OpenGLRenderer.cpp revision 51d6a3db97bdd5315f1a17a4b447d10a92217b98
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "GammaFontRenderer.h"
40#include "Patch.h"
41#include "PathTessellator.h"
42#include "Properties.h"
43#include "RenderNode.h"
44#include "RenderState.h"
45#include "ShadowTessellator.h"
46#include "SkiaShader.h"
47#include "Vector.h"
48#include "VertexBuffer.h"
49#include "utils/GLUtils.h"
50#include "utils/TraceUtils.h"
51
52#if DEBUG_DETAILED_EVENTS
53    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
54#else
55    #define EVENT_LOGD(...)
56#endif
57
58namespace android {
59namespace uirenderer {
60
61static GLenum getFilter(const SkPaint* paint) {
62    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
63        return GL_LINEAR;
64    }
65    return GL_NEAREST;
66}
67
68///////////////////////////////////////////////////////////////////////////////
69// Globals
70///////////////////////////////////////////////////////////////////////////////
71
72/**
73 * Structure mapping Skia xfermodes to OpenGL blending factors.
74 */
75struct Blender {
76    SkXfermode::Mode mode;
77    GLenum src;
78    GLenum dst;
79}; // struct Blender
80
81// In this array, the index of each Blender equals the value of the first
82// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
83static const Blender gBlends[] = {
84    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
85    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
86    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
87    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
88    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
89    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
90    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
91    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
92    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
95    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
97    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
98    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
99};
100
101// This array contains the swapped version of each SkXfermode. For instance
102// this array's SrcOver blending mode is actually DstOver. You can refer to
103// createLayer() for more information on the purpose of this array.
104static const Blender gBlendsSwap[] = {
105    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
106    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
107    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
108    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
109    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
110    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
111    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
112    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
113    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
114    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
115    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
116    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
117    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
118    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
119    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
120};
121
122///////////////////////////////////////////////////////////////////////////////
123// Functions
124///////////////////////////////////////////////////////////////////////////////
125
126template<typename T>
127static inline T min(T a, T b) {
128    return a < b ? a : b;
129}
130
131///////////////////////////////////////////////////////////////////////////////
132// Constructors/destructor
133///////////////////////////////////////////////////////////////////////////////
134
135OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
136        : mState(*this)
137        , mFrameStarted(false)
138        , mCaches(Caches::getInstance())
139        , mExtensions(Extensions::getInstance())
140        , mRenderState(renderState)
141        , mScissorOptimizationDisabled(false)
142        , mSuppressTiling(false)
143        , mFirstFrameAfterResize(true)
144        , mDirty(false)
145        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
146        , mLightRadius(FLT_MIN)
147        , mAmbientShadowAlpha(0)
148        , mSpotShadowAlpha(0) {
149    // *set* draw modifiers to be 0
150    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
151    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
152
153    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
154}
155
156OpenGLRenderer::~OpenGLRenderer() {
157    // The context has already been destroyed at this point, do not call
158    // GL APIs. All GL state should be kept in Caches.h
159}
160
161void OpenGLRenderer::initProperties() {
162    char property[PROPERTY_VALUE_MAX];
163    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
164        mScissorOptimizationDisabled = !strcasecmp(property, "true");
165        INIT_LOGD("  Scissor optimization %s",
166                mScissorOptimizationDisabled ? "disabled" : "enabled");
167    } else {
168        INIT_LOGD("  Scissor optimization enabled");
169    }
170}
171
172void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
173        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
174    mLightCenter = lightCenter;
175    mLightRadius = lightRadius;
176    mAmbientShadowAlpha = ambientShadowAlpha;
177    mSpotShadowAlpha = spotShadowAlpha;
178}
179
180///////////////////////////////////////////////////////////////////////////////
181// Setup
182///////////////////////////////////////////////////////////////////////////////
183
184void OpenGLRenderer::onViewportInitialized() {
185    glDisable(GL_DITHER);
186    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
187
188    glEnableVertexAttribArray(Program::kBindingPosition);
189    mFirstFrameAfterResize = true;
190}
191
192void OpenGLRenderer::setupFrameState(float left, float top,
193        float right, float bottom, bool opaque) {
194    mCaches.clearGarbage();
195    mState.initializeSaveStack(left, top, right, bottom, mLightCenter);
196    mOpaque = opaque;
197    mTilingClip.set(left, top, right, bottom);
198}
199
200void OpenGLRenderer::startFrame() {
201    if (mFrameStarted) return;
202    mFrameStarted = true;
203
204    mState.setDirtyClip(true);
205
206    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
207
208    mRenderState.setViewport(mState.getWidth(), mState.getHeight());
209
210    // Functors break the tiling extension in pretty spectacular ways
211    // This ensures we don't use tiling when a functor is going to be
212    // invoked during the frame
213    mSuppressTiling = mCaches.hasRegisteredFunctors()
214            || mFirstFrameAfterResize;
215    mFirstFrameAfterResize = false;
216
217    startTilingCurrentClip(true);
218
219    debugOverdraw(true, true);
220
221    clear(mTilingClip.left, mTilingClip.top,
222            mTilingClip.right, mTilingClip.bottom, mOpaque);
223}
224
225void OpenGLRenderer::prepareDirty(float left, float top,
226        float right, float bottom, bool opaque) {
227
228    setupFrameState(left, top, right, bottom, opaque);
229
230    // Layer renderers will start the frame immediately
231    // The framebuffer renderer will first defer the display list
232    // for each layer and wait until the first drawing command
233    // to start the frame
234    if (currentSnapshot()->fbo == 0) {
235        syncState();
236        updateLayers();
237    } else {
238        startFrame();
239    }
240}
241
242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
243    // If we know that we are going to redraw the entire framebuffer,
244    // perform a discard to let the driver know we don't need to preserve
245    // the back buffer for this frame.
246    if (mExtensions.hasDiscardFramebuffer() &&
247            left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) {
248        const bool isFbo = onGetTargetFbo() == 0;
249        const GLenum attachments[] = {
250                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
251                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
252        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
253    }
254}
255
256void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
257    if (!opaque) {
258        mCaches.enableScissor();
259        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
260        glClear(GL_COLOR_BUFFER_BIT);
261        mDirty = true;
262        return;
263    }
264
265    mCaches.resetScissor();
266}
267
268void OpenGLRenderer::syncState() {
269    if (mCaches.blend) {
270        glEnable(GL_BLEND);
271    } else {
272        glDisable(GL_BLEND);
273    }
274}
275
276void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
277    if (!mSuppressTiling) {
278        const Snapshot* snapshot = currentSnapshot();
279
280        const Rect* clip = &mTilingClip;
281        if (snapshot->flags & Snapshot::kFlagFboTarget) {
282            clip = &(snapshot->layer->clipRect);
283        }
284
285        startTiling(*clip, getViewportHeight(), opaque, expand);
286    }
287}
288
289void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
290    if (!mSuppressTiling) {
291        if(expand) {
292            // Expand the startTiling region by 1
293            int leftNotZero = (clip.left > 0) ? 1 : 0;
294            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
295
296            mCaches.startTiling(
297                clip.left - leftNotZero,
298                windowHeight - clip.bottom - topNotZero,
299                clip.right - clip.left + leftNotZero + 1,
300                clip.bottom - clip.top + topNotZero + 1,
301                opaque);
302        } else {
303            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
304                clip.right - clip.left, clip.bottom - clip.top, opaque);
305        }
306    }
307}
308
309void OpenGLRenderer::endTiling() {
310    if (!mSuppressTiling) mCaches.endTiling();
311}
312
313bool OpenGLRenderer::finish() {
314    renderOverdraw();
315    endTiling();
316    mTempPaths.clear();
317
318    // When finish() is invoked on FBO 0 we've reached the end
319    // of the current frame
320    if (onGetTargetFbo() == 0) {
321        mCaches.pathCache.trim();
322        mCaches.tessellationCache.trim();
323    }
324
325    if (!suppressErrorChecks()) {
326#if DEBUG_OPENGL
327        GLUtils::dumpGLErrors();
328#endif
329
330#if DEBUG_MEMORY_USAGE
331        mCaches.dumpMemoryUsage();
332#else
333        if (mCaches.getDebugLevel() & kDebugMemory) {
334            mCaches.dumpMemoryUsage();
335        }
336#endif
337    }
338
339    mFrameStarted = false;
340
341    return reportAndClearDirty();
342}
343
344void OpenGLRenderer::resumeAfterLayer() {
345    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
346    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
347    debugOverdraw(true, false);
348
349    mCaches.resetScissor();
350    dirtyClip();
351}
352
353void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
354    if (mState.currentlyIgnored()) return;
355
356    Rect clip(*mState.currentClipRect());
357    clip.snapToPixelBoundaries();
358
359    // Since we don't know what the functor will draw, let's dirty
360    // the entire clip region
361    if (hasLayer()) {
362        dirtyLayerUnchecked(clip, getRegion());
363    }
364
365    DrawGlInfo info;
366    info.clipLeft = clip.left;
367    info.clipTop = clip.top;
368    info.clipRight = clip.right;
369    info.clipBottom = clip.bottom;
370    info.isLayer = hasLayer();
371    info.width = getViewportWidth();
372    info.height = getViewportHeight();
373    currentTransform()->copyTo(&info.transform[0]);
374
375    bool prevDirtyClip = mState.getDirtyClip();
376    // setup GL state for functor
377    if (mState.getDirtyClip()) {
378        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
379    }
380    if (mCaches.enableScissor() || prevDirtyClip) {
381        setScissorFromClip();
382    }
383
384    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
385    // Scissor may have been modified, reset dirty clip
386    dirtyClip();
387
388    mDirty = true;
389}
390
391///////////////////////////////////////////////////////////////////////////////
392// Debug
393///////////////////////////////////////////////////////////////////////////////
394
395void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
396#if DEBUG_DETAILED_EVENTS
397    const int BUFFER_SIZE = 256;
398    va_list ap;
399    char buf[BUFFER_SIZE];
400
401    va_start(ap, fmt);
402    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
403    va_end(ap);
404
405    eventMark(buf);
406#endif
407}
408
409
410void OpenGLRenderer::eventMark(const char* name) const {
411    mCaches.eventMark(0, name);
412}
413
414void OpenGLRenderer::startMark(const char* name) const {
415    mCaches.startMark(0, name);
416}
417
418void OpenGLRenderer::endMark() const {
419    mCaches.endMark();
420}
421
422void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
423    mRenderState.debugOverdraw(enable, clear);
424}
425
426void OpenGLRenderer::renderOverdraw() {
427    if (mCaches.debugOverdraw && onGetTargetFbo() == 0) {
428        const Rect* clip = &mTilingClip;
429
430        mCaches.enableScissor();
431        mCaches.setScissor(clip->left, mState.firstSnapshot()->getViewportHeight() - clip->bottom,
432                clip->right - clip->left, clip->bottom - clip->top);
433
434        // 1x overdraw
435        mCaches.stencil.enableDebugTest(2);
436        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
437
438        // 2x overdraw
439        mCaches.stencil.enableDebugTest(3);
440        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
441
442        // 3x overdraw
443        mCaches.stencil.enableDebugTest(4);
444        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
445
446        // 4x overdraw and higher
447        mCaches.stencil.enableDebugTest(4, true);
448        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
449
450        mCaches.stencil.disable();
451    }
452}
453
454///////////////////////////////////////////////////////////////////////////////
455// Layers
456///////////////////////////////////////////////////////////////////////////////
457
458bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
459    if (layer->deferredUpdateScheduled && layer->renderer
460            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
461
462        if (inFrame) {
463            endTiling();
464            debugOverdraw(false, false);
465        }
466
467        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
468            layer->render(*this);
469        } else {
470            layer->defer(*this);
471        }
472
473        if (inFrame) {
474            resumeAfterLayer();
475            startTilingCurrentClip();
476        }
477
478        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
479        layer->hasDrawnSinceUpdate = false;
480
481        return true;
482    }
483
484    return false;
485}
486
487void OpenGLRenderer::updateLayers() {
488    // If draw deferring is enabled this method will simply defer
489    // the display list of each individual layer. The layers remain
490    // in the layer updates list which will be cleared by flushLayers().
491    int count = mLayerUpdates.size();
492    if (count > 0) {
493        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
494            startMark("Layer Updates");
495        } else {
496            startMark("Defer Layer Updates");
497        }
498
499        // Note: it is very important to update the layers in order
500        for (int i = 0; i < count; i++) {
501            Layer* layer = mLayerUpdates.itemAt(i).get();
502            updateLayer(layer, false);
503        }
504
505        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
506            mLayerUpdates.clear();
507            mRenderState.bindFramebuffer(onGetTargetFbo());
508        }
509        endMark();
510    }
511}
512
513void OpenGLRenderer::flushLayers() {
514    int count = mLayerUpdates.size();
515    if (count > 0) {
516        startMark("Apply Layer Updates");
517
518        // Note: it is very important to update the layers in order
519        for (int i = 0; i < count; i++) {
520            mLayerUpdates.itemAt(i)->flush();
521        }
522
523        mLayerUpdates.clear();
524        mRenderState.bindFramebuffer(onGetTargetFbo());
525
526        endMark();
527    }
528}
529
530void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
531    if (layer) {
532        // Make sure we don't introduce duplicates.
533        // SortedVector would do this automatically but we need to respect
534        // the insertion order. The linear search is not an issue since
535        // this list is usually very short (typically one item, at most a few)
536        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
537            if (mLayerUpdates.itemAt(i) == layer) {
538                return;
539            }
540        }
541        mLayerUpdates.push_back(layer);
542    }
543}
544
545void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
546    if (layer) {
547        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
548            if (mLayerUpdates.itemAt(i) == layer) {
549                mLayerUpdates.removeAt(i);
550                break;
551            }
552        }
553    }
554}
555
556void OpenGLRenderer::flushLayerUpdates() {
557    ATRACE_NAME("Update HW Layers");
558    syncState();
559    updateLayers();
560    flushLayers();
561    // Wait for all the layer updates to be executed
562    AutoFence fence;
563}
564
565void OpenGLRenderer::markLayersAsBuildLayers() {
566    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
567        mLayerUpdates[i]->wasBuildLayered = true;
568    }
569}
570
571///////////////////////////////////////////////////////////////////////////////
572// State management
573///////////////////////////////////////////////////////////////////////////////
574
575void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
576    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
577    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
578    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
579
580    if (restoreViewport) {
581        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
582    }
583
584    if (restoreClip) {
585        dirtyClip();
586    }
587
588    if (restoreLayer) {
589        endMark(); // Savelayer
590        ATRACE_END(); // SaveLayer
591        startMark("ComposeLayer");
592        composeLayer(removed, restored);
593        endMark();
594    }
595}
596
597///////////////////////////////////////////////////////////////////////////////
598// Layers
599///////////////////////////////////////////////////////////////////////////////
600
601int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
602        const SkPaint* paint, int flags, const SkPath* convexMask) {
603    // force matrix/clip isolation for layer
604    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
605
606    const int count = mState.saveSnapshot(flags);
607
608    if (!mState.currentlyIgnored()) {
609        createLayer(left, top, right, bottom, paint, flags, convexMask);
610    }
611
612    return count;
613}
614
615void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
616    const Rect untransformedBounds(bounds);
617
618    currentTransform()->mapRect(bounds);
619
620    // Layers only make sense if they are in the framebuffer's bounds
621    if (bounds.intersect(*mState.currentClipRect())) {
622        // We cannot work with sub-pixels in this case
623        bounds.snapToPixelBoundaries();
624
625        // When the layer is not an FBO, we may use glCopyTexImage so we
626        // need to make sure the layer does not extend outside the bounds
627        // of the framebuffer
628        const Snapshot& previous = *(currentSnapshot()->previous);
629        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
630        if (!bounds.intersect(previousViewport)) {
631            bounds.setEmpty();
632        } else if (fboLayer) {
633            clip.set(bounds);
634            mat4 inverse;
635            inverse.loadInverse(*currentTransform());
636            inverse.mapRect(clip);
637            clip.snapToPixelBoundaries();
638            if (clip.intersect(untransformedBounds)) {
639                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
640                bounds.set(untransformedBounds);
641            } else {
642                clip.setEmpty();
643            }
644        }
645    } else {
646        bounds.setEmpty();
647    }
648}
649
650void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
651        bool fboLayer, int alpha) {
652    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
653            bounds.getHeight() > mCaches.maxTextureSize ||
654            (fboLayer && clip.isEmpty())) {
655        writableSnapshot()->empty = fboLayer;
656    } else {
657        writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer);
658    }
659}
660
661int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
662        const SkPaint* paint, int flags) {
663    const int count = mState.saveSnapshot(flags);
664
665    if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
666        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
667        // operations will be able to store and restore the current clip and transform info, and
668        // quick rejection will be correct (for display lists)
669
670        Rect bounds(left, top, right, bottom);
671        Rect clip;
672        calculateLayerBoundsAndClip(bounds, clip, true);
673        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
674
675        if (!mState.currentlyIgnored()) {
676            writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
677            writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
678            writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
679            writableSnapshot()->roundRectClipState = nullptr;
680        }
681    }
682
683    return count;
684}
685
686/**
687 * Layers are viewed by Skia are slightly different than layers in image editing
688 * programs (for instance.) When a layer is created, previously created layers
689 * and the frame buffer still receive every drawing command. For instance, if a
690 * layer is created and a shape intersecting the bounds of the layers and the
691 * framebuffer is draw, the shape will be drawn on both (unless the layer was
692 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
693 *
694 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
695 * texture. Unfortunately, this is inefficient as it requires every primitive to
696 * be drawn n + 1 times, where n is the number of active layers. In practice this
697 * means, for every primitive:
698 *   - Switch active frame buffer
699 *   - Change viewport, clip and projection matrix
700 *   - Issue the drawing
701 *
702 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
703 * To avoid this, layers are implemented in a different way here, at least in the
704 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
705 * is set. When this flag is set we can redirect all drawing operations into a
706 * single FBO.
707 *
708 * This implementation relies on the frame buffer being at least RGBA 8888. When
709 * a layer is created, only a texture is created, not an FBO. The content of the
710 * frame buffer contained within the layer's bounds is copied into this texture
711 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
712 * buffer and drawing continues as normal. This technique therefore treats the
713 * frame buffer as a scratch buffer for the layers.
714 *
715 * To compose the layers back onto the frame buffer, each layer texture
716 * (containing the original frame buffer data) is drawn as a simple quad over
717 * the frame buffer. The trick is that the quad is set as the composition
718 * destination in the blending equation, and the frame buffer becomes the source
719 * of the composition.
720 *
721 * Drawing layers with an alpha value requires an extra step before composition.
722 * An empty quad is drawn over the layer's region in the frame buffer. This quad
723 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
724 * quad is used to multiply the colors in the frame buffer. This is achieved by
725 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
726 * GL_ZERO, GL_SRC_ALPHA.
727 *
728 * Because glCopyTexImage2D() can be slow, an alternative implementation might
729 * be use to draw a single clipped layer. The implementation described above
730 * is correct in every case.
731 *
732 * (1) The frame buffer is actually not cleared right away. To allow the GPU
733 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
734 *     buffer is left untouched until the first drawing operation. Only when
735 *     something actually gets drawn are the layers regions cleared.
736 */
737bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
738        const SkPaint* paint, int flags, const SkPath* convexMask) {
739    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
740    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
741
742    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
743
744    // Window coordinates of the layer
745    Rect clip;
746    Rect bounds(left, top, right, bottom);
747    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
748    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
749
750    // Bail out if we won't draw in this snapshot
751    if (mState.currentlyIgnored()) {
752        return false;
753    }
754
755    mCaches.activeTexture(0);
756    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
757    if (!layer) {
758        return false;
759    }
760
761    layer->setPaint(paint);
762    layer->layer.set(bounds);
763    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
764            bounds.getWidth() / float(layer->getWidth()), 0.0f);
765
766    layer->setBlend(true);
767    layer->setDirty(false);
768    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
769
770    // Save the layer in the snapshot
771    writableSnapshot()->flags |= Snapshot::kFlagIsLayer;
772    writableSnapshot()->layer = layer;
773
774    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
775            fboLayer ? "" : "unclipped ",
776            layer->getWidth(), layer->getHeight());
777    startMark("SaveLayer");
778    if (fboLayer) {
779        return createFboLayer(layer, bounds, clip);
780    } else {
781        // Copy the framebuffer into the layer
782        layer->bindTexture();
783        if (!bounds.isEmpty()) {
784            if (layer->isEmpty()) {
785                // Workaround for some GL drivers. When reading pixels lying outside
786                // of the window we should get undefined values for those pixels.
787                // Unfortunately some drivers will turn the entire target texture black
788                // when reading outside of the window.
789                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
790                        0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
791                layer->setEmpty(false);
792            }
793
794            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
795                    bounds.left, getViewportHeight() - bounds.bottom,
796                    bounds.getWidth(), bounds.getHeight());
797
798            // Enqueue the buffer coordinates to clear the corresponding region later
799            mLayers.push_back(Rect(bounds));
800        }
801    }
802
803    return true;
804}
805
806bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
807    layer->clipRect.set(clip);
808    layer->setFbo(mCaches.fboCache.get());
809
810    writableSnapshot()->region = &writableSnapshot()->layer->region;
811    writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
812    writableSnapshot()->fbo = layer->getFbo();
813    writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
814    writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
815    writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
816    writableSnapshot()->roundRectClipState = nullptr;
817
818    endTiling();
819    debugOverdraw(false, false);
820    // Bind texture to FBO
821    mRenderState.bindFramebuffer(layer->getFbo());
822    layer->bindTexture();
823
824    // Initialize the texture if needed
825    if (layer->isEmpty()) {
826        layer->allocateTexture();
827        layer->setEmpty(false);
828    }
829
830    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
831            layer->getTexture(), 0);
832
833    // Expand the startTiling region by 1
834    startTilingCurrentClip(true, true);
835
836    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
837    mCaches.enableScissor();
838    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
839            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
840    glClear(GL_COLOR_BUFFER_BIT);
841
842    dirtyClip();
843
844    // Change the ortho projection
845    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
846    return true;
847}
848
849/**
850 * Read the documentation of createLayer() before doing anything in this method.
851 */
852void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
853    if (!removed.layer) {
854        ALOGE("Attempting to compose a layer that does not exist");
855        return;
856    }
857
858    Layer* layer = removed.layer;
859    const Rect& rect = layer->layer;
860    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
861
862    bool clipRequired = false;
863    mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
864            &clipRequired, nullptr, false); // safely ignore return, should never be rejected
865    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
866
867    if (fboLayer) {
868        endTiling();
869
870        // Detach the texture from the FBO
871        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
872
873        layer->removeFbo(false);
874
875        // Unbind current FBO and restore previous one
876        mRenderState.bindFramebuffer(restored.fbo);
877        debugOverdraw(true, false);
878
879        startTilingCurrentClip();
880    }
881
882    if (!fboLayer && layer->getAlpha() < 255) {
883        SkPaint layerPaint;
884        layerPaint.setAlpha(layer->getAlpha());
885        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
886        layerPaint.setColorFilter(layer->getColorFilter());
887
888        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
889        // Required below, composeLayerRect() will divide by 255
890        layer->setAlpha(255);
891    }
892
893    mCaches.unbindMeshBuffer();
894
895    mCaches.activeTexture(0);
896
897    // When the layer is stored in an FBO, we can save a bit of fillrate by
898    // drawing only the dirty region
899    if (fboLayer) {
900        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
901        composeLayerRegion(layer, rect);
902    } else if (!rect.isEmpty()) {
903        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
904
905        save(0);
906        // the layer contains screen buffer content that shouldn't be alpha modulated
907        // (and any necessary alpha modulation was handled drawing into the layer)
908        writableSnapshot()->alpha = 1.0f;
909        composeLayerRect(layer, rect, true);
910        restore();
911    }
912
913    dirtyClip();
914
915    // Failing to add the layer to the cache should happen only if the layer is too large
916    layer->setConvexMask(nullptr);
917    if (!mCaches.layerCache.put(layer)) {
918        LAYER_LOGD("Deleting layer");
919        layer->decStrong(nullptr);
920    }
921}
922
923void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
924    float alpha = getLayerAlpha(layer);
925
926    setupDraw();
927    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
928        setupDrawWithTexture();
929    } else {
930        setupDrawWithExternalTexture();
931    }
932    setupDrawTextureTransform();
933    setupDrawColor(alpha, alpha, alpha, alpha);
934    setupDrawColorFilter(layer->getColorFilter());
935    setupDrawBlending(layer);
936    setupDrawProgram();
937    setupDrawPureColorUniforms();
938    setupDrawColorFilterUniforms(layer->getColorFilter());
939    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
940        setupDrawTexture(layer->getTexture());
941    } else {
942        setupDrawExternalTexture(layer->getTexture());
943    }
944    if (currentTransform()->isPureTranslate() &&
945            !layer->getForceFilter() &&
946            layer->getWidth() == (uint32_t) rect.getWidth() &&
947            layer->getHeight() == (uint32_t) rect.getHeight()) {
948        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
949        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
950
951        layer->setFilter(GL_NEAREST);
952        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
953                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
954    } else {
955        layer->setFilter(GL_LINEAR);
956        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
957                rect.left, rect.top, rect.right, rect.bottom);
958    }
959    setupDrawTextureTransformUniforms(layer->getTexTransform());
960    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
961
962    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
963}
964
965void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
966    if (layer->isTextureLayer()) {
967        EVENT_LOGD("composeTextureLayerRect");
968        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
969        drawTextureLayer(layer, rect);
970        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
971    } else {
972        EVENT_LOGD("composeHardwareLayerRect");
973        const Rect& texCoords = layer->texCoords;
974        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
975                texCoords.right, texCoords.bottom);
976
977        float x = rect.left;
978        float y = rect.top;
979        bool simpleTransform = currentTransform()->isPureTranslate() &&
980                layer->getWidth() == (uint32_t) rect.getWidth() &&
981                layer->getHeight() == (uint32_t) rect.getHeight();
982
983        if (simpleTransform) {
984            // When we're swapping, the layer is already in screen coordinates
985            if (!swap) {
986                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
987                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
988            }
989
990            layer->setFilter(GL_NEAREST, true);
991        } else {
992            layer->setFilter(GL_LINEAR, true);
993        }
994
995        SkPaint layerPaint;
996        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
997        layerPaint.setXfermodeMode(layer->getMode());
998        layerPaint.setColorFilter(layer->getColorFilter());
999
1000        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1001        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1002                layer->getTexture(), &layerPaint, blend,
1003                &mMeshVertices[0].x, &mMeshVertices[0].u,
1004                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1005
1006        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1007    }
1008}
1009
1010/**
1011 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1012 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1013 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1014 * by saveLayer's restore
1015 */
1016#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                               \
1017        DRAW_COMMAND;                                                              \
1018        if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \
1019            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                   \
1020            DRAW_COMMAND;                                                          \
1021            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                       \
1022        }                                                                          \
1023    }
1024
1025#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1026
1027// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1028// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1029class LayerShader : public SkShader {
1030public:
1031    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1032    : INHERITED(localMatrix)
1033    , mLayer(layer) {
1034    }
1035
1036    virtual bool asACustomShader(void** data) const override {
1037        if (data) {
1038            *data = static_cast<void*>(mLayer);
1039        }
1040        return true;
1041    }
1042
1043    virtual bool isOpaque() const override {
1044        return !mLayer->isBlend();
1045    }
1046
1047protected:
1048    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1049        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1050    }
1051
1052    virtual void flatten(SkWriteBuffer&) const override {
1053        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1054    }
1055
1056    virtual Factory getFactory() const override {
1057        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1058        return nullptr;
1059    }
1060private:
1061    // Unowned.
1062    Layer* mLayer;
1063    typedef SkShader INHERITED;
1064};
1065
1066void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1067    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1068
1069    if (layer->getConvexMask()) {
1070        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1071
1072        // clip to the area of the layer the mask can be larger
1073        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1074
1075        SkPaint paint;
1076        paint.setAntiAlias(true);
1077        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1078
1079        // create LayerShader to map SaveLayer content into subsequent draw
1080        SkMatrix shaderMatrix;
1081        shaderMatrix.setTranslate(rect.left, rect.bottom);
1082        shaderMatrix.preScale(1, -1);
1083        LayerShader layerShader(layer, &shaderMatrix);
1084        paint.setShader(&layerShader);
1085
1086        // Since the drawing primitive is defined in local drawing space,
1087        // we don't need to modify the draw matrix
1088        const SkPath* maskPath = layer->getConvexMask();
1089        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1090
1091        paint.setShader(nullptr);
1092        restore();
1093
1094        return;
1095    }
1096
1097    if (layer->region.isRect()) {
1098        layer->setRegionAsRect();
1099
1100        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1101
1102        layer->region.clear();
1103        return;
1104    }
1105
1106    EVENT_LOGD("composeLayerRegion");
1107    // standard Region based draw
1108    size_t count;
1109    const android::Rect* rects;
1110    Region safeRegion;
1111    if (CC_LIKELY(hasRectToRectTransform())) {
1112        rects = layer->region.getArray(&count);
1113    } else {
1114        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1115        rects = safeRegion.getArray(&count);
1116    }
1117
1118    const float alpha = getLayerAlpha(layer);
1119    const float texX = 1.0f / float(layer->getWidth());
1120    const float texY = 1.0f / float(layer->getHeight());
1121    const float height = rect.getHeight();
1122
1123    setupDraw();
1124
1125    // We must get (and therefore bind) the region mesh buffer
1126    // after we setup drawing in case we need to mess with the
1127    // stencil buffer in setupDraw()
1128    TextureVertex* mesh = mCaches.getRegionMesh();
1129    uint32_t numQuads = 0;
1130
1131    setupDrawWithTexture();
1132    setupDrawColor(alpha, alpha, alpha, alpha);
1133    setupDrawColorFilter(layer->getColorFilter());
1134    setupDrawBlending(layer);
1135    setupDrawProgram();
1136    setupDrawDirtyRegionsDisabled();
1137    setupDrawPureColorUniforms();
1138    setupDrawColorFilterUniforms(layer->getColorFilter());
1139    setupDrawTexture(layer->getTexture());
1140    if (currentTransform()->isPureTranslate()) {
1141        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1142        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1143
1144        layer->setFilter(GL_NEAREST);
1145        setupDrawModelView(kModelViewMode_Translate, false,
1146                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1147    } else {
1148        layer->setFilter(GL_LINEAR);
1149        setupDrawModelView(kModelViewMode_Translate, false,
1150                rect.left, rect.top, rect.right, rect.bottom);
1151    }
1152    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1153
1154    for (size_t i = 0; i < count; i++) {
1155        const android::Rect* r = &rects[i];
1156
1157        const float u1 = r->left * texX;
1158        const float v1 = (height - r->top) * texY;
1159        const float u2 = r->right * texX;
1160        const float v2 = (height - r->bottom) * texY;
1161
1162        // TODO: Reject quads outside of the clip
1163        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1164        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1165        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1166        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1167
1168        numQuads++;
1169
1170        if (numQuads >= gMaxNumberOfQuads) {
1171            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1172                    GL_UNSIGNED_SHORT, nullptr));
1173            numQuads = 0;
1174            mesh = mCaches.getRegionMesh();
1175        }
1176    }
1177
1178    if (numQuads > 0) {
1179        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1180                GL_UNSIGNED_SHORT, nullptr));
1181    }
1182
1183#if DEBUG_LAYERS_AS_REGIONS
1184    drawRegionRectsDebug(layer->region);
1185#endif
1186
1187    layer->region.clear();
1188}
1189
1190#if DEBUG_LAYERS_AS_REGIONS
1191void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1192    size_t count;
1193    const android::Rect* rects = region.getArray(&count);
1194
1195    uint32_t colors[] = {
1196            0x7fff0000, 0x7f00ff00,
1197            0x7f0000ff, 0x7fff00ff,
1198    };
1199
1200    int offset = 0;
1201    int32_t top = rects[0].top;
1202
1203    for (size_t i = 0; i < count; i++) {
1204        if (top != rects[i].top) {
1205            offset ^= 0x2;
1206            top = rects[i].top;
1207        }
1208
1209        SkPaint paint;
1210        paint.setColor(colors[offset + (i & 0x1)]);
1211        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1212        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1213    }
1214}
1215#endif
1216
1217void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1218    Vector<float> rects;
1219
1220    SkRegion::Iterator it(region);
1221    while (!it.done()) {
1222        const SkIRect& r = it.rect();
1223        rects.push(r.fLeft);
1224        rects.push(r.fTop);
1225        rects.push(r.fRight);
1226        rects.push(r.fBottom);
1227        it.next();
1228    }
1229
1230    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1231}
1232
1233void OpenGLRenderer::dirtyLayer(const float left, const float top,
1234        const float right, const float bottom, const mat4 transform) {
1235    if (hasLayer()) {
1236        Rect bounds(left, top, right, bottom);
1237        transform.mapRect(bounds);
1238        dirtyLayerUnchecked(bounds, getRegion());
1239    }
1240}
1241
1242void OpenGLRenderer::dirtyLayer(const float left, const float top,
1243        const float right, const float bottom) {
1244    if (hasLayer()) {
1245        Rect bounds(left, top, right, bottom);
1246        dirtyLayerUnchecked(bounds, getRegion());
1247    }
1248}
1249
1250void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1251    if (bounds.intersect(*mState.currentClipRect())) {
1252        bounds.snapToPixelBoundaries();
1253        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1254        if (!dirty.isEmpty()) {
1255            region->orSelf(dirty);
1256        }
1257    }
1258}
1259
1260void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1261    GLsizei elementsCount = quadsCount * 6;
1262    while (elementsCount > 0) {
1263        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1264
1265        setupDrawIndexedVertices(&mesh[0].x);
1266        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr);
1267
1268        elementsCount -= drawCount;
1269        // Though there are 4 vertices in a quad, we use 6 indices per
1270        // quad to draw with GL_TRIANGLES
1271        mesh += (drawCount / 6) * 4;
1272    }
1273}
1274
1275void OpenGLRenderer::clearLayerRegions() {
1276    const size_t count = mLayers.size();
1277    if (count == 0) return;
1278
1279    if (!mState.currentlyIgnored()) {
1280        EVENT_LOGD("clearLayerRegions");
1281        // Doing several glScissor/glClear here can negatively impact
1282        // GPUs with a tiler architecture, instead we draw quads with
1283        // the Clear blending mode
1284
1285        // The list contains bounds that have already been clipped
1286        // against their initial clip rect, and the current clip
1287        // is likely different so we need to disable clipping here
1288        bool scissorChanged = mCaches.disableScissor();
1289
1290        Vertex mesh[count * 4];
1291        Vertex* vertex = mesh;
1292
1293        for (uint32_t i = 0; i < count; i++) {
1294            const Rect& bounds = mLayers[i];
1295
1296            Vertex::set(vertex++, bounds.left, bounds.top);
1297            Vertex::set(vertex++, bounds.right, bounds.top);
1298            Vertex::set(vertex++, bounds.left, bounds.bottom);
1299            Vertex::set(vertex++, bounds.right, bounds.bottom);
1300        }
1301        // We must clear the list of dirty rects before we
1302        // call setupDraw() to prevent stencil setup to do
1303        // the same thing again
1304        mLayers.clear();
1305
1306        SkPaint clearPaint;
1307        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1308
1309        setupDraw(false);
1310        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1311        setupDrawBlending(&clearPaint, true);
1312        setupDrawProgram();
1313        setupDrawPureColorUniforms();
1314        setupDrawModelView(kModelViewMode_Translate, false,
1315                0.0f, 0.0f, 0.0f, 0.0f, true);
1316
1317        issueIndexedQuadDraw(&mesh[0], count);
1318
1319        if (scissorChanged) mCaches.enableScissor();
1320    } else {
1321        mLayers.clear();
1322    }
1323}
1324
1325///////////////////////////////////////////////////////////////////////////////
1326// State Deferral
1327///////////////////////////////////////////////////////////////////////////////
1328
1329bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1330    const Rect* currentClip = mState.currentClipRect();
1331    const mat4* currentMatrix = currentTransform();
1332
1333    if (stateDeferFlags & kStateDeferFlag_Draw) {
1334        // state has bounds initialized in local coordinates
1335        if (!state.mBounds.isEmpty()) {
1336            currentMatrix->mapRect(state.mBounds);
1337            Rect clippedBounds(state.mBounds);
1338            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1339            // is used, it should more closely duplicate the quickReject logic (in how it uses
1340            // snapToPixelBoundaries)
1341
1342            if(!clippedBounds.intersect(*currentClip)) {
1343                // quick rejected
1344                return true;
1345            }
1346
1347            state.mClipSideFlags = kClipSide_None;
1348            if (!currentClip->contains(state.mBounds)) {
1349                int& flags = state.mClipSideFlags;
1350                // op partially clipped, so record which sides are clipped for clip-aware merging
1351                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1352                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1353                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1354                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1355            }
1356            state.mBounds.set(clippedBounds);
1357        } else {
1358            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1359            // overdraw avoidance (since we don't know what it overlaps)
1360            state.mClipSideFlags = kClipSide_ConservativeFull;
1361            state.mBounds.set(*currentClip);
1362        }
1363    }
1364
1365    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1366    if (state.mClipValid) {
1367        state.mClip.set(*currentClip);
1368    }
1369
1370    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1371    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1372    state.mMatrix.load(*currentMatrix);
1373    state.mDrawModifiers = mDrawModifiers;
1374    state.mAlpha = currentSnapshot()->alpha;
1375
1376    // always store/restore, since it's just a pointer
1377    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1378    return false;
1379}
1380
1381void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1382    setMatrix(state.mMatrix);
1383    writableSnapshot()->alpha = state.mAlpha;
1384    mDrawModifiers = state.mDrawModifiers;
1385    writableSnapshot()->roundRectClipState = state.mRoundRectClipState;
1386
1387    if (state.mClipValid && !skipClipRestore) {
1388        writableSnapshot()->setClip(state.mClip.left, state.mClip.top,
1389                state.mClip.right, state.mClip.bottom);
1390        dirtyClip();
1391    }
1392}
1393
1394/**
1395 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1396 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1397 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1398 *
1399 * This method should be called when restoreDisplayState() won't be restoring the clip
1400 */
1401void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1402    if (clipRect != nullptr) {
1403        writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1404    } else {
1405        writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight());
1406    }
1407    dirtyClip();
1408    mCaches.setScissorEnabled(clipRect != nullptr || mScissorOptimizationDisabled);
1409}
1410
1411///////////////////////////////////////////////////////////////////////////////
1412// Clipping
1413///////////////////////////////////////////////////////////////////////////////
1414
1415void OpenGLRenderer::setScissorFromClip() {
1416    Rect clip(*mState.currentClipRect());
1417    clip.snapToPixelBoundaries();
1418
1419    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1420            clip.getWidth(), clip.getHeight())) {
1421        mState.setDirtyClip(false);
1422    }
1423}
1424
1425void OpenGLRenderer::ensureStencilBuffer() {
1426    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1427    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1428    // just hope we have one when hasLayer() returns false.
1429    if (hasLayer()) {
1430        attachStencilBufferToLayer(currentSnapshot()->layer);
1431    }
1432}
1433
1434void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1435    // The layer's FBO is already bound when we reach this stage
1436    if (!layer->getStencilRenderBuffer()) {
1437        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1438        // is attached after we initiated tiling. We must turn it off,
1439        // attach the new render buffer then turn tiling back on
1440        endTiling();
1441
1442        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1443                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1444        layer->setStencilRenderBuffer(buffer);
1445
1446        startTiling(layer->clipRect, layer->layer.getHeight());
1447    }
1448}
1449
1450void OpenGLRenderer::setStencilFromClip() {
1451    if (!mCaches.debugOverdraw) {
1452        if (!currentSnapshot()->clipRegion->isEmpty()) {
1453            EVENT_LOGD("setStencilFromClip - enabling");
1454
1455            // NOTE: The order here is important, we must set dirtyClip to false
1456            //       before any draw call to avoid calling back into this method
1457            mState.setDirtyClip(false);
1458
1459            ensureStencilBuffer();
1460
1461            mCaches.stencil.enableWrite();
1462
1463            // Clear and update the stencil, but first make sure we restrict drawing
1464            // to the region's bounds
1465            bool resetScissor = mCaches.enableScissor();
1466            if (resetScissor) {
1467                // The scissor was not set so we now need to update it
1468                setScissorFromClip();
1469            }
1470            mCaches.stencil.clear();
1471
1472            // stash and disable the outline clip state, since stencil doesn't account for outline
1473            bool storedSkipOutlineClip = mSkipOutlineClip;
1474            mSkipOutlineClip = true;
1475
1476            SkPaint paint;
1477            paint.setColor(SK_ColorBLACK);
1478            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1479
1480            // NOTE: We could use the region contour path to generate a smaller mesh
1481            //       Since we are using the stencil we could use the red book path
1482            //       drawing technique. It might increase bandwidth usage though.
1483
1484            // The last parameter is important: we are not drawing in the color buffer
1485            // so we don't want to dirty the current layer, if any
1486            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1487            if (resetScissor) mCaches.disableScissor();
1488            mSkipOutlineClip = storedSkipOutlineClip;
1489
1490            mCaches.stencil.enableTest();
1491
1492            // Draw the region used to generate the stencil if the appropriate debug
1493            // mode is enabled
1494            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1495                paint.setColor(0x7f0000ff);
1496                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1497                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1498            }
1499        } else {
1500            EVENT_LOGD("setStencilFromClip - disabling");
1501            mCaches.stencil.disable();
1502        }
1503    }
1504}
1505
1506/**
1507 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1508 *
1509 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1510 *         style, and tessellated AA ramp
1511 */
1512bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1513        const SkPaint* paint) {
1514    bool snapOut = paint && paint->isAntiAlias();
1515
1516    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1517        float outset = paint->getStrokeWidth() * 0.5f;
1518        left -= outset;
1519        top -= outset;
1520        right += outset;
1521        bottom += outset;
1522    }
1523
1524    bool clipRequired = false;
1525    bool roundRectClipRequired = false;
1526    if (mState.calculateQuickRejectForScissor(left, top, right, bottom,
1527            &clipRequired, &roundRectClipRequired, snapOut)) {
1528        return true;
1529    }
1530
1531    // not quick rejected, so enable the scissor if clipRequired
1532    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1533    mSkipOutlineClip = !roundRectClipRequired;
1534    return false;
1535}
1536
1537void OpenGLRenderer::debugClip() {
1538#if DEBUG_CLIP_REGIONS
1539    if (!currentSnapshot()->clipRegion->isEmpty()) {
1540        SkPaint paint;
1541        paint.setColor(0x7f00ff00);
1542        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1543
1544    }
1545#endif
1546}
1547
1548///////////////////////////////////////////////////////////////////////////////
1549// Drawing commands
1550///////////////////////////////////////////////////////////////////////////////
1551
1552void OpenGLRenderer::setupDraw(bool clearLayer) {
1553    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1554    //       changes the scissor test state
1555    if (clearLayer) clearLayerRegions();
1556    // Make sure setScissor & setStencil happen at the beginning of
1557    // this method
1558    if (mState.getDirtyClip()) {
1559        if (mCaches.scissorEnabled) {
1560            setScissorFromClip();
1561        }
1562
1563        setStencilFromClip();
1564    }
1565
1566    mDescription.reset();
1567
1568    mSetShaderColor = false;
1569    mColorSet = false;
1570    mColorA = mColorR = mColorG = mColorB = 0.0f;
1571    mTextureUnit = 0;
1572    mTrackDirtyRegions = true;
1573
1574    // Enable debug highlight when what we're about to draw is tested against
1575    // the stencil buffer and if stencil highlight debugging is on
1576    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1577            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1578            mCaches.stencil.isTestEnabled();
1579}
1580
1581void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1582    mDescription.hasTexture = true;
1583    mDescription.hasAlpha8Texture = isAlpha8;
1584}
1585
1586void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1587    mDescription.hasTexture = true;
1588    mDescription.hasColors = true;
1589    mDescription.hasAlpha8Texture = isAlpha8;
1590}
1591
1592void OpenGLRenderer::setupDrawWithExternalTexture() {
1593    mDescription.hasExternalTexture = true;
1594}
1595
1596void OpenGLRenderer::setupDrawNoTexture() {
1597    mCaches.disableTexCoordsVertexArray();
1598}
1599
1600void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1601    mDescription.hasVertexAlpha = true;
1602    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1603}
1604
1605void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1606    mColorA = alpha / 255.0f;
1607    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1608    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1609    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1610    mColorSet = true;
1611    mSetShaderColor = mDescription.setColorModulate(mColorA);
1612}
1613
1614void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1615    mColorA = alpha / 255.0f;
1616    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1617    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1618    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1619    mColorSet = true;
1620    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1621}
1622
1623void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1624    mCaches.fontRenderer->describe(mDescription, paint);
1625}
1626
1627void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1628    mColorA = a;
1629    mColorR = r;
1630    mColorG = g;
1631    mColorB = b;
1632    mColorSet = true;
1633    mSetShaderColor = mDescription.setColorModulate(a);
1634}
1635
1636void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1637    if (shader != nullptr) {
1638        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1639    }
1640}
1641
1642void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1643    if (filter == nullptr) {
1644        return;
1645    }
1646
1647    SkXfermode::Mode mode;
1648    if (filter->asColorMode(nullptr, &mode)) {
1649        mDescription.colorOp = ProgramDescription::kColorBlend;
1650        mDescription.colorMode = mode;
1651    } else if (filter->asColorMatrix(nullptr)) {
1652        mDescription.colorOp = ProgramDescription::kColorMatrix;
1653    }
1654}
1655
1656void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1657    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1658        mColorA = 1.0f;
1659        mColorR = mColorG = mColorB = 0.0f;
1660        mSetShaderColor = mDescription.modulate = true;
1661    }
1662}
1663
1664void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1665    SkXfermode::Mode mode = layer->getMode();
1666    // When the blending mode is kClear_Mode, we need to use a modulate color
1667    // argb=1,0,0,0
1668    accountForClear(mode);
1669    // TODO: check shader blending, once we have shader drawing support for layers.
1670    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1671            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1672    chooseBlending(blend, mode, mDescription, swapSrcDst);
1673}
1674
1675void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1676    SkXfermode::Mode mode = getXfermodeDirect(paint);
1677    // When the blending mode is kClear_Mode, we need to use a modulate color
1678    // argb=1,0,0,0
1679    accountForClear(mode);
1680    blend |= (mColorSet && mColorA < 1.0f) ||
1681            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1682            isBlendedColorFilter(getColorFilter(paint));
1683    chooseBlending(blend, mode, mDescription, swapSrcDst);
1684}
1685
1686void OpenGLRenderer::setupDrawProgram() {
1687    useProgram(mCaches.programCache.get(mDescription));
1688    if (mDescription.hasRoundRectClip) {
1689        // TODO: avoid doing this repeatedly, stashing state pointer in program
1690        const RoundRectClipState* state = writableSnapshot()->roundRectClipState;
1691        const Rect& innerRect = state->innerRect;
1692        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1693                innerRect.left, innerRect.top,
1694                innerRect.right, innerRect.bottom);
1695        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1696                1, GL_FALSE, &state->matrix.data[0]);
1697
1698        // add half pixel to round out integer rect space to cover pixel centers
1699        float roundedOutRadius = state->radius + 0.5f;
1700        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1701                roundedOutRadius);
1702    }
1703}
1704
1705void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1706    mTrackDirtyRegions = false;
1707}
1708
1709void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1710        float left, float top, float right, float bottom, bool ignoreTransform) {
1711    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1712    if (mode == kModelViewMode_TranslateAndScale) {
1713        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1714    }
1715
1716    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1717    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1718    mCaches.currentProgram->set(writableSnapshot()->getOrthoMatrix(),
1719            mModelViewMatrix, transformMatrix, offset);
1720    if (dirty && mTrackDirtyRegions) {
1721        if (!ignoreTransform) {
1722            dirtyLayer(left, top, right, bottom, *currentTransform());
1723        } else {
1724            dirtyLayer(left, top, right, bottom);
1725        }
1726    }
1727}
1728
1729void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1730    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1731        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1732    }
1733}
1734
1735void OpenGLRenderer::setupDrawPureColorUniforms() {
1736    if (mSetShaderColor) {
1737        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1738    }
1739}
1740
1741void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1742    if (shader == nullptr) {
1743        return;
1744    }
1745
1746    if (ignoreTransform) {
1747        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1748        // because it was built into modelView / the geometry, and the description needs to
1749        // compensate.
1750        mat4 modelViewWithoutTransform;
1751        modelViewWithoutTransform.loadInverse(*currentTransform());
1752        modelViewWithoutTransform.multiply(mModelViewMatrix);
1753        mModelViewMatrix.load(modelViewWithoutTransform);
1754    }
1755
1756    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1757}
1758
1759void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1760    if (nullptr == filter) {
1761        return;
1762    }
1763
1764    SkColor color;
1765    SkXfermode::Mode mode;
1766    if (filter->asColorMode(&color, &mode)) {
1767        const int alpha = SkColorGetA(color);
1768        const GLfloat a = alpha / 255.0f;
1769        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1770        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1771        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1772        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1773        return;
1774    }
1775
1776    SkScalar srcColorMatrix[20];
1777    if (filter->asColorMatrix(srcColorMatrix)) {
1778
1779        float colorMatrix[16];
1780        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1781        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1782        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1783        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1784
1785        // Skia uses the range [0..255] for the addition vector, but we need
1786        // the [0..1] range to apply the vector in GLSL
1787        float colorVector[4];
1788        colorVector[0] = srcColorMatrix[4] / 255.0f;
1789        colorVector[1] = srcColorMatrix[9] / 255.0f;
1790        colorVector[2] = srcColorMatrix[14] / 255.0f;
1791        colorVector[3] = srcColorMatrix[19] / 255.0f;
1792
1793        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1794                GL_FALSE, colorMatrix);
1795        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1796        return;
1797    }
1798
1799    // it is an error if we ever get here
1800}
1801
1802void OpenGLRenderer::setupDrawTextGammaUniforms() {
1803    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1804}
1805
1806void OpenGLRenderer::setupDrawSimpleMesh() {
1807    bool force = mCaches.bindMeshBuffer();
1808    mCaches.bindPositionVertexPointer(force, nullptr);
1809    mCaches.unbindIndicesBuffer();
1810}
1811
1812void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1813    if (texture) bindTexture(texture);
1814    mTextureUnit++;
1815    mCaches.enableTexCoordsVertexArray();
1816}
1817
1818void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1819    bindExternalTexture(texture);
1820    mTextureUnit++;
1821    mCaches.enableTexCoordsVertexArray();
1822}
1823
1824void OpenGLRenderer::setupDrawTextureTransform() {
1825    mDescription.hasTextureTransform = true;
1826}
1827
1828void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1829    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1830            GL_FALSE, &transform.data[0]);
1831}
1832
1833void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1834        const GLvoid* texCoords, GLuint vbo) {
1835    bool force = false;
1836    if (!vertices || vbo) {
1837        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1838    } else {
1839        force = mCaches.unbindMeshBuffer();
1840    }
1841
1842    mCaches.bindPositionVertexPointer(force, vertices);
1843    if (mCaches.currentProgram->texCoords >= 0) {
1844        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1845    }
1846
1847    mCaches.unbindIndicesBuffer();
1848}
1849
1850void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1851        const GLvoid* texCoords, const GLvoid* colors) {
1852    bool force = mCaches.unbindMeshBuffer();
1853    GLsizei stride = sizeof(ColorTextureVertex);
1854
1855    mCaches.bindPositionVertexPointer(force, vertices, stride);
1856    if (mCaches.currentProgram->texCoords >= 0) {
1857        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1858    }
1859    int slot = mCaches.currentProgram->getAttrib("colors");
1860    if (slot >= 0) {
1861        glEnableVertexAttribArray(slot);
1862        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1863    }
1864
1865    mCaches.unbindIndicesBuffer();
1866}
1867
1868void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1869        const GLvoid* texCoords, GLuint vbo) {
1870    bool force = false;
1871    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1872    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1873    // use the default VBO found in Caches
1874    if (!vertices || vbo) {
1875        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1876    } else {
1877        force = mCaches.unbindMeshBuffer();
1878    }
1879    mCaches.bindQuadIndicesBuffer();
1880
1881    mCaches.bindPositionVertexPointer(force, vertices);
1882    if (mCaches.currentProgram->texCoords >= 0) {
1883        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1884    }
1885}
1886
1887void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1888    bool force = mCaches.unbindMeshBuffer();
1889    mCaches.bindQuadIndicesBuffer();
1890    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1891}
1892
1893///////////////////////////////////////////////////////////////////////////////
1894// Drawing
1895///////////////////////////////////////////////////////////////////////////////
1896
1897void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1898    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1899    // will be performed by the display list itself
1900    if (renderNode && renderNode->isRenderable()) {
1901        // compute 3d ordering
1902        renderNode->computeOrdering();
1903        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1904            startFrame();
1905            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1906            renderNode->replay(replayStruct, 0);
1907            return;
1908        }
1909
1910        // Don't avoid overdraw when visualizing, since that makes it harder to
1911        // debug where it's coming from, and when the problem occurs.
1912        bool avoidOverdraw = !mCaches.debugOverdraw;
1913        DeferredDisplayList deferredList(*mState.currentClipRect(), avoidOverdraw);
1914        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1915        renderNode->defer(deferStruct, 0);
1916
1917        flushLayers();
1918        startFrame();
1919
1920        deferredList.flush(*this, dirty);
1921    } else {
1922        // Even if there is no drawing command(Ex: invisible),
1923        // it still needs startFrame to clear buffer and start tiling.
1924        startFrame();
1925    }
1926}
1927
1928void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top,
1929        const SkPaint* paint) {
1930    float x = left;
1931    float y = top;
1932
1933    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1934
1935    bool ignoreTransform = false;
1936    if (currentTransform()->isPureTranslate()) {
1937        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1938        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1939        ignoreTransform = true;
1940
1941        texture->setFilter(GL_NEAREST, true);
1942    } else {
1943        texture->setFilter(getFilter(paint), true);
1944    }
1945
1946    // No need to check for a UV mapper on the texture object, only ARGB_8888
1947    // bitmaps get packed in the atlas
1948    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1949            paint, (GLvoid*) nullptr, (GLvoid*) gMeshTextureOffset,
1950            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1951}
1952
1953/**
1954 * Important note: this method is intended to draw batches of bitmaps and
1955 * will not set the scissor enable or dirty the current layer, if any.
1956 * The caller is responsible for properly dirtying the current layer.
1957 */
1958void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1959        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1960        const Rect& bounds, const SkPaint* paint) {
1961    mCaches.activeTexture(0);
1962    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1963    if (!texture) return;
1964
1965    const AutoTexture autoCleanup(texture);
1966
1967    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1968    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1969
1970    const float x = (int) floorf(bounds.left + 0.5f);
1971    const float y = (int) floorf(bounds.top + 0.5f);
1972    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1973        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1974                texture->id, paint, &vertices[0].x, &vertices[0].u,
1975                GL_TRIANGLES, bitmapCount * 6, true,
1976                kModelViewMode_Translate, false);
1977    } else {
1978        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1979                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1980                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1981                kModelViewMode_Translate, false);
1982    }
1983
1984    mDirty = true;
1985}
1986
1987void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1988    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1989        return;
1990    }
1991
1992    mCaches.activeTexture(0);
1993    Texture* texture = getTexture(bitmap);
1994    if (!texture) return;
1995    const AutoTexture autoCleanup(texture);
1996
1997    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1998        drawAlphaBitmap(texture, 0, 0, paint);
1999    } else {
2000        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2001    }
2002
2003    mDirty = true;
2004}
2005
2006void OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2007    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2008        return;
2009    }
2010
2011    mCaches.activeTexture(0);
2012    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2013    const AutoTexture autoCleanup(texture);
2014
2015    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2016        drawAlphaBitmap(texture, 0, 0, paint);
2017    } else {
2018        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2019    }
2020
2021    mDirty = true;
2022}
2023
2024void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2025        const float* vertices, const int* colors, const SkPaint* paint) {
2026    if (!vertices || mState.currentlyIgnored()) {
2027        return;
2028    }
2029
2030    // TODO: use quickReject on bounds from vertices
2031    mCaches.enableScissor();
2032
2033    float left = FLT_MAX;
2034    float top = FLT_MAX;
2035    float right = FLT_MIN;
2036    float bottom = FLT_MIN;
2037
2038    const uint32_t count = meshWidth * meshHeight * 6;
2039
2040    std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[count]);
2041    ColorTextureVertex* vertex = &mesh[0];
2042
2043    std::unique_ptr<int[]> tempColors;
2044    if (!colors) {
2045        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2046        tempColors.reset(new int[colorsCount]);
2047        memset(tempColors.get(), 0xff, colorsCount * sizeof(int));
2048        colors = tempColors.get();
2049    }
2050
2051    mCaches.activeTexture(0);
2052    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
2053    const UvMapper& mapper(getMapper(texture));
2054
2055    for (int32_t y = 0; y < meshHeight; y++) {
2056        for (int32_t x = 0; x < meshWidth; x++) {
2057            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2058
2059            float u1 = float(x) / meshWidth;
2060            float u2 = float(x + 1) / meshWidth;
2061            float v1 = float(y) / meshHeight;
2062            float v2 = float(y + 1) / meshHeight;
2063
2064            mapper.map(u1, v1, u2, v2);
2065
2066            int ax = i + (meshWidth + 1) * 2;
2067            int ay = ax + 1;
2068            int bx = i;
2069            int by = bx + 1;
2070            int cx = i + 2;
2071            int cy = cx + 1;
2072            int dx = i + (meshWidth + 1) * 2 + 2;
2073            int dy = dx + 1;
2074
2075            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2076            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2077            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2078
2079            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2080            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2081            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2082
2083            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2084            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2085            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2086            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2087        }
2088    }
2089
2090    if (quickRejectSetupScissor(left, top, right, bottom)) {
2091        return;
2092    }
2093
2094    if (!texture) {
2095        texture = mCaches.textureCache.get(bitmap);
2096        if (!texture) {
2097            return;
2098        }
2099    }
2100    const AutoTexture autoCleanup(texture);
2101
2102    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2103    texture->setFilter(getFilter(paint), true);
2104
2105    int alpha;
2106    SkXfermode::Mode mode;
2107    getAlphaAndMode(paint, &alpha, &mode);
2108
2109    float a = alpha / 255.0f;
2110
2111    if (hasLayer()) {
2112        dirtyLayer(left, top, right, bottom, *currentTransform());
2113    }
2114
2115    setupDraw();
2116    setupDrawWithTextureAndColor();
2117    setupDrawColor(a, a, a, a);
2118    setupDrawColorFilter(getColorFilter(paint));
2119    setupDrawBlending(paint, true);
2120    setupDrawProgram();
2121    setupDrawDirtyRegionsDisabled();
2122    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2123    setupDrawTexture(texture->id);
2124    setupDrawPureColorUniforms();
2125    setupDrawColorFilterUniforms(getColorFilter(paint));
2126    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2127
2128    glDrawArrays(GL_TRIANGLES, 0, count);
2129
2130    int slot = mCaches.currentProgram->getAttrib("colors");
2131    if (slot >= 0) {
2132        glDisableVertexAttribArray(slot);
2133    }
2134
2135    mDirty = true;
2136}
2137
2138void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2139         float srcLeft, float srcTop, float srcRight, float srcBottom,
2140         float dstLeft, float dstTop, float dstRight, float dstBottom,
2141         const SkPaint* paint) {
2142    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2143        return;
2144    }
2145
2146    mCaches.activeTexture(0);
2147    Texture* texture = getTexture(bitmap);
2148    if (!texture) return;
2149    const AutoTexture autoCleanup(texture);
2150
2151    const float width = texture->width;
2152    const float height = texture->height;
2153
2154    float u1 = fmax(0.0f, srcLeft / width);
2155    float v1 = fmax(0.0f, srcTop / height);
2156    float u2 = fmin(1.0f, srcRight / width);
2157    float v2 = fmin(1.0f, srcBottom / height);
2158
2159    getMapper(texture).map(u1, v1, u2, v2);
2160
2161    mCaches.unbindMeshBuffer();
2162    resetDrawTextureTexCoords(u1, v1, u2, v2);
2163
2164    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2165
2166    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2167    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2168
2169    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2170    // Apply a scale transform on the canvas only when a shader is in use
2171    // Skia handles the ratio between the dst and src rects as a scale factor
2172    // when a shader is set
2173    bool useScaleTransform = getShader(paint) && scaled;
2174    bool ignoreTransform = false;
2175
2176    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2177        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2178        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2179
2180        dstRight = x + (dstRight - dstLeft);
2181        dstBottom = y + (dstBottom - dstTop);
2182
2183        dstLeft = x;
2184        dstTop = y;
2185
2186        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2187        ignoreTransform = true;
2188    } else {
2189        texture->setFilter(getFilter(paint), true);
2190    }
2191
2192    if (CC_UNLIKELY(useScaleTransform)) {
2193        save(SkCanvas::kMatrix_SaveFlag);
2194        translate(dstLeft, dstTop);
2195        scale(scaleX, scaleY);
2196
2197        dstLeft = 0.0f;
2198        dstTop = 0.0f;
2199
2200        dstRight = srcRight - srcLeft;
2201        dstBottom = srcBottom - srcTop;
2202    }
2203
2204    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2205        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2206                texture->id, paint,
2207                &mMeshVertices[0].x, &mMeshVertices[0].u,
2208                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2209    } else {
2210        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2211                texture->id, paint, texture->blend,
2212                &mMeshVertices[0].x, &mMeshVertices[0].u,
2213                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2214    }
2215
2216    if (CC_UNLIKELY(useScaleTransform)) {
2217        restore();
2218    }
2219
2220    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2221
2222    mDirty = true;
2223}
2224
2225void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2226        float left, float top, float right, float bottom, const SkPaint* paint) {
2227    if (quickRejectSetupScissor(left, top, right, bottom)) {
2228        return;
2229    }
2230
2231    AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap);
2232    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2233            right - left, bottom - top, patch);
2234
2235    drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2236}
2237
2238void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2239        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2240        const SkPaint* paint) {
2241    if (quickRejectSetupScissor(left, top, right, bottom)) {
2242        return;
2243    }
2244
2245    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2246        mCaches.activeTexture(0);
2247        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2248        if (!texture) return;
2249        const AutoTexture autoCleanup(texture);
2250
2251        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2252        texture->setFilter(GL_LINEAR, true);
2253
2254        const bool pureTranslate = currentTransform()->isPureTranslate();
2255        // Mark the current layer dirty where we are going to draw the patch
2256        if (hasLayer() && mesh->hasEmptyQuads) {
2257            const float offsetX = left + currentTransform()->getTranslateX();
2258            const float offsetY = top + currentTransform()->getTranslateY();
2259            const size_t count = mesh->quads.size();
2260            for (size_t i = 0; i < count; i++) {
2261                const Rect& bounds = mesh->quads.itemAt(i);
2262                if (CC_LIKELY(pureTranslate)) {
2263                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2264                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2265                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2266                } else {
2267                    dirtyLayer(left + bounds.left, top + bounds.top,
2268                            left + bounds.right, top + bounds.bottom, *currentTransform());
2269                }
2270            }
2271        }
2272
2273        bool ignoreTransform = false;
2274        if (CC_LIKELY(pureTranslate)) {
2275            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2276            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2277
2278            right = x + right - left;
2279            bottom = y + bottom - top;
2280            left = x;
2281            top = y;
2282            ignoreTransform = true;
2283        }
2284        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2285                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2286                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2287                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2288    }
2289
2290    mDirty = true;
2291}
2292
2293/**
2294 * Important note: this method is intended to draw batches of 9-patch objects and
2295 * will not set the scissor enable or dirty the current layer, if any.
2296 * The caller is responsible for properly dirtying the current layer.
2297 */
2298void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2299        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2300    mCaches.activeTexture(0);
2301    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2302    if (!texture) return;
2303    const AutoTexture autoCleanup(texture);
2304
2305    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2306    texture->setFilter(GL_LINEAR, true);
2307
2308    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2309            texture->blend, &vertices[0].x, &vertices[0].u,
2310            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2311
2312    mDirty = true;
2313}
2314
2315void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2316        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2317    // not missing call to quickReject/dirtyLayer, always done at a higher level
2318    if (!vertexBuffer.getVertexCount()) {
2319        // no vertices to draw
2320        return;
2321    }
2322
2323    Rect bounds(vertexBuffer.getBounds());
2324    bounds.translate(translateX, translateY);
2325    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2326
2327    int color = paint->getColor();
2328    bool isAA = paint->isAntiAlias();
2329
2330    setupDraw();
2331    setupDrawNoTexture();
2332    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2333    setupDrawColor(color, ((color >> 24) & 0xFF) * writableSnapshot()->alpha);
2334    setupDrawColorFilter(getColorFilter(paint));
2335    setupDrawShader(getShader(paint));
2336    setupDrawBlending(paint, isAA);
2337    setupDrawProgram();
2338    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2339            translateX, translateY, 0, 0);
2340    setupDrawColorUniforms(getShader(paint));
2341    setupDrawColorFilterUniforms(getColorFilter(paint));
2342    setupDrawShaderUniforms(getShader(paint));
2343
2344    const void* vertices = vertexBuffer.getBuffer();
2345    mCaches.unbindMeshBuffer();
2346    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2347    mCaches.resetTexCoordsVertexPointer();
2348
2349    int alphaSlot = -1;
2350    if (isAA) {
2351        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2352        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2353        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2354        glEnableVertexAttribArray(alphaSlot);
2355        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2356    }
2357
2358    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2359    if (mode == VertexBuffer::kStandard) {
2360        mCaches.unbindIndicesBuffer();
2361        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2362    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2363        mCaches.bindShadowIndicesBuffer();
2364        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT,
2365                GL_UNSIGNED_SHORT, nullptr);
2366    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2367        mCaches.bindShadowIndicesBuffer();
2368        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT,
2369                GL_UNSIGNED_SHORT, nullptr);
2370    } else if (mode == VertexBuffer::kIndices) {
2371        mCaches.unbindIndicesBuffer();
2372        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(),
2373                GL_UNSIGNED_SHORT, vertexBuffer.getIndices());
2374    }
2375
2376    if (isAA) {
2377        glDisableVertexAttribArray(alphaSlot);
2378    }
2379
2380    mDirty = true;
2381}
2382
2383/**
2384 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2385 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2386 * screen space in all directions. However, instead of using a fragment shader to compute the
2387 * translucency of the color from its position, we simply use a varying parameter to define how far
2388 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2389 *
2390 * Doesn't yet support joins, caps, or path effects.
2391 */
2392void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2393    VertexBuffer vertexBuffer;
2394    // TODO: try clipping large paths to viewport
2395    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2396    drawVertexBuffer(vertexBuffer, paint);
2397}
2398
2399/**
2400 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2401 * and additional geometry for defining an alpha slope perimeter.
2402 *
2403 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2404 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2405 * in-shader alpha region, but found it to be taxing on some GPUs.
2406 *
2407 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2408 * memory transfer by removing need for degenerate vertices.
2409 */
2410void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2411    if (mState.currentlyIgnored() || count < 4) return;
2412
2413    count &= ~0x3; // round down to nearest four
2414
2415    VertexBuffer buffer;
2416    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2417    const Rect& bounds = buffer.getBounds();
2418
2419    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2420        return;
2421    }
2422
2423    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2424    drawVertexBuffer(buffer, paint, displayFlags);
2425}
2426
2427void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2428    if (mState.currentlyIgnored() || count < 2) return;
2429
2430    count &= ~0x1; // round down to nearest two
2431
2432    VertexBuffer buffer;
2433    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2434
2435    const Rect& bounds = buffer.getBounds();
2436    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2437        return;
2438    }
2439
2440    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2441    drawVertexBuffer(buffer, paint, displayFlags);
2442
2443    mDirty = true;
2444}
2445
2446void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2447    // No need to check against the clip, we fill the clip region
2448    if (mState.currentlyIgnored()) return;
2449
2450    Rect clip(*mState.currentClipRect());
2451    clip.snapToPixelBoundaries();
2452
2453    SkPaint paint;
2454    paint.setColor(color);
2455    paint.setXfermodeMode(mode);
2456
2457    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2458
2459    mDirty = true;
2460}
2461
2462void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2463        const SkPaint* paint) {
2464    if (!texture) return;
2465    const AutoTexture autoCleanup(texture);
2466
2467    const float x = left + texture->left - texture->offset;
2468    const float y = top + texture->top - texture->offset;
2469
2470    drawPathTexture(texture, x, y, paint);
2471
2472    mDirty = true;
2473}
2474
2475void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2476        float rx, float ry, const SkPaint* p) {
2477    if (mState.currentlyIgnored()
2478            || quickRejectSetupScissor(left, top, right, bottom, p)
2479            || paintWillNotDraw(*p)) {
2480        return;
2481    }
2482
2483    if (p->getPathEffect() != nullptr) {
2484        mCaches.activeTexture(0);
2485        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2486                right - left, bottom - top, rx, ry, p);
2487        drawShape(left, top, texture, p);
2488    } else {
2489        const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2490                *currentTransform(), *p, right - left, bottom - top, rx, ry);
2491        drawVertexBuffer(left, top, *vertexBuffer, p);
2492    }
2493}
2494
2495void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2496    if (mState.currentlyIgnored()
2497            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2498            || paintWillNotDraw(*p)) {
2499        return;
2500    }
2501    if (p->getPathEffect() != nullptr) {
2502        mCaches.activeTexture(0);
2503        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2504        drawShape(x - radius, y - radius, texture, p);
2505    } else {
2506        SkPath path;
2507        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2508            path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2509        } else {
2510            path.addCircle(x, y, radius);
2511        }
2512        drawConvexPath(path, p);
2513    }
2514}
2515
2516void OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2517        const SkPaint* p) {
2518    if (mState.currentlyIgnored()
2519            || quickRejectSetupScissor(left, top, right, bottom, p)
2520            || paintWillNotDraw(*p)) {
2521        return;
2522    }
2523
2524    if (p->getPathEffect() != nullptr) {
2525        mCaches.activeTexture(0);
2526        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2527        drawShape(left, top, texture, p);
2528    } else {
2529        SkPath path;
2530        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2531        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2532            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2533        }
2534        path.addOval(rect);
2535        drawConvexPath(path, p);
2536    }
2537}
2538
2539void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2540        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2541    if (mState.currentlyIgnored()
2542            || quickRejectSetupScissor(left, top, right, bottom, p)
2543            || paintWillNotDraw(*p)) {
2544        return;
2545    }
2546
2547    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2548    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) {
2549        mCaches.activeTexture(0);
2550        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2551                startAngle, sweepAngle, useCenter, p);
2552        drawShape(left, top, texture, p);
2553        return;
2554    }
2555    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2556    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2557        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2558    }
2559
2560    SkPath path;
2561    if (useCenter) {
2562        path.moveTo(rect.centerX(), rect.centerY());
2563    }
2564    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2565    if (useCenter) {
2566        path.close();
2567    }
2568    drawConvexPath(path, p);
2569}
2570
2571// See SkPaintDefaults.h
2572#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2573
2574void OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2575        const SkPaint* p) {
2576    if (mState.currentlyIgnored()
2577            || quickRejectSetupScissor(left, top, right, bottom, p)
2578            || paintWillNotDraw(*p)) {
2579        return;
2580    }
2581
2582    if (p->getStyle() != SkPaint::kFill_Style) {
2583        // only fill style is supported by drawConvexPath, since others have to handle joins
2584        if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2585                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2586            mCaches.activeTexture(0);
2587            const PathTexture* texture =
2588                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2589            drawShape(left, top, texture, p);
2590        } else {
2591            SkPath path;
2592            SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2593            if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2594                rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2595            }
2596            path.addRect(rect);
2597            drawConvexPath(path, p);
2598        }
2599    } else {
2600        if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2601            SkPath path;
2602            path.addRect(left, top, right, bottom);
2603            drawConvexPath(path, p);
2604        } else {
2605            drawColorRect(left, top, right, bottom, p);
2606
2607            mDirty = true;
2608        }
2609    }
2610}
2611
2612void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2613        int bytesCount, int count, const float* positions,
2614        FontRenderer& fontRenderer, int alpha, float x, float y) {
2615    mCaches.activeTexture(0);
2616
2617    TextShadow textShadow;
2618    if (!getTextShadow(paint, &textShadow)) {
2619        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2620    }
2621
2622    // NOTE: The drop shadow will not perform gamma correction
2623    //       if shader-based correction is enabled
2624    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2625    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2626            paint, text, bytesCount, count, textShadow.radius, positions);
2627    // If the drop shadow exceeds the max texture size or couldn't be
2628    // allocated, skip drawing
2629    if (!shadow) return;
2630    const AutoTexture autoCleanup(shadow);
2631
2632    const float sx = x - shadow->left + textShadow.dx;
2633    const float sy = y - shadow->top + textShadow.dy;
2634
2635    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha;
2636    if (getShader(paint)) {
2637        textShadow.color = SK_ColorWHITE;
2638    }
2639
2640    setupDraw();
2641    setupDrawWithTexture(true);
2642    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2643    setupDrawColorFilter(getColorFilter(paint));
2644    setupDrawShader(getShader(paint));
2645    setupDrawBlending(paint, true);
2646    setupDrawProgram();
2647    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2648            sx, sy, sx + shadow->width, sy + shadow->height);
2649    setupDrawTexture(shadow->id);
2650    setupDrawPureColorUniforms();
2651    setupDrawColorFilterUniforms(getColorFilter(paint));
2652    setupDrawShaderUniforms(getShader(paint));
2653    setupDrawMesh(nullptr, (GLvoid*) gMeshTextureOffset);
2654
2655    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2656}
2657
2658bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2659    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha;
2660    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2661}
2662
2663void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2664        const float* positions, const SkPaint* paint) {
2665    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2666        return;
2667    }
2668
2669    // NOTE: Skia does not support perspective transform on drawPosText yet
2670    if (!currentTransform()->isSimple()) {
2671        return;
2672    }
2673
2674    mCaches.enableScissor();
2675
2676    float x = 0.0f;
2677    float y = 0.0f;
2678    const bool pureTranslate = currentTransform()->isPureTranslate();
2679    if (pureTranslate) {
2680        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2681        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2682    }
2683
2684    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2685    fontRenderer.setFont(paint, SkMatrix::I());
2686
2687    int alpha;
2688    SkXfermode::Mode mode;
2689    getAlphaAndMode(paint, &alpha, &mode);
2690
2691    if (CC_UNLIKELY(hasTextShadow(paint))) {
2692        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2693                alpha, 0.0f, 0.0f);
2694    }
2695
2696    // Pick the appropriate texture filtering
2697    bool linearFilter = currentTransform()->changesBounds();
2698    if (pureTranslate && !linearFilter) {
2699        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2700    }
2701    fontRenderer.setTextureFiltering(linearFilter);
2702
2703    const Rect* clip = pureTranslate ? writableSnapshot()->clipRect : &writableSnapshot()->getLocalClip();
2704    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2705
2706    const bool hasActiveLayer = hasLayer();
2707
2708    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2709    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2710            positions, hasActiveLayer ? &bounds : nullptr, &functor)) {
2711        if (hasActiveLayer) {
2712            if (!pureTranslate) {
2713                currentTransform()->mapRect(bounds);
2714            }
2715            dirtyLayerUnchecked(bounds, getRegion());
2716        }
2717    }
2718
2719    mDirty = true;
2720}
2721
2722bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2723    if (CC_LIKELY(transform.isPureTranslate())) {
2724        outMatrix->setIdentity();
2725        return false;
2726    } else if (CC_UNLIKELY(transform.isPerspective())) {
2727        outMatrix->setIdentity();
2728        return true;
2729    }
2730
2731    /**
2732     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2733     * with values rounded to the nearest int.
2734     */
2735    float sx, sy;
2736    transform.decomposeScale(sx, sy);
2737    outMatrix->setScale(
2738            roundf(fmaxf(1.0f, sx)),
2739            roundf(fmaxf(1.0f, sy)));
2740    return true;
2741}
2742
2743int OpenGLRenderer::getSaveCount() const {
2744    return mState.getSaveCount();
2745}
2746
2747int OpenGLRenderer::save(int flags) {
2748    return mState.save(flags);
2749}
2750
2751void OpenGLRenderer::restore() {
2752    return mState.restore();
2753}
2754
2755void OpenGLRenderer::restoreToCount(int saveCount) {
2756    return mState.restoreToCount(saveCount);
2757}
2758
2759void OpenGLRenderer::translate(float dx, float dy, float dz) {
2760    return mState.translate(dx, dy, dz);
2761}
2762
2763void OpenGLRenderer::rotate(float degrees) {
2764    return mState.rotate(degrees);
2765}
2766
2767void OpenGLRenderer::scale(float sx, float sy) {
2768    return mState.scale(sx, sy);
2769}
2770
2771void OpenGLRenderer::skew(float sx, float sy) {
2772    return mState.skew(sx, sy);
2773}
2774
2775void OpenGLRenderer::setMatrix(const Matrix4& matrix) {
2776    mState.setMatrix(matrix);
2777}
2778
2779void OpenGLRenderer::concatMatrix(const Matrix4& matrix) {
2780    mState.concatMatrix(matrix);
2781}
2782
2783bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
2784    return mState.clipRect(left, top, right, bottom, op);
2785}
2786
2787bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
2788    return mState.clipPath(path, op);
2789}
2790
2791bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
2792    return mState.clipRegion(region, op);
2793}
2794
2795void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
2796    mState.setClippingOutline(allocator, outline);
2797}
2798
2799void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator,
2800        const Rect& rect, float radius, bool highPriority) {
2801    mState.setClippingRoundRect(allocator, rect, radius, highPriority);
2802}
2803
2804
2805
2806void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2807        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2808        DrawOpMode drawOpMode) {
2809
2810    if (drawOpMode == kDrawOpMode_Immediate) {
2811        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2812        // drawing as ops from DeferredDisplayList are already filtered for these
2813        if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) ||
2814                quickRejectSetupScissor(bounds)) {
2815            return;
2816        }
2817    }
2818
2819    const float oldX = x;
2820    const float oldY = y;
2821
2822    const mat4& transform = *currentTransform();
2823    const bool pureTranslate = transform.isPureTranslate();
2824
2825    if (CC_LIKELY(pureTranslate)) {
2826        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2827        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2828    }
2829
2830    int alpha;
2831    SkXfermode::Mode mode;
2832    getAlphaAndMode(paint, &alpha, &mode);
2833
2834    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2835
2836    if (CC_UNLIKELY(hasTextShadow(paint))) {
2837        fontRenderer.setFont(paint, SkMatrix::I());
2838        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2839                alpha, oldX, oldY);
2840    }
2841
2842    const bool hasActiveLayer = hasLayer();
2843
2844    // We only pass a partial transform to the font renderer. That partial
2845    // matrix defines how glyphs are rasterized. Typically we want glyphs
2846    // to be rasterized at their final size on screen, which means the partial
2847    // matrix needs to take the scale factor into account.
2848    // When a partial matrix is used to transform glyphs during rasterization,
2849    // the mesh is generated with the inverse transform (in the case of scale,
2850    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2851    // apply the full transform matrix at draw time in the vertex shader.
2852    // Applying the full matrix in the shader is the easiest way to handle
2853    // rotation and perspective and allows us to always generated quads in the
2854    // font renderer which greatly simplifies the code, clipping in particular.
2855    SkMatrix fontTransform;
2856    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2857            || fabs(y - (int) y) > 0.0f
2858            || fabs(x - (int) x) > 0.0f;
2859    fontRenderer.setFont(paint, fontTransform);
2860    fontRenderer.setTextureFiltering(linearFilter);
2861
2862    // TODO: Implement better clipping for scaled/rotated text
2863    const Rect* clip = !pureTranslate ? nullptr : mState.currentClipRect();
2864    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2865
2866    bool status;
2867    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2868
2869    // don't call issuedrawcommand, do it at end of batch
2870    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2871    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2872        SkPaint paintCopy(*paint);
2873        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2874        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2875                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2876    } else {
2877        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2878                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2879    }
2880
2881    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2882        if (!pureTranslate) {
2883            transform.mapRect(layerBounds);
2884        }
2885        dirtyLayerUnchecked(layerBounds, getRegion());
2886    }
2887
2888    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2889
2890    mDirty = true;
2891}
2892
2893void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2894        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2895    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2896        return;
2897    }
2898
2899    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2900    mCaches.enableScissor();
2901
2902    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2903    fontRenderer.setFont(paint, SkMatrix::I());
2904    fontRenderer.setTextureFiltering(true);
2905
2906    int alpha;
2907    SkXfermode::Mode mode;
2908    getAlphaAndMode(paint, &alpha, &mode);
2909    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2910
2911    const Rect* clip = &writableSnapshot()->getLocalClip();
2912    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2913
2914    const bool hasActiveLayer = hasLayer();
2915
2916    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2917            hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) {
2918        if (hasActiveLayer) {
2919            currentTransform()->mapRect(bounds);
2920            dirtyLayerUnchecked(bounds, getRegion());
2921        }
2922    }
2923
2924    mDirty = true;
2925}
2926
2927void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2928    if (mState.currentlyIgnored()) return;
2929
2930    mCaches.activeTexture(0);
2931
2932    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2933    if (!texture) return;
2934    const AutoTexture autoCleanup(texture);
2935
2936    const float x = texture->left - texture->offset;
2937    const float y = texture->top - texture->offset;
2938
2939    drawPathTexture(texture, x, y, paint);
2940    mDirty = true;
2941}
2942
2943void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2944    if (!layer) {
2945        return;
2946    }
2947
2948    mat4* transform = nullptr;
2949    if (layer->isTextureLayer()) {
2950        transform = &layer->getTransform();
2951        if (!transform->isIdentity()) {
2952            save(SkCanvas::kMatrix_SaveFlag);
2953            concatMatrix(*transform);
2954        }
2955    }
2956
2957    bool clipRequired = false;
2958    const bool rejected = mState.calculateQuickRejectForScissor(
2959            x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2960            &clipRequired, nullptr, false);
2961
2962    if (rejected) {
2963        if (transform && !transform->isIdentity()) {
2964            restore();
2965        }
2966        return;
2967    }
2968
2969    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2970            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2971
2972    updateLayer(layer, true);
2973
2974    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2975    mCaches.activeTexture(0);
2976
2977    if (CC_LIKELY(!layer->region.isEmpty())) {
2978        if (layer->region.isRect()) {
2979            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2980                    composeLayerRect(layer, layer->regionRect));
2981        } else if (layer->mesh) {
2982
2983            const float a = getLayerAlpha(layer);
2984            setupDraw();
2985            setupDrawWithTexture();
2986            setupDrawColor(a, a, a, a);
2987            setupDrawColorFilter(layer->getColorFilter());
2988            setupDrawBlending(layer);
2989            setupDrawProgram();
2990            setupDrawPureColorUniforms();
2991            setupDrawColorFilterUniforms(layer->getColorFilter());
2992            setupDrawTexture(layer->getTexture());
2993            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2994                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2995                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2996
2997                layer->setFilter(GL_NEAREST);
2998                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2999                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3000            } else {
3001                layer->setFilter(GL_LINEAR);
3002                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3003                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3004            }
3005
3006            TextureVertex* mesh = &layer->mesh[0];
3007            GLsizei elementsCount = layer->meshElementCount;
3008
3009            while (elementsCount > 0) {
3010                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3011
3012                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3013                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3014                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr));
3015
3016                elementsCount -= drawCount;
3017                // Though there are 4 vertices in a quad, we use 6 indices per
3018                // quad to draw with GL_TRIANGLES
3019                mesh += (drawCount / 6) * 4;
3020            }
3021
3022#if DEBUG_LAYERS_AS_REGIONS
3023            drawRegionRectsDebug(layer->region);
3024#endif
3025        }
3026
3027        if (layer->debugDrawUpdate) {
3028            layer->debugDrawUpdate = false;
3029
3030            SkPaint paint;
3031            paint.setColor(0x7f00ff00);
3032            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3033        }
3034    }
3035    layer->hasDrawnSinceUpdate = true;
3036
3037    if (transform && !transform->isIdentity()) {
3038        restore();
3039    }
3040
3041    mDirty = true;
3042}
3043
3044///////////////////////////////////////////////////////////////////////////////
3045// Draw filters
3046///////////////////////////////////////////////////////////////////////////////
3047void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) {
3048    // We should never get here since we apply the draw filter when stashing
3049    // the paints in the DisplayList.
3050    LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters");
3051}
3052
3053///////////////////////////////////////////////////////////////////////////////
3054// Drawing implementation
3055///////////////////////////////////////////////////////////////////////////////
3056
3057Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3058    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
3059    if (!texture) {
3060        return mCaches.textureCache.get(bitmap);
3061    }
3062    return texture;
3063}
3064
3065void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3066        float x, float y, const SkPaint* paint) {
3067    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3068        return;
3069    }
3070
3071    int alpha;
3072    SkXfermode::Mode mode;
3073    getAlphaAndMode(paint, &alpha, &mode);
3074
3075    setupDraw();
3076    setupDrawWithTexture(true);
3077    setupDrawAlpha8Color(paint->getColor(), alpha);
3078    setupDrawColorFilter(getColorFilter(paint));
3079    setupDrawShader(getShader(paint));
3080    setupDrawBlending(paint, true);
3081    setupDrawProgram();
3082    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3083            x, y, x + texture->width, y + texture->height);
3084    setupDrawTexture(texture->id);
3085    setupDrawPureColorUniforms();
3086    setupDrawColorFilterUniforms(getColorFilter(paint));
3087    setupDrawShaderUniforms(getShader(paint));
3088    setupDrawMesh(nullptr, (GLvoid*) gMeshTextureOffset);
3089
3090    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3091}
3092
3093// Same values used by Skia
3094#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3095#define kStdUnderline_Offset    (1.0f / 9.0f)
3096#define kStdUnderline_Thickness (1.0f / 18.0f)
3097
3098void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3099        const SkPaint* paint) {
3100    // Handle underline and strike-through
3101    uint32_t flags = paint->getFlags();
3102    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3103        SkPaint paintCopy(*paint);
3104
3105        if (CC_LIKELY(underlineWidth > 0.0f)) {
3106            const float textSize = paintCopy.getTextSize();
3107            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3108
3109            const float left = x;
3110            float top = 0.0f;
3111
3112            int linesCount = 0;
3113            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3114            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3115
3116            const int pointsCount = 4 * linesCount;
3117            float points[pointsCount];
3118            int currentPoint = 0;
3119
3120            if (flags & SkPaint::kUnderlineText_Flag) {
3121                top = y + textSize * kStdUnderline_Offset;
3122                points[currentPoint++] = left;
3123                points[currentPoint++] = top;
3124                points[currentPoint++] = left + underlineWidth;
3125                points[currentPoint++] = top;
3126            }
3127
3128            if (flags & SkPaint::kStrikeThruText_Flag) {
3129                top = y + textSize * kStdStrikeThru_Offset;
3130                points[currentPoint++] = left;
3131                points[currentPoint++] = top;
3132                points[currentPoint++] = left + underlineWidth;
3133                points[currentPoint++] = top;
3134            }
3135
3136            paintCopy.setStrokeWidth(strokeWidth);
3137
3138            drawLines(&points[0], pointsCount, &paintCopy);
3139        }
3140    }
3141}
3142
3143void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3144    if (mState.currentlyIgnored()) {
3145        return;
3146    }
3147
3148    drawColorRects(rects, count, paint, false, true, true);
3149}
3150
3151void OpenGLRenderer::drawShadow(float casterAlpha,
3152        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3153    if (mState.currentlyIgnored()) return;
3154
3155    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3156    mCaches.enableScissor();
3157
3158    SkPaint paint;
3159    paint.setAntiAlias(true); // want to use AlphaVertex
3160
3161    // The caller has made sure casterAlpha > 0.
3162    float ambientShadowAlpha = mAmbientShadowAlpha;
3163    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3164        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3165    }
3166    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3167        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3168        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3169    }
3170
3171    float spotShadowAlpha = mSpotShadowAlpha;
3172    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3173        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3174    }
3175    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3176        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3177        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3178    }
3179
3180    mDirty=true;
3181}
3182
3183void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3184        bool ignoreTransform, bool dirty, bool clip) {
3185    if (count == 0) {
3186        return;
3187    }
3188
3189    int color = paint->getColor();
3190    // If a shader is set, preserve only the alpha
3191    if (getShader(paint)) {
3192        color |= 0x00ffffff;
3193    }
3194
3195    float left = FLT_MAX;
3196    float top = FLT_MAX;
3197    float right = FLT_MIN;
3198    float bottom = FLT_MIN;
3199
3200    Vertex mesh[count];
3201    Vertex* vertex = mesh;
3202
3203    for (int index = 0; index < count; index += 4) {
3204        float l = rects[index + 0];
3205        float t = rects[index + 1];
3206        float r = rects[index + 2];
3207        float b = rects[index + 3];
3208
3209        Vertex::set(vertex++, l, t);
3210        Vertex::set(vertex++, r, t);
3211        Vertex::set(vertex++, l, b);
3212        Vertex::set(vertex++, r, b);
3213
3214        left = fminf(left, l);
3215        top = fminf(top, t);
3216        right = fmaxf(right, r);
3217        bottom = fmaxf(bottom, b);
3218    }
3219
3220    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3221        return;
3222    }
3223
3224    setupDraw();
3225    setupDrawNoTexture();
3226    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3227    setupDrawShader(getShader(paint));
3228    setupDrawColorFilter(getColorFilter(paint));
3229    setupDrawBlending(paint);
3230    setupDrawProgram();
3231    setupDrawDirtyRegionsDisabled();
3232    setupDrawModelView(kModelViewMode_Translate, false,
3233            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3234    setupDrawColorUniforms(getShader(paint));
3235    setupDrawShaderUniforms(getShader(paint));
3236    setupDrawColorFilterUniforms(getColorFilter(paint));
3237
3238    if (dirty && hasLayer()) {
3239        dirtyLayer(left, top, right, bottom, *currentTransform());
3240    }
3241
3242    issueIndexedQuadDraw(&mesh[0], count / 4);
3243
3244    mDirty = true;
3245}
3246
3247void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3248        const SkPaint* paint, bool ignoreTransform) {
3249    int color = paint->getColor();
3250    // If a shader is set, preserve only the alpha
3251    if (getShader(paint)) {
3252        color |= 0x00ffffff;
3253    }
3254
3255    setupDraw();
3256    setupDrawNoTexture();
3257    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3258    setupDrawShader(getShader(paint));
3259    setupDrawColorFilter(getColorFilter(paint));
3260    setupDrawBlending(paint);
3261    setupDrawProgram();
3262    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3263            left, top, right, bottom, ignoreTransform);
3264    setupDrawColorUniforms(getShader(paint));
3265    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3266    setupDrawColorFilterUniforms(getColorFilter(paint));
3267    setupDrawSimpleMesh();
3268
3269    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3270}
3271
3272void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3273        Texture* texture, const SkPaint* paint) {
3274    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3275
3276    GLvoid* vertices = (GLvoid*) nullptr;
3277    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3278
3279    if (texture->uvMapper) {
3280        vertices = &mMeshVertices[0].x;
3281        texCoords = &mMeshVertices[0].u;
3282
3283        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3284        texture->uvMapper->map(uvs);
3285
3286        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3287    }
3288
3289    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3290        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3291        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3292
3293        texture->setFilter(GL_NEAREST, true);
3294        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3295                paint, texture->blend, vertices, texCoords,
3296                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3297    } else {
3298        texture->setFilter(getFilter(paint), true);
3299        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3300                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3301    }
3302
3303    if (texture->uvMapper) {
3304        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3305    }
3306}
3307
3308void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3309        GLuint texture, const SkPaint* paint, bool blend,
3310        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3311        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3312        ModelViewMode modelViewMode, bool dirty) {
3313
3314    int a;
3315    SkXfermode::Mode mode;
3316    getAlphaAndMode(paint, &a, &mode);
3317    const float alpha = a / 255.0f;
3318
3319    setupDraw();
3320    setupDrawWithTexture();
3321    setupDrawColor(alpha, alpha, alpha, alpha);
3322    setupDrawColorFilter(getColorFilter(paint));
3323    setupDrawBlending(paint, blend, swapSrcDst);
3324    setupDrawProgram();
3325    if (!dirty) setupDrawDirtyRegionsDisabled();
3326    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3327    setupDrawTexture(texture);
3328    setupDrawPureColorUniforms();
3329    setupDrawColorFilterUniforms(getColorFilter(paint));
3330    setupDrawMesh(vertices, texCoords, vbo);
3331
3332    glDrawArrays(drawMode, 0, elementsCount);
3333}
3334
3335void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3336        GLuint texture, const SkPaint* paint, bool blend,
3337        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3338        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3339        ModelViewMode modelViewMode, bool dirty) {
3340
3341    int a;
3342    SkXfermode::Mode mode;
3343    getAlphaAndMode(paint, &a, &mode);
3344    const float alpha = a / 255.0f;
3345
3346    setupDraw();
3347    setupDrawWithTexture();
3348    setupDrawColor(alpha, alpha, alpha, alpha);
3349    setupDrawColorFilter(getColorFilter(paint));
3350    setupDrawBlending(paint, blend, swapSrcDst);
3351    setupDrawProgram();
3352    if (!dirty) setupDrawDirtyRegionsDisabled();
3353    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3354    setupDrawTexture(texture);
3355    setupDrawPureColorUniforms();
3356    setupDrawColorFilterUniforms(getColorFilter(paint));
3357    setupDrawMeshIndices(vertices, texCoords, vbo);
3358
3359    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr);
3360}
3361
3362void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3363        GLuint texture, const SkPaint* paint,
3364        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3365        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3366
3367    int color = paint != nullptr ? paint->getColor() : 0;
3368    int alpha;
3369    SkXfermode::Mode mode;
3370    getAlphaAndMode(paint, &alpha, &mode);
3371
3372    setupDraw();
3373    setupDrawWithTexture(true);
3374    if (paint != nullptr) {
3375        setupDrawAlpha8Color(color, alpha);
3376    }
3377    setupDrawColorFilter(getColorFilter(paint));
3378    setupDrawShader(getShader(paint));
3379    setupDrawBlending(paint, true);
3380    setupDrawProgram();
3381    if (!dirty) setupDrawDirtyRegionsDisabled();
3382    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3383    setupDrawTexture(texture);
3384    setupDrawPureColorUniforms();
3385    setupDrawColorFilterUniforms(getColorFilter(paint));
3386    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3387    setupDrawMesh(vertices, texCoords);
3388
3389    glDrawArrays(drawMode, 0, elementsCount);
3390}
3391
3392void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3393        ProgramDescription& description, bool swapSrcDst) {
3394
3395    if (writableSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) {
3396        blend = true;
3397        mDescription.hasRoundRectClip = true;
3398    }
3399    mSkipOutlineClip = true;
3400
3401    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3402
3403    if (blend) {
3404        // These blend modes are not supported by OpenGL directly and have
3405        // to be implemented using shaders. Since the shader will perform
3406        // the blending, turn blending off here
3407        // If the blend mode cannot be implemented using shaders, fall
3408        // back to the default SrcOver blend mode instead
3409        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3410            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3411                description.framebufferMode = mode;
3412                description.swapSrcDst = swapSrcDst;
3413
3414                if (mCaches.blend) {
3415                    glDisable(GL_BLEND);
3416                    mCaches.blend = false;
3417                }
3418
3419                return;
3420            } else {
3421                mode = SkXfermode::kSrcOver_Mode;
3422            }
3423        }
3424
3425        if (!mCaches.blend) {
3426            glEnable(GL_BLEND);
3427        }
3428
3429        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3430        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3431
3432        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3433            glBlendFunc(sourceMode, destMode);
3434            mCaches.lastSrcMode = sourceMode;
3435            mCaches.lastDstMode = destMode;
3436        }
3437    } else if (mCaches.blend) {
3438        glDisable(GL_BLEND);
3439    }
3440    mCaches.blend = blend;
3441}
3442
3443bool OpenGLRenderer::useProgram(Program* program) {
3444    if (!program->isInUse()) {
3445        if (mCaches.currentProgram != nullptr) mCaches.currentProgram->remove();
3446        program->use();
3447        mCaches.currentProgram = program;
3448        return false;
3449    }
3450    return true;
3451}
3452
3453void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3454    TextureVertex* v = &mMeshVertices[0];
3455    TextureVertex::setUV(v++, u1, v1);
3456    TextureVertex::setUV(v++, u2, v1);
3457    TextureVertex::setUV(v++, u1, v2);
3458    TextureVertex::setUV(v++, u2, v2);
3459}
3460
3461void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha,
3462        SkXfermode::Mode* mode) const {
3463    getAlphaAndModeDirect(paint, alpha,  mode);
3464    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3465        // if drawing a layer, ignore the paint's alpha
3466        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3467    }
3468    *alpha *= currentSnapshot()->alpha;
3469}
3470
3471float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3472    float alpha;
3473    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3474        alpha = mDrawModifiers.mOverrideLayerAlpha;
3475    } else {
3476        alpha = layer->getAlpha() / 255.0f;
3477    }
3478    return alpha * currentSnapshot()->alpha;
3479}
3480
3481}; // namespace uirenderer
3482}; // namespace android
3483