OpenGLRenderer.cpp revision 65fe5eeb19e2e15c8b1ee91e8a2dcf0c25e48ca6
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 "OpenGLRenderer.h"
20
21#include "DeferredDisplayList.h"
22#include "DisplayListRenderer.h"
23#include "Fence.h"
24#include "GammaFontRenderer.h"
25#include "Patch.h"
26#include "PathTessellator.h"
27#include "Properties.h"
28#include "RenderNode.h"
29#include "renderstate/RenderState.h"
30#include "ShadowTessellator.h"
31#include "SkiaShader.h"
32#include "Vector.h"
33#include "VertexBuffer.h"
34#include "utils/GLUtils.h"
35#include "utils/PaintUtils.h"
36#include "utils/TraceUtils.h"
37
38#include <stdlib.h>
39#include <stdint.h>
40#include <sys/types.h>
41
42#include <SkCanvas.h>
43#include <SkColor.h>
44#include <SkShader.h>
45#include <SkTypeface.h>
46
47#include <utils/Log.h>
48#include <utils/StopWatch.h>
49
50#include <private/hwui/DrawGlInfo.h>
51
52#include <ui/Rect.h>
53
54#if DEBUG_DETAILED_EVENTS
55    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
56#else
57    #define EVENT_LOGD(...)
58#endif
59
60namespace android {
61namespace uirenderer {
62
63static GLenum getFilter(const SkPaint* paint) {
64    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
65        return GL_LINEAR;
66    }
67    return GL_NEAREST;
68}
69
70///////////////////////////////////////////////////////////////////////////////
71// Globals
72///////////////////////////////////////////////////////////////////////////////
73
74/**
75 * Structure mapping Skia xfermodes to OpenGL blending factors.
76 */
77struct Blender {
78    SkXfermode::Mode mode;
79    GLenum src;
80    GLenum dst;
81}; // struct Blender
82
83// In this array, the index of each Blender equals the value of the first
84// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
85static const Blender gBlends[] = {
86    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
87    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
88    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
89    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
91    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
92    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
93    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
94    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
97    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
98    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
99    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
100    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
101};
102
103// This array contains the swapped version of each SkXfermode. For instance
104// this array's SrcOver blending mode is actually DstOver. You can refer to
105// createLayer() for more information on the purpose of this array.
106static const Blender gBlendsSwap[] = {
107    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
108    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
109    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
110    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
111    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
112    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
113    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
114    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
115    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
116    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
117    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
118    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
119    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
120    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
121    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
122};
123
124///////////////////////////////////////////////////////////////////////////////
125// Functions
126///////////////////////////////////////////////////////////////////////////////
127
128template<typename T>
129static inline T min(T a, T b) {
130    return a < b ? a : b;
131}
132
133///////////////////////////////////////////////////////////////////////////////
134// Constructors/destructor
135///////////////////////////////////////////////////////////////////////////////
136
137OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
138        : mState(*this)
139        , mCaches(Caches::getInstance())
140        , mExtensions(Extensions::getInstance())
141        , mRenderState(renderState)
142        , mFrameStarted(false)
143        , mScissorOptimizationDisabled(false)
144        , mSuppressTiling(false)
145        , mFirstFrameAfterResize(true)
146        , mDirty(false)
147        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
148        , mLightRadius(FLT_MIN)
149        , mAmbientShadowAlpha(0)
150        , mSpotShadowAlpha(0) {
151    // *set* draw modifiers to be 0
152    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
153    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
154
155    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
156}
157
158OpenGLRenderer::~OpenGLRenderer() {
159    // The context has already been destroyed at this point, do not call
160    // GL APIs. All GL state should be kept in Caches.h
161}
162
163void OpenGLRenderer::initProperties() {
164    char property[PROPERTY_VALUE_MAX];
165    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
166        mScissorOptimizationDisabled = !strcasecmp(property, "true");
167        INIT_LOGD("  Scissor optimization %s",
168                mScissorOptimizationDisabled ? "disabled" : "enabled");
169    } else {
170        INIT_LOGD("  Scissor optimization enabled");
171    }
172}
173
174void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
175        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
176    mLightCenter = lightCenter;
177    mLightRadius = lightRadius;
178    mAmbientShadowAlpha = ambientShadowAlpha;
179    mSpotShadowAlpha = spotShadowAlpha;
180}
181
182///////////////////////////////////////////////////////////////////////////////
183// Setup
184///////////////////////////////////////////////////////////////////////////////
185
186void OpenGLRenderer::onViewportInitialized() {
187    glDisable(GL_DITHER);
188    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
189
190    glEnableVertexAttribArray(Program::kBindingPosition);
191    mFirstFrameAfterResize = true;
192}
193
194void OpenGLRenderer::setupFrameState(float left, float top,
195        float right, float bottom, bool opaque) {
196    mCaches.clearGarbage();
197    mState.initializeSaveStack(left, top, right, bottom, mLightCenter);
198    mOpaque = opaque;
199    mTilingClip.set(left, top, right, bottom);
200}
201
202void OpenGLRenderer::startFrame() {
203    if (mFrameStarted) return;
204    mFrameStarted = true;
205
206    mState.setDirtyClip(true);
207
208    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
209
210    mRenderState.setViewport(mState.getWidth(), mState.getHeight());
211
212    // Functors break the tiling extension in pretty spectacular ways
213    // This ensures we don't use tiling when a functor is going to be
214    // invoked during the frame
215    mSuppressTiling = mCaches.hasRegisteredFunctors()
216            || mFirstFrameAfterResize;
217    mFirstFrameAfterResize = false;
218
219    startTilingCurrentClip(true);
220
221    debugOverdraw(true, true);
222
223    clear(mTilingClip.left, mTilingClip.top,
224            mTilingClip.right, mTilingClip.bottom, mOpaque);
225}
226
227void OpenGLRenderer::prepareDirty(float left, float top,
228        float right, float bottom, bool opaque) {
229
230    setupFrameState(left, top, right, bottom, opaque);
231
232    // Layer renderers will start the frame immediately
233    // The framebuffer renderer will first defer the display list
234    // for each layer and wait until the first drawing command
235    // to start the frame
236    if (currentSnapshot()->fbo == 0) {
237        syncState();
238        updateLayers();
239    } else {
240        startFrame();
241    }
242}
243
244void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
245    // If we know that we are going to redraw the entire framebuffer,
246    // perform a discard to let the driver know we don't need to preserve
247    // the back buffer for this frame.
248    if (mExtensions.hasDiscardFramebuffer() &&
249            left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) {
250        const bool isFbo = onGetTargetFbo() == 0;
251        const GLenum attachments[] = {
252                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
253                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
254        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
255    }
256}
257
258void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
259    if (!opaque) {
260        mRenderState.scissor().setEnabled(true);
261        mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top);
262        glClear(GL_COLOR_BUFFER_BIT);
263        mDirty = true;
264        return;
265    }
266
267    mRenderState.scissor().reset();
268}
269
270void OpenGLRenderer::syncState() {
271    if (mCaches.blend) {
272        glEnable(GL_BLEND);
273    } else {
274        glDisable(GL_BLEND);
275    }
276}
277
278void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
279    if (!mSuppressTiling) {
280        const Snapshot* snapshot = currentSnapshot();
281
282        const Rect* clip = &mTilingClip;
283        if (snapshot->flags & Snapshot::kFlagFboTarget) {
284            clip = &(snapshot->layer->clipRect);
285        }
286
287        startTiling(*clip, getViewportHeight(), opaque, expand);
288    }
289}
290
291void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
292    if (!mSuppressTiling) {
293        if(expand) {
294            // Expand the startTiling region by 1
295            int leftNotZero = (clip.left > 0) ? 1 : 0;
296            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
297
298            mCaches.startTiling(
299                clip.left - leftNotZero,
300                windowHeight - clip.bottom - topNotZero,
301                clip.right - clip.left + leftNotZero + 1,
302                clip.bottom - clip.top + topNotZero + 1,
303                opaque);
304        } else {
305            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
306                clip.right - clip.left, clip.bottom - clip.top, opaque);
307        }
308    }
309}
310
311void OpenGLRenderer::endTiling() {
312    if (!mSuppressTiling) mCaches.endTiling();
313}
314
315bool OpenGLRenderer::finish() {
316    renderOverdraw();
317    endTiling();
318    mTempPaths.clear();
319
320    // When finish() is invoked on FBO 0 we've reached the end
321    // of the current frame
322    if (onGetTargetFbo() == 0) {
323        mCaches.pathCache.trim();
324        mCaches.tessellationCache.trim();
325    }
326
327    if (!suppressErrorChecks()) {
328#if DEBUG_OPENGL
329        GLUtils::dumpGLErrors();
330#endif
331
332#if DEBUG_MEMORY_USAGE
333        mCaches.dumpMemoryUsage();
334#else
335        if (mCaches.getDebugLevel() & kDebugMemory) {
336            mCaches.dumpMemoryUsage();
337        }
338#endif
339    }
340
341    mFrameStarted = false;
342
343    return reportAndClearDirty();
344}
345
346void OpenGLRenderer::resumeAfterLayer() {
347    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
348    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
349    debugOverdraw(true, false);
350
351    mRenderState.scissor().reset();
352    dirtyClip();
353}
354
355void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
356    if (mState.currentlyIgnored()) return;
357
358    Rect clip(mState.currentClipRect());
359    clip.snapToPixelBoundaries();
360
361    // Since we don't know what the functor will draw, let's dirty
362    // the entire clip region
363    if (hasLayer()) {
364        dirtyLayerUnchecked(clip, getRegion());
365    }
366
367    DrawGlInfo info;
368    info.clipLeft = clip.left;
369    info.clipTop = clip.top;
370    info.clipRight = clip.right;
371    info.clipBottom = clip.bottom;
372    info.isLayer = hasLayer();
373    info.width = getViewportWidth();
374    info.height = getViewportHeight();
375    currentTransform()->copyTo(&info.transform[0]);
376
377    bool prevDirtyClip = mState.getDirtyClip();
378    // setup GL state for functor
379    if (mState.getDirtyClip()) {
380        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
381    }
382    if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) {
383        setScissorFromClip();
384    }
385
386    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
387    // Scissor may have been modified, reset dirty clip
388    dirtyClip();
389
390    mDirty = true;
391}
392
393///////////////////////////////////////////////////////////////////////////////
394// Debug
395///////////////////////////////////////////////////////////////////////////////
396
397void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
398#if DEBUG_DETAILED_EVENTS
399    const int BUFFER_SIZE = 256;
400    va_list ap;
401    char buf[BUFFER_SIZE];
402
403    va_start(ap, fmt);
404    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
405    va_end(ap);
406
407    eventMark(buf);
408#endif
409}
410
411
412void OpenGLRenderer::eventMark(const char* name) const {
413    mCaches.eventMark(0, name);
414}
415
416void OpenGLRenderer::startMark(const char* name) const {
417    mCaches.startMark(0, name);
418}
419
420void OpenGLRenderer::endMark() const {
421    mCaches.endMark();
422}
423
424void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
425    mRenderState.debugOverdraw(enable, clear);
426}
427
428void OpenGLRenderer::renderOverdraw() {
429    if (mCaches.debugOverdraw && onGetTargetFbo() == 0) {
430        const Rect* clip = &mTilingClip;
431
432        mRenderState.scissor().setEnabled(true);
433        mRenderState.scissor().set(clip->left,
434                mState.firstSnapshot()->getViewportHeight() - clip->bottom,
435                clip->right - clip->left,
436                clip->bottom - clip->top);
437
438        // 1x overdraw
439        mCaches.stencil.enableDebugTest(2);
440        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
441
442        // 2x overdraw
443        mCaches.stencil.enableDebugTest(3);
444        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
445
446        // 3x overdraw
447        mCaches.stencil.enableDebugTest(4);
448        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
449
450        // 4x overdraw and higher
451        mCaches.stencil.enableDebugTest(4, true);
452        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
453
454        mCaches.stencil.disable();
455    }
456}
457
458///////////////////////////////////////////////////////////////////////////////
459// Layers
460///////////////////////////////////////////////////////////////////////////////
461
462bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
463    if (layer->deferredUpdateScheduled && layer->renderer
464            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
465
466        if (inFrame) {
467            endTiling();
468            debugOverdraw(false, false);
469        }
470
471        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
472            layer->render(*this);
473        } else {
474            layer->defer(*this);
475        }
476
477        if (inFrame) {
478            resumeAfterLayer();
479            startTilingCurrentClip();
480        }
481
482        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
483        layer->hasDrawnSinceUpdate = false;
484
485        return true;
486    }
487
488    return false;
489}
490
491void OpenGLRenderer::updateLayers() {
492    // If draw deferring is enabled this method will simply defer
493    // the display list of each individual layer. The layers remain
494    // in the layer updates list which will be cleared by flushLayers().
495    int count = mLayerUpdates.size();
496    if (count > 0) {
497        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
498            startMark("Layer Updates");
499        } else {
500            startMark("Defer Layer Updates");
501        }
502
503        // Note: it is very important to update the layers in order
504        for (int i = 0; i < count; i++) {
505            Layer* layer = mLayerUpdates.itemAt(i).get();
506            updateLayer(layer, false);
507        }
508
509        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
510            mLayerUpdates.clear();
511            mRenderState.bindFramebuffer(onGetTargetFbo());
512        }
513        endMark();
514    }
515}
516
517void OpenGLRenderer::flushLayers() {
518    int count = mLayerUpdates.size();
519    if (count > 0) {
520        startMark("Apply Layer Updates");
521
522        // Note: it is very important to update the layers in order
523        for (int i = 0; i < count; i++) {
524            mLayerUpdates.itemAt(i)->flush();
525        }
526
527        mLayerUpdates.clear();
528        mRenderState.bindFramebuffer(onGetTargetFbo());
529
530        endMark();
531    }
532}
533
534void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
535    if (layer) {
536        // Make sure we don't introduce duplicates.
537        // SortedVector would do this automatically but we need to respect
538        // the insertion order. The linear search is not an issue since
539        // this list is usually very short (typically one item, at most a few)
540        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
541            if (mLayerUpdates.itemAt(i) == layer) {
542                return;
543            }
544        }
545        mLayerUpdates.push_back(layer);
546    }
547}
548
549void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
550    if (layer) {
551        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
552            if (mLayerUpdates.itemAt(i) == layer) {
553                mLayerUpdates.removeAt(i);
554                break;
555            }
556        }
557    }
558}
559
560void OpenGLRenderer::flushLayerUpdates() {
561    ATRACE_NAME("Update HW Layers");
562    syncState();
563    updateLayers();
564    flushLayers();
565    // Wait for all the layer updates to be executed
566    AutoFence fence;
567}
568
569void OpenGLRenderer::markLayersAsBuildLayers() {
570    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
571        mLayerUpdates[i]->wasBuildLayered = true;
572    }
573}
574
575///////////////////////////////////////////////////////////////////////////////
576// State management
577///////////////////////////////////////////////////////////////////////////////
578
579void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
580    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
581    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
582    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
583
584    if (restoreViewport) {
585        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
586    }
587
588    if (restoreClip) {
589        dirtyClip();
590    }
591
592    if (restoreLayer) {
593        endMark(); // Savelayer
594        ATRACE_END(); // SaveLayer
595        startMark("ComposeLayer");
596        composeLayer(removed, restored);
597        endMark();
598    }
599}
600
601///////////////////////////////////////////////////////////////////////////////
602// Layers
603///////////////////////////////////////////////////////////////////////////////
604
605int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
606        const SkPaint* paint, int flags, const SkPath* convexMask) {
607    // force matrix/clip isolation for layer
608    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
609
610    const int count = mState.saveSnapshot(flags);
611
612    if (!mState.currentlyIgnored()) {
613        createLayer(left, top, right, bottom, paint, flags, convexMask);
614    }
615
616    return count;
617}
618
619void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
620    const Rect untransformedBounds(bounds);
621
622    currentTransform()->mapRect(bounds);
623
624    // Layers only make sense if they are in the framebuffer's bounds
625    if (bounds.intersect(mState.currentClipRect())) {
626        // We cannot work with sub-pixels in this case
627        bounds.snapToPixelBoundaries();
628
629        // When the layer is not an FBO, we may use glCopyTexImage so we
630        // need to make sure the layer does not extend outside the bounds
631        // of the framebuffer
632        const Snapshot& previous = *(currentSnapshot()->previous);
633        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
634        if (!bounds.intersect(previousViewport)) {
635            bounds.setEmpty();
636        } else if (fboLayer) {
637            clip.set(bounds);
638            mat4 inverse;
639            inverse.loadInverse(*currentTransform());
640            inverse.mapRect(clip);
641            clip.snapToPixelBoundaries();
642            if (clip.intersect(untransformedBounds)) {
643                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
644                bounds.set(untransformedBounds);
645            } else {
646                clip.setEmpty();
647            }
648        }
649    } else {
650        bounds.setEmpty();
651    }
652}
653
654void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
655        bool fboLayer, int alpha) {
656    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
657            bounds.getHeight() > mCaches.maxTextureSize ||
658            (fboLayer && clip.isEmpty())) {
659        writableSnapshot()->empty = fboLayer;
660    } else {
661        writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer);
662    }
663}
664
665int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
666        const SkPaint* paint, int flags) {
667    const int count = mState.saveSnapshot(flags);
668
669    if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
670        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
671        // operations will be able to store and restore the current clip and transform info, and
672        // quick rejection will be correct (for display lists)
673
674        Rect bounds(left, top, right, bottom);
675        Rect clip;
676        calculateLayerBoundsAndClip(bounds, clip, true);
677        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
678
679        if (!mState.currentlyIgnored()) {
680            writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
681            writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
682            writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
683            writableSnapshot()->roundRectClipState = nullptr;
684        }
685    }
686
687    return count;
688}
689
690/**
691 * Layers are viewed by Skia are slightly different than layers in image editing
692 * programs (for instance.) When a layer is created, previously created layers
693 * and the frame buffer still receive every drawing command. For instance, if a
694 * layer is created and a shape intersecting the bounds of the layers and the
695 * framebuffer is draw, the shape will be drawn on both (unless the layer was
696 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
697 *
698 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
699 * texture. Unfortunately, this is inefficient as it requires every primitive to
700 * be drawn n + 1 times, where n is the number of active layers. In practice this
701 * means, for every primitive:
702 *   - Switch active frame buffer
703 *   - Change viewport, clip and projection matrix
704 *   - Issue the drawing
705 *
706 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
707 * To avoid this, layers are implemented in a different way here, at least in the
708 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
709 * is set. When this flag is set we can redirect all drawing operations into a
710 * single FBO.
711 *
712 * This implementation relies on the frame buffer being at least RGBA 8888. When
713 * a layer is created, only a texture is created, not an FBO. The content of the
714 * frame buffer contained within the layer's bounds is copied into this texture
715 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
716 * buffer and drawing continues as normal. This technique therefore treats the
717 * frame buffer as a scratch buffer for the layers.
718 *
719 * To compose the layers back onto the frame buffer, each layer texture
720 * (containing the original frame buffer data) is drawn as a simple quad over
721 * the frame buffer. The trick is that the quad is set as the composition
722 * destination in the blending equation, and the frame buffer becomes the source
723 * of the composition.
724 *
725 * Drawing layers with an alpha value requires an extra step before composition.
726 * An empty quad is drawn over the layer's region in the frame buffer. This quad
727 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
728 * quad is used to multiply the colors in the frame buffer. This is achieved by
729 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
730 * GL_ZERO, GL_SRC_ALPHA.
731 *
732 * Because glCopyTexImage2D() can be slow, an alternative implementation might
733 * be use to draw a single clipped layer. The implementation described above
734 * is correct in every case.
735 *
736 * (1) The frame buffer is actually not cleared right away. To allow the GPU
737 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
738 *     buffer is left untouched until the first drawing operation. Only when
739 *     something actually gets drawn are the layers regions cleared.
740 */
741bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
742        const SkPaint* paint, int flags, const SkPath* convexMask) {
743    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
744    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
745
746    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
747
748    // Window coordinates of the layer
749    Rect clip;
750    Rect bounds(left, top, right, bottom);
751    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
752    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
753
754    // Bail out if we won't draw in this snapshot
755    if (mState.currentlyIgnored()) {
756        return false;
757    }
758
759    mCaches.activeTexture(0);
760    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
761    if (!layer) {
762        return false;
763    }
764
765    layer->setPaint(paint);
766    layer->layer.set(bounds);
767    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
768            bounds.getWidth() / float(layer->getWidth()), 0.0f);
769
770    layer->setBlend(true);
771    layer->setDirty(false);
772    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
773
774    // Save the layer in the snapshot
775    writableSnapshot()->flags |= Snapshot::kFlagIsLayer;
776    writableSnapshot()->layer = layer;
777
778    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
779            fboLayer ? "" : "unclipped ",
780            layer->getWidth(), layer->getHeight());
781    startMark("SaveLayer");
782    if (fboLayer) {
783        return createFboLayer(layer, bounds, clip);
784    } else {
785        // Copy the framebuffer into the layer
786        layer->bindTexture();
787        if (!bounds.isEmpty()) {
788            if (layer->isEmpty()) {
789                // Workaround for some GL drivers. When reading pixels lying outside
790                // of the window we should get undefined values for those pixels.
791                // Unfortunately some drivers will turn the entire target texture black
792                // when reading outside of the window.
793                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
794                        0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
795                layer->setEmpty(false);
796            }
797
798            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
799                    bounds.left, getViewportHeight() - bounds.bottom,
800                    bounds.getWidth(), bounds.getHeight());
801
802            // Enqueue the buffer coordinates to clear the corresponding region later
803            mLayers.push_back(Rect(bounds));
804        }
805    }
806
807    return true;
808}
809
810bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
811    layer->clipRect.set(clip);
812    layer->setFbo(mCaches.fboCache.get());
813
814    writableSnapshot()->region = &writableSnapshot()->layer->region;
815    writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
816    writableSnapshot()->fbo = layer->getFbo();
817    writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
818    writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
819    writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
820    writableSnapshot()->roundRectClipState = nullptr;
821
822    endTiling();
823    debugOverdraw(false, false);
824    // Bind texture to FBO
825    mRenderState.bindFramebuffer(layer->getFbo());
826    layer->bindTexture();
827
828    // Initialize the texture if needed
829    if (layer->isEmpty()) {
830        layer->allocateTexture();
831        layer->setEmpty(false);
832    }
833
834    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
835            layer->getTexture(), 0);
836
837    // Expand the startTiling region by 1
838    startTilingCurrentClip(true, true);
839
840    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
841    mRenderState.scissor().setEnabled(true);
842    mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
843            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
844    glClear(GL_COLOR_BUFFER_BIT);
845
846    dirtyClip();
847
848    // Change the ortho projection
849    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
850    return true;
851}
852
853/**
854 * Read the documentation of createLayer() before doing anything in this method.
855 */
856void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
857    if (!removed.layer) {
858        ALOGE("Attempting to compose a layer that does not exist");
859        return;
860    }
861
862    Layer* layer = removed.layer;
863    const Rect& rect = layer->layer;
864    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
865
866    bool clipRequired = false;
867    mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
868            &clipRequired, nullptr, false); // safely ignore return, should never be rejected
869    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
870
871    if (fboLayer) {
872        endTiling();
873
874        // Detach the texture from the FBO
875        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
876
877        layer->removeFbo(false);
878
879        // Unbind current FBO and restore previous one
880        mRenderState.bindFramebuffer(restored.fbo);
881        debugOverdraw(true, false);
882
883        startTilingCurrentClip();
884    }
885
886    if (!fboLayer && layer->getAlpha() < 255) {
887        SkPaint layerPaint;
888        layerPaint.setAlpha(layer->getAlpha());
889        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
890        layerPaint.setColorFilter(layer->getColorFilter());
891
892        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
893        // Required below, composeLayerRect() will divide by 255
894        layer->setAlpha(255);
895    }
896
897    mCaches.unbindMeshBuffer();
898
899    mCaches.activeTexture(0);
900
901    // When the layer is stored in an FBO, we can save a bit of fillrate by
902    // drawing only the dirty region
903    if (fboLayer) {
904        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
905        composeLayerRegion(layer, rect);
906    } else if (!rect.isEmpty()) {
907        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
908
909        save(0);
910        // the layer contains screen buffer content that shouldn't be alpha modulated
911        // (and any necessary alpha modulation was handled drawing into the layer)
912        writableSnapshot()->alpha = 1.0f;
913        composeLayerRect(layer, rect, true);
914        restore();
915    }
916
917    dirtyClip();
918
919    // Failing to add the layer to the cache should happen only if the layer is too large
920    layer->setConvexMask(nullptr);
921    if (!mCaches.layerCache.put(layer)) {
922        LAYER_LOGD("Deleting layer");
923        layer->decStrong(nullptr);
924    }
925}
926
927void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
928    float alpha = getLayerAlpha(layer);
929
930    setupDraw();
931    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
932        setupDrawWithTexture();
933    } else {
934        setupDrawWithExternalTexture();
935    }
936    setupDrawTextureTransform();
937    setupDrawColor(alpha, alpha, alpha, alpha);
938    setupDrawColorFilter(layer->getColorFilter());
939    setupDrawBlending(layer);
940    setupDrawProgram();
941    setupDrawPureColorUniforms();
942    setupDrawColorFilterUniforms(layer->getColorFilter());
943    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
944        setupDrawTexture(layer->getTexture());
945    } else {
946        setupDrawExternalTexture(layer->getTexture());
947    }
948    if (currentTransform()->isPureTranslate() &&
949            !layer->getForceFilter() &&
950            layer->getWidth() == (uint32_t) rect.getWidth() &&
951            layer->getHeight() == (uint32_t) rect.getHeight()) {
952        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
953        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
954
955        layer->setFilter(GL_NEAREST);
956        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
957                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
958    } else {
959        layer->setFilter(GL_LINEAR);
960        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
961                rect.left, rect.top, rect.right, rect.bottom);
962    }
963    setupDrawTextureTransformUniforms(layer->getTexTransform());
964    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
965
966    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
967}
968
969void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
970    if (layer->isTextureLayer()) {
971        EVENT_LOGD("composeTextureLayerRect");
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    } else {
976        EVENT_LOGD("composeHardwareLayerRect");
977        const Rect& texCoords = layer->texCoords;
978        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
979                texCoords.right, texCoords.bottom);
980
981        float x = rect.left;
982        float y = rect.top;
983        bool simpleTransform = currentTransform()->isPureTranslate() &&
984                layer->getWidth() == (uint32_t) rect.getWidth() &&
985                layer->getHeight() == (uint32_t) rect.getHeight();
986
987        if (simpleTransform) {
988            // When we're swapping, the layer is already in screen coordinates
989            if (!swap) {
990                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
991                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
992            }
993
994            layer->setFilter(GL_NEAREST, true);
995        } else {
996            layer->setFilter(GL_LINEAR, true);
997        }
998
999        SkPaint layerPaint;
1000        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1001        layerPaint.setXfermodeMode(layer->getMode());
1002        layerPaint.setColorFilter(layer->getColorFilter());
1003
1004        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1005        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1006                layer->getTexture(), &layerPaint, blend,
1007                &mMeshVertices[0].x, &mMeshVertices[0].u,
1008                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1009
1010        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1011    }
1012}
1013
1014/**
1015 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1016 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1017 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1018 * by saveLayer's restore
1019 */
1020#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                               \
1021        DRAW_COMMAND;                                                              \
1022        if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \
1023            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                   \
1024            DRAW_COMMAND;                                                          \
1025            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                       \
1026        }                                                                          \
1027    }
1028
1029#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1030
1031// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1032// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1033class LayerShader : public SkShader {
1034public:
1035    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1036    : INHERITED(localMatrix)
1037    , mLayer(layer) {
1038    }
1039
1040    virtual bool asACustomShader(void** data) const override {
1041        if (data) {
1042            *data = static_cast<void*>(mLayer);
1043        }
1044        return true;
1045    }
1046
1047    virtual bool isOpaque() const override {
1048        return !mLayer->isBlend();
1049    }
1050
1051protected:
1052    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1053        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1054    }
1055
1056    virtual void flatten(SkWriteBuffer&) const override {
1057        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1058    }
1059
1060    virtual Factory getFactory() const override {
1061        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1062        return nullptr;
1063    }
1064private:
1065    // Unowned.
1066    Layer* mLayer;
1067    typedef SkShader INHERITED;
1068};
1069
1070void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1071    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1072
1073    if (layer->getConvexMask()) {
1074        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1075
1076        // clip to the area of the layer the mask can be larger
1077        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1078
1079        SkPaint paint;
1080        paint.setAntiAlias(true);
1081        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1082
1083        // create LayerShader to map SaveLayer content into subsequent draw
1084        SkMatrix shaderMatrix;
1085        shaderMatrix.setTranslate(rect.left, rect.bottom);
1086        shaderMatrix.preScale(1, -1);
1087        LayerShader layerShader(layer, &shaderMatrix);
1088        paint.setShader(&layerShader);
1089
1090        // Since the drawing primitive is defined in local drawing space,
1091        // we don't need to modify the draw matrix
1092        const SkPath* maskPath = layer->getConvexMask();
1093        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1094
1095        paint.setShader(nullptr);
1096        restore();
1097
1098        return;
1099    }
1100
1101    if (layer->region.isRect()) {
1102        layer->setRegionAsRect();
1103
1104        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1105
1106        layer->region.clear();
1107        return;
1108    }
1109
1110    EVENT_LOGD("composeLayerRegion");
1111    // standard Region based draw
1112    size_t count;
1113    const android::Rect* rects;
1114    Region safeRegion;
1115    if (CC_LIKELY(hasRectToRectTransform())) {
1116        rects = layer->region.getArray(&count);
1117    } else {
1118        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1119        rects = safeRegion.getArray(&count);
1120    }
1121
1122    const float alpha = getLayerAlpha(layer);
1123    const float texX = 1.0f / float(layer->getWidth());
1124    const float texY = 1.0f / float(layer->getHeight());
1125    const float height = rect.getHeight();
1126
1127    setupDraw();
1128
1129    // We must get (and therefore bind) the region mesh buffer
1130    // after we setup drawing in case we need to mess with the
1131    // stencil buffer in setupDraw()
1132    TextureVertex* mesh = mCaches.getRegionMesh();
1133    uint32_t numQuads = 0;
1134
1135    setupDrawWithTexture();
1136    setupDrawColor(alpha, alpha, alpha, alpha);
1137    setupDrawColorFilter(layer->getColorFilter());
1138    setupDrawBlending(layer);
1139    setupDrawProgram();
1140    setupDrawDirtyRegionsDisabled();
1141    setupDrawPureColorUniforms();
1142    setupDrawColorFilterUniforms(layer->getColorFilter());
1143    setupDrawTexture(layer->getTexture());
1144    if (currentTransform()->isPureTranslate()) {
1145        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1146        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1147
1148        layer->setFilter(GL_NEAREST);
1149        setupDrawModelView(kModelViewMode_Translate, false,
1150                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1151    } else {
1152        layer->setFilter(GL_LINEAR);
1153        setupDrawModelView(kModelViewMode_Translate, false,
1154                rect.left, rect.top, rect.right, rect.bottom);
1155    }
1156    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1157
1158    for (size_t i = 0; i < count; i++) {
1159        const android::Rect* r = &rects[i];
1160
1161        const float u1 = r->left * texX;
1162        const float v1 = (height - r->top) * texY;
1163        const float u2 = r->right * texX;
1164        const float v2 = (height - r->bottom) * texY;
1165
1166        // TODO: Reject quads outside of the clip
1167        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1168        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1169        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1170        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1171
1172        numQuads++;
1173
1174        if (numQuads >= gMaxNumberOfQuads) {
1175            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1176                    GL_UNSIGNED_SHORT, nullptr));
1177            numQuads = 0;
1178            mesh = mCaches.getRegionMesh();
1179        }
1180    }
1181
1182    if (numQuads > 0) {
1183        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1184                GL_UNSIGNED_SHORT, nullptr));
1185    }
1186
1187#if DEBUG_LAYERS_AS_REGIONS
1188    drawRegionRectsDebug(layer->region);
1189#endif
1190
1191    layer->region.clear();
1192}
1193
1194#if DEBUG_LAYERS_AS_REGIONS
1195void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1196    size_t count;
1197    const android::Rect* rects = region.getArray(&count);
1198
1199    uint32_t colors[] = {
1200            0x7fff0000, 0x7f00ff00,
1201            0x7f0000ff, 0x7fff00ff,
1202    };
1203
1204    int offset = 0;
1205    int32_t top = rects[0].top;
1206
1207    for (size_t i = 0; i < count; i++) {
1208        if (top != rects[i].top) {
1209            offset ^= 0x2;
1210            top = rects[i].top;
1211        }
1212
1213        SkPaint paint;
1214        paint.setColor(colors[offset + (i & 0x1)]);
1215        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1216        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1217    }
1218}
1219#endif
1220
1221void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1222    Vector<float> rects;
1223
1224    SkRegion::Iterator it(region);
1225    while (!it.done()) {
1226        const SkIRect& r = it.rect();
1227        rects.push(r.fLeft);
1228        rects.push(r.fTop);
1229        rects.push(r.fRight);
1230        rects.push(r.fBottom);
1231        it.next();
1232    }
1233
1234    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1235}
1236
1237void OpenGLRenderer::dirtyLayer(const float left, const float top,
1238        const float right, const float bottom, const mat4 transform) {
1239    if (hasLayer()) {
1240        Rect bounds(left, top, right, bottom);
1241        transform.mapRect(bounds);
1242        dirtyLayerUnchecked(bounds, getRegion());
1243    }
1244}
1245
1246void OpenGLRenderer::dirtyLayer(const float left, const float top,
1247        const float right, const float bottom) {
1248    if (hasLayer()) {
1249        Rect bounds(left, top, right, bottom);
1250        dirtyLayerUnchecked(bounds, getRegion());
1251    }
1252}
1253
1254void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1255    if (bounds.intersect(mState.currentClipRect())) {
1256        bounds.snapToPixelBoundaries();
1257        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1258        if (!dirty.isEmpty()) {
1259            region->orSelf(dirty);
1260        }
1261    }
1262}
1263
1264void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1265    GLsizei elementsCount = quadsCount * 6;
1266    while (elementsCount > 0) {
1267        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1268
1269        setupDrawIndexedVertices(&mesh[0].x);
1270        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr);
1271
1272        elementsCount -= drawCount;
1273        // Though there are 4 vertices in a quad, we use 6 indices per
1274        // quad to draw with GL_TRIANGLES
1275        mesh += (drawCount / 6) * 4;
1276    }
1277}
1278
1279void OpenGLRenderer::clearLayerRegions() {
1280    const size_t count = mLayers.size();
1281    if (count == 0) return;
1282
1283    if (!mState.currentlyIgnored()) {
1284        EVENT_LOGD("clearLayerRegions");
1285        // Doing several glScissor/glClear here can negatively impact
1286        // GPUs with a tiler architecture, instead we draw quads with
1287        // the Clear blending mode
1288
1289        // The list contains bounds that have already been clipped
1290        // against their initial clip rect, and the current clip
1291        // is likely different so we need to disable clipping here
1292        bool scissorChanged = mRenderState.scissor().setEnabled(false);
1293
1294        Vertex mesh[count * 4];
1295        Vertex* vertex = mesh;
1296
1297        for (uint32_t i = 0; i < count; i++) {
1298            const Rect& bounds = mLayers[i];
1299
1300            Vertex::set(vertex++, bounds.left, bounds.top);
1301            Vertex::set(vertex++, bounds.right, bounds.top);
1302            Vertex::set(vertex++, bounds.left, bounds.bottom);
1303            Vertex::set(vertex++, bounds.right, bounds.bottom);
1304        }
1305        // We must clear the list of dirty rects before we
1306        // call setupDraw() to prevent stencil setup to do
1307        // the same thing again
1308        mLayers.clear();
1309
1310        SkPaint clearPaint;
1311        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1312
1313        setupDraw(false);
1314        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1315        setupDrawBlending(&clearPaint, true);
1316        setupDrawProgram();
1317        setupDrawPureColorUniforms();
1318        setupDrawModelView(kModelViewMode_Translate, false,
1319                0.0f, 0.0f, 0.0f, 0.0f, true);
1320
1321        issueIndexedQuadDraw(&mesh[0], count);
1322
1323        if (scissorChanged) mRenderState.scissor().setEnabled(true);
1324    } else {
1325        mLayers.clear();
1326    }
1327}
1328
1329///////////////////////////////////////////////////////////////////////////////
1330// State Deferral
1331///////////////////////////////////////////////////////////////////////////////
1332
1333bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1334    const Rect& currentClip = mState.currentClipRect();
1335    const mat4* currentMatrix = currentTransform();
1336
1337    if (stateDeferFlags & kStateDeferFlag_Draw) {
1338        // state has bounds initialized in local coordinates
1339        if (!state.mBounds.isEmpty()) {
1340            currentMatrix->mapRect(state.mBounds);
1341            Rect clippedBounds(state.mBounds);
1342            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1343            // is used, it should more closely duplicate the quickReject logic (in how it uses
1344            // snapToPixelBoundaries)
1345
1346            if (!clippedBounds.intersect(currentClip)) {
1347                // quick rejected
1348                return true;
1349            }
1350
1351            state.mClipSideFlags = kClipSide_None;
1352            if (!currentClip.contains(state.mBounds)) {
1353                int& flags = state.mClipSideFlags;
1354                // op partially clipped, so record which sides are clipped for clip-aware merging
1355                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1356                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1357                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1358                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1359            }
1360            state.mBounds.set(clippedBounds);
1361        } else {
1362            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1363            // overdraw avoidance (since we don't know what it overlaps)
1364            state.mClipSideFlags = kClipSide_ConservativeFull;
1365            state.mBounds.set(currentClip);
1366        }
1367    }
1368
1369    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1370    if (state.mClipValid) {
1371        state.mClip.set(currentClip);
1372    }
1373
1374    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1375    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1376    state.mMatrix.load(*currentMatrix);
1377    state.mDrawModifiers = mDrawModifiers;
1378    state.mAlpha = currentSnapshot()->alpha;
1379
1380    // always store/restore, since it's just a pointer
1381    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1382    return false;
1383}
1384
1385void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1386    setMatrix(state.mMatrix);
1387    writableSnapshot()->alpha = state.mAlpha;
1388    mDrawModifiers = state.mDrawModifiers;
1389    writableSnapshot()->roundRectClipState = state.mRoundRectClipState;
1390
1391    if (state.mClipValid && !skipClipRestore) {
1392        writableSnapshot()->setClip(state.mClip.left, state.mClip.top,
1393                state.mClip.right, state.mClip.bottom);
1394        dirtyClip();
1395    }
1396}
1397
1398/**
1399 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1400 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1401 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1402 *
1403 * This method should be called when restoreDisplayState() won't be restoring the clip
1404 */
1405void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1406    if (clipRect != nullptr) {
1407        writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1408    } else {
1409        writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight());
1410    }
1411    dirtyClip();
1412    bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled;
1413    mRenderState.scissor().setEnabled(enableScissor);
1414}
1415
1416///////////////////////////////////////////////////////////////////////////////
1417// Clipping
1418///////////////////////////////////////////////////////////////////////////////
1419
1420void OpenGLRenderer::setScissorFromClip() {
1421    Rect clip(mState.currentClipRect());
1422    clip.snapToPixelBoundaries();
1423
1424    if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom,
1425            clip.getWidth(), clip.getHeight())) {
1426        mState.setDirtyClip(false);
1427    }
1428}
1429
1430void OpenGLRenderer::ensureStencilBuffer() {
1431    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1432    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1433    // just hope we have one when hasLayer() returns false.
1434    if (hasLayer()) {
1435        attachStencilBufferToLayer(currentSnapshot()->layer);
1436    }
1437}
1438
1439void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1440    // The layer's FBO is already bound when we reach this stage
1441    if (!layer->getStencilRenderBuffer()) {
1442        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1443        // is attached after we initiated tiling. We must turn it off,
1444        // attach the new render buffer then turn tiling back on
1445        endTiling();
1446
1447        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1448                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1449        layer->setStencilRenderBuffer(buffer);
1450
1451        startTiling(layer->clipRect, layer->layer.getHeight());
1452    }
1453}
1454
1455static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform,
1456        float x, float y) {
1457    Vertex v;
1458    v.x = x;
1459    v.y = y;
1460    transform.mapPoint(v.x, v.y);
1461    rectangleVertices.push_back(v);
1462}
1463
1464static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) {
1465    Vertex v;
1466    v.x = x;
1467    v.y = y;
1468    rectangleVertices.push_back(v);
1469}
1470
1471void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) {
1472    int count = rectangleList.getTransformedRectanglesCount();
1473    std::vector<Vertex> rectangleVertices(count * 4);
1474    Rect scissorBox = rectangleList.calculateBounds();
1475    scissorBox.snapToPixelBoundaries();
1476    for (int i = 0; i < count; ++i) {
1477        const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i));
1478        const Matrix4& transform = tr.getTransform();
1479        Rect bounds = tr.getBounds();
1480        if (transform.rectToRect()) {
1481            transform.mapRect(bounds);
1482            if (!bounds.intersect(scissorBox)) {
1483                bounds.setEmpty();
1484            } else {
1485                handlePointNoTransform(rectangleVertices, bounds.left, bounds.top);
1486                handlePointNoTransform(rectangleVertices, bounds.right, bounds.top);
1487                handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom);
1488                handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom);
1489            }
1490        } else {
1491            handlePoint(rectangleVertices, transform, bounds.left, bounds.top);
1492            handlePoint(rectangleVertices, transform, bounds.right, bounds.top);
1493            handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom);
1494            handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom);
1495        }
1496    }
1497
1498    mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom,
1499            scissorBox.getWidth(), scissorBox.getHeight());
1500
1501    const SkPaint* paint = nullptr;
1502    setupDraw();
1503    setupDrawNoTexture();
1504    setupDrawColor(0, 0xff * currentSnapshot()->alpha);
1505    setupDrawShader(getShader(paint));
1506    setupDrawColorFilter(getColorFilter(paint));
1507    setupDrawBlending(paint);
1508    setupDrawProgram();
1509    setupDrawDirtyRegionsDisabled();
1510    setupDrawModelView(kModelViewMode_Translate, false,
1511            0.0f, 0.0f, 0.0f, 0.0f, true);
1512    setupDrawColorUniforms(getShader(paint));
1513    setupDrawShaderUniforms(getShader(paint));
1514    setupDrawColorFilterUniforms(getColorFilter(paint));
1515
1516    issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4);
1517}
1518
1519void OpenGLRenderer::setStencilFromClip() {
1520    if (!mCaches.debugOverdraw) {
1521        if (!currentSnapshot()->clipIsSimple()) {
1522            int incrementThreshold;
1523            EVENT_LOGD("setStencilFromClip - enabling");
1524
1525            // NOTE: The order here is important, we must set dirtyClip to false
1526            //       before any draw call to avoid calling back into this method
1527            mState.setDirtyClip(false);
1528
1529            ensureStencilBuffer();
1530
1531            const ClipArea& clipArea = currentSnapshot()->getClipArea();
1532
1533            bool isRectangleList = clipArea.isRectangleList();
1534            if (isRectangleList) {
1535                incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount();
1536            } else {
1537                incrementThreshold = 0;
1538            }
1539
1540            mCaches.stencil.enableWrite(incrementThreshold);
1541
1542            // Clean and update the stencil, but first make sure we restrict drawing
1543            // to the region's bounds
1544            bool resetScissor = mRenderState.scissor().setEnabled(true);
1545            if (resetScissor) {
1546                // The scissor was not set so we now need to update it
1547                setScissorFromClip();
1548            }
1549
1550            mCaches.stencil.clear();
1551
1552            // stash and disable the outline clip state, since stencil doesn't account for outline
1553            bool storedSkipOutlineClip = mSkipOutlineClip;
1554            mSkipOutlineClip = true;
1555
1556            SkPaint paint;
1557            paint.setColor(SK_ColorBLACK);
1558            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1559
1560            if (isRectangleList) {
1561                drawRectangleList(clipArea.getRectangleList());
1562            } else {
1563                // NOTE: We could use the region contour path to generate a smaller mesh
1564                //       Since we are using the stencil we could use the red book path
1565                //       drawing technique. It might increase bandwidth usage though.
1566
1567                // The last parameter is important: we are not drawing in the color buffer
1568                // so we don't want to dirty the current layer, if any
1569                drawRegionRects(clipArea.getClipRegion(), paint, false);
1570            }
1571            if (resetScissor) mRenderState.scissor().setEnabled(false);
1572            mSkipOutlineClip = storedSkipOutlineClip;
1573
1574            mCaches.stencil.enableTest(incrementThreshold);
1575
1576            // Draw the region used to generate the stencil if the appropriate debug
1577            // mode is enabled
1578            // TODO: Implement for rectangle list clip areas
1579            if (mCaches.debugStencilClip == Caches::kStencilShowRegion &&
1580                    !clipArea.isRectangleList()) {
1581                paint.setColor(0x7f0000ff);
1582                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1583                drawRegionRects(currentSnapshot()->getClipRegion(), paint);
1584            }
1585        } else {
1586            EVENT_LOGD("setStencilFromClip - disabling");
1587            mCaches.stencil.disable();
1588        }
1589    }
1590}
1591
1592/**
1593 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1594 *
1595 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1596 *         style, and tessellated AA ramp
1597 */
1598bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1599        const SkPaint* paint) {
1600    bool snapOut = paint && paint->isAntiAlias();
1601
1602    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1603        float outset = paint->getStrokeWidth() * 0.5f;
1604        left -= outset;
1605        top -= outset;
1606        right += outset;
1607        bottom += outset;
1608    }
1609
1610    bool clipRequired = false;
1611    bool roundRectClipRequired = false;
1612    if (mState.calculateQuickRejectForScissor(left, top, right, bottom,
1613            &clipRequired, &roundRectClipRequired, snapOut)) {
1614        return true;
1615    }
1616
1617    // not quick rejected, so enable the scissor if clipRequired
1618    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
1619    mSkipOutlineClip = !roundRectClipRequired;
1620    return false;
1621}
1622
1623void OpenGLRenderer::debugClip() {
1624#if DEBUG_CLIP_REGIONS
1625    if (!currentSnapshot()->clipRegion->isEmpty()) {
1626        SkPaint paint;
1627        paint.setColor(0x7f00ff00);
1628        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1629
1630    }
1631#endif
1632}
1633
1634///////////////////////////////////////////////////////////////////////////////
1635// Drawing commands
1636///////////////////////////////////////////////////////////////////////////////
1637
1638void OpenGLRenderer::setupDraw(bool clearLayer) {
1639    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1640    //       changes the scissor test state
1641    if (clearLayer) clearLayerRegions();
1642    // Make sure setScissor & setStencil happen at the beginning of
1643    // this method
1644    if (mState.getDirtyClip()) {
1645        if (mRenderState.scissor().isEnabled()) {
1646            setScissorFromClip();
1647        }
1648
1649        setStencilFromClip();
1650    }
1651
1652    mDescription.reset();
1653
1654    mSetShaderColor = false;
1655    mColorSet = false;
1656    mColorA = mColorR = mColorG = mColorB = 0.0f;
1657    mTextureUnit = 0;
1658    mTrackDirtyRegions = true;
1659
1660    // Enable debug highlight when what we're about to draw is tested against
1661    // the stencil buffer and if stencil highlight debugging is on
1662    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1663            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1664            mCaches.stencil.isTestEnabled();
1665}
1666
1667void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1668    mDescription.hasTexture = true;
1669    mDescription.hasAlpha8Texture = isAlpha8;
1670}
1671
1672void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1673    mDescription.hasTexture = true;
1674    mDescription.hasColors = true;
1675    mDescription.hasAlpha8Texture = isAlpha8;
1676}
1677
1678void OpenGLRenderer::setupDrawWithExternalTexture() {
1679    mDescription.hasExternalTexture = true;
1680}
1681
1682void OpenGLRenderer::setupDrawNoTexture() {
1683    mCaches.disableTexCoordsVertexArray();
1684}
1685
1686void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1687    mDescription.hasVertexAlpha = true;
1688    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1689}
1690
1691void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1692    mColorA = alpha / 255.0f;
1693    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1694    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1695    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1696    mColorSet = true;
1697    mSetShaderColor = mDescription.setColorModulate(mColorA);
1698}
1699
1700void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1701    mColorA = alpha / 255.0f;
1702    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1703    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1704    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1705    mColorSet = true;
1706    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1707}
1708
1709void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1710    mCaches.fontRenderer->describe(mDescription, paint);
1711}
1712
1713void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1714    mColorA = a;
1715    mColorR = r;
1716    mColorG = g;
1717    mColorB = b;
1718    mColorSet = true;
1719    mSetShaderColor = mDescription.setColorModulate(a);
1720}
1721
1722void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1723    if (shader != nullptr) {
1724        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1725    }
1726}
1727
1728void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1729    if (filter == nullptr) {
1730        return;
1731    }
1732
1733    SkXfermode::Mode mode;
1734    if (filter->asColorMode(nullptr, &mode)) {
1735        mDescription.colorOp = ProgramDescription::kColorBlend;
1736        mDescription.colorMode = mode;
1737    } else if (filter->asColorMatrix(nullptr)) {
1738        mDescription.colorOp = ProgramDescription::kColorMatrix;
1739    }
1740}
1741
1742void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1743    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1744        mColorA = 1.0f;
1745        mColorR = mColorG = mColorB = 0.0f;
1746        mSetShaderColor = mDescription.modulate = true;
1747    }
1748}
1749
1750void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1751    SkXfermode::Mode mode = layer->getMode();
1752    // When the blending mode is kClear_Mode, we need to use a modulate color
1753    // argb=1,0,0,0
1754    accountForClear(mode);
1755    // TODO: check shader blending, once we have shader drawing support for layers.
1756    bool blend = layer->isBlend()
1757            || getLayerAlpha(layer) < 1.0f
1758            || (mColorSet && mColorA < 1.0f)
1759            || PaintUtils::isBlendedColorFilter(layer->getColorFilter());
1760    chooseBlending(blend, mode, mDescription, swapSrcDst);
1761}
1762
1763void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1764    SkXfermode::Mode mode = getXfermodeDirect(paint);
1765    // When the blending mode is kClear_Mode, we need to use a modulate color
1766    // argb=1,0,0,0
1767    accountForClear(mode);
1768    blend |= (mColorSet && mColorA < 1.0f) ||
1769            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1770            PaintUtils::isBlendedColorFilter(getColorFilter(paint));
1771    chooseBlending(blend, mode, mDescription, swapSrcDst);
1772}
1773
1774void OpenGLRenderer::setupDrawProgram() {
1775    useProgram(mCaches.programCache.get(mDescription));
1776    if (mDescription.hasRoundRectClip) {
1777        // TODO: avoid doing this repeatedly, stashing state pointer in program
1778        const RoundRectClipState* state = writableSnapshot()->roundRectClipState;
1779        const Rect& innerRect = state->innerRect;
1780        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1781                innerRect.left, innerRect.top,
1782                innerRect.right, innerRect.bottom);
1783        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1784                1, GL_FALSE, &state->matrix.data[0]);
1785
1786        // add half pixel to round out integer rect space to cover pixel centers
1787        float roundedOutRadius = state->radius + 0.5f;
1788        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1789                roundedOutRadius);
1790    }
1791}
1792
1793void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1794    mTrackDirtyRegions = false;
1795}
1796
1797void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1798        float left, float top, float right, float bottom, bool ignoreTransform) {
1799    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1800    if (mode == kModelViewMode_TranslateAndScale) {
1801        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1802    }
1803
1804    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1805    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1806    mCaches.currentProgram->set(writableSnapshot()->getOrthoMatrix(),
1807            mModelViewMatrix, transformMatrix, offset);
1808    if (dirty && mTrackDirtyRegions) {
1809        if (!ignoreTransform) {
1810            dirtyLayer(left, top, right, bottom, *currentTransform());
1811        } else {
1812            dirtyLayer(left, top, right, bottom);
1813        }
1814    }
1815}
1816
1817void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1818    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1819        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1820    }
1821}
1822
1823void OpenGLRenderer::setupDrawPureColorUniforms() {
1824    if (mSetShaderColor) {
1825        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1826    }
1827}
1828
1829void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1830    if (shader == nullptr) {
1831        return;
1832    }
1833
1834    if (ignoreTransform) {
1835        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1836        // because it was built into modelView / the geometry, and the description needs to
1837        // compensate.
1838        mat4 modelViewWithoutTransform;
1839        modelViewWithoutTransform.loadInverse(*currentTransform());
1840        modelViewWithoutTransform.multiply(mModelViewMatrix);
1841        mModelViewMatrix.load(modelViewWithoutTransform);
1842    }
1843
1844    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1845}
1846
1847void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1848    if (nullptr == filter) {
1849        return;
1850    }
1851
1852    SkColor color;
1853    SkXfermode::Mode mode;
1854    if (filter->asColorMode(&color, &mode)) {
1855        const int alpha = SkColorGetA(color);
1856        const GLfloat a = alpha / 255.0f;
1857        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1858        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1859        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1860        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1861        return;
1862    }
1863
1864    SkScalar srcColorMatrix[20];
1865    if (filter->asColorMatrix(srcColorMatrix)) {
1866
1867        float colorMatrix[16];
1868        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1869        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1870        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1871        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1872
1873        // Skia uses the range [0..255] for the addition vector, but we need
1874        // the [0..1] range to apply the vector in GLSL
1875        float colorVector[4];
1876        colorVector[0] = srcColorMatrix[4] / 255.0f;
1877        colorVector[1] = srcColorMatrix[9] / 255.0f;
1878        colorVector[2] = srcColorMatrix[14] / 255.0f;
1879        colorVector[3] = srcColorMatrix[19] / 255.0f;
1880
1881        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1882                GL_FALSE, colorMatrix);
1883        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1884        return;
1885    }
1886
1887    // it is an error if we ever get here
1888}
1889
1890void OpenGLRenderer::setupDrawTextGammaUniforms() {
1891    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1892}
1893
1894void OpenGLRenderer::setupDrawSimpleMesh() {
1895    bool force = mCaches.bindMeshBuffer();
1896    mCaches.bindPositionVertexPointer(force, nullptr);
1897    mCaches.unbindIndicesBuffer();
1898}
1899
1900void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1901    if (texture) bindTexture(texture);
1902    mTextureUnit++;
1903    mCaches.enableTexCoordsVertexArray();
1904}
1905
1906void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1907    bindExternalTexture(texture);
1908    mTextureUnit++;
1909    mCaches.enableTexCoordsVertexArray();
1910}
1911
1912void OpenGLRenderer::setupDrawTextureTransform() {
1913    mDescription.hasTextureTransform = true;
1914}
1915
1916void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1917    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1918            GL_FALSE, &transform.data[0]);
1919}
1920
1921void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1922        const GLvoid* texCoords, GLuint vbo) {
1923    bool force = false;
1924    if (!vertices || vbo) {
1925        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1926    } else {
1927        force = mCaches.unbindMeshBuffer();
1928    }
1929
1930    mCaches.bindPositionVertexPointer(force, vertices);
1931    if (mCaches.currentProgram->texCoords >= 0) {
1932        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1933    }
1934
1935    mCaches.unbindIndicesBuffer();
1936}
1937
1938void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1939        const GLvoid* texCoords, const GLvoid* colors) {
1940    bool force = mCaches.unbindMeshBuffer();
1941    GLsizei stride = sizeof(ColorTextureVertex);
1942
1943    mCaches.bindPositionVertexPointer(force, vertices, stride);
1944    if (mCaches.currentProgram->texCoords >= 0) {
1945        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1946    }
1947    int slot = mCaches.currentProgram->getAttrib("colors");
1948    if (slot >= 0) {
1949        glEnableVertexAttribArray(slot);
1950        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1951    }
1952
1953    mCaches.unbindIndicesBuffer();
1954}
1955
1956void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1957        const GLvoid* texCoords, GLuint vbo) {
1958    bool force = false;
1959    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1960    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1961    // use the default VBO found in Caches
1962    if (!vertices || vbo) {
1963        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1964    } else {
1965        force = mCaches.unbindMeshBuffer();
1966    }
1967    mCaches.bindQuadIndicesBuffer();
1968
1969    mCaches.bindPositionVertexPointer(force, vertices);
1970    if (mCaches.currentProgram->texCoords >= 0) {
1971        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1972    }
1973}
1974
1975void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1976    bool force = mCaches.unbindMeshBuffer();
1977    mCaches.bindQuadIndicesBuffer();
1978    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1979}
1980
1981///////////////////////////////////////////////////////////////////////////////
1982// Drawing
1983///////////////////////////////////////////////////////////////////////////////
1984
1985void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1986    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1987    // will be performed by the display list itself
1988    if (renderNode && renderNode->isRenderable()) {
1989        // compute 3d ordering
1990        renderNode->computeOrdering();
1991        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1992            startFrame();
1993            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1994            renderNode->replay(replayStruct, 0);
1995            return;
1996        }
1997
1998        // Don't avoid overdraw when visualizing, since that makes it harder to
1999        // debug where it's coming from, and when the problem occurs.
2000        bool avoidOverdraw = !mCaches.debugOverdraw;
2001        DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw);
2002        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2003        renderNode->defer(deferStruct, 0);
2004
2005        flushLayers();
2006        startFrame();
2007
2008        deferredList.flush(*this, dirty);
2009    } else {
2010        // Even if there is no drawing command(Ex: invisible),
2011        // it still needs startFrame to clear buffer and start tiling.
2012        startFrame();
2013    }
2014}
2015
2016void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top,
2017        const SkPaint* paint) {
2018    float x = left;
2019    float y = top;
2020
2021    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2022
2023    bool ignoreTransform = false;
2024    if (currentTransform()->isPureTranslate()) {
2025        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2026        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2027        ignoreTransform = true;
2028
2029        texture->setFilter(GL_NEAREST, true);
2030    } else {
2031        texture->setFilter(getFilter(paint), true);
2032    }
2033
2034    // No need to check for a UV mapper on the texture object, only ARGB_8888
2035    // bitmaps get packed in the atlas
2036    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2037            paint, (GLvoid*) nullptr, (GLvoid*) gMeshTextureOffset,
2038            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2039}
2040
2041/**
2042 * Important note: this method is intended to draw batches of bitmaps and
2043 * will not set the scissor enable or dirty the current layer, if any.
2044 * The caller is responsible for properly dirtying the current layer.
2045 */
2046void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2047        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
2048        const Rect& bounds, const SkPaint* paint) {
2049    mCaches.activeTexture(0);
2050    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2051    if (!texture) return;
2052
2053    const AutoTexture autoCleanup(texture);
2054
2055    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2056    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
2057
2058    const float x = (int) floorf(bounds.left + 0.5f);
2059    const float y = (int) floorf(bounds.top + 0.5f);
2060    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2061        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2062                texture->id, paint, &vertices[0].x, &vertices[0].u,
2063                GL_TRIANGLES, bitmapCount * 6, true,
2064                kModelViewMode_Translate, false);
2065    } else {
2066        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2067                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
2068                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2069                kModelViewMode_Translate, false);
2070    }
2071
2072    mDirty = true;
2073}
2074
2075void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
2076    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2077        return;
2078    }
2079
2080    mCaches.activeTexture(0);
2081    Texture* texture = getTexture(bitmap);
2082    if (!texture) return;
2083    const AutoTexture autoCleanup(texture);
2084
2085    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2086        drawAlphaBitmap(texture, 0, 0, paint);
2087    } else {
2088        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2089    }
2090
2091    mDirty = true;
2092}
2093
2094void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2095        const float* vertices, const int* colors, const SkPaint* paint) {
2096    if (!vertices || mState.currentlyIgnored()) {
2097        return;
2098    }
2099
2100    // TODO: use quickReject on bounds from vertices
2101    mRenderState.scissor().setEnabled(true);
2102
2103    float left = FLT_MAX;
2104    float top = FLT_MAX;
2105    float right = FLT_MIN;
2106    float bottom = FLT_MIN;
2107
2108    const uint32_t count = meshWidth * meshHeight * 6;
2109
2110    std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[count]);
2111    ColorTextureVertex* vertex = &mesh[0];
2112
2113    std::unique_ptr<int[]> tempColors;
2114    if (!colors) {
2115        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2116        tempColors.reset(new int[colorsCount]);
2117        memset(tempColors.get(), 0xff, colorsCount * sizeof(int));
2118        colors = tempColors.get();
2119    }
2120
2121    mCaches.activeTexture(0);
2122    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
2123    const UvMapper& mapper(getMapper(texture));
2124
2125    for (int32_t y = 0; y < meshHeight; y++) {
2126        for (int32_t x = 0; x < meshWidth; x++) {
2127            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2128
2129            float u1 = float(x) / meshWidth;
2130            float u2 = float(x + 1) / meshWidth;
2131            float v1 = float(y) / meshHeight;
2132            float v2 = float(y + 1) / meshHeight;
2133
2134            mapper.map(u1, v1, u2, v2);
2135
2136            int ax = i + (meshWidth + 1) * 2;
2137            int ay = ax + 1;
2138            int bx = i;
2139            int by = bx + 1;
2140            int cx = i + 2;
2141            int cy = cx + 1;
2142            int dx = i + (meshWidth + 1) * 2 + 2;
2143            int dy = dx + 1;
2144
2145            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2146            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2147            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2148
2149            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2150            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2151            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2152
2153            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2154            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2155            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2156            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2157        }
2158    }
2159
2160    if (quickRejectSetupScissor(left, top, right, bottom)) {
2161        return;
2162    }
2163
2164    if (!texture) {
2165        texture = mCaches.textureCache.get(bitmap);
2166        if (!texture) {
2167            return;
2168        }
2169    }
2170    const AutoTexture autoCleanup(texture);
2171
2172    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2173    texture->setFilter(getFilter(paint), true);
2174
2175    int alpha;
2176    SkXfermode::Mode mode;
2177    getAlphaAndMode(paint, &alpha, &mode);
2178
2179    float a = alpha / 255.0f;
2180
2181    if (hasLayer()) {
2182        dirtyLayer(left, top, right, bottom, *currentTransform());
2183    }
2184
2185    setupDraw();
2186    setupDrawWithTextureAndColor();
2187    setupDrawColor(a, a, a, a);
2188    setupDrawColorFilter(getColorFilter(paint));
2189    setupDrawBlending(paint, true);
2190    setupDrawProgram();
2191    setupDrawDirtyRegionsDisabled();
2192    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2193    setupDrawTexture(texture->id);
2194    setupDrawPureColorUniforms();
2195    setupDrawColorFilterUniforms(getColorFilter(paint));
2196    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2197
2198    glDrawArrays(GL_TRIANGLES, 0, count);
2199
2200    int slot = mCaches.currentProgram->getAttrib("colors");
2201    if (slot >= 0) {
2202        glDisableVertexAttribArray(slot);
2203    }
2204
2205    mDirty = true;
2206}
2207
2208void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2209         float srcLeft, float srcTop, float srcRight, float srcBottom,
2210         float dstLeft, float dstTop, float dstRight, float dstBottom,
2211         const SkPaint* paint) {
2212    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2213        return;
2214    }
2215
2216    mCaches.activeTexture(0);
2217    Texture* texture = getTexture(bitmap);
2218    if (!texture) return;
2219    const AutoTexture autoCleanup(texture);
2220
2221    const float width = texture->width;
2222    const float height = texture->height;
2223
2224    float u1 = fmax(0.0f, srcLeft / width);
2225    float v1 = fmax(0.0f, srcTop / height);
2226    float u2 = fmin(1.0f, srcRight / width);
2227    float v2 = fmin(1.0f, srcBottom / height);
2228
2229    getMapper(texture).map(u1, v1, u2, v2);
2230
2231    mCaches.unbindMeshBuffer();
2232    resetDrawTextureTexCoords(u1, v1, u2, v2);
2233
2234    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2235
2236    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2237    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2238
2239    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2240    // Apply a scale transform on the canvas only when a shader is in use
2241    // Skia handles the ratio between the dst and src rects as a scale factor
2242    // when a shader is set
2243    bool useScaleTransform = getShader(paint) && scaled;
2244    bool ignoreTransform = false;
2245
2246    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2247        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2248        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2249
2250        dstRight = x + (dstRight - dstLeft);
2251        dstBottom = y + (dstBottom - dstTop);
2252
2253        dstLeft = x;
2254        dstTop = y;
2255
2256        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2257        ignoreTransform = true;
2258    } else {
2259        texture->setFilter(getFilter(paint), true);
2260    }
2261
2262    if (CC_UNLIKELY(useScaleTransform)) {
2263        save(SkCanvas::kMatrix_SaveFlag);
2264        translate(dstLeft, dstTop);
2265        scale(scaleX, scaleY);
2266
2267        dstLeft = 0.0f;
2268        dstTop = 0.0f;
2269
2270        dstRight = srcRight - srcLeft;
2271        dstBottom = srcBottom - srcTop;
2272    }
2273
2274    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2275        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2276                texture->id, paint,
2277                &mMeshVertices[0].x, &mMeshVertices[0].u,
2278                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2279    } else {
2280        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2281                texture->id, paint, texture->blend,
2282                &mMeshVertices[0].x, &mMeshVertices[0].u,
2283                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2284    }
2285
2286    if (CC_UNLIKELY(useScaleTransform)) {
2287        restore();
2288    }
2289
2290    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2291
2292    mDirty = true;
2293}
2294
2295void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2296        float left, float top, float right, float bottom, const SkPaint* paint) {
2297    if (quickRejectSetupScissor(left, top, right, bottom)) {
2298        return;
2299    }
2300
2301    AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap);
2302    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2303            right - left, bottom - top, patch);
2304
2305    drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2306}
2307
2308void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2309        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2310        const SkPaint* paint) {
2311    if (quickRejectSetupScissor(left, top, right, bottom)) {
2312        return;
2313    }
2314
2315    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2316        mCaches.activeTexture(0);
2317        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2318        if (!texture) return;
2319        const AutoTexture autoCleanup(texture);
2320
2321        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2322        texture->setFilter(GL_LINEAR, true);
2323
2324        const bool pureTranslate = currentTransform()->isPureTranslate();
2325        // Mark the current layer dirty where we are going to draw the patch
2326        if (hasLayer() && mesh->hasEmptyQuads) {
2327            const float offsetX = left + currentTransform()->getTranslateX();
2328            const float offsetY = top + currentTransform()->getTranslateY();
2329            const size_t count = mesh->quads.size();
2330            for (size_t i = 0; i < count; i++) {
2331                const Rect& bounds = mesh->quads.itemAt(i);
2332                if (CC_LIKELY(pureTranslate)) {
2333                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2334                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2335                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2336                } else {
2337                    dirtyLayer(left + bounds.left, top + bounds.top,
2338                            left + bounds.right, top + bounds.bottom, *currentTransform());
2339                }
2340            }
2341        }
2342
2343        bool ignoreTransform = false;
2344        if (CC_LIKELY(pureTranslate)) {
2345            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2346            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2347
2348            right = x + right - left;
2349            bottom = y + bottom - top;
2350            left = x;
2351            top = y;
2352            ignoreTransform = true;
2353        }
2354        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2355                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2356                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2357                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2358    }
2359
2360    mDirty = true;
2361}
2362
2363/**
2364 * Important note: this method is intended to draw batches of 9-patch objects and
2365 * will not set the scissor enable or dirty the current layer, if any.
2366 * The caller is responsible for properly dirtying the current layer.
2367 */
2368void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2369        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2370    mCaches.activeTexture(0);
2371    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2372    if (!texture) return;
2373    const AutoTexture autoCleanup(texture);
2374
2375    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2376    texture->setFilter(GL_LINEAR, true);
2377
2378    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2379            texture->blend, &vertices[0].x, &vertices[0].u,
2380            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2381
2382    mDirty = true;
2383}
2384
2385void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2386        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2387    // not missing call to quickReject/dirtyLayer, always done at a higher level
2388    if (!vertexBuffer.getVertexCount()) {
2389        // no vertices to draw
2390        return;
2391    }
2392
2393    Rect bounds(vertexBuffer.getBounds());
2394    bounds.translate(translateX, translateY);
2395    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2396
2397    int color = paint->getColor();
2398    bool isAA = paint->isAntiAlias();
2399
2400    setupDraw();
2401    setupDrawNoTexture();
2402    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2403    setupDrawColor(color, ((color >> 24) & 0xFF) * writableSnapshot()->alpha);
2404    setupDrawColorFilter(getColorFilter(paint));
2405    setupDrawShader(getShader(paint));
2406    setupDrawBlending(paint, isAA);
2407    setupDrawProgram();
2408    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2409            translateX, translateY, 0, 0);
2410    setupDrawColorUniforms(getShader(paint));
2411    setupDrawColorFilterUniforms(getColorFilter(paint));
2412    setupDrawShaderUniforms(getShader(paint));
2413
2414    const void* vertices = vertexBuffer.getBuffer();
2415    mCaches.unbindMeshBuffer();
2416    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2417    mCaches.resetTexCoordsVertexPointer();
2418
2419    int alphaSlot = -1;
2420    if (isAA) {
2421        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2422        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2423        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2424        glEnableVertexAttribArray(alphaSlot);
2425        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2426    }
2427
2428    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2429    if (mode == VertexBuffer::kStandard) {
2430        mCaches.unbindIndicesBuffer();
2431        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2432    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2433        mCaches.bindShadowIndicesBuffer();
2434        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT,
2435                GL_UNSIGNED_SHORT, nullptr);
2436    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2437        mCaches.bindShadowIndicesBuffer();
2438        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT,
2439                GL_UNSIGNED_SHORT, nullptr);
2440    } else if (mode == VertexBuffer::kIndices) {
2441        mCaches.unbindIndicesBuffer();
2442        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(),
2443                GL_UNSIGNED_SHORT, vertexBuffer.getIndices());
2444    }
2445
2446    if (isAA) {
2447        glDisableVertexAttribArray(alphaSlot);
2448    }
2449
2450    mDirty = true;
2451}
2452
2453/**
2454 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2455 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2456 * screen space in all directions. However, instead of using a fragment shader to compute the
2457 * translucency of the color from its position, we simply use a varying parameter to define how far
2458 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2459 *
2460 * Doesn't yet support joins, caps, or path effects.
2461 */
2462void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2463    VertexBuffer vertexBuffer;
2464    // TODO: try clipping large paths to viewport
2465    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2466    drawVertexBuffer(vertexBuffer, paint);
2467}
2468
2469/**
2470 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2471 * and additional geometry for defining an alpha slope perimeter.
2472 *
2473 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2474 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2475 * in-shader alpha region, but found it to be taxing on some GPUs.
2476 *
2477 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2478 * memory transfer by removing need for degenerate vertices.
2479 */
2480void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2481    if (mState.currentlyIgnored() || count < 4) return;
2482
2483    count &= ~0x3; // round down to nearest four
2484
2485    VertexBuffer buffer;
2486    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2487    const Rect& bounds = buffer.getBounds();
2488
2489    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2490        return;
2491    }
2492
2493    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2494    drawVertexBuffer(buffer, paint, displayFlags);
2495}
2496
2497void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2498    if (mState.currentlyIgnored() || count < 2) return;
2499
2500    count &= ~0x1; // round down to nearest two
2501
2502    VertexBuffer buffer;
2503    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2504
2505    const Rect& bounds = buffer.getBounds();
2506    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2507        return;
2508    }
2509
2510    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2511    drawVertexBuffer(buffer, paint, displayFlags);
2512
2513    mDirty = true;
2514}
2515
2516void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2517    // No need to check against the clip, we fill the clip region
2518    if (mState.currentlyIgnored()) return;
2519
2520    Rect clip(mState.currentClipRect());
2521    clip.snapToPixelBoundaries();
2522
2523    SkPaint paint;
2524    paint.setColor(color);
2525    paint.setXfermodeMode(mode);
2526
2527    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2528
2529    mDirty = true;
2530}
2531
2532void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2533        const SkPaint* paint) {
2534    if (!texture) return;
2535    const AutoTexture autoCleanup(texture);
2536
2537    const float x = left + texture->left - texture->offset;
2538    const float y = top + texture->top - texture->offset;
2539
2540    drawPathTexture(texture, x, y, paint);
2541
2542    mDirty = true;
2543}
2544
2545void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2546        float rx, float ry, const SkPaint* p) {
2547    if (mState.currentlyIgnored()
2548            || quickRejectSetupScissor(left, top, right, bottom, p)
2549            || PaintUtils::paintWillNotDraw(*p)) {
2550        return;
2551    }
2552
2553    if (p->getPathEffect() != nullptr) {
2554        mCaches.activeTexture(0);
2555        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2556                right - left, bottom - top, rx, ry, p);
2557        drawShape(left, top, texture, p);
2558    } else {
2559        const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2560                *currentTransform(), *p, right - left, bottom - top, rx, ry);
2561        drawVertexBuffer(left, top, *vertexBuffer, p);
2562    }
2563}
2564
2565void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2566    if (mState.currentlyIgnored()
2567            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2568            || PaintUtils::paintWillNotDraw(*p)) {
2569        return;
2570    }
2571    if (p->getPathEffect() != nullptr) {
2572        mCaches.activeTexture(0);
2573        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2574        drawShape(x - radius, y - radius, texture, p);
2575    } else {
2576        SkPath path;
2577        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2578            path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2579        } else {
2580            path.addCircle(x, y, radius);
2581        }
2582        drawConvexPath(path, p);
2583    }
2584}
2585
2586void OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2587        const SkPaint* p) {
2588    if (mState.currentlyIgnored()
2589            || quickRejectSetupScissor(left, top, right, bottom, p)
2590            || PaintUtils::paintWillNotDraw(*p)) {
2591        return;
2592    }
2593
2594    if (p->getPathEffect() != nullptr) {
2595        mCaches.activeTexture(0);
2596        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2597        drawShape(left, top, texture, p);
2598    } else {
2599        SkPath path;
2600        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2601        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2602            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2603        }
2604        path.addOval(rect);
2605        drawConvexPath(path, p);
2606    }
2607}
2608
2609void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2610        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2611    if (mState.currentlyIgnored()
2612            || quickRejectSetupScissor(left, top, right, bottom, p)
2613            || PaintUtils::paintWillNotDraw(*p)) {
2614        return;
2615    }
2616
2617    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2618    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) {
2619        mCaches.activeTexture(0);
2620        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2621                startAngle, sweepAngle, useCenter, p);
2622        drawShape(left, top, texture, p);
2623        return;
2624    }
2625    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2626    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2627        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2628    }
2629
2630    SkPath path;
2631    if (useCenter) {
2632        path.moveTo(rect.centerX(), rect.centerY());
2633    }
2634    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2635    if (useCenter) {
2636        path.close();
2637    }
2638    drawConvexPath(path, p);
2639}
2640
2641// See SkPaintDefaults.h
2642#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2643
2644void OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2645        const SkPaint* p) {
2646    if (mState.currentlyIgnored()
2647            || quickRejectSetupScissor(left, top, right, bottom, p)
2648            || PaintUtils::paintWillNotDraw(*p)) {
2649        return;
2650    }
2651
2652    if (p->getStyle() != SkPaint::kFill_Style) {
2653        // only fill style is supported by drawConvexPath, since others have to handle joins
2654        if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2655                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2656            mCaches.activeTexture(0);
2657            const PathTexture* texture =
2658                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2659            drawShape(left, top, texture, p);
2660        } else {
2661            SkPath path;
2662            SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2663            if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2664                rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2665            }
2666            path.addRect(rect);
2667            drawConvexPath(path, p);
2668        }
2669    } else {
2670        if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2671            SkPath path;
2672            path.addRect(left, top, right, bottom);
2673            drawConvexPath(path, p);
2674        } else {
2675            drawColorRect(left, top, right, bottom, p);
2676
2677            mDirty = true;
2678        }
2679    }
2680}
2681
2682void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2683        int bytesCount, int count, const float* positions,
2684        FontRenderer& fontRenderer, int alpha, float x, float y) {
2685    mCaches.activeTexture(0);
2686
2687    TextShadow textShadow;
2688    if (!getTextShadow(paint, &textShadow)) {
2689        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2690    }
2691
2692    // NOTE: The drop shadow will not perform gamma correction
2693    //       if shader-based correction is enabled
2694    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2695    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2696            paint, text, bytesCount, count, textShadow.radius, positions);
2697    // If the drop shadow exceeds the max texture size or couldn't be
2698    // allocated, skip drawing
2699    if (!shadow) return;
2700    const AutoTexture autoCleanup(shadow);
2701
2702    const float sx = x - shadow->left + textShadow.dx;
2703    const float sy = y - shadow->top + textShadow.dy;
2704
2705    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha;
2706    if (getShader(paint)) {
2707        textShadow.color = SK_ColorWHITE;
2708    }
2709
2710    setupDraw();
2711    setupDrawWithTexture(true);
2712    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2713    setupDrawColorFilter(getColorFilter(paint));
2714    setupDrawShader(getShader(paint));
2715    setupDrawBlending(paint, true);
2716    setupDrawProgram();
2717    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2718            sx, sy, sx + shadow->width, sy + shadow->height);
2719    setupDrawTexture(shadow->id);
2720    setupDrawPureColorUniforms();
2721    setupDrawColorFilterUniforms(getColorFilter(paint));
2722    setupDrawShaderUniforms(getShader(paint));
2723    setupDrawMesh(nullptr, (GLvoid*) gMeshTextureOffset);
2724
2725    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2726}
2727
2728bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2729    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha;
2730    return MathUtils::isZero(alpha)
2731            && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2732}
2733
2734void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2735        const float* positions, const SkPaint* paint) {
2736    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2737        return;
2738    }
2739
2740    // NOTE: Skia does not support perspective transform on drawPosText yet
2741    if (!currentTransform()->isSimple()) {
2742        return;
2743    }
2744
2745    mRenderState.scissor().setEnabled(true);
2746
2747    float x = 0.0f;
2748    float y = 0.0f;
2749    const bool pureTranslate = currentTransform()->isPureTranslate();
2750    if (pureTranslate) {
2751        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2752        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2753    }
2754
2755    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2756    fontRenderer.setFont(paint, SkMatrix::I());
2757
2758    int alpha;
2759    SkXfermode::Mode mode;
2760    getAlphaAndMode(paint, &alpha, &mode);
2761
2762    if (CC_UNLIKELY(hasTextShadow(paint))) {
2763        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2764                alpha, 0.0f, 0.0f);
2765    }
2766
2767    // Pick the appropriate texture filtering
2768    bool linearFilter = currentTransform()->changesBounds();
2769    if (pureTranslate && !linearFilter) {
2770        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2771    }
2772    fontRenderer.setTextureFiltering(linearFilter);
2773
2774    const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip());
2775    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2776
2777    const bool hasActiveLayer = hasLayer();
2778
2779    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2780    if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y,
2781            positions, hasActiveLayer ? &bounds : nullptr, &functor)) {
2782        if (hasActiveLayer) {
2783            if (!pureTranslate) {
2784                currentTransform()->mapRect(bounds);
2785            }
2786            dirtyLayerUnchecked(bounds, getRegion());
2787        }
2788    }
2789
2790    mDirty = true;
2791}
2792
2793bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2794    if (CC_LIKELY(transform.isPureTranslate())) {
2795        outMatrix->setIdentity();
2796        return false;
2797    } else if (CC_UNLIKELY(transform.isPerspective())) {
2798        outMatrix->setIdentity();
2799        return true;
2800    }
2801
2802    /**
2803     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2804     * with values rounded to the nearest int.
2805     */
2806    float sx, sy;
2807    transform.decomposeScale(sx, sy);
2808    outMatrix->setScale(
2809            roundf(fmaxf(1.0f, sx)),
2810            roundf(fmaxf(1.0f, sy)));
2811    return true;
2812}
2813
2814int OpenGLRenderer::getSaveCount() const {
2815    return mState.getSaveCount();
2816}
2817
2818int OpenGLRenderer::save(int flags) {
2819    return mState.save(flags);
2820}
2821
2822void OpenGLRenderer::restore() {
2823    return mState.restore();
2824}
2825
2826void OpenGLRenderer::restoreToCount(int saveCount) {
2827    return mState.restoreToCount(saveCount);
2828}
2829
2830void OpenGLRenderer::translate(float dx, float dy, float dz) {
2831    return mState.translate(dx, dy, dz);
2832}
2833
2834void OpenGLRenderer::rotate(float degrees) {
2835    return mState.rotate(degrees);
2836}
2837
2838void OpenGLRenderer::scale(float sx, float sy) {
2839    return mState.scale(sx, sy);
2840}
2841
2842void OpenGLRenderer::skew(float sx, float sy) {
2843    return mState.skew(sx, sy);
2844}
2845
2846void OpenGLRenderer::setMatrix(const Matrix4& matrix) {
2847    mState.setMatrix(matrix);
2848}
2849
2850void OpenGLRenderer::concatMatrix(const Matrix4& matrix) {
2851    mState.concatMatrix(matrix);
2852}
2853
2854bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
2855    return mState.clipRect(left, top, right, bottom, op);
2856}
2857
2858bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
2859    return mState.clipPath(path, op);
2860}
2861
2862bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
2863    return mState.clipRegion(region, op);
2864}
2865
2866void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
2867    mState.setClippingOutline(allocator, outline);
2868}
2869
2870void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator,
2871        const Rect& rect, float radius, bool highPriority) {
2872    mState.setClippingRoundRect(allocator, rect, radius, highPriority);
2873}
2874
2875
2876
2877void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2878        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2879        DrawOpMode drawOpMode) {
2880
2881    if (drawOpMode == kDrawOpMode_Immediate) {
2882        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2883        // drawing as ops from DeferredDisplayList are already filtered for these
2884        if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) ||
2885                quickRejectSetupScissor(bounds)) {
2886            return;
2887        }
2888    }
2889
2890    const float oldX = x;
2891    const float oldY = y;
2892
2893    const mat4& transform = *currentTransform();
2894    const bool pureTranslate = transform.isPureTranslate();
2895
2896    if (CC_LIKELY(pureTranslate)) {
2897        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2898        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2899    }
2900
2901    int alpha;
2902    SkXfermode::Mode mode;
2903    getAlphaAndMode(paint, &alpha, &mode);
2904
2905    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2906
2907    if (CC_UNLIKELY(hasTextShadow(paint))) {
2908        fontRenderer.setFont(paint, SkMatrix::I());
2909        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2910                alpha, oldX, oldY);
2911    }
2912
2913    const bool hasActiveLayer = hasLayer();
2914
2915    // We only pass a partial transform to the font renderer. That partial
2916    // matrix defines how glyphs are rasterized. Typically we want glyphs
2917    // to be rasterized at their final size on screen, which means the partial
2918    // matrix needs to take the scale factor into account.
2919    // When a partial matrix is used to transform glyphs during rasterization,
2920    // the mesh is generated with the inverse transform (in the case of scale,
2921    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2922    // apply the full transform matrix at draw time in the vertex shader.
2923    // Applying the full matrix in the shader is the easiest way to handle
2924    // rotation and perspective and allows us to always generated quads in the
2925    // font renderer which greatly simplifies the code, clipping in particular.
2926    SkMatrix fontTransform;
2927    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2928            || fabs(y - (int) y) > 0.0f
2929            || fabs(x - (int) x) > 0.0f;
2930    fontRenderer.setFont(paint, fontTransform);
2931    fontRenderer.setTextureFiltering(linearFilter);
2932
2933    // TODO: Implement better clipping for scaled/rotated text
2934    const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect();
2935    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2936
2937    bool status;
2938    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2939
2940    // don't call issuedrawcommand, do it at end of batch
2941    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2942    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2943        SkPaint paintCopy(*paint);
2944        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2945        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2946                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2947    } else {
2948        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2949                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2950    }
2951
2952    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2953        if (!pureTranslate) {
2954            transform.mapRect(layerBounds);
2955        }
2956        dirtyLayerUnchecked(layerBounds, getRegion());
2957    }
2958
2959    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2960
2961    mDirty = true;
2962}
2963
2964void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2965        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2966    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2967        return;
2968    }
2969
2970    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2971    mRenderState.scissor().setEnabled(true);
2972
2973    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2974    fontRenderer.setFont(paint, SkMatrix::I());
2975    fontRenderer.setTextureFiltering(true);
2976
2977    int alpha;
2978    SkXfermode::Mode mode;
2979    getAlphaAndMode(paint, &alpha, &mode);
2980    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2981
2982    const Rect* clip = &writableSnapshot()->getLocalClip();
2983    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2984
2985    const bool hasActiveLayer = hasLayer();
2986
2987    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2988            hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) {
2989        if (hasActiveLayer) {
2990            currentTransform()->mapRect(bounds);
2991            dirtyLayerUnchecked(bounds, getRegion());
2992        }
2993    }
2994
2995    mDirty = true;
2996}
2997
2998void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2999    if (mState.currentlyIgnored()) return;
3000
3001    mCaches.activeTexture(0);
3002
3003    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3004    if (!texture) return;
3005    const AutoTexture autoCleanup(texture);
3006
3007    const float x = texture->left - texture->offset;
3008    const float y = texture->top - texture->offset;
3009
3010    drawPathTexture(texture, x, y, paint);
3011    mDirty = true;
3012}
3013
3014void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3015    if (!layer) {
3016        return;
3017    }
3018
3019    mat4* transform = nullptr;
3020    if (layer->isTextureLayer()) {
3021        transform = &layer->getTransform();
3022        if (!transform->isIdentity()) {
3023            save(SkCanvas::kMatrix_SaveFlag);
3024            concatMatrix(*transform);
3025        }
3026    }
3027
3028    bool clipRequired = false;
3029    const bool rejected = mState.calculateQuickRejectForScissor(
3030            x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3031            &clipRequired, nullptr, false);
3032
3033    if (rejected) {
3034        if (transform && !transform->isIdentity()) {
3035            restore();
3036        }
3037        return;
3038    }
3039
3040    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
3041            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
3042
3043    updateLayer(layer, true);
3044
3045    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
3046    mCaches.activeTexture(0);
3047
3048    if (CC_LIKELY(!layer->region.isEmpty())) {
3049        if (layer->region.isRect()) {
3050            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3051                    composeLayerRect(layer, layer->regionRect));
3052        } else if (layer->mesh) {
3053
3054            const float a = getLayerAlpha(layer);
3055            setupDraw();
3056            setupDrawWithTexture();
3057            setupDrawColor(a, a, a, a);
3058            setupDrawColorFilter(layer->getColorFilter());
3059            setupDrawBlending(layer);
3060            setupDrawProgram();
3061            setupDrawPureColorUniforms();
3062            setupDrawColorFilterUniforms(layer->getColorFilter());
3063            setupDrawTexture(layer->getTexture());
3064            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3065                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
3066                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
3067
3068                layer->setFilter(GL_NEAREST);
3069                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
3070                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3071            } else {
3072                layer->setFilter(GL_LINEAR);
3073                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3074                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3075            }
3076
3077            TextureVertex* mesh = &layer->mesh[0];
3078            GLsizei elementsCount = layer->meshElementCount;
3079
3080            while (elementsCount > 0) {
3081                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3082
3083                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3084                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3085                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr));
3086
3087                elementsCount -= drawCount;
3088                // Though there are 4 vertices in a quad, we use 6 indices per
3089                // quad to draw with GL_TRIANGLES
3090                mesh += (drawCount / 6) * 4;
3091            }
3092
3093#if DEBUG_LAYERS_AS_REGIONS
3094            drawRegionRectsDebug(layer->region);
3095#endif
3096        }
3097
3098        if (layer->debugDrawUpdate) {
3099            layer->debugDrawUpdate = false;
3100
3101            SkPaint paint;
3102            paint.setColor(0x7f00ff00);
3103            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3104        }
3105    }
3106    layer->hasDrawnSinceUpdate = true;
3107
3108    if (transform && !transform->isIdentity()) {
3109        restore();
3110    }
3111
3112    mDirty = true;
3113}
3114
3115///////////////////////////////////////////////////////////////////////////////
3116// Draw filters
3117///////////////////////////////////////////////////////////////////////////////
3118void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) {
3119    // We should never get here since we apply the draw filter when stashing
3120    // the paints in the DisplayList.
3121    LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters");
3122}
3123
3124///////////////////////////////////////////////////////////////////////////////
3125// Drawing implementation
3126///////////////////////////////////////////////////////////////////////////////
3127
3128Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3129    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
3130    if (!texture) {
3131        return mCaches.textureCache.get(bitmap);
3132    }
3133    return texture;
3134}
3135
3136void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3137        float x, float y, const SkPaint* paint) {
3138    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3139        return;
3140    }
3141
3142    int alpha;
3143    SkXfermode::Mode mode;
3144    getAlphaAndMode(paint, &alpha, &mode);
3145
3146    setupDraw();
3147    setupDrawWithTexture(true);
3148    setupDrawAlpha8Color(paint->getColor(), alpha);
3149    setupDrawColorFilter(getColorFilter(paint));
3150    setupDrawShader(getShader(paint));
3151    setupDrawBlending(paint, true);
3152    setupDrawProgram();
3153    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3154            x, y, x + texture->width, y + texture->height);
3155    setupDrawTexture(texture->id);
3156    setupDrawPureColorUniforms();
3157    setupDrawColorFilterUniforms(getColorFilter(paint));
3158    setupDrawShaderUniforms(getShader(paint));
3159    setupDrawMesh(nullptr, (GLvoid*) gMeshTextureOffset);
3160
3161    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3162}
3163
3164// Same values used by Skia
3165#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3166#define kStdUnderline_Offset    (1.0f / 9.0f)
3167#define kStdUnderline_Thickness (1.0f / 18.0f)
3168
3169void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3170        const SkPaint* paint) {
3171    // Handle underline and strike-through
3172    uint32_t flags = paint->getFlags();
3173    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3174        SkPaint paintCopy(*paint);
3175
3176        if (CC_LIKELY(underlineWidth > 0.0f)) {
3177            const float textSize = paintCopy.getTextSize();
3178            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3179
3180            const float left = x;
3181            float top = 0.0f;
3182
3183            int linesCount = 0;
3184            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3185            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3186
3187            const int pointsCount = 4 * linesCount;
3188            float points[pointsCount];
3189            int currentPoint = 0;
3190
3191            if (flags & SkPaint::kUnderlineText_Flag) {
3192                top = y + textSize * kStdUnderline_Offset;
3193                points[currentPoint++] = left;
3194                points[currentPoint++] = top;
3195                points[currentPoint++] = left + underlineWidth;
3196                points[currentPoint++] = top;
3197            }
3198
3199            if (flags & SkPaint::kStrikeThruText_Flag) {
3200                top = y + textSize * kStdStrikeThru_Offset;
3201                points[currentPoint++] = left;
3202                points[currentPoint++] = top;
3203                points[currentPoint++] = left + underlineWidth;
3204                points[currentPoint++] = top;
3205            }
3206
3207            paintCopy.setStrokeWidth(strokeWidth);
3208
3209            drawLines(&points[0], pointsCount, &paintCopy);
3210        }
3211    }
3212}
3213
3214void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3215    if (mState.currentlyIgnored()) {
3216        return;
3217    }
3218
3219    drawColorRects(rects, count, paint, false, true, true);
3220}
3221
3222void OpenGLRenderer::drawShadow(float casterAlpha,
3223        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3224    if (mState.currentlyIgnored()) return;
3225
3226    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3227    mRenderState.scissor().setEnabled(true);
3228
3229    SkPaint paint;
3230    paint.setAntiAlias(true); // want to use AlphaVertex
3231
3232    // The caller has made sure casterAlpha > 0.
3233    float ambientShadowAlpha = mAmbientShadowAlpha;
3234    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3235        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3236    }
3237    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3238        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3239        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3240    }
3241
3242    float spotShadowAlpha = mSpotShadowAlpha;
3243    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3244        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3245    }
3246    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3247        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3248        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3249    }
3250
3251    mDirty=true;
3252}
3253
3254void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3255        bool ignoreTransform, bool dirty, bool clip) {
3256    if (count == 0) {
3257        return;
3258    }
3259
3260    int color = paint->getColor();
3261    // If a shader is set, preserve only the alpha
3262    if (getShader(paint)) {
3263        color |= 0x00ffffff;
3264    }
3265
3266    float left = FLT_MAX;
3267    float top = FLT_MAX;
3268    float right = FLT_MIN;
3269    float bottom = FLT_MIN;
3270
3271    Vertex mesh[count];
3272    Vertex* vertex = mesh;
3273
3274    for (int index = 0; index < count; index += 4) {
3275        float l = rects[index + 0];
3276        float t = rects[index + 1];
3277        float r = rects[index + 2];
3278        float b = rects[index + 3];
3279
3280        Vertex::set(vertex++, l, t);
3281        Vertex::set(vertex++, r, t);
3282        Vertex::set(vertex++, l, b);
3283        Vertex::set(vertex++, r, b);
3284
3285        left = fminf(left, l);
3286        top = fminf(top, t);
3287        right = fmaxf(right, r);
3288        bottom = fmaxf(bottom, b);
3289    }
3290
3291    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3292        return;
3293    }
3294
3295    setupDraw();
3296    setupDrawNoTexture();
3297    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3298    setupDrawShader(getShader(paint));
3299    setupDrawColorFilter(getColorFilter(paint));
3300    setupDrawBlending(paint);
3301    setupDrawProgram();
3302    setupDrawDirtyRegionsDisabled();
3303    setupDrawModelView(kModelViewMode_Translate, false,
3304            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3305    setupDrawColorUniforms(getShader(paint));
3306    setupDrawShaderUniforms(getShader(paint));
3307    setupDrawColorFilterUniforms(getColorFilter(paint));
3308
3309    if (dirty && hasLayer()) {
3310        dirtyLayer(left, top, right, bottom, *currentTransform());
3311    }
3312
3313    issueIndexedQuadDraw(&mesh[0], count / 4);
3314
3315    mDirty = true;
3316}
3317
3318void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3319        const SkPaint* paint, bool ignoreTransform) {
3320    int color = paint->getColor();
3321    // If a shader is set, preserve only the alpha
3322    if (getShader(paint)) {
3323        color |= 0x00ffffff;
3324    }
3325
3326    setupDraw();
3327    setupDrawNoTexture();
3328    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3329    setupDrawShader(getShader(paint));
3330    setupDrawColorFilter(getColorFilter(paint));
3331    setupDrawBlending(paint);
3332    setupDrawProgram();
3333    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3334            left, top, right, bottom, ignoreTransform);
3335    setupDrawColorUniforms(getShader(paint));
3336    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3337    setupDrawColorFilterUniforms(getColorFilter(paint));
3338    setupDrawSimpleMesh();
3339
3340    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3341}
3342
3343void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3344        Texture* texture, const SkPaint* paint) {
3345    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3346
3347    GLvoid* vertices = (GLvoid*) nullptr;
3348    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3349
3350    if (texture->uvMapper) {
3351        vertices = &mMeshVertices[0].x;
3352        texCoords = &mMeshVertices[0].u;
3353
3354        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3355        texture->uvMapper->map(uvs);
3356
3357        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3358    }
3359
3360    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3361        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3362        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3363
3364        texture->setFilter(GL_NEAREST, true);
3365        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3366                paint, texture->blend, vertices, texCoords,
3367                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3368    } else {
3369        texture->setFilter(getFilter(paint), true);
3370        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3371                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3372    }
3373
3374    if (texture->uvMapper) {
3375        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3376    }
3377}
3378
3379void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3380        GLuint texture, const SkPaint* paint, bool blend,
3381        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3382        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3383        ModelViewMode modelViewMode, bool dirty) {
3384
3385    int a;
3386    SkXfermode::Mode mode;
3387    getAlphaAndMode(paint, &a, &mode);
3388    const float alpha = a / 255.0f;
3389
3390    setupDraw();
3391    setupDrawWithTexture();
3392    setupDrawColor(alpha, alpha, alpha, alpha);
3393    setupDrawColorFilter(getColorFilter(paint));
3394    setupDrawBlending(paint, blend, swapSrcDst);
3395    setupDrawProgram();
3396    if (!dirty) setupDrawDirtyRegionsDisabled();
3397    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3398    setupDrawTexture(texture);
3399    setupDrawPureColorUniforms();
3400    setupDrawColorFilterUniforms(getColorFilter(paint));
3401    setupDrawMesh(vertices, texCoords, vbo);
3402
3403    glDrawArrays(drawMode, 0, elementsCount);
3404}
3405
3406void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3407        GLuint texture, const SkPaint* paint, bool blend,
3408        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3409        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3410        ModelViewMode modelViewMode, bool dirty) {
3411
3412    int a;
3413    SkXfermode::Mode mode;
3414    getAlphaAndMode(paint, &a, &mode);
3415    const float alpha = a / 255.0f;
3416
3417    setupDraw();
3418    setupDrawWithTexture();
3419    setupDrawColor(alpha, alpha, alpha, alpha);
3420    setupDrawColorFilter(getColorFilter(paint));
3421    setupDrawBlending(paint, blend, swapSrcDst);
3422    setupDrawProgram();
3423    if (!dirty) setupDrawDirtyRegionsDisabled();
3424    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3425    setupDrawTexture(texture);
3426    setupDrawPureColorUniforms();
3427    setupDrawColorFilterUniforms(getColorFilter(paint));
3428    setupDrawMeshIndices(vertices, texCoords, vbo);
3429
3430    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr);
3431}
3432
3433void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3434        GLuint texture, const SkPaint* paint,
3435        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3436        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3437
3438    int color = paint != nullptr ? paint->getColor() : 0;
3439    int alpha;
3440    SkXfermode::Mode mode;
3441    getAlphaAndMode(paint, &alpha, &mode);
3442
3443    setupDraw();
3444    setupDrawWithTexture(true);
3445    if (paint != nullptr) {
3446        setupDrawAlpha8Color(color, alpha);
3447    }
3448    setupDrawColorFilter(getColorFilter(paint));
3449    setupDrawShader(getShader(paint));
3450    setupDrawBlending(paint, true);
3451    setupDrawProgram();
3452    if (!dirty) setupDrawDirtyRegionsDisabled();
3453    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3454    setupDrawTexture(texture);
3455    setupDrawPureColorUniforms();
3456    setupDrawColorFilterUniforms(getColorFilter(paint));
3457    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3458    setupDrawMesh(vertices, texCoords);
3459
3460    glDrawArrays(drawMode, 0, elementsCount);
3461}
3462
3463void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3464        ProgramDescription& description, bool swapSrcDst) {
3465
3466    if (writableSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) {
3467        blend = true;
3468        mDescription.hasRoundRectClip = true;
3469    }
3470    mSkipOutlineClip = true;
3471
3472    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3473
3474    if (blend) {
3475        // These blend modes are not supported by OpenGL directly and have
3476        // to be implemented using shaders. Since the shader will perform
3477        // the blending, turn blending off here
3478        // If the blend mode cannot be implemented using shaders, fall
3479        // back to the default SrcOver blend mode instead
3480        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3481            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3482                description.framebufferMode = mode;
3483                description.swapSrcDst = swapSrcDst;
3484
3485                if (mCaches.blend) {
3486                    glDisable(GL_BLEND);
3487                    mCaches.blend = false;
3488                }
3489
3490                return;
3491            } else {
3492                mode = SkXfermode::kSrcOver_Mode;
3493            }
3494        }
3495
3496        if (!mCaches.blend) {
3497            glEnable(GL_BLEND);
3498        }
3499
3500        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3501        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3502
3503        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3504            glBlendFunc(sourceMode, destMode);
3505            mCaches.lastSrcMode = sourceMode;
3506            mCaches.lastDstMode = destMode;
3507        }
3508    } else if (mCaches.blend) {
3509        glDisable(GL_BLEND);
3510    }
3511    mCaches.blend = blend;
3512}
3513
3514bool OpenGLRenderer::useProgram(Program* program) {
3515    if (!program->isInUse()) {
3516        if (mCaches.currentProgram != nullptr) mCaches.currentProgram->remove();
3517        program->use();
3518        mCaches.currentProgram = program;
3519        return false;
3520    }
3521    return true;
3522}
3523
3524void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3525    TextureVertex* v = &mMeshVertices[0];
3526    TextureVertex::setUV(v++, u1, v1);
3527    TextureVertex::setUV(v++, u2, v1);
3528    TextureVertex::setUV(v++, u1, v2);
3529    TextureVertex::setUV(v++, u2, v2);
3530}
3531
3532void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha,
3533        SkXfermode::Mode* mode) const {
3534    getAlphaAndModeDirect(paint, alpha,  mode);
3535    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3536        // if drawing a layer, ignore the paint's alpha
3537        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3538    }
3539    *alpha *= currentSnapshot()->alpha;
3540}
3541
3542float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3543    float alpha;
3544    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3545        alpha = mDrawModifiers.mOverrideLayerAlpha;
3546    } else {
3547        alpha = layer->getAlpha() / 255.0f;
3548    }
3549    return alpha * currentSnapshot()->alpha;
3550}
3551
3552}; // namespace uirenderer
3553}; // namespace android
3554