OpenGLRenderer.cpp revision 96885eb480c5e0526fe2f77d30f6e551f3f3ceab
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DeferredDisplayList.h"
36#include "DisplayListRenderer.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    mDrawModifiers.mShader = NULL;
116    mDrawModifiers.mColorFilter = NULL;
117    mDrawModifiers.mHasShadow = false;
118    mDrawModifiers.mHasDrawFilter = false;
119
120    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
121
122    mFirstSnapshot = new Snapshot;
123    mFrameStarted = false;
124
125    mScissorOptimizationDisabled = false;
126}
127
128OpenGLRenderer::~OpenGLRenderer() {
129    // The context has already been destroyed at this point, do not call
130    // GL APIs. All GL state should be kept in Caches.h
131}
132
133void OpenGLRenderer::initProperties() {
134    char property[PROPERTY_VALUE_MAX];
135    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
136        mScissorOptimizationDisabled = !strcasecmp(property, "true");
137        INIT_LOGD("  Scissor optimization %s",
138                mScissorOptimizationDisabled ? "disabled" : "enabled");
139    } else {
140        INIT_LOGD("  Scissor optimization enabled");
141    }
142}
143
144///////////////////////////////////////////////////////////////////////////////
145// Setup
146///////////////////////////////////////////////////////////////////////////////
147
148void OpenGLRenderer::setName(const char* name) {
149    if (name) {
150        mName.setTo(name);
151    } else {
152        mName.clear();
153    }
154}
155
156const char* OpenGLRenderer::getName() const {
157    return mName.string();
158}
159
160bool OpenGLRenderer::isDeferred() {
161    return false;
162}
163
164void OpenGLRenderer::setViewport(int width, int height) {
165    initViewport(width, height);
166
167    glDisable(GL_DITHER);
168    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
169
170    glEnableVertexAttribArray(Program::kBindingPosition);
171}
172
173void OpenGLRenderer::initViewport(int width, int height) {
174    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
175
176    mWidth = width;
177    mHeight = height;
178
179    mFirstSnapshot->height = height;
180    mFirstSnapshot->viewport.set(0, 0, width, height);
181}
182
183void OpenGLRenderer::setupFrameState(float left, float top,
184        float right, float bottom, bool opaque) {
185    mCaches.clearGarbage();
186
187    mOpaque = opaque;
188    mSnapshot = new Snapshot(mFirstSnapshot,
189            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
190    mSnapshot->fbo = getTargetFbo();
191    mSaveCount = 1;
192
193    mSnapshot->setClip(left, top, right, bottom);
194    mTilingClip.set(left, top, right, bottom);
195}
196
197status_t OpenGLRenderer::startFrame() {
198    if (mFrameStarted) return DrawGlInfo::kStatusDone;
199    mFrameStarted = true;
200
201    mDirtyClip = true;
202
203    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
204
205    glViewport(0, 0, mWidth, mHeight);
206
207    // Functors break the tiling extension in pretty spectacular ways
208    // This ensures we don't use tiling when a functor is going to be
209    // invoked during the frame
210    mSuppressTiling = mCaches.hasRegisteredFunctors();
211
212    startTiling(mSnapshot, 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::prepare(bool opaque) {
221    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
222}
223
224status_t OpenGLRenderer::prepareDirty(float left, float top,
225        float right, float bottom, bool opaque) {
226    setupFrameState(left, top, right, bottom, opaque);
227
228    // Layer renderers will start the frame immediately
229    // The framebuffer renderer will first defer the display list
230    // for each layer and wait until the first drawing command
231    // to start the frame
232    if (mSnapshot->fbo == 0) {
233        syncState();
234        updateLayers();
235    } else {
236        return startFrame();
237    }
238
239    return DrawGlInfo::kStatusDone;
240}
241
242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
243    // If we know that we are going to redraw the entire framebuffer,
244    // perform a discard to let the driver know we don't need to preserve
245    // the back buffer for this frame.
246    if (mExtensions.hasDiscardFramebuffer() &&
247            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
248        const bool isFbo = getTargetFbo() == 0;
249        const GLenum attachments[] = {
250                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
251                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
252        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
253    }
254}
255
256status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
257    if (!opaque) {
258        mCaches.enableScissor();
259        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
260        glClear(GL_COLOR_BUFFER_BIT);
261        return DrawGlInfo::kStatusDrew;
262    }
263
264    mCaches.resetScissor();
265    return DrawGlInfo::kStatusDone;
266}
267
268void OpenGLRenderer::syncState() {
269    if (mCaches.blend) {
270        glEnable(GL_BLEND);
271    } else {
272        glDisable(GL_BLEND);
273    }
274}
275
276void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
277    if (!mSuppressTiling) {
278        Rect* clip = &mTilingClip;
279        if (s->flags & Snapshot::kFlagFboTarget) {
280            clip = &(s->layer->clipRect);
281        }
282
283        startTiling(*clip, s->height, opaque);
284    }
285}
286
287void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
288    if (!mSuppressTiling) {
289        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
290                clip.right - clip.left, clip.bottom - clip.top, opaque);
291    }
292}
293
294void OpenGLRenderer::endTiling() {
295    if (!mSuppressTiling) mCaches.endTiling();
296}
297
298void OpenGLRenderer::finish() {
299    renderOverdraw();
300    endTiling();
301
302    // When finish() is invoked on FBO 0 we've reached the end
303    // of the current frame
304    if (getTargetFbo() == 0) {
305        mCaches.pathCache.trim();
306    }
307
308    if (!suppressErrorChecks()) {
309#if DEBUG_OPENGL
310        GLenum status = GL_NO_ERROR;
311        while ((status = glGetError()) != GL_NO_ERROR) {
312            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
313            switch (status) {
314                case GL_INVALID_ENUM:
315                    ALOGE("  GL_INVALID_ENUM");
316                    break;
317                case GL_INVALID_VALUE:
318                    ALOGE("  GL_INVALID_VALUE");
319                    break;
320                case GL_INVALID_OPERATION:
321                    ALOGE("  GL_INVALID_OPERATION");
322                    break;
323                case GL_OUT_OF_MEMORY:
324                    ALOGE("  Out of memory!");
325                    break;
326            }
327        }
328#endif
329
330#if DEBUG_MEMORY_USAGE
331        mCaches.dumpMemoryUsage();
332#else
333        if (mCaches.getDebugLevel() & kDebugMemory) {
334            mCaches.dumpMemoryUsage();
335        }
336#endif
337    }
338
339    mFrameStarted = false;
340}
341
342void OpenGLRenderer::interrupt() {
343    if (mCaches.currentProgram) {
344        if (mCaches.currentProgram->isInUse()) {
345            mCaches.currentProgram->remove();
346            mCaches.currentProgram = NULL;
347        }
348    }
349    mCaches.unbindMeshBuffer();
350    mCaches.unbindIndicesBuffer();
351    mCaches.resetVertexPointers();
352    mCaches.disableTexCoordsVertexArray();
353    debugOverdraw(false, false);
354}
355
356void OpenGLRenderer::resume() {
357    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
358    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
359    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
360    debugOverdraw(true, false);
361
362    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
363
364    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
365    mCaches.enableScissor();
366    mCaches.resetScissor();
367    dirtyClip();
368
369    mCaches.activeTexture(0);
370
371    mCaches.blend = true;
372    glEnable(GL_BLEND);
373    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
374    glBlendEquation(GL_FUNC_ADD);
375}
376
377void OpenGLRenderer::resumeAfterLayer() {
378    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
379    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
380    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
381    debugOverdraw(true, false);
382
383    mCaches.resetScissor();
384    dirtyClip();
385}
386
387void OpenGLRenderer::detachFunctor(Functor* functor) {
388    mFunctors.remove(functor);
389}
390
391void OpenGLRenderer::attachFunctor(Functor* functor) {
392    mFunctors.add(functor);
393}
394
395status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
396    status_t result = DrawGlInfo::kStatusDone;
397    size_t count = mFunctors.size();
398
399    if (count > 0) {
400        interrupt();
401        SortedVector<Functor*> functors(mFunctors);
402        mFunctors.clear();
403
404        DrawGlInfo info;
405        info.clipLeft = 0;
406        info.clipTop = 0;
407        info.clipRight = 0;
408        info.clipBottom = 0;
409        info.isLayer = false;
410        info.width = 0;
411        info.height = 0;
412        memset(info.transform, 0, sizeof(float) * 16);
413
414        for (size_t i = 0; i < count; i++) {
415            Functor* f = functors.itemAt(i);
416            result |= (*f)(DrawGlInfo::kModeProcess, &info);
417
418            if (result & DrawGlInfo::kStatusDraw) {
419                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
420                dirty.unionWith(localDirty);
421            }
422
423            if (result & DrawGlInfo::kStatusInvoke) {
424                mFunctors.add(f);
425            }
426        }
427        resume();
428    }
429
430    return result;
431}
432
433status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
434    interrupt();
435    detachFunctor(functor);
436
437    mCaches.enableScissor();
438    if (mDirtyClip) {
439        setScissorFromClip();
440    }
441
442    Rect clip(*mSnapshot->clipRect);
443    clip.snapToPixelBoundaries();
444
445    // Since we don't know what the functor will draw, let's dirty
446    // tne entire clip region
447    if (hasLayer()) {
448        dirtyLayerUnchecked(clip, getRegion());
449    }
450
451    DrawGlInfo info;
452    info.clipLeft = clip.left;
453    info.clipTop = clip.top;
454    info.clipRight = clip.right;
455    info.clipBottom = clip.bottom;
456    info.isLayer = hasLayer();
457    info.width = getSnapshot()->viewport.getWidth();
458    info.height = getSnapshot()->height;
459    getSnapshot()->transform->copyTo(&info.transform[0]);
460
461    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
462
463    if (result != DrawGlInfo::kStatusDone) {
464        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
465        dirty.unionWith(localDirty);
466
467        if (result & DrawGlInfo::kStatusInvoke) {
468            mFunctors.add(functor);
469        }
470    }
471
472    resume();
473    return result;
474}
475
476///////////////////////////////////////////////////////////////////////////////
477// Debug
478///////////////////////////////////////////////////////////////////////////////
479
480void OpenGLRenderer::eventMark(const char* name) const {
481    mCaches.eventMark(0, name);
482}
483
484void OpenGLRenderer::startMark(const char* name) const {
485    mCaches.startMark(0, name);
486}
487
488void OpenGLRenderer::endMark() const {
489    mCaches.endMark();
490}
491
492void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
493    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
494        if (clear) {
495            mCaches.disableScissor();
496            mCaches.stencil.clear();
497        }
498        if (enable) {
499            mCaches.stencil.enableDebugWrite();
500        } else {
501            mCaches.stencil.disable();
502        }
503    }
504}
505
506void OpenGLRenderer::renderOverdraw() {
507    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
508        const Rect* clip = &mTilingClip;
509
510        mCaches.enableScissor();
511        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
512                clip->right - clip->left, clip->bottom - clip->top);
513
514        mCaches.stencil.enableDebugTest(2);
515        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
516        mCaches.stencil.enableDebugTest(3);
517        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
518        mCaches.stencil.enableDebugTest(4);
519        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
520        mCaches.stencil.enableDebugTest(4, true);
521        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
522        mCaches.stencil.disable();
523    }
524}
525
526///////////////////////////////////////////////////////////////////////////////
527// Layers
528///////////////////////////////////////////////////////////////////////////////
529
530bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
531    if (layer->deferredUpdateScheduled && layer->renderer &&
532            layer->displayList && layer->displayList->isRenderable()) {
533        Rect& dirty = layer->dirtyRect;
534
535        if (inFrame) {
536            endTiling();
537            debugOverdraw(false, false);
538        }
539
540        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
541            OpenGLRenderer* renderer = layer->renderer;
542            renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
543            renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom,
544                    !layer->isBlend());
545            renderer->drawDisplayList(layer->displayList, dirty,
546                    DisplayList::kReplayFlag_ClipChildren);
547            renderer->finish();
548        } else {
549            layer->defer();
550        }
551
552        if (inFrame) {
553            resumeAfterLayer();
554            startTiling(mSnapshot);
555        }
556
557        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
558            dirty.setEmpty();
559            layer->renderer = NULL;
560        }
561
562        layer->deferredUpdateScheduled = false;
563        layer->displayList = NULL;
564        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
565
566        return true;
567    }
568
569    return false;
570}
571
572void OpenGLRenderer::updateLayers() {
573    // If draw deferring is enabled this method will simply defer
574    // the display list of each individual layer. The layers remain
575    // in the layer updates list which will be cleared by flushLayers().
576    int count = mLayerUpdates.size();
577    if (count > 0) {
578        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
579            startMark("Layer Updates");
580        } else {
581            startMark("Defer Layer Updates");
582        }
583
584        // Note: it is very important to update the layers in reverse order
585        for (int i = count - 1; i >= 0; i--) {
586            Layer* layer = mLayerUpdates.itemAt(i);
587            updateLayer(layer, false);
588            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
589                mCaches.resourceCache.decrementRefcount(layer);
590            }
591        }
592
593        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
594            mLayerUpdates.clear();
595            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
596        }
597        endMark();
598    }
599}
600
601void OpenGLRenderer::flushLayers() {
602    int count = mLayerUpdates.size();
603    if (count > 0) {
604        startMark("Apply Layer Updates");
605        char layerName[12];
606
607        // Note: it is very important to update the layers in reverse order
608        for (int i = count - 1; i >= 0; i--) {
609            sprintf(layerName, "Layer #%d", i);
610            startMark(layerName); {
611                Layer* layer = mLayerUpdates.itemAt(i);
612                layer->flush();
613                mCaches.resourceCache.decrementRefcount(layer);
614            }
615            endMark();
616        }
617
618        mLayerUpdates.clear();
619        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
620
621        endMark();
622    }
623}
624
625void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
626    if (layer) {
627        mLayerUpdates.push_back(layer);
628        mCaches.resourceCache.incrementRefcount(layer);
629    }
630}
631
632void OpenGLRenderer::clearLayerUpdates() {
633    size_t count = mLayerUpdates.size();
634    if (count > 0) {
635        mCaches.resourceCache.lock();
636        for (size_t i = 0; i < count; i++) {
637            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
638        }
639        mCaches.resourceCache.unlock();
640        mLayerUpdates.clear();
641    }
642}
643
644///////////////////////////////////////////////////////////////////////////////
645// State management
646///////////////////////////////////////////////////////////////////////////////
647
648int OpenGLRenderer::getSaveCount() const {
649    return mSaveCount;
650}
651
652int OpenGLRenderer::save(int flags) {
653    return saveSnapshot(flags);
654}
655
656void OpenGLRenderer::restore() {
657    if (mSaveCount > 1) {
658        restoreSnapshot();
659    }
660}
661
662void OpenGLRenderer::restoreToCount(int saveCount) {
663    if (saveCount < 1) saveCount = 1;
664
665    while (mSaveCount > saveCount) {
666        restoreSnapshot();
667    }
668}
669
670int OpenGLRenderer::saveSnapshot(int flags) {
671    mSnapshot = new Snapshot(mSnapshot, flags);
672    return mSaveCount++;
673}
674
675bool OpenGLRenderer::restoreSnapshot() {
676    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
677    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
678    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
679
680    sp<Snapshot> current = mSnapshot;
681    sp<Snapshot> previous = mSnapshot->previous;
682
683    if (restoreOrtho) {
684        Rect& r = previous->viewport;
685        glViewport(r.left, r.top, r.right, r.bottom);
686        mOrthoMatrix.load(current->orthoMatrix);
687    }
688
689    mSaveCount--;
690    mSnapshot = previous;
691
692    if (restoreClip) {
693        dirtyClip();
694    }
695
696    if (restoreLayer) {
697        composeLayer(current, previous);
698    }
699
700    return restoreClip;
701}
702
703///////////////////////////////////////////////////////////////////////////////
704// Layers
705///////////////////////////////////////////////////////////////////////////////
706
707int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
708        int alpha, SkXfermode::Mode mode, int flags) {
709    const GLuint previousFbo = mSnapshot->fbo;
710    const int count = saveSnapshot(flags);
711
712    if (!mSnapshot->isIgnored()) {
713        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
714    }
715
716    return count;
717}
718
719void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
720    const Rect untransformedBounds(bounds);
721
722    currentTransform().mapRect(bounds);
723
724    // Layers only make sense if they are in the framebuffer's bounds
725    if (bounds.intersect(*mSnapshot->clipRect)) {
726        // We cannot work with sub-pixels in this case
727        bounds.snapToPixelBoundaries();
728
729        // When the layer is not an FBO, we may use glCopyTexImage so we
730        // need to make sure the layer does not extend outside the bounds
731        // of the framebuffer
732        if (!bounds.intersect(mSnapshot->previous->viewport)) {
733            bounds.setEmpty();
734        } else if (fboLayer) {
735            clip.set(bounds);
736            mat4 inverse;
737            inverse.loadInverse(currentTransform());
738            inverse.mapRect(clip);
739            clip.snapToPixelBoundaries();
740            if (clip.intersect(untransformedBounds)) {
741                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
742                bounds.set(untransformedBounds);
743            } else {
744                clip.setEmpty();
745            }
746        }
747    } else {
748        bounds.setEmpty();
749    }
750}
751
752int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
753        int alpha, SkXfermode::Mode mode, int flags) {
754    const GLuint previousFbo = mSnapshot->fbo;
755    const int count = saveSnapshot(flags);
756
757    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
758        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
759        // operations will be able to store and restore the current clip and transform info, and
760        // quick rejection will be correct (for display lists)
761
762        Rect bounds(left, top, right, bottom);
763        Rect clip;
764        calculateLayerBoundsAndClip(bounds, clip, true);
765
766        if (!bounds.isEmpty() && !clip.isEmpty()) {
767            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
768            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
769        }
770    }
771
772    return count;
773}
774
775
776/**
777 * Layers are viewed by Skia are slightly different than layers in image editing
778 * programs (for instance.) When a layer is created, previously created layers
779 * and the frame buffer still receive every drawing command. For instance, if a
780 * layer is created and a shape intersecting the bounds of the layers and the
781 * framebuffer is draw, the shape will be drawn on both (unless the layer was
782 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
783 *
784 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
785 * texture. Unfortunately, this is inefficient as it requires every primitive to
786 * be drawn n + 1 times, where n is the number of active layers. In practice this
787 * means, for every primitive:
788 *   - Switch active frame buffer
789 *   - Change viewport, clip and projection matrix
790 *   - Issue the drawing
791 *
792 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
793 * To avoid this, layers are implemented in a different way here, at least in the
794 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
795 * is set. When this flag is set we can redirect all drawing operations into a
796 * single FBO.
797 *
798 * This implementation relies on the frame buffer being at least RGBA 8888. When
799 * a layer is created, only a texture is created, not an FBO. The content of the
800 * frame buffer contained within the layer's bounds is copied into this texture
801 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
802 * buffer and drawing continues as normal. This technique therefore treats the
803 * frame buffer as a scratch buffer for the layers.
804 *
805 * To compose the layers back onto the frame buffer, each layer texture
806 * (containing the original frame buffer data) is drawn as a simple quad over
807 * the frame buffer. The trick is that the quad is set as the composition
808 * destination in the blending equation, and the frame buffer becomes the source
809 * of the composition.
810 *
811 * Drawing layers with an alpha value requires an extra step before composition.
812 * An empty quad is drawn over the layer's region in the frame buffer. This quad
813 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
814 * quad is used to multiply the colors in the frame buffer. This is achieved by
815 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
816 * GL_ZERO, GL_SRC_ALPHA.
817 *
818 * Because glCopyTexImage2D() can be slow, an alternative implementation might
819 * be use to draw a single clipped layer. The implementation described above
820 * is correct in every case.
821 *
822 * (1) The frame buffer is actually not cleared right away. To allow the GPU
823 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
824 *     buffer is left untouched until the first drawing operation. Only when
825 *     something actually gets drawn are the layers regions cleared.
826 */
827bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
828        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
829    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
830    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
831
832    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
833
834    // Window coordinates of the layer
835    Rect clip;
836    Rect bounds(left, top, right, bottom);
837    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
838
839    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
840            bounds.getHeight() > mCaches.maxTextureSize ||
841            (fboLayer && clip.isEmpty())) {
842        mSnapshot->empty = fboLayer;
843    } else {
844        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
845    }
846
847    // Bail out if we won't draw in this snapshot
848    if (mSnapshot->invisible || mSnapshot->empty) {
849        return false;
850    }
851
852    mCaches.activeTexture(0);
853    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
854    if (!layer) {
855        return false;
856    }
857
858    layer->setAlpha(alpha, mode);
859    layer->layer.set(bounds);
860    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
861            bounds.getWidth() / float(layer->getWidth()), 0.0f);
862    layer->setColorFilter(mDrawModifiers.mColorFilter);
863    layer->setBlend(true);
864    layer->setDirty(false);
865
866    // Save the layer in the snapshot
867    mSnapshot->flags |= Snapshot::kFlagIsLayer;
868    mSnapshot->layer = layer;
869
870    if (fboLayer) {
871        return createFboLayer(layer, bounds, clip, previousFbo);
872    } else {
873        // Copy the framebuffer into the layer
874        layer->bindTexture();
875        if (!bounds.isEmpty()) {
876            if (layer->isEmpty()) {
877                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
878                        bounds.left, mSnapshot->height - bounds.bottom,
879                        layer->getWidth(), layer->getHeight(), 0);
880                layer->setEmpty(false);
881            } else {
882                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
883                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
884            }
885
886            // Enqueue the buffer coordinates to clear the corresponding region later
887            mLayers.push(new Rect(bounds));
888        }
889    }
890
891    return true;
892}
893
894bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
895    layer->clipRect.set(clip);
896    layer->setFbo(mCaches.fboCache.get());
897
898    mSnapshot->region = &mSnapshot->layer->region;
899    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
900            Snapshot::kFlagDirtyOrtho;
901    mSnapshot->fbo = layer->getFbo();
902    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
903    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
904    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
905    mSnapshot->height = bounds.getHeight();
906    mSnapshot->orthoMatrix.load(mOrthoMatrix);
907
908    endTiling();
909    debugOverdraw(false, false);
910    // Bind texture to FBO
911    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
912    layer->bindTexture();
913
914    // Initialize the texture if needed
915    if (layer->isEmpty()) {
916        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
917        layer->setEmpty(false);
918    }
919
920    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
921            layer->getTexture(), 0);
922
923    startTiling(mSnapshot, true);
924
925    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
926    mCaches.enableScissor();
927    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
928            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
929    glClear(GL_COLOR_BUFFER_BIT);
930
931    dirtyClip();
932
933    // Change the ortho projection
934    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
935    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
936
937    return true;
938}
939
940/**
941 * Read the documentation of createLayer() before doing anything in this method.
942 */
943void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
944    if (!current->layer) {
945        ALOGE("Attempting to compose a layer that does not exist");
946        return;
947    }
948
949    Layer* layer = current->layer;
950    const Rect& rect = layer->layer;
951    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
952
953    if (fboLayer) {
954        endTiling();
955
956        // Detach the texture from the FBO
957        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
958
959        layer->removeFbo(false);
960
961        // Unbind current FBO and restore previous one
962        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
963        debugOverdraw(true, false);
964
965        startTiling(previous);
966    }
967
968    if (!fboLayer && layer->getAlpha() < 255) {
969        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
970                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
971        // Required below, composeLayerRect() will divide by 255
972        layer->setAlpha(255);
973    }
974
975    mCaches.unbindMeshBuffer();
976
977    mCaches.activeTexture(0);
978
979    // When the layer is stored in an FBO, we can save a bit of fillrate by
980    // drawing only the dirty region
981    if (fboLayer) {
982        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
983        if (layer->getColorFilter()) {
984            setupColorFilter(layer->getColorFilter());
985        }
986        composeLayerRegion(layer, rect);
987        if (layer->getColorFilter()) {
988            resetColorFilter();
989        }
990    } else if (!rect.isEmpty()) {
991        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
992        composeLayerRect(layer, rect, true);
993    }
994
995    dirtyClip();
996
997    // Failing to add the layer to the cache should happen only if the layer is too large
998    if (!mCaches.layerCache.put(layer)) {
999        LAYER_LOGD("Deleting layer");
1000        Caches::getInstance().resourceCache.decrementRefcount(layer);
1001    }
1002}
1003
1004void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1005    float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1006
1007    setupDraw();
1008    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1009        setupDrawWithTexture();
1010    } else {
1011        setupDrawWithExternalTexture();
1012    }
1013    setupDrawTextureTransform();
1014    setupDrawColor(alpha, alpha, alpha, alpha);
1015    setupDrawColorFilter();
1016    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1017    setupDrawProgram();
1018    setupDrawPureColorUniforms();
1019    setupDrawColorFilterUniforms();
1020    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1021        setupDrawTexture(layer->getTexture());
1022    } else {
1023        setupDrawExternalTexture(layer->getTexture());
1024    }
1025    if (currentTransform().isPureTranslate() &&
1026            layer->getWidth() == (uint32_t) rect.getWidth() &&
1027            layer->getHeight() == (uint32_t) rect.getHeight()) {
1028        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1029        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1030
1031        layer->setFilter(GL_NEAREST);
1032        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1033    } else {
1034        layer->setFilter(GL_LINEAR);
1035        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1036    }
1037    setupDrawTextureTransformUniforms(layer->getTexTransform());
1038    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1039
1040    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1041
1042    finishDrawTexture();
1043}
1044
1045void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1046    if (!layer->isTextureLayer()) {
1047        const Rect& texCoords = layer->texCoords;
1048        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1049                texCoords.right, texCoords.bottom);
1050
1051        float x = rect.left;
1052        float y = rect.top;
1053        bool simpleTransform = currentTransform().isPureTranslate() &&
1054                layer->getWidth() == (uint32_t) rect.getWidth() &&
1055                layer->getHeight() == (uint32_t) rect.getHeight();
1056
1057        if (simpleTransform) {
1058            // When we're swapping, the layer is already in screen coordinates
1059            if (!swap) {
1060                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1061                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1062            }
1063
1064            layer->setFilter(GL_NEAREST, true);
1065        } else {
1066            layer->setFilter(GL_LINEAR, true);
1067        }
1068
1069        float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1070        bool blend = layer->isBlend() || alpha < 1.0f;
1071        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1072                layer->getTexture(), alpha, layer->getMode(), blend,
1073                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1074                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1075
1076        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1077    } else {
1078        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1079        drawTextureLayer(layer, rect);
1080        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1081    }
1082}
1083
1084void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1085    if (layer->region.isRect()) {
1086        layer->setRegionAsRect();
1087
1088        composeLayerRect(layer, layer->regionRect);
1089
1090        layer->region.clear();
1091        return;
1092    }
1093
1094    // TODO: See LayerRenderer.cpp::generateMesh() for important
1095    //       information about this implementation
1096    if (CC_LIKELY(!layer->region.isEmpty())) {
1097        size_t count;
1098        const android::Rect* rects;
1099        Region safeRegion;
1100        if (CC_LIKELY(hasRectToRectTransform())) {
1101            rects = layer->region.getArray(&count);
1102        } else {
1103            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1104            rects = safeRegion.getArray(&count);
1105        }
1106
1107        const float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1108        const float texX = 1.0f / float(layer->getWidth());
1109        const float texY = 1.0f / float(layer->getHeight());
1110        const float height = rect.getHeight();
1111
1112        setupDraw();
1113
1114        // We must get (and therefore bind) the region mesh buffer
1115        // after we setup drawing in case we need to mess with the
1116        // stencil buffer in setupDraw()
1117        TextureVertex* mesh = mCaches.getRegionMesh();
1118        GLsizei numQuads = 0;
1119
1120        setupDrawWithTexture();
1121        setupDrawColor(alpha, alpha, alpha, alpha);
1122        setupDrawColorFilter();
1123        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1124        setupDrawProgram();
1125        setupDrawDirtyRegionsDisabled();
1126        setupDrawPureColorUniforms();
1127        setupDrawColorFilterUniforms();
1128        setupDrawTexture(layer->getTexture());
1129        if (currentTransform().isPureTranslate()) {
1130            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1131            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1132
1133            layer->setFilter(GL_NEAREST);
1134            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1135        } else {
1136            layer->setFilter(GL_LINEAR);
1137            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1138        }
1139        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1140
1141        for (size_t i = 0; i < count; i++) {
1142            const android::Rect* r = &rects[i];
1143
1144            const float u1 = r->left * texX;
1145            const float v1 = (height - r->top) * texY;
1146            const float u2 = r->right * texX;
1147            const float v2 = (height - r->bottom) * texY;
1148
1149            // TODO: Reject quads outside of the clip
1150            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1151            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1152            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1153            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1154
1155            numQuads++;
1156
1157            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1158                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1159                numQuads = 0;
1160                mesh = mCaches.getRegionMesh();
1161            }
1162        }
1163
1164        if (numQuads > 0) {
1165            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1166        }
1167
1168        finishDrawTexture();
1169
1170#if DEBUG_LAYERS_AS_REGIONS
1171        drawRegionRects(layer->region);
1172#endif
1173
1174        layer->region.clear();
1175    }
1176}
1177
1178void OpenGLRenderer::drawRegionRects(const Region& region) {
1179#if DEBUG_LAYERS_AS_REGIONS
1180    size_t count;
1181    const android::Rect* rects = region.getArray(&count);
1182
1183    uint32_t colors[] = {
1184            0x7fff0000, 0x7f00ff00,
1185            0x7f0000ff, 0x7fff00ff,
1186    };
1187
1188    int offset = 0;
1189    int32_t top = rects[0].top;
1190
1191    for (size_t i = 0; i < count; i++) {
1192        if (top != rects[i].top) {
1193            offset ^= 0x2;
1194            top = rects[i].top;
1195        }
1196
1197        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1198        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1199                SkXfermode::kSrcOver_Mode);
1200    }
1201#endif
1202}
1203
1204void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1205        SkXfermode::Mode mode, bool dirty) {
1206    int count = 0;
1207    Vector<float> rects;
1208
1209    SkRegion::Iterator it(region);
1210    while (!it.done()) {
1211        const SkIRect& r = it.rect();
1212        rects.push(r.fLeft);
1213        rects.push(r.fTop);
1214        rects.push(r.fRight);
1215        rects.push(r.fBottom);
1216        count += 4;
1217        it.next();
1218    }
1219
1220    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1221}
1222
1223void OpenGLRenderer::dirtyLayer(const float left, const float top,
1224        const float right, const float bottom, const mat4 transform) {
1225    if (hasLayer()) {
1226        Rect bounds(left, top, right, bottom);
1227        transform.mapRect(bounds);
1228        dirtyLayerUnchecked(bounds, getRegion());
1229    }
1230}
1231
1232void OpenGLRenderer::dirtyLayer(const float left, const float top,
1233        const float right, const float bottom) {
1234    if (hasLayer()) {
1235        Rect bounds(left, top, right, bottom);
1236        dirtyLayerUnchecked(bounds, getRegion());
1237    }
1238}
1239
1240void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1241    if (bounds.intersect(*mSnapshot->clipRect)) {
1242        bounds.snapToPixelBoundaries();
1243        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1244        if (!dirty.isEmpty()) {
1245            region->orSelf(dirty);
1246        }
1247    }
1248}
1249
1250void OpenGLRenderer::clearLayerRegions() {
1251    const size_t count = mLayers.size();
1252    if (count == 0) return;
1253
1254    if (!mSnapshot->isIgnored()) {
1255        // Doing several glScissor/glClear here can negatively impact
1256        // GPUs with a tiler architecture, instead we draw quads with
1257        // the Clear blending mode
1258
1259        // The list contains bounds that have already been clipped
1260        // against their initial clip rect, and the current clip
1261        // is likely different so we need to disable clipping here
1262        bool scissorChanged = mCaches.disableScissor();
1263
1264        Vertex mesh[count * 6];
1265        Vertex* vertex = mesh;
1266
1267        for (uint32_t i = 0; i < count; i++) {
1268            Rect* bounds = mLayers.itemAt(i);
1269
1270            Vertex::set(vertex++, bounds->left, bounds->bottom);
1271            Vertex::set(vertex++, bounds->left, bounds->top);
1272            Vertex::set(vertex++, bounds->right, bounds->top);
1273            Vertex::set(vertex++, bounds->left, bounds->bottom);
1274            Vertex::set(vertex++, bounds->right, bounds->top);
1275            Vertex::set(vertex++, bounds->right, bounds->bottom);
1276
1277            delete bounds;
1278        }
1279        // We must clear the list of dirty rects before we
1280        // call setupDraw() to prevent stencil setup to do
1281        // the same thing again
1282        mLayers.clear();
1283
1284        setupDraw(false);
1285        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1286        setupDrawBlending(true, SkXfermode::kClear_Mode);
1287        setupDrawProgram();
1288        setupDrawPureColorUniforms();
1289        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1290        setupDrawVertices(&mesh[0].position[0]);
1291
1292        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1293
1294        if (scissorChanged) mCaches.enableScissor();
1295    } else {
1296        for (uint32_t i = 0; i < count; i++) {
1297            delete mLayers.itemAt(i);
1298        }
1299        mLayers.clear();
1300    }
1301}
1302
1303///////////////////////////////////////////////////////////////////////////////
1304// State Deferral
1305///////////////////////////////////////////////////////////////////////////////
1306
1307bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1308    const Rect& currentClip = *(mSnapshot->clipRect);
1309    const mat4& currentMatrix = *(mSnapshot->transform);
1310
1311    if (stateDeferFlags & kStateDeferFlag_Draw) {
1312        // state has bounds initialized in local coordinates
1313        if (!state.mBounds.isEmpty()) {
1314            currentMatrix.mapRect(state.mBounds);
1315            if (!state.mBounds.intersect(currentClip)) {
1316                // quick rejected
1317                return true;
1318            }
1319        } else {
1320            state.mBounds.set(currentClip);
1321        }
1322        state.mDrawModifiers = mDrawModifiers;
1323        state.mAlpha = mSnapshot->alpha;
1324    }
1325
1326    if (stateDeferFlags & kStateDeferFlag_Clip) {
1327        state.mClip.set(currentClip);
1328    } else {
1329        state.mClip.setEmpty();
1330    }
1331
1332    // transform always deferred
1333    state.mMatrix.load(currentMatrix);
1334    return false;
1335}
1336
1337void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, int stateDeferFlags) {
1338    currentTransform().load(state.mMatrix);
1339
1340    if (stateDeferFlags & kStateDeferFlag_Draw) {
1341        mDrawModifiers = state.mDrawModifiers;
1342        mSnapshot->alpha = state.mAlpha;
1343    }
1344
1345    if (!state.mClip.isEmpty()) {
1346        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1347        dirtyClip();
1348    }
1349}
1350
1351///////////////////////////////////////////////////////////////////////////////
1352// Transforms
1353///////////////////////////////////////////////////////////////////////////////
1354
1355void OpenGLRenderer::translate(float dx, float dy) {
1356    currentTransform().translate(dx, dy, 0.0f);
1357}
1358
1359void OpenGLRenderer::rotate(float degrees) {
1360    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1361}
1362
1363void OpenGLRenderer::scale(float sx, float sy) {
1364    currentTransform().scale(sx, sy, 1.0f);
1365}
1366
1367void OpenGLRenderer::skew(float sx, float sy) {
1368    currentTransform().skew(sx, sy);
1369}
1370
1371void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1372    if (matrix) {
1373        currentTransform().load(*matrix);
1374    } else {
1375        currentTransform().loadIdentity();
1376    }
1377}
1378
1379bool OpenGLRenderer::hasRectToRectTransform() {
1380    return CC_LIKELY(currentTransform().rectToRect());
1381}
1382
1383void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1384    currentTransform().copyTo(*matrix);
1385}
1386
1387void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1388    SkMatrix transform;
1389    currentTransform().copyTo(transform);
1390    transform.preConcat(*matrix);
1391    currentTransform().load(transform);
1392}
1393
1394///////////////////////////////////////////////////////////////////////////////
1395// Clipping
1396///////////////////////////////////////////////////////////////////////////////
1397
1398void OpenGLRenderer::setScissorFromClip() {
1399    Rect clip(*mSnapshot->clipRect);
1400    clip.snapToPixelBoundaries();
1401
1402    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1403            clip.getWidth(), clip.getHeight())) {
1404        mDirtyClip = false;
1405    }
1406}
1407
1408void OpenGLRenderer::ensureStencilBuffer() {
1409    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1410    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1411    // just hope we have one when hasLayer() returns false.
1412    if (hasLayer()) {
1413        attachStencilBufferToLayer(mSnapshot->layer);
1414    }
1415}
1416
1417void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1418    // The layer's FBO is already bound when we reach this stage
1419    if (!layer->getStencilRenderBuffer()) {
1420        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1421        // is attached after we initiated tiling. We must turn it off,
1422        // attach the new render buffer then turn tiling back on
1423        endTiling();
1424
1425        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1426                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1427        layer->setStencilRenderBuffer(buffer);
1428
1429        startTiling(layer->clipRect, layer->layer.getHeight());
1430    }
1431}
1432
1433void OpenGLRenderer::setStencilFromClip() {
1434    if (!mCaches.debugOverdraw) {
1435        if (!mSnapshot->clipRegion->isEmpty()) {
1436            // NOTE: The order here is important, we must set dirtyClip to false
1437            //       before any draw call to avoid calling back into this method
1438            mDirtyClip = false;
1439
1440            ensureStencilBuffer();
1441
1442            mCaches.stencil.enableWrite();
1443
1444            // Clear the stencil but first make sure we restrict drawing
1445            // to the region's bounds
1446            bool resetScissor = mCaches.enableScissor();
1447            if (resetScissor) {
1448                // The scissor was not set so we now need to update it
1449                setScissorFromClip();
1450            }
1451            mCaches.stencil.clear();
1452            if (resetScissor) mCaches.disableScissor();
1453
1454            // NOTE: We could use the region contour path to generate a smaller mesh
1455            //       Since we are using the stencil we could use the red book path
1456            //       drawing technique. It might increase bandwidth usage though.
1457
1458            // The last parameter is important: we are not drawing in the color buffer
1459            // so we don't want to dirty the current layer, if any
1460            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1461
1462            mCaches.stencil.enableTest();
1463
1464            // Draw the region used to generate the stencil if the appropriate debug
1465            // mode is enabled
1466            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1467                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1468            }
1469        } else {
1470            mCaches.stencil.disable();
1471        }
1472    }
1473}
1474
1475const Rect& OpenGLRenderer::getClipBounds() {
1476    return mSnapshot->getLocalClip();
1477}
1478
1479bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1480    if (mSnapshot->isIgnored()) {
1481        return true;
1482    }
1483
1484    Rect r(left, top, right, bottom);
1485    currentTransform().mapRect(r);
1486    r.snapToPixelBoundaries();
1487
1488    Rect clipRect(*mSnapshot->clipRect);
1489    clipRect.snapToPixelBoundaries();
1490
1491    return !clipRect.intersects(r);
1492}
1493
1494bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1495        Rect& transformed, Rect& clip) {
1496    if (mSnapshot->isIgnored()) {
1497        return true;
1498    }
1499
1500    transformed.set(left, top, right, bottom);
1501    currentTransform().mapRect(transformed);
1502    transformed.snapToPixelBoundaries();
1503
1504    clip.set(*mSnapshot->clipRect);
1505    clip.snapToPixelBoundaries();
1506
1507    return !clip.intersects(transformed);
1508}
1509
1510bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1511        SkPaint* paint) {
1512    if (paint->getStyle() != SkPaint::kFill_Style) {
1513        float outset = paint->getStrokeWidth() * 0.5f;
1514        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1515    } else {
1516        return quickReject(left, top, right, bottom);
1517    }
1518}
1519
1520bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1521    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1522        return true;
1523    }
1524
1525    Rect r(left, top, right, bottom);
1526    currentTransform().mapRect(r);
1527    r.snapToPixelBoundaries();
1528
1529    Rect clipRect(*mSnapshot->clipRect);
1530    clipRect.snapToPixelBoundaries();
1531
1532    bool rejected = !clipRect.intersects(r);
1533    if (!isDeferred() && !rejected) {
1534        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1535    }
1536
1537    return rejected;
1538}
1539
1540void OpenGLRenderer::debugClip() {
1541#if DEBUG_CLIP_REGIONS
1542    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1543        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1544    }
1545#endif
1546}
1547
1548bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1549    if (CC_LIKELY(currentTransform().rectToRect())) {
1550        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1551        if (clipped) {
1552            dirtyClip();
1553        }
1554        return !mSnapshot->clipRect->isEmpty();
1555    }
1556
1557    SkPath path;
1558    path.addRect(left, top, right, bottom);
1559
1560    return clipPath(&path, op);
1561}
1562
1563bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1564    SkMatrix transform;
1565    currentTransform().copyTo(transform);
1566
1567    SkPath transformed;
1568    path->transform(transform, &transformed);
1569
1570    SkRegion clip;
1571    if (!mSnapshot->clipRegion->isEmpty()) {
1572        clip.setRegion(*mSnapshot->clipRegion);
1573    } else {
1574        Rect* bounds = mSnapshot->clipRect;
1575        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1576    }
1577
1578    SkRegion region;
1579    region.setPath(transformed, clip);
1580
1581    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1582    if (clipped) {
1583        dirtyClip();
1584    }
1585    return !mSnapshot->clipRect->isEmpty();
1586}
1587
1588bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1589    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1590    if (clipped) {
1591        dirtyClip();
1592    }
1593    return !mSnapshot->clipRect->isEmpty();
1594}
1595
1596Rect* OpenGLRenderer::getClipRect() {
1597    return mSnapshot->clipRect;
1598}
1599
1600///////////////////////////////////////////////////////////////////////////////
1601// Drawing commands
1602///////////////////////////////////////////////////////////////////////////////
1603
1604void OpenGLRenderer::setupDraw(bool clear) {
1605    // TODO: It would be best if we could do this before quickReject()
1606    //       changes the scissor test state
1607    if (clear) clearLayerRegions();
1608    // Make sure setScissor & setStencil happen at the beginning of
1609    // this method
1610    if (mDirtyClip) {
1611        if (mCaches.scissorEnabled) {
1612            setScissorFromClip();
1613        }
1614        setStencilFromClip();
1615    }
1616
1617    mDescription.reset();
1618
1619    mSetShaderColor = false;
1620    mColorSet = false;
1621    mColorA = mColorR = mColorG = mColorB = 0.0f;
1622    mTextureUnit = 0;
1623    mTrackDirtyRegions = true;
1624
1625    // Enable debug highlight when what we're about to draw is tested against
1626    // the stencil buffer and if stencil highlight debugging is on
1627    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1628            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1629            mCaches.stencil.isTestEnabled();
1630}
1631
1632void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1633    mDescription.hasTexture = true;
1634    mDescription.hasAlpha8Texture = isAlpha8;
1635}
1636
1637void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1638    mDescription.hasTexture = true;
1639    mDescription.hasColors = true;
1640    mDescription.hasAlpha8Texture = isAlpha8;
1641}
1642
1643void OpenGLRenderer::setupDrawWithExternalTexture() {
1644    mDescription.hasExternalTexture = true;
1645}
1646
1647void OpenGLRenderer::setupDrawNoTexture() {
1648    mCaches.disableTexCoordsVertexArray();
1649}
1650
1651void OpenGLRenderer::setupDrawAA() {
1652    mDescription.isAA = true;
1653}
1654
1655void OpenGLRenderer::setupDrawPoint(float pointSize) {
1656    mDescription.isPoint = true;
1657    mDescription.pointSize = pointSize;
1658}
1659
1660void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1661    mColorA = alpha / 255.0f;
1662    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1663    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1664    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1665    mColorSet = true;
1666    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1667}
1668
1669void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1670    mColorA = alpha / 255.0f;
1671    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1672    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1673    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1674    mColorSet = true;
1675    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1676}
1677
1678void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1679    mCaches.fontRenderer->describe(mDescription, paint);
1680}
1681
1682void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1683    mColorA = a;
1684    mColorR = r;
1685    mColorG = g;
1686    mColorB = b;
1687    mColorSet = true;
1688    mSetShaderColor = mDescription.setColor(r, g, b, a);
1689}
1690
1691void OpenGLRenderer::setupDrawShader() {
1692    if (mDrawModifiers.mShader) {
1693        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1694    }
1695}
1696
1697void OpenGLRenderer::setupDrawColorFilter() {
1698    if (mDrawModifiers.mColorFilter) {
1699        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1700    }
1701}
1702
1703void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1704    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1705        mColorA = 1.0f;
1706        mColorR = mColorG = mColorB = 0.0f;
1707        mSetShaderColor = mDescription.modulate = true;
1708    }
1709}
1710
1711void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1712    // When the blending mode is kClear_Mode, we need to use a modulate color
1713    // argb=1,0,0,0
1714    accountForClear(mode);
1715    bool blend = (mColorSet && mColorA < 1.0f) ||
1716            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1717    chooseBlending(blend, mode, mDescription, swapSrcDst);
1718}
1719
1720void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1721    // When the blending mode is kClear_Mode, we need to use a modulate color
1722    // argb=1,0,0,0
1723    accountForClear(mode);
1724    blend |= (mColorSet && mColorA < 1.0f) ||
1725            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1726            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1727    chooseBlending(blend, mode, mDescription, swapSrcDst);
1728}
1729
1730void OpenGLRenderer::setupDrawProgram() {
1731    useProgram(mCaches.programCache.get(mDescription));
1732}
1733
1734void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1735    mTrackDirtyRegions = false;
1736}
1737
1738void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1739        bool ignoreTransform) {
1740    mModelView.loadTranslate(left, top, 0.0f);
1741    if (!ignoreTransform) {
1742        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1743        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1744    } else {
1745        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1746        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1747    }
1748}
1749
1750void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1751    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1752}
1753
1754void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1755        bool ignoreTransform, bool ignoreModelView) {
1756    if (!ignoreModelView) {
1757        mModelView.loadTranslate(left, top, 0.0f);
1758        mModelView.scale(right - left, bottom - top, 1.0f);
1759    } else {
1760        mModelView.loadIdentity();
1761    }
1762    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1763    if (!ignoreTransform) {
1764        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1765        if (mTrackDirtyRegions && dirty) {
1766            dirtyLayer(left, top, right, bottom, currentTransform());
1767        }
1768    } else {
1769        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1770        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1771    }
1772}
1773
1774void OpenGLRenderer::setupDrawPointUniforms() {
1775    int slot = mCaches.currentProgram->getUniform("pointSize");
1776    glUniform1f(slot, mDescription.pointSize);
1777}
1778
1779void OpenGLRenderer::setupDrawColorUniforms() {
1780    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1781        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1782    }
1783}
1784
1785void OpenGLRenderer::setupDrawPureColorUniforms() {
1786    if (mSetShaderColor) {
1787        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1788    }
1789}
1790
1791void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1792    if (mDrawModifiers.mShader) {
1793        if (ignoreTransform) {
1794            mModelView.loadInverse(currentTransform());
1795        }
1796        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1797                mModelView, *mSnapshot, &mTextureUnit);
1798    }
1799}
1800
1801void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1802    if (mDrawModifiers.mShader) {
1803        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1804                mat4::identity(), *mSnapshot, &mTextureUnit);
1805    }
1806}
1807
1808void OpenGLRenderer::setupDrawColorFilterUniforms() {
1809    if (mDrawModifiers.mColorFilter) {
1810        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1811    }
1812}
1813
1814void OpenGLRenderer::setupDrawTextGammaUniforms() {
1815    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1816}
1817
1818void OpenGLRenderer::setupDrawSimpleMesh() {
1819    bool force = mCaches.bindMeshBuffer();
1820    mCaches.bindPositionVertexPointer(force, 0);
1821    mCaches.unbindIndicesBuffer();
1822}
1823
1824void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1825    if (texture) bindTexture(texture);
1826    mTextureUnit++;
1827    mCaches.enableTexCoordsVertexArray();
1828}
1829
1830void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1831    bindExternalTexture(texture);
1832    mTextureUnit++;
1833    mCaches.enableTexCoordsVertexArray();
1834}
1835
1836void OpenGLRenderer::setupDrawTextureTransform() {
1837    mDescription.hasTextureTransform = true;
1838}
1839
1840void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1841    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1842            GL_FALSE, &transform.data[0]);
1843}
1844
1845void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1846    bool force = false;
1847    if (!vertices) {
1848        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1849    } else {
1850        force = mCaches.unbindMeshBuffer();
1851    }
1852
1853    mCaches.bindPositionVertexPointer(force, vertices);
1854    if (mCaches.currentProgram->texCoords >= 0) {
1855        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1856    }
1857
1858    mCaches.unbindIndicesBuffer();
1859}
1860
1861void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1862    bool force = mCaches.unbindMeshBuffer();
1863    GLsizei stride = sizeof(ColorTextureVertex);
1864
1865    mCaches.bindPositionVertexPointer(force, vertices, stride);
1866    if (mCaches.currentProgram->texCoords >= 0) {
1867        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1868    }
1869    int slot = mCaches.currentProgram->getAttrib("colors");
1870    if (slot >= 0) {
1871        glEnableVertexAttribArray(slot);
1872        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1873    }
1874
1875    mCaches.unbindIndicesBuffer();
1876}
1877
1878void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1879    bool force = mCaches.unbindMeshBuffer();
1880    mCaches.bindPositionVertexPointer(force, vertices);
1881    if (mCaches.currentProgram->texCoords >= 0) {
1882        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1883    }
1884}
1885
1886void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1887    bool force = mCaches.unbindMeshBuffer();
1888    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1889    mCaches.unbindIndicesBuffer();
1890}
1891
1892void OpenGLRenderer::finishDrawTexture() {
1893}
1894
1895///////////////////////////////////////////////////////////////////////////////
1896// Drawing
1897///////////////////////////////////////////////////////////////////////////////
1898
1899status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1900        int32_t replayFlags) {
1901    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1902    // will be performed by the display list itself
1903    if (displayList && displayList->isRenderable()) {
1904        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1905            startFrame();
1906            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1907            displayList->replay(replayStruct, 0);
1908            return replayStruct.mDrawGlStatus;
1909        }
1910
1911        DeferredDisplayList deferredList;
1912        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1913        displayList->defer(deferStruct, 0);
1914
1915        flushLayers();
1916        startFrame();
1917
1918        return deferredList.flush(*this, dirty);
1919    }
1920
1921    return DrawGlInfo::kStatusDone;
1922}
1923
1924void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1925    if (displayList) {
1926        displayList->output(1);
1927    }
1928}
1929
1930void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1931    int alpha;
1932    SkXfermode::Mode mode;
1933    getAlphaAndMode(paint, &alpha, &mode);
1934
1935    int color = paint != NULL ? paint->getColor() : 0;
1936
1937    float x = left;
1938    float y = top;
1939
1940    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1941
1942    bool ignoreTransform = false;
1943    if (currentTransform().isPureTranslate()) {
1944        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
1945        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
1946        ignoreTransform = true;
1947
1948        texture->setFilter(GL_NEAREST, true);
1949    } else {
1950        texture->setFilter(FILTER(paint), true);
1951    }
1952
1953    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1954            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1955            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1956}
1957
1958status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1959    const float right = left + bitmap->width();
1960    const float bottom = top + bitmap->height();
1961
1962    if (quickReject(left, top, right, bottom)) {
1963        return DrawGlInfo::kStatusDone;
1964    }
1965
1966    mCaches.activeTexture(0);
1967    Texture* texture = mCaches.textureCache.get(bitmap);
1968    if (!texture) return DrawGlInfo::kStatusDone;
1969    const AutoTexture autoCleanup(texture);
1970
1971    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1972        drawAlphaBitmap(texture, left, top, paint);
1973    } else {
1974        drawTextureRect(left, top, right, bottom, texture, paint);
1975    }
1976
1977    return DrawGlInfo::kStatusDrew;
1978}
1979
1980status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1981    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1982    const mat4 transform(*matrix);
1983    transform.mapRect(r);
1984
1985    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1986        return DrawGlInfo::kStatusDone;
1987    }
1988
1989    mCaches.activeTexture(0);
1990    Texture* texture = mCaches.textureCache.get(bitmap);
1991    if (!texture) return DrawGlInfo::kStatusDone;
1992    const AutoTexture autoCleanup(texture);
1993
1994    // This could be done in a cheaper way, all we need is pass the matrix
1995    // to the vertex shader. The save/restore is a bit overkill.
1996    save(SkCanvas::kMatrix_SaveFlag);
1997    concatMatrix(matrix);
1998    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1999        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2000    } else {
2001        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2002    }
2003    restore();
2004
2005    return DrawGlInfo::kStatusDrew;
2006}
2007
2008status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2009    const float right = left + bitmap->width();
2010    const float bottom = top + bitmap->height();
2011
2012    if (quickReject(left, top, right, bottom)) {
2013        return DrawGlInfo::kStatusDone;
2014    }
2015
2016    mCaches.activeTexture(0);
2017    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2018    const AutoTexture autoCleanup(texture);
2019
2020    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2021        drawAlphaBitmap(texture, left, top, paint);
2022    } else {
2023        drawTextureRect(left, top, right, bottom, texture, paint);
2024    }
2025
2026    return DrawGlInfo::kStatusDrew;
2027}
2028
2029status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2030        float* vertices, int* colors, SkPaint* paint) {
2031    if (!vertices || mSnapshot->isIgnored()) {
2032        return DrawGlInfo::kStatusDone;
2033    }
2034
2035    float left = FLT_MAX;
2036    float top = FLT_MAX;
2037    float right = FLT_MIN;
2038    float bottom = FLT_MIN;
2039
2040    const uint32_t count = meshWidth * meshHeight * 6;
2041
2042    ColorTextureVertex mesh[count];
2043    ColorTextureVertex* vertex = mesh;
2044
2045    bool cleanupColors = false;
2046    if (!colors) {
2047        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2048        colors = new int[colorsCount];
2049        memset(colors, 0xff, colorsCount * sizeof(int));
2050        cleanupColors = true;
2051    }
2052
2053    for (int32_t y = 0; y < meshHeight; y++) {
2054        for (int32_t x = 0; x < meshWidth; x++) {
2055            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2056
2057            float u1 = float(x) / meshWidth;
2058            float u2 = float(x + 1) / meshWidth;
2059            float v1 = float(y) / meshHeight;
2060            float v2 = float(y + 1) / meshHeight;
2061
2062            int ax = i + (meshWidth + 1) * 2;
2063            int ay = ax + 1;
2064            int bx = i;
2065            int by = bx + 1;
2066            int cx = i + 2;
2067            int cy = cx + 1;
2068            int dx = i + (meshWidth + 1) * 2 + 2;
2069            int dy = dx + 1;
2070
2071            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2072            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2073            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2074
2075            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2076            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2077            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2078
2079            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2080            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2081            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2082            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2083        }
2084    }
2085
2086    if (quickReject(left, top, right, bottom)) {
2087        if (cleanupColors) delete[] colors;
2088        return DrawGlInfo::kStatusDone;
2089    }
2090
2091    mCaches.activeTexture(0);
2092    Texture* texture = mCaches.textureCache.get(bitmap);
2093    if (!texture) {
2094        if (cleanupColors) delete[] colors;
2095        return DrawGlInfo::kStatusDone;
2096    }
2097    const AutoTexture autoCleanup(texture);
2098
2099    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2100    texture->setFilter(FILTER(paint), true);
2101
2102    int alpha;
2103    SkXfermode::Mode mode;
2104    getAlphaAndMode(paint, &alpha, &mode);
2105
2106    float a = alpha / 255.0f;
2107
2108    if (hasLayer()) {
2109        dirtyLayer(left, top, right, bottom, currentTransform());
2110    }
2111
2112    setupDraw();
2113    setupDrawWithTextureAndColor();
2114    setupDrawColor(a, a, a, a);
2115    setupDrawColorFilter();
2116    setupDrawBlending(true, mode, false);
2117    setupDrawProgram();
2118    setupDrawDirtyRegionsDisabled();
2119    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2120    setupDrawTexture(texture->id);
2121    setupDrawPureColorUniforms();
2122    setupDrawColorFilterUniforms();
2123    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2124
2125    glDrawArrays(GL_TRIANGLES, 0, count);
2126
2127    finishDrawTexture();
2128
2129    int slot = mCaches.currentProgram->getAttrib("colors");
2130    if (slot >= 0) {
2131        glDisableVertexAttribArray(slot);
2132    }
2133
2134    if (cleanupColors) delete[] colors;
2135
2136    return DrawGlInfo::kStatusDrew;
2137}
2138
2139status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2140         float srcLeft, float srcTop, float srcRight, float srcBottom,
2141         float dstLeft, float dstTop, float dstRight, float dstBottom,
2142         SkPaint* paint) {
2143    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2144        return DrawGlInfo::kStatusDone;
2145    }
2146
2147    mCaches.activeTexture(0);
2148    Texture* texture = mCaches.textureCache.get(bitmap);
2149    if (!texture) return DrawGlInfo::kStatusDone;
2150    const AutoTexture autoCleanup(texture);
2151
2152    const float width = texture->width;
2153    const float height = texture->height;
2154
2155    const float u1 = fmax(0.0f, srcLeft / width);
2156    const float v1 = fmax(0.0f, srcTop / height);
2157    const float u2 = fmin(1.0f, srcRight / width);
2158    const float v2 = fmin(1.0f, srcBottom / height);
2159
2160    mCaches.unbindMeshBuffer();
2161    resetDrawTextureTexCoords(u1, v1, u2, v2);
2162
2163    int alpha;
2164    SkXfermode::Mode mode;
2165    getAlphaAndMode(paint, &alpha, &mode);
2166
2167    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2168
2169    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2170    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2171
2172    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2173    // Apply a scale transform on the canvas only when a shader is in use
2174    // Skia handles the ratio between the dst and src rects as a scale factor
2175    // when a shader is set
2176    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2177    bool ignoreTransform = false;
2178
2179    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2180        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2181        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2182
2183        dstRight = x + (dstRight - dstLeft);
2184        dstBottom = y + (dstBottom - dstTop);
2185
2186        dstLeft = x;
2187        dstTop = y;
2188
2189        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2190        ignoreTransform = true;
2191    } else {
2192        texture->setFilter(FILTER(paint), true);
2193    }
2194
2195    if (CC_UNLIKELY(useScaleTransform)) {
2196        save(SkCanvas::kMatrix_SaveFlag);
2197        translate(dstLeft, dstTop);
2198        scale(scaleX, scaleY);
2199
2200        dstLeft = 0.0f;
2201        dstTop = 0.0f;
2202
2203        dstRight = srcRight - srcLeft;
2204        dstBottom = srcBottom - srcTop;
2205    }
2206
2207    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2208        int color = paint ? paint->getColor() : 0;
2209        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2210                texture->id, paint != NULL, color, alpha, mode,
2211                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2212                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2213    } else {
2214        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2215                texture->id, alpha / 255.0f, mode, texture->blend,
2216                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2217                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2218    }
2219
2220    if (CC_UNLIKELY(useScaleTransform)) {
2221        restore();
2222    }
2223
2224    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2225
2226    return DrawGlInfo::kStatusDrew;
2227}
2228
2229status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2230        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2231        float left, float top, float right, float bottom, SkPaint* paint) {
2232    int alpha;
2233    SkXfermode::Mode mode;
2234    getAlphaAndModeDirect(paint, &alpha, &mode);
2235
2236    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2237            left, top, right, bottom, alpha, mode);
2238}
2239
2240status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2241        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2242        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2243    if (quickReject(left, top, right, bottom)) {
2244        return DrawGlInfo::kStatusDone;
2245    }
2246
2247    alpha *= mSnapshot->alpha;
2248
2249    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2250            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2251
2252    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2253        mCaches.activeTexture(0);
2254        Texture* texture = mCaches.textureCache.get(bitmap);
2255        if (!texture) return DrawGlInfo::kStatusDone;
2256        const AutoTexture autoCleanup(texture);
2257        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2258        texture->setFilter(GL_LINEAR, true);
2259
2260        const bool pureTranslate = currentTransform().isPureTranslate();
2261        // Mark the current layer dirty where we are going to draw the patch
2262        if (hasLayer() && mesh->hasEmptyQuads) {
2263            const float offsetX = left + currentTransform().getTranslateX();
2264            const float offsetY = top + currentTransform().getTranslateY();
2265            const size_t count = mesh->quads.size();
2266            for (size_t i = 0; i < count; i++) {
2267                const Rect& bounds = mesh->quads.itemAt(i);
2268                if (CC_LIKELY(pureTranslate)) {
2269                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2270                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2271                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2272                } else {
2273                    dirtyLayer(left + bounds.left, top + bounds.top,
2274                            left + bounds.right, top + bounds.bottom, currentTransform());
2275                }
2276            }
2277        }
2278
2279        if (CC_LIKELY(pureTranslate)) {
2280            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2281            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2282
2283            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2284                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2285                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2286                    true, !mesh->hasEmptyQuads);
2287        } else {
2288            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2289                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2290                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2291                    true, !mesh->hasEmptyQuads);
2292        }
2293    }
2294
2295    return DrawGlInfo::kStatusDrew;
2296}
2297
2298status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2299        bool useOffset) {
2300    if (!vertexBuffer.getSize()) {
2301        // no vertices to draw
2302        return DrawGlInfo::kStatusDone;
2303    }
2304
2305    int color = paint->getColor();
2306    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2307    bool isAA = paint->isAntiAlias();
2308
2309    setupDraw();
2310    setupDrawNoTexture();
2311    if (isAA) setupDrawAA();
2312    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2313    setupDrawColorFilter();
2314    setupDrawShader();
2315    setupDrawBlending(isAA, mode);
2316    setupDrawProgram();
2317    setupDrawModelViewIdentity(useOffset);
2318    setupDrawColorUniforms();
2319    setupDrawColorFilterUniforms();
2320    setupDrawShaderIdentityUniforms();
2321
2322    void* vertices = vertexBuffer.getBuffer();
2323    bool force = mCaches.unbindMeshBuffer();
2324    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2325    mCaches.resetTexCoordsVertexPointer();
2326    mCaches.unbindIndicesBuffer();
2327
2328    int alphaSlot = -1;
2329    if (isAA) {
2330        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2331        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2332
2333        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2334        glEnableVertexAttribArray(alphaSlot);
2335        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2336    }
2337
2338    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2339
2340    if (isAA) {
2341        glDisableVertexAttribArray(alphaSlot);
2342    }
2343
2344    return DrawGlInfo::kStatusDrew;
2345}
2346
2347/**
2348 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2349 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2350 * screen space in all directions. However, instead of using a fragment shader to compute the
2351 * translucency of the color from its position, we simply use a varying parameter to define how far
2352 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2353 *
2354 * Doesn't yet support joins, caps, or path effects.
2355 */
2356status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2357    VertexBuffer vertexBuffer;
2358    // TODO: try clipping large paths to viewport
2359    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2360
2361    if (hasLayer()) {
2362        SkRect bounds = path.getBounds();
2363        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2364        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2365    }
2366
2367    return drawVertexBuffer(vertexBuffer, paint);
2368}
2369
2370/**
2371 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2372 * and additional geometry for defining an alpha slope perimeter.
2373 *
2374 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2375 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2376 * in-shader alpha region, but found it to be taxing on some GPUs.
2377 *
2378 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2379 * memory transfer by removing need for degenerate vertices.
2380 */
2381status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2382    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2383
2384    count &= ~0x3; // round down to nearest four
2385
2386    VertexBuffer buffer;
2387    SkRect bounds;
2388    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2389
2390    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2391        return DrawGlInfo::kStatusDone;
2392    }
2393
2394    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2395
2396    bool useOffset = !paint->isAntiAlias();
2397    return drawVertexBuffer(buffer, paint, useOffset);
2398}
2399
2400status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2401    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2402
2403    // TODO: The paint's cap style defines whether the points are square or circular
2404    // TODO: Handle AA for round points
2405
2406    // A stroke width of 0 has a special meaning in Skia:
2407    // it draws an unscaled 1px point
2408    float strokeWidth = paint->getStrokeWidth();
2409    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2410    if (isHairLine) {
2411        // Now that we know it's hairline, we can set the effective width, to be used later
2412        strokeWidth = 1.0f;
2413    }
2414    const float halfWidth = strokeWidth / 2;
2415
2416    int alpha;
2417    SkXfermode::Mode mode;
2418    getAlphaAndMode(paint, &alpha, &mode);
2419
2420    int verticesCount = count >> 1;
2421    int generatedVerticesCount = 0;
2422
2423    TextureVertex pointsData[verticesCount];
2424    TextureVertex* vertex = &pointsData[0];
2425
2426    // TODO: We should optimize this method to not generate vertices for points
2427    // that lie outside of the clip.
2428    mCaches.enableScissor();
2429
2430    setupDraw();
2431    setupDrawNoTexture();
2432    setupDrawPoint(strokeWidth);
2433    setupDrawColor(paint->getColor(), alpha);
2434    setupDrawColorFilter();
2435    setupDrawShader();
2436    setupDrawBlending(mode);
2437    setupDrawProgram();
2438    setupDrawModelViewIdentity(true);
2439    setupDrawColorUniforms();
2440    setupDrawColorFilterUniforms();
2441    setupDrawPointUniforms();
2442    setupDrawShaderIdentityUniforms();
2443    setupDrawMesh(vertex);
2444
2445    for (int i = 0; i < count; i += 2) {
2446        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2447        generatedVerticesCount++;
2448
2449        float left = points[i] - halfWidth;
2450        float right = points[i] + halfWidth;
2451        float top = points[i + 1] - halfWidth;
2452        float bottom = points [i + 1] + halfWidth;
2453
2454        dirtyLayer(left, top, right, bottom, currentTransform());
2455    }
2456
2457    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2458
2459    return DrawGlInfo::kStatusDrew;
2460}
2461
2462status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2463    // No need to check against the clip, we fill the clip region
2464    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2465
2466    Rect& clip(*mSnapshot->clipRect);
2467    clip.snapToPixelBoundaries();
2468
2469    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2470
2471    return DrawGlInfo::kStatusDrew;
2472}
2473
2474status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2475        SkPaint* paint) {
2476    if (!texture) return DrawGlInfo::kStatusDone;
2477    const AutoTexture autoCleanup(texture);
2478
2479    const float x = left + texture->left - texture->offset;
2480    const float y = top + texture->top - texture->offset;
2481
2482    drawPathTexture(texture, x, y, paint);
2483
2484    return DrawGlInfo::kStatusDrew;
2485}
2486
2487status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2488        float rx, float ry, SkPaint* p) {
2489    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2490            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2491        return DrawGlInfo::kStatusDone;
2492    }
2493
2494    if (p->getPathEffect() != 0) {
2495        mCaches.activeTexture(0);
2496        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2497                right - left, bottom - top, rx, ry, p);
2498        return drawShape(left, top, texture, p);
2499    }
2500
2501    SkPath path;
2502    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2503    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2504        float outset = p->getStrokeWidth() / 2;
2505        rect.outset(outset, outset);
2506        rx += outset;
2507        ry += outset;
2508    }
2509    path.addRoundRect(rect, rx, ry);
2510    return drawConvexPath(path, p);
2511}
2512
2513status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2514    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2515            x + radius, y + radius, p) ||
2516            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2517        return DrawGlInfo::kStatusDone;
2518    }
2519    if (p->getPathEffect() != 0) {
2520        mCaches.activeTexture(0);
2521        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2522        return drawShape(x - radius, y - radius, texture, p);
2523    }
2524
2525    SkPath path;
2526    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2527        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2528    } else {
2529        path.addCircle(x, y, radius);
2530    }
2531    return drawConvexPath(path, p);
2532}
2533
2534status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2535        SkPaint* p) {
2536    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2537            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2538        return DrawGlInfo::kStatusDone;
2539    }
2540
2541    if (p->getPathEffect() != 0) {
2542        mCaches.activeTexture(0);
2543        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2544        return drawShape(left, top, texture, p);
2545    }
2546
2547    SkPath path;
2548    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2549    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2550        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2551    }
2552    path.addOval(rect);
2553    return drawConvexPath(path, p);
2554}
2555
2556status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2557        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2558    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2559            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2560        return DrawGlInfo::kStatusDone;
2561    }
2562
2563    if (fabs(sweepAngle) >= 360.0f) {
2564        return drawOval(left, top, right, bottom, p);
2565    }
2566
2567    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2568    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2569        mCaches.activeTexture(0);
2570        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2571                startAngle, sweepAngle, useCenter, p);
2572        return drawShape(left, top, texture, p);
2573    }
2574
2575    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2576    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2577        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2578    }
2579
2580    SkPath path;
2581    if (useCenter) {
2582        path.moveTo(rect.centerX(), rect.centerY());
2583    }
2584    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2585    if (useCenter) {
2586        path.close();
2587    }
2588    return drawConvexPath(path, p);
2589}
2590
2591// See SkPaintDefaults.h
2592#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2593
2594status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2595    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2596            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2597        return DrawGlInfo::kStatusDone;
2598    }
2599
2600    if (p->getStyle() != SkPaint::kFill_Style) {
2601        // only fill style is supported by drawConvexPath, since others have to handle joins
2602        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2603                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2604            mCaches.activeTexture(0);
2605            const PathTexture* texture =
2606                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2607            return drawShape(left, top, texture, p);
2608        }
2609
2610        SkPath path;
2611        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2612        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2613            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2614        }
2615        path.addRect(rect);
2616        return drawConvexPath(path, p);
2617    }
2618
2619    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2620        SkPath path;
2621        path.addRect(left, top, right, bottom);
2622        return drawConvexPath(path, p);
2623    } else {
2624        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2625        return DrawGlInfo::kStatusDrew;
2626    }
2627}
2628
2629void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2630        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2631        float x, float y) {
2632    mCaches.activeTexture(0);
2633
2634    // NOTE: The drop shadow will not perform gamma correction
2635    //       if shader-based correction is enabled
2636    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2637    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2638            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2639    const AutoTexture autoCleanup(shadow);
2640
2641    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2642    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2643
2644    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2645    int shadowColor = mDrawModifiers.mShadowColor;
2646    if (mDrawModifiers.mShader) {
2647        shadowColor = 0xffffffff;
2648    }
2649
2650    setupDraw();
2651    setupDrawWithTexture(true);
2652    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2653    setupDrawColorFilter();
2654    setupDrawShader();
2655    setupDrawBlending(true, mode);
2656    setupDrawProgram();
2657    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2658    setupDrawTexture(shadow->id);
2659    setupDrawPureColorUniforms();
2660    setupDrawColorFilterUniforms();
2661    setupDrawShaderUniforms();
2662    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2663
2664    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2665}
2666
2667bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2668    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2669    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2670}
2671
2672class TextSetupFunctor: public Functor {
2673public:
2674    TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2675            int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2676            renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2677            alpha(alpha), mode(mode), paint(paint) {
2678    }
2679    ~TextSetupFunctor() { }
2680
2681    status_t operator ()(int what, void* data) {
2682        renderer.setupDraw();
2683        renderer.setupDrawTextGamma(paint);
2684        renderer.setupDrawDirtyRegionsDisabled();
2685        renderer.setupDrawWithTexture(true);
2686        renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2687        renderer.setupDrawColorFilter();
2688        renderer.setupDrawShader();
2689        renderer.setupDrawBlending(true, mode);
2690        renderer.setupDrawProgram();
2691        renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2692        // Calling setupDrawTexture with the name 0 will enable the
2693        // uv attributes and increase the texture unit count
2694        // texture binding will be performed by the font renderer as
2695        // needed
2696        renderer.setupDrawTexture(0);
2697        renderer.setupDrawPureColorUniforms();
2698        renderer.setupDrawColorFilterUniforms();
2699        renderer.setupDrawShaderUniforms(pureTranslate);
2700        renderer.setupDrawTextGammaUniforms();
2701
2702        return NO_ERROR;
2703    }
2704
2705    OpenGLRenderer& renderer;
2706    float x;
2707    float y;
2708    bool pureTranslate;
2709    int alpha;
2710    SkXfermode::Mode mode;
2711    SkPaint* paint;
2712};
2713
2714status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2715        const float* positions, SkPaint* paint) {
2716    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2717        return DrawGlInfo::kStatusDone;
2718    }
2719
2720    // NOTE: Skia does not support perspective transform on drawPosText yet
2721    if (!currentTransform().isSimple()) {
2722        return DrawGlInfo::kStatusDone;
2723    }
2724
2725    float x = 0.0f;
2726    float y = 0.0f;
2727    const bool pureTranslate = currentTransform().isPureTranslate();
2728    if (pureTranslate) {
2729        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2730        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2731    }
2732
2733    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2734    fontRenderer.setFont(paint, mat4::identity());
2735
2736    int alpha;
2737    SkXfermode::Mode mode;
2738    getAlphaAndMode(paint, &alpha, &mode);
2739
2740    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2741        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2742                alpha, mode, 0.0f, 0.0f);
2743    }
2744
2745    // Pick the appropriate texture filtering
2746    bool linearFilter = currentTransform().changesBounds();
2747    if (pureTranslate && !linearFilter) {
2748        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2749    }
2750    fontRenderer.setTextureFiltering(linearFilter);
2751
2752    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2753    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2754
2755    const bool hasActiveLayer = hasLayer();
2756
2757    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2758    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2759            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2760        if (hasActiveLayer) {
2761            if (!pureTranslate) {
2762                currentTransform().mapRect(bounds);
2763            }
2764            dirtyLayerUnchecked(bounds, getRegion());
2765        }
2766    }
2767
2768    return DrawGlInfo::kStatusDrew;
2769}
2770
2771mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2772    mat4 fontTransform;
2773    if (CC_LIKELY(transform.isPureTranslate())) {
2774        fontTransform = mat4::identity();
2775    } else {
2776        if (CC_UNLIKELY(transform.isPerspective())) {
2777            fontTransform = mat4::identity();
2778        } else {
2779            float sx, sy;
2780            currentTransform().decomposeScale(sx, sy);
2781            fontTransform.loadScale(sx, sy, 1.0f);
2782        }
2783    }
2784    return fontTransform;
2785}
2786
2787status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2788        float x, float y, const float* positions, SkPaint* paint, float length) {
2789    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2790        return DrawGlInfo::kStatusDone;
2791    }
2792
2793    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2794    switch (paint->getTextAlign()) {
2795        case SkPaint::kCenter_Align:
2796            x -= length / 2.0f;
2797            break;
2798        case SkPaint::kRight_Align:
2799            x -= length;
2800            break;
2801        default:
2802            break;
2803    }
2804
2805    SkPaint::FontMetrics metrics;
2806    paint->getFontMetrics(&metrics, 0.0f);
2807    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2808        return DrawGlInfo::kStatusDone;
2809    }
2810
2811    const float oldX = x;
2812    const float oldY = y;
2813
2814    const mat4& transform = currentTransform();
2815    const bool pureTranslate = transform.isPureTranslate();
2816
2817    if (CC_LIKELY(pureTranslate)) {
2818        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2819        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2820    }
2821
2822    int alpha;
2823    SkXfermode::Mode mode;
2824    getAlphaAndMode(paint, &alpha, &mode);
2825
2826    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2827
2828    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2829        fontRenderer.setFont(paint, mat4::identity());
2830        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2831                alpha, mode, oldX, oldY);
2832    }
2833
2834    const bool hasActiveLayer = hasLayer();
2835
2836    // We only pass a partial transform to the font renderer. That partial
2837    // matrix defines how glyphs are rasterized. Typically we want glyphs
2838    // to be rasterized at their final size on screen, which means the partial
2839    // matrix needs to take the scale factor into account.
2840    // When a partial matrix is used to transform glyphs during rasterization,
2841    // the mesh is generated with the inverse transform (in the case of scale,
2842    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2843    // apply the full transform matrix at draw time in the vertex shader.
2844    // Applying the full matrix in the shader is the easiest way to handle
2845    // rotation and perspective and allows us to always generated quads in the
2846    // font renderer which greatly simplifies the code, clipping in particular.
2847    mat4 fontTransform = findBestFontTransform(transform);
2848    fontRenderer.setFont(paint, fontTransform);
2849
2850    // Pick the appropriate texture filtering
2851    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2852    fontRenderer.setTextureFiltering(linearFilter);
2853
2854    // TODO: Implement better clipping for scaled/rotated text
2855    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2856    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2857
2858    bool status;
2859    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2860    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2861        SkPaint paintCopy(*paint);
2862        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2863        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2864                positions, hasActiveLayer ? &bounds : NULL, &functor);
2865    } else {
2866        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2867                positions, hasActiveLayer ? &bounds : NULL, &functor);
2868    }
2869
2870    if (status && hasActiveLayer) {
2871        if (!pureTranslate) {
2872            transform.mapRect(bounds);
2873        }
2874        dirtyLayerUnchecked(bounds, getRegion());
2875    }
2876
2877    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2878
2879    return DrawGlInfo::kStatusDrew;
2880}
2881
2882status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2883        float hOffset, float vOffset, SkPaint* paint) {
2884    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2885        return DrawGlInfo::kStatusDone;
2886    }
2887
2888    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2889    fontRenderer.setFont(paint, mat4::identity());
2890    fontRenderer.setTextureFiltering(true);
2891
2892    int alpha;
2893    SkXfermode::Mode mode;
2894    getAlphaAndMode(paint, &alpha, &mode);
2895
2896    setupDraw();
2897    setupDrawTextGamma(paint);
2898    setupDrawDirtyRegionsDisabled();
2899    setupDrawWithTexture(true);
2900    setupDrawAlpha8Color(paint->getColor(), alpha);
2901    setupDrawColorFilter();
2902    setupDrawShader();
2903    setupDrawBlending(true, mode);
2904    setupDrawProgram();
2905    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2906    // Calling setupDrawTexture with the name 0 will enable the
2907    // uv attributes and increase the texture unit count
2908    // texture binding will be performed by the font renderer as
2909    // needed
2910    setupDrawTexture(0);
2911    setupDrawPureColorUniforms();
2912    setupDrawColorFilterUniforms();
2913    setupDrawShaderUniforms(false);
2914    setupDrawTextGammaUniforms();
2915
2916    const Rect* clip = &mSnapshot->getLocalClip();
2917    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2918
2919    const bool hasActiveLayer = hasLayer();
2920
2921    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2922            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2923        if (hasActiveLayer) {
2924            currentTransform().mapRect(bounds);
2925            dirtyLayerUnchecked(bounds, getRegion());
2926        }
2927    }
2928
2929    return DrawGlInfo::kStatusDrew;
2930}
2931
2932status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2933    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2934
2935    mCaches.activeTexture(0);
2936
2937    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2938    if (!texture) return DrawGlInfo::kStatusDone;
2939    const AutoTexture autoCleanup(texture);
2940
2941    const float x = texture->left - texture->offset;
2942    const float y = texture->top - texture->offset;
2943
2944    drawPathTexture(texture, x, y, paint);
2945
2946    return DrawGlInfo::kStatusDrew;
2947}
2948
2949status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2950    if (!layer) {
2951        return DrawGlInfo::kStatusDone;
2952    }
2953
2954    mat4* transform = NULL;
2955    if (layer->isTextureLayer()) {
2956        transform = &layer->getTransform();
2957        if (!transform->isIdentity()) {
2958            save(0);
2959            currentTransform().multiply(*transform);
2960        }
2961    }
2962
2963    Rect transformed;
2964    Rect clip;
2965    const bool rejected = quickRejectNoScissor(x, y,
2966            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2967
2968    if (rejected) {
2969        if (transform && !transform->isIdentity()) {
2970            restore();
2971        }
2972        return DrawGlInfo::kStatusDone;
2973    }
2974
2975    updateLayer(layer, true);
2976
2977    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2978    mCaches.activeTexture(0);
2979
2980    if (CC_LIKELY(!layer->region.isEmpty())) {
2981        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2982        mDrawModifiers.mColorFilter = layer->getColorFilter();
2983
2984        if (layer->region.isRect()) {
2985            composeLayerRect(layer, layer->regionRect);
2986        } else if (layer->mesh) {
2987            const float a = layer->getAlpha() / 255.0f * mSnapshot->alpha;
2988            setupDraw();
2989            setupDrawWithTexture();
2990            setupDrawColor(a, a, a, a);
2991            setupDrawColorFilter();
2992            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2993            setupDrawProgram();
2994            setupDrawPureColorUniforms();
2995            setupDrawColorFilterUniforms();
2996            setupDrawTexture(layer->getTexture());
2997            if (CC_LIKELY(currentTransform().isPureTranslate())) {
2998                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2999                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3000
3001                layer->setFilter(GL_NEAREST);
3002                setupDrawModelViewTranslate(tx, ty,
3003                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3004            } else {
3005                layer->setFilter(GL_LINEAR);
3006                setupDrawModelViewTranslate(x, y,
3007                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3008            }
3009            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
3010
3011            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3012                    GL_UNSIGNED_SHORT, layer->meshIndices);
3013
3014            finishDrawTexture();
3015
3016#if DEBUG_LAYERS_AS_REGIONS
3017            drawRegionRects(layer->region);
3018#endif
3019        }
3020
3021        mDrawModifiers.mColorFilter = oldFilter;
3022
3023        if (layer->debugDrawUpdate) {
3024            layer->debugDrawUpdate = false;
3025            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3026                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3027        }
3028    }
3029
3030    if (transform && !transform->isIdentity()) {
3031        restore();
3032    }
3033
3034    return DrawGlInfo::kStatusDrew;
3035}
3036
3037///////////////////////////////////////////////////////////////////////////////
3038// Shaders
3039///////////////////////////////////////////////////////////////////////////////
3040
3041void OpenGLRenderer::resetShader() {
3042    mDrawModifiers.mShader = NULL;
3043}
3044
3045void OpenGLRenderer::setupShader(SkiaShader* shader) {
3046    mDrawModifiers.mShader = shader;
3047    if (mDrawModifiers.mShader) {
3048        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
3049    }
3050}
3051
3052///////////////////////////////////////////////////////////////////////////////
3053// Color filters
3054///////////////////////////////////////////////////////////////////////////////
3055
3056void OpenGLRenderer::resetColorFilter() {
3057    mDrawModifiers.mColorFilter = NULL;
3058}
3059
3060void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3061    mDrawModifiers.mColorFilter = filter;
3062}
3063
3064///////////////////////////////////////////////////////////////////////////////
3065// Drop shadow
3066///////////////////////////////////////////////////////////////////////////////
3067
3068void OpenGLRenderer::resetShadow() {
3069    mDrawModifiers.mHasShadow = false;
3070}
3071
3072void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3073    mDrawModifiers.mHasShadow = true;
3074    mDrawModifiers.mShadowRadius = radius;
3075    mDrawModifiers.mShadowDx = dx;
3076    mDrawModifiers.mShadowDy = dy;
3077    mDrawModifiers.mShadowColor = color;
3078}
3079
3080///////////////////////////////////////////////////////////////////////////////
3081// Draw filters
3082///////////////////////////////////////////////////////////////////////////////
3083
3084void OpenGLRenderer::resetPaintFilter() {
3085    mDrawModifiers.mHasDrawFilter = false;
3086}
3087
3088void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3089    mDrawModifiers.mHasDrawFilter = true;
3090    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3091    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3092}
3093
3094SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3095    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3096        return paint;
3097    }
3098
3099    uint32_t flags = paint->getFlags();
3100
3101    mFilteredPaint = *paint;
3102    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3103            mDrawModifiers.mPaintFilterSetBits);
3104
3105    return &mFilteredPaint;
3106}
3107
3108///////////////////////////////////////////////////////////////////////////////
3109// Drawing implementation
3110///////////////////////////////////////////////////////////////////////////////
3111
3112void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3113        float x, float y, SkPaint* paint) {
3114    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3115        return;
3116    }
3117
3118    int alpha;
3119    SkXfermode::Mode mode;
3120    getAlphaAndMode(paint, &alpha, &mode);
3121
3122    setupDraw();
3123    setupDrawWithTexture(true);
3124    setupDrawAlpha8Color(paint->getColor(), alpha);
3125    setupDrawColorFilter();
3126    setupDrawShader();
3127    setupDrawBlending(true, mode);
3128    setupDrawProgram();
3129    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3130    setupDrawTexture(texture->id);
3131    setupDrawPureColorUniforms();
3132    setupDrawColorFilterUniforms();
3133    setupDrawShaderUniforms();
3134    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3135
3136    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3137
3138    finishDrawTexture();
3139}
3140
3141// Same values used by Skia
3142#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3143#define kStdUnderline_Offset    (1.0f / 9.0f)
3144#define kStdUnderline_Thickness (1.0f / 18.0f)
3145
3146void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3147        float x, float y, SkPaint* paint) {
3148    // Handle underline and strike-through
3149    uint32_t flags = paint->getFlags();
3150    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3151        SkPaint paintCopy(*paint);
3152        float underlineWidth = length;
3153        // If length is > 0.0f, we already measured the text for the text alignment
3154        if (length <= 0.0f) {
3155            underlineWidth = paintCopy.measureText(text, bytesCount);
3156        }
3157
3158        if (CC_LIKELY(underlineWidth > 0.0f)) {
3159            const float textSize = paintCopy.getTextSize();
3160            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3161
3162            const float left = x;
3163            float top = 0.0f;
3164
3165            int linesCount = 0;
3166            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3167            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3168
3169            const int pointsCount = 4 * linesCount;
3170            float points[pointsCount];
3171            int currentPoint = 0;
3172
3173            if (flags & SkPaint::kUnderlineText_Flag) {
3174                top = y + textSize * kStdUnderline_Offset;
3175                points[currentPoint++] = left;
3176                points[currentPoint++] = top;
3177                points[currentPoint++] = left + underlineWidth;
3178                points[currentPoint++] = top;
3179            }
3180
3181            if (flags & SkPaint::kStrikeThruText_Flag) {
3182                top = y + textSize * kStdStrikeThru_Offset;
3183                points[currentPoint++] = left;
3184                points[currentPoint++] = top;
3185                points[currentPoint++] = left + underlineWidth;
3186                points[currentPoint++] = top;
3187            }
3188
3189            paintCopy.setStrokeWidth(strokeWidth);
3190
3191            drawLines(&points[0], pointsCount, &paintCopy);
3192        }
3193    }
3194}
3195
3196status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3197    if (mSnapshot->isIgnored()) {
3198        return DrawGlInfo::kStatusDone;
3199    }
3200
3201    int color = paint->getColor();
3202    // If a shader is set, preserve only the alpha
3203    if (mDrawModifiers.mShader) {
3204        color |= 0x00ffffff;
3205    }
3206    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3207
3208    return drawColorRects(rects, count, color, mode);
3209}
3210
3211status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3212        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3213    if (count == 0) {
3214        return DrawGlInfo::kStatusDone;
3215    }
3216
3217    float left = FLT_MAX;
3218    float top = FLT_MAX;
3219    float right = FLT_MIN;
3220    float bottom = FLT_MIN;
3221
3222    int vertexCount = 0;
3223    Vertex mesh[count * 6];
3224    Vertex* vertex = mesh;
3225
3226    for (int index = 0; index < count; index += 4) {
3227        float l = rects[index + 0];
3228        float t = rects[index + 1];
3229        float r = rects[index + 2];
3230        float b = rects[index + 3];
3231
3232        Vertex::set(vertex++, l, b);
3233        Vertex::set(vertex++, l, t);
3234        Vertex::set(vertex++, r, t);
3235        Vertex::set(vertex++, l, b);
3236        Vertex::set(vertex++, r, t);
3237        Vertex::set(vertex++, r, b);
3238
3239        vertexCount += 6;
3240
3241        left = fminf(left, l);
3242        top = fminf(top, t);
3243        right = fmaxf(right, r);
3244        bottom = fmaxf(bottom, b);
3245    }
3246
3247    if (clip && quickReject(left, top, right, bottom)) {
3248        return DrawGlInfo::kStatusDone;
3249    }
3250
3251    setupDraw();
3252    setupDrawNoTexture();
3253    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3254    setupDrawShader();
3255    setupDrawColorFilter();
3256    setupDrawBlending(mode);
3257    setupDrawProgram();
3258    setupDrawDirtyRegionsDisabled();
3259    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3260    setupDrawColorUniforms();
3261    setupDrawShaderUniforms();
3262    setupDrawColorFilterUniforms();
3263    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3264
3265    if (dirty && hasLayer()) {
3266        dirtyLayer(left, top, right, bottom, currentTransform());
3267    }
3268
3269    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3270
3271    return DrawGlInfo::kStatusDrew;
3272}
3273
3274void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3275        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3276    // If a shader is set, preserve only the alpha
3277    if (mDrawModifiers.mShader) {
3278        color |= 0x00ffffff;
3279    }
3280
3281    setupDraw();
3282    setupDrawNoTexture();
3283    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3284    setupDrawShader();
3285    setupDrawColorFilter();
3286    setupDrawBlending(mode);
3287    setupDrawProgram();
3288    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3289    setupDrawColorUniforms();
3290    setupDrawShaderUniforms(ignoreTransform);
3291    setupDrawColorFilterUniforms();
3292    setupDrawSimpleMesh();
3293
3294    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3295}
3296
3297void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3298        Texture* texture, SkPaint* paint) {
3299    int alpha;
3300    SkXfermode::Mode mode;
3301    getAlphaAndMode(paint, &alpha, &mode);
3302
3303    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3304
3305    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3306        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3307        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3308
3309        texture->setFilter(GL_NEAREST, true);
3310        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3311                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3312                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3313    } else {
3314        texture->setFilter(FILTER(paint), true);
3315        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3316                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3317                GL_TRIANGLE_STRIP, gMeshCount);
3318    }
3319}
3320
3321void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3322        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3323    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3324            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3325}
3326
3327void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3328        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3329        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3330        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3331
3332    setupDraw();
3333    setupDrawWithTexture();
3334    setupDrawColor(alpha, alpha, alpha, alpha);
3335    setupDrawColorFilter();
3336    setupDrawBlending(blend, mode, swapSrcDst);
3337    setupDrawProgram();
3338    if (!dirty) setupDrawDirtyRegionsDisabled();
3339    if (!ignoreScale) {
3340        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3341    } else {
3342        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3343    }
3344    setupDrawTexture(texture);
3345    setupDrawPureColorUniforms();
3346    setupDrawColorFilterUniforms();
3347    setupDrawMesh(vertices, texCoords, vbo);
3348
3349    glDrawArrays(drawMode, 0, elementsCount);
3350
3351    finishDrawTexture();
3352}
3353
3354void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3355        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3356        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3357        bool ignoreTransform, bool dirty) {
3358
3359    setupDraw();
3360    setupDrawWithTexture(true);
3361    if (hasColor) {
3362        setupDrawAlpha8Color(color, alpha);
3363    }
3364    setupDrawColorFilter();
3365    setupDrawShader();
3366    setupDrawBlending(true, mode);
3367    setupDrawProgram();
3368    if (!dirty) setupDrawDirtyRegionsDisabled();
3369    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3370    setupDrawTexture(texture);
3371    setupDrawPureColorUniforms();
3372    setupDrawColorFilterUniforms();
3373    setupDrawShaderUniforms();
3374    setupDrawMesh(vertices, texCoords);
3375
3376    glDrawArrays(drawMode, 0, elementsCount);
3377
3378    finishDrawTexture();
3379}
3380
3381void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3382        ProgramDescription& description, bool swapSrcDst) {
3383    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3384
3385    if (blend) {
3386        // These blend modes are not supported by OpenGL directly and have
3387        // to be implemented using shaders. Since the shader will perform
3388        // the blending, turn blending off here
3389        // If the blend mode cannot be implemented using shaders, fall
3390        // back to the default SrcOver blend mode instead
3391        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3392            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3393                description.framebufferMode = mode;
3394                description.swapSrcDst = swapSrcDst;
3395
3396                if (mCaches.blend) {
3397                    glDisable(GL_BLEND);
3398                    mCaches.blend = false;
3399                }
3400
3401                return;
3402            } else {
3403                mode = SkXfermode::kSrcOver_Mode;
3404            }
3405        }
3406
3407        if (!mCaches.blend) {
3408            glEnable(GL_BLEND);
3409        }
3410
3411        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3412        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3413
3414        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3415            glBlendFunc(sourceMode, destMode);
3416            mCaches.lastSrcMode = sourceMode;
3417            mCaches.lastDstMode = destMode;
3418        }
3419    } else if (mCaches.blend) {
3420        glDisable(GL_BLEND);
3421    }
3422    mCaches.blend = blend;
3423}
3424
3425bool OpenGLRenderer::useProgram(Program* program) {
3426    if (!program->isInUse()) {
3427        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3428        program->use();
3429        mCaches.currentProgram = program;
3430        return false;
3431    }
3432    return true;
3433}
3434
3435void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3436    TextureVertex* v = &mMeshVertices[0];
3437    TextureVertex::setUV(v++, u1, v1);
3438    TextureVertex::setUV(v++, u2, v1);
3439    TextureVertex::setUV(v++, u1, v2);
3440    TextureVertex::setUV(v++, u2, v2);
3441}
3442
3443void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3444    getAlphaAndModeDirect(paint, alpha,  mode);
3445    *alpha *= mSnapshot->alpha;
3446}
3447
3448}; // namespace uirenderer
3449}; // namespace android
3450