523    drawPathTexture(texture, x, y, paint);
2524
2525    return DrawGlInfo::kStatusDrew;
2526}
2527
2528status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2529        float rx, float ry, const SkPaint* p) {
2530    if (currentSnapshot()->isIgnored()
2531            || quickRejectSetupScissor(left, top, right, bottom, p)
2532            || paintWillNotDraw(*p)) {
2533        return DrawGlInfo::kStatusDone;
2534    }
2535
2536    if (p->getPathEffect() != 0) {
2537        mCaches.activeTexture(0);
2538        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2539                right - left, bottom - top, rx, ry, p);
2540        return drawShape(left, top, texture, p);
2541    }
2542
2543    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2544            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2545    return drawVertexBuffer(left, top, *vertexBuffer, p);
2546}
2547
2548status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2549    if (currentSnapshot()->isIgnored()
2550            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2551            || paintWillNotDraw(*p)) {
2552        return DrawGlInfo::kStatusDone;
2553    }
2554    if (p->getPathEffect() != 0) {
2555        mCaches.activeTexture(0);
2556        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2557        return drawShape(x - radius, y - radius, texture, p);
2558    }
2559
2560    SkPath path;
2561    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2562        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2563    } else {
2564        path.addCircle(x, y, radius);
2565    }
2566    return drawConvexPath(path, p);
2567}
2568
2569status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2570        const SkPaint* p) {
2571    if (currentSnapshot()->isIgnored()
2572            || quickRejectSetupScissor(left, top, right, bottom, p)
2573            || paintWillNotDraw(*p)) {
2574        return DrawGlInfo::kStatusDone;
2575    }
2576
2577    if (p->getPathEffect() != 0) {
2578        mCaches.activeTexture(0);
2579        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2580        return drawShape(left, top, texture, p);
2581    }
2582
2583    SkPath path;
2584    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2585    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2586        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2587    }
2588    path.addOval(rect);
2589    return drawConvexPath(path, p);
2590}
2591
2592status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2593        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2594    if (currentSnapshot()->isIgnored()
2595            || quickRejectSetupScissor(left, top, right, bottom, p)
2596            || paintWillNotDraw(*p)) {
2597        return DrawGlInfo::kStatusDone;
2598    }
2599
2600    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2601    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2602        mCaches.activeTexture(0);
2603        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2604                startAngle, sweepAngle, useCenter, p);
2605        return drawShape(left, top, texture, p);
2606    }
2607
2608    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2609    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2610        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2611    }
2612
2613    SkPath path;
2614    if (useCenter) {
2615        path.moveTo(rect.centerX(), rect.centerY());
2616    }
2617    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2618    if (useCenter) {
2619        path.close();
2620    }
2621    return drawConvexPath(path, p);
2622}
2623
2624// See SkPaintDefaults.h
2625#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2626
2627status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2628        const SkPaint* p) {
2629    if (currentSnapshot()->isIgnored()
2630            || quickRejectSetupScissor(left, top, right, bottom, p)
2631            || paintWillNotDraw(*p)) {
2632        return DrawGlInfo::kStatusDone;
2633    }
2634
2635    if (p->getStyle() != SkPaint::kFill_Style) {
2636        // only fill style is supported by drawConvexPath, since others have to handle joins
2637        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2638                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2639            mCaches.activeTexture(0);
2640            const PathTexture* texture =
2641                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2642            return drawShape(left, top, texture, p);
2643        }
2644
2645        SkPath path;
2646        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2647        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2648            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2649        }
2650        path.addRect(rect);
2651        return drawConvexPath(path, p);
2652    }
2653
2654    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2655        SkPath path;
2656        path.addRect(left, top, right, bottom);
2657        return drawConvexPath(path, p);
2658    } else {
2659        drawColorRect(left, top, right, bottom, p);
2660        return DrawGlInfo::kStatusDrew;
2661    }
2662}
2663
2664void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2665        int bytesCount, int count, const float* positions,
2666        FontRenderer& fontRenderer, int alpha, float x, float y) {
2667    mCaches.activeTexture(0);
2668
2669    TextShadow textShadow;
2670    if (!getTextShadow(paint, &textShadow)) {
2671        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2672    }
2673
2674    // NOTE: The drop shadow will not perform gamma correction
2675    //       if shader-based correction is enabled
2676    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2677    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2678            paint, text, bytesCount, count, textShadow.radius, positions);
2679    // If the drop shadow exceeds the max texture size or couldn't be
2680    // allocated, skip drawing
2681    if (!shadow) return;
2682    const AutoTexture autoCleanup(shadow);
2683
2684    const float sx = x - shadow->left + textShadow.dx;
2685    const float sy = y - shadow->top + textShadow.dy;
2686
2687    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2688    if (getShader(paint)) {
2689        textShadow.color = SK_ColorWHITE;
2690    }
2691
2692    setupDraw();
2693    setupDrawWithTexture(true);
2694    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2695    setupDrawColorFilter(getColorFilter(paint));
2696    setupDrawShader(getShader(paint));
2697    setupDrawBlending(paint, true);
2698    setupDrawProgram();
2699    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2700            sx, sy, sx + shadow->width, sy + shadow->height);
2701    setupDrawTexture(shadow->id);
2702    setupDrawPureColorUniforms();
2703    setupDrawColorFilterUniforms(getColorFilter(paint));
2704    setupDrawShaderUniforms(getShader(paint));
2705    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2706
2707    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2708}
2709
2710bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2711    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2712    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2713}
2714
2715status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2716        const float* positions, const SkPaint* paint) {
2717    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2718        return DrawGlInfo::kStatusDone;
2719    }
2720
2721    // NOTE: Skia does not support perspective transform on drawPosText yet
2722    if (!currentTransform()->isSimple()) {
2723        return DrawGlInfo::kStatusDone;
2724    }
2725
2726    mCaches.enableScissor();
2727
2728    float x = 0.0f;
2729    float y = 0.0f;
2730    const bool pureTranslate = currentTransform()->isPureTranslate();
2731    if (pureTranslate) {
2732        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2733        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2734    }
2735
2736    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2737    fontRenderer.setFont(paint, SkMatrix::I());
2738
2739    int alpha;
2740    SkXfermode::Mode mode;
2741    getAlphaAndMode(paint, &alpha, &mode);
2742
2743    if (CC_UNLIKELY(hasTextShadow(paint))) {
2744        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2745                alpha, 0.0f, 0.0f);
2746    }
2747
2748    // Pick the appropriate texture filtering
2749    bool linearFilter = currentTransform()->changesBounds();
2750    if (pureTranslate && !linearFilter) {
2751        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2752    }
2753    fontRenderer.setTextureFiltering(linearFilter);
2754
2755    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2756    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2757
2758    const bool hasActiveLayer = hasLayer();
2759
2760    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2761    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2762            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2763        if (hasActiveLayer) {
2764            if (!pureTranslate) {
2765                currentTransform()->mapRect(bounds);
2766            }
2767            dirtyLayerUnchecked(bounds, getRegion());
2768        }
2769    }
2770
2771    return DrawGlInfo::kStatusDrew;
2772}
2773
2774bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2775    if (CC_LIKELY(transform.isPureTranslate())) {
2776        outMatrix->setIdentity();
2777        return false;
2778    } else if (CC_UNLIKELY(transform.isPerspective())) {
2779        outMatrix->setIdentity();
2780        return true;
2781    }
2782
2783    /**
2784     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2785     * with values rounded to the nearest int.
2786     */
2787    float sx, sy;
2788    transform.decomposeScale(sx, sy);
2789    outMatrix->setScale(
2790            roundf(fmaxf(1.0f, sx)),
2791            roundf(fmaxf(1.0f, sy)));
2792    return true;
2793}
2794
2795status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2796        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2797        DrawOpMode drawOpMode) {
2798
2799    if (drawOpMode == kDrawOpMode_Immediate) {
2800        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2801        // drawing as ops from DeferredDisplayList are already filtered for these
2802        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2803                quickRejectSetupScissor(bounds)) {
2804            return DrawGlInfo::kStatusDone;
2805        }
2806    }
2807
2808    const float oldX = x;
2809    const float oldY = y;
2810
2811    const mat4& transform = *currentTransform();
2812    const bool pureTranslate = transform.isPureTranslate();
2813
2814    if (CC_LIKELY(pureTranslate)) {
2815        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2816        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2817    }
2818
2819    int alpha;
2820    SkXfermode::Mode mode;
2821    getAlphaAndMode(paint, &alpha, &mode);
2822
2823    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2824
2825    if (CC_UNLIKELY(hasTextShadow(paint))) {
2826        fontRenderer.setFont(paint, SkMatrix::I());
2827        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2828                alpha, oldX, oldY);
2829    }
2830
2831    const bool hasActiveLayer = hasLayer();
2832
2833    // We only pass a partial transform to the font renderer. That partial
2834    // matrix defines how glyphs are rasterized. Typically we want glyphs
2835    // to be rasterized at their final size on screen, which means the partial
2836    // matrix needs to take the scale factor into account.
2837    // When a partial matrix is used to transform glyphs during rasterization,
2838    // the mesh is generated with the inverse transform (in the case of scale,
2839    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2840    // apply the full transform matrix at draw time in the vertex shader.
2841    // Applying the full matrix in the shader is the easiest way to handle
2842    // rotation and perspective and allows us to always generated quads in the
2843    // font renderer which greatly simplifies the code, clipping in particular.
2844    SkMatrix fontTransform;
2845    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2846            || fabs(y - (int) y) > 0.0f
2847            || fabs(x - (int) x) > 0.0f;
2848    fontRenderer.setFont(paint, fontTransform);
2849    fontRenderer.setTextureFiltering(linearFilter);
2850
2851    // TODO: Implement better clipping for scaled/rotated text
2852    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2853    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2854
2855    bool status;
2856    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2857
2858    // don't call issuedrawcommand, do it at end of batch
2859    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2860    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2861        SkPaint paintCopy(*paint);
2862        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2863        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2864                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2865    } else {
2866        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2867                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2868    }
2869
2870    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2871        if (!pureTranslate) {
2872            transform.mapRect(layerBounds);
2873        }
2874        dirtyLayerUnchecked(layerBounds, getRegion());
2875    }
2876
2877    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2878
2879    return DrawGlInfo::kStatusDrew;
2880}
2881
2882status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2883        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2884    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2885        return DrawGlInfo::kStatusDone;
2886    }
2887
2888    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2889    mCaches.enableScissor();
2890
2891    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2892    fontRenderer.setFont(paint, SkMatrix::I());
2893    fontRenderer.setTextureFiltering(true);
2894
2895    int alpha;
2896    SkXfermode::Mode mode;
2897    getAlphaAndMode(paint, &alpha, &mode);
2898    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2899
2900    const Rect* clip = &mSnapshot->getLocalClip();
2901    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2902
2903    const bool hasActiveLayer = hasLayer();
2904
2905    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2906            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2907        if (hasActiveLayer) {
2908            currentTransform()->mapRect(bounds);
2909            dirtyLayerUnchecked(bounds, getRegion());
2910        }
2911    }
2912
2913    return DrawGlInfo::kStatusDrew;
2914}
2915
2916status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2917    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2918
2919    mCaches.activeTexture(0);
2920
2921    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2922    if (!texture) return DrawGlInfo::kStatusDone;
2923    const AutoTexture autoCleanup(texture);
2924
2925    const float x = texture->left - texture->offset;
2926    const float y = texture->top - texture->offset;
2927
2928    drawPathTexture(texture, x, y, paint);
2929
2930    return DrawGlInfo::kStatusDrew;
2931}
2932
2933status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2934    if (!layer) {
2935        return DrawGlInfo::kStatusDone;
2936    }
2937
2938    mat4* transform = NULL;
2939    if (layer->isTextureLayer()) {
2940        transform = &layer->getTransform();
2941        if (!transform->isIdentity()) {
2942            save(SkCanvas::kMatrix_SaveFlag);
2943            concatMatrix(*transform);
2944        }
2945    }
2946
2947    bool clipRequired = false;
2948    const bool rejected = calculateQuickRejectForScissor(x, y,
2949            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2950
2951    if (rejected) {
2952        if (transform && !transform->isIdentity()) {
2953            restore();
2954        }
2955        return DrawGlInfo::kStatusDone;
2956    }
2957
2958    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2959            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2960
2961    updateLayer(layer, true);
2962
2963    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2964    mCaches.activeTexture(0);
2965
2966    if (CC_LIKELY(!layer->region.isEmpty())) {
2967        if (layer->region.isRect()) {
2968            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2969                    composeLayerRect(layer, layer->regionRect));
2970        } else if (layer->mesh) {
2971
2972            const float a = getLayerAlpha(layer);
2973            setupDraw();
2974            setupDrawWithTexture();
2975            setupDrawColor(a, a, a, a);
2976            setupDrawColorFilter(layer->getColorFilter());
2977            setupDrawBlending(layer);
2978            setupDrawProgram();
2979            setupDrawPureColorUniforms();
2980            setupDrawColorFilterUniforms(layer->getColorFilter());
2981            setupDrawTexture(layer->getTexture());
2982            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2983                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2984                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2985
2986                layer->setFilter(GL_NEAREST);
2987                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2988                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2989            } else {
2990                layer->setFilter(GL_LINEAR);
2991                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2992                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2993            }
2994
2995            TextureVertex* mesh = &layer->mesh[0];
2996            GLsizei elementsCount = layer->meshElementCount;
2997
2998            while (elementsCount > 0) {
2999                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3000
3001                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3002                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3003                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3004
3005                elementsCount -= drawCount;
3006                // Though there are 4 vertices in a quad, we use 6 indices per
3007                // quad to draw with GL_TRIANGLES
3008                mesh += (drawCount / 6) * 4;
3009            }
3010
3011#if DEBUG_LAYERS_AS_REGIONS
3012            drawRegionRectsDebug(layer->region);
3013#endif
3014        }
3015
3016        if (layer->debugDrawUpdate) {
3017            layer->debugDrawUpdate = false;
3018
3019            SkPaint paint;
3020            paint.setColor(0x7f00ff00);
3021            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3022        }
3023    }
3024    layer->hasDrawnSinceUpdate = true;
3025
3026    if (transform && !transform->isIdentity()) {
3027        restore();
3028    }
3029
3030    return DrawGlInfo::kStatusDrew;
3031}
3032
3033///////////////////////////////////////////////////////////////////////////////
3034// Draw filters
3035///////////////////////////////////////////////////////////////////////////////
3036
3037void OpenGLRenderer::resetPaintFilter() {
3038    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3039    // comparison, see MergingDrawBatch::canMergeWith
3040    mDrawModifiers.mHasDrawFilter = false;
3041    mDrawModifiers.mPaintFilterClearBits = 0;
3042    mDrawModifiers.mPaintFilterSetBits = 0;
3043}
3044
3045void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3046    // TODO: don't bother with boolean, it's redundant with clear/set bits
3047    mDrawModifiers.mHasDrawFilter = true;
3048    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3049    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3050}
3051
3052const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3053    // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3054    // to avoid clobbering 0x02 paint flag
3055
3056    // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3057    static const uint32_t sFilterBitmapFlag = 0x02;
3058
3059    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3060        return paint;
3061    }
3062
3063    const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3064    const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3065
3066    const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3067    mFilteredPaint = *paint;
3068    mFilteredPaint.setFlags(flags);
3069
3070    // check if paint filter trying to override bitmap filter
3071    if ((clearBits | setBits) & sFilterBitmapFlag) {
3072        mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3073                ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3074    }
3075
3076    return &mFilteredPaint;
3077}
3078
3079///////////////////////////////////////////////////////////////////////////////
3080// Drawing implementation
3081///////////////////////////////////////////////////////////////////////////////
3082
3083Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3084    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3085    if (!texture) {
3086        return mCaches.textureCache.get(bitmap);
3087    }
3088    return texture;
3089}
3090
3091void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3092        float x, float y, const SkPaint* paint) {
3093    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3094        return;
3095    }
3096
3097    int alpha;
3098    SkXfermode::Mode mode;
3099    getAlphaAndMode(paint, &alpha, &mode);
3100
3101    setupDraw();
3102    setupDrawWithTexture(true);
3103    setupDrawAlpha8Color(paint->getColor(), alpha);
3104    setupDrawColorFilter(getColorFilter(paint));
3105    setupDrawShader(getShader(paint));
3106    setupDrawBlending(paint, true);
3107    setupDrawProgram();
3108    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3109            x, y, x + texture->width, y + texture->height);
3110    setupDrawTexture(texture->id);
3111    setupDrawPureColorUniforms();
3112    setupDrawColorFilterUniforms(getColorFilter(paint));
3113    setupDrawShaderUniforms(getShader(paint));
3114    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3115
3116    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3117}
3118
3119// Same values used by Skia
3120#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3121#define kStdUnderline_Offset    (1.0f / 9.0f)
3122#define kStdUnderline_Thickness (1.0f / 18.0f)
3123
3124void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3125        const SkPaint* paint) {
3126    // Handle underline and strike-through
3127    uint32_t flags = paint->getFlags();
3128    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3129        SkPaint paintCopy(*paint);
3130
3131        if (CC_LIKELY(underlineWidth > 0.0f)) {
3132            const float textSize = paintCopy.getTextSize();
3133            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3134
3135            const float left = x;
3136            float top = 0.0f;
3137
3138            int linesCount = 0;
3139            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3140            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3141
3142            const int pointsCount = 4 * linesCount;
3143            float points[pointsCount];
3144            int currentPoint = 0;
3145
3146            if (flags & SkPaint::kUnderlineText_Flag) {
3147                top = y + textSize * kStdUnderline_Offset;
3148                points[currentPoint++] = left;
3149                points[currentPoint++] = top;
3150                points[currentPoint++] = left + underlineWidth;
3151                points[currentPoint++] = top;
3152            }
3153
3154            if (flags & SkPaint::kStrikeThruText_Flag) {
3155                top = y + textSize * kStdStrikeThru_Offset;
3156                points[currentPoint++] = left;
3157                points[currentPoint++] = top;
3158                points[currentPoint++] = left + underlineWidth;
3159                points[currentPoint++] = top;
3160            }
3161
3162            paintCopy.setStrokeWidth(strokeWidth);
3163
3164            drawLines(&points[0], pointsCount, &paintCopy);
3165        }
3166    }
3167}
3168
3169status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3170    if (currentSnapshot()->isIgnored()) {
3171        return DrawGlInfo::kStatusDone;
3172    }
3173
3174    return drawColorRects(rects, count, paint, false, true, true);
3175}
3176
3177static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3178    // map z coordinate with true 3d matrix
3179    point.z = transformZ.mapZ(point);
3180
3181    // map x,y coordinates with draw/Skia matrix
3182    transformXY.mapPoint(point.x, point.y);
3183}
3184
3185status_t OpenGLRenderer::drawShadow(float casterAlpha,
3186        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3187    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3188
3189    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3190    mCaches.enableScissor();
3191
3192    SkPaint paint;
3193    paint.setAntiAlias(true); // want to use AlphaVertex
3194
3195    // The caller has made sure casterAlpha > 0.
3196    float ambientShadowAlpha = mAmbientShadowAlpha;
3197    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3198        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3199    }
3200    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3201        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3202        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3203    }
3204
3205    float spotShadowAlpha = mSpotShadowAlpha;
3206    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3207        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3208    }
3209    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3210        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3211        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3212    }
3213
3214    return DrawGlInfo::kStatusDrew;
3215}
3216
3217status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3218        bool ignoreTransform, bool dirty, bool clip) {
3219    if (count == 0) {
3220        return DrawGlInfo::kStatusDone;
3221    }
3222
3223    int color = paint->getColor();
3224    // If a shader is set, preserve only the alpha
3225    if (getShader(paint)) {
3226        color |= 0x00ffffff;
3227    }
3228
3229    float left = FLT_MAX;
3230    float top = FLT_MAX;
3231    float right = FLT_MIN;
3232    float bottom = FLT_MIN;
3233
3234    Vertex mesh[count];
3235    Vertex* vertex = mesh;
3236
3237    for (int index = 0; index < count; index += 4) {
3238        float l = rects[index + 0];
3239        float t = rects[index + 1];
3240        float r = rects[index + 2];
3241        float b = rects[index + 3];
3242
3243        Vertex::set(vertex++, l, t);
3244        Vertex::set(vertex++, r, t);
3245        Vertex::set(vertex++, l, b);
3246        Vertex::set(vertex++, r, b);
3247
3248        left = fminf(left, l);
3249        top = fminf(top, t);
3250        right = fmaxf(right, r);
3251        bottom = fmaxf(bottom, b);
3252    }
3253
3254    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3255        return DrawGlInfo::kStatusDone;
3256    }
3257
3258    setupDraw();
3259    setupDrawNoTexture();
3260    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3261    setupDrawShader(getShader(paint));
3262    setupDrawColorFilter(getColorFilter(paint));
3263    setupDrawBlending(paint);
3264    setupDrawProgram();
3265    setupDrawDirtyRegionsDisabled();
3266    setupDrawModelView(kModelViewMode_Translate, false,
3267            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3268    setupDrawColorUniforms(getShader(paint));
3269    setupDrawShaderUniforms(getShader(paint));
3270    setupDrawColorFilterUniforms(getColorFilter(paint));
3271
3272    if (dirty && hasLayer()) {
3273        dirtyLayer(left, top, right, bottom, *currentTransform());
3274    }
3275
3276    issueIndexedQuadDraw(&mesh[0], count / 4);
3277
3278    return DrawGlInfo::kStatusDrew;
3279}
3280
3281void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3282        const SkPaint* paint, bool ignoreTransform) {
3283    int color = paint->getColor();
3284    // If a shader is set, preserve only the alpha
3285    if (getShader(paint)) {
3286        color |= 0x00ffffff;
3287    }
3288
3289    setupDraw();
3290    setupDrawNoTexture();
3291    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3292    setupDrawShader(getShader(paint));
3293    setupDrawColorFilter(getColorFilter(paint));
3294    setupDrawBlending(paint);
3295    setupDrawProgram();
3296    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3297            left, top, right, bottom, ignoreTransform);
3298    setupDrawColorUniforms(getShader(paint));
3299    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3300    setupDrawColorFilterUniforms(getColorFilter(paint));
3301    setupDrawSimpleMesh();
3302
3303    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3304}
3305
3306void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3307        Texture* texture, const SkPaint* paint) {
3308    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3309
3310    GLvoid* vertices = (GLvoid*) NULL;
3311    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3312
3313    if (texture->uvMapper) {
3314        vertices = &mMeshVertices[0].x;
3315        texCoords = &mMeshVertices[0].u;
3316
3317        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3318        texture->uvMapper->map(uvs);
3319
3320        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3321    }
3322
3323    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3324        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3325        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3326
3327        texture->setFilter(GL_NEAREST, true);
3328        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3329                paint, texture->blend, vertices, texCoords,
3330                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3331    } else {
3332        texture->setFilter(getFilter(paint), true);
3333        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3334                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3335    }
3336
3337    if (texture->uvMapper) {
3338        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3339    }
3340}
3341
3342void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3343        GLuint texture, const SkPaint* paint, bool blend,
3344        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3345        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3346        ModelViewMode modelViewMode, bool dirty) {
3347
3348    int a;
3349    SkXfermode::Mode mode;
3350    getAlphaAndMode(paint, &a, &mode);
3351    const float alpha = a / 255.0f;
3352
3353    setupDraw();
3354    setupDrawWithTexture();
3355    setupDrawColor(alpha, alpha, alpha, alpha);
3356    setupDrawColorFilter(getColorFilter(paint));
3357    setupDrawBlending(paint, blend, swapSrcDst);
3358    setupDrawProgram();
3359    if (!dirty) setupDrawDirtyRegionsDisabled();
3360    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3361    setupDrawTexture(texture);
3362    setupDrawPureColorUniforms();
3363    setupDrawColorFilterUniforms(getColorFilter(paint));
3364    setupDrawMesh(vertices, texCoords, vbo);
3365
3366    glDrawArrays(drawMode, 0, elementsCount);
3367}
3368
3369void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3370        GLuint texture, const SkPaint* paint, bool blend,
3371        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3372        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3373        ModelViewMode modelViewMode, bool dirty) {
3374
3375    int a;
3376    SkXfermode::Mode mode;
3377    getAlphaAndMode(paint, &a, &mode);
3378    const float alpha = a / 255.0f;
3379
3380    setupDraw();
3381    setupDrawWithTexture();
3382    setupDrawColor(alpha, alpha, alpha, alpha);
3383    setupDrawColorFilter(getColorFilter(paint));
3384    setupDrawBlending(paint, blend, swapSrcDst);
3385    setupDrawProgram();
3386    if (!dirty) setupDrawDirtyRegionsDisabled();
3387    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3388    setupDrawTexture(texture);
3389    setupDrawPureColorUniforms();
3390    setupDrawColorFilterUniforms(getColorFilter(paint));
3391    setupDrawMeshIndices(vertices, texCoords, vbo);
3392
3393    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3394}
3395
3396void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3397        GLuint texture, const SkPaint* paint,
3398        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3399        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3400
3401    int color = paint != NULL ? paint->getColor() : 0;
3402    int alpha;
3403    SkXfermode::Mode mode;
3404    getAlphaAndMode(paint, &alpha, &mode);
3405
3406    setupDraw();
3407    setupDrawWithTexture(true);
3408    if (paint != NULL) {
3409        setupDrawAlpha8Color(color, alpha);
3410    }
3411    setupDrawColorFilter(getColorFilter(paint));
3412    setupDrawShader(getShader(paint));
3413    setupDrawBlending(paint, true);
3414    setupDrawProgram();
3415    if (!dirty) setupDrawDirtyRegionsDisabled();
3416    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3417    setupDrawTexture(texture);
3418    setupDrawPureColorUniforms();
3419    setupDrawColorFilterUniforms(getColorFilter(paint));
3420    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3421    setupDrawMesh(vertices, texCoords);
3422
3423    glDrawArrays(drawMode, 0, elementsCount);
3424}
3425
3426void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3427        ProgramDescription& description, bool swapSrcDst) {
3428
3429    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3430        blend = true;
3431        mDescription.hasRoundRectClip = true;
3432    }
3433    mSkipOutlineClip = true;
3434
3435    if (mCountOverdraw) {
3436        if (!mCaches.blend) glEnable(GL_BLEND);
3437        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3438            glBlendFunc(GL_ONE, GL_ONE);
3439        }
3440
3441        mCaches.blend = true;
3442        mCaches.lastSrcMode = GL_ONE;
3443        mCaches.lastDstMode = GL_ONE;
3444
3445        return;
3446    }
3447
3448    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3449
3450    if (blend) {
3451        // These blend modes are not supported by OpenGL directly and have
3452        // to be implemented using shaders. Since the shader will perform
3453        // the blending, turn blending off here
3454        // If the blend mode cannot be implemented using shaders, fall
3455        // back to the default SrcOver blend mode instead
3456        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3457            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3458                description.framebufferMode = mode;
3459                description.swapSrcDst = swapSrcDst;
3460
3461                if (mCaches.blend) {
3462                    glDisable(GL_BLEND);
3463                    mCaches.blend = false;
3464                }
3465
3466                return;
3467            } else {
3468                mode = SkXfermode::kSrcOver_Mode;
3469            }
3470        }
3471
3472        if (!mCaches.blend) {
3473            glEnable(GL_BLEND);
3474        }
3475
3476        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3477        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3478
3479        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3480            glBlendFunc(sourceMode, destMode);
3481            mCaches.lastSrcMode = sourceMode;
3482            mCaches.lastDstMode = destMode;
3483        }
3484    } else if (mCaches.blend) {
3485        glDisable(GL_BLEND);
3486    }
3487    mCaches.blend = blend;
3488}
3489
3490bool OpenGLRenderer::useProgram(Program* program) {
3491    if (!program->isInUse()) {
3492        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3493        program->use();
3494        mCaches.currentProgram = program;
3495        return false;
3496    }
3497    return true;
3498}
3499
3500void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3501    TextureVertex* v = &mMeshVertices[0];
3502    TextureVertex::setUV(v++, u1, v1);
3503    TextureVertex::setUV(v++, u2, v1);
3504    TextureVertex::setUV(v++, u1, v2);
3505    TextureVertex::setUV(v++, u2, v2);
3506}
3507
3508void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3509    getAlphaAndModeDirect(paint, alpha,  mode);
3510    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3511        // if drawing a layer, ignore the paint's alpha
3512        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3513    }
3514    *alpha *= currentSnapshot()->alpha;
3515}
3516
3517float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3518    float alpha;
3519    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3520        alpha = mDrawModifiers.mOverrideLayerAlpha;
3521    } else {
3522        alpha = layer->getAlpha() / 255.0f;
3523    }
3524    return alpha * currentSnapshot()->alpha;
3525}
3526
3527}; // namespace uirenderer
3528}; // namespace android
3529