OpenGLRenderer.cpp revision 98d608dba6a0b3c15fb08f1fa2c8b9d170124c7c
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "RenderState.h"
40#include "PathTessellator.h"
41#include "Properties.h"
42#include "ShadowTessellator.h"
43#include "SkiaShader.h"
44#include "utils/GLUtils.h"
45#include "Vector.h"
46#include "VertexBuffer.h"
47
48namespace android {
49namespace uirenderer {
50
51///////////////////////////////////////////////////////////////////////////////
52// Defines
53///////////////////////////////////////////////////////////////////////////////
54
55#define RAD_TO_DEG (180.0f / 3.14159265f)
56#define MIN_ANGLE 0.001f
57
58#define ALPHA_THRESHOLD 0
59
60static GLenum getFilter(const SkPaint* paint) {
61    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
62        return GL_LINEAR;
63    }
64    return GL_NEAREST;
65}
66
67///////////////////////////////////////////////////////////////////////////////
68// Globals
69///////////////////////////////////////////////////////////////////////////////
70
71/**
72 * Structure mapping Skia xfermodes to OpenGL blending factors.
73 */
74struct Blender {
75    SkXfermode::Mode mode;
76    GLenum src;
77    GLenum dst;
78}; // struct Blender
79
80// In this array, the index of each Blender equals the value of the first
81// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
82static const Blender gBlends[] = {
83    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
84    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
85    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
86    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
87    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
88    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
89    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
90    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
91    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
92    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
94    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
96    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
97    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
98};
99
100// This array contains the swapped version of each SkXfermode. For instance
101// this array's SrcOver blending mode is actually DstOver. You can refer to
102// createLayer() for more information on the purpose of this array.
103static const Blender gBlendsSwap[] = {
104    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
105    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
106    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
107    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
108    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
109    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
110    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
111    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
112    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
113    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
114    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
115    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
116    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
117    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
118    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
119};
120
121///////////////////////////////////////////////////////////////////////////////
122// Functions
123///////////////////////////////////////////////////////////////////////////////
124
125template<typename T>
126static inline T min(T a, T b) {
127    return a < b ? a : b;
128}
129
130///////////////////////////////////////////////////////////////////////////////
131// Constructors/destructor
132///////////////////////////////////////////////////////////////////////////////
133
134OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
135        : mCaches(Caches::getInstance())
136        , mExtensions(Extensions::getInstance())
137        , mRenderState(renderState) {
138    // *set* draw modifiers to be 0
139    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
140    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
141
142    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
143
144    mFrameStarted = false;
145    mCountOverdraw = false;
146
147    mScissorOptimizationDisabled = false;
148}
149
150OpenGLRenderer::~OpenGLRenderer() {
151    // The context has already been destroyed at this point, do not call
152    // GL APIs. All GL state should be kept in Caches.h
153}
154
155void OpenGLRenderer::initProperties() {
156    char property[PROPERTY_VALUE_MAX];
157    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
158        mScissorOptimizationDisabled = !strcasecmp(property, "true");
159        INIT_LOGD("  Scissor optimization %s",
160                mScissorOptimizationDisabled ? "disabled" : "enabled");
161    } else {
162        INIT_LOGD("  Scissor optimization enabled");
163    }
164}
165
166///////////////////////////////////////////////////////////////////////////////
167// Setup
168///////////////////////////////////////////////////////////////////////////////
169
170void OpenGLRenderer::onViewportInitialized() {
171    glDisable(GL_DITHER);
172    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
173
174    glEnableVertexAttribArray(Program::kBindingPosition);
175}
176
177void OpenGLRenderer::setupFrameState(float left, float top,
178        float right, float bottom, bool opaque) {
179    mCaches.clearGarbage();
180
181    initializeSaveStack(left, top, right, bottom);
182    mOpaque = opaque;
183    mTilingClip.set(left, top, right, bottom);
184}
185
186status_t OpenGLRenderer::startFrame() {
187    if (mFrameStarted) return DrawGlInfo::kStatusDone;
188    mFrameStarted = true;
189
190    mDirtyClip = true;
191
192    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
193
194    mRenderState.setViewport(getWidth(), getHeight());
195
196    // Functors break the tiling extension in pretty spectacular ways
197    // This ensures we don't use tiling when a functor is going to be
198    // invoked during the frame
199    mSuppressTiling = mCaches.hasRegisteredFunctors();
200
201    startTilingCurrentClip(true);
202
203    debugOverdraw(true, true);
204
205    return clear(mTilingClip.left, mTilingClip.top,
206            mTilingClip.right, mTilingClip.bottom, mOpaque);
207}
208
209status_t OpenGLRenderer::prepareDirty(float left, float top,
210        float right, float bottom, bool opaque) {
211
212    setupFrameState(left, top, right, bottom, opaque);
213
214    // Layer renderers will start the frame immediately
215    // The framebuffer renderer will first defer the display list
216    // for each layer and wait until the first drawing command
217    // to start the frame
218    if (currentSnapshot()->fbo == 0) {
219        syncState();
220        updateLayers();
221    } else {
222        return startFrame();
223    }
224
225    return DrawGlInfo::kStatusDone;
226}
227
228void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
229    // If we know that we are going to redraw the entire framebuffer,
230    // perform a discard to let the driver know we don't need to preserve
231    // the back buffer for this frame.
232    if (mExtensions.hasDiscardFramebuffer() &&
233            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
234        const bool isFbo = getTargetFbo() == 0;
235        const GLenum attachments[] = {
236                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
237                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
238        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
239    }
240}
241
242status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
243    if (!opaque || mCountOverdraw) {
244        mCaches.enableScissor();
245        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
246        glClear(GL_COLOR_BUFFER_BIT);
247        return DrawGlInfo::kStatusDrew;
248    }
249
250    mCaches.resetScissor();
251    return DrawGlInfo::kStatusDone;
252}
253
254void OpenGLRenderer::syncState() {
255    if (mCaches.blend) {
256        glEnable(GL_BLEND);
257    } else {
258        glDisable(GL_BLEND);
259    }
260}
261
262void OpenGLRenderer::startTilingCurrentClip(bool opaque) {
263    if (!mSuppressTiling) {
264        const Snapshot* snapshot = currentSnapshot();
265
266        const Rect* clip = &mTilingClip;
267        if (snapshot->flags & Snapshot::kFlagFboTarget) {
268            clip = &(snapshot->layer->clipRect);
269        }
270
271        startTiling(*clip, getViewportHeight(), opaque);
272    }
273}
274
275void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
276    if (!mSuppressTiling) {
277        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
278                clip.right - clip.left, clip.bottom - clip.top, opaque);
279    }
280}
281
282void OpenGLRenderer::endTiling() {
283    if (!mSuppressTiling) mCaches.endTiling();
284}
285
286void OpenGLRenderer::finish() {
287    renderOverdraw();
288    endTiling();
289
290    // When finish() is invoked on FBO 0 we've reached the end
291    // of the current frame
292    if (getTargetFbo() == 0) {
293        mCaches.pathCache.trim();
294        mCaches.tessellationCache.trim();
295    }
296
297    if (!suppressErrorChecks()) {
298#if DEBUG_OPENGL
299        GLUtils::dumpGLErrors();
300#endif
301
302#if DEBUG_MEMORY_USAGE
303        mCaches.dumpMemoryUsage();
304#else
305        if (mCaches.getDebugLevel() & kDebugMemory) {
306            mCaches.dumpMemoryUsage();
307        }
308#endif
309    }
310
311    if (mCountOverdraw) {
312        countOverdraw();
313    }
314
315    mFrameStarted = false;
316}
317
318void OpenGLRenderer::resumeAfterLayer() {
319    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
320    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
321    debugOverdraw(true, false);
322
323    mCaches.resetScissor();
324    dirtyClip();
325}
326
327status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
328    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
329
330    Rect clip(*currentClipRect());
331    clip.snapToPixelBoundaries();
332
333    // Since we don't know what the functor will draw, let's dirty
334    // the entire clip region
335    if (hasLayer()) {
336        dirtyLayerUnchecked(clip, getRegion());
337    }
338
339    DrawGlInfo info;
340    info.clipLeft = clip.left;
341    info.clipTop = clip.top;
342    info.clipRight = clip.right;
343    info.clipBottom = clip.bottom;
344    info.isLayer = hasLayer();
345    info.width = getViewportWidth();
346    info.height = getViewportHeight();
347    currentTransform()->copyTo(&info.transform[0]);
348
349    bool prevDirtyClip = mDirtyClip;
350    // setup GL state for functor
351    if (mDirtyClip) {
352        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
353    }
354    if (mCaches.enableScissor() || prevDirtyClip) {
355        setScissorFromClip();
356    }
357
358    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
359    // Scissor may have been modified, reset dirty clip
360    dirtyClip();
361
362    return DrawGlInfo::kStatusDrew;
363}
364
365///////////////////////////////////////////////////////////////////////////////
366// Debug
367///////////////////////////////////////////////////////////////////////////////
368
369void OpenGLRenderer::eventMark(const char* name) const {
370    mCaches.eventMark(0, name);
371}
372
373void OpenGLRenderer::startMark(const char* name) const {
374    mCaches.startMark(0, name);
375}
376
377void OpenGLRenderer::endMark() const {
378    mCaches.endMark();
379}
380
381void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
382    mRenderState.debugOverdraw(enable, clear);
383}
384
385void OpenGLRenderer::renderOverdraw() {
386    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
387        const Rect* clip = &mTilingClip;
388
389        mCaches.enableScissor();
390        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
391                clip->right - clip->left, clip->bottom - clip->top);
392
393        // 1x overdraw
394        mCaches.stencil.enableDebugTest(2);
395        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
396
397        // 2x overdraw
398        mCaches.stencil.enableDebugTest(3);
399        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
400
401        // 3x overdraw
402        mCaches.stencil.enableDebugTest(4);
403        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
404
405        // 4x overdraw and higher
406        mCaches.stencil.enableDebugTest(4, true);
407        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
408
409        mCaches.stencil.disable();
410    }
411}
412
413void OpenGLRenderer::countOverdraw() {
414    size_t count = getWidth() * getHeight();
415    uint32_t* buffer = new uint32_t[count];
416    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
417
418    size_t total = 0;
419    for (size_t i = 0; i < count; i++) {
420        total += buffer[i] & 0xff;
421    }
422
423    mOverdraw = total / float(count);
424
425    delete[] buffer;
426}
427
428///////////////////////////////////////////////////////////////////////////////
429// Layers
430///////////////////////////////////////////////////////////////////////////////
431
432bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
433    if (layer->deferredUpdateScheduled && layer->renderer
434            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
435        ATRACE_CALL();
436
437        Rect& dirty = layer->dirtyRect;
438
439        if (inFrame) {
440            endTiling();
441            debugOverdraw(false, false);
442        }
443
444        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
445            layer->render();
446        } else {
447            layer->defer();
448        }
449
450        if (inFrame) {
451            resumeAfterLayer();
452            startTilingCurrentClip();
453        }
454
455        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
456        layer->hasDrawnSinceUpdate = false;
457
458        return true;
459    }
460
461    return false;
462}
463
464void OpenGLRenderer::updateLayers() {
465    // If draw deferring is enabled this method will simply defer
466    // the display list of each individual layer. The layers remain
467    // in the layer updates list which will be cleared by flushLayers().
468    int count = mLayerUpdates.size();
469    if (count > 0) {
470        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
471            startMark("Layer Updates");
472        } else {
473            startMark("Defer Layer Updates");
474        }
475
476        // Note: it is very important to update the layers in order
477        for (int i = 0; i < count; i++) {
478            Layer* layer = mLayerUpdates.itemAt(i);
479            updateLayer(layer, false);
480            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
481                mCaches.resourceCache.decrementRefcount(layer);
482            }
483        }
484
485        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
486            mLayerUpdates.clear();
487            mRenderState.bindFramebuffer(getTargetFbo());
488        }
489        endMark();
490    }
491}
492
493void OpenGLRenderer::flushLayers() {
494    int count = mLayerUpdates.size();
495    if (count > 0) {
496        startMark("Apply Layer Updates");
497        char layerName[12];
498
499        // Note: it is very important to update the layers in order
500        for (int i = 0; i < count; i++) {
501            sprintf(layerName, "Layer #%d", i);
502            startMark(layerName);
503
504            ATRACE_BEGIN("flushLayer");
505            Layer* layer = mLayerUpdates.itemAt(i);
506            layer->flush();
507            ATRACE_END();
508
509            mCaches.resourceCache.decrementRefcount(layer);
510
511            endMark();
512        }
513
514        mLayerUpdates.clear();
515        mRenderState.bindFramebuffer(getTargetFbo());
516
517        endMark();
518    }
519}
520
521void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
522    if (layer) {
523        // Make sure we don't introduce duplicates.
524        // SortedVector would do this automatically but we need to respect
525        // the insertion order. The linear search is not an issue since
526        // this list is usually very short (typically one item, at most a few)
527        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
528            if (mLayerUpdates.itemAt(i) == layer) {
529                return;
530            }
531        }
532        mLayerUpdates.push_back(layer);
533        mCaches.resourceCache.incrementRefcount(layer);
534    }
535}
536
537void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
538    if (layer) {
539        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
540            if (mLayerUpdates.itemAt(i) == layer) {
541                mLayerUpdates.removeAt(i);
542                mCaches.resourceCache.decrementRefcount(layer);
543                break;
544            }
545        }
546    }
547}
548
549void OpenGLRenderer::clearLayerUpdates() {
550    size_t count = mLayerUpdates.size();
551    if (count > 0) {
552        mCaches.resourceCache.lock();
553        for (size_t i = 0; i < count; i++) {
554            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
555        }
556        mCaches.resourceCache.unlock();
557        mLayerUpdates.clear();
558    }
559}
560
561void OpenGLRenderer::flushLayerUpdates() {
562    syncState();
563    updateLayers();
564    flushLayers();
565    // Wait for all the layer updates to be executed
566    AutoFence fence;
567}
568
569///////////////////////////////////////////////////////////////////////////////
570// State management
571///////////////////////////////////////////////////////////////////////////////
572
573void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
574    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
575    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
576    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
577
578    if (restoreViewport) {
579        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
580    }
581
582    if (restoreClip) {
583        dirtyClip();
584    }
585
586    if (restoreLayer) {
587        endMark(); // Savelayer
588        startMark("ComposeLayer");
589        composeLayer(removed, restored);
590        endMark();
591    }
592}
593
594///////////////////////////////////////////////////////////////////////////////
595// Layers
596///////////////////////////////////////////////////////////////////////////////
597
598int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
599        const SkPaint* paint, int flags, const SkPath* convexMask) {
600    const int count = saveSnapshot(flags);
601
602    if (!currentSnapshot()->isIgnored()) {
603        createLayer(left, top, right, bottom, paint, flags, convexMask);
604    }
605
606    return count;
607}
608
609void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
610    const Rect untransformedBounds(bounds);
611
612    currentTransform()->mapRect(bounds);
613
614    // Layers only make sense if they are in the framebuffer's bounds
615    if (bounds.intersect(*currentClipRect())) {
616        // We cannot work with sub-pixels in this case
617        bounds.snapToPixelBoundaries();
618
619        // When the layer is not an FBO, we may use glCopyTexImage so we
620        // need to make sure the layer does not extend outside the bounds
621        // of the framebuffer
622        const Snapshot& previous = *(currentSnapshot()->previous);
623        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
624        if (!bounds.intersect(previousViewport)) {
625            bounds.setEmpty();
626        } else if (fboLayer) {
627            clip.set(bounds);
628            mat4 inverse;
629            inverse.loadInverse(*currentTransform());
630            inverse.mapRect(clip);
631            clip.snapToPixelBoundaries();
632            if (clip.intersect(untransformedBounds)) {
633                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
634                bounds.set(untransformedBounds);
635            } else {
636                clip.setEmpty();
637            }
638        }
639    } else {
640        bounds.setEmpty();
641    }
642}
643
644void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
645        bool fboLayer, int alpha) {
646    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
647            bounds.getHeight() > mCaches.maxTextureSize ||
648            (fboLayer && clip.isEmpty())) {
649        mSnapshot->empty = fboLayer;
650    } else {
651        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
652    }
653}
654
655int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
656        const SkPaint* paint, int flags) {
657    const int count = saveSnapshot(flags);
658
659    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
660        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
661        // operations will be able to store and restore the current clip and transform info, and
662        // quick rejection will be correct (for display lists)
663
664        Rect bounds(left, top, right, bottom);
665        Rect clip;
666        calculateLayerBoundsAndClip(bounds, clip, true);
667        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
668
669        if (!currentSnapshot()->isIgnored()) {
670            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
671            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
672            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
673            mSnapshot->roundRectClipState = NULL;
674        }
675    }
676
677    return count;
678}
679
680/**
681 * Layers are viewed by Skia are slightly different than layers in image editing
682 * programs (for instance.) When a layer is created, previously created layers
683 * and the frame buffer still receive every drawing command. For instance, if a
684 * layer is created and a shape intersecting the bounds of the layers and the
685 * framebuffer is draw, the shape will be drawn on both (unless the layer was
686 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
687 *
688 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
689 * texture. Unfortunately, this is inefficient as it requires every primitive to
690 * be drawn n + 1 times, where n is the number of active layers. In practice this
691 * means, for every primitive:
692 *   - Switch active frame buffer
693 *   - Change viewport, clip and projection matrix
694 *   - Issue the drawing
695 *
696 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
697 * To avoid this, layers are implemented in a different way here, at least in the
698 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
699 * is set. When this flag is set we can redirect all drawing operations into a
700 * single FBO.
701 *
702 * This implementation relies on the frame buffer being at least RGBA 8888. When
703 * a layer is created, only a texture is created, not an FBO. The content of the
704 * frame buffer contained within the layer's bounds is copied into this texture
705 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
706 * buffer and drawing continues as normal. This technique therefore treats the
707 * frame buffer as a scratch buffer for the layers.
708 *
709 * To compose the layers back onto the frame buffer, each layer texture
710 * (containing the original frame buffer data) is drawn as a simple quad over
711 * the frame buffer. The trick is that the quad is set as the composition
712 * destination in the blending equation, and the frame buffer becomes the source
713 * of the composition.
714 *
715 * Drawing layers with an alpha value requires an extra step before composition.
716 * An empty quad is drawn over the layer's region in the frame buffer. This quad
717 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
718 * quad is used to multiply the colors in the frame buffer. This is achieved by
719 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
720 * GL_ZERO, GL_SRC_ALPHA.
721 *
722 * Because glCopyTexImage2D() can be slow, an alternative implementation might
723 * be use to draw a single clipped layer. The implementation described above
724 * is correct in every case.
725 *
726 * (1) The frame buffer is actually not cleared right away. To allow the GPU
727 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
728 *     buffer is left untouched until the first drawing operation. Only when
729 *     something actually gets drawn are the layers regions cleared.
730 */
731bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
732        const SkPaint* paint, int flags, const SkPath* convexMask) {
733    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
734    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
735
736    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
737
738    // Window coordinates of the layer
739    Rect clip;
740    Rect bounds(left, top, right, bottom);
741    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
742    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
743
744    // Bail out if we won't draw in this snapshot
745    if (currentSnapshot()->isIgnored()) {
746        return false;
747    }
748
749    mCaches.activeTexture(0);
750    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
751    if (!layer) {
752        return false;
753    }
754
755    layer->setPaint(paint);
756    layer->layer.set(bounds);
757    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
758            bounds.getWidth() / float(layer->getWidth()), 0.0f);
759
760    layer->setBlend(true);
761    layer->setDirty(false);
762    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
763
764    // Save the layer in the snapshot
765    mSnapshot->flags |= Snapshot::kFlagIsLayer;
766    mSnapshot->layer = layer;
767
768    startMark("SaveLayer");
769    if (fboLayer) {
770        return createFboLayer(layer, bounds, clip);
771    } else {
772        // Copy the framebuffer into the layer
773        layer->bindTexture();
774        if (!bounds.isEmpty()) {
775            if (layer->isEmpty()) {
776                // Workaround for some GL drivers. When reading pixels lying outside
777                // of the window we should get undefined values for those pixels.
778                // Unfortunately some drivers will turn the entire target texture black
779                // when reading outside of the window.
780                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
781                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
782                layer->setEmpty(false);
783            }
784
785            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
786                    bounds.left, getViewportHeight() - bounds.bottom,
787                    bounds.getWidth(), bounds.getHeight());
788
789            // Enqueue the buffer coordinates to clear the corresponding region later
790            mLayers.push(new Rect(bounds));
791        }
792    }
793
794    return true;
795}
796
797bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
798    layer->clipRect.set(clip);
799    layer->setFbo(mCaches.fboCache.get());
800
801    mSnapshot->region = &mSnapshot->layer->region;
802    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
803    mSnapshot->fbo = layer->getFbo();
804    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
805    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
806    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
807    mSnapshot->roundRectClipState = NULL;
808
809    endTiling();
810    debugOverdraw(false, false);
811    // Bind texture to FBO
812    mRenderState.bindFramebuffer(layer->getFbo());
813    layer->bindTexture();
814
815    // Initialize the texture if needed
816    if (layer->isEmpty()) {
817        layer->allocateTexture();
818        layer->setEmpty(false);
819    }
820
821    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
822            layer->getTexture(), 0);
823
824    startTilingCurrentClip(true);
825
826    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
827    mCaches.enableScissor();
828    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
829            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
830    glClear(GL_COLOR_BUFFER_BIT);
831
832    dirtyClip();
833
834    // Change the ortho projection
835    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
836    return true;
837}
838
839/**
840 * Read the documentation of createLayer() before doing anything in this method.
841 */
842void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
843    if (!removed.layer) {
844        ALOGE("Attempting to compose a layer that does not exist");
845        return;
846    }
847
848    Layer* layer = removed.layer;
849    const Rect& rect = layer->layer;
850    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
851
852    bool clipRequired = false;
853    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
854            &clipRequired, NULL, false); // safely ignore return, should never be rejected
855    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
856
857    if (fboLayer) {
858        endTiling();
859
860        // Detach the texture from the FBO
861        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
862
863        layer->removeFbo(false);
864
865        // Unbind current FBO and restore previous one
866        mRenderState.bindFramebuffer(restored.fbo);
867        debugOverdraw(true, false);
868
869        startTilingCurrentClip();
870    }
871
872    if (!fboLayer && layer->getAlpha() < 255) {
873        SkPaint layerPaint;
874        layerPaint.setAlpha(layer->getAlpha());
875        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
876        layerPaint.setColorFilter(layer->getColorFilter());
877
878        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
879        // Required below, composeLayerRect() will divide by 255
880        layer->setAlpha(255);
881    }
882
883    mCaches.unbindMeshBuffer();
884
885    mCaches.activeTexture(0);
886
887    // When the layer is stored in an FBO, we can save a bit of fillrate by
888    // drawing only the dirty region
889    if (fboLayer) {
890        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
891        composeLayerRegion(layer, rect);
892    } else if (!rect.isEmpty()) {
893        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
894
895        save(0);
896        // the layer contains screen buffer content that shouldn't be alpha modulated
897        // (and any necessary alpha modulation was handled drawing into the layer)
898        mSnapshot->alpha = 1.0f;
899        composeLayerRect(layer, rect, true);
900        restore();
901    }
902
903    dirtyClip();
904
905    // Failing to add the layer to the cache should happen only if the layer is too large
906    layer->setConvexMask(NULL);
907    if (!mCaches.layerCache.put(layer)) {
908        LAYER_LOGD("Deleting layer");
909        Caches::getInstance().resourceCache.decrementRefcount(layer);
910    }
911}
912
913void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
914    float alpha = getLayerAlpha(layer);
915
916    setupDraw();
917    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
918        setupDrawWithTexture();
919    } else {
920        setupDrawWithExternalTexture();
921    }
922    setupDrawTextureTransform();
923    setupDrawColor(alpha, alpha, alpha, alpha);
924    setupDrawColorFilter(layer->getColorFilter());
925    setupDrawBlending(layer);
926    setupDrawProgram();
927    setupDrawPureColorUniforms();
928    setupDrawColorFilterUniforms(layer->getColorFilter());
929    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
930        setupDrawTexture(layer->getTexture());
931    } else {
932        setupDrawExternalTexture(layer->getTexture());
933    }
934    if (currentTransform()->isPureTranslate() &&
935            !layer->getForceFilter() &&
936            layer->getWidth() == (uint32_t) rect.getWidth() &&
937            layer->getHeight() == (uint32_t) rect.getHeight()) {
938        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
939        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
940
941        layer->setFilter(GL_NEAREST);
942        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
943                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
944    } else {
945        layer->setFilter(GL_LINEAR);
946        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
947                rect.left, rect.top, rect.right, rect.bottom);
948    }
949    setupDrawTextureTransformUniforms(layer->getTexTransform());
950    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
951
952    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
953}
954
955void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
956    if (!layer->isTextureLayer()) {
957        const Rect& texCoords = layer->texCoords;
958        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
959                texCoords.right, texCoords.bottom);
960
961        float x = rect.left;
962        float y = rect.top;
963        bool simpleTransform = currentTransform()->isPureTranslate() &&
964                layer->getWidth() == (uint32_t) rect.getWidth() &&
965                layer->getHeight() == (uint32_t) rect.getHeight();
966
967        if (simpleTransform) {
968            // When we're swapping, the layer is already in screen coordinates
969            if (!swap) {
970                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
971                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
972            }
973
974            layer->setFilter(GL_NEAREST, true);
975        } else {
976            layer->setFilter(GL_LINEAR, true);
977        }
978
979        SkPaint layerPaint;
980        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
981        layerPaint.setXfermodeMode(layer->getMode());
982        layerPaint.setColorFilter(layer->getColorFilter());
983
984        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
985        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
986                layer->getTexture(), &layerPaint, blend,
987                &mMeshVertices[0].x, &mMeshVertices[0].u,
988                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
989
990        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
991    } else {
992        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
993        drawTextureLayer(layer, rect);
994        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
995    }
996}
997
998/**
999 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1000 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1001 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1002 * by saveLayer's restore
1003 */
1004#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1005        DRAW_COMMAND;                                                            \
1006        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1007            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1008            DRAW_COMMAND;                                                        \
1009            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1010        }                                                                        \
1011    }
1012
1013#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1014
1015// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1016// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1017class LayerShader : public SkShader {
1018public:
1019    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1020    : INHERITED(localMatrix)
1021    , mLayer(layer) {
1022    }
1023
1024    virtual bool asACustomShader(void** data) const {
1025        if (data) {
1026            *data = static_cast<void*>(mLayer);
1027        }
1028        return true;
1029    }
1030
1031    virtual bool isOpaque() const {
1032        return !mLayer->isBlend();
1033    }
1034
1035protected:
1036    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1037        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1038    }
1039
1040    virtual void flatten(SkWriteBuffer&) const {
1041        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1042    }
1043
1044    virtual Factory getFactory() const {
1045        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1046        return NULL;
1047    }
1048private:
1049    // Unowned.
1050    Layer* mLayer;
1051    typedef SkShader INHERITED;
1052};
1053
1054void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1055    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1056
1057    if (layer->getConvexMask()) {
1058        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1059
1060        // clip to the area of the layer the mask can be larger
1061        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1062
1063        SkPaint paint;
1064        paint.setAntiAlias(true);
1065        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1066
1067        // create LayerShader to map SaveLayer content into subsequent draw
1068        SkMatrix shaderMatrix;
1069        shaderMatrix.setTranslate(rect.left, rect.bottom);
1070        shaderMatrix.preScale(1, -1);
1071        LayerShader layerShader(layer, &shaderMatrix);
1072        paint.setShader(&layerShader);
1073
1074        // Since the drawing primitive is defined in local drawing space,
1075        // we don't need to modify the draw matrix
1076        const SkPath* maskPath = layer->getConvexMask();
1077        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1078
1079        paint.setShader(NULL);
1080        restore();
1081
1082        return;
1083    }
1084
1085    if (layer->region.isRect()) {
1086        layer->setRegionAsRect();
1087
1088        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1089
1090        layer->region.clear();
1091        return;
1092    }
1093
1094    // standard Region based draw
1095    size_t count;
1096    const android::Rect* rects;
1097    Region safeRegion;
1098    if (CC_LIKELY(hasRectToRectTransform())) {
1099        rects = layer->region.getArray(&count);
1100    } else {
1101        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1102        rects = safeRegion.getArray(&count);
1103    }
1104
1105    const float alpha = getLayerAlpha(layer);
1106    const float texX = 1.0f / float(layer->getWidth());
1107    const float texY = 1.0f / float(layer->getHeight());
1108    const float height = rect.getHeight();
1109
1110    setupDraw();
1111
1112    // We must get (and therefore bind) the region mesh buffer
1113    // after we setup drawing in case we need to mess with the
1114    // stencil buffer in setupDraw()
1115    TextureVertex* mesh = mCaches.getRegionMesh();
1116    uint32_t numQuads = 0;
1117
1118    setupDrawWithTexture();
1119    setupDrawColor(alpha, alpha, alpha, alpha);
1120    setupDrawColorFilter(layer->getColorFilter());
1121    setupDrawBlending(layer);
1122    setupDrawProgram();
1123    setupDrawDirtyRegionsDisabled();
1124    setupDrawPureColorUniforms();
1125    setupDrawColorFilterUniforms(layer->getColorFilter());
1126    setupDrawTexture(layer->getTexture());
1127    if (currentTransform()->isPureTranslate()) {
1128        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1129        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1130
1131        layer->setFilter(GL_NEAREST);
1132        setupDrawModelView(kModelViewMode_Translate, false,
1133                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1134    } else {
1135        layer->setFilter(GL_LINEAR);
1136        setupDrawModelView(kModelViewMode_Translate, false,
1137                rect.left, rect.top, rect.right, rect.bottom);
1138    }
1139    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1140
1141    for (size_t i = 0; i < count; i++) {
1142        const android::Rect* r = &rects[i];
1143
1144        const float u1 = r->left * texX;
1145        const float v1 = (height - r->top) * texY;
1146        const float u2 = r->right * texX;
1147        const float v2 = (height - r->bottom) * texY;
1148
1149        // TODO: Reject quads outside of the clip
1150        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1151        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1152        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1153        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1154
1155        numQuads++;
1156
1157        if (numQuads >= gMaxNumberOfQuads) {
1158            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1159                            GL_UNSIGNED_SHORT, NULL));
1160            numQuads = 0;
1161            mesh = mCaches.getRegionMesh();
1162        }
1163    }
1164
1165    if (numQuads > 0) {
1166        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1167                        GL_UNSIGNED_SHORT, NULL));
1168    }
1169
1170#if DEBUG_LAYERS_AS_REGIONS
1171    drawRegionRectsDebug(layer->region);
1172#endif
1173
1174    layer->region.clear();
1175}
1176
1177#if DEBUG_LAYERS_AS_REGIONS
1178void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1179    size_t count;
1180    const android::Rect* rects = region.getArray(&count);
1181
1182    uint32_t colors[] = {
1183            0x7fff0000, 0x7f00ff00,
1184            0x7f0000ff, 0x7fff00ff,
1185    };
1186
1187    int offset = 0;
1188    int32_t top = rects[0].top;
1189
1190    for (size_t i = 0; i < count; i++) {
1191        if (top != rects[i].top) {
1192            offset ^= 0x2;
1193            top = rects[i].top;
1194        }
1195
1196        SkPaint paint;
1197        paint.setColor(colors[offset + (i & 0x1)]);
1198        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1199        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1200    }
1201}
1202#endif
1203
1204void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1205    Vector<float> rects;
1206
1207    SkRegion::Iterator it(region);
1208    while (!it.done()) {
1209        const SkIRect& r = it.rect();
1210        rects.push(r.fLeft);
1211        rects.push(r.fTop);
1212        rects.push(r.fRight);
1213        rects.push(r.fBottom);
1214        it.next();
1215    }
1216
1217    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1218}
1219
1220void OpenGLRenderer::dirtyLayer(const float left, const float top,
1221        const float right, const float bottom, const mat4 transform) {
1222    if (hasLayer()) {
1223        Rect bounds(left, top, right, bottom);
1224        transform.mapRect(bounds);
1225        dirtyLayerUnchecked(bounds, getRegion());
1226    }
1227}
1228
1229void OpenGLRenderer::dirtyLayer(const float left, const float top,
1230        const float right, const float bottom) {
1231    if (hasLayer()) {
1232        Rect bounds(left, top, right, bottom);
1233        dirtyLayerUnchecked(bounds, getRegion());
1234    }
1235}
1236
1237void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1238    if (bounds.intersect(*currentClipRect())) {
1239        bounds.snapToPixelBoundaries();
1240        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1241        if (!dirty.isEmpty()) {
1242            region->orSelf(dirty);
1243        }
1244    }
1245}
1246
1247void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1248    GLsizei elementsCount = quadsCount * 6;
1249    while (elementsCount > 0) {
1250        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1251
1252        setupDrawIndexedVertices(&mesh[0].x);
1253        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1254
1255        elementsCount -= drawCount;
1256        // Though there are 4 vertices in a quad, we use 6 indices per
1257        // quad to draw with GL_TRIANGLES
1258        mesh += (drawCount / 6) * 4;
1259    }
1260}
1261
1262void OpenGLRenderer::clearLayerRegions() {
1263    const size_t count = mLayers.size();
1264    if (count == 0) return;
1265
1266    if (!currentSnapshot()->isIgnored()) {
1267        // Doing several glScissor/glClear here can negatively impact
1268        // GPUs with a tiler architecture, instead we draw quads with
1269        // the Clear blending mode
1270
1271        // The list contains bounds that have already been clipped
1272        // against their initial clip rect, and the current clip
1273        // is likely different so we need to disable clipping here
1274        bool scissorChanged = mCaches.disableScissor();
1275
1276        Vertex mesh[count * 4];
1277        Vertex* vertex = mesh;
1278
1279        for (uint32_t i = 0; i < count; i++) {
1280            Rect* bounds = mLayers.itemAt(i);
1281
1282            Vertex::set(vertex++, bounds->left, bounds->top);
1283            Vertex::set(vertex++, bounds->right, bounds->top);
1284            Vertex::set(vertex++, bounds->left, bounds->bottom);
1285            Vertex::set(vertex++, bounds->right, bounds->bottom);
1286
1287            delete bounds;
1288        }
1289        // We must clear the list of dirty rects before we
1290        // call setupDraw() to prevent stencil setup to do
1291        // the same thing again
1292        mLayers.clear();
1293
1294        SkPaint clearPaint;
1295        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1296
1297        setupDraw(false);
1298        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1299        setupDrawBlending(&clearPaint, true);
1300        setupDrawProgram();
1301        setupDrawPureColorUniforms();
1302        setupDrawModelView(kModelViewMode_Translate, false,
1303                0.0f, 0.0f, 0.0f, 0.0f, true);
1304
1305        issueIndexedQuadDraw(&mesh[0], count);
1306
1307        if (scissorChanged) mCaches.enableScissor();
1308    } else {
1309        for (uint32_t i = 0; i < count; i++) {
1310            delete mLayers.itemAt(i);
1311        }
1312        mLayers.clear();
1313    }
1314}
1315
1316///////////////////////////////////////////////////////////////////////////////
1317// State Deferral
1318///////////////////////////////////////////////////////////////////////////////
1319
1320bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1321    const Rect* currentClip = currentClipRect();
1322    const mat4* currentMatrix = currentTransform();
1323
1324    if (stateDeferFlags & kStateDeferFlag_Draw) {
1325        // state has bounds initialized in local coordinates
1326        if (!state.mBounds.isEmpty()) {
1327            currentMatrix->mapRect(state.mBounds);
1328            Rect clippedBounds(state.mBounds);
1329            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1330            // is used, it should more closely duplicate the quickReject logic (in how it uses
1331            // snapToPixelBoundaries)
1332
1333            if(!clippedBounds.intersect(*currentClip)) {
1334                // quick rejected
1335                return true;
1336            }
1337
1338            state.mClipSideFlags = kClipSide_None;
1339            if (!currentClip->contains(state.mBounds)) {
1340                int& flags = state.mClipSideFlags;
1341                // op partially clipped, so record which sides are clipped for clip-aware merging
1342                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1343                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1344                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1345                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1346            }
1347            state.mBounds.set(clippedBounds);
1348        } else {
1349            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1350            // overdraw avoidance (since we don't know what it overlaps)
1351            state.mClipSideFlags = kClipSide_ConservativeFull;
1352            state.mBounds.set(*currentClip);
1353        }
1354    }
1355
1356    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1357    if (state.mClipValid) {
1358        state.mClip.set(*currentClip);
1359    }
1360
1361    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1362    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1363    state.mMatrix.load(*currentMatrix);
1364    state.mDrawModifiers = mDrawModifiers;
1365    state.mAlpha = currentSnapshot()->alpha;
1366
1367    // always store/restore, since it's just a pointer
1368    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1369    return false;
1370}
1371
1372void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1373    setMatrix(state.mMatrix);
1374    mSnapshot->alpha = state.mAlpha;
1375    mDrawModifiers = state.mDrawModifiers;
1376    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1377
1378    if (state.mClipValid && !skipClipRestore) {
1379        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1380                state.mClip.right, state.mClip.bottom);
1381        dirtyClip();
1382    }
1383}
1384
1385/**
1386 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1387 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1388 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1389 *
1390 * This method should be called when restoreDisplayState() won't be restoring the clip
1391 */
1392void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1393    if (clipRect != NULL) {
1394        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1395    } else {
1396        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1397    }
1398    dirtyClip();
1399    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1400}
1401
1402///////////////////////////////////////////////////////////////////////////////
1403// Clipping
1404///////////////////////////////////////////////////////////////////////////////
1405
1406void OpenGLRenderer::setScissorFromClip() {
1407    Rect clip(*currentClipRect());
1408    clip.snapToPixelBoundaries();
1409
1410    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1411            clip.getWidth(), clip.getHeight())) {
1412        mDirtyClip = false;
1413    }
1414}
1415
1416void OpenGLRenderer::ensureStencilBuffer() {
1417    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1418    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1419    // just hope we have one when hasLayer() returns false.
1420    if (hasLayer()) {
1421        attachStencilBufferToLayer(currentSnapshot()->layer);
1422    }
1423}
1424
1425void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1426    // The layer's FBO is already bound when we reach this stage
1427    if (!layer->getStencilRenderBuffer()) {
1428        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1429        // is attached after we initiated tiling. We must turn it off,
1430        // attach the new render buffer then turn tiling back on
1431        endTiling();
1432
1433        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1434                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1435        layer->setStencilRenderBuffer(buffer);
1436
1437        startTiling(layer->clipRect, layer->layer.getHeight());
1438    }
1439}
1440
1441void OpenGLRenderer::setStencilFromClip() {
1442    if (!mCaches.debugOverdraw) {
1443        if (!currentSnapshot()->clipRegion->isEmpty()) {
1444            // NOTE: The order here is important, we must set dirtyClip to false
1445            //       before any draw call to avoid calling back into this method
1446            mDirtyClip = false;
1447
1448            ensureStencilBuffer();
1449
1450            mCaches.stencil.enableWrite();
1451
1452            // Clear and update the stencil, but first make sure we restrict drawing
1453            // to the region's bounds
1454            bool resetScissor = mCaches.enableScissor();
1455            if (resetScissor) {
1456                // The scissor was not set so we now need to update it
1457                setScissorFromClip();
1458            }
1459            mCaches.stencil.clear();
1460
1461            // stash and disable the outline clip state, since stencil doesn't account for outline
1462            bool storedSkipOutlineClip = mSkipOutlineClip;
1463            mSkipOutlineClip = true;
1464
1465            SkPaint paint;
1466            paint.setColor(SK_ColorBLACK);
1467            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1468
1469            // NOTE: We could use the region contour path to generate a smaller mesh
1470            //       Since we are using the stencil we could use the red book path
1471            //       drawing technique. It might increase bandwidth usage though.
1472
1473            // The last parameter is important: we are not drawing in the color buffer
1474            // so we don't want to dirty the current layer, if any
1475            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1476            if (resetScissor) mCaches.disableScissor();
1477            mSkipOutlineClip = storedSkipOutlineClip;
1478
1479            mCaches.stencil.enableTest();
1480
1481            // Draw the region used to generate the stencil if the appropriate debug
1482            // mode is enabled
1483            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1484                paint.setColor(0x7f0000ff);
1485                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1486                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1487            }
1488        } else {
1489            mCaches.stencil.disable();
1490        }
1491    }
1492}
1493
1494/**
1495 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1496 *
1497 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1498 *         style, and tessellated AA ramp
1499 */
1500bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1501        const SkPaint* paint) {
1502    bool snapOut = paint && paint->isAntiAlias();
1503
1504    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1505        float outset = paint->getStrokeWidth() * 0.5f;
1506        left -= outset;
1507        top -= outset;
1508        right += outset;
1509        bottom += outset;
1510    }
1511
1512    bool clipRequired = false;
1513    bool roundRectClipRequired = false;
1514    if (calculateQuickRejectForScissor(left, top, right, bottom,
1515            &clipRequired, &roundRectClipRequired, snapOut)) {
1516        return true;
1517    }
1518
1519    // not quick rejected, so enable the scissor if clipRequired
1520    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1521    mSkipOutlineClip = !roundRectClipRequired;
1522    return false;
1523}
1524
1525void OpenGLRenderer::debugClip() {
1526#if DEBUG_CLIP_REGIONS
1527    if (!currentSnapshot()->clipRegion->isEmpty()) {
1528        SkPaint paint;
1529        paint.setColor(0x7f00ff00);
1530        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1531
1532    }
1533#endif
1534}
1535
1536///////////////////////////////////////////////////////////////////////////////
1537// Drawing commands
1538///////////////////////////////////////////////////////////////////////////////
1539
1540void OpenGLRenderer::setupDraw(bool clear) {
1541    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1542    //       changes the scissor test state
1543    if (clear) clearLayerRegions();
1544    // Make sure setScissor & setStencil happen at the beginning of
1545    // this method
1546    if (mDirtyClip) {
1547        if (mCaches.scissorEnabled) {
1548            setScissorFromClip();
1549        }
1550        setStencilFromClip();
1551    }
1552
1553    mDescription.reset();
1554
1555    mSetShaderColor = false;
1556    mColorSet = false;
1557    mColorA = mColorR = mColorG = mColorB = 0.0f;
1558    mTextureUnit = 0;
1559    mTrackDirtyRegions = true;
1560
1561    // Enable debug highlight when what we're about to draw is tested against
1562    // the stencil buffer and if stencil highlight debugging is on
1563    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1564            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1565            mCaches.stencil.isTestEnabled();
1566
1567    mDescription.emulateStencil = mCountOverdraw;
1568}
1569
1570void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1571    mDescription.hasTexture = true;
1572    mDescription.hasAlpha8Texture = isAlpha8;
1573}
1574
1575void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1576    mDescription.hasTexture = true;
1577    mDescription.hasColors = true;
1578    mDescription.hasAlpha8Texture = isAlpha8;
1579}
1580
1581void OpenGLRenderer::setupDrawWithExternalTexture() {
1582    mDescription.hasExternalTexture = true;
1583}
1584
1585void OpenGLRenderer::setupDrawNoTexture() {
1586    mCaches.disableTexCoordsVertexArray();
1587}
1588
1589void OpenGLRenderer::setupDrawAA() {
1590    mDescription.isAA = true;
1591}
1592
1593void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1594    mColorA = alpha / 255.0f;
1595    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1596    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1597    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1598    mColorSet = true;
1599    mSetShaderColor = mDescription.setColorModulate(mColorA);
1600}
1601
1602void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1603    mColorA = alpha / 255.0f;
1604    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1605    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1606    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1607    mColorSet = true;
1608    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1609}
1610
1611void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1612    mCaches.fontRenderer->describe(mDescription, paint);
1613}
1614
1615void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1616    mColorA = a;
1617    mColorR = r;
1618    mColorG = g;
1619    mColorB = b;
1620    mColorSet = true;
1621    mSetShaderColor = mDescription.setColorModulate(a);
1622}
1623
1624void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1625    if (shader != NULL) {
1626        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1627    }
1628}
1629
1630void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1631    if (filter == NULL) {
1632        return;
1633    }
1634
1635    SkXfermode::Mode mode;
1636    if (filter->asColorMode(NULL, &mode)) {
1637        mDescription.colorOp = ProgramDescription::kColorBlend;
1638        mDescription.colorMode = mode;
1639    } else if (filter->asColorMatrix(NULL)) {
1640        mDescription.colorOp = ProgramDescription::kColorMatrix;
1641    }
1642}
1643
1644void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1645    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1646        mColorA = 1.0f;
1647        mColorR = mColorG = mColorB = 0.0f;
1648        mSetShaderColor = mDescription.modulate = true;
1649    }
1650}
1651
1652static bool isBlendedColorFilter(const SkColorFilter* filter) {
1653    if (filter == NULL) {
1654        return false;
1655    }
1656    return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0;
1657}
1658
1659void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1660    SkXfermode::Mode mode = layer->getMode();
1661    // When the blending mode is kClear_Mode, we need to use a modulate color
1662    // argb=1,0,0,0
1663    accountForClear(mode);
1664    // TODO: check shader blending, once we have shader drawing support for layers.
1665    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1666            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1667    chooseBlending(blend, mode, mDescription, swapSrcDst);
1668}
1669
1670void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1671    SkXfermode::Mode mode = getXfermodeDirect(paint);
1672    // When the blending mode is kClear_Mode, we need to use a modulate color
1673    // argb=1,0,0,0
1674    accountForClear(mode);
1675    blend |= (mColorSet && mColorA < 1.0f) ||
1676            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1677            isBlendedColorFilter(getColorFilter(paint));
1678    chooseBlending(blend, mode, mDescription, swapSrcDst);
1679}
1680
1681void OpenGLRenderer::setupDrawProgram() {
1682    useProgram(mCaches.programCache.get(mDescription));
1683    if (mDescription.hasRoundRectClip) {
1684        // TODO: avoid doing this repeatedly, stashing state pointer in program
1685        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1686        const Rect& innerRect = state->outlineInnerRect;
1687        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1688                innerRect.left,  innerRect.top,
1689                innerRect.right,  innerRect.bottom);
1690        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1691                state->outlineRadius);
1692        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1693                1, GL_FALSE, &state->matrix.data[0]);
1694    }
1695}
1696
1697void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1698    mTrackDirtyRegions = false;
1699}
1700
1701void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1702        float left, float top, float right, float bottom, bool ignoreTransform) {
1703    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1704    if (mode == kModelViewMode_TranslateAndScale) {
1705        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1706    }
1707
1708    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1709    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1710    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1711    if (dirty && mTrackDirtyRegions) {
1712        if (!ignoreTransform) {
1713            dirtyLayer(left, top, right, bottom, *currentTransform());
1714        } else {
1715            dirtyLayer(left, top, right, bottom);
1716        }
1717    }
1718}
1719
1720void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1721    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1722        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1723    }
1724}
1725
1726void OpenGLRenderer::setupDrawPureColorUniforms() {
1727    if (mSetShaderColor) {
1728        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1729    }
1730}
1731
1732void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1733    if (shader == NULL) {
1734        return;
1735    }
1736
1737    if (ignoreTransform) {
1738        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1739        // because it was built into modelView / the geometry, and the description needs to
1740        // compensate.
1741        mat4 modelViewWithoutTransform;
1742        modelViewWithoutTransform.loadInverse(*currentTransform());
1743        modelViewWithoutTransform.multiply(mModelViewMatrix);
1744        mModelViewMatrix.load(modelViewWithoutTransform);
1745    }
1746
1747    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1748}
1749
1750void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1751    if (NULL == filter) {
1752        return;
1753    }
1754
1755    SkColor color;
1756    SkXfermode::Mode mode;
1757    if (filter->asColorMode(&color, &mode)) {
1758        const int alpha = SkColorGetA(color);
1759        const GLfloat a = alpha / 255.0f;
1760        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1761        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1762        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1763        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1764        return;
1765    }
1766
1767    SkScalar srcColorMatrix[20];
1768    if (filter->asColorMatrix(srcColorMatrix)) {
1769
1770        float colorMatrix[16];
1771        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1772        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1773        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1774        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1775
1776        // Skia uses the range [0..255] for the addition vector, but we need
1777        // the [0..1] range to apply the vector in GLSL
1778        float colorVector[4];
1779        colorVector[0] = srcColorMatrix[4] / 255.0f;
1780        colorVector[1] = srcColorMatrix[9] / 255.0f;
1781        colorVector[2] = srcColorMatrix[14] / 255.0f;
1782        colorVector[3] = srcColorMatrix[19] / 255.0f;
1783
1784        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1785                GL_FALSE, colorMatrix);
1786        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1787        return;
1788    }
1789
1790    // it is an error if we ever get here
1791}
1792
1793void OpenGLRenderer::setupDrawTextGammaUniforms() {
1794    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1795}
1796
1797void OpenGLRenderer::setupDrawSimpleMesh() {
1798    bool force = mCaches.bindMeshBuffer();
1799    mCaches.bindPositionVertexPointer(force, 0);
1800    mCaches.unbindIndicesBuffer();
1801}
1802
1803void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1804    if (texture) bindTexture(texture);
1805    mTextureUnit++;
1806    mCaches.enableTexCoordsVertexArray();
1807}
1808
1809void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1810    bindExternalTexture(texture);
1811    mTextureUnit++;
1812    mCaches.enableTexCoordsVertexArray();
1813}
1814
1815void OpenGLRenderer::setupDrawTextureTransform() {
1816    mDescription.hasTextureTransform = true;
1817}
1818
1819void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1820    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1821            GL_FALSE, &transform.data[0]);
1822}
1823
1824void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1825        const GLvoid* texCoords, GLuint vbo) {
1826    bool force = false;
1827    if (!vertices || vbo) {
1828        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1829    } else {
1830        force = mCaches.unbindMeshBuffer();
1831    }
1832
1833    mCaches.bindPositionVertexPointer(force, vertices);
1834    if (mCaches.currentProgram->texCoords >= 0) {
1835        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1836    }
1837
1838    mCaches.unbindIndicesBuffer();
1839}
1840
1841void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1842        const GLvoid* texCoords, const GLvoid* colors) {
1843    bool force = mCaches.unbindMeshBuffer();
1844    GLsizei stride = sizeof(ColorTextureVertex);
1845
1846    mCaches.bindPositionVertexPointer(force, vertices, stride);
1847    if (mCaches.currentProgram->texCoords >= 0) {
1848        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1849    }
1850    int slot = mCaches.currentProgram->getAttrib("colors");
1851    if (slot >= 0) {
1852        glEnableVertexAttribArray(slot);
1853        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1854    }
1855
1856    mCaches.unbindIndicesBuffer();
1857}
1858
1859void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1860        const GLvoid* texCoords, GLuint vbo) {
1861    bool force = false;
1862    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1863    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1864    // use the default VBO found in Caches
1865    if (!vertices || vbo) {
1866        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1867    } else {
1868        force = mCaches.unbindMeshBuffer();
1869    }
1870    mCaches.bindQuadIndicesBuffer();
1871
1872    mCaches.bindPositionVertexPointer(force, vertices);
1873    if (mCaches.currentProgram->texCoords >= 0) {
1874        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1875    }
1876}
1877
1878void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1879    bool force = mCaches.unbindMeshBuffer();
1880    mCaches.bindQuadIndicesBuffer();
1881    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1882}
1883
1884///////////////////////////////////////////////////////////////////////////////
1885// Drawing
1886///////////////////////////////////////////////////////////////////////////////
1887
1888status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1889    status_t status;
1890    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1891    // will be performed by the display list itself
1892    if (renderNode && renderNode->isRenderable()) {
1893        // compute 3d ordering
1894        renderNode->computeOrdering();
1895        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1896            status = startFrame();
1897            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1898            renderNode->replay(replayStruct, 0);
1899            return status | replayStruct.mDrawGlStatus;
1900        }
1901
1902        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1903        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1904        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1905        renderNode->defer(deferStruct, 0);
1906
1907        flushLayers();
1908        status = startFrame();
1909
1910        return deferredList.flush(*this, dirty) | status;
1911    }
1912
1913    return DrawGlInfo::kStatusDone;
1914}
1915
1916void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1917    int color = paint != NULL ? paint->getColor() : 0;
1918
1919    float x = left;
1920    float y = top;
1921
1922    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1923
1924    bool ignoreTransform = false;
1925    if (currentTransform()->isPureTranslate()) {
1926        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1927        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1928        ignoreTransform = true;
1929
1930        texture->setFilter(GL_NEAREST, true);
1931    } else {
1932        texture->setFilter(getFilter(paint), true);
1933    }
1934
1935    // No need to check for a UV mapper on the texture object, only ARGB_8888
1936    // bitmaps get packed in the atlas
1937    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1938            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1939            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1940}
1941
1942/**
1943 * Important note: this method is intended to draw batches of bitmaps and
1944 * will not set the scissor enable or dirty the current layer, if any.
1945 * The caller is responsible for properly dirtying the current layer.
1946 */
1947status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1948        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1949        const Rect& bounds, const SkPaint* paint) {
1950    mCaches.activeTexture(0);
1951    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1952    if (!texture) return DrawGlInfo::kStatusDone;
1953
1954    const AutoTexture autoCleanup(texture);
1955
1956    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1957    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1958
1959    const float x = (int) floorf(bounds.left + 0.5f);
1960    const float y = (int) floorf(bounds.top + 0.5f);
1961    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1962        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1963                texture->id, paint, &vertices[0].x, &vertices[0].u,
1964                GL_TRIANGLES, bitmapCount * 6, true,
1965                kModelViewMode_Translate, false);
1966    } else {
1967        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1968                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1969                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1970                kModelViewMode_Translate, false);
1971    }
1972
1973    return DrawGlInfo::kStatusDrew;
1974}
1975
1976status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top,
1977        const SkPaint* paint) {
1978    const float right = left + bitmap->width();
1979    const float bottom = top + bitmap->height();
1980
1981    if (quickRejectSetupScissor(left, top, right, bottom)) {
1982        return DrawGlInfo::kStatusDone;
1983    }
1984
1985    mCaches.activeTexture(0);
1986    Texture* texture = getTexture(bitmap);
1987    if (!texture) return DrawGlInfo::kStatusDone;
1988    const AutoTexture autoCleanup(texture);
1989
1990    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1991        drawAlphaBitmap(texture, left, top, paint);
1992    } else {
1993        drawTextureRect(left, top, right, bottom, texture, paint);
1994    }
1995
1996    return DrawGlInfo::kStatusDrew;
1997}
1998
1999status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix& matrix,
2000        const SkPaint* paint) {
2001    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2002    const mat4 transform(matrix);
2003    transform.mapRect(r);
2004
2005    if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) {
2006        return DrawGlInfo::kStatusDone;
2007    }
2008
2009    mCaches.activeTexture(0);
2010    Texture* texture = getTexture(bitmap);
2011    if (!texture) return DrawGlInfo::kStatusDone;
2012    const AutoTexture autoCleanup(texture);
2013
2014    // This could be done in a cheaper way, all we need is pass the matrix
2015    // to the vertex shader. The save/restore is a bit overkill.
2016    save(SkCanvas::kMatrix_SaveFlag);
2017    concatMatrix(matrix);
2018    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2019        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2020    } else {
2021        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2022    }
2023    restore();
2024
2025    return DrawGlInfo::kStatusDrew;
2026}
2027
2028status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top,
2029        const SkPaint* paint) {
2030    const float right = left + bitmap->width();
2031    const float bottom = top + bitmap->height();
2032
2033    if (quickRejectSetupScissor(left, top, right, bottom)) {
2034        return DrawGlInfo::kStatusDone;
2035    }
2036
2037    mCaches.activeTexture(0);
2038    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2039    const AutoTexture autoCleanup(texture);
2040
2041    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2042        drawAlphaBitmap(texture, left, top, paint);
2043    } else {
2044        drawTextureRect(left, top, right, bottom, texture, paint);
2045    }
2046
2047    return DrawGlInfo::kStatusDrew;
2048}
2049
2050status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2051        const float* vertices, const int* colors, const SkPaint* paint) {
2052    if (!vertices || currentSnapshot()->isIgnored()) {
2053        return DrawGlInfo::kStatusDone;
2054    }
2055
2056    // TODO: use quickReject on bounds from vertices
2057    mCaches.enableScissor();
2058
2059    float left = FLT_MAX;
2060    float top = FLT_MAX;
2061    float right = FLT_MIN;
2062    float bottom = FLT_MIN;
2063
2064    const uint32_t count = meshWidth * meshHeight * 6;
2065
2066    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2067    mesh.setCapacity(count);
2068    ColorTextureVertex* vertex = mesh.editArray();
2069
2070    bool cleanupColors = false;
2071    if (!colors) {
2072        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2073        int* newColors = new int[colorsCount];
2074        memset(newColors, 0xff, colorsCount * sizeof(int));
2075        colors = newColors;
2076        cleanupColors = true;
2077    }
2078
2079    mCaches.activeTexture(0);
2080    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2081    const UvMapper& mapper(getMapper(texture));
2082
2083    for (int32_t y = 0; y < meshHeight; y++) {
2084        for (int32_t x = 0; x < meshWidth; x++) {
2085            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2086
2087            float u1 = float(x) / meshWidth;
2088            float u2 = float(x + 1) / meshWidth;
2089            float v1 = float(y) / meshHeight;
2090            float v2 = float(y + 1) / meshHeight;
2091
2092            mapper.map(u1, v1, u2, v2);
2093
2094            int ax = i + (meshWidth + 1) * 2;
2095            int ay = ax + 1;
2096            int bx = i;
2097            int by = bx + 1;
2098            int cx = i + 2;
2099            int cy = cx + 1;
2100            int dx = i + (meshWidth + 1) * 2 + 2;
2101            int dy = dx + 1;
2102
2103            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2104            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2105            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2106
2107            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2108            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2109            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2110
2111            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2112            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2113            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2114            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2115        }
2116    }
2117
2118    if (quickRejectSetupScissor(left, top, right, bottom)) {
2119        if (cleanupColors) delete[] colors;
2120        return DrawGlInfo::kStatusDone;
2121    }
2122
2123    if (!texture) {
2124        texture = mCaches.textureCache.get(bitmap);
2125        if (!texture) {
2126            if (cleanupColors) delete[] colors;
2127            return DrawGlInfo::kStatusDone;
2128        }
2129    }
2130    const AutoTexture autoCleanup(texture);
2131
2132    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2133    texture->setFilter(getFilter(paint), true);
2134
2135    int alpha;
2136    SkXfermode::Mode mode;
2137    getAlphaAndMode(paint, &alpha, &mode);
2138
2139    float a = alpha / 255.0f;
2140
2141    if (hasLayer()) {
2142        dirtyLayer(left, top, right, bottom, *currentTransform());
2143    }
2144
2145    setupDraw();
2146    setupDrawWithTextureAndColor();
2147    setupDrawColor(a, a, a, a);
2148    setupDrawColorFilter(getColorFilter(paint));
2149    setupDrawBlending(paint, true);
2150    setupDrawProgram();
2151    setupDrawDirtyRegionsDisabled();
2152    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2153    setupDrawTexture(texture->id);
2154    setupDrawPureColorUniforms();
2155    setupDrawColorFilterUniforms(getColorFilter(paint));
2156    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2157
2158    glDrawArrays(GL_TRIANGLES, 0, count);
2159
2160    int slot = mCaches.currentProgram->getAttrib("colors");
2161    if (slot >= 0) {
2162        glDisableVertexAttribArray(slot);
2163    }
2164
2165    if (cleanupColors) delete[] colors;
2166
2167    return DrawGlInfo::kStatusDrew;
2168}
2169
2170status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2171         float srcLeft, float srcTop, float srcRight, float srcBottom,
2172         float dstLeft, float dstTop, float dstRight, float dstBottom,
2173         const SkPaint* paint) {
2174    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2175        return DrawGlInfo::kStatusDone;
2176    }
2177
2178    mCaches.activeTexture(0);
2179    Texture* texture = getTexture(bitmap);
2180    if (!texture) return DrawGlInfo::kStatusDone;
2181    const AutoTexture autoCleanup(texture);
2182
2183    const float width = texture->width;
2184    const float height = texture->height;
2185
2186    float u1 = fmax(0.0f, srcLeft / width);
2187    float v1 = fmax(0.0f, srcTop / height);
2188    float u2 = fmin(1.0f, srcRight / width);
2189    float v2 = fmin(1.0f, srcBottom / height);
2190
2191    getMapper(texture).map(u1, v1, u2, v2);
2192
2193    mCaches.unbindMeshBuffer();
2194    resetDrawTextureTexCoords(u1, v1, u2, v2);
2195
2196    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2197
2198    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2199    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2200
2201    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2202    // Apply a scale transform on the canvas only when a shader is in use
2203    // Skia handles the ratio between the dst and src rects as a scale factor
2204    // when a shader is set
2205    bool useScaleTransform = getShader(paint) && scaled;
2206    bool ignoreTransform = false;
2207
2208    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2209        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2210        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2211
2212        dstRight = x + (dstRight - dstLeft);
2213        dstBottom = y + (dstBottom - dstTop);
2214
2215        dstLeft = x;
2216        dstTop = y;
2217
2218        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2219        ignoreTransform = true;
2220    } else {
2221        texture->setFilter(getFilter(paint), true);
2222    }
2223
2224    if (CC_UNLIKELY(useScaleTransform)) {
2225        save(SkCanvas::kMatrix_SaveFlag);
2226        translate(dstLeft, dstTop);
2227        scale(scaleX, scaleY);
2228
2229        dstLeft = 0.0f;
2230        dstTop = 0.0f;
2231
2232        dstRight = srcRight - srcLeft;
2233        dstBottom = srcBottom - srcTop;
2234    }
2235
2236    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2237        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2238                texture->id, paint,
2239                &mMeshVertices[0].x, &mMeshVertices[0].u,
2240                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2241    } else {
2242        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2243                texture->id, paint, texture->blend,
2244                &mMeshVertices[0].x, &mMeshVertices[0].u,
2245                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2246    }
2247
2248    if (CC_UNLIKELY(useScaleTransform)) {
2249        restore();
2250    }
2251
2252    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2253
2254    return DrawGlInfo::kStatusDrew;
2255}
2256
2257status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2258        float left, float top, float right, float bottom, const SkPaint* paint) {
2259    if (quickRejectSetupScissor(left, top, right, bottom)) {
2260        return DrawGlInfo::kStatusDone;
2261    }
2262
2263    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2264    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2265            right - left, bottom - top, patch);
2266
2267    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2268}
2269
2270status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2271        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2272        const SkPaint* paint) {
2273    if (quickRejectSetupScissor(left, top, right, bottom)) {
2274        return DrawGlInfo::kStatusDone;
2275    }
2276
2277    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2278        mCaches.activeTexture(0);
2279        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2280        if (!texture) return DrawGlInfo::kStatusDone;
2281        const AutoTexture autoCleanup(texture);
2282
2283        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2284        texture->setFilter(GL_LINEAR, true);
2285
2286        const bool pureTranslate = currentTransform()->isPureTranslate();
2287        // Mark the current layer dirty where we are going to draw the patch
2288        if (hasLayer() && mesh->hasEmptyQuads) {
2289            const float offsetX = left + currentTransform()->getTranslateX();
2290            const float offsetY = top + currentTransform()->getTranslateY();
2291            const size_t count = mesh->quads.size();
2292            for (size_t i = 0; i < count; i++) {
2293                const Rect& bounds = mesh->quads.itemAt(i);
2294                if (CC_LIKELY(pureTranslate)) {
2295                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2296                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2297                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2298                } else {
2299                    dirtyLayer(left + bounds.left, top + bounds.top,
2300                            left + bounds.right, top + bounds.bottom, *currentTransform());
2301                }
2302            }
2303        }
2304
2305        bool ignoreTransform = false;
2306        if (CC_LIKELY(pureTranslate)) {
2307            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2308            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2309
2310            right = x + right - left;
2311            bottom = y + bottom - top;
2312            left = x;
2313            top = y;
2314            ignoreTransform = true;
2315        }
2316        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2317                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2318                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2319                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2320    }
2321
2322    return DrawGlInfo::kStatusDrew;
2323}
2324
2325/**
2326 * Important note: this method is intended to draw batches of 9-patch objects and
2327 * will not set the scissor enable or dirty the current layer, if any.
2328 * The caller is responsible for properly dirtying the current layer.
2329 */
2330status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2331        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2332    mCaches.activeTexture(0);
2333    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2334    if (!texture) return DrawGlInfo::kStatusDone;
2335    const AutoTexture autoCleanup(texture);
2336
2337    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2338    texture->setFilter(GL_LINEAR, true);
2339
2340    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2341            texture->blend, &vertices[0].x, &vertices[0].u,
2342            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2343
2344    return DrawGlInfo::kStatusDrew;
2345}
2346
2347status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2348        const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) {
2349    // not missing call to quickReject/dirtyLayer, always done at a higher level
2350    if (!vertexBuffer.getVertexCount()) {
2351        // no vertices to draw
2352        return DrawGlInfo::kStatusDone;
2353    }
2354
2355    Rect bounds(vertexBuffer.getBounds());
2356    bounds.translate(translateX, translateY);
2357    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2358
2359    int color = paint->getColor();
2360    bool isAA = paint->isAntiAlias();
2361
2362    setupDraw();
2363    setupDrawNoTexture();
2364    if (isAA) setupDrawAA();
2365    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2366    setupDrawColorFilter(getColorFilter(paint));
2367    setupDrawShader(getShader(paint));
2368    setupDrawBlending(paint, isAA);
2369    setupDrawProgram();
2370    setupDrawModelView(kModelViewMode_Translate, useOffset, translateX, translateY, 0, 0);
2371    setupDrawColorUniforms(getShader(paint));
2372    setupDrawColorFilterUniforms(getColorFilter(paint));
2373    setupDrawShaderUniforms(getShader(paint));
2374
2375    const void* vertices = vertexBuffer.getBuffer();
2376    bool force = mCaches.unbindMeshBuffer();
2377    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2378    mCaches.resetTexCoordsVertexPointer();
2379
2380
2381    int alphaSlot = -1;
2382    if (isAA) {
2383        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2384        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2385        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2386        glEnableVertexAttribArray(alphaSlot);
2387        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2388    }
2389
2390    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2391    if (mode == VertexBuffer::kStandard) {
2392        mCaches.unbindIndicesBuffer();
2393        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2394    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2395        mCaches.bindShadowIndicesBuffer();
2396        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2397    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2398        mCaches.bindShadowIndicesBuffer();
2399        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2400    }
2401
2402    if (isAA) {
2403        glDisableVertexAttribArray(alphaSlot);
2404    }
2405
2406    return DrawGlInfo::kStatusDrew;
2407}
2408
2409/**
2410 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2411 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2412 * screen space in all directions. However, instead of using a fragment shader to compute the
2413 * translucency of the color from its position, we simply use a varying parameter to define how far
2414 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2415 *
2416 * Doesn't yet support joins, caps, or path effects.
2417 */
2418status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2419    VertexBuffer vertexBuffer;
2420    // TODO: try clipping large paths to viewport
2421    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2422    return drawVertexBuffer(vertexBuffer, paint);
2423}
2424
2425/**
2426 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2427 * and additional geometry for defining an alpha slope perimeter.
2428 *
2429 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2430 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2431 * in-shader alpha region, but found it to be taxing on some GPUs.
2432 *
2433 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2434 * memory transfer by removing need for degenerate vertices.
2435 */
2436status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2437    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2438
2439    count &= ~0x3; // round down to nearest four
2440
2441    VertexBuffer buffer;
2442    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2443    const Rect& bounds = buffer.getBounds();
2444
2445    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2446        return DrawGlInfo::kStatusDone;
2447    }
2448
2449    bool useOffset = !paint->isAntiAlias();
2450    return drawVertexBuffer(buffer, paint, useOffset);
2451}
2452
2453status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2454    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2455
2456    count &= ~0x1; // round down to nearest two
2457
2458    VertexBuffer buffer;
2459    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2460
2461    const Rect& bounds = buffer.getBounds();
2462    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2463        return DrawGlInfo::kStatusDone;
2464    }
2465
2466    bool useOffset = !paint->isAntiAlias();
2467    return drawVertexBuffer(buffer, paint, useOffset);
2468}
2469
2470status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2471    // No need to check against the clip, we fill the clip region
2472    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2473
2474    Rect clip(*currentClipRect());
2475    clip.snapToPixelBoundaries();
2476
2477    SkPaint paint;
2478    paint.setColor(color);
2479    paint.setXfermodeMode(mode);
2480
2481    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2482
2483    return DrawGlInfo::kStatusDrew;
2484}
2485
2486status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2487        const SkPaint* paint) {
2488    if (!texture) return DrawGlInfo::kStatusDone;
2489    const AutoTexture autoCleanup(texture);
2490
2491    const float x = left + texture->left - texture->offset;
2492    const float y = top + texture->top - texture->offset;
2493
2494    drawPathTexture(texture, x, y, paint);
2495
2496    return DrawGlInfo::kStatusDrew;
2497}
2498
2499status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2500        float rx, float ry, const SkPaint* p) {
2501    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2502            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2503        return DrawGlInfo::kStatusDone;
2504    }
2505
2506    if (p->getPathEffect() != 0) {
2507        mCaches.activeTexture(0);
2508        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2509                right - left, bottom - top, rx, ry, p);
2510        return drawShape(left, top, texture, p);
2511    }
2512
2513    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2514            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2515    return drawVertexBuffer(left, top, *vertexBuffer, p);
2516}
2517
2518status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2519    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius,
2520            x + radius, y + radius, p) ||
2521            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2522        return DrawGlInfo::kStatusDone;
2523    }
2524    if (p->getPathEffect() != 0) {
2525        mCaches.activeTexture(0);
2526        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2527        return drawShape(x - radius, y - radius, texture, p);
2528    }
2529
2530    SkPath path;
2531    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2532        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2533    } else {
2534        path.addCircle(x, y, radius);
2535    }
2536    return drawConvexPath(path, p);
2537}
2538
2539status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2540        const SkPaint* p) {
2541    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2542            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2543        return DrawGlInfo::kStatusDone;
2544    }
2545
2546    if (p->getPathEffect() != 0) {
2547        mCaches.activeTexture(0);
2548        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2549        return drawShape(left, top, texture, p);
2550    }
2551
2552    SkPath path;
2553    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2554    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2555        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2556    }
2557    path.addOval(rect);
2558    return drawConvexPath(path, p);
2559}
2560
2561status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2562        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2563    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2564            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2565        return DrawGlInfo::kStatusDone;
2566    }
2567
2568    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2569    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2570        mCaches.activeTexture(0);
2571        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2572                startAngle, sweepAngle, useCenter, p);
2573        return drawShape(left, top, texture, p);
2574    }
2575
2576    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2577    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2578        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2579    }
2580
2581    SkPath path;
2582    if (useCenter) {
2583        path.moveTo(rect.centerX(), rect.centerY());
2584    }
2585    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2586    if (useCenter) {
2587        path.close();
2588    }
2589    return drawConvexPath(path, p);
2590}
2591
2592// See SkPaintDefaults.h
2593#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2594
2595status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2596        const SkPaint* p) {
2597    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2598            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2599        return DrawGlInfo::kStatusDone;
2600    }
2601
2602    if (p->getStyle() != SkPaint::kFill_Style) {
2603        // only fill style is supported by drawConvexPath, since others have to handle joins
2604        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2605                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2606            mCaches.activeTexture(0);
2607            const PathTexture* texture =
2608                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2609            return drawShape(left, top, texture, p);
2610        }
2611
2612        SkPath path;
2613        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2614        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2615            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2616        }
2617        path.addRect(rect);
2618        return drawConvexPath(path, p);
2619    }
2620
2621    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2622        SkPath path;
2623        path.addRect(left, top, right, bottom);
2624        return drawConvexPath(path, p);
2625    } else {
2626        drawColorRect(left, top, right, bottom, p);
2627        return DrawGlInfo::kStatusDrew;
2628    }
2629}
2630
2631void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2632        int bytesCount, int count, const float* positions,
2633        FontRenderer& fontRenderer, int alpha, float x, float y) {
2634    mCaches.activeTexture(0);
2635
2636    TextShadow textShadow;
2637    if (!getTextShadow(paint, &textShadow)) {
2638        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2639    }
2640
2641    // NOTE: The drop shadow will not perform gamma correction
2642    //       if shader-based correction is enabled
2643    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2644    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2645            paint, text, bytesCount, count, textShadow.radius, positions);
2646    // If the drop shadow exceeds the max texture size or couldn't be
2647    // allocated, skip drawing
2648    if (!shadow) return;
2649    const AutoTexture autoCleanup(shadow);
2650
2651    const float sx = x - shadow->left + textShadow.dx;
2652    const float sy = y - shadow->top + textShadow.dy;
2653
2654    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2655    if (getShader(paint)) {
2656        textShadow.color = SK_ColorWHITE;
2657    }
2658
2659    setupDraw();
2660    setupDrawWithTexture(true);
2661    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2662    setupDrawColorFilter(getColorFilter(paint));
2663    setupDrawShader(getShader(paint));
2664    setupDrawBlending(paint, true);
2665    setupDrawProgram();
2666    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2667            sx, sy, sx + shadow->width, sy + shadow->height);
2668    setupDrawTexture(shadow->id);
2669    setupDrawPureColorUniforms();
2670    setupDrawColorFilterUniforms(getColorFilter(paint));
2671    setupDrawShaderUniforms(getShader(paint));
2672    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2673
2674    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2675}
2676
2677bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2678    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2679    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2680}
2681
2682status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2683        const float* positions, const SkPaint* paint) {
2684    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2685        return DrawGlInfo::kStatusDone;
2686    }
2687
2688    // NOTE: Skia does not support perspective transform on drawPosText yet
2689    if (!currentTransform()->isSimple()) {
2690        return DrawGlInfo::kStatusDone;
2691    }
2692
2693    mCaches.enableScissor();
2694
2695    float x = 0.0f;
2696    float y = 0.0f;
2697    const bool pureTranslate = currentTransform()->isPureTranslate();
2698    if (pureTranslate) {
2699        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2700        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2701    }
2702
2703    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2704    fontRenderer.setFont(paint, SkMatrix::I());
2705
2706    int alpha;
2707    SkXfermode::Mode mode;
2708    getAlphaAndMode(paint, &alpha, &mode);
2709
2710    if (CC_UNLIKELY(hasTextShadow(paint))) {
2711        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2712                alpha, 0.0f, 0.0f);
2713    }
2714
2715    // Pick the appropriate texture filtering
2716    bool linearFilter = currentTransform()->changesBounds();
2717    if (pureTranslate && !linearFilter) {
2718        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2719    }
2720    fontRenderer.setTextureFiltering(linearFilter);
2721
2722    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2723    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2724
2725    const bool hasActiveLayer = hasLayer();
2726
2727    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2728    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2729            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2730        if (hasActiveLayer) {
2731            if (!pureTranslate) {
2732                currentTransform()->mapRect(bounds);
2733            }
2734            dirtyLayerUnchecked(bounds, getRegion());
2735        }
2736    }
2737
2738    return DrawGlInfo::kStatusDrew;
2739}
2740
2741bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2742    if (CC_LIKELY(transform.isPureTranslate())) {
2743        outMatrix->setIdentity();
2744        return false;
2745    } else if (CC_UNLIKELY(transform.isPerspective())) {
2746        outMatrix->setIdentity();
2747        return true;
2748    }
2749
2750    /**
2751     * Input is a non-perspective, scaling transform. Generate a scale-only transform, based upon
2752     * bucketed scale values. Special case for 'extra raster buckets' - disable filtration in the
2753     * case of an exact match, and isSimple() transform
2754     */
2755    float sx, sy;
2756    transform.decomposeScale(sx, sy);
2757
2758    float bestSx = roundf(fmaxf(1.0f, sx));
2759    float bestSy = roundf(fmaxf(1.0f, sy));
2760    bool filter = true;
2761
2762    for (unsigned int i = 0; i < mCaches.propertyExtraRasterBuckets.size(); i++) {
2763        float bucket = mCaches.propertyExtraRasterBuckets[i];
2764        if (sx == bucket && sy == bucket) {
2765            bestSx = bestSy = bucket;
2766            filter = !transform.isSimple(); // disable filter, if simple
2767            break;
2768        }
2769
2770        if (fabs(bucket - sx) < fabs(bestSx - sx)) bestSx = sx;
2771        if (fabs(bucket - sy) < fabs(bestSy - sy)) bestSy = sy;
2772    }
2773
2774    outMatrix->setScale(bestSx, bestSy);
2775    return filter;
2776}
2777
2778status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2779        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2780        DrawOpMode drawOpMode) {
2781
2782    if (drawOpMode == kDrawOpMode_Immediate) {
2783        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2784        // drawing as ops from DeferredDisplayList are already filtered for these
2785        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2786                quickRejectSetupScissor(bounds)) {
2787            return DrawGlInfo::kStatusDone;
2788        }
2789    }
2790
2791    const float oldX = x;
2792    const float oldY = y;
2793
2794    const mat4& transform = *currentTransform();
2795    const bool pureTranslate = transform.isPureTranslate();
2796
2797    if (CC_LIKELY(pureTranslate)) {
2798        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2799        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2800    }
2801
2802    int alpha;
2803    SkXfermode::Mode mode;
2804    getAlphaAndMode(paint, &alpha, &mode);
2805
2806    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2807
2808    if (CC_UNLIKELY(hasTextShadow(paint))) {
2809        fontRenderer.setFont(paint, SkMatrix::I());
2810        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2811                alpha, oldX, oldY);
2812    }
2813
2814    const bool hasActiveLayer = hasLayer();
2815
2816    // We only pass a partial transform to the font renderer. That partial
2817    // matrix defines how glyphs are rasterized. Typically we want glyphs
2818    // to be rasterized at their final size on screen, which means the partial
2819    // matrix needs to take the scale factor into account.
2820    // When a partial matrix is used to transform glyphs during rasterization,
2821    // the mesh is generated with the inverse transform (in the case of scale,
2822    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2823    // apply the full transform matrix at draw time in the vertex shader.
2824    // Applying the full matrix in the shader is the easiest way to handle
2825    // rotation and perspective and allows us to always generated quads in the
2826    // font renderer which greatly simplifies the code, clipping in particular.
2827    SkMatrix fontTransform;
2828    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2829            || fabs(y - (int) y) > 0.0f
2830            || fabs(x - (int) x) > 0.0f;
2831    fontRenderer.setFont(paint, fontTransform);
2832    fontRenderer.setTextureFiltering(linearFilter);
2833
2834    // TODO: Implement better clipping for scaled/rotated text
2835    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2836    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2837
2838    bool status;
2839    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2840
2841    // don't call issuedrawcommand, do it at end of batch
2842    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2843    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2844        SkPaint paintCopy(*paint);
2845        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2846        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2847                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2848    } else {
2849        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2850                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2851    }
2852
2853    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2854        if (!pureTranslate) {
2855            transform.mapRect(layerBounds);
2856        }
2857        dirtyLayerUnchecked(layerBounds, getRegion());
2858    }
2859
2860    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2861
2862    return DrawGlInfo::kStatusDrew;
2863}
2864
2865status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2866        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2867    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2868        return DrawGlInfo::kStatusDone;
2869    }
2870
2871    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2872    mCaches.enableScissor();
2873
2874    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2875    fontRenderer.setFont(paint, SkMatrix::I());
2876    fontRenderer.setTextureFiltering(true);
2877
2878    int alpha;
2879    SkXfermode::Mode mode;
2880    getAlphaAndMode(paint, &alpha, &mode);
2881    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2882
2883    const Rect* clip = &mSnapshot->getLocalClip();
2884    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2885
2886    const bool hasActiveLayer = hasLayer();
2887
2888    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2889            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2890        if (hasActiveLayer) {
2891            currentTransform()->mapRect(bounds);
2892            dirtyLayerUnchecked(bounds, getRegion());
2893        }
2894    }
2895
2896    return DrawGlInfo::kStatusDrew;
2897}
2898
2899status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2900    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2901
2902    mCaches.activeTexture(0);
2903
2904    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2905    if (!texture) return DrawGlInfo::kStatusDone;
2906    const AutoTexture autoCleanup(texture);
2907
2908    const float x = texture->left - texture->offset;
2909    const float y = texture->top - texture->offset;
2910
2911    drawPathTexture(texture, x, y, paint);
2912
2913    return DrawGlInfo::kStatusDrew;
2914}
2915
2916status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2917    if (!layer) {
2918        return DrawGlInfo::kStatusDone;
2919    }
2920
2921    mat4* transform = NULL;
2922    if (layer->isTextureLayer()) {
2923        transform = &layer->getTransform();
2924        if (!transform->isIdentity()) {
2925            save(SkCanvas::kMatrix_SaveFlag);
2926            concatMatrix(*transform);
2927        }
2928    }
2929
2930    bool clipRequired = false;
2931    const bool rejected = calculateQuickRejectForScissor(x, y,
2932            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2933
2934    if (rejected) {
2935        if (transform && !transform->isIdentity()) {
2936            restore();
2937        }
2938        return DrawGlInfo::kStatusDone;
2939    }
2940
2941    updateLayer(layer, true);
2942
2943    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2944    mCaches.activeTexture(0);
2945
2946    if (CC_LIKELY(!layer->region.isEmpty())) {
2947        if (layer->region.isRect()) {
2948            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2949                    composeLayerRect(layer, layer->regionRect));
2950        } else if (layer->mesh) {
2951
2952            const float a = getLayerAlpha(layer);
2953            setupDraw();
2954            setupDrawWithTexture();
2955            setupDrawColor(a, a, a, a);
2956            setupDrawColorFilter(layer->getColorFilter());
2957            setupDrawBlending(layer);
2958            setupDrawProgram();
2959            setupDrawPureColorUniforms();
2960            setupDrawColorFilterUniforms(layer->getColorFilter());
2961            setupDrawTexture(layer->getTexture());
2962            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2963                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2964                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2965
2966                layer->setFilter(GL_NEAREST);
2967                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2968                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2969            } else {
2970                layer->setFilter(GL_LINEAR);
2971                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2972                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2973            }
2974
2975            TextureVertex* mesh = &layer->mesh[0];
2976            GLsizei elementsCount = layer->meshElementCount;
2977
2978            while (elementsCount > 0) {
2979                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2980
2981                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
2982                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2983                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
2984
2985                elementsCount -= drawCount;
2986                // Though there are 4 vertices in a quad, we use 6 indices per
2987                // quad to draw with GL_TRIANGLES
2988                mesh += (drawCount / 6) * 4;
2989            }
2990
2991#if DEBUG_LAYERS_AS_REGIONS
2992            drawRegionRectsDebug(layer->region);
2993#endif
2994        }
2995
2996        if (layer->debugDrawUpdate) {
2997            layer->debugDrawUpdate = false;
2998
2999            SkPaint paint;
3000            paint.setColor(0x7f00ff00);
3001            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3002        }
3003    }
3004    layer->hasDrawnSinceUpdate = true;
3005
3006    if (transform && !transform->isIdentity()) {
3007        restore();
3008    }
3009
3010    return DrawGlInfo::kStatusDrew;
3011}
3012
3013///////////////////////////////////////////////////////////////////////////////
3014// Draw filters
3015///////////////////////////////////////////////////////////////////////////////
3016
3017void OpenGLRenderer::resetPaintFilter() {
3018    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3019    // comparison, see MergingDrawBatch::canMergeWith
3020    mDrawModifiers.mHasDrawFilter = false;
3021    mDrawModifiers.mPaintFilterClearBits = 0;
3022    mDrawModifiers.mPaintFilterSetBits = 0;
3023}
3024
3025void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3026    mDrawModifiers.mHasDrawFilter = true;
3027    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3028    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3029}
3030
3031const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3032    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3033        return paint;
3034    }
3035
3036    uint32_t flags = paint->getFlags();
3037
3038    mFilteredPaint = *paint;
3039    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3040            mDrawModifiers.mPaintFilterSetBits);
3041
3042    return &mFilteredPaint;
3043}
3044
3045///////////////////////////////////////////////////////////////////////////////
3046// Drawing implementation
3047///////////////////////////////////////////////////////////////////////////////
3048
3049Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3050    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3051    if (!texture) {
3052        return mCaches.textureCache.get(bitmap);
3053    }
3054    return texture;
3055}
3056
3057void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3058        float x, float y, const SkPaint* paint) {
3059    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3060        return;
3061    }
3062
3063    int alpha;
3064    SkXfermode::Mode mode;
3065    getAlphaAndMode(paint, &alpha, &mode);
3066
3067    setupDraw();
3068    setupDrawWithTexture(true);
3069    setupDrawAlpha8Color(paint->getColor(), alpha);
3070    setupDrawColorFilter(getColorFilter(paint));
3071    setupDrawShader(getShader(paint));
3072    setupDrawBlending(paint, true);
3073    setupDrawProgram();
3074    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3075            x, y, x + texture->width, y + texture->height);
3076    setupDrawTexture(texture->id);
3077    setupDrawPureColorUniforms();
3078    setupDrawColorFilterUniforms(getColorFilter(paint));
3079    setupDrawShaderUniforms(getShader(paint));
3080    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3081
3082    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3083}
3084
3085// Same values used by Skia
3086#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3087#define kStdUnderline_Offset    (1.0f / 9.0f)
3088#define kStdUnderline_Thickness (1.0f / 18.0f)
3089
3090void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3091        const SkPaint* paint) {
3092    // Handle underline and strike-through
3093    uint32_t flags = paint->getFlags();
3094    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3095        SkPaint paintCopy(*paint);
3096
3097        if (CC_LIKELY(underlineWidth > 0.0f)) {
3098            const float textSize = paintCopy.getTextSize();
3099            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3100
3101            const float left = x;
3102            float top = 0.0f;
3103
3104            int linesCount = 0;
3105            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3106            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3107
3108            const int pointsCount = 4 * linesCount;
3109            float points[pointsCount];
3110            int currentPoint = 0;
3111
3112            if (flags & SkPaint::kUnderlineText_Flag) {
3113                top = y + textSize * kStdUnderline_Offset;
3114                points[currentPoint++] = left;
3115                points[currentPoint++] = top;
3116                points[currentPoint++] = left + underlineWidth;
3117                points[currentPoint++] = top;
3118            }
3119
3120            if (flags & SkPaint::kStrikeThruText_Flag) {
3121                top = y + textSize * kStdStrikeThru_Offset;
3122                points[currentPoint++] = left;
3123                points[currentPoint++] = top;
3124                points[currentPoint++] = left + underlineWidth;
3125                points[currentPoint++] = top;
3126            }
3127
3128            paintCopy.setStrokeWidth(strokeWidth);
3129
3130            drawLines(&points[0], pointsCount, &paintCopy);
3131        }
3132    }
3133}
3134
3135status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3136    if (currentSnapshot()->isIgnored()) {
3137        return DrawGlInfo::kStatusDone;
3138    }
3139
3140    return drawColorRects(rects, count, paint, false, true, true);
3141}
3142
3143static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3144    // map z coordinate with true 3d matrix
3145    point.z = transformZ.mapZ(point);
3146
3147    // map x,y coordinates with draw/Skia matrix
3148    transformXY.mapPoint(point.x, point.y);
3149}
3150
3151status_t OpenGLRenderer::drawShadow(float casterAlpha,
3152        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3153    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3154
3155    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3156    mCaches.enableScissor();
3157
3158    SkPaint paint;
3159    paint.setAntiAlias(true); // want to use AlphaVertex
3160
3161    if (ambientShadowVertexBuffer && mCaches.propertyAmbientShadowStrength > 0) {
3162        paint.setARGB(casterAlpha * mCaches.propertyAmbientShadowStrength, 0, 0, 0);
3163        drawVertexBuffer(*ambientShadowVertexBuffer, &paint);
3164    }
3165
3166    if (spotShadowVertexBuffer && mCaches.propertySpotShadowStrength > 0) {
3167        paint.setARGB(casterAlpha * mCaches.propertySpotShadowStrength, 0, 0, 0);
3168        drawVertexBuffer(*spotShadowVertexBuffer, &paint);
3169    }
3170
3171    return DrawGlInfo::kStatusDrew;
3172}
3173
3174status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3175        bool ignoreTransform, bool dirty, bool clip) {
3176    if (count == 0) {
3177        return DrawGlInfo::kStatusDone;
3178    }
3179
3180    int color = paint->getColor();
3181    // If a shader is set, preserve only the alpha
3182    if (getShader(paint)) {
3183        color |= 0x00ffffff;
3184    }
3185
3186    float left = FLT_MAX;
3187    float top = FLT_MAX;
3188    float right = FLT_MIN;
3189    float bottom = FLT_MIN;
3190
3191    Vertex mesh[count];
3192    Vertex* vertex = mesh;
3193
3194    for (int index = 0; index < count; index += 4) {
3195        float l = rects[index + 0];
3196        float t = rects[index + 1];
3197        float r = rects[index + 2];
3198        float b = rects[index + 3];
3199
3200        Vertex::set(vertex++, l, t);
3201        Vertex::set(vertex++, r, t);
3202        Vertex::set(vertex++, l, b);
3203        Vertex::set(vertex++, r, b);
3204
3205        left = fminf(left, l);
3206        top = fminf(top, t);
3207        right = fmaxf(right, r);
3208        bottom = fmaxf(bottom, b);
3209    }
3210
3211    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3212        return DrawGlInfo::kStatusDone;
3213    }
3214
3215    setupDraw();
3216    setupDrawNoTexture();
3217    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3218    setupDrawShader(getShader(paint));
3219    setupDrawColorFilter(getColorFilter(paint));
3220    setupDrawBlending(paint);
3221    setupDrawProgram();
3222    setupDrawDirtyRegionsDisabled();
3223    setupDrawModelView(kModelViewMode_Translate, false,
3224            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3225    setupDrawColorUniforms(getShader(paint));
3226    setupDrawShaderUniforms(getShader(paint));
3227    setupDrawColorFilterUniforms(getColorFilter(paint));
3228
3229    if (dirty && hasLayer()) {
3230        dirtyLayer(left, top, right, bottom, *currentTransform());
3231    }
3232
3233    issueIndexedQuadDraw(&mesh[0], count / 4);
3234
3235    return DrawGlInfo::kStatusDrew;
3236}
3237
3238void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3239        const SkPaint* paint, bool ignoreTransform) {
3240    int color = paint->getColor();
3241    // If a shader is set, preserve only the alpha
3242    if (getShader(paint)) {
3243        color |= 0x00ffffff;
3244    }
3245
3246    setupDraw();
3247    setupDrawNoTexture();
3248    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3249    setupDrawShader(getShader(paint));
3250    setupDrawColorFilter(getColorFilter(paint));
3251    setupDrawBlending(paint);
3252    setupDrawProgram();
3253    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3254            left, top, right, bottom, ignoreTransform);
3255    setupDrawColorUniforms(getShader(paint));
3256    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3257    setupDrawColorFilterUniforms(getColorFilter(paint));
3258    setupDrawSimpleMesh();
3259
3260    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3261}
3262
3263void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3264        Texture* texture, const SkPaint* paint) {
3265    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3266
3267    GLvoid* vertices = (GLvoid*) NULL;
3268    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3269
3270    if (texture->uvMapper) {
3271        vertices = &mMeshVertices[0].x;
3272        texCoords = &mMeshVertices[0].u;
3273
3274        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3275        texture->uvMapper->map(uvs);
3276
3277        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3278    }
3279
3280    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3281        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3282        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3283
3284        texture->setFilter(GL_NEAREST, true);
3285        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3286                paint, texture->blend, vertices, texCoords,
3287                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3288    } else {
3289        texture->setFilter(getFilter(paint), true);
3290        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3291                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3292    }
3293
3294    if (texture->uvMapper) {
3295        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3296    }
3297}
3298
3299void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3300        GLuint texture, const SkPaint* paint, bool blend,
3301        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3302        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3303        ModelViewMode modelViewMode, bool dirty) {
3304
3305    int a;
3306    SkXfermode::Mode mode;
3307    getAlphaAndMode(paint, &a, &mode);
3308    const float alpha = a / 255.0f;
3309
3310    setupDraw();
3311    setupDrawWithTexture();
3312    setupDrawColor(alpha, alpha, alpha, alpha);
3313    setupDrawColorFilter(getColorFilter(paint));
3314    setupDrawBlending(paint, blend, swapSrcDst);
3315    setupDrawProgram();
3316    if (!dirty) setupDrawDirtyRegionsDisabled();
3317    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3318    setupDrawTexture(texture);
3319    setupDrawPureColorUniforms();
3320    setupDrawColorFilterUniforms(getColorFilter(paint));
3321    setupDrawMesh(vertices, texCoords, vbo);
3322
3323    glDrawArrays(drawMode, 0, elementsCount);
3324}
3325
3326void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3327        GLuint texture, const SkPaint* paint, bool blend,
3328        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3329        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3330        ModelViewMode modelViewMode, bool dirty) {
3331
3332    int a;
3333    SkXfermode::Mode mode;
3334    getAlphaAndMode(paint, &a, &mode);
3335    const float alpha = a / 255.0f;
3336
3337    setupDraw();
3338    setupDrawWithTexture();
3339    setupDrawColor(alpha, alpha, alpha, alpha);
3340    setupDrawColorFilter(getColorFilter(paint));
3341    setupDrawBlending(paint, blend, swapSrcDst);
3342    setupDrawProgram();
3343    if (!dirty) setupDrawDirtyRegionsDisabled();
3344    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3345    setupDrawTexture(texture);
3346    setupDrawPureColorUniforms();
3347    setupDrawColorFilterUniforms(getColorFilter(paint));
3348    setupDrawMeshIndices(vertices, texCoords, vbo);
3349
3350    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3351}
3352
3353void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3354        GLuint texture, const SkPaint* paint,
3355        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3356        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3357
3358    int color = paint != NULL ? paint->getColor() : 0;
3359    int alpha;
3360    SkXfermode::Mode mode;
3361    getAlphaAndMode(paint, &alpha, &mode);
3362
3363    setupDraw();
3364    setupDrawWithTexture(true);
3365    if (paint != NULL) {
3366        setupDrawAlpha8Color(color, alpha);
3367    }
3368    setupDrawColorFilter(getColorFilter(paint));
3369    setupDrawShader(getShader(paint));
3370    setupDrawBlending(paint, true);
3371    setupDrawProgram();
3372    if (!dirty) setupDrawDirtyRegionsDisabled();
3373    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3374    setupDrawTexture(texture);
3375    setupDrawPureColorUniforms();
3376    setupDrawColorFilterUniforms(getColorFilter(paint));
3377    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3378    setupDrawMesh(vertices, texCoords);
3379
3380    glDrawArrays(drawMode, 0, elementsCount);
3381}
3382
3383void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3384        ProgramDescription& description, bool swapSrcDst) {
3385
3386    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3387        blend = true;
3388        mDescription.hasRoundRectClip = true;
3389    }
3390    mSkipOutlineClip = true;
3391
3392    if (mCountOverdraw) {
3393        if (!mCaches.blend) glEnable(GL_BLEND);
3394        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3395            glBlendFunc(GL_ONE, GL_ONE);
3396        }
3397
3398        mCaches.blend = true;
3399        mCaches.lastSrcMode = GL_ONE;
3400        mCaches.lastDstMode = GL_ONE;
3401
3402        return;
3403    }
3404
3405    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3406
3407    if (blend) {
3408        // These blend modes are not supported by OpenGL directly and have
3409        // to be implemented using shaders. Since the shader will perform
3410        // the blending, turn blending off here
3411        // If the blend mode cannot be implemented using shaders, fall
3412        // back to the default SrcOver blend mode instead
3413        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3414            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3415                description.framebufferMode = mode;
3416                description.swapSrcDst = swapSrcDst;
3417
3418                if (mCaches.blend) {
3419                    glDisable(GL_BLEND);
3420                    mCaches.blend = false;
3421                }
3422
3423                return;
3424            } else {
3425                mode = SkXfermode::kSrcOver_Mode;
3426            }
3427        }
3428
3429        if (!mCaches.blend) {
3430            glEnable(GL_BLEND);
3431        }
3432
3433        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3434        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3435
3436        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3437            glBlendFunc(sourceMode, destMode);
3438            mCaches.lastSrcMode = sourceMode;
3439            mCaches.lastDstMode = destMode;
3440        }
3441    } else if (mCaches.blend) {
3442        glDisable(GL_BLEND);
3443    }
3444    mCaches.blend = blend;
3445}
3446
3447bool OpenGLRenderer::useProgram(Program* program) {
3448    if (!program->isInUse()) {
3449        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3450        program->use();
3451        mCaches.currentProgram = program;
3452        return false;
3453    }
3454    return true;
3455}
3456
3457void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3458    TextureVertex* v = &mMeshVertices[0];
3459    TextureVertex::setUV(v++, u1, v1);
3460    TextureVertex::setUV(v++, u2, v1);
3461    TextureVertex::setUV(v++, u1, v2);
3462    TextureVertex::setUV(v++, u2, v2);
3463}
3464
3465void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3466    getAlphaAndModeDirect(paint, alpha,  mode);
3467    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3468        // if drawing a layer, ignore the paint's alpha
3469        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3470    }
3471    *alpha *= currentSnapshot()->alpha;
3472}
3473
3474float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3475    float alpha;
3476    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3477        alpha = mDrawModifiers.mOverrideLayerAlpha;
3478    } else {
3479        alpha = layer->getAlpha() / 255.0f;
3480    }
3481    return alpha * currentSnapshot()->alpha;
3482}
3483
3484}; // namespace uirenderer
3485}; // namespace android
3486