OpenGLRenderer.cpp revision 70850ea258cbf91477efa57a1f1a23cc0044cc93
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "RenderState.h"
40#include "PathTessellator.h"
41#include "Properties.h"
42#include "ShadowTessellator.h"
43#include "SkiaShader.h"
44#include "utils/GLUtils.h"
45#include "utils/TraceUtils.h"
46#include "Vector.h"
47#include "VertexBuffer.h"
48
49#if DEBUG_DETAILED_EVENTS
50    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
51#else
52    #define EVENT_LOGD(...)
53#endif
54
55namespace android {
56namespace uirenderer {
57
58static GLenum getFilter(const SkPaint* paint) {
59    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
60        return GL_LINEAR;
61    }
62    return GL_NEAREST;
63}
64
65///////////////////////////////////////////////////////////////////////////////
66// Globals
67///////////////////////////////////////////////////////////////////////////////
68
69/**
70 * Structure mapping Skia xfermodes to OpenGL blending factors.
71 */
72struct Blender {
73    SkXfermode::Mode mode;
74    GLenum src;
75    GLenum dst;
76}; // struct Blender
77
78// In this array, the index of each Blender equals the value of the first
79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
80static const Blender gBlends[] = {
81    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
83    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
84    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
85    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
86    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
87    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
88    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
89    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
91    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
92    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
94    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
95    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
96};
97
98// This array contains the swapped version of each SkXfermode. For instance
99// this array's SrcOver blending mode is actually DstOver. You can refer to
100// createLayer() for more information on the purpose of this array.
101static const Blender gBlendsSwap[] = {
102    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
104    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
105    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
106    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
107    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
108    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
109    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
110    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
111    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
112    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
113    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
114    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
115    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
116    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
117};
118
119///////////////////////////////////////////////////////////////////////////////
120// Functions
121///////////////////////////////////////////////////////////////////////////////
122
123template<typename T>
124static inline T min(T a, T b) {
125    return a < b ? a : b;
126}
127
128///////////////////////////////////////////////////////////////////////////////
129// Constructors/destructor
130///////////////////////////////////////////////////////////////////////////////
131
132OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
133        : mFrameStarted(false)
134        , mCaches(Caches::getInstance())
135        , mExtensions(Extensions::getInstance())
136        , mRenderState(renderState)
137        , mScissorOptimizationDisabled(false)
138        , mSuppressTiling(false)
139        , mFirstFrameAfterResize(true)
140        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
141        , mLightRadius(FLT_MIN)
142        , mAmbientShadowAlpha(0)
143        , mSpotShadowAlpha(0) {
144    // *set* draw modifiers to be 0
145    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
146    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
147
148    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
149}
150
151OpenGLRenderer::~OpenGLRenderer() {
152    // The context has already been destroyed at this point, do not call
153    // GL APIs. All GL state should be kept in Caches.h
154}
155
156void OpenGLRenderer::initProperties() {
157    char property[PROPERTY_VALUE_MAX];
158    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
159        mScissorOptimizationDisabled = !strcasecmp(property, "true");
160        INIT_LOGD("  Scissor optimization %s",
161                mScissorOptimizationDisabled ? "disabled" : "enabled");
162    } else {
163        INIT_LOGD("  Scissor optimization enabled");
164    }
165}
166
167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
168        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
169    mLightCenter = lightCenter;
170    mLightRadius = lightRadius;
171    mAmbientShadowAlpha = ambientShadowAlpha;
172    mSpotShadowAlpha = spotShadowAlpha;
173}
174
175///////////////////////////////////////////////////////////////////////////////
176// Setup
177///////////////////////////////////////////////////////////////////////////////
178
179void OpenGLRenderer::onViewportInitialized() {
180    glDisable(GL_DITHER);
181    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
182
183    glEnableVertexAttribArray(Program::kBindingPosition);
184    mFirstFrameAfterResize = true;
185}
186
187void OpenGLRenderer::setupFrameState(float left, float top,
188        float right, float bottom, bool opaque) {
189    mCaches.clearGarbage();
190    initializeSaveStack(left, top, right, bottom, mLightCenter);
191    mOpaque = opaque;
192    mTilingClip.set(left, top, right, bottom);
193}
194
195status_t OpenGLRenderer::startFrame() {
196    if (mFrameStarted) return DrawGlInfo::kStatusDone;
197    mFrameStarted = true;
198
199    mDirtyClip = true;
200
201    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
202
203    mRenderState.setViewport(getWidth(), getHeight());
204
205    // Functors break the tiling extension in pretty spectacular ways
206    // This ensures we don't use tiling when a functor is going to be
207    // invoked during the frame
208    mSuppressTiling = mCaches.hasRegisteredFunctors()
209            || mFirstFrameAfterResize;
210    mFirstFrameAfterResize = false;
211
212    startTilingCurrentClip(true);
213
214    debugOverdraw(true, true);
215
216    return clear(mTilingClip.left, mTilingClip.top,
217            mTilingClip.right, mTilingClip.bottom, mOpaque);
218}
219
220status_t OpenGLRenderer::prepareDirty(float left, float top,
221        float right, float bottom, bool opaque) {
222
223    setupFrameState(left, top, right, bottom, opaque);
224
225    // Layer renderers will start the frame immediately
226    // The framebuffer renderer will first defer the display list
227    // for each layer and wait until the first drawing command
228    // to start the frame
229    if (currentSnapshot()->fbo == 0) {
230        syncState();
231        updateLayers();
232    } else {
233        return startFrame();
234    }
235
236    return DrawGlInfo::kStatusDone;
237}
238
239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
240    // If we know that we are going to redraw the entire framebuffer,
241    // perform a discard to let the driver know we don't need to preserve
242    // the back buffer for this frame.
243    if (mExtensions.hasDiscardFramebuffer() &&
244            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
245        const bool isFbo = getTargetFbo() == 0;
246        const GLenum attachments[] = {
247                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
248                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
249        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
250    }
251}
252
253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
254    if (!opaque) {
255        mCaches.enableScissor();
256        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
257        glClear(GL_COLOR_BUFFER_BIT);
258        return DrawGlInfo::kStatusDrew;
259    }
260
261    mCaches.resetScissor();
262    return DrawGlInfo::kStatusDone;
263}
264
265void OpenGLRenderer::syncState() {
266    if (mCaches.blend) {
267        glEnable(GL_BLEND);
268    } else {
269        glDisable(GL_BLEND);
270    }
271}
272
273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
274    if (!mSuppressTiling) {
275        const Snapshot* snapshot = currentSnapshot();
276
277        const Rect* clip = &mTilingClip;
278        if (snapshot->flags & Snapshot::kFlagFboTarget) {
279            clip = &(snapshot->layer->clipRect);
280        }
281
282        startTiling(*clip, getViewportHeight(), opaque, expand);
283    }
284}
285
286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
287    if (!mSuppressTiling) {
288        if(expand) {
289            // Expand the startTiling region by 1
290            int leftNotZero = (clip.left > 0) ? 1 : 0;
291            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
292
293            mCaches.startTiling(
294                clip.left - leftNotZero,
295                windowHeight - clip.bottom - topNotZero,
296                clip.right - clip.left + leftNotZero + 1,
297                clip.bottom - clip.top + topNotZero + 1,
298                opaque);
299        } else {
300            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
301                clip.right - clip.left, clip.bottom - clip.top, opaque);
302        }
303    }
304}
305
306void OpenGLRenderer::endTiling() {
307    if (!mSuppressTiling) mCaches.endTiling();
308}
309
310void OpenGLRenderer::finish() {
311    renderOverdraw();
312    endTiling();
313
314    // When finish() is invoked on FBO 0 we've reached the end
315    // of the current frame
316    if (getTargetFbo() == 0) {
317        mCaches.pathCache.trim();
318        mCaches.tessellationCache.trim();
319    }
320
321    if (!suppressErrorChecks()) {
322#if DEBUG_OPENGL
323        GLUtils::dumpGLErrors();
324#endif
325
326#if DEBUG_MEMORY_USAGE
327        mCaches.dumpMemoryUsage();
328#else
329        if (mCaches.getDebugLevel() & kDebugMemory) {
330            mCaches.dumpMemoryUsage();
331        }
332#endif
333    }
334
335    mFrameStarted = false;
336}
337
338void OpenGLRenderer::resumeAfterLayer() {
339    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
340    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
341    debugOverdraw(true, false);
342
343    mCaches.resetScissor();
344    dirtyClip();
345}
346
347status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
348    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
349
350    Rect clip(*currentClipRect());
351    clip.snapToPixelBoundaries();
352
353    // Since we don't know what the functor will draw, let's dirty
354    // the entire clip region
355    if (hasLayer()) {
356        dirtyLayerUnchecked(clip, getRegion());
357    }
358
359    DrawGlInfo info;
360    info.clipLeft = clip.left;
361    info.clipTop = clip.top;
362    info.clipRight = clip.right;
363    info.clipBottom = clip.bottom;
364    info.isLayer = hasLayer();
365    info.width = getViewportWidth();
366    info.height = getViewportHeight();
367    currentTransform()->copyTo(&info.transform[0]);
368
369    bool prevDirtyClip = mDirtyClip;
370    // setup GL state for functor
371    if (mDirtyClip) {
372        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
373    }
374    if (mCaches.enableScissor() || prevDirtyClip) {
375        setScissorFromClip();
376    }
377
378    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
379    // Scissor may have been modified, reset dirty clip
380    dirtyClip();
381
382    return DrawGlInfo::kStatusDrew;
383}
384
385///////////////////////////////////////////////////////////////////////////////
386// Debug
387///////////////////////////////////////////////////////////////////////////////
388
389void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
390#if DEBUG_DETAILED_EVENTS
391    const int BUFFER_SIZE = 256;
392    va_list ap;
393    char buf[BUFFER_SIZE];
394
395    va_start(ap, fmt);
396    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
397    va_end(ap);
398
399    eventMark(buf);
400#endif
401}
402
403
404void OpenGLRenderer::eventMark(const char* name) const {
405    mCaches.eventMark(0, name);
406}
407
408void OpenGLRenderer::startMark(const char* name) const {
409    mCaches.startMark(0, name);
410}
411
412void OpenGLRenderer::endMark() const {
413    mCaches.endMark();
414}
415
416void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
417    mRenderState.debugOverdraw(enable, clear);
418}
419
420void OpenGLRenderer::renderOverdraw() {
421    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
422        const Rect* clip = &mTilingClip;
423
424        mCaches.enableScissor();
425        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
426                clip->right - clip->left, clip->bottom - clip->top);
427
428        // 1x overdraw
429        mCaches.stencil.enableDebugTest(2);
430        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
431
432        // 2x overdraw
433        mCaches.stencil.enableDebugTest(3);
434        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
435
436        // 3x overdraw
437        mCaches.stencil.enableDebugTest(4);
438        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
439
440        // 4x overdraw and higher
441        mCaches.stencil.enableDebugTest(4, true);
442        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
443
444        mCaches.stencil.disable();
445    }
446}
447
448///////////////////////////////////////////////////////////////////////////////
449// Layers
450///////////////////////////////////////////////////////////////////////////////
451
452bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
453    if (layer->deferredUpdateScheduled && layer->renderer
454            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
455        Rect& dirty = layer->dirtyRect;
456
457        if (inFrame) {
458            endTiling();
459            debugOverdraw(false, false);
460        }
461
462        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
463            layer->render(*this);
464        } else {
465            layer->defer(*this);
466        }
467
468        if (inFrame) {
469            resumeAfterLayer();
470            startTilingCurrentClip();
471        }
472
473        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
474        layer->hasDrawnSinceUpdate = false;
475
476        return true;
477    }
478
479    return false;
480}
481
482void OpenGLRenderer::updateLayers() {
483    // If draw deferring is enabled this method will simply defer
484    // the display list of each individual layer. The layers remain
485    // in the layer updates list which will be cleared by flushLayers().
486    int count = mLayerUpdates.size();
487    if (count > 0) {
488        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
489            startMark("Layer Updates");
490        } else {
491            startMark("Defer Layer Updates");
492        }
493
494        // Note: it is very important to update the layers in order
495        for (int i = 0; i < count; i++) {
496            Layer* layer = mLayerUpdates.itemAt(i).get();
497            updateLayer(layer, false);
498        }
499
500        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
501            mLayerUpdates.clear();
502            mRenderState.bindFramebuffer(getTargetFbo());
503        }
504        endMark();
505    }
506}
507
508void OpenGLRenderer::flushLayers() {
509    int count = mLayerUpdates.size();
510    if (count > 0) {
511        startMark("Apply Layer Updates");
512
513        // Note: it is very important to update the layers in order
514        for (int i = 0; i < count; i++) {
515            mLayerUpdates.itemAt(i)->flush();
516        }
517
518        mLayerUpdates.clear();
519        mRenderState.bindFramebuffer(getTargetFbo());
520
521        endMark();
522    }
523}
524
525void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
526    if (layer) {
527        // Make sure we don't introduce duplicates.
528        // SortedVector would do this automatically but we need to respect
529        // the insertion order. The linear search is not an issue since
530        // this list is usually very short (typically one item, at most a few)
531        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
532            if (mLayerUpdates.itemAt(i) == layer) {
533                return;
534            }
535        }
536        mLayerUpdates.push_back(layer);
537    }
538}
539
540void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
541    if (layer) {
542        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
543            if (mLayerUpdates.itemAt(i) == layer) {
544                mLayerUpdates.removeAt(i);
545                break;
546            }
547        }
548    }
549}
550
551void OpenGLRenderer::flushLayerUpdates() {
552    ATRACE_NAME("Update HW Layers");
553    syncState();
554    updateLayers();
555    flushLayers();
556    // Wait for all the layer updates to be executed
557    AutoFence fence;
558}
559
560void OpenGLRenderer::markLayersAsBuildLayers() {
561    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
562        mLayerUpdates[i]->wasBuildLayered = true;
563    }
564}
565
566///////////////////////////////////////////////////////////////////////////////
567// State management
568///////////////////////////////////////////////////////////////////////////////
569
570void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
571    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
572    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
573    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
574
575    if (restoreViewport) {
576        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
577    }
578
579    if (restoreClip) {
580        dirtyClip();
581    }
582
583    if (restoreLayer) {
584        endMark(); // Savelayer
585        ATRACE_END(); // SaveLayer
586        startMark("ComposeLayer");
587        composeLayer(removed, restored);
588        endMark();
589    }
590}
591
592///////////////////////////////////////////////////////////////////////////////
593// Layers
594///////////////////////////////////////////////////////////////////////////////
595
596int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
597        const SkPaint* paint, int flags, const SkPath* convexMask) {
598    // force matrix/clip isolation for layer
599    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
600
601    const int count = saveSnapshot(flags);
602
603    if (!currentSnapshot()->isIgnored()) {
604        createLayer(left, top, right, bottom, paint, flags, convexMask);
605    }
606
607    return count;
608}
609
610void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
611    const Rect untransformedBounds(bounds);
612
613    currentTransform()->mapRect(bounds);
614
615    // Layers only make sense if they are in the framebuffer's bounds
616    if (bounds.intersect(*currentClipRect())) {
617        // We cannot work with sub-pixels in this case
618        bounds.snapToPixelBoundaries();
619
620        // When the layer is not an FBO, we may use glCopyTexImage so we
621        // need to make sure the layer does not extend outside the bounds
622        // of the framebuffer
623        const Snapshot& previous = *(currentSnapshot()->previous);
624        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
625        if (!bounds.intersect(previousViewport)) {
626            bounds.setEmpty();
627        } else if (fboLayer) {
628            clip.set(bounds);
629            mat4 inverse;
630            inverse.loadInverse(*currentTransform());
631            inverse.mapRect(clip);
632            clip.snapToPixelBoundaries();
633            if (clip.intersect(untransformedBounds)) {
634                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
635                bounds.set(untransformedBounds);
636            } else {
637                clip.setEmpty();
638            }
639        }
640    } else {
641        bounds.setEmpty();
642    }
643}
644
645void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
646        bool fboLayer, int alpha) {
647    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
648            bounds.getHeight() > mCaches.maxTextureSize ||
649            (fboLayer && clip.isEmpty())) {
650        mSnapshot->empty = fboLayer;
651    } else {
652        mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
653    }
654}
655
656int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
657        const SkPaint* paint, int flags) {
658    const int count = saveSnapshot(flags);
659
660    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
661        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
662        // operations will be able to store and restore the current clip and transform info, and
663        // quick rejection will be correct (for display lists)
664
665        Rect bounds(left, top, right, bottom);
666        Rect clip;
667        calculateLayerBoundsAndClip(bounds, clip, true);
668        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
669
670        if (!currentSnapshot()->isIgnored()) {
671            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
672            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
673            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
674            mSnapshot->roundRectClipState = NULL;
675        }
676    }
677
678    return count;
679}
680
681/**
682 * Layers are viewed by Skia are slightly different than layers in image editing
683 * programs (for instance.) When a layer is created, previously created layers
684 * and the frame buffer still receive every drawing command. For instance, if a
685 * layer is created and a shape intersecting the bounds of the layers and the
686 * framebuffer is draw, the shape will be drawn on both (unless the layer was
687 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
688 *
689 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
690 * texture. Unfortunately, this is inefficient as it requires every primitive to
691 * be drawn n + 1 times, where n is the number of active layers. In practice this
692 * means, for every primitive:
693 *   - Switch active frame buffer
694 *   - Change viewport, clip and projection matrix
695 *   - Issue the drawing
696 *
697 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
698 * To avoid this, layers are implemented in a different way here, at least in the
699 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
700 * is set. When this flag is set we can redirect all drawing operations into a
701 * single FBO.
702 *
703 * This implementation relies on the frame buffer being at least RGBA 8888. When
704 * a layer is created, only a texture is created, not an FBO. The content of the
705 * frame buffer contained within the layer's bounds is copied into this texture
706 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
707 * buffer and drawing continues as normal. This technique therefore treats the
708 * frame buffer as a scratch buffer for the layers.
709 *
710 * To compose the layers back onto the frame buffer, each layer texture
711 * (containing the original frame buffer data) is drawn as a simple quad over
712 * the frame buffer. The trick is that the quad is set as the composition
713 * destination in the blending equation, and the frame buffer becomes the source
714 * of the composition.
715 *
716 * Drawing layers with an alpha value requires an extra step before composition.
717 * An empty quad is drawn over the layer's region in the frame buffer. This quad
718 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
719 * quad is used to multiply the colors in the frame buffer. This is achieved by
720 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
721 * GL_ZERO, GL_SRC_ALPHA.
722 *
723 * Because glCopyTexImage2D() can be slow, an alternative implementation might
724 * be use to draw a single clipped layer. The implementation described above
725 * is correct in every case.
726 *
727 * (1) The frame buffer is actually not cleared right away. To allow the GPU
728 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
729 *     buffer is left untouched until the first drawing operation. Only when
730 *     something actually gets drawn are the layers regions cleared.
731 */
732bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
733        const SkPaint* paint, int flags, const SkPath* convexMask) {
734    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
735    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
736
737    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
738
739    // Window coordinates of the layer
740    Rect clip;
741    Rect bounds(left, top, right, bottom);
742    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
743    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
744
745    // Bail out if we won't draw in this snapshot
746    if (currentSnapshot()->isIgnored()) {
747        return false;
748    }
749
750    mCaches.activeTexture(0);
751    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
752    if (!layer) {
753        return false;
754    }
755
756    layer->setPaint(paint);
757    layer->layer.set(bounds);
758    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
759            bounds.getWidth() / float(layer->getWidth()), 0.0f);
760
761    layer->setBlend(true);
762    layer->setDirty(false);
763    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
764
765    // Save the layer in the snapshot
766    mSnapshot->flags |= Snapshot::kFlagIsLayer;
767    mSnapshot->layer = layer;
768
769    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
770            fboLayer ? "" : "unclipped ",
771            layer->getWidth(), layer->getHeight());
772    startMark("SaveLayer");
773    if (fboLayer) {
774        return createFboLayer(layer, bounds, clip);
775    } else {
776        // Copy the framebuffer into the layer
777        layer->bindTexture();
778        if (!bounds.isEmpty()) {
779            if (layer->isEmpty()) {
780                // Workaround for some GL drivers. When reading pixels lying outside
781                // of the window we should get undefined values for those pixels.
782                // Unfortunately some drivers will turn the entire target texture black
783                // when reading outside of the window.
784                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
785                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
786                layer->setEmpty(false);
787            }
788
789            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
790                    bounds.left, getViewportHeight() - bounds.bottom,
791                    bounds.getWidth(), bounds.getHeight());
792
793            // Enqueue the buffer coordinates to clear the corresponding region later
794            mLayers.push(new Rect(bounds));
795        }
796    }
797
798    return true;
799}
800
801bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
802    layer->clipRect.set(clip);
803    layer->setFbo(mCaches.fboCache.get());
804
805    mSnapshot->region = &mSnapshot->layer->region;
806    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
807    mSnapshot->fbo = layer->getFbo();
808    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
809    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
810    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
811    mSnapshot->roundRectClipState = NULL;
812
813    endTiling();
814    debugOverdraw(false, false);
815    // Bind texture to FBO
816    mRenderState.bindFramebuffer(layer->getFbo());
817    layer->bindTexture();
818
819    // Initialize the texture if needed
820    if (layer->isEmpty()) {
821        layer->allocateTexture();
822        layer->setEmpty(false);
823    }
824
825    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
826            layer->getTexture(), 0);
827
828    // Expand the startTiling region by 1
829    startTilingCurrentClip(true, true);
830
831    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
832    mCaches.enableScissor();
833    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
834            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
835    glClear(GL_COLOR_BUFFER_BIT);
836
837    dirtyClip();
838
839    // Change the ortho projection
840    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
841    return true;
842}
843
844/**
845 * Read the documentation of createLayer() before doing anything in this method.
846 */
847void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
848    if (!removed.layer) {
849        ALOGE("Attempting to compose a layer that does not exist");
850        return;
851    }
852
853    Layer* layer = removed.layer;
854    const Rect& rect = layer->layer;
855    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
856
857    bool clipRequired = false;
858    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
859            &clipRequired, NULL, false); // safely ignore return, should never be rejected
860    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
861
862    if (fboLayer) {
863        endTiling();
864
865        // Detach the texture from the FBO
866        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
867
868        layer->removeFbo(false);
869
870        // Unbind current FBO and restore previous one
871        mRenderState.bindFramebuffer(restored.fbo);
872        debugOverdraw(true, false);
873
874        startTilingCurrentClip();
875    }
876
877    if (!fboLayer && layer->getAlpha() < 255) {
878        SkPaint layerPaint;
879        layerPaint.setAlpha(layer->getAlpha());
880        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
881        layerPaint.setColorFilter(layer->getColorFilter());
882
883        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
884        // Required below, composeLayerRect() will divide by 255
885        layer->setAlpha(255);
886    }
887
888    mCaches.unbindMeshBuffer();
889
890    mCaches.activeTexture(0);
891
892    // When the layer is stored in an FBO, we can save a bit of fillrate by
893    // drawing only the dirty region
894    if (fboLayer) {
895        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
896        composeLayerRegion(layer, rect);
897    } else if (!rect.isEmpty()) {
898        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
899
900        save(0);
901        // the layer contains screen buffer content that shouldn't be alpha modulated
902        // (and any necessary alpha modulation was handled drawing into the layer)
903        mSnapshot->alpha = 1.0f;
904        composeLayerRect(layer, rect, true);
905        restore();
906    }
907
908    dirtyClip();
909
910    // Failing to add the layer to the cache should happen only if the layer is too large
911    layer->setConvexMask(NULL);
912    if (!mCaches.layerCache.put(layer)) {
913        LAYER_LOGD("Deleting layer");
914        layer->decStrong(0);
915    }
916}
917
918void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
919    float alpha = getLayerAlpha(layer);
920
921    setupDraw();
922    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
923        setupDrawWithTexture();
924    } else {
925        setupDrawWithExternalTexture();
926    }
927    setupDrawTextureTransform();
928    setupDrawColor(alpha, alpha, alpha, alpha);
929    setupDrawColorFilter(layer->getColorFilter());
930    setupDrawBlending(layer);
931    setupDrawProgram();
932    setupDrawPureColorUniforms();
933    setupDrawColorFilterUniforms(layer->getColorFilter());
934    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
935        setupDrawTexture(layer->getTexture());
936    } else {
937        setupDrawExternalTexture(layer->getTexture());
938    }
939    if (currentTransform()->isPureTranslate() &&
940            !layer->getForceFilter() &&
941            layer->getWidth() == (uint32_t) rect.getWidth() &&
942            layer->getHeight() == (uint32_t) rect.getHeight()) {
943        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
944        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
945
946        layer->setFilter(GL_NEAREST);
947        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
948                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
949    } else {
950        layer->setFilter(GL_LINEAR);
951        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
952                rect.left, rect.top, rect.right, rect.bottom);
953    }
954    setupDrawTextureTransformUniforms(layer->getTexTransform());
955    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
956
957    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
958}
959
960void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
961    if (layer->isTextureLayer()) {
962        EVENT_LOGD("composeTextureLayerRect");
963        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
964        drawTextureLayer(layer, rect);
965        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
966    } else {
967        EVENT_LOGD("composeHardwareLayerRect");
968        const Rect& texCoords = layer->texCoords;
969        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
970                texCoords.right, texCoords.bottom);
971
972        float x = rect.left;
973        float y = rect.top;
974        bool simpleTransform = currentTransform()->isPureTranslate() &&
975                layer->getWidth() == (uint32_t) rect.getWidth() &&
976                layer->getHeight() == (uint32_t) rect.getHeight();
977
978        if (simpleTransform) {
979            // When we're swapping, the layer is already in screen coordinates
980            if (!swap) {
981                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
982                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
983            }
984
985            layer->setFilter(GL_NEAREST, true);
986        } else {
987            layer->setFilter(GL_LINEAR, true);
988        }
989
990        SkPaint layerPaint;
991        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
992        layerPaint.setXfermodeMode(layer->getMode());
993        layerPaint.setColorFilter(layer->getColorFilter());
994
995        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
996        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
997                layer->getTexture(), &layerPaint, blend,
998                &mMeshVertices[0].x, &mMeshVertices[0].u,
999                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1000
1001        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1002    }
1003}
1004
1005/**
1006 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1007 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1008 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1009 * by saveLayer's restore
1010 */
1011#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1012        DRAW_COMMAND;                                                            \
1013        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1014            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1015            DRAW_COMMAND;                                                        \
1016            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1017        }                                                                        \
1018    }
1019
1020#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1021
1022// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1023// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1024class LayerShader : public SkShader {
1025public:
1026    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1027    : INHERITED(localMatrix)
1028    , mLayer(layer) {
1029    }
1030
1031    virtual bool asACustomShader(void** data) const {
1032        if (data) {
1033            *data = static_cast<void*>(mLayer);
1034        }
1035        return true;
1036    }
1037
1038    virtual bool isOpaque() const {
1039        return !mLayer->isBlend();
1040    }
1041
1042protected:
1043    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1044        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1045    }
1046
1047    virtual void flatten(SkWriteBuffer&) const {
1048        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1049    }
1050
1051    virtual Factory getFactory() const {
1052        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1053        return NULL;
1054    }
1055private:
1056    // Unowned.
1057    Layer* mLayer;
1058    typedef SkShader INHERITED;
1059};
1060
1061void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1062    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1063
1064    if (layer->getConvexMask()) {
1065        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1066
1067        // clip to the area of the layer the mask can be larger
1068        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1069
1070        SkPaint paint;
1071        paint.setAntiAlias(true);
1072        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1073
1074        // create LayerShader to map SaveLayer content into subsequent draw
1075        SkMatrix shaderMatrix;
1076        shaderMatrix.setTranslate(rect.left, rect.bottom);
1077        shaderMatrix.preScale(1, -1);
1078        LayerShader layerShader(layer, &shaderMatrix);
1079        paint.setShader(&layerShader);
1080
1081        // Since the drawing primitive is defined in local drawing space,
1082        // we don't need to modify the draw matrix
1083        const SkPath* maskPath = layer->getConvexMask();
1084        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1085
1086        paint.setShader(NULL);
1087        restore();
1088
1089        return;
1090    }
1091
1092    if (layer->region.isRect()) {
1093        layer->setRegionAsRect();
1094
1095        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1096
1097        layer->region.clear();
1098        return;
1099    }
1100
1101    EVENT_LOGD("composeLayerRegion");
1102    // standard Region based draw
1103    size_t count;
1104    const android::Rect* rects;
1105    Region safeRegion;
1106    if (CC_LIKELY(hasRectToRectTransform())) {
1107        rects = layer->region.getArray(&count);
1108    } else {
1109        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1110        rects = safeRegion.getArray(&count);
1111    }
1112
1113    const float alpha = getLayerAlpha(layer);
1114    const float texX = 1.0f / float(layer->getWidth());
1115    const float texY = 1.0f / float(layer->getHeight());
1116    const float height = rect.getHeight();
1117
1118    setupDraw();
1119
1120    // We must get (and therefore bind) the region mesh buffer
1121    // after we setup drawing in case we need to mess with the
1122    // stencil buffer in setupDraw()
1123    TextureVertex* mesh = mCaches.getRegionMesh();
1124    uint32_t numQuads = 0;
1125
1126    setupDrawWithTexture();
1127    setupDrawColor(alpha, alpha, alpha, alpha);
1128    setupDrawColorFilter(layer->getColorFilter());
1129    setupDrawBlending(layer);
1130    setupDrawProgram();
1131    setupDrawDirtyRegionsDisabled();
1132    setupDrawPureColorUniforms();
1133    setupDrawColorFilterUniforms(layer->getColorFilter());
1134    setupDrawTexture(layer->getTexture());
1135    if (currentTransform()->isPureTranslate()) {
1136        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1137        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1138
1139        layer->setFilter(GL_NEAREST);
1140        setupDrawModelView(kModelViewMode_Translate, false,
1141                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1142    } else {
1143        layer->setFilter(GL_LINEAR);
1144        setupDrawModelView(kModelViewMode_Translate, false,
1145                rect.left, rect.top, rect.right, rect.bottom);
1146    }
1147    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1148
1149    for (size_t i = 0; i < count; i++) {
1150        const android::Rect* r = &rects[i];
1151
1152        const float u1 = r->left * texX;
1153        const float v1 = (height - r->top) * texY;
1154        const float u2 = r->right * texX;
1155        const float v2 = (height - r->bottom) * texY;
1156
1157        // TODO: Reject quads outside of the clip
1158        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1159        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1160        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1161        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1162
1163        numQuads++;
1164
1165        if (numQuads >= gMaxNumberOfQuads) {
1166            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1167                            GL_UNSIGNED_SHORT, NULL));
1168            numQuads = 0;
1169            mesh = mCaches.getRegionMesh();
1170        }
1171    }
1172
1173    if (numQuads > 0) {
1174        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1175                        GL_UNSIGNED_SHORT, NULL));
1176    }
1177
1178#if DEBUG_LAYERS_AS_REGIONS
1179    drawRegionRectsDebug(layer->region);
1180#endif
1181
1182    layer->region.clear();
1183}
1184
1185#if DEBUG_LAYERS_AS_REGIONS
1186void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1187    size_t count;
1188    const android::Rect* rects = region.getArray(&count);
1189
1190    uint32_t colors[] = {
1191            0x7fff0000, 0x7f00ff00,
1192            0x7f0000ff, 0x7fff00ff,
1193    };
1194
1195    int offset = 0;
1196    int32_t top = rects[0].top;
1197
1198    for (size_t i = 0; i < count; i++) {
1199        if (top != rects[i].top) {
1200            offset ^= 0x2;
1201            top = rects[i].top;
1202        }
1203
1204        SkPaint paint;
1205        paint.setColor(colors[offset + (i & 0x1)]);
1206        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1207        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1208    }
1209}
1210#endif
1211
1212void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1213    Vector<float> rects;
1214
1215    SkRegion::Iterator it(region);
1216    while (!it.done()) {
1217        const SkIRect& r = it.rect();
1218        rects.push(r.fLeft);
1219        rects.push(r.fTop);
1220        rects.push(r.fRight);
1221        rects.push(r.fBottom);
1222        it.next();
1223    }
1224
1225    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1226}
1227
1228void OpenGLRenderer::dirtyLayer(const float left, const float top,
1229        const float right, const float bottom, const mat4 transform) {
1230    if (hasLayer()) {
1231        Rect bounds(left, top, right, bottom);
1232        transform.mapRect(bounds);
1233        dirtyLayerUnchecked(bounds, getRegion());
1234    }
1235}
1236
1237void OpenGLRenderer::dirtyLayer(const float left, const float top,
1238        const float right, const float bottom) {
1239    if (hasLayer()) {
1240        Rect bounds(left, top, right, bottom);
1241        dirtyLayerUnchecked(bounds, getRegion());
1242    }
1243}
1244
1245void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1246    if (bounds.intersect(*currentClipRect())) {
1247        bounds.snapToPixelBoundaries();
1248        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1249        if (!dirty.isEmpty()) {
1250            region->orSelf(dirty);
1251        }
1252    }
1253}
1254
1255void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1256    GLsizei elementsCount = quadsCount * 6;
1257    while (elementsCount > 0) {
1258        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1259
1260        setupDrawIndexedVertices(&mesh[0].x);
1261        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1262
1263        elementsCount -= drawCount;
1264        // Though there are 4 vertices in a quad, we use 6 indices per
1265        // quad to draw with GL_TRIANGLES
1266        mesh += (drawCount / 6) * 4;
1267    }
1268}
1269
1270void OpenGLRenderer::clearLayerRegions() {
1271    const size_t count = mLayers.size();
1272    if (count == 0) return;
1273
1274    if (!currentSnapshot()->isIgnored()) {
1275        EVENT_LOGD("clearLayerRegions");
1276        // Doing several glScissor/glClear here can negatively impact
1277        // GPUs with a tiler architecture, instead we draw quads with
1278        // the Clear blending mode
1279
1280        // The list contains bounds that have already been clipped
1281        // against their initial clip rect, and the current clip
1282        // is likely different so we need to disable clipping here
1283        bool scissorChanged = mCaches.disableScissor();
1284
1285        Vertex mesh[count * 4];
1286        Vertex* vertex = mesh;
1287
1288        for (uint32_t i = 0; i < count; i++) {
1289            Rect* bounds = mLayers.itemAt(i);
1290
1291            Vertex::set(vertex++, bounds->left, bounds->top);
1292            Vertex::set(vertex++, bounds->right, bounds->top);
1293            Vertex::set(vertex++, bounds->left, bounds->bottom);
1294            Vertex::set(vertex++, bounds->right, bounds->bottom);
1295
1296            delete bounds;
1297        }
1298        // We must clear the list of dirty rects before we
1299        // call setupDraw() to prevent stencil setup to do
1300        // the same thing again
1301        mLayers.clear();
1302
1303        SkPaint clearPaint;
1304        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1305
1306        setupDraw(false);
1307        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1308        setupDrawBlending(&clearPaint, true);
1309        setupDrawProgram();
1310        setupDrawPureColorUniforms();
1311        setupDrawModelView(kModelViewMode_Translate, false,
1312                0.0f, 0.0f, 0.0f, 0.0f, true);
1313
1314        issueIndexedQuadDraw(&mesh[0], count);
1315
1316        if (scissorChanged) mCaches.enableScissor();
1317    } else {
1318        for (uint32_t i = 0; i < count; i++) {
1319            delete mLayers.itemAt(i);
1320        }
1321        mLayers.clear();
1322    }
1323}
1324
1325///////////////////////////////////////////////////////////////////////////////
1326// State Deferral
1327///////////////////////////////////////////////////////////////////////////////
1328
1329bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1330    const Rect* currentClip = currentClipRect();
1331    const mat4* currentMatrix = currentTransform();
1332
1333    if (stateDeferFlags & kStateDeferFlag_Draw) {
1334        // state has bounds initialized in local coordinates
1335        if (!state.mBounds.isEmpty()) {
1336            currentMatrix->mapRect(state.mBounds);
1337            Rect clippedBounds(state.mBounds);
1338            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1339            // is used, it should more closely duplicate the quickReject logic (in how it uses
1340            // snapToPixelBoundaries)
1341
1342            if(!clippedBounds.intersect(*currentClip)) {
1343                // quick rejected
1344                return true;
1345            }
1346
1347            state.mClipSideFlags = kClipSide_None;
1348            if (!currentClip->contains(state.mBounds)) {
1349                int& flags = state.mClipSideFlags;
1350                // op partially clipped, so record which sides are clipped for clip-aware merging
1351                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1352                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1353                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1354                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1355            }
1356            state.mBounds.set(clippedBounds);
1357        } else {
1358            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1359            // overdraw avoidance (since we don't know what it overlaps)
1360            state.mClipSideFlags = kClipSide_ConservativeFull;
1361            state.mBounds.set(*currentClip);
1362        }
1363    }
1364
1365    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1366    if (state.mClipValid) {
1367        state.mClip.set(*currentClip);
1368    }
1369
1370    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1371    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1372    state.mMatrix.load(*currentMatrix);
1373    state.mDrawModifiers = mDrawModifiers;
1374    state.mAlpha = currentSnapshot()->alpha;
1375
1376    // always store/restore, since it's just a pointer
1377    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1378    return false;
1379}
1380
1381void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1382    setMatrix(state.mMatrix);
1383    mSnapshot->alpha = state.mAlpha;
1384    mDrawModifiers = state.mDrawModifiers;
1385    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1386
1387    if (state.mClipValid && !skipClipRestore) {
1388        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1389                state.mClip.right, state.mClip.bottom);
1390        dirtyClip();
1391    }
1392}
1393
1394/**
1395 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1396 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1397 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1398 *
1399 * This method should be called when restoreDisplayState() won't be restoring the clip
1400 */
1401void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1402    if (clipRect != NULL) {
1403        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1404    } else {
1405        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1406    }
1407    dirtyClip();
1408    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1409}
1410
1411///////////////////////////////////////////////////////////////////////////////
1412// Clipping
1413///////////////////////////////////////////////////////////////////////////////
1414
1415void OpenGLRenderer::setScissorFromClip() {
1416    Rect clip(*currentClipRect());
1417    clip.snapToPixelBoundaries();
1418
1419    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1420            clip.getWidth(), clip.getHeight())) {
1421        mDirtyClip = false;
1422    }
1423}
1424
1425void OpenGLRenderer::ensureStencilBuffer() {
1426    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1427    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1428    // just hope we have one when hasLayer() returns false.
1429    if (hasLayer()) {
1430        attachStencilBufferToLayer(currentSnapshot()->layer);
1431    }
1432}
1433
1434void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1435    // The layer's FBO is already bound when we reach this stage
1436    if (!layer->getStencilRenderBuffer()) {
1437        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1438        // is attached after we initiated tiling. We must turn it off,
1439        // attach the new render buffer then turn tiling back on
1440        endTiling();
1441
1442        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1443                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1444        layer->setStencilRenderBuffer(buffer);
1445
1446        startTiling(layer->clipRect, layer->layer.getHeight());
1447    }
1448}
1449
1450void OpenGLRenderer::setStencilFromClip() {
1451    if (!mCaches.debugOverdraw) {
1452        if (!currentSnapshot()->clipRegion->isEmpty()) {
1453            EVENT_LOGD("setStencilFromClip - enabling");
1454
1455            // NOTE: The order here is important, we must set dirtyClip to false
1456            //       before any draw call to avoid calling back into this method
1457            mDirtyClip = false;
1458
1459            ensureStencilBuffer();
1460
1461            mCaches.stencil.enableWrite();
1462
1463            // Clear and update the stencil, but first make sure we restrict drawing
1464            // to the region's bounds
1465            bool resetScissor = mCaches.enableScissor();
1466            if (resetScissor) {
1467                // The scissor was not set so we now need to update it
1468                setScissorFromClip();
1469            }
1470            mCaches.stencil.clear();
1471
1472            // stash and disable the outline clip state, since stencil doesn't account for outline
1473            bool storedSkipOutlineClip = mSkipOutlineClip;
1474            mSkipOutlineClip = true;
1475
1476            SkPaint paint;
1477            paint.setColor(SK_ColorBLACK);
1478            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1479
1480            // NOTE: We could use the region contour path to generate a smaller mesh
1481            //       Since we are using the stencil we could use the red book path
1482            //       drawing technique. It might increase bandwidth usage though.
1483
1484            // The last parameter is important: we are not drawing in the color buffer
1485            // so we don't want to dirty the current layer, if any
1486            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1487            if (resetScissor) mCaches.disableScissor();
1488            mSkipOutlineClip = storedSkipOutlineClip;
1489
1490            mCaches.stencil.enableTest();
1491
1492            // Draw the region used to generate the stencil if the appropriate debug
1493            // mode is enabled
1494            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1495                paint.setColor(0x7f0000ff);
1496                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1497                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1498            }
1499        } else {
1500            EVENT_LOGD("setStencilFromClip - disabling");
1501            mCaches.stencil.disable();
1502        }
1503    }
1504}
1505
1506/**
1507 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1508 *
1509 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1510 *         style, and tessellated AA ramp
1511 */
1512bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1513        const SkPaint* paint) {
1514    bool snapOut = paint && paint->isAntiAlias();
1515
1516    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1517        float outset = paint->getStrokeWidth() * 0.5f;
1518        left -= outset;
1519        top -= outset;
1520        right += outset;
1521        bottom += outset;
1522    }
1523
1524    bool clipRequired = false;
1525    bool roundRectClipRequired = false;
1526    if (calculateQuickRejectForScissor(left, top, right, bottom,
1527            &clipRequired, &roundRectClipRequired, snapOut)) {
1528        return true;
1529    }
1530
1531    // not quick rejected, so enable the scissor if clipRequired
1532    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1533    mSkipOutlineClip = !roundRectClipRequired;
1534    return false;
1535}
1536
1537void OpenGLRenderer::debugClip() {
1538#if DEBUG_CLIP_REGIONS
1539    if (!currentSnapshot()->clipRegion->isEmpty()) {
1540        SkPaint paint;
1541        paint.setColor(0x7f00ff00);
1542        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1543
1544    }
1545#endif
1546}
1547
1548///////////////////////////////////////////////////////////////////////////////
1549// Drawing commands
1550///////////////////////////////////////////////////////////////////////////////
1551
1552void OpenGLRenderer::setupDraw(bool clearLayer) {
1553    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1554    //       changes the scissor test state
1555    if (clearLayer) clearLayerRegions();
1556    // Make sure setScissor & setStencil happen at the beginning of
1557    // this method
1558    if (mDirtyClip) {
1559        if (mCaches.scissorEnabled) {
1560            setScissorFromClip();
1561        }
1562
1563        if (clearLayer) {
1564            setStencilFromClip();
1565        } else {
1566            // While clearing layer, force disable stencil buffer, since
1567            // it's invalid to stencil-clip *during* the layer clear
1568            mCaches.stencil.disable();
1569        }
1570    }
1571
1572    mDescription.reset();
1573
1574    mSetShaderColor = false;
1575    mColorSet = false;
1576    mColorA = mColorR = mColorG = mColorB = 0.0f;
1577    mTextureUnit = 0;
1578    mTrackDirtyRegions = true;
1579
1580    // Enable debug highlight when what we're about to draw is tested against
1581    // the stencil buffer and if stencil highlight debugging is on
1582    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1583            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1584            mCaches.stencil.isTestEnabled();
1585}
1586
1587void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1588    mDescription.hasTexture = true;
1589    mDescription.hasAlpha8Texture = isAlpha8;
1590}
1591
1592void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1593    mDescription.hasTexture = true;
1594    mDescription.hasColors = true;
1595    mDescription.hasAlpha8Texture = isAlpha8;
1596}
1597
1598void OpenGLRenderer::setupDrawWithExternalTexture() {
1599    mDescription.hasExternalTexture = true;
1600}
1601
1602void OpenGLRenderer::setupDrawNoTexture() {
1603    mCaches.disableTexCoordsVertexArray();
1604}
1605
1606void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1607    mDescription.hasVertexAlpha = true;
1608    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1609}
1610
1611void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1612    mColorA = alpha / 255.0f;
1613    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1614    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1615    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1616    mColorSet = true;
1617    mSetShaderColor = mDescription.setColorModulate(mColorA);
1618}
1619
1620void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1621    mColorA = alpha / 255.0f;
1622    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1623    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1624    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1625    mColorSet = true;
1626    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1627}
1628
1629void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1630    mCaches.fontRenderer->describe(mDescription, paint);
1631}
1632
1633void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1634    mColorA = a;
1635    mColorR = r;
1636    mColorG = g;
1637    mColorB = b;
1638    mColorSet = true;
1639    mSetShaderColor = mDescription.setColorModulate(a);
1640}
1641
1642void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1643    if (shader != NULL) {
1644        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1645    }
1646}
1647
1648void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1649    if (filter == NULL) {
1650        return;
1651    }
1652
1653    SkXfermode::Mode mode;
1654    if (filter->asColorMode(NULL, &mode)) {
1655        mDescription.colorOp = ProgramDescription::kColorBlend;
1656        mDescription.colorMode = mode;
1657    } else if (filter->asColorMatrix(NULL)) {
1658        mDescription.colorOp = ProgramDescription::kColorMatrix;
1659    }
1660}
1661
1662void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1663    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1664        mColorA = 1.0f;
1665        mColorR = mColorG = mColorB = 0.0f;
1666        mSetShaderColor = mDescription.modulate = true;
1667    }
1668}
1669
1670void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1671    SkXfermode::Mode mode = layer->getMode();
1672    // When the blending mode is kClear_Mode, we need to use a modulate color
1673    // argb=1,0,0,0
1674    accountForClear(mode);
1675    // TODO: check shader blending, once we have shader drawing support for layers.
1676    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1677            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1678    chooseBlending(blend, mode, mDescription, swapSrcDst);
1679}
1680
1681void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1682    SkXfermode::Mode mode = getXfermodeDirect(paint);
1683    // When the blending mode is kClear_Mode, we need to use a modulate color
1684    // argb=1,0,0,0
1685    accountForClear(mode);
1686    blend |= (mColorSet && mColorA < 1.0f) ||
1687            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1688            isBlendedColorFilter(getColorFilter(paint));
1689    chooseBlending(blend, mode, mDescription, swapSrcDst);
1690}
1691
1692void OpenGLRenderer::setupDrawProgram() {
1693    useProgram(mCaches.programCache.get(mDescription));
1694    if (mDescription.hasRoundRectClip) {
1695        // TODO: avoid doing this repeatedly, stashing state pointer in program
1696        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1697        const Rect& innerRect = state->innerRect;
1698        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1699                innerRect.left, innerRect.top,
1700                innerRect.right, innerRect.bottom);
1701        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1702                1, GL_FALSE, &state->matrix.data[0]);
1703
1704        // add half pixel to round out integer rect space to cover pixel centers
1705        float roundedOutRadius = state->radius + 0.5f;
1706        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1707                roundedOutRadius);
1708    }
1709}
1710
1711void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1712    mTrackDirtyRegions = false;
1713}
1714
1715void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1716        float left, float top, float right, float bottom, bool ignoreTransform) {
1717    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1718    if (mode == kModelViewMode_TranslateAndScale) {
1719        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1720    }
1721
1722    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1723    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1724    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1725    if (dirty && mTrackDirtyRegions) {
1726        if (!ignoreTransform) {
1727            dirtyLayer(left, top, right, bottom, *currentTransform());
1728        } else {
1729            dirtyLayer(left, top, right, bottom);
1730        }
1731    }
1732}
1733
1734void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1735    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1736        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1737    }
1738}
1739
1740void OpenGLRenderer::setupDrawPureColorUniforms() {
1741    if (mSetShaderColor) {
1742        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1743    }
1744}
1745
1746void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1747    if (shader == NULL) {
1748        return;
1749    }
1750
1751    if (ignoreTransform) {
1752        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1753        // because it was built into modelView / the geometry, and the description needs to
1754        // compensate.
1755        mat4 modelViewWithoutTransform;
1756        modelViewWithoutTransform.loadInverse(*currentTransform());
1757        modelViewWithoutTransform.multiply(mModelViewMatrix);
1758        mModelViewMatrix.load(modelViewWithoutTransform);
1759    }
1760
1761    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1762}
1763
1764void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1765    if (NULL == filter) {
1766        return;
1767    }
1768
1769    SkColor color;
1770    SkXfermode::Mode mode;
1771    if (filter->asColorMode(&color, &mode)) {
1772        const int alpha = SkColorGetA(color);
1773        const GLfloat a = alpha / 255.0f;
1774        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1775        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1776        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1777        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1778        return;
1779    }
1780
1781    SkScalar srcColorMatrix[20];
1782    if (filter->asColorMatrix(srcColorMatrix)) {
1783
1784        float colorMatrix[16];
1785        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1786        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1787        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1788        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1789
1790        // Skia uses the range [0..255] for the addition vector, but we need
1791        // the [0..1] range to apply the vector in GLSL
1792        float colorVector[4];
1793        colorVector[0] = srcColorMatrix[4] / 255.0f;
1794        colorVector[1] = srcColorMatrix[9] / 255.0f;
1795        colorVector[2] = srcColorMatrix[14] / 255.0f;
1796        colorVector[3] = srcColorMatrix[19] / 255.0f;
1797
1798        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1799                GL_FALSE, colorMatrix);
1800        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1801        return;
1802    }
1803
1804    // it is an error if we ever get here
1805}
1806
1807void OpenGLRenderer::setupDrawTextGammaUniforms() {
1808    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1809}
1810
1811void OpenGLRenderer::setupDrawSimpleMesh() {
1812    bool force = mCaches.bindMeshBuffer();
1813    mCaches.bindPositionVertexPointer(force, 0);
1814    mCaches.unbindIndicesBuffer();
1815}
1816
1817void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1818    if (texture) bindTexture(texture);
1819    mTextureUnit++;
1820    mCaches.enableTexCoordsVertexArray();
1821}
1822
1823void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1824    bindExternalTexture(texture);
1825    mTextureUnit++;
1826    mCaches.enableTexCoordsVertexArray();
1827}
1828
1829void OpenGLRenderer::setupDrawTextureTransform() {
1830    mDescription.hasTextureTransform = true;
1831}
1832
1833void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1834    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1835            GL_FALSE, &transform.data[0]);
1836}
1837
1838void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1839        const GLvoid* texCoords, GLuint vbo) {
1840    bool force = false;
1841    if (!vertices || vbo) {
1842        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1843    } else {
1844        force = mCaches.unbindMeshBuffer();
1845    }
1846
1847    mCaches.bindPositionVertexPointer(force, vertices);
1848    if (mCaches.currentProgram->texCoords >= 0) {
1849        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1850    }
1851
1852    mCaches.unbindIndicesBuffer();
1853}
1854
1855void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1856        const GLvoid* texCoords, const GLvoid* colors) {
1857    bool force = mCaches.unbindMeshBuffer();
1858    GLsizei stride = sizeof(ColorTextureVertex);
1859
1860    mCaches.bindPositionVertexPointer(force, vertices, stride);
1861    if (mCaches.currentProgram->texCoords >= 0) {
1862        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1863    }
1864    int slot = mCaches.currentProgram->getAttrib("colors");
1865    if (slot >= 0) {
1866        glEnableVertexAttribArray(slot);
1867        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1868    }
1869
1870    mCaches.unbindIndicesBuffer();
1871}
1872
1873void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1874        const GLvoid* texCoords, GLuint vbo) {
1875    bool force = false;
1876    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1877    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1878    // use the default VBO found in Caches
1879    if (!vertices || vbo) {
1880        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1881    } else {
1882        force = mCaches.unbindMeshBuffer();
1883    }
1884    mCaches.bindQuadIndicesBuffer();
1885
1886    mCaches.bindPositionVertexPointer(force, vertices);
1887    if (mCaches.currentProgram->texCoords >= 0) {
1888        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1889    }
1890}
1891
1892void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1893    bool force = mCaches.unbindMeshBuffer();
1894    mCaches.bindQuadIndicesBuffer();
1895    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1896}
1897
1898///////////////////////////////////////////////////////////////////////////////
1899// Drawing
1900///////////////////////////////////////////////////////////////////////////////
1901
1902status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1903    status_t status;
1904    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1905    // will be performed by the display list itself
1906    if (renderNode && renderNode->isRenderable()) {
1907        // compute 3d ordering
1908        renderNode->computeOrdering();
1909        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1910            status = startFrame();
1911            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1912            renderNode->replay(replayStruct, 0);
1913            return status | replayStruct.mDrawGlStatus;
1914        }
1915
1916        DeferredDisplayList deferredList(*currentClipRect());
1917        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1918        renderNode->defer(deferStruct, 0);
1919
1920        flushLayers();
1921        status = startFrame();
1922
1923        return deferredList.flush(*this, dirty) | status;
1924    }
1925
1926    // Even if there is no drawing command(Ex: invisible),
1927    // it still needs startFrame to clear buffer and start tiling.
1928    return startFrame();
1929}
1930
1931void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1932    int color = paint != NULL ? paint->getColor() : 0;
1933
1934    float x = left;
1935    float y = top;
1936
1937    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1938
1939    bool ignoreTransform = false;
1940    if (currentTransform()->isPureTranslate()) {
1941        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1942        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1943        ignoreTransform = true;
1944
1945        texture->setFilter(GL_NEAREST, true);
1946    } else {
1947        texture->setFilter(getFilter(paint), true);
1948    }
1949
1950    // No need to check for a UV mapper on the texture object, only ARGB_8888
1951    // bitmaps get packed in the atlas
1952    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1953            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1954            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1955}
1956
1957/**
1958 * Important note: this method is intended to draw batches of bitmaps and
1959 * will not set the scissor enable or dirty the current layer, if any.
1960 * The caller is responsible for properly dirtying the current layer.
1961 */
1962status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1963        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1964        const Rect& bounds, const SkPaint* paint) {
1965    mCaches.activeTexture(0);
1966    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1967    if (!texture) return DrawGlInfo::kStatusDone;
1968
1969    const AutoTexture autoCleanup(texture);
1970
1971    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1972    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1973
1974    const float x = (int) floorf(bounds.left + 0.5f);
1975    const float y = (int) floorf(bounds.top + 0.5f);
1976    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1977        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1978                texture->id, paint, &vertices[0].x, &vertices[0].u,
1979                GL_TRIANGLES, bitmapCount * 6, true,
1980                kModelViewMode_Translate, false);
1981    } else {
1982        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1983                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1984                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1985                kModelViewMode_Translate, false);
1986    }
1987
1988    return DrawGlInfo::kStatusDrew;
1989}
1990
1991status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1992    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1993        return DrawGlInfo::kStatusDone;
1994    }
1995
1996    mCaches.activeTexture(0);
1997    Texture* texture = getTexture(bitmap);
1998    if (!texture) return DrawGlInfo::kStatusDone;
1999    const AutoTexture autoCleanup(texture);
2000
2001    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2002        drawAlphaBitmap(texture, 0, 0, paint);
2003    } else {
2004        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2005    }
2006
2007    return DrawGlInfo::kStatusDrew;
2008}
2009
2010status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2011    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2012        return DrawGlInfo::kStatusDone;
2013    }
2014
2015    mCaches.activeTexture(0);
2016    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2017    const AutoTexture autoCleanup(texture);
2018
2019    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2020        drawAlphaBitmap(texture, 0, 0, paint);
2021    } else {
2022        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2023    }
2024
2025    return DrawGlInfo::kStatusDrew;
2026}
2027
2028status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2029        const float* vertices, const int* colors, const SkPaint* paint) {
2030    if (!vertices || currentSnapshot()->isIgnored()) {
2031        return DrawGlInfo::kStatusDone;
2032    }
2033
2034    // TODO: use quickReject on bounds from vertices
2035    mCaches.enableScissor();
2036
2037    float left = FLT_MAX;
2038    float top = FLT_MAX;
2039    float right = FLT_MIN;
2040    float bottom = FLT_MIN;
2041
2042    const uint32_t count = meshWidth * meshHeight * 6;
2043
2044    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2045    mesh.setCapacity(count);
2046    ColorTextureVertex* vertex = mesh.editArray();
2047
2048    bool cleanupColors = false;
2049    if (!colors) {
2050        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2051        int* newColors = new int[colorsCount];
2052        memset(newColors, 0xff, colorsCount * sizeof(int));
2053        colors = newColors;
2054        cleanupColors = true;
2055    }
2056
2057    mCaches.activeTexture(0);
2058    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2059    const UvMapper& mapper(getMapper(texture));
2060
2061    for (int32_t y = 0; y < meshHeight; y++) {
2062        for (int32_t x = 0; x < meshWidth; x++) {
2063            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2064
2065            float u1 = float(x) / meshWidth;
2066            float u2 = float(x + 1) / meshWidth;
2067            float v1 = float(y) / meshHeight;
2068            float v2 = float(y + 1) / meshHeight;
2069
2070            mapper.map(u1, v1, u2, v2);
2071
2072            int ax = i + (meshWidth + 1) * 2;
2073            int ay = ax + 1;
2074            int bx = i;
2075            int by = bx + 1;
2076            int cx = i + 2;
2077            int cy = cx + 1;
2078            int dx = i + (meshWidth + 1) * 2 + 2;
2079            int dy = dx + 1;
2080
2081            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2082            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2083            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2084
2085            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2086            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2087            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2088
2089            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2090            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2091            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2092            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2093        }
2094    }
2095
2096    if (quickRejectSetupScissor(left, top, right, bottom)) {
2097        if (cleanupColors) delete[] colors;
2098        return DrawGlInfo::kStatusDone;
2099    }
2100
2101    if (!texture) {
2102        texture = mCaches.textureCache.get(bitmap);
2103        if (!texture) {
2104            if (cleanupColors) delete[] colors;
2105            return DrawGlInfo::kStatusDone;
2106        }
2107    }
2108    const AutoTexture autoCleanup(texture);
2109
2110    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2111    texture->setFilter(getFilter(paint), true);
2112
2113    int alpha;
2114    SkXfermode::Mode mode;
2115    getAlphaAndMode(paint, &alpha, &mode);
2116
2117    float a = alpha / 255.0f;
2118
2119    if (hasLayer()) {
2120        dirtyLayer(left, top, right, bottom, *currentTransform());
2121    }
2122
2123    setupDraw();
2124    setupDrawWithTextureAndColor();
2125    setupDrawColor(a, a, a, a);
2126    setupDrawColorFilter(getColorFilter(paint));
2127    setupDrawBlending(paint, true);
2128    setupDrawProgram();
2129    setupDrawDirtyRegionsDisabled();
2130    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2131    setupDrawTexture(texture->id);
2132    setupDrawPureColorUniforms();
2133    setupDrawColorFilterUniforms(getColorFilter(paint));
2134    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2135
2136    glDrawArrays(GL_TRIANGLES, 0, count);
2137
2138    int slot = mCaches.currentProgram->getAttrib("colors");
2139    if (slot >= 0) {
2140        glDisableVertexAttribArray(slot);
2141    }
2142
2143    if (cleanupColors) delete[] colors;
2144
2145    return DrawGlInfo::kStatusDrew;
2146}
2147
2148status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2149         float srcLeft, float srcTop, float srcRight, float srcBottom,
2150         float dstLeft, float dstTop, float dstRight, float dstBottom,
2151         const SkPaint* paint) {
2152    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2153        return DrawGlInfo::kStatusDone;
2154    }
2155
2156    mCaches.activeTexture(0);
2157    Texture* texture = getTexture(bitmap);
2158    if (!texture) return DrawGlInfo::kStatusDone;
2159    const AutoTexture autoCleanup(texture);
2160
2161    const float width = texture->width;
2162    const float height = texture->height;
2163
2164    float u1 = fmax(0.0f, srcLeft / width);
2165    float v1 = fmax(0.0f, srcTop / height);
2166    float u2 = fmin(1.0f, srcRight / width);
2167    float v2 = fmin(1.0f, srcBottom / height);
2168
2169    getMapper(texture).map(u1, v1, u2, v2);
2170
2171    mCaches.unbindMeshBuffer();
2172    resetDrawTextureTexCoords(u1, v1, u2, v2);
2173
2174    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2175
2176    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2177    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2178
2179    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2180    // Apply a scale transform on the canvas only when a shader is in use
2181    // Skia handles the ratio between the dst and src rects as a scale factor
2182    // when a shader is set
2183    bool useScaleTransform = getShader(paint) && scaled;
2184    bool ignoreTransform = false;
2185
2186    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2187        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2188        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2189
2190        dstRight = x + (dstRight - dstLeft);
2191        dstBottom = y + (dstBottom - dstTop);
2192
2193        dstLeft = x;
2194        dstTop = y;
2195
2196        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2197        ignoreTransform = true;
2198    } else {
2199        texture->setFilter(getFilter(paint), true);
2200    }
2201
2202    if (CC_UNLIKELY(useScaleTransform)) {
2203        save(SkCanvas::kMatrix_SaveFlag);
2204        translate(dstLeft, dstTop);
2205        scale(scaleX, scaleY);
2206
2207        dstLeft = 0.0f;
2208        dstTop = 0.0f;
2209
2210        dstRight = srcRight - srcLeft;
2211        dstBottom = srcBottom - srcTop;
2212    }
2213
2214    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2215        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2216                texture->id, paint,
2217                &mMeshVertices[0].x, &mMeshVertices[0].u,
2218                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2219    } else {
2220        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2221                texture->id, paint, texture->blend,
2222                &mMeshVertices[0].x, &mMeshVertices[0].u,
2223                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2224    }
2225
2226    if (CC_UNLIKELY(useScaleTransform)) {
2227        restore();
2228    }
2229
2230    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2231
2232    return DrawGlInfo::kStatusDrew;
2233}
2234
2235status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2236        float left, float top, float right, float bottom, const SkPaint* paint) {
2237    if (quickRejectSetupScissor(left, top, right, bottom)) {
2238        return DrawGlInfo::kStatusDone;
2239    }
2240
2241    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2242    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2243            right - left, bottom - top, patch);
2244
2245    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2246}
2247
2248status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2249        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2250        const SkPaint* paint) {
2251    if (quickRejectSetupScissor(left, top, right, bottom)) {
2252        return DrawGlInfo::kStatusDone;
2253    }
2254
2255    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2256        mCaches.activeTexture(0);
2257        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2258        if (!texture) return DrawGlInfo::kStatusDone;
2259        const AutoTexture autoCleanup(texture);
2260
2261        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2262        texture->setFilter(GL_LINEAR, true);
2263
2264        const bool pureTranslate = currentTransform()->isPureTranslate();
2265        // Mark the current layer dirty where we are going to draw the patch
2266        if (hasLayer() && mesh->hasEmptyQuads) {
2267            const float offsetX = left + currentTransform()->getTranslateX();
2268            const float offsetY = top + currentTransform()->getTranslateY();
2269            const size_t count = mesh->quads.size();
2270            for (size_t i = 0; i < count; i++) {
2271                const Rect& bounds = mesh->quads.itemAt(i);
2272                if (CC_LIKELY(pureTranslate)) {
2273                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2274                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2275                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2276                } else {
2277                    dirtyLayer(left + bounds.left, top + bounds.top,
2278                            left + bounds.right, top + bounds.bottom, *currentTransform());
2279                }
2280            }
2281        }
2282
2283        bool ignoreTransform = false;
2284        if (CC_LIKELY(pureTranslate)) {
2285            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2286            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2287
2288            right = x + right - left;
2289            bottom = y + bottom - top;
2290            left = x;
2291            top = y;
2292            ignoreTransform = true;
2293        }
2294        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2295                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2296                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2297                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2298    }
2299
2300    return DrawGlInfo::kStatusDrew;
2301}
2302
2303/**
2304 * Important note: this method is intended to draw batches of 9-patch objects and
2305 * will not set the scissor enable or dirty the current layer, if any.
2306 * The caller is responsible for properly dirtying the current layer.
2307 */
2308status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2309        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2310    mCaches.activeTexture(0);
2311    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2312    if (!texture) return DrawGlInfo::kStatusDone;
2313    const AutoTexture autoCleanup(texture);
2314
2315    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2316    texture->setFilter(GL_LINEAR, true);
2317
2318    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2319            texture->blend, &vertices[0].x, &vertices[0].u,
2320            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2321
2322    return DrawGlInfo::kStatusDrew;
2323}
2324
2325status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2326        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2327    // not missing call to quickReject/dirtyLayer, always done at a higher level
2328    if (!vertexBuffer.getVertexCount()) {
2329        // no vertices to draw
2330        return DrawGlInfo::kStatusDone;
2331    }
2332
2333    Rect bounds(vertexBuffer.getBounds());
2334    bounds.translate(translateX, translateY);
2335    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2336
2337    int color = paint->getColor();
2338    bool isAA = paint->isAntiAlias();
2339
2340    setupDraw();
2341    setupDrawNoTexture();
2342    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2343    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2344    setupDrawColorFilter(getColorFilter(paint));
2345    setupDrawShader(getShader(paint));
2346    setupDrawBlending(paint, isAA);
2347    setupDrawProgram();
2348    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2349            translateX, translateY, 0, 0);
2350    setupDrawColorUniforms(getShader(paint));
2351    setupDrawColorFilterUniforms(getColorFilter(paint));
2352    setupDrawShaderUniforms(getShader(paint));
2353
2354    const void* vertices = vertexBuffer.getBuffer();
2355    bool force = mCaches.unbindMeshBuffer();
2356    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2357    mCaches.resetTexCoordsVertexPointer();
2358
2359    int alphaSlot = -1;
2360    if (isAA) {
2361        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2362        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2363        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2364        glEnableVertexAttribArray(alphaSlot);
2365        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2366    }
2367
2368    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2369    if (mode == VertexBuffer::kStandard) {
2370        mCaches.unbindIndicesBuffer();
2371        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2372    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2373        mCaches.bindShadowIndicesBuffer();
2374        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2375    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2376        mCaches.bindShadowIndicesBuffer();
2377        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2378    } else if (mode == VertexBuffer::kIndices) {
2379        mCaches.unbindIndicesBuffer();
2380        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2381                vertexBuffer.getIndices());
2382    }
2383
2384    if (isAA) {
2385        glDisableVertexAttribArray(alphaSlot);
2386    }
2387
2388    return DrawGlInfo::kStatusDrew;
2389}
2390
2391/**
2392 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2393 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2394 * screen space in all directions. However, instead of using a fragment shader to compute the
2395 * translucency of the color from its position, we simply use a varying parameter to define how far
2396 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2397 *
2398 * Doesn't yet support joins, caps, or path effects.
2399 */
2400status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2401    VertexBuffer vertexBuffer;
2402    // TODO: try clipping large paths to viewport
2403    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2404    return drawVertexBuffer(vertexBuffer, paint);
2405}
2406
2407/**
2408 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2409 * and additional geometry for defining an alpha slope perimeter.
2410 *
2411 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2412 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2413 * in-shader alpha region, but found it to be taxing on some GPUs.
2414 *
2415 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2416 * memory transfer by removing need for degenerate vertices.
2417 */
2418status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2419    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2420
2421    count &= ~0x3; // round down to nearest four
2422
2423    VertexBuffer buffer;
2424    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2425    const Rect& bounds = buffer.getBounds();
2426
2427    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2428        return DrawGlInfo::kStatusDone;
2429    }
2430
2431    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2432    return drawVertexBuffer(buffer, paint, displayFlags);
2433}
2434
2435status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2436    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2437
2438    count &= ~0x1; // round down to nearest two
2439
2440    VertexBuffer buffer;
2441    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2442
2443    const Rect& bounds = buffer.getBounds();
2444    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2445        return DrawGlInfo::kStatusDone;
2446    }
2447
2448    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2449    return drawVertexBuffer(buffer, paint, displayFlags);
2450}
2451
2452status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2453    // No need to check against the clip, we fill the clip region
2454    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2455
2456    Rect clip(*currentClipRect());
2457    clip.snapToPixelBoundaries();
2458
2459    SkPaint paint;
2460    paint.setColor(color);
2461    paint.setXfermodeMode(mode);
2462
2463    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2464
2465    return DrawGlInfo::kStatusDrew;
2466}
2467
2468status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2469        const SkPaint* paint) {
2470    if (!texture) return DrawGlInfo::kStatusDone;
2471    const AutoTexture autoCleanup(texture);
2472
2473    const float x = left + texture->left - texture->offset;
2474    const float y = top + texture->top - texture->offset;
2475
2476    drawPathTexture(texture, x, y, paint);
2477
2478    return DrawGlInfo::kStatusDrew;
2479}
2480
2481status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2482        float rx, float ry, const SkPaint* p) {
2483    if (currentSnapshot()->isIgnored()
2484            || quickRejectSetupScissor(left, top, right, bottom, p)
2485            || paintWillNotDraw(*p)) {
2486        return DrawGlInfo::kStatusDone;
2487    }
2488
2489    if (p->getPathEffect() != 0) {
2490        mCaches.activeTexture(0);
2491        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2492                right - left, bottom - top, rx, ry, p);
2493        return drawShape(left, top, texture, p);
2494    }
2495
2496    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2497            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2498    return drawVertexBuffer(left, top, *vertexBuffer, p);
2499}
2500
2501status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2502    if (currentSnapshot()->isIgnored()
2503            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2504            || paintWillNotDraw(*p)) {
2505        return DrawGlInfo::kStatusDone;
2506    }
2507    if (p->getPathEffect() != 0) {
2508        mCaches.activeTexture(0);
2509        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2510        return drawShape(x - radius, y - radius, texture, p);
2511    }
2512
2513    SkPath path;
2514    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2515        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2516    } else {
2517        path.addCircle(x, y, radius);
2518    }
2519    return drawConvexPath(path, p);
2520}
2521
2522status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2523        const SkPaint* p) {
2524    if (currentSnapshot()->isIgnored()
2525            || quickRejectSetupScissor(left, top, right, bottom, p)
2526            || paintWillNotDraw(*p)) {
2527        return DrawGlInfo::kStatusDone;
2528    }
2529
2530    if (p->getPathEffect() != 0) {
2531        mCaches.activeTexture(0);
2532        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2533        return drawShape(left, top, texture, p);
2534    }
2535
2536    SkPath path;
2537    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2538    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2539        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2540    }
2541    path.addOval(rect);
2542    return drawConvexPath(path, p);
2543}
2544
2545status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2546        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2547    if (currentSnapshot()->isIgnored()
2548            || quickRejectSetupScissor(left, top, right, bottom, p)
2549            || paintWillNotDraw(*p)) {
2550        return DrawGlInfo::kStatusDone;
2551    }
2552
2553    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2554    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2555        mCaches.activeTexture(0);
2556        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2557                startAngle, sweepAngle, useCenter, p);
2558        return drawShape(left, top, texture, p);
2559    }
2560
2561    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2562    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2563        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2564    }
2565
2566    SkPath path;
2567    if (useCenter) {
2568        path.moveTo(rect.centerX(), rect.centerY());
2569    }
2570    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2571    if (useCenter) {
2572        path.close();
2573    }
2574    return drawConvexPath(path, p);
2575}
2576
2577// See SkPaintDefaults.h
2578#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2579
2580status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2581        const SkPaint* p) {
2582    if (currentSnapshot()->isIgnored()
2583            || quickRejectSetupScissor(left, top, right, bottom, p)
2584            || paintWillNotDraw(*p)) {
2585        return DrawGlInfo::kStatusDone;
2586    }
2587
2588    if (p->getStyle() != SkPaint::kFill_Style) {
2589        // only fill style is supported by drawConvexPath, since others have to handle joins
2590        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2591                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2592            mCaches.activeTexture(0);
2593            const PathTexture* texture =
2594                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2595            return drawShape(left, top, texture, p);
2596        }
2597
2598        SkPath path;
2599        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2600        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2601            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2602        }
2603        path.addRect(rect);
2604        return drawConvexPath(path, p);
2605    }
2606
2607    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2608        SkPath path;
2609        path.addRect(left, top, right, bottom);
2610        return drawConvexPath(path, p);
2611    } else {
2612        drawColorRect(left, top, right, bottom, p);
2613        return DrawGlInfo::kStatusDrew;
2614    }
2615}
2616
2617void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2618        int bytesCount, int count, const float* positions,
2619        FontRenderer& fontRenderer, int alpha, float x, float y) {
2620    mCaches.activeTexture(0);
2621
2622    TextShadow textShadow;
2623    if (!getTextShadow(paint, &textShadow)) {
2624        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2625    }
2626
2627    // NOTE: The drop shadow will not perform gamma correction
2628    //       if shader-based correction is enabled
2629    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2630    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2631            paint, text, bytesCount, count, textShadow.radius, positions);
2632    // If the drop shadow exceeds the max texture size or couldn't be
2633    // allocated, skip drawing
2634    if (!shadow) return;
2635    const AutoTexture autoCleanup(shadow);
2636
2637    const float sx = x - shadow->left + textShadow.dx;
2638    const float sy = y - shadow->top + textShadow.dy;
2639
2640    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2641    if (getShader(paint)) {
2642        textShadow.color = SK_ColorWHITE;
2643    }
2644
2645    setupDraw();
2646    setupDrawWithTexture(true);
2647    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2648    setupDrawColorFilter(getColorFilter(paint));
2649    setupDrawShader(getShader(paint));
2650    setupDrawBlending(paint, true);
2651    setupDrawProgram();
2652    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2653            sx, sy, sx + shadow->width, sy + shadow->height);
2654    setupDrawTexture(shadow->id);
2655    setupDrawPureColorUniforms();
2656    setupDrawColorFilterUniforms(getColorFilter(paint));
2657    setupDrawShaderUniforms(getShader(paint));
2658    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2659
2660    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2661}
2662
2663bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2664    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2665    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2666}
2667
2668status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2669        const float* positions, const SkPaint* paint) {
2670    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2671        return DrawGlInfo::kStatusDone;
2672    }
2673
2674    // NOTE: Skia does not support perspective transform on drawPosText yet
2675    if (!currentTransform()->isSimple()) {
2676        return DrawGlInfo::kStatusDone;
2677    }
2678
2679    mCaches.enableScissor();
2680
2681    float x = 0.0f;
2682    float y = 0.0f;
2683    const bool pureTranslate = currentTransform()->isPureTranslate();
2684    if (pureTranslate) {
2685        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2686        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2687    }
2688
2689    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2690    fontRenderer.setFont(paint, SkMatrix::I());
2691
2692    int alpha;
2693    SkXfermode::Mode mode;
2694    getAlphaAndMode(paint, &alpha, &mode);
2695
2696    if (CC_UNLIKELY(hasTextShadow(paint))) {
2697        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2698                alpha, 0.0f, 0.0f);
2699    }
2700
2701    // Pick the appropriate texture filtering
2702    bool linearFilter = currentTransform()->changesBounds();
2703    if (pureTranslate && !linearFilter) {
2704        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2705    }
2706    fontRenderer.setTextureFiltering(linearFilter);
2707
2708    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2709    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2710
2711    const bool hasActiveLayer = hasLayer();
2712
2713    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2714    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2715            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2716        if (hasActiveLayer) {
2717            if (!pureTranslate) {
2718                currentTransform()->mapRect(bounds);
2719            }
2720            dirtyLayerUnchecked(bounds, getRegion());
2721        }
2722    }
2723
2724    return DrawGlInfo::kStatusDrew;
2725}
2726
2727bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2728    if (CC_LIKELY(transform.isPureTranslate())) {
2729        outMatrix->setIdentity();
2730        return false;
2731    } else if (CC_UNLIKELY(transform.isPerspective())) {
2732        outMatrix->setIdentity();
2733        return true;
2734    }
2735
2736    /**
2737     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2738     * with values rounded to the nearest int.
2739     */
2740    float sx, sy;
2741    transform.decomposeScale(sx, sy);
2742    outMatrix->setScale(
2743            roundf(fmaxf(1.0f, sx)),
2744            roundf(fmaxf(1.0f, sy)));
2745    return true;
2746}
2747
2748status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2749        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2750        DrawOpMode drawOpMode) {
2751
2752    if (drawOpMode == kDrawOpMode_Immediate) {
2753        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2754        // drawing as ops from DeferredDisplayList are already filtered for these
2755        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2756                quickRejectSetupScissor(bounds)) {
2757            return DrawGlInfo::kStatusDone;
2758        }
2759    }
2760
2761    const float oldX = x;
2762    const float oldY = y;
2763
2764    const mat4& transform = *currentTransform();
2765    const bool pureTranslate = transform.isPureTranslate();
2766
2767    if (CC_LIKELY(pureTranslate)) {
2768        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2769        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2770    }
2771
2772    int alpha;
2773    SkXfermode::Mode mode;
2774    getAlphaAndMode(paint, &alpha, &mode);
2775
2776    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2777
2778    if (CC_UNLIKELY(hasTextShadow(paint))) {
2779        fontRenderer.setFont(paint, SkMatrix::I());
2780        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2781                alpha, oldX, oldY);
2782    }
2783
2784    const bool hasActiveLayer = hasLayer();
2785
2786    // We only pass a partial transform to the font renderer. That partial
2787    // matrix defines how glyphs are rasterized. Typically we want glyphs
2788    // to be rasterized at their final size on screen, which means the partial
2789    // matrix needs to take the scale factor into account.
2790    // When a partial matrix is used to transform glyphs during rasterization,
2791    // the mesh is generated with the inverse transform (in the case of scale,
2792    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2793    // apply the full transform matrix at draw time in the vertex shader.
2794    // Applying the full matrix in the shader is the easiest way to handle
2795    // rotation and perspective and allows us to always generated quads in the
2796    // font renderer which greatly simplifies the code, clipping in particular.
2797    SkMatrix fontTransform;
2798    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2799            || fabs(y - (int) y) > 0.0f
2800            || fabs(x - (int) x) > 0.0f;
2801    fontRenderer.setFont(paint, fontTransform);
2802    fontRenderer.setTextureFiltering(linearFilter);
2803
2804    // TODO: Implement better clipping for scaled/rotated text
2805    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2806    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2807
2808    bool status;
2809    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2810
2811    // don't call issuedrawcommand, do it at end of batch
2812    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2813    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2814        SkPaint paintCopy(*paint);
2815        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2816        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2817                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2818    } else {
2819        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2820                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2821    }
2822
2823    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2824        if (!pureTranslate) {
2825            transform.mapRect(layerBounds);
2826        }
2827        dirtyLayerUnchecked(layerBounds, getRegion());
2828    }
2829
2830    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2831
2832    return DrawGlInfo::kStatusDrew;
2833}
2834
2835status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2836        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2837    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2838        return DrawGlInfo::kStatusDone;
2839    }
2840
2841    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2842    mCaches.enableScissor();
2843
2844    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2845    fontRenderer.setFont(paint, SkMatrix::I());
2846    fontRenderer.setTextureFiltering(true);
2847
2848    int alpha;
2849    SkXfermode::Mode mode;
2850    getAlphaAndMode(paint, &alpha, &mode);
2851    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2852
2853    const Rect* clip = &mSnapshot->getLocalClip();
2854    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2855
2856    const bool hasActiveLayer = hasLayer();
2857
2858    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2859            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2860        if (hasActiveLayer) {
2861            currentTransform()->mapRect(bounds);
2862            dirtyLayerUnchecked(bounds, getRegion());
2863        }
2864    }
2865
2866    return DrawGlInfo::kStatusDrew;
2867}
2868
2869status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2870    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2871
2872    mCaches.activeTexture(0);
2873
2874    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2875    if (!texture) return DrawGlInfo::kStatusDone;
2876    const AutoTexture autoCleanup(texture);
2877
2878    const float x = texture->left - texture->offset;
2879    const float y = texture->top - texture->offset;
2880
2881    drawPathTexture(texture, x, y, paint);
2882
2883    return DrawGlInfo::kStatusDrew;
2884}
2885
2886status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2887    if (!layer) {
2888        return DrawGlInfo::kStatusDone;
2889    }
2890
2891    mat4* transform = NULL;
2892    if (layer->isTextureLayer()) {
2893        transform = &layer->getTransform();
2894        if (!transform->isIdentity()) {
2895            save(SkCanvas::kMatrix_SaveFlag);
2896            concatMatrix(*transform);
2897        }
2898    }
2899
2900    bool clipRequired = false;
2901    const bool rejected = calculateQuickRejectForScissor(x, y,
2902            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2903
2904    if (rejected) {
2905        if (transform && !transform->isIdentity()) {
2906            restore();
2907        }
2908        return DrawGlInfo::kStatusDone;
2909    }
2910
2911    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2912            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2913
2914    updateLayer(layer, true);
2915
2916    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2917    mCaches.activeTexture(0);
2918
2919    if (CC_LIKELY(!layer->region.isEmpty())) {
2920        if (layer->region.isRect()) {
2921            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2922                    composeLayerRect(layer, layer->regionRect));
2923        } else if (layer->mesh) {
2924
2925            const float a = getLayerAlpha(layer);
2926            setupDraw();
2927            setupDrawWithTexture();
2928            setupDrawColor(a, a, a, a);
2929            setupDrawColorFilter(layer->getColorFilter());
2930            setupDrawBlending(layer);
2931            setupDrawProgram();
2932            setupDrawPureColorUniforms();
2933            setupDrawColorFilterUniforms(layer->getColorFilter());
2934            setupDrawTexture(layer->getTexture());
2935            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2936                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2937                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2938
2939                layer->setFilter(GL_NEAREST);
2940                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2941                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2942            } else {
2943                layer->setFilter(GL_LINEAR);
2944                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2945                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2946            }
2947
2948            TextureVertex* mesh = &layer->mesh[0];
2949            GLsizei elementsCount = layer->meshElementCount;
2950
2951            while (elementsCount > 0) {
2952                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2953
2954                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
2955                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2956                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
2957
2958                elementsCount -= drawCount;
2959                // Though there are 4 vertices in a quad, we use 6 indices per
2960                // quad to draw with GL_TRIANGLES
2961                mesh += (drawCount / 6) * 4;
2962            }
2963
2964#if DEBUG_LAYERS_AS_REGIONS
2965            drawRegionRectsDebug(layer->region);
2966#endif
2967        }
2968
2969        if (layer->debugDrawUpdate) {
2970            layer->debugDrawUpdate = false;
2971
2972            SkPaint paint;
2973            paint.setColor(0x7f00ff00);
2974            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
2975        }
2976    }
2977    layer->hasDrawnSinceUpdate = true;
2978
2979    if (transform && !transform->isIdentity()) {
2980        restore();
2981    }
2982
2983    return DrawGlInfo::kStatusDrew;
2984}
2985
2986///////////////////////////////////////////////////////////////////////////////
2987// Draw filters
2988///////////////////////////////////////////////////////////////////////////////
2989
2990void OpenGLRenderer::resetPaintFilter() {
2991    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
2992    // comparison, see MergingDrawBatch::canMergeWith
2993    mDrawModifiers.mHasDrawFilter = false;
2994    mDrawModifiers.mPaintFilterClearBits = 0;
2995    mDrawModifiers.mPaintFilterSetBits = 0;
2996}
2997
2998void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2999    // TODO: don't bother with boolean, it's redundant with clear/set bits
3000    mDrawModifiers.mHasDrawFilter = true;
3001    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3002    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3003}
3004
3005const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3006    // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3007    // to avoid clobbering 0x02 paint flag
3008
3009    // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3010    static const uint32_t sFilterBitmapFlag = 0x02;
3011
3012    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3013        return paint;
3014    }
3015
3016    const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3017    const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3018
3019    const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3020    mFilteredPaint = *paint;
3021    mFilteredPaint.setFlags(flags);
3022
3023    // check if paint filter trying to override bitmap filter
3024    if ((clearBits | setBits) & sFilterBitmapFlag) {
3025        mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3026                ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3027    }
3028
3029    return &mFilteredPaint;
3030}
3031
3032///////////////////////////////////////////////////////////////////////////////
3033// Drawing implementation
3034///////////////////////////////////////////////////////////////////////////////
3035
3036Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3037    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3038    if (!texture) {
3039        return mCaches.textureCache.get(bitmap);
3040    }
3041    return texture;
3042}
3043
3044void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3045        float x, float y, const SkPaint* paint) {
3046    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3047        return;
3048    }
3049
3050    int alpha;
3051    SkXfermode::Mode mode;
3052    getAlphaAndMode(paint, &alpha, &mode);
3053
3054    setupDraw();
3055    setupDrawWithTexture(true);
3056    setupDrawAlpha8Color(paint->getColor(), alpha);
3057    setupDrawColorFilter(getColorFilter(paint));
3058    setupDrawShader(getShader(paint));
3059    setupDrawBlending(paint, true);
3060    setupDrawProgram();
3061    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3062            x, y, x + texture->width, y + texture->height);
3063    setupDrawTexture(texture->id);
3064    setupDrawPureColorUniforms();
3065    setupDrawColorFilterUniforms(getColorFilter(paint));
3066    setupDrawShaderUniforms(getShader(paint));
3067    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3068
3069    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3070}
3071
3072// Same values used by Skia
3073#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3074#define kStdUnderline_Offset    (1.0f / 9.0f)
3075#define kStdUnderline_Thickness (1.0f / 18.0f)
3076
3077void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3078        const SkPaint* paint) {
3079    // Handle underline and strike-through
3080    uint32_t flags = paint->getFlags();
3081    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3082        SkPaint paintCopy(*paint);
3083
3084        if (CC_LIKELY(underlineWidth > 0.0f)) {
3085            const float textSize = paintCopy.getTextSize();
3086            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3087
3088            const float left = x;
3089            float top = 0.0f;
3090
3091            int linesCount = 0;
3092            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3093            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3094
3095            const int pointsCount = 4 * linesCount;
3096            float points[pointsCount];
3097            int currentPoint = 0;
3098
3099            if (flags & SkPaint::kUnderlineText_Flag) {
3100                top = y + textSize * kStdUnderline_Offset;
3101                points[currentPoint++] = left;
3102                points[currentPoint++] = top;
3103                points[currentPoint++] = left + underlineWidth;
3104                points[currentPoint++] = top;
3105            }
3106
3107            if (flags & SkPaint::kStrikeThruText_Flag) {
3108                top = y + textSize * kStdStrikeThru_Offset;
3109                points[currentPoint++] = left;
3110                points[currentPoint++] = top;
3111                points[currentPoint++] = left + underlineWidth;
3112                points[currentPoint++] = top;
3113            }
3114
3115            paintCopy.setStrokeWidth(strokeWidth);
3116
3117            drawLines(&points[0], pointsCount, &paintCopy);
3118        }
3119    }
3120}
3121
3122status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3123    if (currentSnapshot()->isIgnored()) {
3124        return DrawGlInfo::kStatusDone;
3125    }
3126
3127    return drawColorRects(rects, count, paint, false, true, true);
3128}
3129
3130static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3131    // map z coordinate with true 3d matrix
3132    point.z = transformZ.mapZ(point);
3133
3134    // map x,y coordinates with draw/Skia matrix
3135    transformXY.mapPoint(point.x, point.y);
3136}
3137
3138status_t OpenGLRenderer::drawShadow(float casterAlpha,
3139        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3140    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3141
3142    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3143    mCaches.enableScissor();
3144
3145    SkPaint paint;
3146    paint.setAntiAlias(true); // want to use AlphaVertex
3147
3148    // The caller has made sure casterAlpha > 0.
3149    float ambientShadowAlpha = mAmbientShadowAlpha;
3150    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3151        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3152    }
3153    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3154        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3155        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3156    }
3157
3158    float spotShadowAlpha = mSpotShadowAlpha;
3159    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3160        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3161    }
3162    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3163        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3164        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3165    }
3166
3167    return DrawGlInfo::kStatusDrew;
3168}
3169
3170status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3171        bool ignoreTransform, bool dirty, bool clip) {
3172    if (count == 0) {
3173        return DrawGlInfo::kStatusDone;
3174    }
3175
3176    int color = paint->getColor();
3177    // If a shader is set, preserve only the alpha
3178    if (getShader(paint)) {
3179        color |= 0x00ffffff;
3180    }
3181
3182    float left = FLT_MAX;
3183    float top = FLT_MAX;
3184    float right = FLT_MIN;
3185    float bottom = FLT_MIN;
3186
3187    Vertex mesh[count];
3188    Vertex* vertex = mesh;
3189
3190    for (int index = 0; index < count; index += 4) {
3191        float l = rects[index + 0];
3192        float t = rects[index + 1];
3193        float r = rects[index + 2];
3194        float b = rects[index + 3];
3195
3196        Vertex::set(vertex++, l, t);
3197        Vertex::set(vertex++, r, t);
3198        Vertex::set(vertex++, l, b);
3199        Vertex::set(vertex++, r, b);
3200
3201        left = fminf(left, l);
3202        top = fminf(top, t);
3203        right = fmaxf(right, r);
3204        bottom = fmaxf(bottom, b);
3205    }
3206
3207    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3208        return DrawGlInfo::kStatusDone;
3209    }
3210
3211    setupDraw();
3212    setupDrawNoTexture();
3213    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3214    setupDrawShader(getShader(paint));
3215    setupDrawColorFilter(getColorFilter(paint));
3216    setupDrawBlending(paint);
3217    setupDrawProgram();
3218    setupDrawDirtyRegionsDisabled();
3219    setupDrawModelView(kModelViewMode_Translate, false,
3220            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3221    setupDrawColorUniforms(getShader(paint));
3222    setupDrawShaderUniforms(getShader(paint));
3223    setupDrawColorFilterUniforms(getColorFilter(paint));
3224
3225    if (dirty && hasLayer()) {
3226        dirtyLayer(left, top, right, bottom, *currentTransform());
3227    }
3228
3229    issueIndexedQuadDraw(&mesh[0], count / 4);
3230
3231    return DrawGlInfo::kStatusDrew;
3232}
3233
3234void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3235        const SkPaint* paint, bool ignoreTransform) {
3236    int color = paint->getColor();
3237    // If a shader is set, preserve only the alpha
3238    if (getShader(paint)) {
3239        color |= 0x00ffffff;
3240    }
3241
3242    setupDraw();
3243    setupDrawNoTexture();
3244    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3245    setupDrawShader(getShader(paint));
3246    setupDrawColorFilter(getColorFilter(paint));
3247    setupDrawBlending(paint);
3248    setupDrawProgram();
3249    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3250            left, top, right, bottom, ignoreTransform);
3251    setupDrawColorUniforms(getShader(paint));
3252    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3253    setupDrawColorFilterUniforms(getColorFilter(paint));
3254    setupDrawSimpleMesh();
3255
3256    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3257}
3258
3259void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3260        Texture* texture, const SkPaint* paint) {
3261    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3262
3263    GLvoid* vertices = (GLvoid*) NULL;
3264    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3265
3266    if (texture->uvMapper) {
3267        vertices = &mMeshVertices[0].x;
3268        texCoords = &mMeshVertices[0].u;
3269
3270        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3271        texture->uvMapper->map(uvs);
3272
3273        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3274    }
3275
3276    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3277        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3278        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3279
3280        texture->setFilter(GL_NEAREST, true);
3281        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3282                paint, texture->blend, vertices, texCoords,
3283                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3284    } else {
3285        texture->setFilter(getFilter(paint), true);
3286        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3287                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3288    }
3289
3290    if (texture->uvMapper) {
3291        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3292    }
3293}
3294
3295void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3296        GLuint texture, const SkPaint* paint, bool blend,
3297        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3298        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3299        ModelViewMode modelViewMode, bool dirty) {
3300
3301    int a;
3302    SkXfermode::Mode mode;
3303    getAlphaAndMode(paint, &a, &mode);
3304    const float alpha = a / 255.0f;
3305
3306    setupDraw();
3307    setupDrawWithTexture();
3308    setupDrawColor(alpha, alpha, alpha, alpha);
3309    setupDrawColorFilter(getColorFilter(paint));
3310    setupDrawBlending(paint, blend, swapSrcDst);
3311    setupDrawProgram();
3312    if (!dirty) setupDrawDirtyRegionsDisabled();
3313    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3314    setupDrawTexture(texture);
3315    setupDrawPureColorUniforms();
3316    setupDrawColorFilterUniforms(getColorFilter(paint));
3317    setupDrawMesh(vertices, texCoords, vbo);
3318
3319    glDrawArrays(drawMode, 0, elementsCount);
3320}
3321
3322void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3323        GLuint texture, const SkPaint* paint, bool blend,
3324        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3325        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3326        ModelViewMode modelViewMode, bool dirty) {
3327
3328    int a;
3329    SkXfermode::Mode mode;
3330    getAlphaAndMode(paint, &a, &mode);
3331    const float alpha = a / 255.0f;
3332
3333    setupDraw();
3334    setupDrawWithTexture();
3335    setupDrawColor(alpha, alpha, alpha, alpha);
3336    setupDrawColorFilter(getColorFilter(paint));
3337    setupDrawBlending(paint, blend, swapSrcDst);
3338    setupDrawProgram();
3339    if (!dirty) setupDrawDirtyRegionsDisabled();
3340    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3341    setupDrawTexture(texture);
3342    setupDrawPureColorUniforms();
3343    setupDrawColorFilterUniforms(getColorFilter(paint));
3344    setupDrawMeshIndices(vertices, texCoords, vbo);
3345
3346    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3347}
3348
3349void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3350        GLuint texture, const SkPaint* paint,
3351        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3352        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3353
3354    int color = paint != NULL ? paint->getColor() : 0;
3355    int alpha;
3356    SkXfermode::Mode mode;
3357    getAlphaAndMode(paint, &alpha, &mode);
3358
3359    setupDraw();
3360    setupDrawWithTexture(true);
3361    if (paint != NULL) {
3362        setupDrawAlpha8Color(color, alpha);
3363    }
3364    setupDrawColorFilter(getColorFilter(paint));
3365    setupDrawShader(getShader(paint));
3366    setupDrawBlending(paint, true);
3367    setupDrawProgram();
3368    if (!dirty) setupDrawDirtyRegionsDisabled();
3369    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3370    setupDrawTexture(texture);
3371    setupDrawPureColorUniforms();
3372    setupDrawColorFilterUniforms(getColorFilter(paint));
3373    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3374    setupDrawMesh(vertices, texCoords);
3375
3376    glDrawArrays(drawMode, 0, elementsCount);
3377}
3378
3379void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3380        ProgramDescription& description, bool swapSrcDst) {
3381
3382    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3383        blend = true;
3384        mDescription.hasRoundRectClip = true;
3385    }
3386    mSkipOutlineClip = true;
3387
3388    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3389
3390    if (blend) {
3391        // These blend modes are not supported by OpenGL directly and have
3392        // to be implemented using shaders. Since the shader will perform
3393        // the blending, turn blending off here
3394        // If the blend mode cannot be implemented using shaders, fall
3395        // back to the default SrcOver blend mode instead
3396        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3397            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3398                description.framebufferMode = mode;
3399                description.swapSrcDst = swapSrcDst;
3400
3401                if (mCaches.blend) {
3402                    glDisable(GL_BLEND);
3403                    mCaches.blend = false;
3404                }
3405
3406                return;
3407            } else {
3408                mode = SkXfermode::kSrcOver_Mode;
3409            }
3410        }
3411
3412        if (!mCaches.blend) {
3413            glEnable(GL_BLEND);
3414        }
3415
3416        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3417        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3418
3419        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3420            glBlendFunc(sourceMode, destMode);
3421            mCaches.lastSrcMode = sourceMode;
3422            mCaches.lastDstMode = destMode;
3423        }
3424    } else if (mCaches.blend) {
3425        glDisable(GL_BLEND);
3426    }
3427    mCaches.blend = blend;
3428}
3429
3430bool OpenGLRenderer::useProgram(Program* program) {
3431    if (!program->isInUse()) {
3432        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3433        program->use();
3434        mCaches.currentProgram = program;
3435        return false;
3436    }
3437    return true;
3438}
3439
3440void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3441    TextureVertex* v = &mMeshVertices[0];
3442    TextureVertex::setUV(v++, u1, v1);
3443    TextureVertex::setUV(v++, u2, v1);
3444    TextureVertex::setUV(v++, u1, v2);
3445    TextureVertex::setUV(v++, u2, v2);
3446}
3447
3448void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3449    getAlphaAndModeDirect(paint, alpha,  mode);
3450    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3451        // if drawing a layer, ignore the paint's alpha
3452        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3453    }
3454    *alpha *= currentSnapshot()->alpha;
3455}
3456
3457float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3458    float alpha;
3459    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3460        alpha = mDrawModifiers.mOverrideLayerAlpha;
3461    } else {
3462        alpha = layer->getAlpha() / 255.0f;
3463    }
3464    return alpha * currentSnapshot()->alpha;
3465}
3466
3467}; // namespace uirenderer
3468}; // namespace android
3469