OpenGLRenderer.cpp revision 52036b19a5f82bc4d75cfcbff99c65df8d25a99b
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DeferredDisplayList.h"
36#include "DisplayListRenderer.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    mDrawModifiers.mShader = NULL;
116    mDrawModifiers.mColorFilter = NULL;
117    mDrawModifiers.mHasShadow = false;
118    mDrawModifiers.mHasDrawFilter = false;
119
120    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
121
122    mFirstSnapshot = new Snapshot;
123
124    mScissorOptimizationDisabled = false;
125    mDrawDeferDisabled = false;
126    mDrawReorderDisabled = false;
127}
128
129OpenGLRenderer::~OpenGLRenderer() {
130    // The context has already been destroyed at this point, do not call
131    // GL APIs. All GL state should be kept in Caches.h
132}
133
134void OpenGLRenderer::initProperties() {
135    char property[PROPERTY_VALUE_MAX];
136    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
137        mScissorOptimizationDisabled = !strcasecmp(property, "true");
138        INIT_LOGD("  Scissor optimization %s",
139                mScissorOptimizationDisabled ? "disabled" : "enabled");
140    } else {
141        INIT_LOGD("  Scissor optimization enabled");
142    }
143
144    if (property_get(PROPERTY_DISABLE_DRAW_DEFER, property, "false")) {
145        mDrawDeferDisabled = !strcasecmp(property, "true");
146        INIT_LOGD("  Draw defer %s", mDrawDeferDisabled ? "disabled" : "enabled");
147    } else {
148        INIT_LOGD("  Draw defer enabled");
149    }
150
151    if (property_get(PROPERTY_DISABLE_DRAW_REORDER, property, "false")) {
152        mDrawReorderDisabled = !strcasecmp(property, "true");
153        INIT_LOGD("  Draw reorder %s", mDrawReorderDisabled ? "disabled" : "enabled");
154    } else {
155        INIT_LOGD("  Draw reorder enabled");
156    }
157}
158
159///////////////////////////////////////////////////////////////////////////////
160// Setup
161///////////////////////////////////////////////////////////////////////////////
162
163void OpenGLRenderer::setName(const char* name) {
164    if (name) {
165        mName.setTo(name);
166    } else {
167        mName.clear();
168    }
169}
170
171const char* OpenGLRenderer::getName() const {
172    return mName.string();
173}
174
175bool OpenGLRenderer::isDeferred() {
176    return false;
177}
178
179void OpenGLRenderer::setViewport(int width, int height) {
180    initViewport(width, height);
181
182    glDisable(GL_DITHER);
183    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
184
185    glEnableVertexAttribArray(Program::kBindingPosition);
186}
187
188void OpenGLRenderer::initViewport(int width, int height) {
189    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
190
191    mWidth = width;
192    mHeight = height;
193
194    mFirstSnapshot->height = height;
195    mFirstSnapshot->viewport.set(0, 0, width, height);
196}
197
198status_t OpenGLRenderer::prepare(bool opaque) {
199    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
200}
201
202status_t OpenGLRenderer::prepareDirty(float left, float top,
203        float right, float bottom, bool opaque) {
204    mCaches.clearGarbage();
205
206    mSnapshot = new Snapshot(mFirstSnapshot,
207            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
208    mSnapshot->fbo = getTargetFbo();
209    mSaveCount = 1;
210
211    mSnapshot->setClip(left, top, right, bottom);
212    mDirtyClip = true;
213
214    updateLayers();
215
216    discardFramebuffer(left, top, right, bottom);
217
218    syncState();
219
220    // Functors break the tiling extension in pretty spectacular ways
221    // This ensures we don't use tiling when a functor is going to be
222    // invoked during the frame
223    mSuppressTiling = mCaches.hasRegisteredFunctors();
224
225    mTilingSnapshot = mSnapshot;
226    startTiling(mTilingSnapshot, true);
227
228    debugOverdraw(true, true);
229
230    return clear(left, top, right, bottom, opaque);
231}
232
233void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
234    // If we know that we are going to redraw the entire framebuffer,
235    // perform a discard to let the driver know we don't need to preserve
236    // the back buffer for this frame.
237    if (mExtensions.hasDiscardFramebuffer() &&
238            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
239        const bool isFbo = getTargetFbo() == 0;
240        const GLenum attachments[] = {
241                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
242                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
243        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
244    }
245}
246
247status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
248    if (!opaque) {
249        mCaches.enableScissor();
250        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
251        glClear(GL_COLOR_BUFFER_BIT);
252        return DrawGlInfo::kStatusDrew;
253    }
254
255    mCaches.resetScissor();
256    return DrawGlInfo::kStatusDone;
257}
258
259void OpenGLRenderer::syncState() {
260    glViewport(0, 0, mWidth, mHeight);
261
262    if (mCaches.blend) {
263        glEnable(GL_BLEND);
264    } else {
265        glDisable(GL_BLEND);
266    }
267}
268
269void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
270    if (!mSuppressTiling) {
271        Rect* clip = mTilingSnapshot->clipRect;
272        if (s->flags & Snapshot::kFlagFboTarget) {
273            clip = &s->layer->clipRect;
274        }
275
276        startTiling(*clip, s->height, opaque);
277    }
278}
279
280void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
281    if (!mSuppressTiling) {
282        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
283                clip.right - clip.left, clip.bottom - clip.top, opaque);
284    }
285}
286
287void OpenGLRenderer::endTiling() {
288    if (!mSuppressTiling) mCaches.endTiling();
289}
290
291void OpenGLRenderer::finish() {
292    renderOverdraw();
293    endTiling();
294
295    if (!suppressErrorChecks()) {
296#if DEBUG_OPENGL
297        GLenum status = GL_NO_ERROR;
298        while ((status = glGetError()) != GL_NO_ERROR) {
299            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
300            switch (status) {
301                case GL_INVALID_ENUM:
302                    ALOGE("  GL_INVALID_ENUM");
303                    break;
304                case GL_INVALID_VALUE:
305                    ALOGE("  GL_INVALID_VALUE");
306                    break;
307                case GL_INVALID_OPERATION:
308                    ALOGE("  GL_INVALID_OPERATION");
309                    break;
310                case GL_OUT_OF_MEMORY:
311                    ALOGE("  Out of memory!");
312                    break;
313            }
314        }
315#endif
316
317#if DEBUG_MEMORY_USAGE
318        mCaches.dumpMemoryUsage();
319#else
320        if (mCaches.getDebugLevel() & kDebugMemory) {
321            mCaches.dumpMemoryUsage();
322        }
323#endif
324    }
325}
326
327void OpenGLRenderer::interrupt() {
328    if (mCaches.currentProgram) {
329        if (mCaches.currentProgram->isInUse()) {
330            mCaches.currentProgram->remove();
331            mCaches.currentProgram = NULL;
332        }
333    }
334    mCaches.unbindMeshBuffer();
335    mCaches.unbindIndicesBuffer();
336    mCaches.resetVertexPointers();
337    mCaches.disableTexCoordsVertexArray();
338    debugOverdraw(false, false);
339}
340
341void OpenGLRenderer::resume() {
342    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
343    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
344    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
345    debugOverdraw(true, false);
346
347    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
348
349    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
350    mCaches.enableScissor();
351    mCaches.resetScissor();
352    dirtyClip();
353
354    mCaches.activeTexture(0);
355
356    mCaches.blend = true;
357    glEnable(GL_BLEND);
358    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
359    glBlendEquation(GL_FUNC_ADD);
360}
361
362void OpenGLRenderer::resumeAfterLayer() {
363    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
364    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
365    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
366    debugOverdraw(true, false);
367
368    mCaches.resetScissor();
369    dirtyClip();
370}
371
372void OpenGLRenderer::detachFunctor(Functor* functor) {
373    mFunctors.remove(functor);
374}
375
376void OpenGLRenderer::attachFunctor(Functor* functor) {
377    mFunctors.add(functor);
378}
379
380status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
381    status_t result = DrawGlInfo::kStatusDone;
382    size_t count = mFunctors.size();
383
384    if (count > 0) {
385        interrupt();
386        SortedVector<Functor*> functors(mFunctors);
387        mFunctors.clear();
388
389        DrawGlInfo info;
390        info.clipLeft = 0;
391        info.clipTop = 0;
392        info.clipRight = 0;
393        info.clipBottom = 0;
394        info.isLayer = false;
395        info.width = 0;
396        info.height = 0;
397        memset(info.transform, 0, sizeof(float) * 16);
398
399        for (size_t i = 0; i < count; i++) {
400            Functor* f = functors.itemAt(i);
401            result |= (*f)(DrawGlInfo::kModeProcess, &info);
402
403            if (result & DrawGlInfo::kStatusDraw) {
404                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
405                dirty.unionWith(localDirty);
406            }
407
408            if (result & DrawGlInfo::kStatusInvoke) {
409                mFunctors.add(f);
410            }
411        }
412        resume();
413    }
414
415    return result;
416}
417
418status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
419    interrupt();
420    detachFunctor(functor);
421
422    mCaches.enableScissor();
423    if (mDirtyClip) {
424        setScissorFromClip();
425    }
426
427    Rect clip(*mSnapshot->clipRect);
428    clip.snapToPixelBoundaries();
429
430    // Since we don't know what the functor will draw, let's dirty
431    // tne entire clip region
432    if (hasLayer()) {
433        dirtyLayerUnchecked(clip, getRegion());
434    }
435
436    DrawGlInfo info;
437    info.clipLeft = clip.left;
438    info.clipTop = clip.top;
439    info.clipRight = clip.right;
440    info.clipBottom = clip.bottom;
441    info.isLayer = hasLayer();
442    info.width = getSnapshot()->viewport.getWidth();
443    info.height = getSnapshot()->height;
444    getSnapshot()->transform->copyTo(&info.transform[0]);
445
446    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
447
448    if (result != DrawGlInfo::kStatusDone) {
449        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
450        dirty.unionWith(localDirty);
451
452        if (result & DrawGlInfo::kStatusInvoke) {
453            mFunctors.add(functor);
454        }
455    }
456
457    resume();
458    return result;
459}
460
461///////////////////////////////////////////////////////////////////////////////
462// Debug
463///////////////////////////////////////////////////////////////////////////////
464
465void OpenGLRenderer::startMark(const char* name) const {
466    mCaches.startMark(0, name);
467}
468
469void OpenGLRenderer::endMark() const {
470    mCaches.endMark();
471}
472
473void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
474    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
475        if (clear) {
476            mCaches.disableScissor();
477            mCaches.stencil.clear();
478        }
479        if (enable) {
480            mCaches.stencil.enableDebugWrite();
481        } else {
482            mCaches.stencil.disable();
483        }
484    }
485}
486
487void OpenGLRenderer::renderOverdraw() {
488    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
489        const Rect* clip = mTilingSnapshot->clipRect;
490
491        mCaches.enableScissor();
492        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
493                clip->right - clip->left, clip->bottom - clip->top);
494
495        mCaches.stencil.enableDebugTest(2);
496        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
497        mCaches.stencil.enableDebugTest(3);
498        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
499        mCaches.stencil.enableDebugTest(4);
500        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
501        mCaches.stencil.enableDebugTest(4, true);
502        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
503        mCaches.stencil.disable();
504    }
505}
506
507///////////////////////////////////////////////////////////////////////////////
508// Layers
509///////////////////////////////////////////////////////////////////////////////
510
511bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
512    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
513        OpenGLRenderer* renderer = layer->renderer;
514        Rect& dirty = layer->dirtyRect;
515
516        if (inFrame) {
517            endTiling();
518            debugOverdraw(false, false);
519        }
520
521        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
522        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
523        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
524        renderer->finish();
525
526        if (inFrame) {
527            resumeAfterLayer();
528            startTiling(mSnapshot);
529        }
530
531        dirty.setEmpty();
532        layer->deferredUpdateScheduled = false;
533        layer->renderer = NULL;
534        layer->displayList = NULL;
535        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
536
537        return true;
538    }
539
540    return false;
541}
542
543void OpenGLRenderer::updateLayers() {
544    int count = mLayerUpdates.size();
545    if (count > 0) {
546        startMark("Layer Updates");
547
548        // Note: it is very important to update the layers in reverse order
549        for (int i = count - 1; i >= 0; i--) {
550            Layer* layer = mLayerUpdates.itemAt(i);
551            updateLayer(layer, false);
552            mCaches.resourceCache.decrementRefcount(layer);
553        }
554        mLayerUpdates.clear();
555
556        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
557        endMark();
558    }
559}
560
561void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
562    if (layer) {
563        mLayerUpdates.push_back(layer);
564        mCaches.resourceCache.incrementRefcount(layer);
565    }
566}
567
568void OpenGLRenderer::clearLayerUpdates() {
569    size_t count = mLayerUpdates.size();
570    if (count > 0) {
571        mCaches.resourceCache.lock();
572        for (size_t i = 0; i < count; i++) {
573            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
574        }
575        mCaches.resourceCache.unlock();
576        mLayerUpdates.clear();
577    }
578}
579
580///////////////////////////////////////////////////////////////////////////////
581// State management
582///////////////////////////////////////////////////////////////////////////////
583
584int OpenGLRenderer::getSaveCount() const {
585    return mSaveCount;
586}
587
588int OpenGLRenderer::save(int flags) {
589    return saveSnapshot(flags);
590}
591
592void OpenGLRenderer::restore() {
593    if (mSaveCount > 1) {
594        restoreSnapshot();
595    }
596}
597
598void OpenGLRenderer::restoreToCount(int saveCount) {
599    if (saveCount < 1) saveCount = 1;
600
601    while (mSaveCount > saveCount) {
602        restoreSnapshot();
603    }
604}
605
606int OpenGLRenderer::saveSnapshot(int flags) {
607    mSnapshot = new Snapshot(mSnapshot, flags);
608    return mSaveCount++;
609}
610
611bool OpenGLRenderer::restoreSnapshot() {
612    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
613    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
614    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
615
616    sp<Snapshot> current = mSnapshot;
617    sp<Snapshot> previous = mSnapshot->previous;
618
619    if (restoreOrtho) {
620        Rect& r = previous->viewport;
621        glViewport(r.left, r.top, r.right, r.bottom);
622        mOrthoMatrix.load(current->orthoMatrix);
623    }
624
625    mSaveCount--;
626    mSnapshot = previous;
627
628    if (restoreClip) {
629        dirtyClip();
630    }
631
632    if (restoreLayer) {
633        composeLayer(current, previous);
634    }
635
636    return restoreClip;
637}
638
639///////////////////////////////////////////////////////////////////////////////
640// Layers
641///////////////////////////////////////////////////////////////////////////////
642
643int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
644        SkPaint* p, int flags) {
645    const GLuint previousFbo = mSnapshot->fbo;
646    const int count = saveSnapshot(flags);
647
648    if (!mSnapshot->isIgnored()) {
649        int alpha = 255;
650        SkXfermode::Mode mode;
651
652        if (p) {
653            alpha = p->getAlpha();
654            mode = getXfermode(p->getXfermode());
655        } else {
656            mode = SkXfermode::kSrcOver_Mode;
657        }
658
659        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
660    }
661
662    return count;
663}
664
665int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
666        int alpha, int flags) {
667    if (alpha >= 255) {
668        return saveLayer(left, top, right, bottom, NULL, flags);
669    } else {
670        SkPaint paint;
671        paint.setAlpha(alpha);
672        return saveLayer(left, top, right, bottom, &paint, flags);
673    }
674}
675
676/**
677 * Layers are viewed by Skia are slightly different than layers in image editing
678 * programs (for instance.) When a layer is created, previously created layers
679 * and the frame buffer still receive every drawing command. For instance, if a
680 * layer is created and a shape intersecting the bounds of the layers and the
681 * framebuffer is draw, the shape will be drawn on both (unless the layer was
682 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
683 *
684 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
685 * texture. Unfortunately, this is inefficient as it requires every primitive to
686 * be drawn n + 1 times, where n is the number of active layers. In practice this
687 * means, for every primitive:
688 *   - Switch active frame buffer
689 *   - Change viewport, clip and projection matrix
690 *   - Issue the drawing
691 *
692 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
693 * To avoid this, layers are implemented in a different way here, at least in the
694 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
695 * is set. When this flag is set we can redirect all drawing operations into a
696 * single FBO.
697 *
698 * This implementation relies on the frame buffer being at least RGBA 8888. When
699 * a layer is created, only a texture is created, not an FBO. The content of the
700 * frame buffer contained within the layer's bounds is copied into this texture
701 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
702 * buffer and drawing continues as normal. This technique therefore treats the
703 * frame buffer as a scratch buffer for the layers.
704 *
705 * To compose the layers back onto the frame buffer, each layer texture
706 * (containing the original frame buffer data) is drawn as a simple quad over
707 * the frame buffer. The trick is that the quad is set as the composition
708 * destination in the blending equation, and the frame buffer becomes the source
709 * of the composition.
710 *
711 * Drawing layers with an alpha value requires an extra step before composition.
712 * An empty quad is drawn over the layer's region in the frame buffer. This quad
713 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
714 * quad is used to multiply the colors in the frame buffer. This is achieved by
715 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
716 * GL_ZERO, GL_SRC_ALPHA.
717 *
718 * Because glCopyTexImage2D() can be slow, an alternative implementation might
719 * be use to draw a single clipped layer. The implementation described above
720 * is correct in every case.
721 *
722 * (1) The frame buffer is actually not cleared right away. To allow the GPU
723 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
724 *     buffer is left untouched until the first drawing operation. Only when
725 *     something actually gets drawn are the layers regions cleared.
726 */
727bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
728        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
729    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
730    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
731
732    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
733
734    // Window coordinates of the layer
735    Rect clip;
736    Rect bounds(left, top, right, bottom);
737    Rect untransformedBounds(bounds);
738    mSnapshot->transform->mapRect(bounds);
739
740    // Layers only make sense if they are in the framebuffer's bounds
741    if (bounds.intersect(*mSnapshot->clipRect)) {
742        // We cannot work with sub-pixels in this case
743        bounds.snapToPixelBoundaries();
744
745        // When the layer is not an FBO, we may use glCopyTexImage so we
746        // need to make sure the layer does not extend outside the bounds
747        // of the framebuffer
748        if (!bounds.intersect(mSnapshot->previous->viewport)) {
749            bounds.setEmpty();
750        } else if (fboLayer) {
751            clip.set(bounds);
752            mat4 inverse;
753            inverse.loadInverse(*mSnapshot->transform);
754            inverse.mapRect(clip);
755            clip.snapToPixelBoundaries();
756            if (clip.intersect(untransformedBounds)) {
757                clip.translate(-left, -top);
758                bounds.set(untransformedBounds);
759            } else {
760                clip.setEmpty();
761            }
762        }
763    } else {
764        bounds.setEmpty();
765    }
766
767    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
768            bounds.getHeight() > mCaches.maxTextureSize ||
769            (fboLayer && clip.isEmpty())) {
770        mSnapshot->empty = fboLayer;
771    } else {
772        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
773    }
774
775    // Bail out if we won't draw in this snapshot
776    if (mSnapshot->invisible || mSnapshot->empty) {
777        return false;
778    }
779
780    mCaches.activeTexture(0);
781    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
782    if (!layer) {
783        return false;
784    }
785
786    layer->setAlpha(alpha, mode);
787    layer->layer.set(bounds);
788    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
789            bounds.getWidth() / float(layer->getWidth()), 0.0f);
790    layer->setColorFilter(mDrawModifiers.mColorFilter);
791    layer->setBlend(true);
792    layer->setDirty(false);
793
794    // Save the layer in the snapshot
795    mSnapshot->flags |= Snapshot::kFlagIsLayer;
796    mSnapshot->layer = layer;
797
798    if (fboLayer) {
799        return createFboLayer(layer, bounds, clip, previousFbo);
800    } else {
801        // Copy the framebuffer into the layer
802        layer->bindTexture();
803        if (!bounds.isEmpty()) {
804            if (layer->isEmpty()) {
805                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
806                        bounds.left, mSnapshot->height - bounds.bottom,
807                        layer->getWidth(), layer->getHeight(), 0);
808                layer->setEmpty(false);
809            } else {
810                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
811                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
812            }
813
814            // Enqueue the buffer coordinates to clear the corresponding region later
815            mLayers.push(new Rect(bounds));
816        }
817    }
818
819    return true;
820}
821
822bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
823    layer->clipRect.set(clip);
824    layer->setFbo(mCaches.fboCache.get());
825
826    mSnapshot->region = &mSnapshot->layer->region;
827    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
828            Snapshot::kFlagDirtyOrtho;
829    mSnapshot->fbo = layer->getFbo();
830    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
831    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
832    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
833    mSnapshot->height = bounds.getHeight();
834    mSnapshot->orthoMatrix.load(mOrthoMatrix);
835
836    endTiling();
837    debugOverdraw(false, false);
838    // Bind texture to FBO
839    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
840    layer->bindTexture();
841
842    // Initialize the texture if needed
843    if (layer->isEmpty()) {
844        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
845        layer->setEmpty(false);
846    }
847
848    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
849            layer->getTexture(), 0);
850
851    startTiling(mSnapshot, true);
852
853    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
854    mCaches.enableScissor();
855    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
856            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
857    glClear(GL_COLOR_BUFFER_BIT);
858
859    dirtyClip();
860
861    // Change the ortho projection
862    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
863    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
864
865    return true;
866}
867
868/**
869 * Read the documentation of createLayer() before doing anything in this method.
870 */
871void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
872    if (!current->layer) {
873        ALOGE("Attempting to compose a layer that does not exist");
874        return;
875    }
876
877    Layer* layer = current->layer;
878    const Rect& rect = layer->layer;
879    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
880
881    if (fboLayer) {
882        endTiling();
883
884        // Detach the texture from the FBO
885        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
886
887        layer->removeFbo(false);
888
889        // Unbind current FBO and restore previous one
890        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
891        debugOverdraw(true, false);
892
893        startTiling(previous);
894    }
895
896    if (!fboLayer && layer->getAlpha() < 255) {
897        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
898                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
899        // Required below, composeLayerRect() will divide by 255
900        layer->setAlpha(255);
901    }
902
903    mCaches.unbindMeshBuffer();
904
905    mCaches.activeTexture(0);
906
907    // When the layer is stored in an FBO, we can save a bit of fillrate by
908    // drawing only the dirty region
909    if (fboLayer) {
910        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
911        if (layer->getColorFilter()) {
912            setupColorFilter(layer->getColorFilter());
913        }
914        composeLayerRegion(layer, rect);
915        if (layer->getColorFilter()) {
916            resetColorFilter();
917        }
918    } else if (!rect.isEmpty()) {
919        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
920        composeLayerRect(layer, rect, true);
921    }
922
923    dirtyClip();
924
925    // Failing to add the layer to the cache should happen only if the layer is too large
926    if (!mCaches.layerCache.put(layer)) {
927        LAYER_LOGD("Deleting layer");
928        Caches::getInstance().resourceCache.decrementRefcount(layer);
929    }
930}
931
932void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
933    float alpha = layer->getAlpha() / 255.0f;
934
935    setupDraw();
936    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
937        setupDrawWithTexture();
938    } else {
939        setupDrawWithExternalTexture();
940    }
941    setupDrawTextureTransform();
942    setupDrawColor(alpha, alpha, alpha, alpha);
943    setupDrawColorFilter();
944    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
945    setupDrawProgram();
946    setupDrawPureColorUniforms();
947    setupDrawColorFilterUniforms();
948    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
949        setupDrawTexture(layer->getTexture());
950    } else {
951        setupDrawExternalTexture(layer->getTexture());
952    }
953    if (mSnapshot->transform->isPureTranslate() &&
954            layer->getWidth() == (uint32_t) rect.getWidth() &&
955            layer->getHeight() == (uint32_t) rect.getHeight()) {
956        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
957        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
958
959        layer->setFilter(GL_NEAREST);
960        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
961    } else {
962        layer->setFilter(GL_LINEAR);
963        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
964    }
965    setupDrawTextureTransformUniforms(layer->getTexTransform());
966    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
967
968    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
969
970    finishDrawTexture();
971}
972
973void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
974    if (!layer->isTextureLayer()) {
975        const Rect& texCoords = layer->texCoords;
976        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
977                texCoords.right, texCoords.bottom);
978
979        float x = rect.left;
980        float y = rect.top;
981        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
982                layer->getWidth() == (uint32_t) rect.getWidth() &&
983                layer->getHeight() == (uint32_t) rect.getHeight();
984
985        if (simpleTransform) {
986            // When we're swapping, the layer is already in screen coordinates
987            if (!swap) {
988                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
989                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
990            }
991
992            layer->setFilter(GL_NEAREST, true);
993        } else {
994            layer->setFilter(GL_LINEAR, true);
995        }
996
997        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
998                layer->getTexture(), layer->getAlpha() / 255.0f,
999                layer->getMode(), layer->isBlend(),
1000                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1001                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1002
1003        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1004    } else {
1005        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1006        drawTextureLayer(layer, rect);
1007        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1008    }
1009}
1010
1011void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1012    if (layer->region.isRect()) {
1013        layer->setRegionAsRect();
1014
1015        composeLayerRect(layer, layer->regionRect);
1016
1017        layer->region.clear();
1018        return;
1019    }
1020
1021    // TODO: See LayerRenderer.cpp::generateMesh() for important
1022    //       information about this implementation
1023    if (CC_LIKELY(!layer->region.isEmpty())) {
1024        size_t count;
1025        const android::Rect* rects = layer->region.getArray(&count);
1026
1027        const float alpha = layer->getAlpha() / 255.0f;
1028        const float texX = 1.0f / float(layer->getWidth());
1029        const float texY = 1.0f / float(layer->getHeight());
1030        const float height = rect.getHeight();
1031
1032        setupDraw();
1033
1034        // We must get (and therefore bind) the region mesh buffer
1035        // after we setup drawing in case we need to mess with the
1036        // stencil buffer in setupDraw()
1037        TextureVertex* mesh = mCaches.getRegionMesh();
1038        GLsizei numQuads = 0;
1039
1040        setupDrawWithTexture();
1041        setupDrawColor(alpha, alpha, alpha, alpha);
1042        setupDrawColorFilter();
1043        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1044        setupDrawProgram();
1045        setupDrawDirtyRegionsDisabled();
1046        setupDrawPureColorUniforms();
1047        setupDrawColorFilterUniforms();
1048        setupDrawTexture(layer->getTexture());
1049        if (mSnapshot->transform->isPureTranslate()) {
1050            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
1051            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
1052
1053            layer->setFilter(GL_NEAREST);
1054            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1055        } else {
1056            layer->setFilter(GL_LINEAR);
1057            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1058        }
1059        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1060
1061        for (size_t i = 0; i < count; i++) {
1062            const android::Rect* r = &rects[i];
1063
1064            const float u1 = r->left * texX;
1065            const float v1 = (height - r->top) * texY;
1066            const float u2 = r->right * texX;
1067            const float v2 = (height - r->bottom) * texY;
1068
1069            // TODO: Reject quads outside of the clip
1070            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1071            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1072            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1073            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1074
1075            numQuads++;
1076
1077            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1078                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1079                numQuads = 0;
1080                mesh = mCaches.getRegionMesh();
1081            }
1082        }
1083
1084        if (numQuads > 0) {
1085            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1086        }
1087
1088        finishDrawTexture();
1089
1090#if DEBUG_LAYERS_AS_REGIONS
1091        drawRegionRects(layer->region);
1092#endif
1093
1094        layer->region.clear();
1095    }
1096}
1097
1098void OpenGLRenderer::drawRegionRects(const Region& region) {
1099#if DEBUG_LAYERS_AS_REGIONS
1100    size_t count;
1101    const android::Rect* rects = region.getArray(&count);
1102
1103    uint32_t colors[] = {
1104            0x7fff0000, 0x7f00ff00,
1105            0x7f0000ff, 0x7fff00ff,
1106    };
1107
1108    int offset = 0;
1109    int32_t top = rects[0].top;
1110
1111    for (size_t i = 0; i < count; i++) {
1112        if (top != rects[i].top) {
1113            offset ^= 0x2;
1114            top = rects[i].top;
1115        }
1116
1117        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1118        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1119                SkXfermode::kSrcOver_Mode);
1120    }
1121#endif
1122}
1123
1124void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1125        SkXfermode::Mode mode, bool dirty) {
1126    int count = 0;
1127    Vector<float> rects;
1128
1129    SkRegion::Iterator it(region);
1130    while (!it.done()) {
1131        const SkIRect& r = it.rect();
1132        rects.push(r.fLeft);
1133        rects.push(r.fTop);
1134        rects.push(r.fRight);
1135        rects.push(r.fBottom);
1136        count += 4;
1137        it.next();
1138    }
1139
1140    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1141}
1142
1143void OpenGLRenderer::dirtyLayer(const float left, const float top,
1144        const float right, const float bottom, const mat4 transform) {
1145    if (hasLayer()) {
1146        Rect bounds(left, top, right, bottom);
1147        transform.mapRect(bounds);
1148        dirtyLayerUnchecked(bounds, getRegion());
1149    }
1150}
1151
1152void OpenGLRenderer::dirtyLayer(const float left, const float top,
1153        const float right, const float bottom) {
1154    if (hasLayer()) {
1155        Rect bounds(left, top, right, bottom);
1156        dirtyLayerUnchecked(bounds, getRegion());
1157    }
1158}
1159
1160void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1161    if (bounds.intersect(*mSnapshot->clipRect)) {
1162        bounds.snapToPixelBoundaries();
1163        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1164        if (!dirty.isEmpty()) {
1165            region->orSelf(dirty);
1166        }
1167    }
1168}
1169
1170void OpenGLRenderer::clearLayerRegions() {
1171    const size_t count = mLayers.size();
1172    if (count == 0) return;
1173
1174    if (!mSnapshot->isIgnored()) {
1175        // Doing several glScissor/glClear here can negatively impact
1176        // GPUs with a tiler architecture, instead we draw quads with
1177        // the Clear blending mode
1178
1179        // The list contains bounds that have already been clipped
1180        // against their initial clip rect, and the current clip
1181        // is likely different so we need to disable clipping here
1182        bool scissorChanged = mCaches.disableScissor();
1183
1184        Vertex mesh[count * 6];
1185        Vertex* vertex = mesh;
1186
1187        for (uint32_t i = 0; i < count; i++) {
1188            Rect* bounds = mLayers.itemAt(i);
1189
1190            Vertex::set(vertex++, bounds->left, bounds->bottom);
1191            Vertex::set(vertex++, bounds->left, bounds->top);
1192            Vertex::set(vertex++, bounds->right, bounds->top);
1193            Vertex::set(vertex++, bounds->left, bounds->bottom);
1194            Vertex::set(vertex++, bounds->right, bounds->top);
1195            Vertex::set(vertex++, bounds->right, bounds->bottom);
1196
1197            delete bounds;
1198        }
1199        // We must clear the list of dirty rects before we
1200        // call setupDraw() to prevent stencil setup to do
1201        // the same thing again
1202        mLayers.clear();
1203
1204        setupDraw(false);
1205        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1206        setupDrawBlending(true, SkXfermode::kClear_Mode);
1207        setupDrawProgram();
1208        setupDrawPureColorUniforms();
1209        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1210        setupDrawVertices(&mesh[0].position[0]);
1211
1212        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1213
1214        if (scissorChanged) mCaches.enableScissor();
1215    } else {
1216        for (uint32_t i = 0; i < count; i++) {
1217            delete mLayers.itemAt(i);
1218        }
1219        mLayers.clear();
1220    }
1221}
1222
1223///////////////////////////////////////////////////////////////////////////////
1224// State Deferral
1225///////////////////////////////////////////////////////////////////////////////
1226
1227bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state) {
1228    const Rect& currentClip = *(mSnapshot->clipRect);
1229    const mat4& currentMatrix = *(mSnapshot->transform);
1230
1231    // state only has bounds initialized in local coordinates
1232    if (!state.mBounds.isEmpty()) {
1233        currentMatrix.mapRect(state.mBounds);
1234        if (!state.mBounds.intersect(currentClip)) {
1235            // quick rejected
1236            return true;
1237        }
1238    }
1239
1240    state.mClip.set(currentClip);
1241    state.mMatrix.load(currentMatrix);
1242    state.mDrawModifiers = mDrawModifiers;
1243    return false;
1244}
1245
1246void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state) {
1247    mSnapshot->transform->load(state.mMatrix);
1248
1249    // NOTE: a clip RECT will be saved and restored, but DeferredDisplayState doesn't support
1250    // complex clips. In the future, we should add support for deferral of operations clipped by
1251    // these. for now, we don't defer with complex clips (see OpenGLRenderer::disallowDeferral())
1252    mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1253    dirtyClip();
1254    mDrawModifiers = state.mDrawModifiers;
1255}
1256
1257///////////////////////////////////////////////////////////////////////////////
1258// Transforms
1259///////////////////////////////////////////////////////////////////////////////
1260
1261void OpenGLRenderer::translate(float dx, float dy) {
1262    mSnapshot->transform->translate(dx, dy, 0.0f);
1263}
1264
1265void OpenGLRenderer::rotate(float degrees) {
1266    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1267}
1268
1269void OpenGLRenderer::scale(float sx, float sy) {
1270    mSnapshot->transform->scale(sx, sy, 1.0f);
1271}
1272
1273void OpenGLRenderer::skew(float sx, float sy) {
1274    mSnapshot->transform->skew(sx, sy);
1275}
1276
1277void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1278    if (matrix) {
1279        mSnapshot->transform->load(*matrix);
1280    } else {
1281        mSnapshot->transform->loadIdentity();
1282    }
1283}
1284
1285void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1286    mSnapshot->transform->copyTo(*matrix);
1287}
1288
1289void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1290    SkMatrix transform;
1291    mSnapshot->transform->copyTo(transform);
1292    transform.preConcat(*matrix);
1293    mSnapshot->transform->load(transform);
1294}
1295
1296///////////////////////////////////////////////////////////////////////////////
1297// Clipping
1298///////////////////////////////////////////////////////////////////////////////
1299
1300void OpenGLRenderer::setScissorFromClip() {
1301    Rect clip(*mSnapshot->clipRect);
1302    clip.snapToPixelBoundaries();
1303
1304    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1305            clip.getWidth(), clip.getHeight())) {
1306        mDirtyClip = false;
1307    }
1308}
1309
1310void OpenGLRenderer::ensureStencilBuffer() {
1311    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1312    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1313    // just hope we have one when hasLayer() returns false.
1314    if (hasLayer()) {
1315        attachStencilBufferToLayer(mSnapshot->layer);
1316    }
1317}
1318
1319void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1320    // The layer's FBO is already bound when we reach this stage
1321    if (!layer->getStencilRenderBuffer()) {
1322        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1323        // is attached after we initiated tiling. We must turn it off,
1324        // attach the new render buffer then turn tiling back on
1325        endTiling();
1326
1327        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1328                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1329        layer->setStencilRenderBuffer(buffer);
1330
1331        startTiling(layer->clipRect, layer->layer.getHeight());
1332    }
1333}
1334
1335void OpenGLRenderer::setStencilFromClip() {
1336    if (!mCaches.debugOverdraw) {
1337        if (!mSnapshot->clipRegion->isEmpty()) {
1338            // NOTE: The order here is important, we must set dirtyClip to false
1339            //       before any draw call to avoid calling back into this method
1340            mDirtyClip = false;
1341
1342            ensureStencilBuffer();
1343
1344            mCaches.stencil.enableWrite();
1345
1346            // Clear the stencil but first make sure we restrict drawing
1347            // to the region's bounds
1348            bool resetScissor = mCaches.enableScissor();
1349            if (resetScissor) {
1350                // The scissor was not set so we now need to update it
1351                setScissorFromClip();
1352            }
1353            mCaches.stencil.clear();
1354            if (resetScissor) mCaches.disableScissor();
1355
1356            // NOTE: We could use the region contour path to generate a smaller mesh
1357            //       Since we are using the stencil we could use the red book path
1358            //       drawing technique. It might increase bandwidth usage though.
1359
1360            // The last parameter is important: we are not drawing in the color buffer
1361            // so we don't want to dirty the current layer, if any
1362            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1363
1364            mCaches.stencil.enableTest();
1365        } else {
1366            mCaches.stencil.disable();
1367        }
1368    }
1369}
1370
1371const Rect& OpenGLRenderer::getClipBounds() {
1372    return mSnapshot->getLocalClip();
1373}
1374
1375bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1376    if (mSnapshot->isIgnored()) {
1377        return true;
1378    }
1379
1380    Rect r(left, top, right, bottom);
1381    mSnapshot->transform->mapRect(r);
1382    r.snapToPixelBoundaries();
1383
1384    Rect clipRect(*mSnapshot->clipRect);
1385    clipRect.snapToPixelBoundaries();
1386
1387    return !clipRect.intersects(r);
1388}
1389
1390bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1391        Rect& transformed, Rect& clip) {
1392    if (mSnapshot->isIgnored()) {
1393        return true;
1394    }
1395
1396    transformed.set(left, top, right, bottom);
1397    mSnapshot->transform->mapRect(transformed);
1398    transformed.snapToPixelBoundaries();
1399
1400    clip.set(*mSnapshot->clipRect);
1401    clip.snapToPixelBoundaries();
1402
1403    return !clip.intersects(transformed);
1404}
1405
1406bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1407        SkPaint* paint) {
1408    if (paint->getStyle() != SkPaint::kFill_Style) {
1409        float outset = paint->getStrokeWidth() * 0.5f;
1410        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1411    } else {
1412        return quickReject(left, top, right, bottom);
1413    }
1414}
1415
1416bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1417    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1418        return true;
1419    }
1420
1421    Rect r(left, top, right, bottom);
1422    mSnapshot->transform->mapRect(r);
1423    r.snapToPixelBoundaries();
1424
1425    Rect clipRect(*mSnapshot->clipRect);
1426    clipRect.snapToPixelBoundaries();
1427
1428    bool rejected = !clipRect.intersects(r);
1429    if (!isDeferred() && !rejected) {
1430        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1431    }
1432
1433    return rejected;
1434}
1435
1436void OpenGLRenderer::debugClip() {
1437#if DEBUG_CLIP_REGIONS
1438    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1439        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1440    }
1441#endif
1442}
1443
1444bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1445    if (CC_LIKELY(mSnapshot->transform->rectToRect())) {
1446        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1447        if (clipped) {
1448            dirtyClip();
1449        }
1450        return !mSnapshot->clipRect->isEmpty();
1451    }
1452
1453    SkPath path;
1454    path.addRect(left, top, right, bottom);
1455
1456    return clipPath(&path, op);
1457}
1458
1459bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1460    SkMatrix transform;
1461    mSnapshot->transform->copyTo(transform);
1462
1463    SkPath transformed;
1464    path->transform(transform, &transformed);
1465
1466    SkRegion clip;
1467    if (!mSnapshot->clipRegion->isEmpty()) {
1468        clip.setRegion(*mSnapshot->clipRegion);
1469    } else {
1470        Rect* bounds = mSnapshot->clipRect;
1471        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1472    }
1473
1474    SkRegion region;
1475    region.setPath(transformed, clip);
1476
1477    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1478    if (clipped) {
1479        dirtyClip();
1480    }
1481    return !mSnapshot->clipRect->isEmpty();
1482}
1483
1484bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1485    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1486    if (clipped) {
1487        dirtyClip();
1488    }
1489    return !mSnapshot->clipRect->isEmpty();
1490}
1491
1492Rect* OpenGLRenderer::getClipRect() {
1493    return mSnapshot->clipRect;
1494}
1495
1496///////////////////////////////////////////////////////////////////////////////
1497// Drawing commands
1498///////////////////////////////////////////////////////////////////////////////
1499
1500void OpenGLRenderer::setupDraw(bool clear) {
1501    // TODO: It would be best if we could do this before quickReject()
1502    //       changes the scissor test state
1503    if (clear) clearLayerRegions();
1504    // Make sure setScissor & setStencil happen at the beginning of
1505    // this method
1506    if (mDirtyClip && mCaches.scissorEnabled) {
1507        setScissorFromClip();
1508        setStencilFromClip();
1509    }
1510    mDescription.reset();
1511    mSetShaderColor = false;
1512    mColorSet = false;
1513    mColorA = mColorR = mColorG = mColorB = 0.0f;
1514    mTextureUnit = 0;
1515    mTrackDirtyRegions = true;
1516}
1517
1518void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1519    mDescription.hasTexture = true;
1520    mDescription.hasAlpha8Texture = isAlpha8;
1521}
1522
1523void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1524    mDescription.hasTexture = true;
1525    mDescription.hasColors = true;
1526    mDescription.hasAlpha8Texture = isAlpha8;
1527}
1528
1529void OpenGLRenderer::setupDrawWithExternalTexture() {
1530    mDescription.hasExternalTexture = true;
1531}
1532
1533void OpenGLRenderer::setupDrawNoTexture() {
1534    mCaches.disableTexCoordsVertexArray();
1535}
1536
1537void OpenGLRenderer::setupDrawAA() {
1538    mDescription.isAA = true;
1539}
1540
1541void OpenGLRenderer::setupDrawPoint(float pointSize) {
1542    mDescription.isPoint = true;
1543    mDescription.pointSize = pointSize;
1544}
1545
1546void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1547    mColorA = alpha / 255.0f;
1548    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1549    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1550    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1551    mColorSet = true;
1552    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1553}
1554
1555void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1556    mColorA = alpha / 255.0f;
1557    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1558    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1559    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1560    mColorSet = true;
1561    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1562}
1563
1564void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1565    mCaches.fontRenderer->describe(mDescription, paint);
1566}
1567
1568void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1569    mColorA = a;
1570    mColorR = r;
1571    mColorG = g;
1572    mColorB = b;
1573    mColorSet = true;
1574    mSetShaderColor = mDescription.setColor(r, g, b, a);
1575}
1576
1577void OpenGLRenderer::setupDrawShader() {
1578    if (mDrawModifiers.mShader) {
1579        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1580    }
1581}
1582
1583void OpenGLRenderer::setupDrawColorFilter() {
1584    if (mDrawModifiers.mColorFilter) {
1585        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1586    }
1587}
1588
1589void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1590    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1591        mColorA = 1.0f;
1592        mColorR = mColorG = mColorB = 0.0f;
1593        mSetShaderColor = mDescription.modulate = true;
1594    }
1595}
1596
1597void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1598    // When the blending mode is kClear_Mode, we need to use a modulate color
1599    // argb=1,0,0,0
1600    accountForClear(mode);
1601    bool blend = (mColorSet && mColorA < 1.0f) ||
1602            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1603    chooseBlending(blend, mode, mDescription, swapSrcDst);
1604}
1605
1606void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1607    // When the blending mode is kClear_Mode, we need to use a modulate color
1608    // argb=1,0,0,0
1609    accountForClear(mode);
1610    blend |= (mColorSet && mColorA < 1.0f) ||
1611            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1612            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1613    chooseBlending(blend, mode, mDescription, swapSrcDst);
1614}
1615
1616void OpenGLRenderer::setupDrawProgram() {
1617    useProgram(mCaches.programCache.get(mDescription));
1618}
1619
1620void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1621    mTrackDirtyRegions = false;
1622}
1623
1624void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1625        bool ignoreTransform) {
1626    mModelView.loadTranslate(left, top, 0.0f);
1627    if (!ignoreTransform) {
1628        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1629        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1630    } else {
1631        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1632        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1633    }
1634}
1635
1636void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1637    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1638}
1639
1640void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1641        bool ignoreTransform, bool ignoreModelView) {
1642    if (!ignoreModelView) {
1643        mModelView.loadTranslate(left, top, 0.0f);
1644        mModelView.scale(right - left, bottom - top, 1.0f);
1645    } else {
1646        mModelView.loadIdentity();
1647    }
1648    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1649    if (!ignoreTransform) {
1650        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1651        if (mTrackDirtyRegions && dirty) {
1652            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1653        }
1654    } else {
1655        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1656        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1657    }
1658}
1659
1660void OpenGLRenderer::setupDrawPointUniforms() {
1661    int slot = mCaches.currentProgram->getUniform("pointSize");
1662    glUniform1f(slot, mDescription.pointSize);
1663}
1664
1665void OpenGLRenderer::setupDrawColorUniforms() {
1666    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1667        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1668    }
1669}
1670
1671void OpenGLRenderer::setupDrawPureColorUniforms() {
1672    if (mSetShaderColor) {
1673        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1674    }
1675}
1676
1677void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1678    if (mDrawModifiers.mShader) {
1679        if (ignoreTransform) {
1680            mModelView.loadInverse(*mSnapshot->transform);
1681        }
1682        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1683                mModelView, *mSnapshot, &mTextureUnit);
1684    }
1685}
1686
1687void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1688    if (mDrawModifiers.mShader) {
1689        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1690                mIdentity, *mSnapshot, &mTextureUnit);
1691    }
1692}
1693
1694void OpenGLRenderer::setupDrawColorFilterUniforms() {
1695    if (mDrawModifiers.mColorFilter) {
1696        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1697    }
1698}
1699
1700void OpenGLRenderer::setupDrawTextGammaUniforms() {
1701    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1702}
1703
1704void OpenGLRenderer::setupDrawSimpleMesh() {
1705    bool force = mCaches.bindMeshBuffer();
1706    mCaches.bindPositionVertexPointer(force, 0);
1707    mCaches.unbindIndicesBuffer();
1708}
1709
1710void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1711    bindTexture(texture);
1712    mTextureUnit++;
1713    mCaches.enableTexCoordsVertexArray();
1714}
1715
1716void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1717    bindExternalTexture(texture);
1718    mTextureUnit++;
1719    mCaches.enableTexCoordsVertexArray();
1720}
1721
1722void OpenGLRenderer::setupDrawTextureTransform() {
1723    mDescription.hasTextureTransform = true;
1724}
1725
1726void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1727    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1728            GL_FALSE, &transform.data[0]);
1729}
1730
1731void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1732    bool force = false;
1733    if (!vertices) {
1734        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1735    } else {
1736        force = mCaches.unbindMeshBuffer();
1737    }
1738
1739    mCaches.bindPositionVertexPointer(force, vertices);
1740    if (mCaches.currentProgram->texCoords >= 0) {
1741        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1742    }
1743
1744    mCaches.unbindIndicesBuffer();
1745}
1746
1747void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1748    bool force = mCaches.unbindMeshBuffer();
1749    GLsizei stride = sizeof(ColorTextureVertex);
1750
1751    mCaches.bindPositionVertexPointer(force, vertices, stride);
1752    if (mCaches.currentProgram->texCoords >= 0) {
1753        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1754    }
1755    int slot = mCaches.currentProgram->getAttrib("colors");
1756    if (slot >= 0) {
1757        glEnableVertexAttribArray(slot);
1758        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1759    }
1760
1761    mCaches.unbindIndicesBuffer();
1762}
1763
1764void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1765    bool force = mCaches.unbindMeshBuffer();
1766    mCaches.bindPositionVertexPointer(force, vertices);
1767    if (mCaches.currentProgram->texCoords >= 0) {
1768        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1769    }
1770}
1771
1772void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1773    bool force = mCaches.unbindMeshBuffer();
1774    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1775    mCaches.unbindIndicesBuffer();
1776}
1777
1778void OpenGLRenderer::finishDrawTexture() {
1779}
1780
1781///////////////////////////////////////////////////////////////////////////////
1782// Drawing
1783///////////////////////////////////////////////////////////////////////////////
1784
1785status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags) {
1786    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1787    // will be performed by the display list itself
1788    if (displayList && displayList->isRenderable()) {
1789        if (CC_UNLIKELY(mDrawDeferDisabled)) {
1790            return displayList->replay(*this, dirty, flags, 0);
1791        }
1792
1793        DeferredDisplayList deferredList;
1794        return displayList->replay(*this, dirty, flags, 0, &deferredList);
1795    }
1796
1797    return DrawGlInfo::kStatusDone;
1798}
1799
1800void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1801    if (displayList) {
1802        displayList->output(0);
1803    }
1804}
1805
1806void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1807    int alpha;
1808    SkXfermode::Mode mode;
1809    getAlphaAndMode(paint, &alpha, &mode);
1810
1811    int color = paint != NULL ? paint->getColor() : 0;
1812
1813    float x = left;
1814    float y = top;
1815
1816    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1817
1818    bool ignoreTransform = false;
1819    if (mSnapshot->transform->isPureTranslate()) {
1820        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1821        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1822        ignoreTransform = true;
1823
1824        texture->setFilter(GL_NEAREST, true);
1825    } else {
1826        texture->setFilter(FILTER(paint), true);
1827    }
1828
1829    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1830            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1831            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1832}
1833
1834status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1835    const float right = left + bitmap->width();
1836    const float bottom = top + bitmap->height();
1837
1838    if (quickReject(left, top, right, bottom)) {
1839        return DrawGlInfo::kStatusDone;
1840    }
1841
1842    mCaches.activeTexture(0);
1843    Texture* texture = mCaches.textureCache.get(bitmap);
1844    if (!texture) return DrawGlInfo::kStatusDone;
1845    const AutoTexture autoCleanup(texture);
1846
1847    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1848        drawAlphaBitmap(texture, left, top, paint);
1849    } else {
1850        drawTextureRect(left, top, right, bottom, texture, paint);
1851    }
1852
1853    return DrawGlInfo::kStatusDrew;
1854}
1855
1856status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1857    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1858    const mat4 transform(*matrix);
1859    transform.mapRect(r);
1860
1861    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1862        return DrawGlInfo::kStatusDone;
1863    }
1864
1865    mCaches.activeTexture(0);
1866    Texture* texture = mCaches.textureCache.get(bitmap);
1867    if (!texture) return DrawGlInfo::kStatusDone;
1868    const AutoTexture autoCleanup(texture);
1869
1870    // This could be done in a cheaper way, all we need is pass the matrix
1871    // to the vertex shader. The save/restore is a bit overkill.
1872    save(SkCanvas::kMatrix_SaveFlag);
1873    concatMatrix(matrix);
1874    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1875        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
1876    } else {
1877        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1878    }
1879    restore();
1880
1881    return DrawGlInfo::kStatusDrew;
1882}
1883
1884status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1885    const float right = left + bitmap->width();
1886    const float bottom = top + bitmap->height();
1887
1888    if (quickReject(left, top, right, bottom)) {
1889        return DrawGlInfo::kStatusDone;
1890    }
1891
1892    mCaches.activeTexture(0);
1893    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1894    const AutoTexture autoCleanup(texture);
1895
1896    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1897        drawAlphaBitmap(texture, left, top, paint);
1898    } else {
1899        drawTextureRect(left, top, right, bottom, texture, paint);
1900    }
1901
1902    return DrawGlInfo::kStatusDrew;
1903}
1904
1905status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1906        float* vertices, int* colors, SkPaint* paint) {
1907    if (!vertices || mSnapshot->isIgnored()) {
1908        return DrawGlInfo::kStatusDone;
1909    }
1910
1911    float left = FLT_MAX;
1912    float top = FLT_MAX;
1913    float right = FLT_MIN;
1914    float bottom = FLT_MIN;
1915
1916    const uint32_t count = meshWidth * meshHeight * 6;
1917
1918    ColorTextureVertex mesh[count];
1919    ColorTextureVertex* vertex = mesh;
1920
1921    bool cleanupColors = false;
1922    if (!colors) {
1923        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
1924        colors = new int[colorsCount];
1925        memset(colors, 0xff, colorsCount * sizeof(int));
1926        cleanupColors = true;
1927    }
1928
1929    for (int32_t y = 0; y < meshHeight; y++) {
1930        for (int32_t x = 0; x < meshWidth; x++) {
1931            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1932
1933            float u1 = float(x) / meshWidth;
1934            float u2 = float(x + 1) / meshWidth;
1935            float v1 = float(y) / meshHeight;
1936            float v2 = float(y + 1) / meshHeight;
1937
1938            int ax = i + (meshWidth + 1) * 2;
1939            int ay = ax + 1;
1940            int bx = i;
1941            int by = bx + 1;
1942            int cx = i + 2;
1943            int cy = cx + 1;
1944            int dx = i + (meshWidth + 1) * 2 + 2;
1945            int dy = dx + 1;
1946
1947            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1948            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1949            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1950
1951            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1952            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1953            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
1954
1955            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1956            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1957            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1958            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1959        }
1960    }
1961
1962    if (quickReject(left, top, right, bottom)) {
1963        if (cleanupColors) delete[] colors;
1964        return DrawGlInfo::kStatusDone;
1965    }
1966
1967    mCaches.activeTexture(0);
1968    Texture* texture = mCaches.textureCache.get(bitmap);
1969    if (!texture) {
1970        if (cleanupColors) delete[] colors;
1971        return DrawGlInfo::kStatusDone;
1972    }
1973    const AutoTexture autoCleanup(texture);
1974
1975    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1976    texture->setFilter(FILTER(paint), true);
1977
1978    int alpha;
1979    SkXfermode::Mode mode;
1980    getAlphaAndMode(paint, &alpha, &mode);
1981
1982    float a = alpha / 255.0f;
1983
1984    if (hasLayer()) {
1985        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1986    }
1987
1988    setupDraw();
1989    setupDrawWithTextureAndColor();
1990    setupDrawColor(a, a, a, a);
1991    setupDrawColorFilter();
1992    setupDrawBlending(true, mode, false);
1993    setupDrawProgram();
1994    setupDrawDirtyRegionsDisabled();
1995    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
1996    setupDrawTexture(texture->id);
1997    setupDrawPureColorUniforms();
1998    setupDrawColorFilterUniforms();
1999    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2000
2001    glDrawArrays(GL_TRIANGLES, 0, count);
2002
2003    finishDrawTexture();
2004
2005    int slot = mCaches.currentProgram->getAttrib("colors");
2006    if (slot >= 0) {
2007        glDisableVertexAttribArray(slot);
2008    }
2009
2010    if (cleanupColors) delete[] colors;
2011
2012    return DrawGlInfo::kStatusDrew;
2013}
2014
2015status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2016         float srcLeft, float srcTop, float srcRight, float srcBottom,
2017         float dstLeft, float dstTop, float dstRight, float dstBottom,
2018         SkPaint* paint) {
2019    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2020        return DrawGlInfo::kStatusDone;
2021    }
2022
2023    mCaches.activeTexture(0);
2024    Texture* texture = mCaches.textureCache.get(bitmap);
2025    if (!texture) return DrawGlInfo::kStatusDone;
2026    const AutoTexture autoCleanup(texture);
2027
2028    const float width = texture->width;
2029    const float height = texture->height;
2030
2031    const float u1 = fmax(0.0f, srcLeft / width);
2032    const float v1 = fmax(0.0f, srcTop / height);
2033    const float u2 = fmin(1.0f, srcRight / width);
2034    const float v2 = fmin(1.0f, srcBottom / height);
2035
2036    mCaches.unbindMeshBuffer();
2037    resetDrawTextureTexCoords(u1, v1, u2, v2);
2038
2039    int alpha;
2040    SkXfermode::Mode mode;
2041    getAlphaAndMode(paint, &alpha, &mode);
2042
2043    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2044
2045    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2046    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2047
2048    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2049    // Apply a scale transform on the canvas only when a shader is in use
2050    // Skia handles the ratio between the dst and src rects as a scale factor
2051    // when a shader is set
2052    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2053    bool ignoreTransform = false;
2054
2055    if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) {
2056        float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
2057        float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
2058
2059        dstRight = x + (dstRight - dstLeft);
2060        dstBottom = y + (dstBottom - dstTop);
2061
2062        dstLeft = x;
2063        dstTop = y;
2064
2065        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2066        ignoreTransform = true;
2067    } else {
2068        texture->setFilter(FILTER(paint), true);
2069    }
2070
2071    if (CC_UNLIKELY(useScaleTransform)) {
2072        save(SkCanvas::kMatrix_SaveFlag);
2073        translate(dstLeft, dstTop);
2074        scale(scaleX, scaleY);
2075
2076        dstLeft = 0.0f;
2077        dstTop = 0.0f;
2078
2079        dstRight = srcRight - srcLeft;
2080        dstBottom = srcBottom - srcTop;
2081    }
2082
2083    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2084        int color = paint ? paint->getColor() : 0;
2085        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2086                texture->id, paint != NULL, color, alpha, mode,
2087                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2088                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2089    } else {
2090        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2091                texture->id, alpha / 255.0f, mode, texture->blend,
2092                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2093                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2094    }
2095
2096    if (CC_UNLIKELY(useScaleTransform)) {
2097        restore();
2098    }
2099
2100    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2101
2102    return DrawGlInfo::kStatusDrew;
2103}
2104
2105status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2106        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2107        float left, float top, float right, float bottom, SkPaint* paint) {
2108    int alpha;
2109    SkXfermode::Mode mode;
2110    getAlphaAndModeDirect(paint, &alpha, &mode);
2111
2112    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2113            left, top, right, bottom, alpha, mode);
2114}
2115
2116status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2117        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2118        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2119    if (quickReject(left, top, right, bottom)) {
2120        return DrawGlInfo::kStatusDone;
2121    }
2122
2123    alpha *= mSnapshot->alpha;
2124
2125    mCaches.activeTexture(0);
2126    Texture* texture = mCaches.textureCache.get(bitmap);
2127    if (!texture) return DrawGlInfo::kStatusDone;
2128    const AutoTexture autoCleanup(texture);
2129    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2130    texture->setFilter(GL_LINEAR, true);
2131
2132    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2133            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2134
2135    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2136        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2137        // Mark the current layer dirty where we are going to draw the patch
2138        if (hasLayer() && mesh->hasEmptyQuads) {
2139            const float offsetX = left + mSnapshot->transform->getTranslateX();
2140            const float offsetY = top + mSnapshot->transform->getTranslateY();
2141            const size_t count = mesh->quads.size();
2142            for (size_t i = 0; i < count; i++) {
2143                const Rect& bounds = mesh->quads.itemAt(i);
2144                if (CC_LIKELY(pureTranslate)) {
2145                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2146                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2147                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2148                } else {
2149                    dirtyLayer(left + bounds.left, top + bounds.top,
2150                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
2151                }
2152            }
2153        }
2154
2155        if (CC_LIKELY(pureTranslate)) {
2156            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2157            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2158
2159            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2160                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2161                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2162                    true, !mesh->hasEmptyQuads);
2163        } else {
2164            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2165                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2166                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2167                    true, !mesh->hasEmptyQuads);
2168        }
2169    }
2170
2171    return DrawGlInfo::kStatusDrew;
2172}
2173
2174status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2175        bool useOffset) {
2176    if (!vertexBuffer.getSize()) {
2177        // no vertices to draw
2178        return DrawGlInfo::kStatusDone;
2179    }
2180
2181    int color = paint->getColor();
2182    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2183    bool isAA = paint->isAntiAlias();
2184
2185    setupDraw();
2186    setupDrawNoTexture();
2187    if (isAA) setupDrawAA();
2188    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2189    setupDrawColorFilter();
2190    setupDrawShader();
2191    setupDrawBlending(isAA, mode);
2192    setupDrawProgram();
2193    setupDrawModelViewIdentity(useOffset);
2194    setupDrawColorUniforms();
2195    setupDrawColorFilterUniforms();
2196    setupDrawShaderIdentityUniforms();
2197
2198    void* vertices = vertexBuffer.getBuffer();
2199    bool force = mCaches.unbindMeshBuffer();
2200    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2201    mCaches.resetTexCoordsVertexPointer();
2202    mCaches.unbindIndicesBuffer();
2203
2204    int alphaSlot = -1;
2205    if (isAA) {
2206        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2207        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2208
2209        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2210        glEnableVertexAttribArray(alphaSlot);
2211        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2212    }
2213
2214    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2215
2216    if (isAA) {
2217        glDisableVertexAttribArray(alphaSlot);
2218    }
2219
2220    return DrawGlInfo::kStatusDrew;
2221}
2222
2223/**
2224 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2225 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2226 * screen space in all directions. However, instead of using a fragment shader to compute the
2227 * translucency of the color from its position, we simply use a varying parameter to define how far
2228 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2229 *
2230 * Doesn't yet support joins, caps, or path effects.
2231 */
2232status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2233    VertexBuffer vertexBuffer;
2234    // TODO: try clipping large paths to viewport
2235    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2236
2237    SkRect bounds = path.getBounds();
2238    PathTessellator::expandBoundsForStroke(bounds, paint, false);
2239    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
2240
2241    return drawVertexBuffer(vertexBuffer, paint);
2242}
2243
2244/**
2245 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2246 * and additional geometry for defining an alpha slope perimeter.
2247 *
2248 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2249 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2250 * in-shader alpha region, but found it to be taxing on some GPUs.
2251 *
2252 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2253 * memory transfer by removing need for degenerate vertices.
2254 */
2255status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2256    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2257
2258    count &= ~0x3; // round down to nearest four
2259
2260    VertexBuffer buffer;
2261    SkRect bounds;
2262    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2263
2264    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2265        return DrawGlInfo::kStatusDone;
2266    }
2267
2268    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
2269
2270    bool useOffset = !paint->isAntiAlias();
2271    return drawVertexBuffer(buffer, paint, useOffset);
2272}
2273
2274status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2275    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2276
2277    // TODO: The paint's cap style defines whether the points are square or circular
2278    // TODO: Handle AA for round points
2279
2280    // A stroke width of 0 has a special meaning in Skia:
2281    // it draws an unscaled 1px point
2282    float strokeWidth = paint->getStrokeWidth();
2283    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2284    if (isHairLine) {
2285        // Now that we know it's hairline, we can set the effective width, to be used later
2286        strokeWidth = 1.0f;
2287    }
2288    const float halfWidth = strokeWidth / 2;
2289
2290    int alpha;
2291    SkXfermode::Mode mode;
2292    getAlphaAndMode(paint, &alpha, &mode);
2293
2294    int verticesCount = count >> 1;
2295    int generatedVerticesCount = 0;
2296
2297    TextureVertex pointsData[verticesCount];
2298    TextureVertex* vertex = &pointsData[0];
2299
2300    // TODO: We should optimize this method to not generate vertices for points
2301    // that lie outside of the clip.
2302    mCaches.enableScissor();
2303
2304    setupDraw();
2305    setupDrawNoTexture();
2306    setupDrawPoint(strokeWidth);
2307    setupDrawColor(paint->getColor(), alpha);
2308    setupDrawColorFilter();
2309    setupDrawShader();
2310    setupDrawBlending(mode);
2311    setupDrawProgram();
2312    setupDrawModelViewIdentity(true);
2313    setupDrawColorUniforms();
2314    setupDrawColorFilterUniforms();
2315    setupDrawPointUniforms();
2316    setupDrawShaderIdentityUniforms();
2317    setupDrawMesh(vertex);
2318
2319    for (int i = 0; i < count; i += 2) {
2320        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2321        generatedVerticesCount++;
2322
2323        float left = points[i] - halfWidth;
2324        float right = points[i] + halfWidth;
2325        float top = points[i + 1] - halfWidth;
2326        float bottom = points [i + 1] + halfWidth;
2327
2328        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2329    }
2330
2331    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2332
2333    return DrawGlInfo::kStatusDrew;
2334}
2335
2336status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2337    // No need to check against the clip, we fill the clip region
2338    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2339
2340    Rect& clip(*mSnapshot->clipRect);
2341    clip.snapToPixelBoundaries();
2342
2343    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2344
2345    return DrawGlInfo::kStatusDrew;
2346}
2347
2348status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2349        SkPaint* paint) {
2350    if (!texture) return DrawGlInfo::kStatusDone;
2351    const AutoTexture autoCleanup(texture);
2352
2353    const float x = left + texture->left - texture->offset;
2354    const float y = top + texture->top - texture->offset;
2355
2356    drawPathTexture(texture, x, y, paint);
2357
2358    return DrawGlInfo::kStatusDrew;
2359}
2360
2361status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2362        float rx, float ry, SkPaint* p) {
2363    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2364        return DrawGlInfo::kStatusDone;
2365    }
2366
2367    if (p->getPathEffect() != 0) {
2368        mCaches.activeTexture(0);
2369        const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2370                right - left, bottom - top, rx, ry, p);
2371        return drawShape(left, top, texture, p);
2372    }
2373
2374    SkPath path;
2375    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2376    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2377        float outset = p->getStrokeWidth() / 2;
2378        rect.outset(outset, outset);
2379        rx += outset;
2380        ry += outset;
2381    }
2382    path.addRoundRect(rect, rx, ry);
2383    return drawConvexPath(path, p);
2384}
2385
2386status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2387    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2388            x + radius, y + radius, p)) {
2389        return DrawGlInfo::kStatusDone;
2390    }
2391    if (p->getPathEffect() != 0) {
2392        mCaches.activeTexture(0);
2393        const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p);
2394        return drawShape(x - radius, y - radius, texture, p);
2395    }
2396
2397    SkPath path;
2398    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2399        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2400    } else {
2401        path.addCircle(x, y, radius);
2402    }
2403    return drawConvexPath(path, p);
2404}
2405
2406status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2407        SkPaint* p) {
2408    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2409        return DrawGlInfo::kStatusDone;
2410    }
2411
2412    if (p->getPathEffect() != 0) {
2413        mCaches.activeTexture(0);
2414        const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p);
2415        return drawShape(left, top, texture, p);
2416    }
2417
2418    SkPath path;
2419    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2420    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2421        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2422    }
2423    path.addOval(rect);
2424    return drawConvexPath(path, p);
2425}
2426
2427status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2428        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2429    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2430        return DrawGlInfo::kStatusDone;
2431    }
2432
2433    if (fabs(sweepAngle) >= 360.0f) {
2434        return drawOval(left, top, right, bottom, p);
2435    }
2436
2437    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2438    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2439        mCaches.activeTexture(0);
2440        const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2441                startAngle, sweepAngle, useCenter, p);
2442        return drawShape(left, top, texture, p);
2443    }
2444
2445    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2446    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2447        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2448    }
2449
2450    SkPath path;
2451    if (useCenter) {
2452        path.moveTo(rect.centerX(), rect.centerY());
2453    }
2454    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2455    if (useCenter) {
2456        path.close();
2457    }
2458    return drawConvexPath(path, p);
2459}
2460
2461// See SkPaintDefaults.h
2462#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2463
2464status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2465    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2466        return DrawGlInfo::kStatusDone;
2467    }
2468
2469    if (p->getStyle() != SkPaint::kFill_Style) {
2470        // only fill style is supported by drawConvexPath, since others have to handle joins
2471        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2472                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2473            mCaches.activeTexture(0);
2474            const PathTexture* texture =
2475                    mCaches.rectShapeCache.getRect(right - left, bottom - top, p);
2476            return drawShape(left, top, texture, p);
2477        }
2478
2479        SkPath path;
2480        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2481        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2482            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2483        }
2484        path.addRect(rect);
2485        return drawConvexPath(path, p);
2486    }
2487
2488    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2489        SkPath path;
2490        path.addRect(left, top, right, bottom);
2491        return drawConvexPath(path, p);
2492    } else {
2493        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2494        return DrawGlInfo::kStatusDrew;
2495    }
2496}
2497
2498void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2499        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2500        float x, float y) {
2501    mCaches.activeTexture(0);
2502
2503    // NOTE: The drop shadow will not perform gamma correction
2504    //       if shader-based correction is enabled
2505    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2506    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2507            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2508    const AutoTexture autoCleanup(shadow);
2509
2510    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2511    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2512
2513    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2514    int shadowColor = mDrawModifiers.mShadowColor;
2515    if (mDrawModifiers.mShader) {
2516        shadowColor = 0xffffffff;
2517    }
2518
2519    setupDraw();
2520    setupDrawWithTexture(true);
2521    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2522    setupDrawColorFilter();
2523    setupDrawShader();
2524    setupDrawBlending(true, mode);
2525    setupDrawProgram();
2526    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2527    setupDrawTexture(shadow->id);
2528    setupDrawPureColorUniforms();
2529    setupDrawColorFilterUniforms();
2530    setupDrawShaderUniforms();
2531    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2532
2533    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2534}
2535
2536status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2537        const float* positions, SkPaint* paint) {
2538    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2539            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2540        return DrawGlInfo::kStatusDone;
2541    }
2542
2543    // NOTE: Skia does not support perspective transform on drawPosText yet
2544    if (!mSnapshot->transform->isSimple()) {
2545        return DrawGlInfo::kStatusDone;
2546    }
2547
2548    float x = 0.0f;
2549    float y = 0.0f;
2550    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2551    if (pureTranslate) {
2552        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2553        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2554    }
2555
2556    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2557    fontRenderer.setFont(paint, *mSnapshot->transform);
2558
2559    int alpha;
2560    SkXfermode::Mode mode;
2561    getAlphaAndMode(paint, &alpha, &mode);
2562
2563    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2564        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2565                alpha, mode, 0.0f, 0.0f);
2566    }
2567
2568    // Pick the appropriate texture filtering
2569    bool linearFilter = mSnapshot->transform->changesBounds();
2570    if (pureTranslate && !linearFilter) {
2571        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2572    }
2573
2574    mCaches.activeTexture(0);
2575    setupDraw();
2576    setupDrawTextGamma(paint);
2577    setupDrawDirtyRegionsDisabled();
2578    setupDrawWithTexture(true);
2579    setupDrawAlpha8Color(paint->getColor(), alpha);
2580    setupDrawColorFilter();
2581    setupDrawShader();
2582    setupDrawBlending(true, mode);
2583    setupDrawProgram();
2584    setupDrawModelView(x, y, x, y, pureTranslate, true);
2585    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2586    setupDrawPureColorUniforms();
2587    setupDrawColorFilterUniforms();
2588    setupDrawShaderUniforms(pureTranslate);
2589    setupDrawTextGammaUniforms();
2590
2591    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2592    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2593
2594    const bool hasActiveLayer = hasLayer();
2595
2596    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2597            positions, hasActiveLayer ? &bounds : NULL)) {
2598        if (hasActiveLayer) {
2599            if (!pureTranslate) {
2600                mSnapshot->transform->mapRect(bounds);
2601            }
2602            dirtyLayerUnchecked(bounds, getRegion());
2603        }
2604    }
2605
2606    return DrawGlInfo::kStatusDrew;
2607}
2608
2609status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2610        float x, float y, const float* positions, SkPaint* paint, float length) {
2611    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2612            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2613        return DrawGlInfo::kStatusDone;
2614    }
2615
2616    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2617    switch (paint->getTextAlign()) {
2618        case SkPaint::kCenter_Align:
2619            x -= length / 2.0f;
2620            break;
2621        case SkPaint::kRight_Align:
2622            x -= length;
2623            break;
2624        default:
2625            break;
2626    }
2627
2628    SkPaint::FontMetrics metrics;
2629    paint->getFontMetrics(&metrics, 0.0f);
2630    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2631        return DrawGlInfo::kStatusDone;
2632    }
2633
2634#if DEBUG_GLYPHS
2635    ALOGD("OpenGLRenderer drawText() with FontID=%d",
2636            SkTypeface::UniqueID(paint->getTypeface()));
2637#endif
2638
2639    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2640    fontRenderer.setFont(paint, *mSnapshot->transform);
2641
2642    const float oldX = x;
2643    const float oldY = y;
2644    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2645    if (CC_LIKELY(pureTranslate)) {
2646        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2647        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2648    }
2649
2650    int alpha;
2651    SkXfermode::Mode mode;
2652    getAlphaAndMode(paint, &alpha, &mode);
2653
2654    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2655        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2656                oldX, oldY);
2657    }
2658
2659    // Pick the appropriate texture filtering
2660    bool linearFilter = mSnapshot->transform->changesBounds();
2661    if (pureTranslate && !linearFilter) {
2662        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2663    }
2664
2665    // The font renderer will always use texture unit 0
2666    mCaches.activeTexture(0);
2667    setupDraw();
2668    setupDrawTextGamma(paint);
2669    setupDrawDirtyRegionsDisabled();
2670    setupDrawWithTexture(true);
2671    setupDrawAlpha8Color(paint->getColor(), alpha);
2672    setupDrawColorFilter();
2673    setupDrawShader();
2674    setupDrawBlending(true, mode);
2675    setupDrawProgram();
2676    setupDrawModelView(x, y, x, y, pureTranslate, true);
2677    // See comment above; the font renderer must use texture unit 0
2678    // assert(mTextureUnit == 0)
2679    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2680    setupDrawPureColorUniforms();
2681    setupDrawColorFilterUniforms();
2682    setupDrawShaderUniforms(pureTranslate);
2683    setupDrawTextGammaUniforms();
2684
2685    const Rect* clip = pureTranslate ? mSnapshot->clipRect :
2686            (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip());
2687    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2688
2689    const bool hasActiveLayer = hasLayer();
2690
2691    bool status;
2692    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2693        SkPaint paintCopy(*paint);
2694        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2695        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2696                positions, hasActiveLayer ? &bounds : NULL);
2697    } else {
2698        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2699                positions, hasActiveLayer ? &bounds : NULL);
2700    }
2701
2702    if (status && hasActiveLayer) {
2703        if (!pureTranslate) {
2704            mSnapshot->transform->mapRect(bounds);
2705        }
2706        dirtyLayerUnchecked(bounds, getRegion());
2707    }
2708
2709    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2710
2711    return DrawGlInfo::kStatusDrew;
2712}
2713
2714status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2715        float hOffset, float vOffset, SkPaint* paint) {
2716    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2717            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2718        return DrawGlInfo::kStatusDone;
2719    }
2720
2721    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2722    fontRenderer.setFont(paint, *mSnapshot->transform);
2723
2724    int alpha;
2725    SkXfermode::Mode mode;
2726    getAlphaAndMode(paint, &alpha, &mode);
2727
2728    mCaches.activeTexture(0);
2729    setupDraw();
2730    setupDrawTextGamma(paint);
2731    setupDrawDirtyRegionsDisabled();
2732    setupDrawWithTexture(true);
2733    setupDrawAlpha8Color(paint->getColor(), alpha);
2734    setupDrawColorFilter();
2735    setupDrawShader();
2736    setupDrawBlending(true, mode);
2737    setupDrawProgram();
2738    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2739    setupDrawTexture(fontRenderer.getTexture(true));
2740    setupDrawPureColorUniforms();
2741    setupDrawColorFilterUniforms();
2742    setupDrawShaderUniforms(false);
2743    setupDrawTextGammaUniforms();
2744
2745    const Rect* clip = &mSnapshot->getLocalClip();
2746    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2747
2748    const bool hasActiveLayer = hasLayer();
2749
2750    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2751            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2752        if (hasActiveLayer) {
2753            mSnapshot->transform->mapRect(bounds);
2754            dirtyLayerUnchecked(bounds, getRegion());
2755        }
2756    }
2757
2758    return DrawGlInfo::kStatusDrew;
2759}
2760
2761status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2762    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2763
2764    mCaches.activeTexture(0);
2765
2766    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2767    if (!texture) return DrawGlInfo::kStatusDone;
2768    const AutoTexture autoCleanup(texture);
2769
2770    const float x = texture->left - texture->offset;
2771    const float y = texture->top - texture->offset;
2772
2773    drawPathTexture(texture, x, y, paint);
2774
2775    return DrawGlInfo::kStatusDrew;
2776}
2777
2778status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2779    if (!layer) {
2780        return DrawGlInfo::kStatusDone;
2781    }
2782
2783    mat4* transform = NULL;
2784    if (layer->isTextureLayer()) {
2785        transform = &layer->getTransform();
2786        if (!transform->isIdentity()) {
2787            save(0);
2788            mSnapshot->transform->multiply(*transform);
2789        }
2790    }
2791
2792    Rect transformed;
2793    Rect clip;
2794    const bool rejected = quickRejectNoScissor(x, y,
2795            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2796
2797    if (rejected) {
2798        if (transform && !transform->isIdentity()) {
2799            restore();
2800        }
2801        return DrawGlInfo::kStatusDone;
2802    }
2803
2804    updateLayer(layer, true);
2805
2806    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2807    mCaches.activeTexture(0);
2808
2809    if (CC_LIKELY(!layer->region.isEmpty())) {
2810        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2811        mDrawModifiers.mColorFilter = layer->getColorFilter();
2812
2813        if (layer->region.isRect()) {
2814            composeLayerRect(layer, layer->regionRect);
2815        } else if (layer->mesh) {
2816            const float a = layer->getAlpha() / 255.0f;
2817            setupDraw();
2818            setupDrawWithTexture();
2819            setupDrawColor(a, a, a, a);
2820            setupDrawColorFilter();
2821            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2822            setupDrawProgram();
2823            setupDrawPureColorUniforms();
2824            setupDrawColorFilterUniforms();
2825            setupDrawTexture(layer->getTexture());
2826            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2827                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2828                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2829
2830                layer->setFilter(GL_NEAREST);
2831                setupDrawModelViewTranslate(tx, ty,
2832                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2833            } else {
2834                layer->setFilter(GL_LINEAR);
2835                setupDrawModelViewTranslate(x, y,
2836                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2837            }
2838            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2839
2840            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2841                    GL_UNSIGNED_SHORT, layer->meshIndices);
2842
2843            finishDrawTexture();
2844
2845#if DEBUG_LAYERS_AS_REGIONS
2846            drawRegionRects(layer->region);
2847#endif
2848        }
2849
2850        mDrawModifiers.mColorFilter = oldFilter;
2851
2852        if (layer->debugDrawUpdate) {
2853            layer->debugDrawUpdate = false;
2854            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2855                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2856        }
2857    }
2858
2859    if (transform && !transform->isIdentity()) {
2860        restore();
2861    }
2862
2863    return DrawGlInfo::kStatusDrew;
2864}
2865
2866///////////////////////////////////////////////////////////////////////////////
2867// Shaders
2868///////////////////////////////////////////////////////////////////////////////
2869
2870void OpenGLRenderer::resetShader() {
2871    mDrawModifiers.mShader = NULL;
2872}
2873
2874void OpenGLRenderer::setupShader(SkiaShader* shader) {
2875    mDrawModifiers.mShader = shader;
2876    if (mDrawModifiers.mShader) {
2877        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2878    }
2879}
2880
2881///////////////////////////////////////////////////////////////////////////////
2882// Color filters
2883///////////////////////////////////////////////////////////////////////////////
2884
2885void OpenGLRenderer::resetColorFilter() {
2886    mDrawModifiers.mColorFilter = NULL;
2887}
2888
2889void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2890    mDrawModifiers.mColorFilter = filter;
2891}
2892
2893///////////////////////////////////////////////////////////////////////////////
2894// Drop shadow
2895///////////////////////////////////////////////////////////////////////////////
2896
2897void OpenGLRenderer::resetShadow() {
2898    mDrawModifiers.mHasShadow = false;
2899}
2900
2901void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2902    mDrawModifiers.mHasShadow = true;
2903    mDrawModifiers.mShadowRadius = radius;
2904    mDrawModifiers.mShadowDx = dx;
2905    mDrawModifiers.mShadowDy = dy;
2906    mDrawModifiers.mShadowColor = color;
2907}
2908
2909///////////////////////////////////////////////////////////////////////////////
2910// Draw filters
2911///////////////////////////////////////////////////////////////////////////////
2912
2913void OpenGLRenderer::resetPaintFilter() {
2914    mDrawModifiers.mHasDrawFilter = false;
2915}
2916
2917void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2918    mDrawModifiers.mHasDrawFilter = true;
2919    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2920    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2921}
2922
2923SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2924    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) return paint;
2925
2926    uint32_t flags = paint->getFlags();
2927
2928    mFilteredPaint = *paint;
2929    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
2930            mDrawModifiers.mPaintFilterSetBits);
2931
2932    return &mFilteredPaint;
2933}
2934
2935///////////////////////////////////////////////////////////////////////////////
2936// Drawing implementation
2937///////////////////////////////////////////////////////////////////////////////
2938
2939void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2940        float x, float y, SkPaint* paint) {
2941    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2942        return;
2943    }
2944
2945    int alpha;
2946    SkXfermode::Mode mode;
2947    getAlphaAndMode(paint, &alpha, &mode);
2948
2949    setupDraw();
2950    setupDrawWithTexture(true);
2951    setupDrawAlpha8Color(paint->getColor(), alpha);
2952    setupDrawColorFilter();
2953    setupDrawShader();
2954    setupDrawBlending(true, mode);
2955    setupDrawProgram();
2956    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2957    setupDrawTexture(texture->id);
2958    setupDrawPureColorUniforms();
2959    setupDrawColorFilterUniforms();
2960    setupDrawShaderUniforms();
2961    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2962
2963    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2964
2965    finishDrawTexture();
2966}
2967
2968// Same values used by Skia
2969#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2970#define kStdUnderline_Offset    (1.0f / 9.0f)
2971#define kStdUnderline_Thickness (1.0f / 18.0f)
2972
2973void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2974        float x, float y, SkPaint* paint) {
2975    // Handle underline and strike-through
2976    uint32_t flags = paint->getFlags();
2977    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2978        SkPaint paintCopy(*paint);
2979        float underlineWidth = length;
2980        // If length is > 0.0f, we already measured the text for the text alignment
2981        if (length <= 0.0f) {
2982            underlineWidth = paintCopy.measureText(text, bytesCount);
2983        }
2984
2985        if (CC_LIKELY(underlineWidth > 0.0f)) {
2986            const float textSize = paintCopy.getTextSize();
2987            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2988
2989            const float left = x;
2990            float top = 0.0f;
2991
2992            int linesCount = 0;
2993            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2994            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2995
2996            const int pointsCount = 4 * linesCount;
2997            float points[pointsCount];
2998            int currentPoint = 0;
2999
3000            if (flags & SkPaint::kUnderlineText_Flag) {
3001                top = y + textSize * kStdUnderline_Offset;
3002                points[currentPoint++] = left;
3003                points[currentPoint++] = top;
3004                points[currentPoint++] = left + underlineWidth;
3005                points[currentPoint++] = top;
3006            }
3007
3008            if (flags & SkPaint::kStrikeThruText_Flag) {
3009                top = y + textSize * kStdStrikeThru_Offset;
3010                points[currentPoint++] = left;
3011                points[currentPoint++] = top;
3012                points[currentPoint++] = left + underlineWidth;
3013                points[currentPoint++] = top;
3014            }
3015
3016            paintCopy.setStrokeWidth(strokeWidth);
3017
3018            drawLines(&points[0], pointsCount, &paintCopy);
3019        }
3020    }
3021}
3022
3023status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3024    if (mSnapshot->isIgnored()) {
3025        return DrawGlInfo::kStatusDone;
3026    }
3027
3028    int color = paint->getColor();
3029    // If a shader is set, preserve only the alpha
3030    if (mDrawModifiers.mShader) {
3031        color |= 0x00ffffff;
3032    }
3033    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3034
3035    return drawColorRects(rects, count, color, mode);
3036}
3037
3038status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3039        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3040
3041    float left = FLT_MAX;
3042    float top = FLT_MAX;
3043    float right = FLT_MIN;
3044    float bottom = FLT_MIN;
3045
3046    int vertexCount = 0;
3047    Vertex mesh[count * 6];
3048    Vertex* vertex = mesh;
3049
3050    for (int index = 0; index < count; index += 4) {
3051        float l = rects[index + 0];
3052        float t = rects[index + 1];
3053        float r = rects[index + 2];
3054        float b = rects[index + 3];
3055
3056        if (ignoreTransform || !quickRejectNoScissor(left, top, right, bottom)) {
3057            Vertex::set(vertex++, l, b);
3058            Vertex::set(vertex++, l, t);
3059            Vertex::set(vertex++, r, t);
3060            Vertex::set(vertex++, l, b);
3061            Vertex::set(vertex++, r, t);
3062            Vertex::set(vertex++, r, b);
3063
3064            vertexCount += 6;
3065
3066            left = fminf(left, l);
3067            top = fminf(top, t);
3068            right = fmaxf(right, r);
3069            bottom = fmaxf(bottom, b);
3070        }
3071    }
3072
3073    if (count == 0 || (clip && quickReject(left, top, right, bottom))) {
3074        return DrawGlInfo::kStatusDone;
3075    }
3076
3077    setupDraw();
3078    setupDrawNoTexture();
3079    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3080    setupDrawShader();
3081    setupDrawColorFilter();
3082    setupDrawBlending(mode);
3083    setupDrawProgram();
3084    setupDrawDirtyRegionsDisabled();
3085    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3086    setupDrawColorUniforms();
3087    setupDrawShaderUniforms();
3088    setupDrawColorFilterUniforms();
3089    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3090
3091    if (dirty && hasLayer()) {
3092        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
3093    }
3094
3095    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3096
3097    return DrawGlInfo::kStatusDrew;
3098}
3099
3100void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3101        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3102    // If a shader is set, preserve only the alpha
3103    if (mDrawModifiers.mShader) {
3104        color |= 0x00ffffff;
3105    }
3106
3107    setupDraw();
3108    setupDrawNoTexture();
3109    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3110    setupDrawShader();
3111    setupDrawColorFilter();
3112    setupDrawBlending(mode);
3113    setupDrawProgram();
3114    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3115    setupDrawColorUniforms();
3116    setupDrawShaderUniforms(ignoreTransform);
3117    setupDrawColorFilterUniforms();
3118    setupDrawSimpleMesh();
3119
3120    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3121}
3122
3123void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3124        Texture* texture, SkPaint* paint) {
3125    int alpha;
3126    SkXfermode::Mode mode;
3127    getAlphaAndMode(paint, &alpha, &mode);
3128
3129    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3130
3131    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
3132        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
3133        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
3134
3135        texture->setFilter(GL_NEAREST, true);
3136        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3137                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3138                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3139    } else {
3140        texture->setFilter(FILTER(paint), true);
3141        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3142                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3143                GL_TRIANGLE_STRIP, gMeshCount);
3144    }
3145}
3146
3147void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3148        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3149    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3150            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3151}
3152
3153void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3154        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3155        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3156        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3157
3158    setupDraw();
3159    setupDrawWithTexture();
3160    setupDrawColor(alpha, alpha, alpha, alpha);
3161    setupDrawColorFilter();
3162    setupDrawBlending(blend, mode, swapSrcDst);
3163    setupDrawProgram();
3164    if (!dirty) setupDrawDirtyRegionsDisabled();
3165    if (!ignoreScale) {
3166        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3167    } else {
3168        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3169    }
3170    setupDrawTexture(texture);
3171    setupDrawPureColorUniforms();
3172    setupDrawColorFilterUniforms();
3173    setupDrawMesh(vertices, texCoords, vbo);
3174
3175    glDrawArrays(drawMode, 0, elementsCount);
3176
3177    finishDrawTexture();
3178}
3179
3180void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3181        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3182        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3183        bool ignoreTransform, bool dirty) {
3184
3185    setupDraw();
3186    setupDrawWithTexture(true);
3187    if (hasColor) {
3188        setupDrawAlpha8Color(color, alpha);
3189    }
3190    setupDrawColorFilter();
3191    setupDrawShader();
3192    setupDrawBlending(true, mode);
3193    setupDrawProgram();
3194    if (!dirty) setupDrawDirtyRegionsDisabled();
3195    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3196    setupDrawTexture(texture);
3197    setupDrawPureColorUniforms();
3198    setupDrawColorFilterUniforms();
3199    setupDrawShaderUniforms();
3200    setupDrawMesh(vertices, texCoords);
3201
3202    glDrawArrays(drawMode, 0, elementsCount);
3203
3204    finishDrawTexture();
3205}
3206
3207void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3208        ProgramDescription& description, bool swapSrcDst) {
3209    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3210
3211    if (blend) {
3212        // These blend modes are not supported by OpenGL directly and have
3213        // to be implemented using shaders. Since the shader will perform
3214        // the blending, turn blending off here
3215        // If the blend mode cannot be implemented using shaders, fall
3216        // back to the default SrcOver blend mode instead
3217        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3218            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3219                description.framebufferMode = mode;
3220                description.swapSrcDst = swapSrcDst;
3221
3222                if (mCaches.blend) {
3223                    glDisable(GL_BLEND);
3224                    mCaches.blend = false;
3225                }
3226
3227                return;
3228            } else {
3229                mode = SkXfermode::kSrcOver_Mode;
3230            }
3231        }
3232
3233        if (!mCaches.blend) {
3234            glEnable(GL_BLEND);
3235        }
3236
3237        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3238        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3239
3240        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3241            glBlendFunc(sourceMode, destMode);
3242            mCaches.lastSrcMode = sourceMode;
3243            mCaches.lastDstMode = destMode;
3244        }
3245    } else if (mCaches.blend) {
3246        glDisable(GL_BLEND);
3247    }
3248    mCaches.blend = blend;
3249}
3250
3251bool OpenGLRenderer::useProgram(Program* program) {
3252    if (!program->isInUse()) {
3253        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3254        program->use();
3255        mCaches.currentProgram = program;
3256        return false;
3257    }
3258    return true;
3259}
3260
3261void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3262    TextureVertex* v = &mMeshVertices[0];
3263    TextureVertex::setUV(v++, u1, v1);
3264    TextureVertex::setUV(v++, u2, v1);
3265    TextureVertex::setUV(v++, u1, v2);
3266    TextureVertex::setUV(v++, u2, v2);
3267}
3268
3269void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3270    getAlphaAndModeDirect(paint, alpha,  mode);
3271    *alpha *= mSnapshot->alpha;
3272}
3273
3274}; // namespace uirenderer
3275}; // namespace android
3276