OpenGLRenderer.cpp revision a08f95cfeca7217f9c533b03663bf0dceedd259a
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DeferredDisplayList.h"
36#include "DisplayListRenderer.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    mDrawModifiers.mShader = NULL;
116    mDrawModifiers.mColorFilter = NULL;
117    mDrawModifiers.mHasShadow = false;
118    mDrawModifiers.mHasDrawFilter = false;
119
120    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
121
122    mFirstSnapshot = new Snapshot;
123
124    mScissorOptimizationDisabled = false;
125}
126
127OpenGLRenderer::~OpenGLRenderer() {
128    // The context has already been destroyed at this point, do not call
129    // GL APIs. All GL state should be kept in Caches.h
130}
131
132void OpenGLRenderer::initProperties() {
133    char property[PROPERTY_VALUE_MAX];
134    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
135        mScissorOptimizationDisabled = !strcasecmp(property, "true");
136        INIT_LOGD("  Scissor optimization %s",
137                mScissorOptimizationDisabled ? "disabled" : "enabled");
138    } else {
139        INIT_LOGD("  Scissor optimization enabled");
140    }
141}
142
143///////////////////////////////////////////////////////////////////////////////
144// Setup
145///////////////////////////////////////////////////////////////////////////////
146
147void OpenGLRenderer::setName(const char* name) {
148    if (name) {
149        mName.setTo(name);
150    } else {
151        mName.clear();
152    }
153}
154
155const char* OpenGLRenderer::getName() const {
156    return mName.string();
157}
158
159bool OpenGLRenderer::isDeferred() {
160    return false;
161}
162
163void OpenGLRenderer::setViewport(int width, int height) {
164    initViewport(width, height);
165
166    glDisable(GL_DITHER);
167    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168
169    glEnableVertexAttribArray(Program::kBindingPosition);
170}
171
172void OpenGLRenderer::initViewport(int width, int height) {
173    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
174
175    mWidth = width;
176    mHeight = height;
177
178    mFirstSnapshot->height = height;
179    mFirstSnapshot->viewport.set(0, 0, width, height);
180}
181
182status_t OpenGLRenderer::prepare(bool opaque) {
183    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
184}
185
186status_t OpenGLRenderer::prepareDirty(float left, float top,
187        float right, float bottom, bool opaque) {
188    mCaches.clearGarbage();
189
190    mSnapshot = new Snapshot(mFirstSnapshot,
191            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
192    mSnapshot->fbo = getTargetFbo();
193    mSaveCount = 1;
194
195    mSnapshot->setClip(left, top, right, bottom);
196    mDirtyClip = true;
197
198    updateLayers();
199
200    discardFramebuffer(left, top, right, bottom);
201
202    syncState();
203
204    // Functors break the tiling extension in pretty spectacular ways
205    // This ensures we don't use tiling when a functor is going to be
206    // invoked during the frame
207    mSuppressTiling = mCaches.hasRegisteredFunctors();
208
209    mTilingSnapshot = mSnapshot;
210    startTiling(mTilingSnapshot, true);
211
212    debugOverdraw(true, true);
213
214    return clear(left, top, right, bottom, opaque);
215}
216
217void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
218    // If we know that we are going to redraw the entire framebuffer,
219    // perform a discard to let the driver know we don't need to preserve
220    // the back buffer for this frame.
221    if (mExtensions.hasDiscardFramebuffer() &&
222            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
223        const bool isFbo = getTargetFbo() == 0;
224        const GLenum attachments[] = {
225                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
226                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
227        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
228    }
229}
230
231status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
232    if (!opaque) {
233        mCaches.enableScissor();
234        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
235        glClear(GL_COLOR_BUFFER_BIT);
236        return DrawGlInfo::kStatusDrew;
237    }
238
239    mCaches.resetScissor();
240    return DrawGlInfo::kStatusDone;
241}
242
243void OpenGLRenderer::syncState() {
244    glViewport(0, 0, mWidth, mHeight);
245
246    if (mCaches.blend) {
247        glEnable(GL_BLEND);
248    } else {
249        glDisable(GL_BLEND);
250    }
251}
252
253void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
254    if (!mSuppressTiling) {
255        Rect* clip = mTilingSnapshot->clipRect;
256        if (s->flags & Snapshot::kFlagFboTarget) {
257            clip = &s->layer->clipRect;
258        }
259
260        startTiling(*clip, s->height, opaque);
261    }
262}
263
264void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
265    if (!mSuppressTiling) {
266        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
267                clip.right - clip.left, clip.bottom - clip.top, opaque);
268    }
269}
270
271void OpenGLRenderer::endTiling() {
272    if (!mSuppressTiling) mCaches.endTiling();
273}
274
275void OpenGLRenderer::finish() {
276    renderOverdraw();
277    endTiling();
278
279    // When finish() is invoked on FBO 0 we've reached the end
280    // of the current frame
281    if (getTargetFbo() == 0) {
282        mCaches.pathCache.trim();
283    }
284
285    if (!suppressErrorChecks()) {
286#if DEBUG_OPENGL
287        GLenum status = GL_NO_ERROR;
288        while ((status = glGetError()) != GL_NO_ERROR) {
289            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
290            switch (status) {
291                case GL_INVALID_ENUM:
292                    ALOGE("  GL_INVALID_ENUM");
293                    break;
294                case GL_INVALID_VALUE:
295                    ALOGE("  GL_INVALID_VALUE");
296                    break;
297                case GL_INVALID_OPERATION:
298                    ALOGE("  GL_INVALID_OPERATION");
299                    break;
300                case GL_OUT_OF_MEMORY:
301                    ALOGE("  Out of memory!");
302                    break;
303            }
304        }
305#endif
306
307#if DEBUG_MEMORY_USAGE
308        mCaches.dumpMemoryUsage();
309#else
310        if (mCaches.getDebugLevel() & kDebugMemory) {
311            mCaches.dumpMemoryUsage();
312        }
313#endif
314    }
315}
316
317void OpenGLRenderer::interrupt() {
318    if (mCaches.currentProgram) {
319        if (mCaches.currentProgram->isInUse()) {
320            mCaches.currentProgram->remove();
321            mCaches.currentProgram = NULL;
322        }
323    }
324    mCaches.unbindMeshBuffer();
325    mCaches.unbindIndicesBuffer();
326    mCaches.resetVertexPointers();
327    mCaches.disableTexCoordsVertexArray();
328    debugOverdraw(false, false);
329}
330
331void OpenGLRenderer::resume() {
332    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
333    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
334    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
335    debugOverdraw(true, false);
336
337    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
338
339    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
340    mCaches.enableScissor();
341    mCaches.resetScissor();
342    dirtyClip();
343
344    mCaches.activeTexture(0);
345
346    mCaches.blend = true;
347    glEnable(GL_BLEND);
348    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
349    glBlendEquation(GL_FUNC_ADD);
350}
351
352void OpenGLRenderer::resumeAfterLayer() {
353    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
354    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
355    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
356    debugOverdraw(true, false);
357
358    mCaches.resetScissor();
359    dirtyClip();
360}
361
362void OpenGLRenderer::detachFunctor(Functor* functor) {
363    mFunctors.remove(functor);
364}
365
366void OpenGLRenderer::attachFunctor(Functor* functor) {
367    mFunctors.add(functor);
368}
369
370status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
371    status_t result = DrawGlInfo::kStatusDone;
372    size_t count = mFunctors.size();
373
374    if (count > 0) {
375        interrupt();
376        SortedVector<Functor*> functors(mFunctors);
377        mFunctors.clear();
378
379        DrawGlInfo info;
380        info.clipLeft = 0;
381        info.clipTop = 0;
382        info.clipRight = 0;
383        info.clipBottom = 0;
384        info.isLayer = false;
385        info.width = 0;
386        info.height = 0;
387        memset(info.transform, 0, sizeof(float) * 16);
388
389        for (size_t i = 0; i < count; i++) {
390            Functor* f = functors.itemAt(i);
391            result |= (*f)(DrawGlInfo::kModeProcess, &info);
392
393            if (result & DrawGlInfo::kStatusDraw) {
394                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
395                dirty.unionWith(localDirty);
396            }
397
398            if (result & DrawGlInfo::kStatusInvoke) {
399                mFunctors.add(f);
400            }
401        }
402        resume();
403    }
404
405    return result;
406}
407
408status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
409    interrupt();
410    detachFunctor(functor);
411
412    mCaches.enableScissor();
413    if (mDirtyClip) {
414        setScissorFromClip();
415    }
416
417    Rect clip(*mSnapshot->clipRect);
418    clip.snapToPixelBoundaries();
419
420    // Since we don't know what the functor will draw, let's dirty
421    // tne entire clip region
422    if (hasLayer()) {
423        dirtyLayerUnchecked(clip, getRegion());
424    }
425
426    DrawGlInfo info;
427    info.clipLeft = clip.left;
428    info.clipTop = clip.top;
429    info.clipRight = clip.right;
430    info.clipBottom = clip.bottom;
431    info.isLayer = hasLayer();
432    info.width = getSnapshot()->viewport.getWidth();
433    info.height = getSnapshot()->height;
434    getSnapshot()->transform->copyTo(&info.transform[0]);
435
436    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
437
438    if (result != DrawGlInfo::kStatusDone) {
439        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
440        dirty.unionWith(localDirty);
441
442        if (result & DrawGlInfo::kStatusInvoke) {
443            mFunctors.add(functor);
444        }
445    }
446
447    resume();
448    return result;
449}
450
451///////////////////////////////////////////////////////////////////////////////
452// Debug
453///////////////////////////////////////////////////////////////////////////////
454
455void OpenGLRenderer::eventMark(const char* name) const {
456    mCaches.eventMark(0, name);
457}
458
459void OpenGLRenderer::startMark(const char* name) const {
460    mCaches.startMark(0, name);
461}
462
463void OpenGLRenderer::endMark() const {
464    mCaches.endMark();
465}
466
467void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
468    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
469        if (clear) {
470            mCaches.disableScissor();
471            mCaches.stencil.clear();
472        }
473        if (enable) {
474            mCaches.stencil.enableDebugWrite();
475        } else {
476            mCaches.stencil.disable();
477        }
478    }
479}
480
481void OpenGLRenderer::renderOverdraw() {
482    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
483        const Rect* clip = mTilingSnapshot->clipRect;
484
485        mCaches.enableScissor();
486        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
487                clip->right - clip->left, clip->bottom - clip->top);
488
489        mCaches.stencil.enableDebugTest(2);
490        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
491        mCaches.stencil.enableDebugTest(3);
492        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
493        mCaches.stencil.enableDebugTest(4);
494        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
495        mCaches.stencil.enableDebugTest(4, true);
496        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
497        mCaches.stencil.disable();
498    }
499}
500
501///////////////////////////////////////////////////////////////////////////////
502// Layers
503///////////////////////////////////////////////////////////////////////////////
504
505bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
506    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
507        OpenGLRenderer* renderer = layer->renderer;
508        Rect& dirty = layer->dirtyRect;
509
510        if (inFrame) {
511            endTiling();
512            debugOverdraw(false, false);
513        }
514
515        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
516        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
517        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
518        renderer->finish();
519
520        if (inFrame) {
521            resumeAfterLayer();
522            startTiling(mSnapshot);
523        }
524
525        dirty.setEmpty();
526        layer->deferredUpdateScheduled = false;
527        layer->renderer = NULL;
528        layer->displayList = NULL;
529        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
530
531        return true;
532    }
533
534    return false;
535}
536
537void OpenGLRenderer::updateLayers() {
538    int count = mLayerUpdates.size();
539    if (count > 0) {
540        startMark("Layer Updates");
541
542        // Note: it is very important to update the layers in reverse order
543        for (int i = count - 1; i >= 0; i--) {
544            Layer* layer = mLayerUpdates.itemAt(i);
545            updateLayer(layer, false);
546            mCaches.resourceCache.decrementRefcount(layer);
547        }
548        mLayerUpdates.clear();
549
550        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
551        endMark();
552    }
553}
554
555void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
556    if (layer) {
557        mLayerUpdates.push_back(layer);
558        mCaches.resourceCache.incrementRefcount(layer);
559    }
560}
561
562void OpenGLRenderer::clearLayerUpdates() {
563    size_t count = mLayerUpdates.size();
564    if (count > 0) {
565        mCaches.resourceCache.lock();
566        for (size_t i = 0; i < count; i++) {
567            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
568        }
569        mCaches.resourceCache.unlock();
570        mLayerUpdates.clear();
571    }
572}
573
574///////////////////////////////////////////////////////////////////////////////
575// State management
576///////////////////////////////////////////////////////////////////////////////
577
578int OpenGLRenderer::getSaveCount() const {
579    return mSaveCount;
580}
581
582int OpenGLRenderer::save(int flags) {
583    return saveSnapshot(flags);
584}
585
586void OpenGLRenderer::restore() {
587    if (mSaveCount > 1) {
588        restoreSnapshot();
589    }
590}
591
592void OpenGLRenderer::restoreToCount(int saveCount) {
593    if (saveCount < 1) saveCount = 1;
594
595    while (mSaveCount > saveCount) {
596        restoreSnapshot();
597    }
598}
599
600int OpenGLRenderer::saveSnapshot(int flags) {
601    mSnapshot = new Snapshot(mSnapshot, flags);
602    return mSaveCount++;
603}
604
605bool OpenGLRenderer::restoreSnapshot() {
606    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
607    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
608    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
609
610    sp<Snapshot> current = mSnapshot;
611    sp<Snapshot> previous = mSnapshot->previous;
612
613    if (restoreOrtho) {
614        Rect& r = previous->viewport;
615        glViewport(r.left, r.top, r.right, r.bottom);
616        mOrthoMatrix.load(current->orthoMatrix);
617    }
618
619    mSaveCount--;
620    mSnapshot = previous;
621
622    if (restoreClip) {
623        dirtyClip();
624    }
625
626    if (restoreLayer) {
627        composeLayer(current, previous);
628    }
629
630    return restoreClip;
631}
632
633///////////////////////////////////////////////////////////////////////////////
634// Layers
635///////////////////////////////////////////////////////////////////////////////
636
637int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
638        int alpha, SkXfermode::Mode mode, int flags) {
639    const GLuint previousFbo = mSnapshot->fbo;
640    const int count = saveSnapshot(flags);
641
642    if (!mSnapshot->isIgnored()) {
643        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
644    }
645
646    return count;
647}
648
649/**
650 * Layers are viewed by Skia are slightly different than layers in image editing
651 * programs (for instance.) When a layer is created, previously created layers
652 * and the frame buffer still receive every drawing command. For instance, if a
653 * layer is created and a shape intersecting the bounds of the layers and the
654 * framebuffer is draw, the shape will be drawn on both (unless the layer was
655 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
656 *
657 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
658 * texture. Unfortunately, this is inefficient as it requires every primitive to
659 * be drawn n + 1 times, where n is the number of active layers. In practice this
660 * means, for every primitive:
661 *   - Switch active frame buffer
662 *   - Change viewport, clip and projection matrix
663 *   - Issue the drawing
664 *
665 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
666 * To avoid this, layers are implemented in a different way here, at least in the
667 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
668 * is set. When this flag is set we can redirect all drawing operations into a
669 * single FBO.
670 *
671 * This implementation relies on the frame buffer being at least RGBA 8888. When
672 * a layer is created, only a texture is created, not an FBO. The content of the
673 * frame buffer contained within the layer's bounds is copied into this texture
674 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
675 * buffer and drawing continues as normal. This technique therefore treats the
676 * frame buffer as a scratch buffer for the layers.
677 *
678 * To compose the layers back onto the frame buffer, each layer texture
679 * (containing the original frame buffer data) is drawn as a simple quad over
680 * the frame buffer. The trick is that the quad is set as the composition
681 * destination in the blending equation, and the frame buffer becomes the source
682 * of the composition.
683 *
684 * Drawing layers with an alpha value requires an extra step before composition.
685 * An empty quad is drawn over the layer's region in the frame buffer. This quad
686 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
687 * quad is used to multiply the colors in the frame buffer. This is achieved by
688 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
689 * GL_ZERO, GL_SRC_ALPHA.
690 *
691 * Because glCopyTexImage2D() can be slow, an alternative implementation might
692 * be use to draw a single clipped layer. The implementation described above
693 * is correct in every case.
694 *
695 * (1) The frame buffer is actually not cleared right away. To allow the GPU
696 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
697 *     buffer is left untouched until the first drawing operation. Only when
698 *     something actually gets drawn are the layers regions cleared.
699 */
700bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
701        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
702    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
703    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
704
705    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
706
707    // Window coordinates of the layer
708    Rect clip;
709    Rect bounds(left, top, right, bottom);
710    Rect untransformedBounds(bounds);
711    currentTransform().mapRect(bounds);
712
713    // Layers only make sense if they are in the framebuffer's bounds
714    if (bounds.intersect(*mSnapshot->clipRect)) {
715        // We cannot work with sub-pixels in this case
716        bounds.snapToPixelBoundaries();
717
718        // When the layer is not an FBO, we may use glCopyTexImage so we
719        // need to make sure the layer does not extend outside the bounds
720        // of the framebuffer
721        if (!bounds.intersect(mSnapshot->previous->viewport)) {
722            bounds.setEmpty();
723        } else if (fboLayer) {
724            clip.set(bounds);
725            mat4 inverse;
726            inverse.loadInverse(currentTransform());
727            inverse.mapRect(clip);
728            clip.snapToPixelBoundaries();
729            if (clip.intersect(untransformedBounds)) {
730                clip.translate(-left, -top);
731                bounds.set(untransformedBounds);
732            } else {
733                clip.setEmpty();
734            }
735        }
736    } else {
737        bounds.setEmpty();
738    }
739
740    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
741            bounds.getHeight() > mCaches.maxTextureSize ||
742            (fboLayer && clip.isEmpty())) {
743        mSnapshot->empty = fboLayer;
744    } else {
745        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
746    }
747
748    // Bail out if we won't draw in this snapshot
749    if (mSnapshot->invisible || mSnapshot->empty) {
750        return false;
751    }
752
753    mCaches.activeTexture(0);
754    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
755    if (!layer) {
756        return false;
757    }
758
759    layer->setAlpha(alpha, mode);
760    layer->layer.set(bounds);
761    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
762            bounds.getWidth() / float(layer->getWidth()), 0.0f);
763    layer->setColorFilter(mDrawModifiers.mColorFilter);
764    layer->setBlend(true);
765    layer->setDirty(false);
766
767    // Save the layer in the snapshot
768    mSnapshot->flags |= Snapshot::kFlagIsLayer;
769    mSnapshot->layer = layer;
770
771    if (fboLayer) {
772        return createFboLayer(layer, bounds, clip, previousFbo);
773    } else {
774        // Copy the framebuffer into the layer
775        layer->bindTexture();
776        if (!bounds.isEmpty()) {
777            if (layer->isEmpty()) {
778                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
779                        bounds.left, mSnapshot->height - bounds.bottom,
780                        layer->getWidth(), layer->getHeight(), 0);
781                layer->setEmpty(false);
782            } else {
783                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
784                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
785            }
786
787            // Enqueue the buffer coordinates to clear the corresponding region later
788            mLayers.push(new Rect(bounds));
789        }
790    }
791
792    return true;
793}
794
795bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
796    layer->clipRect.set(clip);
797    layer->setFbo(mCaches.fboCache.get());
798
799    mSnapshot->region = &mSnapshot->layer->region;
800    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
801            Snapshot::kFlagDirtyOrtho;
802    mSnapshot->fbo = layer->getFbo();
803    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
804    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
805    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
806    mSnapshot->height = bounds.getHeight();
807    mSnapshot->orthoMatrix.load(mOrthoMatrix);
808
809    endTiling();
810    debugOverdraw(false, false);
811    // Bind texture to FBO
812    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
813    layer->bindTexture();
814
815    // Initialize the texture if needed
816    if (layer->isEmpty()) {
817        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
818        layer->setEmpty(false);
819    }
820
821    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
822            layer->getTexture(), 0);
823
824    startTiling(mSnapshot, 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    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
836    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
837
838    return true;
839}
840
841/**
842 * Read the documentation of createLayer() before doing anything in this method.
843 */
844void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
845    if (!current->layer) {
846        ALOGE("Attempting to compose a layer that does not exist");
847        return;
848    }
849
850    Layer* layer = current->layer;
851    const Rect& rect = layer->layer;
852    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
853
854    if (fboLayer) {
855        endTiling();
856
857        // Detach the texture from the FBO
858        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
859
860        layer->removeFbo(false);
861
862        // Unbind current FBO and restore previous one
863        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
864        debugOverdraw(true, false);
865
866        startTiling(previous);
867    }
868
869    if (!fboLayer && layer->getAlpha() < 255) {
870        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
871                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
872        // Required below, composeLayerRect() will divide by 255
873        layer->setAlpha(255);
874    }
875
876    mCaches.unbindMeshBuffer();
877
878    mCaches.activeTexture(0);
879
880    // When the layer is stored in an FBO, we can save a bit of fillrate by
881    // drawing only the dirty region
882    if (fboLayer) {
883        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
884        if (layer->getColorFilter()) {
885            setupColorFilter(layer->getColorFilter());
886        }
887        composeLayerRegion(layer, rect);
888        if (layer->getColorFilter()) {
889            resetColorFilter();
890        }
891    } else if (!rect.isEmpty()) {
892        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
893        composeLayerRect(layer, rect, true);
894    }
895
896    dirtyClip();
897
898    // Failing to add the layer to the cache should happen only if the layer is too large
899    if (!mCaches.layerCache.put(layer)) {
900        LAYER_LOGD("Deleting layer");
901        Caches::getInstance().resourceCache.decrementRefcount(layer);
902    }
903}
904
905void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
906    float alpha = layer->getAlpha() / 255.0f;
907
908    setupDraw();
909    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
910        setupDrawWithTexture();
911    } else {
912        setupDrawWithExternalTexture();
913    }
914    setupDrawTextureTransform();
915    setupDrawColor(alpha, alpha, alpha, alpha);
916    setupDrawColorFilter();
917    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
918    setupDrawProgram();
919    setupDrawPureColorUniforms();
920    setupDrawColorFilterUniforms();
921    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
922        setupDrawTexture(layer->getTexture());
923    } else {
924        setupDrawExternalTexture(layer->getTexture());
925    }
926    if (currentTransform().isPureTranslate() &&
927            layer->getWidth() == (uint32_t) rect.getWidth() &&
928            layer->getHeight() == (uint32_t) rect.getHeight()) {
929        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
930        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
931
932        layer->setFilter(GL_NEAREST);
933        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
934    } else {
935        layer->setFilter(GL_LINEAR);
936        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
937    }
938    setupDrawTextureTransformUniforms(layer->getTexTransform());
939    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
940
941    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
942
943    finishDrawTexture();
944}
945
946void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
947    if (!layer->isTextureLayer()) {
948        const Rect& texCoords = layer->texCoords;
949        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
950                texCoords.right, texCoords.bottom);
951
952        float x = rect.left;
953        float y = rect.top;
954        bool simpleTransform = currentTransform().isPureTranslate() &&
955                layer->getWidth() == (uint32_t) rect.getWidth() &&
956                layer->getHeight() == (uint32_t) rect.getHeight();
957
958        if (simpleTransform) {
959            // When we're swapping, the layer is already in screen coordinates
960            if (!swap) {
961                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
962                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
963            }
964
965            layer->setFilter(GL_NEAREST, true);
966        } else {
967            layer->setFilter(GL_LINEAR, true);
968        }
969
970        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
971                layer->getTexture(), layer->getAlpha() / 255.0f,
972                layer->getMode(), layer->isBlend(),
973                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
974                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
975
976        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
977    } else {
978        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
979        drawTextureLayer(layer, rect);
980        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
981    }
982}
983
984void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
985    if (layer->region.isRect()) {
986        layer->setRegionAsRect();
987
988        composeLayerRect(layer, layer->regionRect);
989
990        layer->region.clear();
991        return;
992    }
993
994    // TODO: See LayerRenderer.cpp::generateMesh() for important
995    //       information about this implementation
996    if (CC_LIKELY(!layer->region.isEmpty())) {
997        size_t count;
998        const android::Rect* rects;
999        Region safeRegion;
1000        if (CC_LIKELY(hasRectToRectTransform())) {
1001            rects = layer->region.getArray(&count);
1002        } else {
1003            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1004            rects = safeRegion.getArray(&count);
1005        }
1006
1007        const float alpha = layer->getAlpha() / 255.0f;
1008        const float texX = 1.0f / float(layer->getWidth());
1009        const float texY = 1.0f / float(layer->getHeight());
1010        const float height = rect.getHeight();
1011
1012        setupDraw();
1013
1014        // We must get (and therefore bind) the region mesh buffer
1015        // after we setup drawing in case we need to mess with the
1016        // stencil buffer in setupDraw()
1017        TextureVertex* mesh = mCaches.getRegionMesh();
1018        GLsizei numQuads = 0;
1019
1020        setupDrawWithTexture();
1021        setupDrawColor(alpha, alpha, alpha, alpha);
1022        setupDrawColorFilter();
1023        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1024        setupDrawProgram();
1025        setupDrawDirtyRegionsDisabled();
1026        setupDrawPureColorUniforms();
1027        setupDrawColorFilterUniforms();
1028        setupDrawTexture(layer->getTexture());
1029        if (currentTransform().isPureTranslate()) {
1030            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1031            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1032
1033            layer->setFilter(GL_NEAREST);
1034            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1035        } else {
1036            layer->setFilter(GL_LINEAR);
1037            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1038        }
1039        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1040
1041        for (size_t i = 0; i < count; i++) {
1042            const android::Rect* r = &rects[i];
1043
1044            const float u1 = r->left * texX;
1045            const float v1 = (height - r->top) * texY;
1046            const float u2 = r->right * texX;
1047            const float v2 = (height - r->bottom) * texY;
1048
1049            // TODO: Reject quads outside of the clip
1050            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1051            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1052            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1053            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1054
1055            numQuads++;
1056
1057            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1058                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1059                numQuads = 0;
1060                mesh = mCaches.getRegionMesh();
1061            }
1062        }
1063
1064        if (numQuads > 0) {
1065            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1066        }
1067
1068        finishDrawTexture();
1069
1070#if DEBUG_LAYERS_AS_REGIONS
1071        drawRegionRects(layer->region);
1072#endif
1073
1074        layer->region.clear();
1075    }
1076}
1077
1078void OpenGLRenderer::drawRegionRects(const Region& region) {
1079#if DEBUG_LAYERS_AS_REGIONS
1080    size_t count;
1081    const android::Rect* rects = region.getArray(&count);
1082
1083    uint32_t colors[] = {
1084            0x7fff0000, 0x7f00ff00,
1085            0x7f0000ff, 0x7fff00ff,
1086    };
1087
1088    int offset = 0;
1089    int32_t top = rects[0].top;
1090
1091    for (size_t i = 0; i < count; i++) {
1092        if (top != rects[i].top) {
1093            offset ^= 0x2;
1094            top = rects[i].top;
1095        }
1096
1097        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1098        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1099                SkXfermode::kSrcOver_Mode);
1100    }
1101#endif
1102}
1103
1104void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1105        SkXfermode::Mode mode, bool dirty) {
1106    int count = 0;
1107    Vector<float> rects;
1108
1109    SkRegion::Iterator it(region);
1110    while (!it.done()) {
1111        const SkIRect& r = it.rect();
1112        rects.push(r.fLeft);
1113        rects.push(r.fTop);
1114        rects.push(r.fRight);
1115        rects.push(r.fBottom);
1116        count += 4;
1117        it.next();
1118    }
1119
1120    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1121}
1122
1123void OpenGLRenderer::dirtyLayer(const float left, const float top,
1124        const float right, const float bottom, const mat4 transform) {
1125    if (hasLayer()) {
1126        Rect bounds(left, top, right, bottom);
1127        transform.mapRect(bounds);
1128        dirtyLayerUnchecked(bounds, getRegion());
1129    }
1130}
1131
1132void OpenGLRenderer::dirtyLayer(const float left, const float top,
1133        const float right, const float bottom) {
1134    if (hasLayer()) {
1135        Rect bounds(left, top, right, bottom);
1136        dirtyLayerUnchecked(bounds, getRegion());
1137    }
1138}
1139
1140void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1141    if (bounds.intersect(*mSnapshot->clipRect)) {
1142        bounds.snapToPixelBoundaries();
1143        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1144        if (!dirty.isEmpty()) {
1145            region->orSelf(dirty);
1146        }
1147    }
1148}
1149
1150void OpenGLRenderer::clearLayerRegions() {
1151    const size_t count = mLayers.size();
1152    if (count == 0) return;
1153
1154    if (!mSnapshot->isIgnored()) {
1155        // Doing several glScissor/glClear here can negatively impact
1156        // GPUs with a tiler architecture, instead we draw quads with
1157        // the Clear blending mode
1158
1159        // The list contains bounds that have already been clipped
1160        // against their initial clip rect, and the current clip
1161        // is likely different so we need to disable clipping here
1162        bool scissorChanged = mCaches.disableScissor();
1163
1164        Vertex mesh[count * 6];
1165        Vertex* vertex = mesh;
1166
1167        for (uint32_t i = 0; i < count; i++) {
1168            Rect* bounds = mLayers.itemAt(i);
1169
1170            Vertex::set(vertex++, bounds->left, bounds->bottom);
1171            Vertex::set(vertex++, bounds->left, bounds->top);
1172            Vertex::set(vertex++, bounds->right, bounds->top);
1173            Vertex::set(vertex++, bounds->left, bounds->bottom);
1174            Vertex::set(vertex++, bounds->right, bounds->top);
1175            Vertex::set(vertex++, bounds->right, bounds->bottom);
1176
1177            delete bounds;
1178        }
1179        // We must clear the list of dirty rects before we
1180        // call setupDraw() to prevent stencil setup to do
1181        // the same thing again
1182        mLayers.clear();
1183
1184        setupDraw(false);
1185        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1186        setupDrawBlending(true, SkXfermode::kClear_Mode);
1187        setupDrawProgram();
1188        setupDrawPureColorUniforms();
1189        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1190        setupDrawVertices(&mesh[0].position[0]);
1191
1192        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1193
1194        if (scissorChanged) mCaches.enableScissor();
1195    } else {
1196        for (uint32_t i = 0; i < count; i++) {
1197            delete mLayers.itemAt(i);
1198        }
1199        mLayers.clear();
1200    }
1201}
1202
1203///////////////////////////////////////////////////////////////////////////////
1204// State Deferral
1205///////////////////////////////////////////////////////////////////////////////
1206
1207bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1208    const Rect& currentClip = *(mSnapshot->clipRect);
1209    const mat4& currentMatrix = *(mSnapshot->transform);
1210
1211    if (stateDeferFlags & kStateDeferFlag_Draw) {
1212        // state has bounds initialized in local coordinates
1213        if (!state.mBounds.isEmpty()) {
1214            currentMatrix.mapRect(state.mBounds);
1215            if (!state.mBounds.intersect(currentClip)) {
1216                // quick rejected
1217                return true;
1218            }
1219        } else {
1220            state.mBounds.set(currentClip);
1221        }
1222        state.mDrawModifiers = mDrawModifiers;
1223        state.mAlpha = mSnapshot->alpha;
1224    }
1225
1226    if (stateDeferFlags & kStateDeferFlag_Clip) {
1227        state.mClip.set(currentClip);
1228    } else {
1229        state.mClip.setEmpty();
1230    }
1231
1232    // transform always deferred
1233    state.mMatrix.load(currentMatrix);
1234    return false;
1235}
1236
1237void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, int stateDeferFlags) {
1238    currentTransform().load(state.mMatrix);
1239
1240    if (stateDeferFlags & kStateDeferFlag_Draw) {
1241        mDrawModifiers = state.mDrawModifiers;
1242        mSnapshot->alpha = state.mAlpha;
1243    }
1244
1245    if (!state.mClip.isEmpty()) { //stateDeferFlags & kStateDeferFlag_Clip) {
1246        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1247        dirtyClip();
1248    }
1249}
1250
1251///////////////////////////////////////////////////////////////////////////////
1252// Transforms
1253///////////////////////////////////////////////////////////////////////////////
1254
1255void OpenGLRenderer::translate(float dx, float dy) {
1256    currentTransform().translate(dx, dy, 0.0f);
1257}
1258
1259void OpenGLRenderer::rotate(float degrees) {
1260    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1261}
1262
1263void OpenGLRenderer::scale(float sx, float sy) {
1264    currentTransform().scale(sx, sy, 1.0f);
1265}
1266
1267void OpenGLRenderer::skew(float sx, float sy) {
1268    currentTransform().skew(sx, sy);
1269}
1270
1271void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1272    if (matrix) {
1273        currentTransform().load(*matrix);
1274    } else {
1275        currentTransform().loadIdentity();
1276    }
1277}
1278
1279bool OpenGLRenderer::hasRectToRectTransform() {
1280    return CC_LIKELY(currentTransform().rectToRect());
1281}
1282
1283void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1284    currentTransform().copyTo(*matrix);
1285}
1286
1287void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1288    SkMatrix transform;
1289    currentTransform().copyTo(transform);
1290    transform.preConcat(*matrix);
1291    currentTransform().load(transform);
1292}
1293
1294///////////////////////////////////////////////////////////////////////////////
1295// Clipping
1296///////////////////////////////////////////////////////////////////////////////
1297
1298void OpenGLRenderer::setScissorFromClip() {
1299    Rect clip(*mSnapshot->clipRect);
1300    clip.snapToPixelBoundaries();
1301
1302    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1303            clip.getWidth(), clip.getHeight())) {
1304        mDirtyClip = false;
1305    }
1306}
1307
1308void OpenGLRenderer::ensureStencilBuffer() {
1309    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1310    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1311    // just hope we have one when hasLayer() returns false.
1312    if (hasLayer()) {
1313        attachStencilBufferToLayer(mSnapshot->layer);
1314    }
1315}
1316
1317void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1318    // The layer's FBO is already bound when we reach this stage
1319    if (!layer->getStencilRenderBuffer()) {
1320        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1321        // is attached after we initiated tiling. We must turn it off,
1322        // attach the new render buffer then turn tiling back on
1323        endTiling();
1324
1325        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1326                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1327        layer->setStencilRenderBuffer(buffer);
1328
1329        startTiling(layer->clipRect, layer->layer.getHeight());
1330    }
1331}
1332
1333void OpenGLRenderer::setStencilFromClip() {
1334    if (!mCaches.debugOverdraw) {
1335        if (!mSnapshot->clipRegion->isEmpty()) {
1336            // NOTE: The order here is important, we must set dirtyClip to false
1337            //       before any draw call to avoid calling back into this method
1338            mDirtyClip = false;
1339
1340            ensureStencilBuffer();
1341
1342            mCaches.stencil.enableWrite();
1343
1344            // Clear the stencil but first make sure we restrict drawing
1345            // to the region's bounds
1346            bool resetScissor = mCaches.enableScissor();
1347            if (resetScissor) {
1348                // The scissor was not set so we now need to update it
1349                setScissorFromClip();
1350            }
1351            mCaches.stencil.clear();
1352            if (resetScissor) mCaches.disableScissor();
1353
1354            // NOTE: We could use the region contour path to generate a smaller mesh
1355            //       Since we are using the stencil we could use the red book path
1356            //       drawing technique. It might increase bandwidth usage though.
1357
1358            // The last parameter is important: we are not drawing in the color buffer
1359            // so we don't want to dirty the current layer, if any
1360            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1361
1362            mCaches.stencil.enableTest();
1363
1364            // Draw the region used to generate the stencil if the appropriate debug
1365            // mode is enabled
1366            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1367                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1368            }
1369        } else {
1370            mCaches.stencil.disable();
1371        }
1372    }
1373}
1374
1375const Rect& OpenGLRenderer::getClipBounds() {
1376    return mSnapshot->getLocalClip();
1377}
1378
1379bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1380    if (mSnapshot->isIgnored()) {
1381        return true;
1382    }
1383
1384    Rect r(left, top, right, bottom);
1385    currentTransform().mapRect(r);
1386    r.snapToPixelBoundaries();
1387
1388    Rect clipRect(*mSnapshot->clipRect);
1389    clipRect.snapToPixelBoundaries();
1390
1391    return !clipRect.intersects(r);
1392}
1393
1394bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1395        Rect& transformed, Rect& clip) {
1396    if (mSnapshot->isIgnored()) {
1397        return true;
1398    }
1399
1400    transformed.set(left, top, right, bottom);
1401    currentTransform().mapRect(transformed);
1402    transformed.snapToPixelBoundaries();
1403
1404    clip.set(*mSnapshot->clipRect);
1405    clip.snapToPixelBoundaries();
1406
1407    return !clip.intersects(transformed);
1408}
1409
1410bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1411        SkPaint* paint) {
1412    if (paint->getStyle() != SkPaint::kFill_Style) {
1413        float outset = paint->getStrokeWidth() * 0.5f;
1414        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1415    } else {
1416        return quickReject(left, top, right, bottom);
1417    }
1418}
1419
1420bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1421    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1422        return true;
1423    }
1424
1425    Rect r(left, top, right, bottom);
1426    currentTransform().mapRect(r);
1427    r.snapToPixelBoundaries();
1428
1429    Rect clipRect(*mSnapshot->clipRect);
1430    clipRect.snapToPixelBoundaries();
1431
1432    bool rejected = !clipRect.intersects(r);
1433    if (!isDeferred() && !rejected) {
1434        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1435    }
1436
1437    return rejected;
1438}
1439
1440void OpenGLRenderer::debugClip() {
1441#if DEBUG_CLIP_REGIONS
1442    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1443        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1444    }
1445#endif
1446}
1447
1448bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1449    if (CC_LIKELY(currentTransform().rectToRect())) {
1450        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1451        if (clipped) {
1452            dirtyClip();
1453        }
1454        return !mSnapshot->clipRect->isEmpty();
1455    }
1456
1457    SkPath path;
1458    path.addRect(left, top, right, bottom);
1459
1460    return clipPath(&path, op);
1461}
1462
1463bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1464    SkMatrix transform;
1465    currentTransform().copyTo(transform);
1466
1467    SkPath transformed;
1468    path->transform(transform, &transformed);
1469
1470    SkRegion clip;
1471    if (!mSnapshot->clipRegion->isEmpty()) {
1472        clip.setRegion(*mSnapshot->clipRegion);
1473    } else {
1474        Rect* bounds = mSnapshot->clipRect;
1475        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1476    }
1477
1478    SkRegion region;
1479    region.setPath(transformed, clip);
1480
1481    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1482    if (clipped) {
1483        dirtyClip();
1484    }
1485    return !mSnapshot->clipRect->isEmpty();
1486}
1487
1488bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1489    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1490    if (clipped) {
1491        dirtyClip();
1492    }
1493    return !mSnapshot->clipRect->isEmpty();
1494}
1495
1496Rect* OpenGLRenderer::getClipRect() {
1497    return mSnapshot->clipRect;
1498}
1499
1500///////////////////////////////////////////////////////////////////////////////
1501// Drawing commands
1502///////////////////////////////////////////////////////////////////////////////
1503
1504void OpenGLRenderer::setupDraw(bool clear) {
1505    // TODO: It would be best if we could do this before quickReject()
1506    //       changes the scissor test state
1507    if (clear) clearLayerRegions();
1508    // Make sure setScissor & setStencil happen at the beginning of
1509    // this method
1510    if (mDirtyClip) {
1511        if (mCaches.scissorEnabled) {
1512            setScissorFromClip();
1513        }
1514        setStencilFromClip();
1515    }
1516
1517    mDescription.reset();
1518
1519    mSetShaderColor = false;
1520    mColorSet = false;
1521    mColorA = mColorR = mColorG = mColorB = 0.0f;
1522    mTextureUnit = 0;
1523    mTrackDirtyRegions = true;
1524
1525    // Enable debug highlight when what we're about to draw is tested against
1526    // the stencil buffer and if stencil highlight debugging is on
1527    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1528            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1529            mCaches.stencil.isTestEnabled();
1530}
1531
1532void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1533    mDescription.hasTexture = true;
1534    mDescription.hasAlpha8Texture = isAlpha8;
1535}
1536
1537void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1538    mDescription.hasTexture = true;
1539    mDescription.hasColors = true;
1540    mDescription.hasAlpha8Texture = isAlpha8;
1541}
1542
1543void OpenGLRenderer::setupDrawWithExternalTexture() {
1544    mDescription.hasExternalTexture = true;
1545}
1546
1547void OpenGLRenderer::setupDrawNoTexture() {
1548    mCaches.disableTexCoordsVertexArray();
1549}
1550
1551void OpenGLRenderer::setupDrawAA() {
1552    mDescription.isAA = true;
1553}
1554
1555void OpenGLRenderer::setupDrawPoint(float pointSize) {
1556    mDescription.isPoint = true;
1557    mDescription.pointSize = pointSize;
1558}
1559
1560void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1561    mColorA = alpha / 255.0f;
1562    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1563    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1564    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1565    mColorSet = true;
1566    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1567}
1568
1569void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1570    mColorA = alpha / 255.0f;
1571    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1572    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1573    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1574    mColorSet = true;
1575    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1576}
1577
1578void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1579    mCaches.fontRenderer->describe(mDescription, paint);
1580}
1581
1582void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1583    mColorA = a;
1584    mColorR = r;
1585    mColorG = g;
1586    mColorB = b;
1587    mColorSet = true;
1588    mSetShaderColor = mDescription.setColor(r, g, b, a);
1589}
1590
1591void OpenGLRenderer::setupDrawShader() {
1592    if (mDrawModifiers.mShader) {
1593        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1594    }
1595}
1596
1597void OpenGLRenderer::setupDrawColorFilter() {
1598    if (mDrawModifiers.mColorFilter) {
1599        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1600    }
1601}
1602
1603void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1604    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1605        mColorA = 1.0f;
1606        mColorR = mColorG = mColorB = 0.0f;
1607        mSetShaderColor = mDescription.modulate = true;
1608    }
1609}
1610
1611void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1612    // When the blending mode is kClear_Mode, we need to use a modulate color
1613    // argb=1,0,0,0
1614    accountForClear(mode);
1615    bool blend = (mColorSet && mColorA < 1.0f) ||
1616            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1617    chooseBlending(blend, mode, mDescription, swapSrcDst);
1618}
1619
1620void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1621    // When the blending mode is kClear_Mode, we need to use a modulate color
1622    // argb=1,0,0,0
1623    accountForClear(mode);
1624    blend |= (mColorSet && mColorA < 1.0f) ||
1625            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1626            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1627    chooseBlending(blend, mode, mDescription, swapSrcDst);
1628}
1629
1630void OpenGLRenderer::setupDrawProgram() {
1631    useProgram(mCaches.programCache.get(mDescription));
1632}
1633
1634void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1635    mTrackDirtyRegions = false;
1636}
1637
1638void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1639        bool ignoreTransform) {
1640    mModelView.loadTranslate(left, top, 0.0f);
1641    if (!ignoreTransform) {
1642        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1643        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1644    } else {
1645        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1646        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1647    }
1648}
1649
1650void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1651    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1652}
1653
1654void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1655        bool ignoreTransform, bool ignoreModelView) {
1656    if (!ignoreModelView) {
1657        mModelView.loadTranslate(left, top, 0.0f);
1658        mModelView.scale(right - left, bottom - top, 1.0f);
1659    } else {
1660        mModelView.loadIdentity();
1661    }
1662    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1663    if (!ignoreTransform) {
1664        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1665        if (mTrackDirtyRegions && dirty) {
1666            dirtyLayer(left, top, right, bottom, currentTransform());
1667        }
1668    } else {
1669        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1670        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1671    }
1672}
1673
1674void OpenGLRenderer::setupDrawPointUniforms() {
1675    int slot = mCaches.currentProgram->getUniform("pointSize");
1676    glUniform1f(slot, mDescription.pointSize);
1677}
1678
1679void OpenGLRenderer::setupDrawColorUniforms() {
1680    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1681        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1682    }
1683}
1684
1685void OpenGLRenderer::setupDrawPureColorUniforms() {
1686    if (mSetShaderColor) {
1687        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1688    }
1689}
1690
1691void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1692    if (mDrawModifiers.mShader) {
1693        if (ignoreTransform) {
1694            mModelView.loadInverse(currentTransform());
1695        }
1696        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1697                mModelView, *mSnapshot, &mTextureUnit);
1698    }
1699}
1700
1701void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1702    if (mDrawModifiers.mShader) {
1703        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1704                mat4::identity(), *mSnapshot, &mTextureUnit);
1705    }
1706}
1707
1708void OpenGLRenderer::setupDrawColorFilterUniforms() {
1709    if (mDrawModifiers.mColorFilter) {
1710        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1711    }
1712}
1713
1714void OpenGLRenderer::setupDrawTextGammaUniforms() {
1715    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1716}
1717
1718void OpenGLRenderer::setupDrawSimpleMesh() {
1719    bool force = mCaches.bindMeshBuffer();
1720    mCaches.bindPositionVertexPointer(force, 0);
1721    mCaches.unbindIndicesBuffer();
1722}
1723
1724void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1725    bindTexture(texture);
1726    mTextureUnit++;
1727    mCaches.enableTexCoordsVertexArray();
1728}
1729
1730void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1731    bindExternalTexture(texture);
1732    mTextureUnit++;
1733    mCaches.enableTexCoordsVertexArray();
1734}
1735
1736void OpenGLRenderer::setupDrawTextureTransform() {
1737    mDescription.hasTextureTransform = true;
1738}
1739
1740void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1741    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1742            GL_FALSE, &transform.data[0]);
1743}
1744
1745void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1746    bool force = false;
1747    if (!vertices) {
1748        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1749    } else {
1750        force = mCaches.unbindMeshBuffer();
1751    }
1752
1753    mCaches.bindPositionVertexPointer(force, vertices);
1754    if (mCaches.currentProgram->texCoords >= 0) {
1755        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1756    }
1757
1758    mCaches.unbindIndicesBuffer();
1759}
1760
1761void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1762    bool force = mCaches.unbindMeshBuffer();
1763    GLsizei stride = sizeof(ColorTextureVertex);
1764
1765    mCaches.bindPositionVertexPointer(force, vertices, stride);
1766    if (mCaches.currentProgram->texCoords >= 0) {
1767        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1768    }
1769    int slot = mCaches.currentProgram->getAttrib("colors");
1770    if (slot >= 0) {
1771        glEnableVertexAttribArray(slot);
1772        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1773    }
1774
1775    mCaches.unbindIndicesBuffer();
1776}
1777
1778void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1779    bool force = mCaches.unbindMeshBuffer();
1780    mCaches.bindPositionVertexPointer(force, vertices);
1781    if (mCaches.currentProgram->texCoords >= 0) {
1782        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1783    }
1784}
1785
1786void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1787    bool force = mCaches.unbindMeshBuffer();
1788    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1789    mCaches.unbindIndicesBuffer();
1790}
1791
1792void OpenGLRenderer::finishDrawTexture() {
1793}
1794
1795///////////////////////////////////////////////////////////////////////////////
1796// Drawing
1797///////////////////////////////////////////////////////////////////////////////
1798
1799status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1800        int32_t replayFlags) {
1801    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1802    // will be performed by the display list itself
1803    if (displayList && displayList->isRenderable()) {
1804        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1805            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1806            displayList->replay(replayStruct, 0);
1807            return replayStruct.mDrawGlStatus;
1808        }
1809
1810        DeferredDisplayList deferredList;
1811        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1812        displayList->defer(deferStruct, 0);
1813        return deferredList.flush(*this, dirty);
1814    }
1815
1816    return DrawGlInfo::kStatusDone;
1817}
1818
1819void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1820    if (displayList) {
1821        displayList->output(1);
1822    }
1823}
1824
1825void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1826    int alpha;
1827    SkXfermode::Mode mode;
1828    getAlphaAndMode(paint, &alpha, &mode);
1829
1830    int color = paint != NULL ? paint->getColor() : 0;
1831
1832    float x = left;
1833    float y = top;
1834
1835    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1836
1837    bool ignoreTransform = false;
1838    if (currentTransform().isPureTranslate()) {
1839        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
1840        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
1841        ignoreTransform = true;
1842
1843        texture->setFilter(GL_NEAREST, true);
1844    } else {
1845        texture->setFilter(FILTER(paint), true);
1846    }
1847
1848    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1849            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1850            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1851}
1852
1853status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1854    const float right = left + bitmap->width();
1855    const float bottom = top + bitmap->height();
1856
1857    if (quickReject(left, top, right, bottom)) {
1858        return DrawGlInfo::kStatusDone;
1859    }
1860
1861    mCaches.activeTexture(0);
1862    Texture* texture = mCaches.textureCache.get(bitmap);
1863    if (!texture) return DrawGlInfo::kStatusDone;
1864    const AutoTexture autoCleanup(texture);
1865
1866    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1867        drawAlphaBitmap(texture, left, top, paint);
1868    } else {
1869        drawTextureRect(left, top, right, bottom, texture, paint);
1870    }
1871
1872    return DrawGlInfo::kStatusDrew;
1873}
1874
1875status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1876    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1877    const mat4 transform(*matrix);
1878    transform.mapRect(r);
1879
1880    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1881        return DrawGlInfo::kStatusDone;
1882    }
1883
1884    mCaches.activeTexture(0);
1885    Texture* texture = mCaches.textureCache.get(bitmap);
1886    if (!texture) return DrawGlInfo::kStatusDone;
1887    const AutoTexture autoCleanup(texture);
1888
1889    // This could be done in a cheaper way, all we need is pass the matrix
1890    // to the vertex shader. The save/restore is a bit overkill.
1891    save(SkCanvas::kMatrix_SaveFlag);
1892    concatMatrix(matrix);
1893    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1894        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
1895    } else {
1896        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1897    }
1898    restore();
1899
1900    return DrawGlInfo::kStatusDrew;
1901}
1902
1903status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1904    const float right = left + bitmap->width();
1905    const float bottom = top + bitmap->height();
1906
1907    if (quickReject(left, top, right, bottom)) {
1908        return DrawGlInfo::kStatusDone;
1909    }
1910
1911    mCaches.activeTexture(0);
1912    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1913    const AutoTexture autoCleanup(texture);
1914
1915    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1916        drawAlphaBitmap(texture, left, top, paint);
1917    } else {
1918        drawTextureRect(left, top, right, bottom, texture, paint);
1919    }
1920
1921    return DrawGlInfo::kStatusDrew;
1922}
1923
1924status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1925        float* vertices, int* colors, SkPaint* paint) {
1926    if (!vertices || mSnapshot->isIgnored()) {
1927        return DrawGlInfo::kStatusDone;
1928    }
1929
1930    float left = FLT_MAX;
1931    float top = FLT_MAX;
1932    float right = FLT_MIN;
1933    float bottom = FLT_MIN;
1934
1935    const uint32_t count = meshWidth * meshHeight * 6;
1936
1937    ColorTextureVertex mesh[count];
1938    ColorTextureVertex* vertex = mesh;
1939
1940    bool cleanupColors = false;
1941    if (!colors) {
1942        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
1943        colors = new int[colorsCount];
1944        memset(colors, 0xff, colorsCount * sizeof(int));
1945        cleanupColors = true;
1946    }
1947
1948    for (int32_t y = 0; y < meshHeight; y++) {
1949        for (int32_t x = 0; x < meshWidth; x++) {
1950            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1951
1952            float u1 = float(x) / meshWidth;
1953            float u2 = float(x + 1) / meshWidth;
1954            float v1 = float(y) / meshHeight;
1955            float v2 = float(y + 1) / meshHeight;
1956
1957            int ax = i + (meshWidth + 1) * 2;
1958            int ay = ax + 1;
1959            int bx = i;
1960            int by = bx + 1;
1961            int cx = i + 2;
1962            int cy = cx + 1;
1963            int dx = i + (meshWidth + 1) * 2 + 2;
1964            int dy = dx + 1;
1965
1966            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1967            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1968            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1969
1970            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1971            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1972            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
1973
1974            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1975            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1976            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1977            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1978        }
1979    }
1980
1981    if (quickReject(left, top, right, bottom)) {
1982        if (cleanupColors) delete[] colors;
1983        return DrawGlInfo::kStatusDone;
1984    }
1985
1986    mCaches.activeTexture(0);
1987    Texture* texture = mCaches.textureCache.get(bitmap);
1988    if (!texture) {
1989        if (cleanupColors) delete[] colors;
1990        return DrawGlInfo::kStatusDone;
1991    }
1992    const AutoTexture autoCleanup(texture);
1993
1994    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1995    texture->setFilter(FILTER(paint), true);
1996
1997    int alpha;
1998    SkXfermode::Mode mode;
1999    getAlphaAndMode(paint, &alpha, &mode);
2000
2001    float a = alpha / 255.0f;
2002
2003    if (hasLayer()) {
2004        dirtyLayer(left, top, right, bottom, currentTransform());
2005    }
2006
2007    setupDraw();
2008    setupDrawWithTextureAndColor();
2009    setupDrawColor(a, a, a, a);
2010    setupDrawColorFilter();
2011    setupDrawBlending(true, mode, false);
2012    setupDrawProgram();
2013    setupDrawDirtyRegionsDisabled();
2014    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2015    setupDrawTexture(texture->id);
2016    setupDrawPureColorUniforms();
2017    setupDrawColorFilterUniforms();
2018    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2019
2020    glDrawArrays(GL_TRIANGLES, 0, count);
2021
2022    finishDrawTexture();
2023
2024    int slot = mCaches.currentProgram->getAttrib("colors");
2025    if (slot >= 0) {
2026        glDisableVertexAttribArray(slot);
2027    }
2028
2029    if (cleanupColors) delete[] colors;
2030
2031    return DrawGlInfo::kStatusDrew;
2032}
2033
2034status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2035         float srcLeft, float srcTop, float srcRight, float srcBottom,
2036         float dstLeft, float dstTop, float dstRight, float dstBottom,
2037         SkPaint* paint) {
2038    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2039        return DrawGlInfo::kStatusDone;
2040    }
2041
2042    mCaches.activeTexture(0);
2043    Texture* texture = mCaches.textureCache.get(bitmap);
2044    if (!texture) return DrawGlInfo::kStatusDone;
2045    const AutoTexture autoCleanup(texture);
2046
2047    const float width = texture->width;
2048    const float height = texture->height;
2049
2050    const float u1 = fmax(0.0f, srcLeft / width);
2051    const float v1 = fmax(0.0f, srcTop / height);
2052    const float u2 = fmin(1.0f, srcRight / width);
2053    const float v2 = fmin(1.0f, srcBottom / height);
2054
2055    mCaches.unbindMeshBuffer();
2056    resetDrawTextureTexCoords(u1, v1, u2, v2);
2057
2058    int alpha;
2059    SkXfermode::Mode mode;
2060    getAlphaAndMode(paint, &alpha, &mode);
2061
2062    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2063
2064    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2065    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2066
2067    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2068    // Apply a scale transform on the canvas only when a shader is in use
2069    // Skia handles the ratio between the dst and src rects as a scale factor
2070    // when a shader is set
2071    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2072    bool ignoreTransform = false;
2073
2074    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2075        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2076        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2077
2078        dstRight = x + (dstRight - dstLeft);
2079        dstBottom = y + (dstBottom - dstTop);
2080
2081        dstLeft = x;
2082        dstTop = y;
2083
2084        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2085        ignoreTransform = true;
2086    } else {
2087        texture->setFilter(FILTER(paint), true);
2088    }
2089
2090    if (CC_UNLIKELY(useScaleTransform)) {
2091        save(SkCanvas::kMatrix_SaveFlag);
2092        translate(dstLeft, dstTop);
2093        scale(scaleX, scaleY);
2094
2095        dstLeft = 0.0f;
2096        dstTop = 0.0f;
2097
2098        dstRight = srcRight - srcLeft;
2099        dstBottom = srcBottom - srcTop;
2100    }
2101
2102    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2103        int color = paint ? paint->getColor() : 0;
2104        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2105                texture->id, paint != NULL, color, alpha, mode,
2106                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2107                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2108    } else {
2109        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2110                texture->id, alpha / 255.0f, mode, texture->blend,
2111                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2112                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2113    }
2114
2115    if (CC_UNLIKELY(useScaleTransform)) {
2116        restore();
2117    }
2118
2119    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2120
2121    return DrawGlInfo::kStatusDrew;
2122}
2123
2124status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2125        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2126        float left, float top, float right, float bottom, SkPaint* paint) {
2127    int alpha;
2128    SkXfermode::Mode mode;
2129    getAlphaAndModeDirect(paint, &alpha, &mode);
2130
2131    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2132            left, top, right, bottom, alpha, mode);
2133}
2134
2135status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2136        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2137        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2138    if (quickReject(left, top, right, bottom)) {
2139        return DrawGlInfo::kStatusDone;
2140    }
2141
2142    alpha *= mSnapshot->alpha;
2143
2144    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2145            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2146
2147    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2148        mCaches.activeTexture(0);
2149        Texture* texture = mCaches.textureCache.get(bitmap);
2150        if (!texture) return DrawGlInfo::kStatusDone;
2151        const AutoTexture autoCleanup(texture);
2152        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2153        texture->setFilter(GL_LINEAR, true);
2154
2155        const bool pureTranslate = currentTransform().isPureTranslate();
2156        // Mark the current layer dirty where we are going to draw the patch
2157        if (hasLayer() && mesh->hasEmptyQuads) {
2158            const float offsetX = left + currentTransform().getTranslateX();
2159            const float offsetY = top + currentTransform().getTranslateY();
2160            const size_t count = mesh->quads.size();
2161            for (size_t i = 0; i < count; i++) {
2162                const Rect& bounds = mesh->quads.itemAt(i);
2163                if (CC_LIKELY(pureTranslate)) {
2164                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2165                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2166                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2167                } else {
2168                    dirtyLayer(left + bounds.left, top + bounds.top,
2169                            left + bounds.right, top + bounds.bottom, currentTransform());
2170                }
2171            }
2172        }
2173
2174        if (CC_LIKELY(pureTranslate)) {
2175            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2176            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2177
2178            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2179                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2180                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2181                    true, !mesh->hasEmptyQuads);
2182        } else {
2183            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2184                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2185                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2186                    true, !mesh->hasEmptyQuads);
2187        }
2188    }
2189
2190    return DrawGlInfo::kStatusDrew;
2191}
2192
2193status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2194        bool useOffset) {
2195    if (!vertexBuffer.getSize()) {
2196        // no vertices to draw
2197        return DrawGlInfo::kStatusDone;
2198    }
2199
2200    int color = paint->getColor();
2201    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2202    bool isAA = paint->isAntiAlias();
2203
2204    setupDraw();
2205    setupDrawNoTexture();
2206    if (isAA) setupDrawAA();
2207    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2208    setupDrawColorFilter();
2209    setupDrawShader();
2210    setupDrawBlending(isAA, mode);
2211    setupDrawProgram();
2212    setupDrawModelViewIdentity(useOffset);
2213    setupDrawColorUniforms();
2214    setupDrawColorFilterUniforms();
2215    setupDrawShaderIdentityUniforms();
2216
2217    void* vertices = vertexBuffer.getBuffer();
2218    bool force = mCaches.unbindMeshBuffer();
2219    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2220    mCaches.resetTexCoordsVertexPointer();
2221    mCaches.unbindIndicesBuffer();
2222
2223    int alphaSlot = -1;
2224    if (isAA) {
2225        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2226        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2227
2228        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2229        glEnableVertexAttribArray(alphaSlot);
2230        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2231    }
2232
2233    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2234
2235    if (isAA) {
2236        glDisableVertexAttribArray(alphaSlot);
2237    }
2238
2239    return DrawGlInfo::kStatusDrew;
2240}
2241
2242/**
2243 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2244 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2245 * screen space in all directions. However, instead of using a fragment shader to compute the
2246 * translucency of the color from its position, we simply use a varying parameter to define how far
2247 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2248 *
2249 * Doesn't yet support joins, caps, or path effects.
2250 */
2251status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2252    VertexBuffer vertexBuffer;
2253    // TODO: try clipping large paths to viewport
2254    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2255
2256    SkRect bounds = path.getBounds();
2257    PathTessellator::expandBoundsForStroke(bounds, paint, false);
2258    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2259
2260    return drawVertexBuffer(vertexBuffer, paint);
2261}
2262
2263/**
2264 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2265 * and additional geometry for defining an alpha slope perimeter.
2266 *
2267 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2268 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2269 * in-shader alpha region, but found it to be taxing on some GPUs.
2270 *
2271 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2272 * memory transfer by removing need for degenerate vertices.
2273 */
2274status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2275    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2276
2277    count &= ~0x3; // round down to nearest four
2278
2279    VertexBuffer buffer;
2280    SkRect bounds;
2281    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2282
2283    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2284        return DrawGlInfo::kStatusDone;
2285    }
2286
2287    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2288
2289    bool useOffset = !paint->isAntiAlias();
2290    return drawVertexBuffer(buffer, paint, useOffset);
2291}
2292
2293status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2294    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2295
2296    // TODO: The paint's cap style defines whether the points are square or circular
2297    // TODO: Handle AA for round points
2298
2299    // A stroke width of 0 has a special meaning in Skia:
2300    // it draws an unscaled 1px point
2301    float strokeWidth = paint->getStrokeWidth();
2302    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2303    if (isHairLine) {
2304        // Now that we know it's hairline, we can set the effective width, to be used later
2305        strokeWidth = 1.0f;
2306    }
2307    const float halfWidth = strokeWidth / 2;
2308
2309    int alpha;
2310    SkXfermode::Mode mode;
2311    getAlphaAndMode(paint, &alpha, &mode);
2312
2313    int verticesCount = count >> 1;
2314    int generatedVerticesCount = 0;
2315
2316    TextureVertex pointsData[verticesCount];
2317    TextureVertex* vertex = &pointsData[0];
2318
2319    // TODO: We should optimize this method to not generate vertices for points
2320    // that lie outside of the clip.
2321    mCaches.enableScissor();
2322
2323    setupDraw();
2324    setupDrawNoTexture();
2325    setupDrawPoint(strokeWidth);
2326    setupDrawColor(paint->getColor(), alpha);
2327    setupDrawColorFilter();
2328    setupDrawShader();
2329    setupDrawBlending(mode);
2330    setupDrawProgram();
2331    setupDrawModelViewIdentity(true);
2332    setupDrawColorUniforms();
2333    setupDrawColorFilterUniforms();
2334    setupDrawPointUniforms();
2335    setupDrawShaderIdentityUniforms();
2336    setupDrawMesh(vertex);
2337
2338    for (int i = 0; i < count; i += 2) {
2339        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2340        generatedVerticesCount++;
2341
2342        float left = points[i] - halfWidth;
2343        float right = points[i] + halfWidth;
2344        float top = points[i + 1] - halfWidth;
2345        float bottom = points [i + 1] + halfWidth;
2346
2347        dirtyLayer(left, top, right, bottom, currentTransform());
2348    }
2349
2350    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2351
2352    return DrawGlInfo::kStatusDrew;
2353}
2354
2355status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2356    // No need to check against the clip, we fill the clip region
2357    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2358
2359    Rect& clip(*mSnapshot->clipRect);
2360    clip.snapToPixelBoundaries();
2361
2362    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2363
2364    return DrawGlInfo::kStatusDrew;
2365}
2366
2367status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2368        SkPaint* paint) {
2369    if (!texture) return DrawGlInfo::kStatusDone;
2370    const AutoTexture autoCleanup(texture);
2371
2372    const float x = left + texture->left - texture->offset;
2373    const float y = top + texture->top - texture->offset;
2374
2375    drawPathTexture(texture, x, y, paint);
2376
2377    return DrawGlInfo::kStatusDrew;
2378}
2379
2380status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2381        float rx, float ry, SkPaint* p) {
2382    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2383        return DrawGlInfo::kStatusDone;
2384    }
2385
2386    if (p->getPathEffect() != 0) {
2387        mCaches.activeTexture(0);
2388        const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2389                right - left, bottom - top, rx, ry, p);
2390        return drawShape(left, top, texture, p);
2391    }
2392
2393    SkPath path;
2394    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2395    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2396        float outset = p->getStrokeWidth() / 2;
2397        rect.outset(outset, outset);
2398        rx += outset;
2399        ry += outset;
2400    }
2401    path.addRoundRect(rect, rx, ry);
2402    return drawConvexPath(path, p);
2403}
2404
2405status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2406    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2407            x + radius, y + radius, p)) {
2408        return DrawGlInfo::kStatusDone;
2409    }
2410    if (p->getPathEffect() != 0) {
2411        mCaches.activeTexture(0);
2412        const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p);
2413        return drawShape(x - radius, y - radius, texture, p);
2414    }
2415
2416    SkPath path;
2417    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2418        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2419    } else {
2420        path.addCircle(x, y, radius);
2421    }
2422    return drawConvexPath(path, p);
2423}
2424
2425status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2426        SkPaint* p) {
2427    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2428        return DrawGlInfo::kStatusDone;
2429    }
2430
2431    if (p->getPathEffect() != 0) {
2432        mCaches.activeTexture(0);
2433        const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p);
2434        return drawShape(left, top, texture, p);
2435    }
2436
2437    SkPath path;
2438    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2439    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2440        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2441    }
2442    path.addOval(rect);
2443    return drawConvexPath(path, p);
2444}
2445
2446status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2447        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2448    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2449        return DrawGlInfo::kStatusDone;
2450    }
2451
2452    if (fabs(sweepAngle) >= 360.0f) {
2453        return drawOval(left, top, right, bottom, p);
2454    }
2455
2456    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2457    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2458        mCaches.activeTexture(0);
2459        const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2460                startAngle, sweepAngle, useCenter, p);
2461        return drawShape(left, top, texture, p);
2462    }
2463
2464    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2465    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2466        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2467    }
2468
2469    SkPath path;
2470    if (useCenter) {
2471        path.moveTo(rect.centerX(), rect.centerY());
2472    }
2473    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2474    if (useCenter) {
2475        path.close();
2476    }
2477    return drawConvexPath(path, p);
2478}
2479
2480// See SkPaintDefaults.h
2481#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2482
2483status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2484    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2485        return DrawGlInfo::kStatusDone;
2486    }
2487
2488    if (p->getStyle() != SkPaint::kFill_Style) {
2489        // only fill style is supported by drawConvexPath, since others have to handle joins
2490        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2491                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2492            mCaches.activeTexture(0);
2493            const PathTexture* texture =
2494                    mCaches.rectShapeCache.getRect(right - left, bottom - top, p);
2495            return drawShape(left, top, texture, p);
2496        }
2497
2498        SkPath path;
2499        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2500        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2501            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2502        }
2503        path.addRect(rect);
2504        return drawConvexPath(path, p);
2505    }
2506
2507    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2508        SkPath path;
2509        path.addRect(left, top, right, bottom);
2510        return drawConvexPath(path, p);
2511    } else {
2512        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2513        return DrawGlInfo::kStatusDrew;
2514    }
2515}
2516
2517void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2518        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2519        float x, float y) {
2520    mCaches.activeTexture(0);
2521
2522    // NOTE: The drop shadow will not perform gamma correction
2523    //       if shader-based correction is enabled
2524    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2525    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2526            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2527    const AutoTexture autoCleanup(shadow);
2528
2529    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2530    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2531
2532    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2533    int shadowColor = mDrawModifiers.mShadowColor;
2534    if (mDrawModifiers.mShader) {
2535        shadowColor = 0xffffffff;
2536    }
2537
2538    setupDraw();
2539    setupDrawWithTexture(true);
2540    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2541    setupDrawColorFilter();
2542    setupDrawShader();
2543    setupDrawBlending(true, mode);
2544    setupDrawProgram();
2545    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2546    setupDrawTexture(shadow->id);
2547    setupDrawPureColorUniforms();
2548    setupDrawColorFilterUniforms();
2549    setupDrawShaderUniforms();
2550    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2551
2552    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2553}
2554
2555bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2556    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2557    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2558}
2559
2560status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2561        const float* positions, SkPaint* paint) {
2562    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2563        return DrawGlInfo::kStatusDone;
2564    }
2565
2566    // NOTE: Skia does not support perspective transform on drawPosText yet
2567    if (!currentTransform().isSimple()) {
2568        return DrawGlInfo::kStatusDone;
2569    }
2570
2571    float x = 0.0f;
2572    float y = 0.0f;
2573    const bool pureTranslate = currentTransform().isPureTranslate();
2574    if (pureTranslate) {
2575        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2576        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2577    }
2578
2579    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2580    fontRenderer.setFont(paint, mat4::identity());
2581
2582    int alpha;
2583    SkXfermode::Mode mode;
2584    getAlphaAndMode(paint, &alpha, &mode);
2585
2586    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2587        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2588                alpha, mode, 0.0f, 0.0f);
2589    }
2590
2591    // Pick the appropriate texture filtering
2592    bool linearFilter = currentTransform().changesBounds();
2593    if (pureTranslate && !linearFilter) {
2594        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2595    }
2596
2597    mCaches.activeTexture(0);
2598    setupDraw();
2599    setupDrawTextGamma(paint);
2600    setupDrawDirtyRegionsDisabled();
2601    setupDrawWithTexture(true);
2602    setupDrawAlpha8Color(paint->getColor(), alpha);
2603    setupDrawColorFilter();
2604    setupDrawShader();
2605    setupDrawBlending(true, mode);
2606    setupDrawProgram();
2607    setupDrawModelView(x, y, x, y, pureTranslate, true);
2608    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2609    setupDrawPureColorUniforms();
2610    setupDrawColorFilterUniforms();
2611    setupDrawShaderUniforms(pureTranslate);
2612    setupDrawTextGammaUniforms();
2613
2614    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2615    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2616
2617    const bool hasActiveLayer = hasLayer();
2618
2619    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2620            positions, hasActiveLayer ? &bounds : NULL)) {
2621        if (hasActiveLayer) {
2622            if (!pureTranslate) {
2623                currentTransform().mapRect(bounds);
2624            }
2625            dirtyLayerUnchecked(bounds, getRegion());
2626        }
2627    }
2628
2629    return DrawGlInfo::kStatusDrew;
2630}
2631
2632mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2633    mat4 fontTransform;
2634    if (CC_LIKELY(transform.isPureTranslate())) {
2635        fontTransform = mat4::identity();
2636    } else {
2637        if (CC_UNLIKELY(transform.isPerspective())) {
2638            fontTransform = mat4::identity();
2639        } else {
2640            float sx, sy;
2641            currentTransform().decomposeScale(sx, sy);
2642            fontTransform.loadScale(sx, sy, 1.0f);
2643        }
2644    }
2645    return fontTransform;
2646}
2647
2648status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2649        float x, float y, const float* positions, SkPaint* paint, float length) {
2650    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2651        return DrawGlInfo::kStatusDone;
2652    }
2653
2654    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2655    switch (paint->getTextAlign()) {
2656        case SkPaint::kCenter_Align:
2657            x -= length / 2.0f;
2658            break;
2659        case SkPaint::kRight_Align:
2660            x -= length;
2661            break;
2662        default:
2663            break;
2664    }
2665
2666    SkPaint::FontMetrics metrics;
2667    paint->getFontMetrics(&metrics, 0.0f);
2668    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2669        return DrawGlInfo::kStatusDone;
2670    }
2671
2672    const float oldX = x;
2673    const float oldY = y;
2674
2675    const mat4& transform = currentTransform();
2676    const bool pureTranslate = transform.isPureTranslate();
2677
2678    if (CC_LIKELY(pureTranslate)) {
2679        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2680        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2681    }
2682
2683    int alpha;
2684    SkXfermode::Mode mode;
2685    getAlphaAndMode(paint, &alpha, &mode);
2686
2687    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2688
2689    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2690        fontRenderer.setFont(paint, mat4::identity());
2691        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2692                alpha, mode, oldX, oldY);
2693    }
2694
2695    const bool hasActiveLayer = hasLayer();
2696
2697    // We only pass a partial transform to the font renderer. That partial
2698    // matrix defines how glyphs are rasterized. Typically we want glyphs
2699    // to be rasterized at their final size on screen, which means the partial
2700    // matrix needs to take the scale factor into account.
2701    // When a partial matrix is used to transform glyphs during rasterization,
2702    // the mesh is generated with the inverse transform (in the case of scale,
2703    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2704    // apply the full transform matrix at draw time in the vertex shader.
2705    // Applying the full matrix in the shader is the easiest way to handle
2706    // rotation and perspective and allows us to always generated quads in the
2707    // font renderer which greatly simplifies the code, clipping in particular.
2708    mat4 fontTransform = findBestFontTransform(transform);
2709    fontRenderer.setFont(paint, fontTransform);
2710
2711    // Pick the appropriate texture filtering
2712    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2713
2714    // The font renderer will always use texture unit 0
2715    mCaches.activeTexture(0);
2716    setupDraw();
2717    setupDrawTextGamma(paint);
2718    setupDrawDirtyRegionsDisabled();
2719    setupDrawWithTexture(true);
2720    setupDrawAlpha8Color(paint->getColor(), alpha);
2721    setupDrawColorFilter();
2722    setupDrawShader();
2723    setupDrawBlending(true, mode);
2724    setupDrawProgram();
2725    setupDrawModelView(x, y, x, y, pureTranslate, true);
2726    // See comment above; the font renderer must use texture unit 0
2727    // assert(mTextureUnit == 0)
2728    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2729    setupDrawPureColorUniforms();
2730    setupDrawColorFilterUniforms();
2731    setupDrawShaderUniforms(pureTranslate);
2732    setupDrawTextGammaUniforms();
2733
2734    // TODO: Implement better clipping for scaled/rotated text
2735    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2736    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2737
2738    bool status;
2739    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2740        SkPaint paintCopy(*paint);
2741        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2742        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2743                positions, hasActiveLayer ? &bounds : NULL);
2744    } else {
2745        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2746                positions, hasActiveLayer ? &bounds : NULL);
2747    }
2748
2749    if (status && hasActiveLayer) {
2750        if (!pureTranslate) {
2751            transform.mapRect(bounds);
2752        }
2753        dirtyLayerUnchecked(bounds, getRegion());
2754    }
2755
2756    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2757
2758    return DrawGlInfo::kStatusDrew;
2759}
2760
2761status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2762        float hOffset, float vOffset, SkPaint* paint) {
2763    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2764        return DrawGlInfo::kStatusDone;
2765    }
2766
2767    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2768    fontRenderer.setFont(paint, mat4::identity());
2769
2770    int alpha;
2771    SkXfermode::Mode mode;
2772    getAlphaAndMode(paint, &alpha, &mode);
2773
2774    mCaches.activeTexture(0);
2775    setupDraw();
2776    setupDrawTextGamma(paint);
2777    setupDrawDirtyRegionsDisabled();
2778    setupDrawWithTexture(true);
2779    setupDrawAlpha8Color(paint->getColor(), alpha);
2780    setupDrawColorFilter();
2781    setupDrawShader();
2782    setupDrawBlending(true, mode);
2783    setupDrawProgram();
2784    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2785    setupDrawTexture(fontRenderer.getTexture(true));
2786    setupDrawPureColorUniforms();
2787    setupDrawColorFilterUniforms();
2788    setupDrawShaderUniforms(false);
2789    setupDrawTextGammaUniforms();
2790
2791    const Rect* clip = &mSnapshot->getLocalClip();
2792    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2793
2794    const bool hasActiveLayer = hasLayer();
2795
2796    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2797            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2798        if (hasActiveLayer) {
2799            currentTransform().mapRect(bounds);
2800            dirtyLayerUnchecked(bounds, getRegion());
2801        }
2802    }
2803
2804    return DrawGlInfo::kStatusDrew;
2805}
2806
2807status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2808    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2809
2810    mCaches.activeTexture(0);
2811
2812    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2813    if (!texture) return DrawGlInfo::kStatusDone;
2814    const AutoTexture autoCleanup(texture);
2815
2816    const float x = texture->left - texture->offset;
2817    const float y = texture->top - texture->offset;
2818
2819    drawPathTexture(texture, x, y, paint);
2820
2821    return DrawGlInfo::kStatusDrew;
2822}
2823
2824status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2825    if (!layer) {
2826        return DrawGlInfo::kStatusDone;
2827    }
2828
2829    mat4* transform = NULL;
2830    if (layer->isTextureLayer()) {
2831        transform = &layer->getTransform();
2832        if (!transform->isIdentity()) {
2833            save(0);
2834            currentTransform().multiply(*transform);
2835        }
2836    }
2837
2838    Rect transformed;
2839    Rect clip;
2840    const bool rejected = quickRejectNoScissor(x, y,
2841            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2842
2843    if (rejected) {
2844        if (transform && !transform->isIdentity()) {
2845            restore();
2846        }
2847        return DrawGlInfo::kStatusDone;
2848    }
2849
2850    updateLayer(layer, true);
2851
2852    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2853    mCaches.activeTexture(0);
2854
2855    if (CC_LIKELY(!layer->region.isEmpty())) {
2856        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2857        mDrawModifiers.mColorFilter = layer->getColorFilter();
2858
2859        if (layer->region.isRect()) {
2860            composeLayerRect(layer, layer->regionRect);
2861        } else if (layer->mesh) {
2862            const float a = layer->getAlpha() / 255.0f * mSnapshot->alpha;
2863            setupDraw();
2864            setupDrawWithTexture();
2865            setupDrawColor(a, a, a, a);
2866            setupDrawColorFilter();
2867            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2868            setupDrawProgram();
2869            setupDrawPureColorUniforms();
2870            setupDrawColorFilterUniforms();
2871            setupDrawTexture(layer->getTexture());
2872            if (CC_LIKELY(currentTransform().isPureTranslate())) {
2873                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2874                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2875
2876                layer->setFilter(GL_NEAREST);
2877                setupDrawModelViewTranslate(tx, ty,
2878                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2879            } else {
2880                layer->setFilter(GL_LINEAR);
2881                setupDrawModelViewTranslate(x, y,
2882                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2883            }
2884            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2885
2886            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2887                    GL_UNSIGNED_SHORT, layer->meshIndices);
2888
2889            finishDrawTexture();
2890
2891#if DEBUG_LAYERS_AS_REGIONS
2892            drawRegionRects(layer->region);
2893#endif
2894        }
2895
2896        mDrawModifiers.mColorFilter = oldFilter;
2897
2898        if (layer->debugDrawUpdate) {
2899            layer->debugDrawUpdate = false;
2900            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2901                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2902        }
2903    }
2904
2905    if (transform && !transform->isIdentity()) {
2906        restore();
2907    }
2908
2909    return DrawGlInfo::kStatusDrew;
2910}
2911
2912///////////////////////////////////////////////////////////////////////////////
2913// Shaders
2914///////////////////////////////////////////////////////////////////////////////
2915
2916void OpenGLRenderer::resetShader() {
2917    mDrawModifiers.mShader = NULL;
2918}
2919
2920void OpenGLRenderer::setupShader(SkiaShader* shader) {
2921    mDrawModifiers.mShader = shader;
2922    if (mDrawModifiers.mShader) {
2923        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2924    }
2925}
2926
2927///////////////////////////////////////////////////////////////////////////////
2928// Color filters
2929///////////////////////////////////////////////////////////////////////////////
2930
2931void OpenGLRenderer::resetColorFilter() {
2932    mDrawModifiers.mColorFilter = NULL;
2933}
2934
2935void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2936    mDrawModifiers.mColorFilter = filter;
2937}
2938
2939///////////////////////////////////////////////////////////////////////////////
2940// Drop shadow
2941///////////////////////////////////////////////////////////////////////////////
2942
2943void OpenGLRenderer::resetShadow() {
2944    mDrawModifiers.mHasShadow = false;
2945}
2946
2947void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2948    mDrawModifiers.mHasShadow = true;
2949    mDrawModifiers.mShadowRadius = radius;
2950    mDrawModifiers.mShadowDx = dx;
2951    mDrawModifiers.mShadowDy = dy;
2952    mDrawModifiers.mShadowColor = color;
2953}
2954
2955///////////////////////////////////////////////////////////////////////////////
2956// Draw filters
2957///////////////////////////////////////////////////////////////////////////////
2958
2959void OpenGLRenderer::resetPaintFilter() {
2960    mDrawModifiers.mHasDrawFilter = false;
2961}
2962
2963void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2964    mDrawModifiers.mHasDrawFilter = true;
2965    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2966    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2967}
2968
2969SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2970    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
2971        return paint;
2972    }
2973
2974    uint32_t flags = paint->getFlags();
2975
2976    mFilteredPaint = *paint;
2977    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
2978            mDrawModifiers.mPaintFilterSetBits);
2979
2980    return &mFilteredPaint;
2981}
2982
2983///////////////////////////////////////////////////////////////////////////////
2984// Drawing implementation
2985///////////////////////////////////////////////////////////////////////////////
2986
2987void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2988        float x, float y, SkPaint* paint) {
2989    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2990        return;
2991    }
2992
2993    int alpha;
2994    SkXfermode::Mode mode;
2995    getAlphaAndMode(paint, &alpha, &mode);
2996
2997    setupDraw();
2998    setupDrawWithTexture(true);
2999    setupDrawAlpha8Color(paint->getColor(), alpha);
3000    setupDrawColorFilter();
3001    setupDrawShader();
3002    setupDrawBlending(true, mode);
3003    setupDrawProgram();
3004    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3005    setupDrawTexture(texture->id);
3006    setupDrawPureColorUniforms();
3007    setupDrawColorFilterUniforms();
3008    setupDrawShaderUniforms();
3009    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3010
3011    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3012
3013    finishDrawTexture();
3014}
3015
3016// Same values used by Skia
3017#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3018#define kStdUnderline_Offset    (1.0f / 9.0f)
3019#define kStdUnderline_Thickness (1.0f / 18.0f)
3020
3021void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3022        float x, float y, SkPaint* paint) {
3023    // Handle underline and strike-through
3024    uint32_t flags = paint->getFlags();
3025    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3026        SkPaint paintCopy(*paint);
3027        float underlineWidth = length;
3028        // If length is > 0.0f, we already measured the text for the text alignment
3029        if (length <= 0.0f) {
3030            underlineWidth = paintCopy.measureText(text, bytesCount);
3031        }
3032
3033        if (CC_LIKELY(underlineWidth > 0.0f)) {
3034            const float textSize = paintCopy.getTextSize();
3035            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3036
3037            const float left = x;
3038            float top = 0.0f;
3039
3040            int linesCount = 0;
3041            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3042            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3043
3044            const int pointsCount = 4 * linesCount;
3045            float points[pointsCount];
3046            int currentPoint = 0;
3047
3048            if (flags & SkPaint::kUnderlineText_Flag) {
3049                top = y + textSize * kStdUnderline_Offset;
3050                points[currentPoint++] = left;
3051                points[currentPoint++] = top;
3052                points[currentPoint++] = left + underlineWidth;
3053                points[currentPoint++] = top;
3054            }
3055
3056            if (flags & SkPaint::kStrikeThruText_Flag) {
3057                top = y + textSize * kStdStrikeThru_Offset;
3058                points[currentPoint++] = left;
3059                points[currentPoint++] = top;
3060                points[currentPoint++] = left + underlineWidth;
3061                points[currentPoint++] = top;
3062            }
3063
3064            paintCopy.setStrokeWidth(strokeWidth);
3065
3066            drawLines(&points[0], pointsCount, &paintCopy);
3067        }
3068    }
3069}
3070
3071status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3072    if (mSnapshot->isIgnored()) {
3073        return DrawGlInfo::kStatusDone;
3074    }
3075
3076    int color = paint->getColor();
3077    // If a shader is set, preserve only the alpha
3078    if (mDrawModifiers.mShader) {
3079        color |= 0x00ffffff;
3080    }
3081    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3082
3083    return drawColorRects(rects, count, color, mode);
3084}
3085
3086status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3087        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3088    if (count == 0) {
3089        return DrawGlInfo::kStatusDone;
3090    }
3091
3092    float left = FLT_MAX;
3093    float top = FLT_MAX;
3094    float right = FLT_MIN;
3095    float bottom = FLT_MIN;
3096
3097    int vertexCount = 0;
3098    Vertex mesh[count * 6];
3099    Vertex* vertex = mesh;
3100
3101    for (int index = 0; index < count; index += 4) {
3102        float l = rects[index + 0];
3103        float t = rects[index + 1];
3104        float r = rects[index + 2];
3105        float b = rects[index + 3];
3106
3107        Vertex::set(vertex++, l, b);
3108        Vertex::set(vertex++, l, t);
3109        Vertex::set(vertex++, r, t);
3110        Vertex::set(vertex++, l, b);
3111        Vertex::set(vertex++, r, t);
3112        Vertex::set(vertex++, r, b);
3113
3114        vertexCount += 6;
3115
3116        left = fminf(left, l);
3117        top = fminf(top, t);
3118        right = fmaxf(right, r);
3119        bottom = fmaxf(bottom, b);
3120    }
3121
3122    if (clip && quickReject(left, top, right, bottom)) {
3123        return DrawGlInfo::kStatusDone;
3124    }
3125
3126    setupDraw();
3127    setupDrawNoTexture();
3128    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3129    setupDrawShader();
3130    setupDrawColorFilter();
3131    setupDrawBlending(mode);
3132    setupDrawProgram();
3133    setupDrawDirtyRegionsDisabled();
3134    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3135    setupDrawColorUniforms();
3136    setupDrawShaderUniforms();
3137    setupDrawColorFilterUniforms();
3138    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3139
3140    if (dirty && hasLayer()) {
3141        dirtyLayer(left, top, right, bottom, currentTransform());
3142    }
3143
3144    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3145
3146    return DrawGlInfo::kStatusDrew;
3147}
3148
3149void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3150        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3151    // If a shader is set, preserve only the alpha
3152    if (mDrawModifiers.mShader) {
3153        color |= 0x00ffffff;
3154    }
3155
3156    setupDraw();
3157    setupDrawNoTexture();
3158    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3159    setupDrawShader();
3160    setupDrawColorFilter();
3161    setupDrawBlending(mode);
3162    setupDrawProgram();
3163    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3164    setupDrawColorUniforms();
3165    setupDrawShaderUniforms(ignoreTransform);
3166    setupDrawColorFilterUniforms();
3167    setupDrawSimpleMesh();
3168
3169    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3170}
3171
3172void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3173        Texture* texture, SkPaint* paint) {
3174    int alpha;
3175    SkXfermode::Mode mode;
3176    getAlphaAndMode(paint, &alpha, &mode);
3177
3178    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3179
3180    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3181        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3182        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3183
3184        texture->setFilter(GL_NEAREST, true);
3185        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3186                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3187                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3188    } else {
3189        texture->setFilter(FILTER(paint), true);
3190        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3191                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3192                GL_TRIANGLE_STRIP, gMeshCount);
3193    }
3194}
3195
3196void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3197        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3198    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3199            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3200}
3201
3202void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3203        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3204        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3205        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3206
3207    setupDraw();
3208    setupDrawWithTexture();
3209    setupDrawColor(alpha, alpha, alpha, alpha);
3210    setupDrawColorFilter();
3211    setupDrawBlending(blend, mode, swapSrcDst);
3212    setupDrawProgram();
3213    if (!dirty) setupDrawDirtyRegionsDisabled();
3214    if (!ignoreScale) {
3215        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3216    } else {
3217        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3218    }
3219    setupDrawTexture(texture);
3220    setupDrawPureColorUniforms();
3221    setupDrawColorFilterUniforms();
3222    setupDrawMesh(vertices, texCoords, vbo);
3223
3224    glDrawArrays(drawMode, 0, elementsCount);
3225
3226    finishDrawTexture();
3227}
3228
3229void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3230        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3231        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3232        bool ignoreTransform, bool dirty) {
3233
3234    setupDraw();
3235    setupDrawWithTexture(true);
3236    if (hasColor) {
3237        setupDrawAlpha8Color(color, alpha);
3238    }
3239    setupDrawColorFilter();
3240    setupDrawShader();
3241    setupDrawBlending(true, mode);
3242    setupDrawProgram();
3243    if (!dirty) setupDrawDirtyRegionsDisabled();
3244    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3245    setupDrawTexture(texture);
3246    setupDrawPureColorUniforms();
3247    setupDrawColorFilterUniforms();
3248    setupDrawShaderUniforms();
3249    setupDrawMesh(vertices, texCoords);
3250
3251    glDrawArrays(drawMode, 0, elementsCount);
3252
3253    finishDrawTexture();
3254}
3255
3256void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3257        ProgramDescription& description, bool swapSrcDst) {
3258    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3259
3260    if (blend) {
3261        // These blend modes are not supported by OpenGL directly and have
3262        // to be implemented using shaders. Since the shader will perform
3263        // the blending, turn blending off here
3264        // If the blend mode cannot be implemented using shaders, fall
3265        // back to the default SrcOver blend mode instead
3266        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3267            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3268                description.framebufferMode = mode;
3269                description.swapSrcDst = swapSrcDst;
3270
3271                if (mCaches.blend) {
3272                    glDisable(GL_BLEND);
3273                    mCaches.blend = false;
3274                }
3275
3276                return;
3277            } else {
3278                mode = SkXfermode::kSrcOver_Mode;
3279            }
3280        }
3281
3282        if (!mCaches.blend) {
3283            glEnable(GL_BLEND);
3284        }
3285
3286        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3287        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3288
3289        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3290            glBlendFunc(sourceMode, destMode);
3291            mCaches.lastSrcMode = sourceMode;
3292            mCaches.lastDstMode = destMode;
3293        }
3294    } else if (mCaches.blend) {
3295        glDisable(GL_BLEND);
3296    }
3297    mCaches.blend = blend;
3298}
3299
3300bool OpenGLRenderer::useProgram(Program* program) {
3301    if (!program->isInUse()) {
3302        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3303        program->use();
3304        mCaches.currentProgram = program;
3305        return false;
3306    }
3307    return true;
3308}
3309
3310void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3311    TextureVertex* v = &mMeshVertices[0];
3312    TextureVertex::setUV(v++, u1, v1);
3313    TextureVertex::setUV(v++, u2, v1);
3314    TextureVertex::setUV(v++, u1, v2);
3315    TextureVertex::setUV(v++, u2, v2);
3316}
3317
3318void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3319    getAlphaAndModeDirect(paint, alpha,  mode);
3320    *alpha *= mSnapshot->alpha;
3321}
3322
3323}; // namespace uirenderer
3324}; // namespace android
3325