OpenGLRenderer.cpp revision 5bb3c730f5ebd2a0db1b02a8981c6fdbea6c1a2e
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 "DisplayListRenderer.h"
36#include "PathRenderer.h"
37#include "Properties.h"
38#include "Vector.h"
39
40namespace android {
41namespace uirenderer {
42
43///////////////////////////////////////////////////////////////////////////////
44// Defines
45///////////////////////////////////////////////////////////////////////////////
46
47#define RAD_TO_DEG (180.0f / 3.14159265f)
48#define MIN_ANGLE 0.001f
49
50#define ALPHA_THRESHOLD 0
51
52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
53
54///////////////////////////////////////////////////////////////////////////////
55// Globals
56///////////////////////////////////////////////////////////////////////////////
57
58/**
59 * Structure mapping Skia xfermodes to OpenGL blending factors.
60 */
61struct Blender {
62    SkXfermode::Mode mode;
63    GLenum src;
64    GLenum dst;
65}; // struct Blender
66
67// In this array, the index of each Blender equals the value of the first
68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
69static const Blender gBlends[] = {
70    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
71    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
72    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
73    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
75    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
76    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
77    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
78    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
81    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
83    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
84    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
85};
86
87// This array contains the swapped version of each SkXfermode. For instance
88// this array's SrcOver blending mode is actually DstOver. You can refer to
89// createLayer() for more information on the purpose of this array.
90static const Blender gBlendsSwap[] = {
91    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
92    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
93    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
94    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
95    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
97    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
98    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
100    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
101    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
104    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
105    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
106};
107
108///////////////////////////////////////////////////////////////////////////////
109// Constructors/destructor
110///////////////////////////////////////////////////////////////////////////////
111
112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
113    mShader = NULL;
114    mColorFilter = NULL;
115    mHasShadow = false;
116    mHasDrawFilter = false;
117
118    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
119
120    mFirstSnapshot = new Snapshot;
121
122    mScissorOptimizationDisabled = false;
123}
124
125OpenGLRenderer::~OpenGLRenderer() {
126    // The context has already been destroyed at this point, do not call
127    // GL APIs. All GL state should be kept in Caches.h
128}
129
130void OpenGLRenderer::initProperties() {
131    char property[PROPERTY_VALUE_MAX];
132    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
133        mScissorOptimizationDisabled = !strcasecmp(property, "true");
134        INIT_LOGD("  Scissor optimization %s",
135                mScissorOptimizationDisabled ? "disabled" : "enabled");
136    } else {
137        INIT_LOGD("  Scissor optimization enabled");
138    }
139}
140
141///////////////////////////////////////////////////////////////////////////////
142// Setup
143///////////////////////////////////////////////////////////////////////////////
144
145bool OpenGLRenderer::isDeferred() {
146    return false;
147}
148
149void OpenGLRenderer::setViewport(int width, int height) {
150    initViewport(width, height);
151
152    glDisable(GL_DITHER);
153    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
154
155    glEnableVertexAttribArray(Program::kBindingPosition);
156}
157
158void OpenGLRenderer::initViewport(int width, int height) {
159    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
160
161    mWidth = width;
162    mHeight = height;
163
164    mFirstSnapshot->height = height;
165    mFirstSnapshot->viewport.set(0, 0, width, height);
166}
167
168status_t OpenGLRenderer::prepare(bool opaque) {
169    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
170}
171
172status_t OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom,
173        bool opaque) {
174    mCaches.clearGarbage();
175
176    mSnapshot = new Snapshot(mFirstSnapshot,
177            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
178    mSnapshot->fbo = getTargetFbo();
179    mSaveCount = 1;
180
181    mSnapshot->setClip(left, top, right, bottom);
182    mDirtyClip = true;
183
184    updateLayers();
185
186    // If we know that we are going to redraw the entire framebuffer,
187    // perform a discard to let the driver know we don't need to preserve
188    // the back buffer for this frame.
189    if (mCaches.extensions.hasDiscardFramebuffer() &&
190            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
191        const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 };
192        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
193    }
194
195    syncState();
196
197    // Functors break the tiling extension in pretty spectacular ways
198    // This ensures we don't use tiling when a functor is going to be
199    // invoked during the frame
200    mSuppressTiling = mCaches.hasRegisteredFunctors();
201
202    mTilingSnapshot = mSnapshot;
203    startTiling(mTilingSnapshot, true);
204
205    debugOverdraw(true, true);
206
207    return clear(left, top, right, bottom, opaque);
208}
209
210status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
211    if (!opaque) {
212        mCaches.enableScissor();
213        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
214        glClear(GL_COLOR_BUFFER_BIT);
215        return DrawGlInfo::kStatusDrew;
216    }
217
218    mCaches.resetScissor();
219    return DrawGlInfo::kStatusDone;
220}
221
222void OpenGLRenderer::syncState() {
223    glViewport(0, 0, mWidth, mHeight);
224
225    if (mCaches.blend) {
226        glEnable(GL_BLEND);
227    } else {
228        glDisable(GL_BLEND);
229    }
230}
231
232void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
233    if (!mSuppressTiling) {
234        Rect* clip = mTilingSnapshot->clipRect;
235        if (s->flags & Snapshot::kFlagIsFboLayer) {
236            clip = s->clipRect;
237        }
238
239        mCaches.startTiling(clip->left, s->height - clip->bottom,
240                clip->right - clip->left, clip->bottom - clip->top, opaque);
241    }
242}
243
244void OpenGLRenderer::endTiling() {
245    if (!mSuppressTiling) mCaches.endTiling();
246}
247
248void OpenGLRenderer::finish() {
249    renderOverdraw();
250    endTiling();
251
252    if (!suppressErrorChecks()) {
253#if DEBUG_OPENGL
254        GLenum status = GL_NO_ERROR;
255        while ((status = glGetError()) != GL_NO_ERROR) {
256            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
257            switch (status) {
258                case GL_INVALID_ENUM:
259                    ALOGE("  GL_INVALID_ENUM");
260                    break;
261                case GL_INVALID_VALUE:
262                    ALOGE("  GL_INVALID_VALUE");
263                    break;
264                case GL_INVALID_OPERATION:
265                    ALOGE("  GL_INVALID_OPERATION");
266                    break;
267                case GL_OUT_OF_MEMORY:
268                    ALOGE("  Out of memory!");
269                    break;
270            }
271        }
272#endif
273
274#if DEBUG_MEMORY_USAGE
275        mCaches.dumpMemoryUsage();
276#else
277        if (mCaches.getDebugLevel() & kDebugMemory) {
278            mCaches.dumpMemoryUsage();
279        }
280#endif
281    }
282}
283
284void OpenGLRenderer::interrupt() {
285    if (mCaches.currentProgram) {
286        if (mCaches.currentProgram->isInUse()) {
287            mCaches.currentProgram->remove();
288            mCaches.currentProgram = NULL;
289        }
290    }
291    mCaches.unbindMeshBuffer();
292    mCaches.unbindIndicesBuffer();
293    mCaches.resetVertexPointers();
294    mCaches.disbaleTexCoordsVertexArray();
295    debugOverdraw(false, false);
296}
297
298void OpenGLRenderer::resume() {
299    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
300    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
301    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
302    debugOverdraw(true, false);
303
304    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
305
306    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
307    mCaches.enableScissor();
308    mCaches.resetScissor();
309    dirtyClip();
310
311    mCaches.activeTexture(0);
312
313    mCaches.blend = true;
314    glEnable(GL_BLEND);
315    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
316    glBlendEquation(GL_FUNC_ADD);
317}
318
319void OpenGLRenderer::resumeAfterLayer() {
320    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
321    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
322    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
323    debugOverdraw(true, false);
324
325    mCaches.resetScissor();
326    dirtyClip();
327}
328
329void OpenGLRenderer::detachFunctor(Functor* functor) {
330    mFunctors.remove(functor);
331}
332
333void OpenGLRenderer::attachFunctor(Functor* functor) {
334    mFunctors.add(functor);
335}
336
337status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
338    status_t result = DrawGlInfo::kStatusDone;
339    size_t count = mFunctors.size();
340
341    if (count > 0) {
342        interrupt();
343        SortedVector<Functor*> functors(mFunctors);
344        mFunctors.clear();
345
346        DrawGlInfo info;
347        info.clipLeft = 0;
348        info.clipTop = 0;
349        info.clipRight = 0;
350        info.clipBottom = 0;
351        info.isLayer = false;
352        info.width = 0;
353        info.height = 0;
354        memset(info.transform, 0, sizeof(float) * 16);
355
356        for (size_t i = 0; i < count; i++) {
357            Functor* f = functors.itemAt(i);
358            result |= (*f)(DrawGlInfo::kModeProcess, &info);
359
360            if (result & DrawGlInfo::kStatusDraw) {
361                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
362                dirty.unionWith(localDirty);
363            }
364
365            if (result & DrawGlInfo::kStatusInvoke) {
366                mFunctors.add(f);
367            }
368        }
369        resume();
370    }
371
372    return result;
373}
374
375status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
376    interrupt();
377    detachFunctor(functor);
378
379    mCaches.enableScissor();
380    if (mDirtyClip) {
381        setScissorFromClip();
382    }
383
384    Rect clip(*mSnapshot->clipRect);
385    clip.snapToPixelBoundaries();
386
387    // Since we don't know what the functor will draw, let's dirty
388    // tne entire clip region
389    if (hasLayer()) {
390        dirtyLayerUnchecked(clip, getRegion());
391    }
392
393    DrawGlInfo info;
394    info.clipLeft = clip.left;
395    info.clipTop = clip.top;
396    info.clipRight = clip.right;
397    info.clipBottom = clip.bottom;
398    info.isLayer = hasLayer();
399    info.width = getSnapshot()->viewport.getWidth();
400    info.height = getSnapshot()->height;
401    getSnapshot()->transform->copyTo(&info.transform[0]);
402
403    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
404
405    if (result != DrawGlInfo::kStatusDone) {
406        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
407        dirty.unionWith(localDirty);
408
409        if (result & DrawGlInfo::kStatusInvoke) {
410            mFunctors.add(functor);
411        }
412    }
413
414    resume();
415    return result;
416}
417
418///////////////////////////////////////////////////////////////////////////////
419// Debug
420///////////////////////////////////////////////////////////////////////////////
421
422void OpenGLRenderer::startMark(const char* name) const {
423    mCaches.startMark(0, name);
424}
425
426void OpenGLRenderer::endMark() const {
427    mCaches.endMark();
428}
429
430void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
431    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
432        if (clear) {
433            mCaches.disableScissor();
434            mCaches.stencil.clear();
435        }
436        if (enable) {
437            mCaches.stencil.enableDebugWrite();
438        } else {
439            mCaches.stencil.disable();
440        }
441    }
442}
443
444void OpenGLRenderer::renderOverdraw() {
445    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
446        const Rect* clip = mTilingSnapshot->clipRect;
447
448        mCaches.enableScissor();
449        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
450                clip->right - clip->left, clip->bottom - clip->top);
451
452        mCaches.stencil.enableDebugTest(2);
453        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
454        mCaches.stencil.enableDebugTest(3);
455        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
456        mCaches.stencil.enableDebugTest(4);
457        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
458        mCaches.stencil.enableDebugTest(4, true);
459        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
460        mCaches.stencil.disable();
461    }
462}
463
464///////////////////////////////////////////////////////////////////////////////
465// Layers
466///////////////////////////////////////////////////////////////////////////////
467
468bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
469    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
470        OpenGLRenderer* renderer = layer->renderer;
471        Rect& dirty = layer->dirtyRect;
472
473        if (inFrame) {
474            endTiling();
475            debugOverdraw(false, false);
476        }
477
478        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
479        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
480        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
481        renderer->finish();
482
483        if (inFrame) {
484            resumeAfterLayer();
485            startTiling(mSnapshot);
486        }
487
488        dirty.setEmpty();
489        layer->deferredUpdateScheduled = false;
490        layer->renderer = NULL;
491        layer->displayList = NULL;
492        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
493
494        return true;
495    }
496
497    return false;
498}
499
500void OpenGLRenderer::updateLayers() {
501    int count = mLayerUpdates.size();
502    if (count > 0) {
503        startMark("Layer Updates");
504
505        // Note: it is very important to update the layers in reverse order
506        for (int i = count - 1; i >= 0; i--) {
507            Layer* layer = mLayerUpdates.itemAt(i);
508            updateLayer(layer, false);
509            mCaches.resourceCache.decrementRefcount(layer);
510        }
511        mLayerUpdates.clear();
512
513        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
514        endMark();
515    }
516}
517
518void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
519    if (layer) {
520        mLayerUpdates.push_back(layer);
521        mCaches.resourceCache.incrementRefcount(layer);
522    }
523}
524
525void OpenGLRenderer::clearLayerUpdates() {
526    size_t count = mLayerUpdates.size();
527    if (count > 0) {
528        mCaches.resourceCache.lock();
529        for (size_t i = 0; i < count; i++) {
530            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
531        }
532        mCaches.resourceCache.unlock();
533        mLayerUpdates.clear();
534    }
535}
536
537///////////////////////////////////////////////////////////////////////////////
538// State management
539///////////////////////////////////////////////////////////////////////////////
540
541int OpenGLRenderer::getSaveCount() const {
542    return mSaveCount;
543}
544
545int OpenGLRenderer::save(int flags) {
546    return saveSnapshot(flags);
547}
548
549void OpenGLRenderer::restore() {
550    if (mSaveCount > 1) {
551        restoreSnapshot();
552    }
553}
554
555void OpenGLRenderer::restoreToCount(int saveCount) {
556    if (saveCount < 1) saveCount = 1;
557
558    while (mSaveCount > saveCount) {
559        restoreSnapshot();
560    }
561}
562
563int OpenGLRenderer::saveSnapshot(int flags) {
564    mSnapshot = new Snapshot(mSnapshot, flags);
565    return mSaveCount++;
566}
567
568bool OpenGLRenderer::restoreSnapshot() {
569    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
570    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
571    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
572
573    sp<Snapshot> current = mSnapshot;
574    sp<Snapshot> previous = mSnapshot->previous;
575
576    if (restoreOrtho) {
577        Rect& r = previous->viewport;
578        glViewport(r.left, r.top, r.right, r.bottom);
579        mOrthoMatrix.load(current->orthoMatrix);
580    }
581
582    mSaveCount--;
583    mSnapshot = previous;
584
585    if (restoreClip) {
586        dirtyClip();
587    }
588
589    if (restoreLayer) {
590        composeLayer(current, previous);
591    }
592
593    return restoreClip;
594}
595
596///////////////////////////////////////////////////////////////////////////////
597// Layers
598///////////////////////////////////////////////////////////////////////////////
599
600int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
601        SkPaint* p, int flags) {
602    const GLuint previousFbo = mSnapshot->fbo;
603    const int count = saveSnapshot(flags);
604
605    if (!mSnapshot->isIgnored()) {
606        int alpha = 255;
607        SkXfermode::Mode mode;
608
609        if (p) {
610            alpha = p->getAlpha();
611            mode = getXfermode(p->getXfermode());
612        } else {
613            mode = SkXfermode::kSrcOver_Mode;
614        }
615
616        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
617    }
618
619    return count;
620}
621
622int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
623        int alpha, int flags) {
624    if (alpha >= 255) {
625        return saveLayer(left, top, right, bottom, NULL, flags);
626    } else {
627        SkPaint paint;
628        paint.setAlpha(alpha);
629        return saveLayer(left, top, right, bottom, &paint, flags);
630    }
631}
632
633/**
634 * Layers are viewed by Skia are slightly different than layers in image editing
635 * programs (for instance.) When a layer is created, previously created layers
636 * and the frame buffer still receive every drawing command. For instance, if a
637 * layer is created and a shape intersecting the bounds of the layers and the
638 * framebuffer is draw, the shape will be drawn on both (unless the layer was
639 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
640 *
641 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
642 * texture. Unfortunately, this is inefficient as it requires every primitive to
643 * be drawn n + 1 times, where n is the number of active layers. In practice this
644 * means, for every primitive:
645 *   - Switch active frame buffer
646 *   - Change viewport, clip and projection matrix
647 *   - Issue the drawing
648 *
649 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
650 * To avoid this, layers are implemented in a different way here, at least in the
651 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
652 * is set. When this flag is set we can redirect all drawing operations into a
653 * single FBO.
654 *
655 * This implementation relies on the frame buffer being at least RGBA 8888. When
656 * a layer is created, only a texture is created, not an FBO. The content of the
657 * frame buffer contained within the layer's bounds is copied into this texture
658 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
659 * buffer and drawing continues as normal. This technique therefore treats the
660 * frame buffer as a scratch buffer for the layers.
661 *
662 * To compose the layers back onto the frame buffer, each layer texture
663 * (containing the original frame buffer data) is drawn as a simple quad over
664 * the frame buffer. The trick is that the quad is set as the composition
665 * destination in the blending equation, and the frame buffer becomes the source
666 * of the composition.
667 *
668 * Drawing layers with an alpha value requires an extra step before composition.
669 * An empty quad is drawn over the layer's region in the frame buffer. This quad
670 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
671 * quad is used to multiply the colors in the frame buffer. This is achieved by
672 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
673 * GL_ZERO, GL_SRC_ALPHA.
674 *
675 * Because glCopyTexImage2D() can be slow, an alternative implementation might
676 * be use to draw a single clipped layer. The implementation described above
677 * is correct in every case.
678 *
679 * (1) The frame buffer is actually not cleared right away. To allow the GPU
680 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
681 *     buffer is left untouched until the first drawing operation. Only when
682 *     something actually gets drawn are the layers regions cleared.
683 */
684bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
685        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
686    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
687    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
688
689    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
690
691    // Window coordinates of the layer
692    Rect clip;
693    Rect bounds(left, top, right, bottom);
694    Rect untransformedBounds(bounds);
695    mSnapshot->transform->mapRect(bounds);
696
697    // Layers only make sense if they are in the framebuffer's bounds
698    if (bounds.intersect(*mSnapshot->clipRect)) {
699        // We cannot work with sub-pixels in this case
700        bounds.snapToPixelBoundaries();
701
702        // When the layer is not an FBO, we may use glCopyTexImage so we
703        // need to make sure the layer does not extend outside the bounds
704        // of the framebuffer
705        if (!bounds.intersect(mSnapshot->previous->viewport)) {
706            bounds.setEmpty();
707        } else if (fboLayer) {
708            clip.set(bounds);
709            mat4 inverse;
710            inverse.loadInverse(*mSnapshot->transform);
711            inverse.mapRect(clip);
712            clip.snapToPixelBoundaries();
713            if (clip.intersect(untransformedBounds)) {
714                clip.translate(-left, -top);
715                bounds.set(untransformedBounds);
716            } else {
717                clip.setEmpty();
718            }
719        }
720    } else {
721        bounds.setEmpty();
722    }
723
724    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
725            bounds.getHeight() > mCaches.maxTextureSize ||
726            (fboLayer && clip.isEmpty())) {
727        mSnapshot->empty = fboLayer;
728    } else {
729        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
730    }
731
732    // Bail out if we won't draw in this snapshot
733    if (mSnapshot->invisible || mSnapshot->empty) {
734        return false;
735    }
736
737    mCaches.activeTexture(0);
738    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
739    if (!layer) {
740        return false;
741    }
742
743    layer->setAlpha(alpha, mode);
744    layer->layer.set(bounds);
745    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
746            bounds.getWidth() / float(layer->getWidth()), 0.0f);
747    layer->setColorFilter(mColorFilter);
748    layer->setBlend(true);
749    layer->setDirty(false);
750
751    // Save the layer in the snapshot
752    mSnapshot->flags |= Snapshot::kFlagIsLayer;
753    mSnapshot->layer = layer;
754
755    if (fboLayer) {
756        return createFboLayer(layer, bounds, clip, previousFbo);
757    } else {
758        // Copy the framebuffer into the layer
759        layer->bindTexture();
760        if (!bounds.isEmpty()) {
761            if (layer->isEmpty()) {
762                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
763                        bounds.left, mSnapshot->height - bounds.bottom,
764                        layer->getWidth(), layer->getHeight(), 0);
765                layer->setEmpty(false);
766            } else {
767                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
768                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
769            }
770
771            // Enqueue the buffer coordinates to clear the corresponding region later
772            mLayers.push(new Rect(bounds));
773        }
774    }
775
776    return true;
777}
778
779bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
780    layer->setFbo(mCaches.fboCache.get());
781
782    mSnapshot->region = &mSnapshot->layer->region;
783    mSnapshot->flags |= Snapshot::kFlagFboTarget;
784
785    mSnapshot->flags |= Snapshot::kFlagIsFboLayer;
786    mSnapshot->fbo = layer->getFbo();
787    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
788    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
789    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
790    mSnapshot->height = bounds.getHeight();
791    mSnapshot->flags |= Snapshot::kFlagDirtyOrtho;
792    mSnapshot->orthoMatrix.load(mOrthoMatrix);
793
794    endTiling();
795    debugOverdraw(false, false);
796    // Bind texture to FBO
797    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
798    layer->bindTexture();
799
800    // Initialize the texture if needed
801    if (layer->isEmpty()) {
802        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
803        layer->setEmpty(false);
804    }
805
806    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
807            layer->getTexture(), 0);
808
809    startTiling(mSnapshot);
810
811    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
812    mCaches.enableScissor();
813    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
814            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
815    glClear(GL_COLOR_BUFFER_BIT);
816
817    dirtyClip();
818
819    // Change the ortho projection
820    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
821    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
822
823    return true;
824}
825
826/**
827 * Read the documentation of createLayer() before doing anything in this method.
828 */
829void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
830    if (!current->layer) {
831        ALOGE("Attempting to compose a layer that does not exist");
832        return;
833    }
834
835    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
836
837    if (fboLayer) {
838        endTiling();
839
840        // Detach the texture from the FBO
841        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
842        // Unbind current FBO and restore previous one
843        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
844        debugOverdraw(true, false);
845
846        startTiling(previous);
847    }
848
849    Layer* layer = current->layer;
850    const Rect& rect = layer->layer;
851
852    if (!fboLayer && layer->getAlpha() < 255) {
853        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
854                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
855        // Required below, composeLayerRect() will divide by 255
856        layer->setAlpha(255);
857    }
858
859    mCaches.unbindMeshBuffer();
860
861    mCaches.activeTexture(0);
862
863    // When the layer is stored in an FBO, we can save a bit of fillrate by
864    // drawing only the dirty region
865    if (fboLayer) {
866        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
867        if (layer->getColorFilter()) {
868            setupColorFilter(layer->getColorFilter());
869        }
870        composeLayerRegion(layer, rect);
871        if (layer->getColorFilter()) {
872            resetColorFilter();
873        }
874    } else if (!rect.isEmpty()) {
875        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
876        composeLayerRect(layer, rect, true);
877    }
878
879    if (fboLayer) {
880        // Note: No need to use glDiscardFramebufferEXT() since we never
881        //       create/compose layers that are not on screen with this
882        //       code path
883        // See LayerRenderer::destroyLayer(Layer*)
884
885        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
886        mCaches.fboCache.put(current->fbo);
887        layer->setFbo(0);
888    }
889
890    dirtyClip();
891
892    // Failing to add the layer to the cache should happen only if the layer is too large
893    if (!mCaches.layerCache.put(layer)) {
894        LAYER_LOGD("Deleting layer");
895        Caches::getInstance().resourceCache.decrementRefcount(layer);
896    }
897}
898
899void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
900    float alpha = layer->getAlpha() / 255.0f;
901
902    setupDraw();
903    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
904        setupDrawWithTexture();
905    } else {
906        setupDrawWithExternalTexture();
907    }
908    setupDrawTextureTransform();
909    setupDrawColor(alpha, alpha, alpha, alpha);
910    setupDrawColorFilter();
911    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
912    setupDrawProgram();
913    setupDrawPureColorUniforms();
914    setupDrawColorFilterUniforms();
915    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
916        setupDrawTexture(layer->getTexture());
917    } else {
918        setupDrawExternalTexture(layer->getTexture());
919    }
920    if (mSnapshot->transform->isPureTranslate() &&
921            layer->getWidth() == (uint32_t) rect.getWidth() &&
922            layer->getHeight() == (uint32_t) rect.getHeight()) {
923        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
924        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
925
926        layer->setFilter(GL_NEAREST);
927        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
928    } else {
929        layer->setFilter(GL_LINEAR);
930        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
931    }
932    setupDrawTextureTransformUniforms(layer->getTexTransform());
933    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
934
935    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
936
937    finishDrawTexture();
938}
939
940void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
941    if (!layer->isTextureLayer()) {
942        const Rect& texCoords = layer->texCoords;
943        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
944                texCoords.right, texCoords.bottom);
945
946        float x = rect.left;
947        float y = rect.top;
948        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
949                layer->getWidth() == (uint32_t) rect.getWidth() &&
950                layer->getHeight() == (uint32_t) rect.getHeight();
951
952        if (simpleTransform) {
953            // When we're swapping, the layer is already in screen coordinates
954            if (!swap) {
955                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
956                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
957            }
958
959            layer->setFilter(GL_NEAREST, true);
960        } else {
961            layer->setFilter(GL_LINEAR, true);
962        }
963
964        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
965                layer->getTexture(), layer->getAlpha() / 255.0f,
966                layer->getMode(), layer->isBlend(),
967                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
968                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
969
970        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
971    } else {
972        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
973        drawTextureLayer(layer, rect);
974        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
975    }
976}
977
978void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
979    if (layer->region.isRect()) {
980        layer->setRegionAsRect();
981
982        composeLayerRect(layer, layer->regionRect);
983
984        layer->region.clear();
985        return;
986    }
987
988    // TODO: See LayerRenderer.cpp::generateMesh() for important
989    //       information about this implementation
990    if (CC_LIKELY(!layer->region.isEmpty())) {
991        size_t count;
992        const android::Rect* rects = layer->region.getArray(&count);
993
994        const float alpha = layer->getAlpha() / 255.0f;
995        const float texX = 1.0f / float(layer->getWidth());
996        const float texY = 1.0f / float(layer->getHeight());
997        const float height = rect.getHeight();
998
999        TextureVertex* mesh = mCaches.getRegionMesh();
1000        GLsizei numQuads = 0;
1001
1002        setupDraw();
1003        setupDrawWithTexture();
1004        setupDrawColor(alpha, alpha, alpha, alpha);
1005        setupDrawColorFilter();
1006        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1007        setupDrawProgram();
1008        setupDrawDirtyRegionsDisabled();
1009        setupDrawPureColorUniforms();
1010        setupDrawColorFilterUniforms();
1011        setupDrawTexture(layer->getTexture());
1012        if (mSnapshot->transform->isPureTranslate()) {
1013            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
1014            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
1015
1016            layer->setFilter(GL_NEAREST);
1017            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1018        } else {
1019            layer->setFilter(GL_LINEAR);
1020            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1021        }
1022        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1023
1024        for (size_t i = 0; i < count; i++) {
1025            const android::Rect* r = &rects[i];
1026
1027            const float u1 = r->left * texX;
1028            const float v1 = (height - r->top) * texY;
1029            const float u2 = r->right * texX;
1030            const float v2 = (height - r->bottom) * texY;
1031
1032            // TODO: Reject quads outside of the clip
1033            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1034            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1035            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1036            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1037
1038            numQuads++;
1039
1040            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1041                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1042                numQuads = 0;
1043                mesh = mCaches.getRegionMesh();
1044            }
1045        }
1046
1047        if (numQuads > 0) {
1048            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1049        }
1050
1051        finishDrawTexture();
1052
1053#if DEBUG_LAYERS_AS_REGIONS
1054        drawRegionRects(layer->region);
1055#endif
1056
1057        layer->region.clear();
1058    }
1059}
1060
1061void OpenGLRenderer::drawRegionRects(const Region& region) {
1062#if DEBUG_LAYERS_AS_REGIONS
1063    size_t count;
1064    const android::Rect* rects = region.getArray(&count);
1065
1066    uint32_t colors[] = {
1067            0x7fff0000, 0x7f00ff00,
1068            0x7f0000ff, 0x7fff00ff,
1069    };
1070
1071    int offset = 0;
1072    int32_t top = rects[0].top;
1073
1074    for (size_t i = 0; i < count; i++) {
1075        if (top != rects[i].top) {
1076            offset ^= 0x2;
1077            top = rects[i].top;
1078        }
1079
1080        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1081        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1082                SkXfermode::kSrcOver_Mode);
1083    }
1084#endif
1085}
1086
1087void OpenGLRenderer::dirtyLayer(const float left, const float top,
1088        const float right, const float bottom, const mat4 transform) {
1089    if (hasLayer()) {
1090        Rect bounds(left, top, right, bottom);
1091        transform.mapRect(bounds);
1092        dirtyLayerUnchecked(bounds, getRegion());
1093    }
1094}
1095
1096void OpenGLRenderer::dirtyLayer(const float left, const float top,
1097        const float right, const float bottom) {
1098    if (hasLayer()) {
1099        Rect bounds(left, top, right, bottom);
1100        dirtyLayerUnchecked(bounds, getRegion());
1101    }
1102}
1103
1104void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1105    if (bounds.intersect(*mSnapshot->clipRect)) {
1106        bounds.snapToPixelBoundaries();
1107        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1108        if (!dirty.isEmpty()) {
1109            region->orSelf(dirty);
1110        }
1111    }
1112}
1113
1114void OpenGLRenderer::clearLayerRegions() {
1115    const size_t count = mLayers.size();
1116    if (count == 0) return;
1117
1118    if (!mSnapshot->isIgnored()) {
1119        // Doing several glScissor/glClear here can negatively impact
1120        // GPUs with a tiler architecture, instead we draw quads with
1121        // the Clear blending mode
1122
1123        // The list contains bounds that have already been clipped
1124        // against their initial clip rect, and the current clip
1125        // is likely different so we need to disable clipping here
1126        bool scissorChanged = mCaches.disableScissor();
1127
1128        Vertex mesh[count * 6];
1129        Vertex* vertex = mesh;
1130
1131        for (uint32_t i = 0; i < count; i++) {
1132            Rect* bounds = mLayers.itemAt(i);
1133
1134            Vertex::set(vertex++, bounds->left, bounds->bottom);
1135            Vertex::set(vertex++, bounds->left, bounds->top);
1136            Vertex::set(vertex++, bounds->right, bounds->top);
1137            Vertex::set(vertex++, bounds->left, bounds->bottom);
1138            Vertex::set(vertex++, bounds->right, bounds->top);
1139            Vertex::set(vertex++, bounds->right, bounds->bottom);
1140
1141            delete bounds;
1142        }
1143
1144        setupDraw(false);
1145        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1146        setupDrawBlending(true, SkXfermode::kClear_Mode);
1147        setupDrawProgram();
1148        setupDrawPureColorUniforms();
1149        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1150        setupDrawVertices(&mesh[0].position[0]);
1151
1152        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1153
1154        if (scissorChanged) mCaches.enableScissor();
1155    } else {
1156        for (uint32_t i = 0; i < count; i++) {
1157            delete mLayers.itemAt(i);
1158        }
1159    }
1160
1161    mLayers.clear();
1162}
1163
1164///////////////////////////////////////////////////////////////////////////////
1165// Transforms
1166///////////////////////////////////////////////////////////////////////////////
1167
1168void OpenGLRenderer::translate(float dx, float dy) {
1169    mSnapshot->transform->translate(dx, dy, 0.0f);
1170}
1171
1172void OpenGLRenderer::rotate(float degrees) {
1173    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1174}
1175
1176void OpenGLRenderer::scale(float sx, float sy) {
1177    mSnapshot->transform->scale(sx, sy, 1.0f);
1178}
1179
1180void OpenGLRenderer::skew(float sx, float sy) {
1181    mSnapshot->transform->skew(sx, sy);
1182}
1183
1184void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1185    if (matrix) {
1186        mSnapshot->transform->load(*matrix);
1187    } else {
1188        mSnapshot->transform->loadIdentity();
1189    }
1190}
1191
1192void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1193    mSnapshot->transform->copyTo(*matrix);
1194}
1195
1196void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1197    SkMatrix transform;
1198    mSnapshot->transform->copyTo(transform);
1199    transform.preConcat(*matrix);
1200    mSnapshot->transform->load(transform);
1201}
1202
1203///////////////////////////////////////////////////////////////////////////////
1204// Clipping
1205///////////////////////////////////////////////////////////////////////////////
1206
1207void OpenGLRenderer::setScissorFromClip() {
1208    Rect clip(*mSnapshot->clipRect);
1209    clip.snapToPixelBoundaries();
1210
1211    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1212            clip.getWidth(), clip.getHeight())) {
1213        mDirtyClip = false;
1214    }
1215}
1216
1217const Rect& OpenGLRenderer::getClipBounds() {
1218    return mSnapshot->getLocalClip();
1219}
1220
1221bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1222    if (mSnapshot->isIgnored()) {
1223        return true;
1224    }
1225
1226    Rect r(left, top, right, bottom);
1227    mSnapshot->transform->mapRect(r);
1228    r.snapToPixelBoundaries();
1229
1230    Rect clipRect(*mSnapshot->clipRect);
1231    clipRect.snapToPixelBoundaries();
1232
1233    return !clipRect.intersects(r);
1234}
1235
1236bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1237        Rect& transformed, Rect& clip) {
1238    if (mSnapshot->isIgnored()) {
1239        return true;
1240    }
1241
1242    transformed.set(left, top, right, bottom);
1243    mSnapshot->transform->mapRect(transformed);
1244    transformed.snapToPixelBoundaries();
1245
1246    clip.set(*mSnapshot->clipRect);
1247    clip.snapToPixelBoundaries();
1248
1249    return !clip.intersects(transformed);
1250}
1251
1252bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, SkPaint* paint) {
1253    if (paint->getStyle() != SkPaint::kFill_Style) {
1254        float outset = paint->getStrokeWidth() * 0.5f;
1255        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1256    } else {
1257        return quickReject(left, top, right, bottom);
1258    }
1259}
1260
1261bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1262    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1263        return true;
1264    }
1265
1266    Rect r(left, top, right, bottom);
1267    mSnapshot->transform->mapRect(r);
1268    r.snapToPixelBoundaries();
1269
1270    Rect clipRect(*mSnapshot->clipRect);
1271    clipRect.snapToPixelBoundaries();
1272
1273    bool rejected = !clipRect.intersects(r);
1274    if (!isDeferred() && !rejected) {
1275        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1276    }
1277
1278    return rejected;
1279}
1280
1281bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1282    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1283    if (clipped) {
1284        dirtyClip();
1285    }
1286    return !mSnapshot->clipRect->isEmpty();
1287}
1288
1289Rect* OpenGLRenderer::getClipRect() {
1290    return mSnapshot->clipRect;
1291}
1292
1293///////////////////////////////////////////////////////////////////////////////
1294// Drawing commands
1295///////////////////////////////////////////////////////////////////////////////
1296
1297void OpenGLRenderer::setupDraw(bool clear) {
1298    // TODO: It would be best if we could do this before quickReject()
1299    //       changes the scissor test state
1300    if (clear) clearLayerRegions();
1301    if (mDirtyClip) {
1302        setScissorFromClip();
1303    }
1304    mDescription.reset();
1305    mSetShaderColor = false;
1306    mColorSet = false;
1307    mColorA = mColorR = mColorG = mColorB = 0.0f;
1308    mTextureUnit = 0;
1309    mTrackDirtyRegions = true;
1310}
1311
1312void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1313    mDescription.hasTexture = true;
1314    mDescription.hasAlpha8Texture = isAlpha8;
1315}
1316
1317void OpenGLRenderer::setupDrawWithExternalTexture() {
1318    mDescription.hasExternalTexture = true;
1319}
1320
1321void OpenGLRenderer::setupDrawNoTexture() {
1322    mCaches.disbaleTexCoordsVertexArray();
1323}
1324
1325void OpenGLRenderer::setupDrawAA() {
1326    mDescription.isAA = true;
1327}
1328
1329void OpenGLRenderer::setupDrawVertexShape() {
1330    mDescription.isVertexShape = true;
1331}
1332
1333void OpenGLRenderer::setupDrawPoint(float pointSize) {
1334    mDescription.isPoint = true;
1335    mDescription.pointSize = pointSize;
1336}
1337
1338void OpenGLRenderer::setupDrawColor(int color) {
1339    setupDrawColor(color, (color >> 24) & 0xFF);
1340}
1341
1342void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1343    mColorA = alpha / 255.0f;
1344    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1345    // the rgb values by a instead of also dividing by 255
1346    const float a = mColorA / 255.0f;
1347    mColorR = a * ((color >> 16) & 0xFF);
1348    mColorG = a * ((color >>  8) & 0xFF);
1349    mColorB = a * ((color      ) & 0xFF);
1350    mColorSet = true;
1351    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1352}
1353
1354void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1355    mColorA = alpha / 255.0f;
1356    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1357    // the rgb values by a instead of also dividing by 255
1358    const float a = mColorA / 255.0f;
1359    mColorR = a * ((color >> 16) & 0xFF);
1360    mColorG = a * ((color >>  8) & 0xFF);
1361    mColorB = a * ((color      ) & 0xFF);
1362    mColorSet = true;
1363    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1364}
1365
1366void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1367    mCaches.fontRenderer->describe(mDescription, paint);
1368}
1369
1370void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1371    mColorA = a;
1372    mColorR = r;
1373    mColorG = g;
1374    mColorB = b;
1375    mColorSet = true;
1376    mSetShaderColor = mDescription.setColor(r, g, b, a);
1377}
1378
1379void OpenGLRenderer::setupDrawShader() {
1380    if (mShader) {
1381        mShader->describe(mDescription, mCaches.extensions);
1382    }
1383}
1384
1385void OpenGLRenderer::setupDrawColorFilter() {
1386    if (mColorFilter) {
1387        mColorFilter->describe(mDescription, mCaches.extensions);
1388    }
1389}
1390
1391void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1392    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1393        mColorA = 1.0f;
1394        mColorR = mColorG = mColorB = 0.0f;
1395        mSetShaderColor = mDescription.modulate = true;
1396    }
1397}
1398
1399void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1400    // When the blending mode is kClear_Mode, we need to use a modulate color
1401    // argb=1,0,0,0
1402    accountForClear(mode);
1403    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1404            mDescription, swapSrcDst);
1405}
1406
1407void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1408    // When the blending mode is kClear_Mode, we need to use a modulate color
1409    // argb=1,0,0,0
1410    accountForClear(mode);
1411    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) ||
1412            (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst);
1413}
1414
1415void OpenGLRenderer::setupDrawProgram() {
1416    useProgram(mCaches.programCache.get(mDescription));
1417}
1418
1419void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1420    mTrackDirtyRegions = false;
1421}
1422
1423void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1424        bool ignoreTransform) {
1425    mModelView.loadTranslate(left, top, 0.0f);
1426    if (!ignoreTransform) {
1427        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1428        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1429    } else {
1430        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1431        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1432    }
1433}
1434
1435void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1436    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1437}
1438
1439void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1440        bool ignoreTransform, bool ignoreModelView) {
1441    if (!ignoreModelView) {
1442        mModelView.loadTranslate(left, top, 0.0f);
1443        mModelView.scale(right - left, bottom - top, 1.0f);
1444    } else {
1445        mModelView.loadIdentity();
1446    }
1447    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1448    if (!ignoreTransform) {
1449        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1450        if (mTrackDirtyRegions && dirty) {
1451            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1452        }
1453    } else {
1454        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1455        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1456    }
1457}
1458
1459void OpenGLRenderer::setupDrawPointUniforms() {
1460    int slot = mCaches.currentProgram->getUniform("pointSize");
1461    glUniform1f(slot, mDescription.pointSize);
1462}
1463
1464void OpenGLRenderer::setupDrawColorUniforms() {
1465    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1466        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1467    }
1468}
1469
1470void OpenGLRenderer::setupDrawPureColorUniforms() {
1471    if (mSetShaderColor) {
1472        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1473    }
1474}
1475
1476void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1477    if (mShader) {
1478        if (ignoreTransform) {
1479            mModelView.loadInverse(*mSnapshot->transform);
1480        }
1481        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1482    }
1483}
1484
1485void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1486    if (mShader) {
1487        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1488    }
1489}
1490
1491void OpenGLRenderer::setupDrawColorFilterUniforms() {
1492    if (mColorFilter) {
1493        mColorFilter->setupProgram(mCaches.currentProgram);
1494    }
1495}
1496
1497void OpenGLRenderer::setupDrawTextGammaUniforms() {
1498    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1499}
1500
1501void OpenGLRenderer::setupDrawSimpleMesh() {
1502    bool force = mCaches.bindMeshBuffer();
1503    mCaches.bindPositionVertexPointer(force, 0);
1504    mCaches.unbindIndicesBuffer();
1505}
1506
1507void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1508    bindTexture(texture);
1509    mTextureUnit++;
1510    mCaches.enableTexCoordsVertexArray();
1511}
1512
1513void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1514    bindExternalTexture(texture);
1515    mTextureUnit++;
1516    mCaches.enableTexCoordsVertexArray();
1517}
1518
1519void OpenGLRenderer::setupDrawTextureTransform() {
1520    mDescription.hasTextureTransform = true;
1521}
1522
1523void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1524    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1525            GL_FALSE, &transform.data[0]);
1526}
1527
1528void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1529    bool force = false;
1530    if (!vertices) {
1531        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1532    } else {
1533        force = mCaches.unbindMeshBuffer();
1534    }
1535
1536    mCaches.bindPositionVertexPointer(force, vertices);
1537    if (mCaches.currentProgram->texCoords >= 0) {
1538        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1539    }
1540
1541    mCaches.unbindIndicesBuffer();
1542}
1543
1544void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1545    bool force = mCaches.unbindMeshBuffer();
1546    mCaches.bindPositionVertexPointer(force, vertices);
1547    if (mCaches.currentProgram->texCoords >= 0) {
1548        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1549    }
1550}
1551
1552void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1553    bool force = mCaches.unbindMeshBuffer();
1554    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1555    mCaches.unbindIndicesBuffer();
1556}
1557
1558/**
1559 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1560 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1561 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1562 * attributes (one per vertex) are values from zero to one that tells the fragment
1563 * shader where the fragment is in relation to the line width/length overall; these values are
1564 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1565 * region of the line.
1566 * Note that we only pass down the width values in this setup function. The length coordinates
1567 * are set up for each individual segment.
1568 */
1569void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1570        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1571    bool force = mCaches.unbindMeshBuffer();
1572    mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride);
1573    mCaches.resetTexCoordsVertexPointer();
1574    mCaches.unbindIndicesBuffer();
1575
1576    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1577    glEnableVertexAttribArray(widthSlot);
1578    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1579
1580    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1581    glEnableVertexAttribArray(lengthSlot);
1582    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1583
1584    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1585    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1586}
1587
1588void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1589    glDisableVertexAttribArray(widthSlot);
1590    glDisableVertexAttribArray(lengthSlot);
1591}
1592
1593void OpenGLRenderer::finishDrawTexture() {
1594}
1595
1596///////////////////////////////////////////////////////////////////////////////
1597// Drawing
1598///////////////////////////////////////////////////////////////////////////////
1599
1600status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1601        Rect& dirty, int32_t flags, uint32_t level) {
1602
1603    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1604    // will be performed by the display list itself
1605    if (displayList && displayList->isRenderable()) {
1606        return displayList->replay(*this, dirty, flags, level);
1607    }
1608
1609    return DrawGlInfo::kStatusDone;
1610}
1611
1612void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1613    if (displayList) {
1614        displayList->output(*this, level);
1615    }
1616}
1617
1618void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1619    int alpha;
1620    SkXfermode::Mode mode;
1621    getAlphaAndMode(paint, &alpha, &mode);
1622
1623    float x = left;
1624    float y = top;
1625
1626    GLenum filter = GL_LINEAR;
1627    bool ignoreTransform = false;
1628    if (mSnapshot->transform->isPureTranslate()) {
1629        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1630        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1631        ignoreTransform = true;
1632        filter = GL_NEAREST;
1633    } else {
1634        filter = FILTER(paint);
1635    }
1636
1637    setupDraw();
1638    setupDrawWithTexture(true);
1639    if (paint) {
1640        setupDrawAlpha8Color(paint->getColor(), alpha);
1641    }
1642    setupDrawColorFilter();
1643    setupDrawShader();
1644    setupDrawBlending(true, mode);
1645    setupDrawProgram();
1646    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1647
1648    setupDrawTexture(texture->id);
1649    texture->setWrap(GL_CLAMP_TO_EDGE);
1650    texture->setFilter(filter);
1651
1652    setupDrawPureColorUniforms();
1653    setupDrawColorFilterUniforms();
1654    setupDrawShaderUniforms();
1655    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1656
1657    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1658
1659    finishDrawTexture();
1660}
1661
1662status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1663    const float right = left + bitmap->width();
1664    const float bottom = top + bitmap->height();
1665
1666    if (quickReject(left, top, right, bottom)) {
1667        return DrawGlInfo::kStatusDone;
1668    }
1669
1670    mCaches.activeTexture(0);
1671    Texture* texture = mCaches.textureCache.get(bitmap);
1672    if (!texture) return DrawGlInfo::kStatusDone;
1673    const AutoTexture autoCleanup(texture);
1674
1675    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1676        drawAlphaBitmap(texture, left, top, paint);
1677    } else {
1678        drawTextureRect(left, top, right, bottom, texture, paint);
1679    }
1680
1681    return DrawGlInfo::kStatusDrew;
1682}
1683
1684status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1685    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1686    const mat4 transform(*matrix);
1687    transform.mapRect(r);
1688
1689    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1690        return DrawGlInfo::kStatusDone;
1691    }
1692
1693    mCaches.activeTexture(0);
1694    Texture* texture = mCaches.textureCache.get(bitmap);
1695    if (!texture) return DrawGlInfo::kStatusDone;
1696    const AutoTexture autoCleanup(texture);
1697
1698    // This could be done in a cheaper way, all we need is pass the matrix
1699    // to the vertex shader. The save/restore is a bit overkill.
1700    save(SkCanvas::kMatrix_SaveFlag);
1701    concatMatrix(matrix);
1702    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1703    restore();
1704
1705    return DrawGlInfo::kStatusDrew;
1706}
1707
1708status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1709    const float right = left + bitmap->width();
1710    const float bottom = top + bitmap->height();
1711
1712    if (quickReject(left, top, right, bottom)) {
1713        return DrawGlInfo::kStatusDone;
1714    }
1715
1716    mCaches.activeTexture(0);
1717    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1718    const AutoTexture autoCleanup(texture);
1719
1720    drawTextureRect(left, top, right, bottom, texture, paint);
1721
1722    return DrawGlInfo::kStatusDrew;
1723}
1724
1725status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1726        float* vertices, int* colors, SkPaint* paint) {
1727    if (!vertices || mSnapshot->isIgnored()) {
1728        return DrawGlInfo::kStatusDone;
1729    }
1730
1731    // TODO: We should compute the bounding box when recording the display list
1732    float left = FLT_MAX;
1733    float top = FLT_MAX;
1734    float right = FLT_MIN;
1735    float bottom = FLT_MIN;
1736
1737    const uint32_t count = meshWidth * meshHeight * 6;
1738
1739    // TODO: Support the colors array
1740    TextureVertex mesh[count];
1741    TextureVertex* vertex = mesh;
1742
1743    for (int32_t y = 0; y < meshHeight; y++) {
1744        for (int32_t x = 0; x < meshWidth; x++) {
1745            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1746
1747            float u1 = float(x) / meshWidth;
1748            float u2 = float(x + 1) / meshWidth;
1749            float v1 = float(y) / meshHeight;
1750            float v2 = float(y + 1) / meshHeight;
1751
1752            int ax = i + (meshWidth + 1) * 2;
1753            int ay = ax + 1;
1754            int bx = i;
1755            int by = bx + 1;
1756            int cx = i + 2;
1757            int cy = cx + 1;
1758            int dx = i + (meshWidth + 1) * 2 + 2;
1759            int dy = dx + 1;
1760
1761            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1762            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1763            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1764
1765            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1766            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1767            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1768
1769            // TODO: This could be optimized to avoid unnecessary ops
1770            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1771            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1772            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1773            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1774        }
1775    }
1776
1777    if (quickReject(left, top, right, bottom)) {
1778        return DrawGlInfo::kStatusDone;
1779    }
1780
1781    mCaches.activeTexture(0);
1782    Texture* texture = mCaches.textureCache.get(bitmap);
1783    if (!texture) return DrawGlInfo::kStatusDone;
1784    const AutoTexture autoCleanup(texture);
1785
1786    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1787    texture->setFilter(FILTER(paint), true);
1788
1789    int alpha;
1790    SkXfermode::Mode mode;
1791    getAlphaAndMode(paint, &alpha, &mode);
1792
1793    if (hasLayer()) {
1794        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1795    }
1796
1797    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1798            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1799            GL_TRIANGLES, count, false, false, 0, false, false);
1800
1801    return DrawGlInfo::kStatusDrew;
1802}
1803
1804status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1805         float srcLeft, float srcTop, float srcRight, float srcBottom,
1806         float dstLeft, float dstTop, float dstRight, float dstBottom,
1807         SkPaint* paint) {
1808    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1809        return DrawGlInfo::kStatusDone;
1810    }
1811
1812    mCaches.activeTexture(0);
1813    Texture* texture = mCaches.textureCache.get(bitmap);
1814    if (!texture) return DrawGlInfo::kStatusDone;
1815    const AutoTexture autoCleanup(texture);
1816
1817    const float width = texture->width;
1818    const float height = texture->height;
1819
1820    const float u1 = fmax(0.0f, srcLeft / width);
1821    const float v1 = fmax(0.0f, srcTop / height);
1822    const float u2 = fmin(1.0f, srcRight / width);
1823    const float v2 = fmin(1.0f, srcBottom / height);
1824
1825    mCaches.unbindMeshBuffer();
1826    resetDrawTextureTexCoords(u1, v1, u2, v2);
1827
1828    int alpha;
1829    SkXfermode::Mode mode;
1830    getAlphaAndMode(paint, &alpha, &mode);
1831
1832    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1833
1834    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1835        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1836        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1837
1838        GLenum filter = GL_NEAREST;
1839        // Enable linear filtering if the source rectangle is scaled
1840        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1841            filter = FILTER(paint);
1842        }
1843
1844        texture->setFilter(filter, true);
1845        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1846                texture->id, alpha / 255.0f, mode, texture->blend,
1847                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1848                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1849    } else {
1850        texture->setFilter(FILTER(paint), true);
1851        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1852                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1853                GL_TRIANGLE_STRIP, gMeshCount);
1854    }
1855
1856    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1857
1858    return DrawGlInfo::kStatusDrew;
1859}
1860
1861status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1862        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1863        float left, float top, float right, float bottom, SkPaint* paint) {
1864    int alpha;
1865    SkXfermode::Mode mode;
1866    getAlphaAndModeDirect(paint, &alpha, &mode);
1867
1868    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
1869            left, top, right, bottom, alpha, mode);
1870}
1871
1872status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1873        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1874        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
1875    if (quickReject(left, top, right, bottom)) {
1876        return DrawGlInfo::kStatusDone;
1877    }
1878
1879    alpha *= mSnapshot->alpha;
1880
1881    mCaches.activeTexture(0);
1882    Texture* texture = mCaches.textureCache.get(bitmap);
1883    if (!texture) return DrawGlInfo::kStatusDone;
1884    const AutoTexture autoCleanup(texture);
1885    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1886    texture->setFilter(GL_LINEAR, true);
1887
1888    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1889            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1890
1891    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1892        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1893        // Mark the current layer dirty where we are going to draw the patch
1894        if (hasLayer() && mesh->hasEmptyQuads) {
1895            const float offsetX = left + mSnapshot->transform->getTranslateX();
1896            const float offsetY = top + mSnapshot->transform->getTranslateY();
1897            const size_t count = mesh->quads.size();
1898            for (size_t i = 0; i < count; i++) {
1899                const Rect& bounds = mesh->quads.itemAt(i);
1900                if (CC_LIKELY(pureTranslate)) {
1901                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1902                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1903                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1904                } else {
1905                    dirtyLayer(left + bounds.left, top + bounds.top,
1906                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1907                }
1908            }
1909        }
1910
1911        if (CC_LIKELY(pureTranslate)) {
1912            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1913            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1914
1915            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1916                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1917                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1918                    true, !mesh->hasEmptyQuads);
1919        } else {
1920            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1921                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1922                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1923                    true, !mesh->hasEmptyQuads);
1924        }
1925    }
1926
1927    return DrawGlInfo::kStatusDrew;
1928}
1929
1930/**
1931 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
1932 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
1933 * screen space in all directions. However, instead of using a fragment shader to compute the
1934 * translucency of the color from its position, we simply use a varying parameter to define how far
1935 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
1936 *
1937 * Doesn't yet support joins, caps, or path effects.
1938 */
1939void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
1940    int color = paint->getColor();
1941    SkPaint::Style style = paint->getStyle();
1942    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
1943    bool isAA = paint->isAntiAlias();
1944
1945    VertexBuffer vertexBuffer;
1946    // TODO: try clipping large paths to viewport
1947    PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer);
1948
1949    if (!vertexBuffer.getSize()) {
1950        // no vertices to draw
1951        return;
1952    }
1953
1954    setupDraw();
1955    setupDrawNoTexture();
1956    if (isAA) setupDrawAA();
1957    setupDrawVertexShape();
1958    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
1959    setupDrawColorFilter();
1960    setupDrawShader();
1961    setupDrawBlending(isAA, mode);
1962    setupDrawProgram();
1963    setupDrawModelViewIdentity();
1964    setupDrawColorUniforms();
1965    setupDrawColorFilterUniforms();
1966    setupDrawShaderIdentityUniforms();
1967
1968    void* vertices = vertexBuffer.getBuffer();
1969    bool force = mCaches.unbindMeshBuffer();
1970    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
1971    mCaches.resetTexCoordsVertexPointer();
1972    mCaches.unbindIndicesBuffer();
1973
1974    int alphaSlot = -1;
1975    if (isAA) {
1976        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
1977        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
1978
1979        // TODO: avoid enable/disable in back to back uses of the alpha attribute
1980        glEnableVertexAttribArray(alphaSlot);
1981        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
1982    }
1983
1984    SkRect bounds = PathRenderer::computePathBounds(path, paint);
1985    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
1986
1987    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
1988
1989    if (isAA) {
1990        glDisableVertexAttribArray(alphaSlot);
1991    }
1992}
1993
1994/**
1995 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1996 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1997 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1998 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1999 * of the line. Hairlines are more involved because we need to account for transform scaling
2000 * to end up with a one-pixel-wide line in screen space..
2001 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
2002 * in combination with values that we calculate and pass down in this method. The basic approach
2003 * is that the quad we create contains both the core line area plus a bounding area in which
2004 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
2005 * proportion of the width and the length of a given segment is represented by the boundary
2006 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
2007 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
2008 * on the inside). This ends up giving the result we want, with pixels that are completely
2009 * 'inside' the line area being filled opaquely and the other pixels being filled according to
2010 * how far into the boundary region they are, which is determined by shader interpolation.
2011 */
2012status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2013    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2014
2015    const bool isAA = paint->isAntiAlias();
2016    // We use half the stroke width here because we're going to position the quad
2017    // corner vertices half of the width away from the line endpoints
2018    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
2019    // A stroke width of 0 has a special meaning in Skia:
2020    // it draws a line 1 px wide regardless of current transform
2021    bool isHairLine = paint->getStrokeWidth() == 0.0f;
2022
2023    float inverseScaleX = 1.0f;
2024    float inverseScaleY = 1.0f;
2025    bool scaled = false;
2026
2027    int alpha;
2028    SkXfermode::Mode mode;
2029
2030    int generatedVerticesCount = 0;
2031    int verticesCount = count;
2032    if (count > 4) {
2033        // Polyline: account for extra vertices needed for continuous tri-strip
2034        verticesCount += (count - 4);
2035    }
2036
2037    if (isHairLine || isAA) {
2038        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
2039        // the line on the screen should always be one pixel wide regardless of scale. For
2040        // AA lines, we only want one pixel of translucent boundary around the quad.
2041        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
2042            Matrix4 *mat = mSnapshot->transform;
2043            float m00 = mat->data[Matrix4::kScaleX];
2044            float m01 = mat->data[Matrix4::kSkewY];
2045            float m10 = mat->data[Matrix4::kSkewX];
2046            float m11 = mat->data[Matrix4::kScaleY];
2047
2048            float scaleX = sqrtf(m00 * m00 + m01 * m01);
2049            float scaleY = sqrtf(m10 * m10 + m11 * m11);
2050
2051            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
2052            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
2053
2054            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
2055                scaled = true;
2056            }
2057        }
2058    }
2059
2060    getAlphaAndMode(paint, &alpha, &mode);
2061
2062    mCaches.enableScissor();
2063
2064    setupDraw();
2065    setupDrawNoTexture();
2066    if (isAA) {
2067        setupDrawAA();
2068    }
2069    setupDrawColor(paint->getColor(), alpha);
2070    setupDrawColorFilter();
2071    setupDrawShader();
2072    setupDrawBlending(isAA, mode);
2073    setupDrawProgram();
2074    setupDrawModelViewIdentity(true);
2075    setupDrawColorUniforms();
2076    setupDrawColorFilterUniforms();
2077    setupDrawShaderIdentityUniforms();
2078
2079    if (isHairLine) {
2080        // Set a real stroke width to be used in quad construction
2081        halfStrokeWidth = isAA? 1 : .5;
2082    } else if (isAA && !scaled) {
2083        // Expand boundary to enable AA calculations on the quad border
2084        halfStrokeWidth += .5f;
2085    }
2086
2087    int widthSlot;
2088    int lengthSlot;
2089
2090    Vertex lines[verticesCount];
2091    Vertex* vertices = &lines[0];
2092
2093    AAVertex wLines[verticesCount];
2094    AAVertex* aaVertices = &wLines[0];
2095
2096    if (CC_UNLIKELY(!isAA)) {
2097        setupDrawVertices(vertices);
2098    } else {
2099        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
2100        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
2101        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
2102        // AA stroke width (the base stroke width expanded by a half pixel on either side).
2103        // This value is used in the fragment shader to determine how to fill fragments.
2104        // We will need to calculate the actual width proportion on each segment for
2105        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
2106        float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth);
2107        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
2108                boundaryWidthProportion, widthSlot, lengthSlot);
2109    }
2110
2111    AAVertex* prevAAVertex = NULL;
2112    Vertex* prevVertex = NULL;
2113
2114    int boundaryLengthSlot = -1;
2115    int boundaryWidthSlot = -1;
2116
2117    for (int i = 0; i < count; i += 4) {
2118        // a = start point, b = end point
2119        vec2 a(points[i], points[i + 1]);
2120        vec2 b(points[i + 2], points[i + 3]);
2121
2122        float length = 0;
2123        float boundaryLengthProportion = 0;
2124        float boundaryWidthProportion = 0;
2125
2126        // Find the normal to the line
2127        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
2128        float x = n.x;
2129        n.x = -n.y;
2130        n.y = x;
2131
2132        if (isHairLine) {
2133            if (isAA) {
2134                float wideningFactor;
2135                if (fabs(n.x) >= fabs(n.y)) {
2136                    wideningFactor = fabs(1.0f / n.x);
2137                } else {
2138                    wideningFactor = fabs(1.0f / n.y);
2139                }
2140                n *= wideningFactor;
2141            }
2142
2143            if (scaled) {
2144                n.x *= inverseScaleX;
2145                n.y *= inverseScaleY;
2146            }
2147        } else if (scaled) {
2148            // Extend n by .5 pixel on each side, post-transform
2149            vec2 extendedN = n.copyNormalized();
2150            extendedN /= 2;
2151            extendedN.x *= inverseScaleX;
2152            extendedN.y *= inverseScaleY;
2153
2154            float extendedNLength = extendedN.length();
2155            // We need to set this value on the shader prior to drawing
2156            boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength);
2157            n += extendedN;
2158        }
2159
2160        // aa lines expand the endpoint vertices to encompass the AA boundary
2161        if (isAA) {
2162            vec2 abVector = (b - a);
2163            length = abVector.length();
2164            abVector.normalize();
2165
2166            if (scaled) {
2167                abVector.x *= inverseScaleX;
2168                abVector.y *= inverseScaleY;
2169                float abLength = abVector.length();
2170                boundaryLengthProportion = .5 - abLength / (length + abLength);
2171            } else {
2172                boundaryLengthProportion = .5 - .5 / (length + 1);
2173            }
2174
2175            abVector /= 2;
2176            a -= abVector;
2177            b += abVector;
2178        }
2179
2180        // Four corners of the rectangle defining a thick line
2181        vec2 p1 = a - n;
2182        vec2 p2 = a + n;
2183        vec2 p3 = b + n;
2184        vec2 p4 = b - n;
2185
2186
2187        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2188        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2189        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2190        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2191
2192        if (!quickRejectNoScissor(left, top, right, bottom)) {
2193            if (!isAA) {
2194                if (prevVertex != NULL) {
2195                    // Issue two repeat vertices to create degenerate triangles to bridge
2196                    // between the previous line and the new one. This is necessary because
2197                    // we are creating a single triangle_strip which will contain
2198                    // potentially discontinuous line segments.
2199                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2200                    Vertex::set(vertices++, p1.x, p1.y);
2201                    generatedVerticesCount += 2;
2202                }
2203
2204                Vertex::set(vertices++, p1.x, p1.y);
2205                Vertex::set(vertices++, p2.x, p2.y);
2206                Vertex::set(vertices++, p4.x, p4.y);
2207                Vertex::set(vertices++, p3.x, p3.y);
2208
2209                prevVertex = vertices - 1;
2210                generatedVerticesCount += 4;
2211            } else {
2212                if (!isHairLine && scaled) {
2213                    // Must set width proportions per-segment for scaled non-hairlines to use the
2214                    // correct AA boundary dimensions
2215                    if (boundaryWidthSlot < 0) {
2216                        boundaryWidthSlot =
2217                                mCaches.currentProgram->getUniform("boundaryWidth");
2218                    }
2219
2220                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2221                }
2222
2223                if (boundaryLengthSlot < 0) {
2224                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2225                }
2226
2227                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2228
2229                if (prevAAVertex != NULL) {
2230                    // Issue two repeat vertices to create degenerate triangles to bridge
2231                    // between the previous line and the new one. This is necessary because
2232                    // we are creating a single triangle_strip which will contain
2233                    // potentially discontinuous line segments.
2234                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2235                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2236                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2237                    generatedVerticesCount += 2;
2238                }
2239
2240                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2241                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2242                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2243                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2244
2245                prevAAVertex = aaVertices - 1;
2246                generatedVerticesCount += 4;
2247            }
2248
2249            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2250                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2251                    *mSnapshot->transform);
2252        }
2253    }
2254
2255    if (generatedVerticesCount > 0) {
2256       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2257    }
2258
2259    if (isAA) {
2260        finishDrawAALine(widthSlot, lengthSlot);
2261    }
2262
2263    return DrawGlInfo::kStatusDrew;
2264}
2265
2266status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2267    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2268
2269    // TODO: The paint's cap style defines whether the points are square or circular
2270    // TODO: Handle AA for round points
2271
2272    // A stroke width of 0 has a special meaning in Skia:
2273    // it draws an unscaled 1px point
2274    float strokeWidth = paint->getStrokeWidth();
2275    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2276    if (isHairLine) {
2277        // Now that we know it's hairline, we can set the effective width, to be used later
2278        strokeWidth = 1.0f;
2279    }
2280    const float halfWidth = strokeWidth / 2;
2281    int alpha;
2282    SkXfermode::Mode mode;
2283    getAlphaAndMode(paint, &alpha, &mode);
2284
2285    int verticesCount = count >> 1;
2286    int generatedVerticesCount = 0;
2287
2288    TextureVertex pointsData[verticesCount];
2289    TextureVertex* vertex = &pointsData[0];
2290
2291    // TODO: We should optimize this method to not generate vertices for points
2292    // that lie outside of the clip.
2293    mCaches.enableScissor();
2294
2295    setupDraw();
2296    setupDrawNoTexture();
2297    setupDrawPoint(strokeWidth);
2298    setupDrawColor(paint->getColor(), alpha);
2299    setupDrawColorFilter();
2300    setupDrawShader();
2301    setupDrawBlending(mode);
2302    setupDrawProgram();
2303    setupDrawModelViewIdentity(true);
2304    setupDrawColorUniforms();
2305    setupDrawColorFilterUniforms();
2306    setupDrawPointUniforms();
2307    setupDrawShaderIdentityUniforms();
2308    setupDrawMesh(vertex);
2309
2310    for (int i = 0; i < count; i += 2) {
2311        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2312        generatedVerticesCount++;
2313
2314        float left = points[i] - halfWidth;
2315        float right = points[i] + halfWidth;
2316        float top = points[i + 1] - halfWidth;
2317        float bottom = points [i + 1] + halfWidth;
2318
2319        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2320    }
2321
2322    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2323
2324    return DrawGlInfo::kStatusDrew;
2325}
2326
2327status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2328    // No need to check against the clip, we fill the clip region
2329    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2330
2331    Rect& clip(*mSnapshot->clipRect);
2332    clip.snapToPixelBoundaries();
2333
2334    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2335
2336    return DrawGlInfo::kStatusDrew;
2337}
2338
2339status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2340        SkPaint* paint) {
2341    if (!texture) return DrawGlInfo::kStatusDone;
2342    const AutoTexture autoCleanup(texture);
2343
2344    const float x = left + texture->left - texture->offset;
2345    const float y = top + texture->top - texture->offset;
2346
2347    drawPathTexture(texture, x, y, paint);
2348
2349    return DrawGlInfo::kStatusDrew;
2350}
2351
2352status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2353        float rx, float ry, SkPaint* p) {
2354    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2355        return DrawGlInfo::kStatusDone;
2356    }
2357
2358    if (p->getPathEffect() != 0) {
2359        mCaches.activeTexture(0);
2360        const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2361                right - left, bottom - top, rx, ry, p);
2362        return drawShape(left, top, texture, p);
2363    }
2364
2365    SkPath path;
2366    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2367    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2368        float outset = p->getStrokeWidth() / 2;
2369        rect.outset(outset, outset);
2370        rx += outset;
2371        ry += outset;
2372    }
2373    path.addRoundRect(rect, rx, ry);
2374    drawConvexPath(path, p);
2375
2376    return DrawGlInfo::kStatusDrew;
2377}
2378
2379status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2380    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2381            x + radius, y + radius, p)) {
2382        return DrawGlInfo::kStatusDone;
2383    }
2384    if (p->getPathEffect() != 0) {
2385        mCaches.activeTexture(0);
2386        const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p);
2387        return drawShape(x - radius, y - radius, texture, p);
2388    }
2389
2390    SkPath path;
2391    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2392        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2393    } else {
2394        path.addCircle(x, y, radius);
2395    }
2396    drawConvexPath(path, p);
2397
2398    return DrawGlInfo::kStatusDrew;
2399}
2400
2401status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2402        SkPaint* p) {
2403    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2404        return DrawGlInfo::kStatusDone;
2405    }
2406
2407    if (p->getPathEffect() != 0) {
2408        mCaches.activeTexture(0);
2409        const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p);
2410        return drawShape(left, top, texture, p);
2411    }
2412
2413    SkPath path;
2414    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2415    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2416        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2417    }
2418    path.addOval(rect);
2419    drawConvexPath(path, p);
2420
2421    return DrawGlInfo::kStatusDrew;
2422}
2423
2424status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2425        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2426    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2427        return DrawGlInfo::kStatusDone;
2428    }
2429
2430    if (fabs(sweepAngle) >= 360.0f) {
2431        return drawOval(left, top, right, bottom, p);
2432    }
2433
2434    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2435    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || p->getStrokeCap() != SkPaint::kButt_Cap || useCenter) {
2436        mCaches.activeTexture(0);
2437        const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2438                startAngle, sweepAngle, useCenter, p);
2439        return drawShape(left, top, texture, p);
2440    }
2441
2442    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2443    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2444        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2445    }
2446
2447    SkPath path;
2448    if (useCenter) {
2449        path.moveTo(rect.centerX(), rect.centerY());
2450    }
2451    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2452    if (useCenter) {
2453        path.close();
2454    }
2455    drawConvexPath(path, p);
2456
2457    return DrawGlInfo::kStatusDrew;
2458}
2459
2460// See SkPaintDefaults.h
2461#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2462
2463status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2464    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2465        return DrawGlInfo::kStatusDone;
2466    }
2467
2468    if (p->getStyle() != SkPaint::kFill_Style) {
2469        // only fill style is supported by drawConvexPath, since others have to handle joins
2470        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2471                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2472            mCaches.activeTexture(0);
2473            const PathTexture* texture =
2474                    mCaches.rectShapeCache.getRect(right - left, bottom - top, p);
2475            return drawShape(left, top, texture, p);
2476        }
2477
2478        SkPath path;
2479        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2480        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2481            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2482        }
2483        path.addRect(rect);
2484        drawConvexPath(path, p);
2485
2486        return DrawGlInfo::kStatusDrew;
2487    }
2488
2489    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2490        SkPath path;
2491        path.addRect(left, top, right, bottom);
2492        drawConvexPath(path, p);
2493    } else {
2494        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2495    }
2496
2497    return DrawGlInfo::kStatusDrew;
2498}
2499
2500void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2501        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2502        float x, float y) {
2503    mCaches.activeTexture(0);
2504
2505    // NOTE: The drop shadow will not perform gamma correction
2506    //       if shader-based correction is enabled
2507    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2508    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2509            paint, text, bytesCount, count, mShadowRadius, positions);
2510    const AutoTexture autoCleanup(shadow);
2511
2512    const float sx = x - shadow->left + mShadowDx;
2513    const float sy = y - shadow->top + mShadowDy;
2514
2515    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2516    int shadowColor = mShadowColor;
2517    if (mShader) {
2518        shadowColor = 0xffffffff;
2519    }
2520
2521    setupDraw();
2522    setupDrawWithTexture(true);
2523    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2524    setupDrawColorFilter();
2525    setupDrawShader();
2526    setupDrawBlending(true, mode);
2527    setupDrawProgram();
2528    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2529    setupDrawTexture(shadow->id);
2530    setupDrawPureColorUniforms();
2531    setupDrawColorFilterUniforms();
2532    setupDrawShaderUniforms();
2533    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2534
2535    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2536}
2537
2538status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2539        const float* positions, SkPaint* paint) {
2540    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2541            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2542        return DrawGlInfo::kStatusDone;
2543    }
2544
2545    // NOTE: Skia does not support perspective transform on drawPosText yet
2546    if (!mSnapshot->transform->isSimple()) {
2547        return DrawGlInfo::kStatusDone;
2548    }
2549
2550    float x = 0.0f;
2551    float y = 0.0f;
2552    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2553    if (pureTranslate) {
2554        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2555        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2556    }
2557
2558    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2559    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2560            paint->getTextSize());
2561
2562    int alpha;
2563    SkXfermode::Mode mode;
2564    getAlphaAndMode(paint, &alpha, &mode);
2565
2566    if (CC_UNLIKELY(mHasShadow)) {
2567        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2568                0.0f, 0.0f);
2569    }
2570
2571    // Pick the appropriate texture filtering
2572    bool linearFilter = mSnapshot->transform->changesBounds();
2573    if (pureTranslate && !linearFilter) {
2574        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2575    }
2576
2577    mCaches.activeTexture(0);
2578    setupDraw();
2579    setupDrawTextGamma(paint);
2580    setupDrawDirtyRegionsDisabled();
2581    setupDrawWithTexture(true);
2582    setupDrawAlpha8Color(paint->getColor(), alpha);
2583    setupDrawColorFilter();
2584    setupDrawShader();
2585    setupDrawBlending(true, mode);
2586    setupDrawProgram();
2587    setupDrawModelView(x, y, x, y, pureTranslate, true);
2588    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2589    setupDrawPureColorUniforms();
2590    setupDrawColorFilterUniforms();
2591    setupDrawShaderUniforms(pureTranslate);
2592    setupDrawTextGammaUniforms();
2593
2594    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2595    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2596
2597    const bool hasActiveLayer = hasLayer();
2598
2599    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2600            positions, hasActiveLayer ? &bounds : NULL)) {
2601        if (hasActiveLayer) {
2602            if (!pureTranslate) {
2603                mSnapshot->transform->mapRect(bounds);
2604            }
2605            dirtyLayerUnchecked(bounds, getRegion());
2606        }
2607    }
2608
2609    return DrawGlInfo::kStatusDrew;
2610}
2611
2612status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2613        float x, float y, const float* positions, SkPaint* paint, float length) {
2614    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2615            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2616        return DrawGlInfo::kStatusDone;
2617    }
2618
2619    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2620    switch (paint->getTextAlign()) {
2621        case SkPaint::kCenter_Align:
2622            x -= length / 2.0f;
2623            break;
2624        case SkPaint::kRight_Align:
2625            x -= length;
2626            break;
2627        default:
2628            break;
2629    }
2630
2631    SkPaint::FontMetrics metrics;
2632    paint->getFontMetrics(&metrics, 0.0f);
2633    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2634        return DrawGlInfo::kStatusDone;
2635    }
2636
2637    const float oldX = x;
2638    const float oldY = y;
2639    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2640    if (CC_LIKELY(pureTranslate)) {
2641        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2642        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2643    }
2644
2645#if DEBUG_GLYPHS
2646    ALOGD("OpenGLRenderer drawText() with FontID=%d",
2647            SkTypeface::UniqueID(paint->getTypeface()));
2648#endif
2649
2650    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2651    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2652            paint->getTextSize());
2653
2654    int alpha;
2655    SkXfermode::Mode mode;
2656    getAlphaAndMode(paint, &alpha, &mode);
2657
2658    if (CC_UNLIKELY(mHasShadow)) {
2659        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2660                oldX, oldY);
2661    }
2662
2663    // Pick the appropriate texture filtering
2664    bool linearFilter = mSnapshot->transform->changesBounds();
2665    if (pureTranslate && !linearFilter) {
2666        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2667    }
2668
2669    // The font renderer will always use texture unit 0
2670    mCaches.activeTexture(0);
2671    setupDraw();
2672    setupDrawTextGamma(paint);
2673    setupDrawDirtyRegionsDisabled();
2674    setupDrawWithTexture(true);
2675    setupDrawAlpha8Color(paint->getColor(), alpha);
2676    setupDrawColorFilter();
2677    setupDrawShader();
2678    setupDrawBlending(true, mode);
2679    setupDrawProgram();
2680    setupDrawModelView(x, y, x, y, pureTranslate, true);
2681    // See comment above; the font renderer must use texture unit 0
2682    // assert(mTextureUnit == 0)
2683    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2684    setupDrawPureColorUniforms();
2685    setupDrawColorFilterUniforms();
2686    setupDrawShaderUniforms(pureTranslate);
2687    setupDrawTextGammaUniforms();
2688
2689    const Rect* clip = pureTranslate ? mSnapshot->clipRect :
2690            (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip());
2691    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2692
2693    const bool hasActiveLayer = hasLayer();
2694
2695    bool status;
2696    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2697        SkPaint paintCopy(*paint);
2698        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2699        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2700                positions, hasActiveLayer ? &bounds : NULL);
2701    } else {
2702        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2703                positions, hasActiveLayer ? &bounds : NULL);
2704    }
2705
2706    if (status && hasActiveLayer) {
2707        if (!pureTranslate) {
2708            mSnapshot->transform->mapRect(bounds);
2709        }
2710        dirtyLayerUnchecked(bounds, getRegion());
2711    }
2712
2713    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2714
2715    return DrawGlInfo::kStatusDrew;
2716}
2717
2718status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2719        float hOffset, float vOffset, SkPaint* paint) {
2720    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2721            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2722        return DrawGlInfo::kStatusDone;
2723    }
2724
2725    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2726    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2727            paint->getTextSize());
2728
2729    int alpha;
2730    SkXfermode::Mode mode;
2731    getAlphaAndMode(paint, &alpha, &mode);
2732
2733    mCaches.activeTexture(0);
2734    setupDraw();
2735    setupDrawTextGamma(paint);
2736    setupDrawDirtyRegionsDisabled();
2737    setupDrawWithTexture(true);
2738    setupDrawAlpha8Color(paint->getColor(), alpha);
2739    setupDrawColorFilter();
2740    setupDrawShader();
2741    setupDrawBlending(true, mode);
2742    setupDrawProgram();
2743    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2744    setupDrawTexture(fontRenderer.getTexture(true));
2745    setupDrawPureColorUniforms();
2746    setupDrawColorFilterUniforms();
2747    setupDrawShaderUniforms(false);
2748    setupDrawTextGammaUniforms();
2749
2750    const Rect* clip = &mSnapshot->getLocalClip();
2751    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2752
2753    const bool hasActiveLayer = hasLayer();
2754
2755    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2756            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2757        if (hasActiveLayer) {
2758            mSnapshot->transform->mapRect(bounds);
2759            dirtyLayerUnchecked(bounds, getRegion());
2760        }
2761    }
2762
2763    return DrawGlInfo::kStatusDrew;
2764}
2765
2766status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2767    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2768
2769    mCaches.activeTexture(0);
2770
2771    // TODO: Perform early clip test before we rasterize the path
2772    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2773    if (!texture) return DrawGlInfo::kStatusDone;
2774    const AutoTexture autoCleanup(texture);
2775
2776    const float x = texture->left - texture->offset;
2777    const float y = texture->top - texture->offset;
2778
2779    drawPathTexture(texture, x, y, paint);
2780
2781    return DrawGlInfo::kStatusDrew;
2782}
2783
2784status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2785    if (!layer) {
2786        return DrawGlInfo::kStatusDone;
2787    }
2788
2789    mat4* transform = NULL;
2790    if (layer->isTextureLayer()) {
2791        transform = &layer->getTransform();
2792        if (!transform->isIdentity()) {
2793            save(0);
2794            mSnapshot->transform->multiply(*transform);
2795        }
2796    }
2797
2798    Rect transformed;
2799    Rect clip;
2800    const bool rejected = quickRejectNoScissor(x, y,
2801            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2802
2803    if (rejected) {
2804        if (transform && !transform->isIdentity()) {
2805            restore();
2806        }
2807        return DrawGlInfo::kStatusDone;
2808    }
2809
2810    updateLayer(layer, true);
2811
2812    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2813    mCaches.activeTexture(0);
2814
2815    if (CC_LIKELY(!layer->region.isEmpty())) {
2816        SkiaColorFilter* oldFilter = mColorFilter;
2817        mColorFilter = layer->getColorFilter();
2818
2819        if (layer->region.isRect()) {
2820            composeLayerRect(layer, layer->regionRect);
2821        } else if (layer->mesh) {
2822            const float a = layer->getAlpha() / 255.0f;
2823            setupDraw();
2824            setupDrawWithTexture();
2825            setupDrawColor(a, a, a, a);
2826            setupDrawColorFilter();
2827            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2828            setupDrawProgram();
2829            setupDrawPureColorUniforms();
2830            setupDrawColorFilterUniforms();
2831            setupDrawTexture(layer->getTexture());
2832            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2833                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2834                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2835
2836                layer->setFilter(GL_NEAREST);
2837                setupDrawModelViewTranslate(tx, ty,
2838                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2839            } else {
2840                layer->setFilter(GL_LINEAR);
2841                setupDrawModelViewTranslate(x, y,
2842                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2843            }
2844            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2845
2846            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2847                    GL_UNSIGNED_SHORT, layer->meshIndices);
2848
2849            finishDrawTexture();
2850
2851#if DEBUG_LAYERS_AS_REGIONS
2852            drawRegionRects(layer->region);
2853#endif
2854        }
2855
2856        mColorFilter = oldFilter;
2857
2858        if (layer->debugDrawUpdate) {
2859            layer->debugDrawUpdate = false;
2860            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2861                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2862        }
2863    }
2864
2865    if (transform && !transform->isIdentity()) {
2866        restore();
2867    }
2868
2869    return DrawGlInfo::kStatusDrew;
2870}
2871
2872///////////////////////////////////////////////////////////////////////////////
2873// Shaders
2874///////////////////////////////////////////////////////////////////////////////
2875
2876void OpenGLRenderer::resetShader() {
2877    mShader = NULL;
2878}
2879
2880void OpenGLRenderer::setupShader(SkiaShader* shader) {
2881    mShader = shader;
2882    if (mShader) {
2883        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2884    }
2885}
2886
2887///////////////////////////////////////////////////////////////////////////////
2888// Color filters
2889///////////////////////////////////////////////////////////////////////////////
2890
2891void OpenGLRenderer::resetColorFilter() {
2892    mColorFilter = NULL;
2893}
2894
2895void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2896    mColorFilter = filter;
2897}
2898
2899///////////////////////////////////////////////////////////////////////////////
2900// Drop shadow
2901///////////////////////////////////////////////////////////////////////////////
2902
2903void OpenGLRenderer::resetShadow() {
2904    mHasShadow = false;
2905}
2906
2907void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2908    mHasShadow = true;
2909    mShadowRadius = radius;
2910    mShadowDx = dx;
2911    mShadowDy = dy;
2912    mShadowColor = color;
2913}
2914
2915///////////////////////////////////////////////////////////////////////////////
2916// Draw filters
2917///////////////////////////////////////////////////////////////////////////////
2918
2919void OpenGLRenderer::resetPaintFilter() {
2920    mHasDrawFilter = false;
2921}
2922
2923void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2924    mHasDrawFilter = true;
2925    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2926    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2927}
2928
2929SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2930    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2931
2932    uint32_t flags = paint->getFlags();
2933
2934    mFilteredPaint = *paint;
2935    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2936
2937    return &mFilteredPaint;
2938}
2939
2940///////////////////////////////////////////////////////////////////////////////
2941// Drawing implementation
2942///////////////////////////////////////////////////////////////////////////////
2943
2944void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2945        float x, float y, SkPaint* paint) {
2946    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2947        return;
2948    }
2949
2950    int alpha;
2951    SkXfermode::Mode mode;
2952    getAlphaAndMode(paint, &alpha, &mode);
2953
2954    setupDraw();
2955    setupDrawWithTexture(true);
2956    setupDrawAlpha8Color(paint->getColor(), alpha);
2957    setupDrawColorFilter();
2958    setupDrawShader();
2959    setupDrawBlending(true, mode);
2960    setupDrawProgram();
2961    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2962    setupDrawTexture(texture->id);
2963    setupDrawPureColorUniforms();
2964    setupDrawColorFilterUniforms();
2965    setupDrawShaderUniforms();
2966    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2967
2968    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2969
2970    finishDrawTexture();
2971}
2972
2973// Same values used by Skia
2974#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2975#define kStdUnderline_Offset    (1.0f / 9.0f)
2976#define kStdUnderline_Thickness (1.0f / 18.0f)
2977
2978void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2979        float x, float y, SkPaint* paint) {
2980    // Handle underline and strike-through
2981    uint32_t flags = paint->getFlags();
2982    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2983        SkPaint paintCopy(*paint);
2984        float underlineWidth = length;
2985        // If length is > 0.0f, we already measured the text for the text alignment
2986        if (length <= 0.0f) {
2987            underlineWidth = paintCopy.measureText(text, bytesCount);
2988        }
2989
2990        if (CC_LIKELY(underlineWidth > 0.0f)) {
2991            const float textSize = paintCopy.getTextSize();
2992            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2993
2994            const float left = x;
2995            float top = 0.0f;
2996
2997            int linesCount = 0;
2998            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2999            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3000
3001            const int pointsCount = 4 * linesCount;
3002            float points[pointsCount];
3003            int currentPoint = 0;
3004
3005            if (flags & SkPaint::kUnderlineText_Flag) {
3006                top = y + textSize * kStdUnderline_Offset;
3007                points[currentPoint++] = left;
3008                points[currentPoint++] = top;
3009                points[currentPoint++] = left + underlineWidth;
3010                points[currentPoint++] = top;
3011            }
3012
3013            if (flags & SkPaint::kStrikeThruText_Flag) {
3014                top = y + textSize * kStdStrikeThru_Offset;
3015                points[currentPoint++] = left;
3016                points[currentPoint++] = top;
3017                points[currentPoint++] = left + underlineWidth;
3018                points[currentPoint++] = top;
3019            }
3020
3021            paintCopy.setStrokeWidth(strokeWidth);
3022
3023            drawLines(&points[0], pointsCount, &paintCopy);
3024        }
3025    }
3026}
3027
3028void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3029        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3030    // If a shader is set, preserve only the alpha
3031    if (mShader) {
3032        color |= 0x00ffffff;
3033    }
3034
3035    setupDraw();
3036    setupDrawNoTexture();
3037    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3038    setupDrawShader();
3039    setupDrawColorFilter();
3040    setupDrawBlending(mode);
3041    setupDrawProgram();
3042    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3043    setupDrawColorUniforms();
3044    setupDrawShaderUniforms(ignoreTransform);
3045    setupDrawColorFilterUniforms();
3046    setupDrawSimpleMesh();
3047
3048    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3049}
3050
3051void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3052        Texture* texture, SkPaint* paint) {
3053    int alpha;
3054    SkXfermode::Mode mode;
3055    getAlphaAndMode(paint, &alpha, &mode);
3056
3057    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3058
3059    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
3060        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
3061        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
3062
3063        texture->setFilter(GL_NEAREST, true);
3064        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3065                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3066                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3067    } else {
3068        texture->setFilter(FILTER(paint), true);
3069        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3070                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3071                GL_TRIANGLE_STRIP, gMeshCount);
3072    }
3073}
3074
3075void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3076        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3077    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3078            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3079}
3080
3081void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3082        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3083        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3084        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3085
3086    setupDraw();
3087    setupDrawWithTexture();
3088    setupDrawColor(alpha, alpha, alpha, alpha);
3089    setupDrawColorFilter();
3090    setupDrawBlending(blend, mode, swapSrcDst);
3091    setupDrawProgram();
3092    if (!dirty) {
3093        setupDrawDirtyRegionsDisabled();
3094    }
3095    if (!ignoreScale) {
3096        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3097    } else {
3098        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3099    }
3100    setupDrawPureColorUniforms();
3101    setupDrawColorFilterUniforms();
3102    setupDrawTexture(texture);
3103    setupDrawMesh(vertices, texCoords, vbo);
3104
3105    glDrawArrays(drawMode, 0, elementsCount);
3106
3107    finishDrawTexture();
3108}
3109
3110void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3111        ProgramDescription& description, bool swapSrcDst) {
3112    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3113
3114    if (blend) {
3115        // These blend modes are not supported by OpenGL directly and have
3116        // to be implemented using shaders. Since the shader will perform
3117        // the blending, turn blending off here
3118        // If the blend mode cannot be implemented using shaders, fall
3119        // back to the default SrcOver blend mode instead
3120        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3121            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
3122                description.framebufferMode = mode;
3123                description.swapSrcDst = swapSrcDst;
3124
3125                if (mCaches.blend) {
3126                    glDisable(GL_BLEND);
3127                    mCaches.blend = false;
3128                }
3129
3130                return;
3131            } else {
3132                mode = SkXfermode::kSrcOver_Mode;
3133            }
3134        }
3135
3136        if (!mCaches.blend) {
3137            glEnable(GL_BLEND);
3138        }
3139
3140        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3141        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3142
3143        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3144            glBlendFunc(sourceMode, destMode);
3145            mCaches.lastSrcMode = sourceMode;
3146            mCaches.lastDstMode = destMode;
3147        }
3148    } else if (mCaches.blend) {
3149        glDisable(GL_BLEND);
3150    }
3151    mCaches.blend = blend;
3152}
3153
3154bool OpenGLRenderer::useProgram(Program* program) {
3155    if (!program->isInUse()) {
3156        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3157        program->use();
3158        mCaches.currentProgram = program;
3159        return false;
3160    }
3161    return true;
3162}
3163
3164void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3165    TextureVertex* v = &mMeshVertices[0];
3166    TextureVertex::setUV(v++, u1, v1);
3167    TextureVertex::setUV(v++, u2, v1);
3168    TextureVertex::setUV(v++, u1, v2);
3169    TextureVertex::setUV(v++, u2, v2);
3170}
3171
3172void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3173    getAlphaAndModeDirect(paint, alpha,  mode);
3174    *alpha *= mSnapshot->alpha;
3175}
3176
3177}; // namespace uirenderer
3178}; // namespace android
3179