OpenGLRenderer.cpp revision 98427708a81eefcc24ae29e2f22e55f1ae44c927
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 <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.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// Functions
111///////////////////////////////////////////////////////////////////////////////
112
113template<typename T>
114static inline T min(T a, T b) {
115    return a < b ? a : b;
116}
117
118///////////////////////////////////////////////////////////////////////////////
119// Constructors/destructor
120///////////////////////////////////////////////////////////////////////////////
121
122OpenGLRenderer::OpenGLRenderer():
123        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
124    // *set* draw modifiers to be 0
125    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
126    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
127
128    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
129
130    mFirstSnapshot = new Snapshot;
131    mFrameStarted = false;
132    mCountOverdraw = false;
133
134    mScissorOptimizationDisabled = false;
135}
136
137OpenGLRenderer::~OpenGLRenderer() {
138    // The context has already been destroyed at this point, do not call
139    // GL APIs. All GL state should be kept in Caches.h
140}
141
142void OpenGLRenderer::initProperties() {
143    char property[PROPERTY_VALUE_MAX];
144    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
145        mScissorOptimizationDisabled = !strcasecmp(property, "true");
146        INIT_LOGD("  Scissor optimization %s",
147                mScissorOptimizationDisabled ? "disabled" : "enabled");
148    } else {
149        INIT_LOGD("  Scissor optimization enabled");
150    }
151}
152
153///////////////////////////////////////////////////////////////////////////////
154// Setup
155///////////////////////////////////////////////////////////////////////////////
156
157void OpenGLRenderer::setName(const char* name) {
158    if (name) {
159        mName.setTo(name);
160    } else {
161        mName.clear();
162    }
163}
164
165const char* OpenGLRenderer::getName() const {
166    return mName.string();
167}
168
169bool OpenGLRenderer::isDeferred() {
170    return false;
171}
172
173void OpenGLRenderer::setViewport(int width, int height) {
174    initViewport(width, height);
175
176    glDisable(GL_DITHER);
177    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
178
179    glEnableVertexAttribArray(Program::kBindingPosition);
180}
181
182void OpenGLRenderer::initViewport(int width, int height) {
183    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
184
185    mWidth = width;
186    mHeight = height;
187
188    mFirstSnapshot->height = height;
189    mFirstSnapshot->viewport.set(0, 0, width, height);
190}
191
192void OpenGLRenderer::setupFrameState(float left, float top,
193        float right, float bottom, bool opaque) {
194    mCaches.clearGarbage();
195
196    mOpaque = opaque;
197    mSnapshot = new Snapshot(mFirstSnapshot,
198            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
199    mSnapshot->fbo = getTargetFbo();
200    mSaveCount = 1;
201
202    mSnapshot->setClip(left, top, right, bottom);
203    mTilingClip.set(left, top, right, bottom);
204}
205
206status_t OpenGLRenderer::startFrame() {
207    if (mFrameStarted) return DrawGlInfo::kStatusDone;
208    mFrameStarted = true;
209
210    mDirtyClip = true;
211
212    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
213
214    glViewport(0, 0, mWidth, mHeight);
215
216    // Functors break the tiling extension in pretty spectacular ways
217    // This ensures we don't use tiling when a functor is going to be
218    // invoked during the frame
219    mSuppressTiling = mCaches.hasRegisteredFunctors();
220
221    startTiling(mSnapshot, true);
222
223    debugOverdraw(true, true);
224
225    return clear(mTilingClip.left, mTilingClip.top,
226            mTilingClip.right, mTilingClip.bottom, mOpaque);
227}
228
229status_t OpenGLRenderer::prepare(bool opaque) {
230    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
231}
232
233status_t OpenGLRenderer::prepareDirty(float left, float top,
234        float right, float bottom, bool opaque) {
235
236    setupFrameState(left, top, right, bottom, opaque);
237
238    // Layer renderers will start the frame immediately
239    // The framebuffer renderer will first defer the display list
240    // for each layer and wait until the first drawing command
241    // to start the frame
242    if (mSnapshot->fbo == 0) {
243        syncState();
244        updateLayers();
245    } else {
246        return startFrame();
247    }
248
249    return DrawGlInfo::kStatusDone;
250}
251
252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
253    // If we know that we are going to redraw the entire framebuffer,
254    // perform a discard to let the driver know we don't need to preserve
255    // the back buffer for this frame.
256    if (mExtensions.hasDiscardFramebuffer() &&
257            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
258        const bool isFbo = getTargetFbo() == 0;
259        const GLenum attachments[] = {
260                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
261                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
262        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
263    }
264}
265
266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
267    if (!opaque || mCountOverdraw) {
268        mCaches.enableScissor();
269        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
270        glClear(GL_COLOR_BUFFER_BIT);
271        return DrawGlInfo::kStatusDrew;
272    }
273
274    mCaches.resetScissor();
275    return DrawGlInfo::kStatusDone;
276}
277
278void OpenGLRenderer::syncState() {
279    if (mCaches.blend) {
280        glEnable(GL_BLEND);
281    } else {
282        glDisable(GL_BLEND);
283    }
284}
285
286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
287    if (!mSuppressTiling) {
288        Rect* clip = &mTilingClip;
289        if (s->flags & Snapshot::kFlagFboTarget) {
290            clip = &(s->layer->clipRect);
291        }
292
293        startTiling(*clip, s->height, opaque);
294    }
295}
296
297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
298    if (!mSuppressTiling) {
299        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
300                clip.right - clip.left, clip.bottom - clip.top, opaque);
301    }
302}
303
304void OpenGLRenderer::endTiling() {
305    if (!mSuppressTiling) mCaches.endTiling();
306}
307
308void OpenGLRenderer::finish() {
309    renderOverdraw();
310    endTiling();
311
312    // When finish() is invoked on FBO 0 we've reached the end
313    // of the current frame
314    if (getTargetFbo() == 0) {
315        mCaches.pathCache.trim();
316    }
317
318    if (!suppressErrorChecks()) {
319#if DEBUG_OPENGL
320        GLenum status = GL_NO_ERROR;
321        while ((status = glGetError()) != GL_NO_ERROR) {
322            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
323            switch (status) {
324                case GL_INVALID_ENUM:
325                    ALOGE("  GL_INVALID_ENUM");
326                    break;
327                case GL_INVALID_VALUE:
328                    ALOGE("  GL_INVALID_VALUE");
329                    break;
330                case GL_INVALID_OPERATION:
331                    ALOGE("  GL_INVALID_OPERATION");
332                    break;
333                case GL_OUT_OF_MEMORY:
334                    ALOGE("  Out of memory!");
335                    break;
336            }
337        }
338#endif
339
340#if DEBUG_MEMORY_USAGE
341        mCaches.dumpMemoryUsage();
342#else
343        if (mCaches.getDebugLevel() & kDebugMemory) {
344            mCaches.dumpMemoryUsage();
345        }
346#endif
347    }
348
349    if (mCountOverdraw) {
350        countOverdraw();
351    }
352
353    mFrameStarted = false;
354}
355
356void OpenGLRenderer::interrupt() {
357    if (mCaches.currentProgram) {
358        if (mCaches.currentProgram->isInUse()) {
359            mCaches.currentProgram->remove();
360            mCaches.currentProgram = NULL;
361        }
362    }
363    mCaches.resetActiveTexture();
364    mCaches.unbindMeshBuffer();
365    mCaches.unbindIndicesBuffer();
366    mCaches.resetVertexPointers();
367    mCaches.disableTexCoordsVertexArray();
368    debugOverdraw(false, false);
369}
370
371void OpenGLRenderer::resume() {
372    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
373    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
374    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
375    debugOverdraw(true, false);
376
377    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
378
379    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
380    mCaches.enableScissor();
381    mCaches.resetScissor();
382    dirtyClip();
383
384    mCaches.activeTexture(0);
385    mCaches.resetBoundTextures();
386
387    mCaches.blend = true;
388    glEnable(GL_BLEND);
389    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
390    glBlendEquation(GL_FUNC_ADD);
391}
392
393void OpenGLRenderer::resumeAfterLayer() {
394    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
395    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
396    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
397    debugOverdraw(true, false);
398
399    mCaches.resetScissor();
400    dirtyClip();
401}
402
403void OpenGLRenderer::detachFunctor(Functor* functor) {
404    mFunctors.remove(functor);
405}
406
407void OpenGLRenderer::attachFunctor(Functor* functor) {
408    mFunctors.add(functor);
409}
410
411status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
412    status_t result = DrawGlInfo::kStatusDone;
413    size_t count = mFunctors.size();
414
415    if (count > 0) {
416        interrupt();
417        SortedVector<Functor*> functors(mFunctors);
418        mFunctors.clear();
419
420        DrawGlInfo info;
421        info.clipLeft = 0;
422        info.clipTop = 0;
423        info.clipRight = 0;
424        info.clipBottom = 0;
425        info.isLayer = false;
426        info.width = 0;
427        info.height = 0;
428        memset(info.transform, 0, sizeof(float) * 16);
429
430        for (size_t i = 0; i < count; i++) {
431            Functor* f = functors.itemAt(i);
432            result |= (*f)(DrawGlInfo::kModeProcess, &info);
433
434            if (result & DrawGlInfo::kStatusDraw) {
435                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
436                dirty.unionWith(localDirty);
437            }
438
439            if (result & DrawGlInfo::kStatusInvoke) {
440                mFunctors.add(f);
441            }
442        }
443        resume();
444    }
445
446    return result;
447}
448
449status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
450    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
451
452    interrupt();
453    detachFunctor(functor);
454
455    mCaches.enableScissor();
456    if (mDirtyClip) {
457        setScissorFromClip();
458        setStencilFromClip();
459    }
460
461    Rect clip(*mSnapshot->clipRect);
462    clip.snapToPixelBoundaries();
463
464    // Since we don't know what the functor will draw, let's dirty
465    // tne entire clip region
466    if (hasLayer()) {
467        dirtyLayerUnchecked(clip, getRegion());
468    }
469
470    DrawGlInfo info;
471    info.clipLeft = clip.left;
472    info.clipTop = clip.top;
473    info.clipRight = clip.right;
474    info.clipBottom = clip.bottom;
475    info.isLayer = hasLayer();
476    info.width = getSnapshot()->viewport.getWidth();
477    info.height = getSnapshot()->height;
478    getSnapshot()->transform->copyTo(&info.transform[0]);
479
480    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
481
482    if (result != DrawGlInfo::kStatusDone) {
483        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
484        dirty.unionWith(localDirty);
485
486        if (result & DrawGlInfo::kStatusInvoke) {
487            mFunctors.add(functor);
488        }
489    }
490
491    resume();
492    return result | DrawGlInfo::kStatusDrew;
493}
494
495///////////////////////////////////////////////////////////////////////////////
496// Debug
497///////////////////////////////////////////////////////////////////////////////
498
499void OpenGLRenderer::eventMark(const char* name) const {
500    mCaches.eventMark(0, name);
501}
502
503void OpenGLRenderer::startMark(const char* name) const {
504    mCaches.startMark(0, name);
505}
506
507void OpenGLRenderer::endMark() const {
508    mCaches.endMark();
509}
510
511void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
512    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
513        if (clear) {
514            mCaches.disableScissor();
515            mCaches.stencil.clear();
516        }
517        if (enable) {
518            mCaches.stencil.enableDebugWrite();
519        } else {
520            mCaches.stencil.disable();
521        }
522    }
523}
524
525void OpenGLRenderer::renderOverdraw() {
526    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
527        const Rect* clip = &mTilingClip;
528
529        mCaches.enableScissor();
530        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
531                clip->right - clip->left, clip->bottom - clip->top);
532
533        mCaches.stencil.enableDebugTest(2);
534        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
535        mCaches.stencil.enableDebugTest(3);
536        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
537        mCaches.stencil.enableDebugTest(4);
538        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
539        mCaches.stencil.enableDebugTest(4, true);
540        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
541        mCaches.stencil.disable();
542    }
543}
544
545void OpenGLRenderer::countOverdraw() {
546    size_t count = mWidth * mHeight;
547    uint32_t* buffer = new uint32_t[count];
548    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
549
550    size_t total = 0;
551    for (size_t i = 0; i < count; i++) {
552        total += buffer[i] & 0xff;
553    }
554
555    mOverdraw = total / float(count);
556
557    delete[] buffer;
558}
559
560///////////////////////////////////////////////////////////////////////////////
561// Layers
562///////////////////////////////////////////////////////////////////////////////
563
564bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
565    if (layer->deferredUpdateScheduled && layer->renderer &&
566            layer->displayList && layer->displayList->isRenderable()) {
567        ATRACE_CALL();
568
569        Rect& dirty = layer->dirtyRect;
570
571        if (inFrame) {
572            endTiling();
573            debugOverdraw(false, false);
574        }
575
576        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
577            layer->render();
578        } else {
579            layer->defer();
580        }
581
582        if (inFrame) {
583            resumeAfterLayer();
584            startTiling(mSnapshot);
585        }
586
587        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
588        layer->hasDrawnSinceUpdate = false;
589
590        return true;
591    }
592
593    return false;
594}
595
596void OpenGLRenderer::updateLayers() {
597    // If draw deferring is enabled this method will simply defer
598    // the display list of each individual layer. The layers remain
599    // in the layer updates list which will be cleared by flushLayers().
600    int count = mLayerUpdates.size();
601    if (count > 0) {
602        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
603            startMark("Layer Updates");
604        } else {
605            startMark("Defer Layer Updates");
606        }
607
608        // Note: it is very important to update the layers in order
609        for (int i = 0; i < count; i++) {
610            Layer* layer = mLayerUpdates.itemAt(i);
611            updateLayer(layer, false);
612            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
613                mCaches.resourceCache.decrementRefcount(layer);
614            }
615        }
616
617        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
618            mLayerUpdates.clear();
619            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
620        }
621        endMark();
622    }
623}
624
625void OpenGLRenderer::flushLayers() {
626    int count = mLayerUpdates.size();
627    if (count > 0) {
628        startMark("Apply Layer Updates");
629        char layerName[12];
630
631        // Note: it is very important to update the layers in order
632        for (int i = 0; i < count; i++) {
633            sprintf(layerName, "Layer #%d", i);
634            startMark(layerName);
635
636            ATRACE_BEGIN("flushLayer");
637            Layer* layer = mLayerUpdates.itemAt(i);
638            layer->flush();
639            ATRACE_END();
640
641            mCaches.resourceCache.decrementRefcount(layer);
642
643            endMark();
644        }
645
646        mLayerUpdates.clear();
647        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
648
649        endMark();
650    }
651}
652
653void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
654    if (layer) {
655        // Make sure we don't introduce duplicates.
656        // SortedVector would do this automatically but we need to respect
657        // the insertion order. The linear search is not an issue since
658        // this list is usually very short (typically one item, at most a few)
659        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
660            if (mLayerUpdates.itemAt(i) == layer) {
661                return;
662            }
663        }
664        mLayerUpdates.push_back(layer);
665        mCaches.resourceCache.incrementRefcount(layer);
666    }
667}
668
669void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
670    if (layer) {
671        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
672            if (mLayerUpdates.itemAt(i) == layer) {
673                mLayerUpdates.removeAt(i);
674                mCaches.resourceCache.decrementRefcount(layer);
675                break;
676            }
677        }
678    }
679}
680
681void OpenGLRenderer::clearLayerUpdates() {
682    size_t count = mLayerUpdates.size();
683    if (count > 0) {
684        mCaches.resourceCache.lock();
685        for (size_t i = 0; i < count; i++) {
686            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
687        }
688        mCaches.resourceCache.unlock();
689        mLayerUpdates.clear();
690    }
691}
692
693void OpenGLRenderer::flushLayerUpdates() {
694    syncState();
695    updateLayers();
696    flushLayers();
697    // Wait for all the layer updates to be executed
698    AutoFence fence;
699}
700
701///////////////////////////////////////////////////////////////////////////////
702// State management
703///////////////////////////////////////////////////////////////////////////////
704
705int OpenGLRenderer::getSaveCount() const {
706    return mSaveCount;
707}
708
709int OpenGLRenderer::save(int flags) {
710    return saveSnapshot(flags);
711}
712
713void OpenGLRenderer::restore() {
714    if (mSaveCount > 1) {
715        restoreSnapshot();
716    }
717}
718
719void OpenGLRenderer::restoreToCount(int saveCount) {
720    if (saveCount < 1) saveCount = 1;
721
722    while (mSaveCount > saveCount) {
723        restoreSnapshot();
724    }
725}
726
727int OpenGLRenderer::saveSnapshot(int flags) {
728    mSnapshot = new Snapshot(mSnapshot, flags);
729    return mSaveCount++;
730}
731
732bool OpenGLRenderer::restoreSnapshot() {
733    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
734    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
735    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
736
737    sp<Snapshot> current = mSnapshot;
738    sp<Snapshot> previous = mSnapshot->previous;
739
740    if (restoreOrtho) {
741        Rect& r = previous->viewport;
742        glViewport(r.left, r.top, r.right, r.bottom);
743        mOrthoMatrix.load(current->orthoMatrix);
744    }
745
746    mSaveCount--;
747    mSnapshot = previous;
748
749    if (restoreClip) {
750        dirtyClip();
751    }
752
753    if (restoreLayer) {
754        endMark(); // Savelayer
755        startMark("ComposeLayer");
756        composeLayer(current, previous);
757        endMark();
758    }
759
760    return restoreClip;
761}
762
763///////////////////////////////////////////////////////////////////////////////
764// Layers
765///////////////////////////////////////////////////////////////////////////////
766
767int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
768        int alpha, SkXfermode::Mode mode, int flags) {
769    const GLuint previousFbo = mSnapshot->fbo;
770    const int count = saveSnapshot(flags);
771
772    if (!mSnapshot->isIgnored()) {
773        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
774    }
775
776    return count;
777}
778
779void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
780    const Rect untransformedBounds(bounds);
781
782    currentTransform().mapRect(bounds);
783
784    // Layers only make sense if they are in the framebuffer's bounds
785    if (bounds.intersect(*mSnapshot->clipRect)) {
786        // We cannot work with sub-pixels in this case
787        bounds.snapToPixelBoundaries();
788
789        // When the layer is not an FBO, we may use glCopyTexImage so we
790        // need to make sure the layer does not extend outside the bounds
791        // of the framebuffer
792        if (!bounds.intersect(mSnapshot->previous->viewport)) {
793            bounds.setEmpty();
794        } else if (fboLayer) {
795            clip.set(bounds);
796            mat4 inverse;
797            inverse.loadInverse(currentTransform());
798            inverse.mapRect(clip);
799            clip.snapToPixelBoundaries();
800            if (clip.intersect(untransformedBounds)) {
801                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
802                bounds.set(untransformedBounds);
803            } else {
804                clip.setEmpty();
805            }
806        }
807    } else {
808        bounds.setEmpty();
809    }
810}
811
812void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
813        bool fboLayer, int alpha) {
814    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
815            bounds.getHeight() > mCaches.maxTextureSize ||
816            (fboLayer && clip.isEmpty())) {
817        mSnapshot->empty = fboLayer;
818    } else {
819        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
820    }
821}
822
823int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
824        int alpha, SkXfermode::Mode mode, int flags) {
825    const GLuint previousFbo = mSnapshot->fbo;
826    const int count = saveSnapshot(flags);
827
828    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
829        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
830        // operations will be able to store and restore the current clip and transform info, and
831        // quick rejection will be correct (for display lists)
832
833        Rect bounds(left, top, right, bottom);
834        Rect clip;
835        calculateLayerBoundsAndClip(bounds, clip, true);
836        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
837
838        if (!mSnapshot->isIgnored()) {
839            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
840            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
841            mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
842        }
843    }
844
845    return count;
846}
847
848
849/**
850 * Layers are viewed by Skia are slightly different than layers in image editing
851 * programs (for instance.) When a layer is created, previously created layers
852 * and the frame buffer still receive every drawing command. For instance, if a
853 * layer is created and a shape intersecting the bounds of the layers and the
854 * framebuffer is draw, the shape will be drawn on both (unless the layer was
855 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
856 *
857 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
858 * texture. Unfortunately, this is inefficient as it requires every primitive to
859 * be drawn n + 1 times, where n is the number of active layers. In practice this
860 * means, for every primitive:
861 *   - Switch active frame buffer
862 *   - Change viewport, clip and projection matrix
863 *   - Issue the drawing
864 *
865 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
866 * To avoid this, layers are implemented in a different way here, at least in the
867 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
868 * is set. When this flag is set we can redirect all drawing operations into a
869 * single FBO.
870 *
871 * This implementation relies on the frame buffer being at least RGBA 8888. When
872 * a layer is created, only a texture is created, not an FBO. The content of the
873 * frame buffer contained within the layer's bounds is copied into this texture
874 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
875 * buffer and drawing continues as normal. This technique therefore treats the
876 * frame buffer as a scratch buffer for the layers.
877 *
878 * To compose the layers back onto the frame buffer, each layer texture
879 * (containing the original frame buffer data) is drawn as a simple quad over
880 * the frame buffer. The trick is that the quad is set as the composition
881 * destination in the blending equation, and the frame buffer becomes the source
882 * of the composition.
883 *
884 * Drawing layers with an alpha value requires an extra step before composition.
885 * An empty quad is drawn over the layer's region in the frame buffer. This quad
886 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
887 * quad is used to multiply the colors in the frame buffer. This is achieved by
888 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
889 * GL_ZERO, GL_SRC_ALPHA.
890 *
891 * Because glCopyTexImage2D() can be slow, an alternative implementation might
892 * be use to draw a single clipped layer. The implementation described above
893 * is correct in every case.
894 *
895 * (1) The frame buffer is actually not cleared right away. To allow the GPU
896 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
897 *     buffer is left untouched until the first drawing operation. Only when
898 *     something actually gets drawn are the layers regions cleared.
899 */
900bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
901        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
902    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
903    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
904
905    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
906
907    // Window coordinates of the layer
908    Rect clip;
909    Rect bounds(left, top, right, bottom);
910    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
911    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
912
913    // Bail out if we won't draw in this snapshot
914    if (mSnapshot->isIgnored()) {
915        return false;
916    }
917
918    mCaches.activeTexture(0);
919    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
920    if (!layer) {
921        return false;
922    }
923
924    layer->setAlpha(alpha, mode);
925    layer->layer.set(bounds);
926    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
927            bounds.getWidth() / float(layer->getWidth()), 0.0f);
928    layer->setColorFilter(mDrawModifiers.mColorFilter);
929    layer->setBlend(true);
930    layer->setDirty(false);
931
932    // Save the layer in the snapshot
933    mSnapshot->flags |= Snapshot::kFlagIsLayer;
934    mSnapshot->layer = layer;
935
936    startMark("SaveLayer");
937    if (fboLayer) {
938        return createFboLayer(layer, bounds, clip, previousFbo);
939    } else {
940        // Copy the framebuffer into the layer
941        layer->bindTexture();
942        if (!bounds.isEmpty()) {
943            if (layer->isEmpty()) {
944                // Workaround for some GL drivers. When reading pixels lying outside
945                // of the window we should get undefined values for those pixels.
946                // Unfortunately some drivers will turn the entire target texture black
947                // when reading outside of the window.
948                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
949                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
950                layer->setEmpty(false);
951            }
952
953            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
954                    mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
955
956            // Enqueue the buffer coordinates to clear the corresponding region later
957            mLayers.push(new Rect(bounds));
958        }
959    }
960
961    return true;
962}
963
964bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
965    layer->clipRect.set(clip);
966    layer->setFbo(mCaches.fboCache.get());
967
968    mSnapshot->region = &mSnapshot->layer->region;
969    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
970            Snapshot::kFlagDirtyOrtho;
971    mSnapshot->fbo = layer->getFbo();
972    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
973    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
974    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
975    mSnapshot->height = bounds.getHeight();
976    mSnapshot->orthoMatrix.load(mOrthoMatrix);
977
978    endTiling();
979    debugOverdraw(false, false);
980    // Bind texture to FBO
981    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
982    layer->bindTexture();
983
984    // Initialize the texture if needed
985    if (layer->isEmpty()) {
986        layer->allocateTexture();
987        layer->setEmpty(false);
988    }
989
990    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
991            layer->getTexture(), 0);
992
993    startTiling(mSnapshot, true);
994
995    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
996    mCaches.enableScissor();
997    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
998            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
999    glClear(GL_COLOR_BUFFER_BIT);
1000
1001    dirtyClip();
1002
1003    // Change the ortho projection
1004    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
1005    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
1006
1007    return true;
1008}
1009
1010/**
1011 * Read the documentation of createLayer() before doing anything in this method.
1012 */
1013void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
1014    if (!current->layer) {
1015        ALOGE("Attempting to compose a layer that does not exist");
1016        return;
1017    }
1018
1019    Layer* layer = current->layer;
1020    const Rect& rect = layer->layer;
1021    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
1022
1023    bool clipRequired = false;
1024    quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected
1025    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1026
1027    if (fboLayer) {
1028        endTiling();
1029
1030        // Detach the texture from the FBO
1031        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1032
1033        layer->removeFbo(false);
1034
1035        // Unbind current FBO and restore previous one
1036        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
1037        debugOverdraw(true, false);
1038
1039        startTiling(previous);
1040    }
1041
1042    if (!fboLayer && layer->getAlpha() < 255) {
1043        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1044                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1045        // Required below, composeLayerRect() will divide by 255
1046        layer->setAlpha(255);
1047    }
1048
1049    mCaches.unbindMeshBuffer();
1050
1051    mCaches.activeTexture(0);
1052
1053    // When the layer is stored in an FBO, we can save a bit of fillrate by
1054    // drawing only the dirty region
1055    if (fboLayer) {
1056        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1057        if (layer->getColorFilter()) {
1058            setupColorFilter(layer->getColorFilter());
1059        }
1060        composeLayerRegion(layer, rect);
1061        if (layer->getColorFilter()) {
1062            resetColorFilter();
1063        }
1064    } else if (!rect.isEmpty()) {
1065        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1066        composeLayerRect(layer, rect, true);
1067    }
1068
1069    dirtyClip();
1070
1071    // Failing to add the layer to the cache should happen only if the layer is too large
1072    if (!mCaches.layerCache.put(layer)) {
1073        LAYER_LOGD("Deleting layer");
1074        Caches::getInstance().resourceCache.decrementRefcount(layer);
1075    }
1076}
1077
1078void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1079    float alpha = getLayerAlpha(layer);
1080
1081    setupDraw();
1082    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1083        setupDrawWithTexture();
1084    } else {
1085        setupDrawWithExternalTexture();
1086    }
1087    setupDrawTextureTransform();
1088    setupDrawColor(alpha, alpha, alpha, alpha);
1089    setupDrawColorFilter();
1090    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1091    setupDrawProgram();
1092    setupDrawPureColorUniforms();
1093    setupDrawColorFilterUniforms();
1094    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1095        setupDrawTexture(layer->getTexture());
1096    } else {
1097        setupDrawExternalTexture(layer->getTexture());
1098    }
1099    if (currentTransform().isPureTranslate() &&
1100            layer->getWidth() == (uint32_t) rect.getWidth() &&
1101            layer->getHeight() == (uint32_t) rect.getHeight()) {
1102        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1103        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1104
1105        layer->setFilter(GL_NEAREST);
1106        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1107    } else {
1108        layer->setFilter(GL_LINEAR);
1109        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1110    }
1111    setupDrawTextureTransformUniforms(layer->getTexTransform());
1112    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1113
1114    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1115
1116    finishDrawTexture();
1117}
1118
1119void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1120    if (!layer->isTextureLayer()) {
1121        const Rect& texCoords = layer->texCoords;
1122        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1123                texCoords.right, texCoords.bottom);
1124
1125        float x = rect.left;
1126        float y = rect.top;
1127        bool simpleTransform = currentTransform().isPureTranslate() &&
1128                layer->getWidth() == (uint32_t) rect.getWidth() &&
1129                layer->getHeight() == (uint32_t) rect.getHeight();
1130
1131        if (simpleTransform) {
1132            // When we're swapping, the layer is already in screen coordinates
1133            if (!swap) {
1134                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1135                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1136            }
1137
1138            layer->setFilter(GL_NEAREST, true);
1139        } else {
1140            layer->setFilter(GL_LINEAR, true);
1141        }
1142
1143        float alpha = getLayerAlpha(layer);
1144        bool blend = layer->isBlend() || alpha < 1.0f;
1145        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1146                layer->getTexture(), alpha, layer->getMode(), blend,
1147                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1148                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1149
1150        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1151    } else {
1152        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1153        drawTextureLayer(layer, rect);
1154        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1155    }
1156}
1157
1158/**
1159 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1160 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1161 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1162 * by saveLayer's restore
1163 */
1164#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1165        DRAW_COMMAND;                                                            \
1166        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1167            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1168            DRAW_COMMAND;                                                        \
1169            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1170        }                                                                        \
1171    }
1172
1173#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1174
1175void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1176    if (layer->region.isRect()) {
1177        layer->setRegionAsRect();
1178
1179        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1180
1181        layer->region.clear();
1182        return;
1183    }
1184
1185    if (CC_LIKELY(!layer->region.isEmpty())) {
1186        size_t count;
1187        const android::Rect* rects;
1188        Region safeRegion;
1189        if (CC_LIKELY(hasRectToRectTransform())) {
1190            rects = layer->region.getArray(&count);
1191        } else {
1192            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1193            rects = safeRegion.getArray(&count);
1194        }
1195
1196        const float alpha = getLayerAlpha(layer);
1197        const float texX = 1.0f / float(layer->getWidth());
1198        const float texY = 1.0f / float(layer->getHeight());
1199        const float height = rect.getHeight();
1200
1201        setupDraw();
1202
1203        // We must get (and therefore bind) the region mesh buffer
1204        // after we setup drawing in case we need to mess with the
1205        // stencil buffer in setupDraw()
1206        TextureVertex* mesh = mCaches.getRegionMesh();
1207        uint32_t numQuads = 0;
1208
1209        setupDrawWithTexture();
1210        setupDrawColor(alpha, alpha, alpha, alpha);
1211        setupDrawColorFilter();
1212        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1213        setupDrawProgram();
1214        setupDrawDirtyRegionsDisabled();
1215        setupDrawPureColorUniforms();
1216        setupDrawColorFilterUniforms();
1217        setupDrawTexture(layer->getTexture());
1218        if (currentTransform().isPureTranslate()) {
1219            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1220            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1221
1222            layer->setFilter(GL_NEAREST);
1223            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1224        } else {
1225            layer->setFilter(GL_LINEAR);
1226            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1227        }
1228        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1229
1230        for (size_t i = 0; i < count; i++) {
1231            const android::Rect* r = &rects[i];
1232
1233            const float u1 = r->left * texX;
1234            const float v1 = (height - r->top) * texY;
1235            const float u2 = r->right * texX;
1236            const float v2 = (height - r->bottom) * texY;
1237
1238            // TODO: Reject quads outside of the clip
1239            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1240            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1241            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1242            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1243
1244            numQuads++;
1245
1246            if (numQuads >= gMaxNumberOfQuads) {
1247                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1248                                GL_UNSIGNED_SHORT, NULL));
1249                numQuads = 0;
1250                mesh = mCaches.getRegionMesh();
1251            }
1252        }
1253
1254        if (numQuads > 0) {
1255            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1256                            GL_UNSIGNED_SHORT, NULL));
1257        }
1258
1259        finishDrawTexture();
1260
1261#if DEBUG_LAYERS_AS_REGIONS
1262        drawRegionRects(layer->region);
1263#endif
1264
1265        layer->region.clear();
1266    }
1267}
1268
1269void OpenGLRenderer::drawRegionRects(const Region& region) {
1270#if DEBUG_LAYERS_AS_REGIONS
1271    size_t count;
1272    const android::Rect* rects = region.getArray(&count);
1273
1274    uint32_t colors[] = {
1275            0x7fff0000, 0x7f00ff00,
1276            0x7f0000ff, 0x7fff00ff,
1277    };
1278
1279    int offset = 0;
1280    int32_t top = rects[0].top;
1281
1282    for (size_t i = 0; i < count; i++) {
1283        if (top != rects[i].top) {
1284            offset ^= 0x2;
1285            top = rects[i].top;
1286        }
1287
1288        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1289        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1290                SkXfermode::kSrcOver_Mode);
1291    }
1292#endif
1293}
1294
1295void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1296        SkXfermode::Mode mode, bool dirty) {
1297    Vector<float> rects;
1298
1299    SkRegion::Iterator it(region);
1300    while (!it.done()) {
1301        const SkIRect& r = it.rect();
1302        rects.push(r.fLeft);
1303        rects.push(r.fTop);
1304        rects.push(r.fRight);
1305        rects.push(r.fBottom);
1306        it.next();
1307    }
1308
1309    drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1310}
1311
1312void OpenGLRenderer::dirtyLayer(const float left, const float top,
1313        const float right, const float bottom, const mat4 transform) {
1314    if (hasLayer()) {
1315        Rect bounds(left, top, right, bottom);
1316        transform.mapRect(bounds);
1317        dirtyLayerUnchecked(bounds, getRegion());
1318    }
1319}
1320
1321void OpenGLRenderer::dirtyLayer(const float left, const float top,
1322        const float right, const float bottom) {
1323    if (hasLayer()) {
1324        Rect bounds(left, top, right, bottom);
1325        dirtyLayerUnchecked(bounds, getRegion());
1326    }
1327}
1328
1329void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1330    if (bounds.intersect(*mSnapshot->clipRect)) {
1331        bounds.snapToPixelBoundaries();
1332        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1333        if (!dirty.isEmpty()) {
1334            region->orSelf(dirty);
1335        }
1336    }
1337}
1338
1339void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) {
1340    GLsizei elementsCount = quadsCount * 6;
1341    while (elementsCount > 0) {
1342        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1343
1344        setupDrawIndexedVertices(&mesh[0].position[0]);
1345        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1346
1347        elementsCount -= drawCount;
1348        // Though there are 4 vertices in a quad, we use 6 indices per
1349        // quad to draw with GL_TRIANGLES
1350        mesh += (drawCount / 6) * 4;
1351    }
1352}
1353
1354void OpenGLRenderer::clearLayerRegions() {
1355    const size_t count = mLayers.size();
1356    if (count == 0) return;
1357
1358    if (!mSnapshot->isIgnored()) {
1359        // Doing several glScissor/glClear here can negatively impact
1360        // GPUs with a tiler architecture, instead we draw quads with
1361        // the Clear blending mode
1362
1363        // The list contains bounds that have already been clipped
1364        // against their initial clip rect, and the current clip
1365        // is likely different so we need to disable clipping here
1366        bool scissorChanged = mCaches.disableScissor();
1367
1368        Vertex mesh[count * 4];
1369        Vertex* vertex = mesh;
1370
1371        for (uint32_t i = 0; i < count; i++) {
1372            Rect* bounds = mLayers.itemAt(i);
1373
1374            Vertex::set(vertex++, bounds->left, bounds->top);
1375            Vertex::set(vertex++, bounds->right, bounds->top);
1376            Vertex::set(vertex++, bounds->left, bounds->bottom);
1377            Vertex::set(vertex++, bounds->right, bounds->bottom);
1378
1379            delete bounds;
1380        }
1381        // We must clear the list of dirty rects before we
1382        // call setupDraw() to prevent stencil setup to do
1383        // the same thing again
1384        mLayers.clear();
1385
1386        setupDraw(false);
1387        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1388        setupDrawBlending(true, SkXfermode::kClear_Mode);
1389        setupDrawProgram();
1390        setupDrawPureColorUniforms();
1391        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1392
1393        drawIndexedQuads(&mesh[0], count);
1394
1395        if (scissorChanged) mCaches.enableScissor();
1396    } else {
1397        for (uint32_t i = 0; i < count; i++) {
1398            delete mLayers.itemAt(i);
1399        }
1400        mLayers.clear();
1401    }
1402}
1403
1404///////////////////////////////////////////////////////////////////////////////
1405// State Deferral
1406///////////////////////////////////////////////////////////////////////////////
1407
1408bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1409    const Rect& currentClip = *(mSnapshot->clipRect);
1410    const mat4& currentMatrix = *(mSnapshot->transform);
1411
1412    if (stateDeferFlags & kStateDeferFlag_Draw) {
1413        // state has bounds initialized in local coordinates
1414        if (!state.mBounds.isEmpty()) {
1415            currentMatrix.mapRect(state.mBounds);
1416            Rect clippedBounds(state.mBounds);
1417            if(!clippedBounds.intersect(currentClip)) {
1418                // quick rejected
1419                return true;
1420            }
1421
1422            state.mClipSideFlags = kClipSide_None;
1423            if (!currentClip.contains(state.mBounds)) {
1424                int& flags = state.mClipSideFlags;
1425                // op partially clipped, so record which sides are clipped for clip-aware merging
1426                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1427                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1428                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1429                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1430            }
1431            state.mBounds.set(clippedBounds);
1432        } else {
1433            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1434            // overdraw avoidance (since we don't know what it overlaps)
1435            state.mClipSideFlags = kClipSide_ConservativeFull;
1436            state.mBounds.set(currentClip);
1437        }
1438    }
1439
1440    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1441    if (state.mClipValid) {
1442        state.mClip.set(currentClip);
1443    }
1444
1445    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1446    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1447    state.mMatrix.load(currentMatrix);
1448    state.mDrawModifiers = mDrawModifiers;
1449    state.mAlpha = mSnapshot->alpha;
1450    return false;
1451}
1452
1453void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1454    currentTransform().load(state.mMatrix);
1455    mDrawModifiers = state.mDrawModifiers;
1456    mSnapshot->alpha = state.mAlpha;
1457
1458    if (state.mClipValid && !skipClipRestore) {
1459        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1460                state.mClip.right, state.mClip.bottom);
1461        dirtyClip();
1462    }
1463}
1464
1465/**
1466 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1467 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1468 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1469 *
1470 * This method should be called when restoreDisplayState() won't be restoring the clip
1471 */
1472void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1473    if (clipRect != NULL) {
1474        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1475    } else {
1476        mSnapshot->setClip(0, 0, mWidth, mHeight);
1477    }
1478    dirtyClip();
1479    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1480}
1481
1482///////////////////////////////////////////////////////////////////////////////
1483// Transforms
1484///////////////////////////////////////////////////////////////////////////////
1485
1486void OpenGLRenderer::translate(float dx, float dy) {
1487    currentTransform().translate(dx, dy);
1488}
1489
1490void OpenGLRenderer::rotate(float degrees) {
1491    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1492}
1493
1494void OpenGLRenderer::scale(float sx, float sy) {
1495    currentTransform().scale(sx, sy, 1.0f);
1496}
1497
1498void OpenGLRenderer::skew(float sx, float sy) {
1499    currentTransform().skew(sx, sy);
1500}
1501
1502void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1503    if (matrix) {
1504        currentTransform().load(*matrix);
1505    } else {
1506        currentTransform().loadIdentity();
1507    }
1508}
1509
1510bool OpenGLRenderer::hasRectToRectTransform() {
1511    return CC_LIKELY(currentTransform().rectToRect());
1512}
1513
1514void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1515    currentTransform().copyTo(*matrix);
1516}
1517
1518void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1519    SkMatrix transform;
1520    currentTransform().copyTo(transform);
1521    transform.preConcat(*matrix);
1522    currentTransform().load(transform);
1523}
1524
1525///////////////////////////////////////////////////////////////////////////////
1526// Clipping
1527///////////////////////////////////////////////////////////////////////////////
1528
1529void OpenGLRenderer::setScissorFromClip() {
1530    Rect clip(*mSnapshot->clipRect);
1531    clip.snapToPixelBoundaries();
1532
1533    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1534            clip.getWidth(), clip.getHeight())) {
1535        mDirtyClip = false;
1536    }
1537}
1538
1539void OpenGLRenderer::ensureStencilBuffer() {
1540    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1541    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1542    // just hope we have one when hasLayer() returns false.
1543    if (hasLayer()) {
1544        attachStencilBufferToLayer(mSnapshot->layer);
1545    }
1546}
1547
1548void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1549    // The layer's FBO is already bound when we reach this stage
1550    if (!layer->getStencilRenderBuffer()) {
1551        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1552        // is attached after we initiated tiling. We must turn it off,
1553        // attach the new render buffer then turn tiling back on
1554        endTiling();
1555
1556        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1557                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1558        layer->setStencilRenderBuffer(buffer);
1559
1560        startTiling(layer->clipRect, layer->layer.getHeight());
1561    }
1562}
1563
1564void OpenGLRenderer::setStencilFromClip() {
1565    if (!mCaches.debugOverdraw) {
1566        if (!mSnapshot->clipRegion->isEmpty()) {
1567            // NOTE: The order here is important, we must set dirtyClip to false
1568            //       before any draw call to avoid calling back into this method
1569            mDirtyClip = false;
1570
1571            ensureStencilBuffer();
1572
1573            mCaches.stencil.enableWrite();
1574
1575            // Clear the stencil but first make sure we restrict drawing
1576            // to the region's bounds
1577            bool resetScissor = mCaches.enableScissor();
1578            if (resetScissor) {
1579                // The scissor was not set so we now need to update it
1580                setScissorFromClip();
1581            }
1582            mCaches.stencil.clear();
1583            if (resetScissor) mCaches.disableScissor();
1584
1585            // NOTE: We could use the region contour path to generate a smaller mesh
1586            //       Since we are using the stencil we could use the red book path
1587            //       drawing technique. It might increase bandwidth usage though.
1588
1589            // The last parameter is important: we are not drawing in the color buffer
1590            // so we don't want to dirty the current layer, if any
1591            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1592
1593            mCaches.stencil.enableTest();
1594
1595            // Draw the region used to generate the stencil if the appropriate debug
1596            // mode is enabled
1597            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1598                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1599            }
1600        } else {
1601            mCaches.stencil.disable();
1602        }
1603    }
1604}
1605
1606const Rect& OpenGLRenderer::getClipBounds() {
1607    return mSnapshot->getLocalClip();
1608}
1609
1610bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1611        bool* clipRequired) {
1612    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1613        return true;
1614    }
1615
1616    Rect r(left, top, right, bottom);
1617    currentTransform().mapRect(r);
1618    r.snapToPixelBoundaries();
1619
1620    Rect clipRect(*mSnapshot->clipRect);
1621    clipRect.snapToPixelBoundaries();
1622
1623    if (!clipRect.intersects(r)) return true;
1624
1625    if (clipRequired) *clipRequired = !clipRect.contains(r);
1626    return false;
1627}
1628
1629bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1630        SkPaint* paint) {
1631    if (paint->getStyle() != SkPaint::kFill_Style) {
1632        float outset = paint->getStrokeWidth() * 0.5f;
1633        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1634    } else {
1635        return quickReject(left, top, right, bottom);
1636    }
1637}
1638
1639bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1640    bool clipRequired = false;
1641    if (quickRejectNoScissor(left, top, right, bottom, &clipRequired)) {
1642        return true;
1643    }
1644
1645    if (!isDeferred()) {
1646        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1647    }
1648    return false;
1649}
1650
1651void OpenGLRenderer::debugClip() {
1652#if DEBUG_CLIP_REGIONS
1653    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1654        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1655    }
1656#endif
1657}
1658
1659bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1660    if (CC_LIKELY(currentTransform().rectToRect())) {
1661        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1662        if (clipped) {
1663            dirtyClip();
1664        }
1665        return !mSnapshot->clipRect->isEmpty();
1666    }
1667
1668    SkPath path;
1669    path.addRect(left, top, right, bottom);
1670
1671    return clipPath(&path, op);
1672}
1673
1674bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1675    SkMatrix transform;
1676    currentTransform().copyTo(transform);
1677
1678    SkPath transformed;
1679    path->transform(transform, &transformed);
1680
1681    SkRegion clip;
1682    if (!mSnapshot->clipRegion->isEmpty()) {
1683        clip.setRegion(*mSnapshot->clipRegion);
1684    } else {
1685        Rect* bounds = mSnapshot->clipRect;
1686        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1687    }
1688
1689    SkRegion region;
1690    region.setPath(transformed, clip);
1691
1692    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1693    if (clipped) {
1694        dirtyClip();
1695    }
1696    return !mSnapshot->clipRect->isEmpty();
1697}
1698
1699bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1700    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1701    if (clipped) {
1702        dirtyClip();
1703    }
1704    return !mSnapshot->clipRect->isEmpty();
1705}
1706
1707Rect* OpenGLRenderer::getClipRect() {
1708    return mSnapshot->clipRect;
1709}
1710
1711///////////////////////////////////////////////////////////////////////////////
1712// Drawing commands
1713///////////////////////////////////////////////////////////////////////////////
1714
1715void OpenGLRenderer::setupDraw(bool clear) {
1716    // TODO: It would be best if we could do this before quickReject()
1717    //       changes the scissor test state
1718    if (clear) clearLayerRegions();
1719    // Make sure setScissor & setStencil happen at the beginning of
1720    // this method
1721    if (mDirtyClip) {
1722        if (mCaches.scissorEnabled) {
1723            setScissorFromClip();
1724        }
1725        setStencilFromClip();
1726    }
1727
1728    mDescription.reset();
1729
1730    mSetShaderColor = false;
1731    mColorSet = false;
1732    mColorA = mColorR = mColorG = mColorB = 0.0f;
1733    mTextureUnit = 0;
1734    mTrackDirtyRegions = true;
1735
1736    // Enable debug highlight when what we're about to draw is tested against
1737    // the stencil buffer and if stencil highlight debugging is on
1738    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1739            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1740            mCaches.stencil.isTestEnabled();
1741
1742    mDescription.emulateStencil = mCountOverdraw;
1743}
1744
1745void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1746    mDescription.hasTexture = true;
1747    mDescription.hasAlpha8Texture = isAlpha8;
1748}
1749
1750void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1751    mDescription.hasTexture = true;
1752    mDescription.hasColors = true;
1753    mDescription.hasAlpha8Texture = isAlpha8;
1754}
1755
1756void OpenGLRenderer::setupDrawWithExternalTexture() {
1757    mDescription.hasExternalTexture = true;
1758}
1759
1760void OpenGLRenderer::setupDrawNoTexture() {
1761    mCaches.disableTexCoordsVertexArray();
1762}
1763
1764void OpenGLRenderer::setupDrawAA() {
1765    mDescription.isAA = true;
1766}
1767
1768void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1769    mColorA = alpha / 255.0f;
1770    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1771    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1772    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1773    mColorSet = true;
1774    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1775}
1776
1777void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1778    mColorA = alpha / 255.0f;
1779    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1780    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1781    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1782    mColorSet = true;
1783    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1784}
1785
1786void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1787    mCaches.fontRenderer->describe(mDescription, paint);
1788}
1789
1790void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1791    mColorA = a;
1792    mColorR = r;
1793    mColorG = g;
1794    mColorB = b;
1795    mColorSet = true;
1796    mSetShaderColor = mDescription.setColor(r, g, b, a);
1797}
1798
1799void OpenGLRenderer::setupDrawShader() {
1800    if (mDrawModifiers.mShader) {
1801        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1802    }
1803}
1804
1805void OpenGLRenderer::setupDrawColorFilter() {
1806    if (mDrawModifiers.mColorFilter) {
1807        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1808    }
1809}
1810
1811void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1812    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1813        mColorA = 1.0f;
1814        mColorR = mColorG = mColorB = 0.0f;
1815        mSetShaderColor = mDescription.modulate = true;
1816    }
1817}
1818
1819void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1820    // When the blending mode is kClear_Mode, we need to use a modulate color
1821    // argb=1,0,0,0
1822    accountForClear(mode);
1823    bool blend = (mColorSet && mColorA < 1.0f) ||
1824            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1825    chooseBlending(blend, mode, mDescription, swapSrcDst);
1826}
1827
1828void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1829    // When the blending mode is kClear_Mode, we need to use a modulate color
1830    // argb=1,0,0,0
1831    accountForClear(mode);
1832    blend |= (mColorSet && mColorA < 1.0f) ||
1833            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1834            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1835    chooseBlending(blend, mode, mDescription, swapSrcDst);
1836}
1837
1838void OpenGLRenderer::setupDrawProgram() {
1839    useProgram(mCaches.programCache.get(mDescription));
1840}
1841
1842void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1843    mTrackDirtyRegions = false;
1844}
1845
1846void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1847        bool ignoreTransform) {
1848    mModelView.loadTranslate(left, top, 0.0f);
1849    if (!ignoreTransform) {
1850        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1851        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1852    } else {
1853        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1854        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1855    }
1856}
1857
1858void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1859    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1860}
1861
1862void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1863        bool ignoreTransform, bool ignoreModelView) {
1864    if (!ignoreModelView) {
1865        mModelView.loadTranslate(left, top, 0.0f);
1866        mModelView.scale(right - left, bottom - top, 1.0f);
1867    } else {
1868        mModelView.loadIdentity();
1869    }
1870    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1871    if (!ignoreTransform) {
1872        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1873        if (mTrackDirtyRegions && dirty) {
1874            dirtyLayer(left, top, right, bottom, currentTransform());
1875        }
1876    } else {
1877        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1878        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1879    }
1880}
1881
1882void OpenGLRenderer::setupDrawColorUniforms() {
1883    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1884        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1885    }
1886}
1887
1888void OpenGLRenderer::setupDrawPureColorUniforms() {
1889    if (mSetShaderColor) {
1890        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1891    }
1892}
1893
1894void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1895    if (mDrawModifiers.mShader) {
1896        if (ignoreTransform) {
1897            mModelView.loadInverse(currentTransform());
1898        }
1899        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1900                mModelView, *mSnapshot, &mTextureUnit);
1901    }
1902}
1903
1904void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1905    if (mDrawModifiers.mShader) {
1906        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1907                mat4::identity(), *mSnapshot, &mTextureUnit);
1908    }
1909}
1910
1911void OpenGLRenderer::setupDrawColorFilterUniforms() {
1912    if (mDrawModifiers.mColorFilter) {
1913        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1914    }
1915}
1916
1917void OpenGLRenderer::setupDrawTextGammaUniforms() {
1918    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1919}
1920
1921void OpenGLRenderer::setupDrawSimpleMesh() {
1922    bool force = mCaches.bindMeshBuffer();
1923    mCaches.bindPositionVertexPointer(force, 0);
1924    mCaches.unbindIndicesBuffer();
1925}
1926
1927void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1928    if (texture) bindTexture(texture);
1929    mTextureUnit++;
1930    mCaches.enableTexCoordsVertexArray();
1931}
1932
1933void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1934    bindExternalTexture(texture);
1935    mTextureUnit++;
1936    mCaches.enableTexCoordsVertexArray();
1937}
1938
1939void OpenGLRenderer::setupDrawTextureTransform() {
1940    mDescription.hasTextureTransform = true;
1941}
1942
1943void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1944    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1945            GL_FALSE, &transform.data[0]);
1946}
1947
1948void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1949    bool force = false;
1950    if (!vertices || vbo) {
1951        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1952    } else {
1953        force = mCaches.unbindMeshBuffer();
1954    }
1955
1956    mCaches.bindPositionVertexPointer(force, vertices);
1957    if (mCaches.currentProgram->texCoords >= 0) {
1958        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1959    }
1960
1961    mCaches.unbindIndicesBuffer();
1962}
1963
1964void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1965    bool force = mCaches.unbindMeshBuffer();
1966    GLsizei stride = sizeof(ColorTextureVertex);
1967
1968    mCaches.bindPositionVertexPointer(force, vertices, stride);
1969    if (mCaches.currentProgram->texCoords >= 0) {
1970        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1971    }
1972    int slot = mCaches.currentProgram->getAttrib("colors");
1973    if (slot >= 0) {
1974        glEnableVertexAttribArray(slot);
1975        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1976    }
1977
1978    mCaches.unbindIndicesBuffer();
1979}
1980
1981void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1982    bool force = false;
1983    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1984    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1985    // use the default VBO found in Caches
1986    if (!vertices || vbo) {
1987        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1988    } else {
1989        force = mCaches.unbindMeshBuffer();
1990    }
1991    mCaches.bindIndicesBuffer();
1992
1993    mCaches.bindPositionVertexPointer(force, vertices);
1994    if (mCaches.currentProgram->texCoords >= 0) {
1995        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1996    }
1997}
1998
1999void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2000    bool force = mCaches.unbindMeshBuffer();
2001    mCaches.bindIndicesBuffer();
2002    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
2003}
2004
2005void OpenGLRenderer::finishDrawTexture() {
2006}
2007
2008///////////////////////////////////////////////////////////////////////////////
2009// Drawing
2010///////////////////////////////////////////////////////////////////////////////
2011
2012status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2013        int32_t replayFlags) {
2014    status_t status;
2015    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
2016    // will be performed by the display list itself
2017    if (displayList && displayList->isRenderable()) {
2018        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2019            status = startFrame();
2020            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2021            displayList->replay(replayStruct, 0);
2022            return status | replayStruct.mDrawGlStatus;
2023        }
2024
2025        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2026        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2027        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2028        displayList->defer(deferStruct, 0);
2029
2030        flushLayers();
2031        status = startFrame();
2032
2033        return status | deferredList.flush(*this, dirty);
2034    }
2035
2036    return DrawGlInfo::kStatusDone;
2037}
2038
2039void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2040    if (displayList) {
2041        displayList->output(1);
2042    }
2043}
2044
2045void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2046    int alpha;
2047    SkXfermode::Mode mode;
2048    getAlphaAndMode(paint, &alpha, &mode);
2049
2050    int color = paint != NULL ? paint->getColor() : 0;
2051
2052    float x = left;
2053    float y = top;
2054
2055    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2056
2057    bool ignoreTransform = false;
2058    if (currentTransform().isPureTranslate()) {
2059        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2060        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2061        ignoreTransform = true;
2062
2063        texture->setFilter(GL_NEAREST, true);
2064    } else {
2065        texture->setFilter(FILTER(paint), true);
2066    }
2067
2068    // No need to check for a UV mapper on the texture object, only ARGB_8888
2069    // bitmaps get packed in the atlas
2070    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2071            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2072            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2073}
2074
2075/**
2076 * Important note: this method is intended to draw batches of bitmaps and
2077 * will not set the scissor enable or dirty the current layer, if any.
2078 * The caller is responsible for properly dirtying the current layer.
2079 */
2080status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2081        TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) {
2082    mCaches.activeTexture(0);
2083    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2084    if (!texture) return DrawGlInfo::kStatusDone;
2085
2086    const AutoTexture autoCleanup(texture);
2087
2088    int alpha;
2089    SkXfermode::Mode mode;
2090    getAlphaAndMode(paint, &alpha, &mode);
2091
2092    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2093    texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true);
2094
2095    const float x = (int) floorf(bounds.left + 0.5f);
2096    const float y = (int) floorf(bounds.top + 0.5f);
2097    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2098        int color = paint != NULL ? paint->getColor() : 0;
2099        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2100                texture->id, paint != NULL, color, alpha, mode,
2101                &vertices[0].position[0], &vertices[0].texture[0],
2102                GL_TRIANGLES, bitmapCount * 6, true, true, false);
2103    } else {
2104        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2105                texture->id, alpha / 255.0f, mode, texture->blend,
2106                &vertices[0].position[0], &vertices[0].texture[0],
2107                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false);
2108    }
2109
2110    return DrawGlInfo::kStatusDrew;
2111}
2112
2113status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2114    const float right = left + bitmap->width();
2115    const float bottom = top + bitmap->height();
2116
2117    if (quickReject(left, top, right, bottom)) {
2118        return DrawGlInfo::kStatusDone;
2119    }
2120
2121    mCaches.activeTexture(0);
2122    Texture* texture = getTexture(bitmap);
2123    if (!texture) return DrawGlInfo::kStatusDone;
2124    const AutoTexture autoCleanup(texture);
2125
2126    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2127        drawAlphaBitmap(texture, left, top, paint);
2128    } else {
2129        drawTextureRect(left, top, right, bottom, texture, paint);
2130    }
2131
2132    return DrawGlInfo::kStatusDrew;
2133}
2134
2135status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2136    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2137    const mat4 transform(*matrix);
2138    transform.mapRect(r);
2139
2140    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2141        return DrawGlInfo::kStatusDone;
2142    }
2143
2144    mCaches.activeTexture(0);
2145    Texture* texture = getTexture(bitmap);
2146    if (!texture) return DrawGlInfo::kStatusDone;
2147    const AutoTexture autoCleanup(texture);
2148
2149    // This could be done in a cheaper way, all we need is pass the matrix
2150    // to the vertex shader. The save/restore is a bit overkill.
2151    save(SkCanvas::kMatrix_SaveFlag);
2152    concatMatrix(matrix);
2153    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2154        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2155    } else {
2156        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2157    }
2158    restore();
2159
2160    return DrawGlInfo::kStatusDrew;
2161}
2162
2163status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2164    const float right = left + bitmap->width();
2165    const float bottom = top + bitmap->height();
2166
2167    if (quickReject(left, top, right, bottom)) {
2168        return DrawGlInfo::kStatusDone;
2169    }
2170
2171    mCaches.activeTexture(0);
2172    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2173    const AutoTexture autoCleanup(texture);
2174
2175    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2176        drawAlphaBitmap(texture, left, top, paint);
2177    } else {
2178        drawTextureRect(left, top, right, bottom, texture, paint);
2179    }
2180
2181    return DrawGlInfo::kStatusDrew;
2182}
2183
2184status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2185        float* vertices, int* colors, SkPaint* paint) {
2186    if (!vertices || mSnapshot->isIgnored()) {
2187        return DrawGlInfo::kStatusDone;
2188    }
2189
2190    // TODO: use quickReject on bounds from vertices
2191    mCaches.enableScissor();
2192
2193    float left = FLT_MAX;
2194    float top = FLT_MAX;
2195    float right = FLT_MIN;
2196    float bottom = FLT_MIN;
2197
2198    const uint32_t count = meshWidth * meshHeight * 6;
2199
2200    ColorTextureVertex mesh[count];
2201    ColorTextureVertex* vertex = mesh;
2202
2203    bool cleanupColors = false;
2204    if (!colors) {
2205        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2206        colors = new int[colorsCount];
2207        memset(colors, 0xff, colorsCount * sizeof(int));
2208        cleanupColors = true;
2209    }
2210
2211    mCaches.activeTexture(0);
2212    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2213    const UvMapper& mapper(getMapper(texture));
2214
2215    for (int32_t y = 0; y < meshHeight; y++) {
2216        for (int32_t x = 0; x < meshWidth; x++) {
2217            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2218
2219            float u1 = float(x) / meshWidth;
2220            float u2 = float(x + 1) / meshWidth;
2221            float v1 = float(y) / meshHeight;
2222            float v2 = float(y + 1) / meshHeight;
2223
2224            mapper.map(u1, v1, u2, v2);
2225
2226            int ax = i + (meshWidth + 1) * 2;
2227            int ay = ax + 1;
2228            int bx = i;
2229            int by = bx + 1;
2230            int cx = i + 2;
2231            int cy = cx + 1;
2232            int dx = i + (meshWidth + 1) * 2 + 2;
2233            int dy = dx + 1;
2234
2235            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2236            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2237            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2238
2239            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2240            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2241            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2242
2243            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2244            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2245            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2246            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2247        }
2248    }
2249
2250    if (quickReject(left, top, right, bottom)) {
2251        if (cleanupColors) delete[] colors;
2252        return DrawGlInfo::kStatusDone;
2253    }
2254
2255    if (!texture) {
2256        texture = mCaches.textureCache.get(bitmap);
2257        if (!texture) {
2258            if (cleanupColors) delete[] colors;
2259            return DrawGlInfo::kStatusDone;
2260        }
2261    }
2262    const AutoTexture autoCleanup(texture);
2263
2264    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2265    texture->setFilter(FILTER(paint), true);
2266
2267    int alpha;
2268    SkXfermode::Mode mode;
2269    getAlphaAndMode(paint, &alpha, &mode);
2270
2271    float a = alpha / 255.0f;
2272
2273    if (hasLayer()) {
2274        dirtyLayer(left, top, right, bottom, currentTransform());
2275    }
2276
2277    setupDraw();
2278    setupDrawWithTextureAndColor();
2279    setupDrawColor(a, a, a, a);
2280    setupDrawColorFilter();
2281    setupDrawBlending(true, mode, false);
2282    setupDrawProgram();
2283    setupDrawDirtyRegionsDisabled();
2284    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2285    setupDrawTexture(texture->id);
2286    setupDrawPureColorUniforms();
2287    setupDrawColorFilterUniforms();
2288    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2289
2290    glDrawArrays(GL_TRIANGLES, 0, count);
2291
2292    finishDrawTexture();
2293
2294    int slot = mCaches.currentProgram->getAttrib("colors");
2295    if (slot >= 0) {
2296        glDisableVertexAttribArray(slot);
2297    }
2298
2299    if (cleanupColors) delete[] colors;
2300
2301    return DrawGlInfo::kStatusDrew;
2302}
2303
2304status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2305         float srcLeft, float srcTop, float srcRight, float srcBottom,
2306         float dstLeft, float dstTop, float dstRight, float dstBottom,
2307         SkPaint* paint) {
2308    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2309        return DrawGlInfo::kStatusDone;
2310    }
2311
2312    mCaches.activeTexture(0);
2313    Texture* texture = getTexture(bitmap);
2314    if (!texture) return DrawGlInfo::kStatusDone;
2315    const AutoTexture autoCleanup(texture);
2316
2317    const float width = texture->width;
2318    const float height = texture->height;
2319
2320    float u1 = fmax(0.0f, srcLeft / width);
2321    float v1 = fmax(0.0f, srcTop / height);
2322    float u2 = fmin(1.0f, srcRight / width);
2323    float v2 = fmin(1.0f, srcBottom / height);
2324
2325    getMapper(texture).map(u1, v1, u2, v2);
2326
2327    mCaches.unbindMeshBuffer();
2328    resetDrawTextureTexCoords(u1, v1, u2, v2);
2329
2330    int alpha;
2331    SkXfermode::Mode mode;
2332    getAlphaAndMode(paint, &alpha, &mode);
2333
2334    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2335
2336    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2337    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2338
2339    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2340    // Apply a scale transform on the canvas only when a shader is in use
2341    // Skia handles the ratio between the dst and src rects as a scale factor
2342    // when a shader is set
2343    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2344    bool ignoreTransform = false;
2345
2346    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2347        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2348        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2349
2350        dstRight = x + (dstRight - dstLeft);
2351        dstBottom = y + (dstBottom - dstTop);
2352
2353        dstLeft = x;
2354        dstTop = y;
2355
2356        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2357        ignoreTransform = true;
2358    } else {
2359        texture->setFilter(FILTER(paint), true);
2360    }
2361
2362    if (CC_UNLIKELY(useScaleTransform)) {
2363        save(SkCanvas::kMatrix_SaveFlag);
2364        translate(dstLeft, dstTop);
2365        scale(scaleX, scaleY);
2366
2367        dstLeft = 0.0f;
2368        dstTop = 0.0f;
2369
2370        dstRight = srcRight - srcLeft;
2371        dstBottom = srcBottom - srcTop;
2372    }
2373
2374    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2375        int color = paint ? paint->getColor() : 0;
2376        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2377                texture->id, paint != NULL, color, alpha, mode,
2378                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2379                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2380    } else {
2381        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2382                texture->id, alpha / 255.0f, mode, texture->blend,
2383                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2384                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2385    }
2386
2387    if (CC_UNLIKELY(useScaleTransform)) {
2388        restore();
2389    }
2390
2391    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2392
2393    return DrawGlInfo::kStatusDrew;
2394}
2395
2396status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2397        float left, float top, float right, float bottom, SkPaint* paint) {
2398    if (quickReject(left, top, right, bottom)) {
2399        return DrawGlInfo::kStatusDone;
2400    }
2401
2402    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2403    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2404            right - left, bottom - top, patch);
2405
2406    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2407}
2408
2409status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2410        float left, float top, float right, float bottom, SkPaint* paint) {
2411    if (quickReject(left, top, right, bottom)) {
2412        return DrawGlInfo::kStatusDone;
2413    }
2414
2415    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2416        mCaches.activeTexture(0);
2417        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2418        if (!texture) return DrawGlInfo::kStatusDone;
2419        const AutoTexture autoCleanup(texture);
2420
2421        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2422        texture->setFilter(GL_LINEAR, true);
2423
2424        int alpha;
2425        SkXfermode::Mode mode;
2426        getAlphaAndMode(paint, &alpha, &mode);
2427
2428        const bool pureTranslate = currentTransform().isPureTranslate();
2429        // Mark the current layer dirty where we are going to draw the patch
2430        if (hasLayer() && mesh->hasEmptyQuads) {
2431            const float offsetX = left + currentTransform().getTranslateX();
2432            const float offsetY = top + currentTransform().getTranslateY();
2433            const size_t count = mesh->quads.size();
2434            for (size_t i = 0; i < count; i++) {
2435                const Rect& bounds = mesh->quads.itemAt(i);
2436                if (CC_LIKELY(pureTranslate)) {
2437                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2438                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2439                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2440                } else {
2441                    dirtyLayer(left + bounds.left, top + bounds.top,
2442                            left + bounds.right, top + bounds.bottom, currentTransform());
2443                }
2444            }
2445        }
2446
2447        if (CC_LIKELY(pureTranslate)) {
2448            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2449            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2450
2451            right = x + right - left;
2452            bottom = y + bottom - top;
2453            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2454                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2455                    GL_TRIANGLES, mesh->indexCount, false, true,
2456                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2457        } else {
2458            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2459                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2460                    GL_TRIANGLES, mesh->indexCount, false, false,
2461                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2462        }
2463    }
2464
2465    return DrawGlInfo::kStatusDrew;
2466}
2467
2468/**
2469 * Important note: this method is intended to draw batches of 9-patch objects and
2470 * will not set the scissor enable or dirty the current layer, if any.
2471 * The caller is responsible for properly dirtying the current layer.
2472 */
2473status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2474        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2475    mCaches.activeTexture(0);
2476    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2477    if (!texture) return DrawGlInfo::kStatusDone;
2478    const AutoTexture autoCleanup(texture);
2479
2480    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2481    texture->setFilter(GL_LINEAR, true);
2482
2483    int alpha;
2484    SkXfermode::Mode mode;
2485    getAlphaAndMode(paint, &alpha, &mode);
2486
2487    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2488            mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0],
2489            GL_TRIANGLES, indexCount, false, true, 0, true, false);
2490
2491    return DrawGlInfo::kStatusDrew;
2492}
2493
2494status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2495        bool useOffset) {
2496    if (!vertexBuffer.getVertexCount()) {
2497        // no vertices to draw
2498        return DrawGlInfo::kStatusDone;
2499    }
2500
2501    int color = paint->getColor();
2502    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2503    bool isAA = paint->isAntiAlias();
2504
2505    setupDraw();
2506    setupDrawNoTexture();
2507    if (isAA) setupDrawAA();
2508    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2509    setupDrawColorFilter();
2510    setupDrawShader();
2511    setupDrawBlending(isAA, mode);
2512    setupDrawProgram();
2513    setupDrawModelViewIdentity(useOffset);
2514    setupDrawColorUniforms();
2515    setupDrawColorFilterUniforms();
2516    setupDrawShaderIdentityUniforms();
2517
2518    void* vertices = vertexBuffer.getBuffer();
2519    bool force = mCaches.unbindMeshBuffer();
2520    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2521    mCaches.resetTexCoordsVertexPointer();
2522    mCaches.unbindIndicesBuffer();
2523
2524    int alphaSlot = -1;
2525    if (isAA) {
2526        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2527        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2528
2529        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2530        glEnableVertexAttribArray(alphaSlot);
2531        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2532    }
2533
2534    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2535
2536    if (isAA) {
2537        glDisableVertexAttribArray(alphaSlot);
2538    }
2539
2540    return DrawGlInfo::kStatusDrew;
2541}
2542
2543/**
2544 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2545 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2546 * screen space in all directions. However, instead of using a fragment shader to compute the
2547 * translucency of the color from its position, we simply use a varying parameter to define how far
2548 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2549 *
2550 * Doesn't yet support joins, caps, or path effects.
2551 */
2552status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2553    VertexBuffer vertexBuffer;
2554    // TODO: try clipping large paths to viewport
2555    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2556
2557    if (hasLayer()) {
2558        SkRect bounds = path.getBounds();
2559        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2560        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2561    }
2562
2563    return drawVertexBuffer(vertexBuffer, paint);
2564}
2565
2566/**
2567 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2568 * and additional geometry for defining an alpha slope perimeter.
2569 *
2570 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2571 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2572 * in-shader alpha region, but found it to be taxing on some GPUs.
2573 *
2574 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2575 * memory transfer by removing need for degenerate vertices.
2576 */
2577status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2578    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2579
2580    count &= ~0x3; // round down to nearest four
2581
2582    VertexBuffer buffer;
2583    SkRect bounds;
2584    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2585
2586    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2587        return DrawGlInfo::kStatusDone;
2588    }
2589
2590    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2591
2592    bool useOffset = !paint->isAntiAlias();
2593    return drawVertexBuffer(buffer, paint, useOffset);
2594}
2595
2596status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2597    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2598
2599    count &= ~0x1; // round down to nearest two
2600
2601    VertexBuffer buffer;
2602    SkRect bounds;
2603    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2604
2605    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2606        return DrawGlInfo::kStatusDone;
2607    }
2608
2609    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2610
2611    bool useOffset = !paint->isAntiAlias();
2612    return drawVertexBuffer(buffer, paint, useOffset);
2613}
2614
2615status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2616    // No need to check against the clip, we fill the clip region
2617    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2618
2619    Rect& clip(*mSnapshot->clipRect);
2620    clip.snapToPixelBoundaries();
2621
2622    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2623
2624    return DrawGlInfo::kStatusDrew;
2625}
2626
2627status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2628        SkPaint* paint) {
2629    if (!texture) return DrawGlInfo::kStatusDone;
2630    const AutoTexture autoCleanup(texture);
2631
2632    const float x = left + texture->left - texture->offset;
2633    const float y = top + texture->top - texture->offset;
2634
2635    drawPathTexture(texture, x, y, paint);
2636
2637    return DrawGlInfo::kStatusDrew;
2638}
2639
2640status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2641        float rx, float ry, SkPaint* p) {
2642    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2643            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2644        return DrawGlInfo::kStatusDone;
2645    }
2646
2647    if (p->getPathEffect() != 0) {
2648        mCaches.activeTexture(0);
2649        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2650                right - left, bottom - top, rx, ry, p);
2651        return drawShape(left, top, texture, p);
2652    }
2653
2654    SkPath path;
2655    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2656    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2657        float outset = p->getStrokeWidth() / 2;
2658        rect.outset(outset, outset);
2659        rx += outset;
2660        ry += outset;
2661    }
2662    path.addRoundRect(rect, rx, ry);
2663    return drawConvexPath(path, p);
2664}
2665
2666status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2667    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2668            x + radius, y + radius, p) ||
2669            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2670        return DrawGlInfo::kStatusDone;
2671    }
2672    if (p->getPathEffect() != 0) {
2673        mCaches.activeTexture(0);
2674        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2675        return drawShape(x - radius, y - radius, texture, p);
2676    }
2677
2678    SkPath path;
2679    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2680        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2681    } else {
2682        path.addCircle(x, y, radius);
2683    }
2684    return drawConvexPath(path, p);
2685}
2686
2687status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2688        SkPaint* p) {
2689    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2690            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2691        return DrawGlInfo::kStatusDone;
2692    }
2693
2694    if (p->getPathEffect() != 0) {
2695        mCaches.activeTexture(0);
2696        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2697        return drawShape(left, top, texture, p);
2698    }
2699
2700    SkPath path;
2701    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2702    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2703        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2704    }
2705    path.addOval(rect);
2706    return drawConvexPath(path, p);
2707}
2708
2709status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2710        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2711    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2712            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2713        return DrawGlInfo::kStatusDone;
2714    }
2715
2716    if (fabs(sweepAngle) >= 360.0f) {
2717        return drawOval(left, top, right, bottom, p);
2718    }
2719
2720    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2721    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2722        mCaches.activeTexture(0);
2723        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2724                startAngle, sweepAngle, useCenter, p);
2725        return drawShape(left, top, texture, p);
2726    }
2727
2728    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2729    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2730        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2731    }
2732
2733    SkPath path;
2734    if (useCenter) {
2735        path.moveTo(rect.centerX(), rect.centerY());
2736    }
2737    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2738    if (useCenter) {
2739        path.close();
2740    }
2741    return drawConvexPath(path, p);
2742}
2743
2744// See SkPaintDefaults.h
2745#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2746
2747status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2748    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2749            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2750        return DrawGlInfo::kStatusDone;
2751    }
2752
2753    if (p->getStyle() != SkPaint::kFill_Style) {
2754        // only fill style is supported by drawConvexPath, since others have to handle joins
2755        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2756                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2757            mCaches.activeTexture(0);
2758            const PathTexture* texture =
2759                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2760            return drawShape(left, top, texture, p);
2761        }
2762
2763        SkPath path;
2764        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2765        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2766            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2767        }
2768        path.addRect(rect);
2769        return drawConvexPath(path, p);
2770    }
2771
2772    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2773        SkPath path;
2774        path.addRect(left, top, right, bottom);
2775        return drawConvexPath(path, p);
2776    } else {
2777        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2778        return DrawGlInfo::kStatusDrew;
2779    }
2780}
2781
2782void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2783        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2784        float x, float y) {
2785    mCaches.activeTexture(0);
2786
2787    // NOTE: The drop shadow will not perform gamma correction
2788    //       if shader-based correction is enabled
2789    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2790    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2791            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2792    // If the drop shadow exceeds the max texture size or couldn't be
2793    // allocated, skip drawing
2794    if (!shadow) return;
2795    const AutoTexture autoCleanup(shadow);
2796
2797    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2798    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2799
2800    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2801    int shadowColor = mDrawModifiers.mShadowColor;
2802    if (mDrawModifiers.mShader) {
2803        shadowColor = 0xffffffff;
2804    }
2805
2806    setupDraw();
2807    setupDrawWithTexture(true);
2808    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2809    setupDrawColorFilter();
2810    setupDrawShader();
2811    setupDrawBlending(true, mode);
2812    setupDrawProgram();
2813    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2814    setupDrawTexture(shadow->id);
2815    setupDrawPureColorUniforms();
2816    setupDrawColorFilterUniforms();
2817    setupDrawShaderUniforms();
2818    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2819
2820    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2821}
2822
2823bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2824    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2825    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2826}
2827
2828class TextSetupFunctor: public Functor {
2829public:
2830    TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2831            int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2832            renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2833            alpha(alpha), mode(mode), paint(paint) {
2834    }
2835    ~TextSetupFunctor() { }
2836
2837    status_t operator ()(int what, void* data) {
2838        renderer.setupDraw();
2839        renderer.setupDrawTextGamma(paint);
2840        renderer.setupDrawDirtyRegionsDisabled();
2841        renderer.setupDrawWithTexture(true);
2842        renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2843        renderer.setupDrawColorFilter();
2844        renderer.setupDrawShader();
2845        renderer.setupDrawBlending(true, mode);
2846        renderer.setupDrawProgram();
2847        renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2848        // Calling setupDrawTexture with the name 0 will enable the
2849        // uv attributes and increase the texture unit count
2850        // texture binding will be performed by the font renderer as
2851        // needed
2852        renderer.setupDrawTexture(0);
2853        renderer.setupDrawPureColorUniforms();
2854        renderer.setupDrawColorFilterUniforms();
2855        renderer.setupDrawShaderUniforms(pureTranslate);
2856        renderer.setupDrawTextGammaUniforms();
2857
2858        return NO_ERROR;
2859    }
2860
2861    OpenGLRenderer& renderer;
2862    float x;
2863    float y;
2864    bool pureTranslate;
2865    int alpha;
2866    SkXfermode::Mode mode;
2867    SkPaint* paint;
2868};
2869
2870status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2871        const float* positions, SkPaint* paint) {
2872    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2873        return DrawGlInfo::kStatusDone;
2874    }
2875
2876    // NOTE: Skia does not support perspective transform on drawPosText yet
2877    if (!currentTransform().isSimple()) {
2878        return DrawGlInfo::kStatusDone;
2879    }
2880
2881    mCaches.enableScissor();
2882
2883    float x = 0.0f;
2884    float y = 0.0f;
2885    const bool pureTranslate = currentTransform().isPureTranslate();
2886    if (pureTranslate) {
2887        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2888        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2889    }
2890
2891    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2892    fontRenderer.setFont(paint, mat4::identity());
2893
2894    int alpha;
2895    SkXfermode::Mode mode;
2896    getAlphaAndMode(paint, &alpha, &mode);
2897
2898    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2899        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2900                alpha, mode, 0.0f, 0.0f);
2901    }
2902
2903    // Pick the appropriate texture filtering
2904    bool linearFilter = currentTransform().changesBounds();
2905    if (pureTranslate && !linearFilter) {
2906        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2907    }
2908    fontRenderer.setTextureFiltering(linearFilter);
2909
2910    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2911    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2912
2913    const bool hasActiveLayer = hasLayer();
2914
2915    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2916    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2917            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2918        if (hasActiveLayer) {
2919            if (!pureTranslate) {
2920                currentTransform().mapRect(bounds);
2921            }
2922            dirtyLayerUnchecked(bounds, getRegion());
2923        }
2924    }
2925
2926    return DrawGlInfo::kStatusDrew;
2927}
2928
2929mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2930    mat4 fontTransform;
2931    if (CC_LIKELY(transform.isPureTranslate())) {
2932        fontTransform = mat4::identity();
2933    } else {
2934        if (CC_UNLIKELY(transform.isPerspective())) {
2935            fontTransform = mat4::identity();
2936        } else {
2937            float sx, sy;
2938            currentTransform().decomposeScale(sx, sy);
2939            fontTransform.loadScale(sx, sy, 1.0f);
2940        }
2941    }
2942    return fontTransform;
2943}
2944
2945status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2946        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2947        DrawOpMode drawOpMode) {
2948
2949    if (drawOpMode == kDrawOpMode_Immediate) {
2950        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2951        // drawing as ops from DeferredDisplayList are already filtered for these
2952        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2953                quickReject(bounds)) {
2954            return DrawGlInfo::kStatusDone;
2955        }
2956    }
2957
2958    const float oldX = x;
2959    const float oldY = y;
2960
2961    const mat4& transform = currentTransform();
2962    const bool pureTranslate = transform.isPureTranslate();
2963
2964    if (CC_LIKELY(pureTranslate)) {
2965        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2966        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2967    }
2968
2969    int alpha;
2970    SkXfermode::Mode mode;
2971    getAlphaAndMode(paint, &alpha, &mode);
2972
2973    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2974
2975    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2976        fontRenderer.setFont(paint, mat4::identity());
2977        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2978                alpha, mode, oldX, oldY);
2979    }
2980
2981    const bool hasActiveLayer = hasLayer();
2982
2983    // We only pass a partial transform to the font renderer. That partial
2984    // matrix defines how glyphs are rasterized. Typically we want glyphs
2985    // to be rasterized at their final size on screen, which means the partial
2986    // matrix needs to take the scale factor into account.
2987    // When a partial matrix is used to transform glyphs during rasterization,
2988    // the mesh is generated with the inverse transform (in the case of scale,
2989    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2990    // apply the full transform matrix at draw time in the vertex shader.
2991    // Applying the full matrix in the shader is the easiest way to handle
2992    // rotation and perspective and allows us to always generated quads in the
2993    // font renderer which greatly simplifies the code, clipping in particular.
2994    mat4 fontTransform = findBestFontTransform(transform);
2995    fontRenderer.setFont(paint, fontTransform);
2996
2997    // Pick the appropriate texture filtering
2998    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2999    fontRenderer.setTextureFiltering(linearFilter);
3000
3001    // TODO: Implement better clipping for scaled/rotated text
3002    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
3003    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3004
3005    bool status;
3006    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
3007
3008    // don't call issuedrawcommand, do it at end of batch
3009    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
3010    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
3011        SkPaint paintCopy(*paint);
3012        paintCopy.setTextAlign(SkPaint::kLeft_Align);
3013        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
3014                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
3015    } else {
3016        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
3017                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
3018    }
3019
3020    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
3021        if (!pureTranslate) {
3022            transform.mapRect(layerBounds);
3023        }
3024        dirtyLayerUnchecked(layerBounds, getRegion());
3025    }
3026
3027    drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint);
3028
3029    return DrawGlInfo::kStatusDrew;
3030}
3031
3032status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3033        float hOffset, float vOffset, SkPaint* paint) {
3034    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
3035        return DrawGlInfo::kStatusDone;
3036    }
3037
3038    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
3039    mCaches.enableScissor();
3040
3041    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3042    fontRenderer.setFont(paint, mat4::identity());
3043    fontRenderer.setTextureFiltering(true);
3044
3045    int alpha;
3046    SkXfermode::Mode mode;
3047    getAlphaAndMode(paint, &alpha, &mode);
3048
3049    setupDraw();
3050    setupDrawTextGamma(paint);
3051    setupDrawDirtyRegionsDisabled();
3052    setupDrawWithTexture(true);
3053    setupDrawAlpha8Color(paint->getColor(), alpha);
3054    setupDrawColorFilter();
3055    setupDrawShader();
3056    setupDrawBlending(true, mode);
3057    setupDrawProgram();
3058    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
3059    // Calling setupDrawTexture with the name 0 will enable the
3060    // uv attributes and increase the texture unit count
3061    // texture binding will be performed by the font renderer as
3062    // needed
3063    setupDrawTexture(0);
3064    setupDrawPureColorUniforms();
3065    setupDrawColorFilterUniforms();
3066    setupDrawShaderUniforms(false);
3067    setupDrawTextGammaUniforms();
3068
3069    const Rect* clip = &mSnapshot->getLocalClip();
3070    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3071
3072    const bool hasActiveLayer = hasLayer();
3073
3074    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3075            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
3076        if (hasActiveLayer) {
3077            currentTransform().mapRect(bounds);
3078            dirtyLayerUnchecked(bounds, getRegion());
3079        }
3080    }
3081
3082    return DrawGlInfo::kStatusDrew;
3083}
3084
3085status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3086    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3087
3088    mCaches.activeTexture(0);
3089
3090    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3091    if (!texture) return DrawGlInfo::kStatusDone;
3092    const AutoTexture autoCleanup(texture);
3093
3094    const float x = texture->left - texture->offset;
3095    const float y = texture->top - texture->offset;
3096
3097    drawPathTexture(texture, x, y, paint);
3098
3099    return DrawGlInfo::kStatusDrew;
3100}
3101
3102status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3103    if (!layer) {
3104        return DrawGlInfo::kStatusDone;
3105    }
3106
3107    mat4* transform = NULL;
3108    if (layer->isTextureLayer()) {
3109        transform = &layer->getTransform();
3110        if (!transform->isIdentity()) {
3111            save(0);
3112            currentTransform().multiply(*transform);
3113        }
3114    }
3115
3116    bool clipRequired = false;
3117    const bool rejected = quickRejectNoScissor(x, y,
3118            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired);
3119
3120    if (rejected) {
3121        if (transform && !transform->isIdentity()) {
3122            restore();
3123        }
3124        return DrawGlInfo::kStatusDone;
3125    }
3126
3127    updateLayer(layer, true);
3128
3129    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
3130    mCaches.activeTexture(0);
3131
3132    if (CC_LIKELY(!layer->region.isEmpty())) {
3133        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3134        mDrawModifiers.mColorFilter = layer->getColorFilter();
3135
3136        if (layer->region.isRect()) {
3137            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3138                    composeLayerRect(layer, layer->regionRect));
3139        } else if (layer->mesh) {
3140            const float a = getLayerAlpha(layer);
3141            setupDraw();
3142            setupDrawWithTexture();
3143            setupDrawColor(a, a, a, a);
3144            setupDrawColorFilter();
3145            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3146            setupDrawProgram();
3147            setupDrawPureColorUniforms();
3148            setupDrawColorFilterUniforms();
3149            setupDrawTexture(layer->getTexture());
3150            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3151                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3152                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3153
3154                layer->setFilter(GL_NEAREST);
3155                setupDrawModelViewTranslate(tx, ty,
3156                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3157            } else {
3158                layer->setFilter(GL_LINEAR);
3159                setupDrawModelViewTranslate(x, y,
3160                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3161            }
3162
3163            TextureVertex* mesh = &layer->mesh[0];
3164            GLsizei elementsCount = layer->meshElementCount;
3165
3166            while (elementsCount > 0) {
3167                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3168
3169                setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
3170                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3171                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3172
3173                elementsCount -= drawCount;
3174                // Though there are 4 vertices in a quad, we use 6 indices per
3175                // quad to draw with GL_TRIANGLES
3176                mesh += (drawCount / 6) * 4;
3177            }
3178
3179            finishDrawTexture();
3180
3181#if DEBUG_LAYERS_AS_REGIONS
3182            drawRegionRects(layer->region);
3183#endif
3184        }
3185
3186        mDrawModifiers.mColorFilter = oldFilter;
3187
3188        if (layer->debugDrawUpdate) {
3189            layer->debugDrawUpdate = false;
3190            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3191                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3192        }
3193    }
3194    layer->hasDrawnSinceUpdate = true;
3195
3196    if (transform && !transform->isIdentity()) {
3197        restore();
3198    }
3199
3200    return DrawGlInfo::kStatusDrew;
3201}
3202
3203///////////////////////////////////////////////////////////////////////////////
3204// Shaders
3205///////////////////////////////////////////////////////////////////////////////
3206
3207void OpenGLRenderer::resetShader() {
3208    mDrawModifiers.mShader = NULL;
3209}
3210
3211void OpenGLRenderer::setupShader(SkiaShader* shader) {
3212    mDrawModifiers.mShader = shader;
3213    if (mDrawModifiers.mShader) {
3214        mDrawModifiers.mShader->setCaches(mCaches);
3215    }
3216}
3217
3218///////////////////////////////////////////////////////////////////////////////
3219// Color filters
3220///////////////////////////////////////////////////////////////////////////////
3221
3222void OpenGLRenderer::resetColorFilter() {
3223    mDrawModifiers.mColorFilter = NULL;
3224}
3225
3226void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3227    mDrawModifiers.mColorFilter = filter;
3228}
3229
3230///////////////////////////////////////////////////////////////////////////////
3231// Drop shadow
3232///////////////////////////////////////////////////////////////////////////////
3233
3234void OpenGLRenderer::resetShadow() {
3235    mDrawModifiers.mHasShadow = false;
3236}
3237
3238void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3239    mDrawModifiers.mHasShadow = true;
3240    mDrawModifiers.mShadowRadius = radius;
3241    mDrawModifiers.mShadowDx = dx;
3242    mDrawModifiers.mShadowDy = dy;
3243    mDrawModifiers.mShadowColor = color;
3244}
3245
3246///////////////////////////////////////////////////////////////////////////////
3247// Draw filters
3248///////////////////////////////////////////////////////////////////////////////
3249
3250void OpenGLRenderer::resetPaintFilter() {
3251    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3252    // comparison, see MergingDrawBatch::canMergeWith
3253    mDrawModifiers.mHasDrawFilter = false;
3254    mDrawModifiers.mPaintFilterClearBits = 0;
3255    mDrawModifiers.mPaintFilterSetBits = 0;
3256}
3257
3258void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3259    mDrawModifiers.mHasDrawFilter = true;
3260    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3261    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3262}
3263
3264SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3265    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3266        return paint;
3267    }
3268
3269    uint32_t flags = paint->getFlags();
3270
3271    mFilteredPaint = *paint;
3272    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3273            mDrawModifiers.mPaintFilterSetBits);
3274
3275    return &mFilteredPaint;
3276}
3277
3278///////////////////////////////////////////////////////////////////////////////
3279// Drawing implementation
3280///////////////////////////////////////////////////////////////////////////////
3281
3282Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3283    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3284    if (!texture) {
3285        return mCaches.textureCache.get(bitmap);
3286    }
3287    return texture;
3288}
3289
3290void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3291        float x, float y, SkPaint* paint) {
3292    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3293        return;
3294    }
3295
3296    int alpha;
3297    SkXfermode::Mode mode;
3298    getAlphaAndMode(paint, &alpha, &mode);
3299
3300    setupDraw();
3301    setupDrawWithTexture(true);
3302    setupDrawAlpha8Color(paint->getColor(), alpha);
3303    setupDrawColorFilter();
3304    setupDrawShader();
3305    setupDrawBlending(true, mode);
3306    setupDrawProgram();
3307    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3308    setupDrawTexture(texture->id);
3309    setupDrawPureColorUniforms();
3310    setupDrawColorFilterUniforms();
3311    setupDrawShaderUniforms();
3312    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3313
3314    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3315
3316    finishDrawTexture();
3317}
3318
3319// Same values used by Skia
3320#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3321#define kStdUnderline_Offset    (1.0f / 9.0f)
3322#define kStdUnderline_Thickness (1.0f / 18.0f)
3323
3324void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3325        float x, float y, SkPaint* paint) {
3326    // Handle underline and strike-through
3327    uint32_t flags = paint->getFlags();
3328    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3329        SkPaint paintCopy(*paint);
3330
3331        if (CC_LIKELY(underlineWidth > 0.0f)) {
3332            const float textSize = paintCopy.getTextSize();
3333            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3334
3335            const float left = x;
3336            float top = 0.0f;
3337
3338            int linesCount = 0;
3339            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3340            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3341
3342            const int pointsCount = 4 * linesCount;
3343            float points[pointsCount];
3344            int currentPoint = 0;
3345
3346            if (flags & SkPaint::kUnderlineText_Flag) {
3347                top = y + textSize * kStdUnderline_Offset;
3348                points[currentPoint++] = left;
3349                points[currentPoint++] = top;
3350                points[currentPoint++] = left + underlineWidth;
3351                points[currentPoint++] = top;
3352            }
3353
3354            if (flags & SkPaint::kStrikeThruText_Flag) {
3355                top = y + textSize * kStdStrikeThru_Offset;
3356                points[currentPoint++] = left;
3357                points[currentPoint++] = top;
3358                points[currentPoint++] = left + underlineWidth;
3359                points[currentPoint++] = top;
3360            }
3361
3362            paintCopy.setStrokeWidth(strokeWidth);
3363
3364            drawLines(&points[0], pointsCount, &paintCopy);
3365        }
3366    }
3367}
3368
3369status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3370    if (mSnapshot->isIgnored()) {
3371        return DrawGlInfo::kStatusDone;
3372    }
3373
3374    int color = paint->getColor();
3375    // If a shader is set, preserve only the alpha
3376    if (mDrawModifiers.mShader) {
3377        color |= 0x00ffffff;
3378    }
3379    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3380
3381    return drawColorRects(rects, count, color, mode);
3382}
3383
3384status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3385        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3386    if (count == 0) {
3387        return DrawGlInfo::kStatusDone;
3388    }
3389
3390    float left = FLT_MAX;
3391    float top = FLT_MAX;
3392    float right = FLT_MIN;
3393    float bottom = FLT_MIN;
3394
3395    Vertex mesh[count];
3396    Vertex* vertex = mesh;
3397
3398    for (int index = 0; index < count; index += 4) {
3399        float l = rects[index + 0];
3400        float t = rects[index + 1];
3401        float r = rects[index + 2];
3402        float b = rects[index + 3];
3403
3404        Vertex::set(vertex++, l, t);
3405        Vertex::set(vertex++, r, t);
3406        Vertex::set(vertex++, l, b);
3407        Vertex::set(vertex++, r, b);
3408
3409        left = fminf(left, l);
3410        top = fminf(top, t);
3411        right = fmaxf(right, r);
3412        bottom = fmaxf(bottom, b);
3413    }
3414
3415    if (clip && quickReject(left, top, right, bottom)) {
3416        return DrawGlInfo::kStatusDone;
3417    }
3418
3419    setupDraw();
3420    setupDrawNoTexture();
3421    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3422    setupDrawShader();
3423    setupDrawColorFilter();
3424    setupDrawBlending(mode);
3425    setupDrawProgram();
3426    setupDrawDirtyRegionsDisabled();
3427    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3428    setupDrawColorUniforms();
3429    setupDrawShaderUniforms();
3430    setupDrawColorFilterUniforms();
3431
3432    if (dirty && hasLayer()) {
3433        dirtyLayer(left, top, right, bottom, currentTransform());
3434    }
3435
3436    drawIndexedQuads(&mesh[0], count / 4);
3437
3438    return DrawGlInfo::kStatusDrew;
3439}
3440
3441void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3442        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3443    // If a shader is set, preserve only the alpha
3444    if (mDrawModifiers.mShader) {
3445        color |= 0x00ffffff;
3446    }
3447
3448    setupDraw();
3449    setupDrawNoTexture();
3450    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3451    setupDrawShader();
3452    setupDrawColorFilter();
3453    setupDrawBlending(mode);
3454    setupDrawProgram();
3455    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3456    setupDrawColorUniforms();
3457    setupDrawShaderUniforms(ignoreTransform);
3458    setupDrawColorFilterUniforms();
3459    setupDrawSimpleMesh();
3460
3461    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3462}
3463
3464void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3465        Texture* texture, SkPaint* paint) {
3466    int alpha;
3467    SkXfermode::Mode mode;
3468    getAlphaAndMode(paint, &alpha, &mode);
3469
3470    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3471
3472    GLvoid* vertices = (GLvoid*) NULL;
3473    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3474
3475    if (texture->uvMapper) {
3476        vertices = &mMeshVertices[0].position[0];
3477        texCoords = &mMeshVertices[0].texture[0];
3478
3479        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3480        texture->uvMapper->map(uvs);
3481
3482        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3483    }
3484
3485    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3486        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3487        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3488
3489        texture->setFilter(GL_NEAREST, true);
3490        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3491                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3492                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3493    } else {
3494        texture->setFilter(FILTER(paint), true);
3495        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3496                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3497    }
3498
3499    if (texture->uvMapper) {
3500        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3501    }
3502}
3503
3504void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3505        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3506    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3507            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3508}
3509
3510void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3511        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3512        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3513        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3514
3515    setupDraw();
3516    setupDrawWithTexture();
3517    setupDrawColor(alpha, alpha, alpha, alpha);
3518    setupDrawColorFilter();
3519    setupDrawBlending(blend, mode, swapSrcDst);
3520    setupDrawProgram();
3521    if (!dirty) setupDrawDirtyRegionsDisabled();
3522    if (!ignoreScale) {
3523        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3524    } else {
3525        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3526    }
3527    setupDrawTexture(texture);
3528    setupDrawPureColorUniforms();
3529    setupDrawColorFilterUniforms();
3530    setupDrawMesh(vertices, texCoords, vbo);
3531
3532    glDrawArrays(drawMode, 0, elementsCount);
3533
3534    finishDrawTexture();
3535}
3536
3537void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3538        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3539        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3540        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3541
3542    setupDraw();
3543    setupDrawWithTexture();
3544    setupDrawColor(alpha, alpha, alpha, alpha);
3545    setupDrawColorFilter();
3546    setupDrawBlending(blend, mode, swapSrcDst);
3547    setupDrawProgram();
3548    if (!dirty) setupDrawDirtyRegionsDisabled();
3549    if (!ignoreScale) {
3550        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3551    } else {
3552        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3553    }
3554    setupDrawTexture(texture);
3555    setupDrawPureColorUniforms();
3556    setupDrawColorFilterUniforms();
3557    setupDrawMeshIndices(vertices, texCoords, vbo);
3558
3559    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3560
3561    finishDrawTexture();
3562}
3563
3564void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3565        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3566        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3567        bool ignoreTransform, bool ignoreScale, bool dirty) {
3568
3569    setupDraw();
3570    setupDrawWithTexture(true);
3571    if (hasColor) {
3572        setupDrawAlpha8Color(color, alpha);
3573    }
3574    setupDrawColorFilter();
3575    setupDrawShader();
3576    setupDrawBlending(true, mode);
3577    setupDrawProgram();
3578    if (!dirty) setupDrawDirtyRegionsDisabled();
3579    if (!ignoreScale) {
3580        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3581    } else {
3582        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3583    }
3584    setupDrawTexture(texture);
3585    setupDrawPureColorUniforms();
3586    setupDrawColorFilterUniforms();
3587    setupDrawShaderUniforms();
3588    setupDrawMesh(vertices, texCoords);
3589
3590    glDrawArrays(drawMode, 0, elementsCount);
3591
3592    finishDrawTexture();
3593}
3594
3595void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3596        ProgramDescription& description, bool swapSrcDst) {
3597    if (mCountOverdraw) {
3598        if (!mCaches.blend) glEnable(GL_BLEND);
3599        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3600            glBlendFunc(GL_ONE, GL_ONE);
3601        }
3602
3603        mCaches.blend = true;
3604        mCaches.lastSrcMode = GL_ONE;
3605        mCaches.lastDstMode = GL_ONE;
3606
3607        return;
3608    }
3609
3610    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3611
3612    if (blend) {
3613        // These blend modes are not supported by OpenGL directly and have
3614        // to be implemented using shaders. Since the shader will perform
3615        // the blending, turn blending off here
3616        // If the blend mode cannot be implemented using shaders, fall
3617        // back to the default SrcOver blend mode instead
3618        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3619            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3620                description.framebufferMode = mode;
3621                description.swapSrcDst = swapSrcDst;
3622
3623                if (mCaches.blend) {
3624                    glDisable(GL_BLEND);
3625                    mCaches.blend = false;
3626                }
3627
3628                return;
3629            } else {
3630                mode = SkXfermode::kSrcOver_Mode;
3631            }
3632        }
3633
3634        if (!mCaches.blend) {
3635            glEnable(GL_BLEND);
3636        }
3637
3638        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3639        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3640
3641        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3642            glBlendFunc(sourceMode, destMode);
3643            mCaches.lastSrcMode = sourceMode;
3644            mCaches.lastDstMode = destMode;
3645        }
3646    } else if (mCaches.blend) {
3647        glDisable(GL_BLEND);
3648    }
3649    mCaches.blend = blend;
3650}
3651
3652bool OpenGLRenderer::useProgram(Program* program) {
3653    if (!program->isInUse()) {
3654        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3655        program->use();
3656        mCaches.currentProgram = program;
3657        return false;
3658    }
3659    return true;
3660}
3661
3662void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3663    TextureVertex* v = &mMeshVertices[0];
3664    TextureVertex::setUV(v++, u1, v1);
3665    TextureVertex::setUV(v++, u2, v1);
3666    TextureVertex::setUV(v++, u1, v2);
3667    TextureVertex::setUV(v++, u2, v2);
3668}
3669
3670void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3671    getAlphaAndModeDirect(paint, alpha,  mode);
3672    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3673        // if drawing a layer, ignore the paint's alpha
3674        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3675    }
3676    *alpha *= mSnapshot->alpha;
3677}
3678
3679float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3680    float alpha;
3681    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3682        alpha = mDrawModifiers.mOverrideLayerAlpha;
3683    } else {
3684        alpha = layer->getAlpha() / 255.0f;
3685    }
3686    return alpha * mSnapshot->alpha;
3687}
3688
3689}; // namespace uirenderer
3690}; // namespace android
3691