OpenGLRenderer.cpp revision a736cd9d3587a120e5233d627cd8bf06353be107
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "RenderState.h"
40#include "PathTessellator.h"
41#include "Properties.h"
42#include "ShadowTessellator.h"
43#include "SkiaShader.h"
44#include "utils/GLUtils.h"
45#include "Vector.h"
46#include "VertexBuffer.h"
47
48#if DEBUG_DETAILED_EVENTS
49    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
50#else
51    #define EVENT_LOGD(...)
52#endif
53
54namespace android {
55namespace uirenderer {
56
57///////////////////////////////////////////////////////////////////////////////
58// Defines
59///////////////////////////////////////////////////////////////////////////////
60
61#define RAD_TO_DEG (180.0f / 3.14159265f)
62#define MIN_ANGLE 0.001f
63
64#define ALPHA_THRESHOLD 0
65
66static GLenum getFilter(const SkPaint* paint) {
67    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
68        return GL_LINEAR;
69    }
70    return GL_NEAREST;
71}
72
73///////////////////////////////////////////////////////////////////////////////
74// Globals
75///////////////////////////////////////////////////////////////////////////////
76
77/**
78 * Structure mapping Skia xfermodes to OpenGL blending factors.
79 */
80struct Blender {
81    SkXfermode::Mode mode;
82    GLenum src;
83    GLenum dst;
84}; // struct Blender
85
86// In this array, the index of each Blender equals the value of the first
87// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
88static const Blender gBlends[] = {
89    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
91    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
94    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
95    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
96    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
97    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
98    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
103    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
104};
105
106// This array contains the swapped version of each SkXfermode. For instance
107// this array's SrcOver blending mode is actually DstOver. You can refer to
108// createLayer() for more information on the purpose of this array.
109static const Blender gBlendsSwap[] = {
110    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
111    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
112    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
113    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
114    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
115    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
116    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
117    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
118    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
119    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
120    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
121    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
122    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
123    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
124    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
125};
126
127///////////////////////////////////////////////////////////////////////////////
128// Functions
129///////////////////////////////////////////////////////////////////////////////
130
131template<typename T>
132static inline T min(T a, T b) {
133    return a < b ? a : b;
134}
135
136///////////////////////////////////////////////////////////////////////////////
137// Constructors/destructor
138///////////////////////////////////////////////////////////////////////////////
139
140OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
141        : mFrameStarted(false)
142        , mCaches(Caches::getInstance())
143        , mExtensions(Extensions::getInstance())
144        , mRenderState(renderState)
145        , mScissorOptimizationDisabled(false)
146        , mCountOverdraw(false)
147        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
148        , mLightRadius(FLT_MIN)
149        , mAmbientShadowAlpha(0)
150        , mSpotShadowAlpha(0) {
151    // *set* draw modifiers to be 0
152    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
153    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
154
155    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
156}
157
158OpenGLRenderer::~OpenGLRenderer() {
159    // The context has already been destroyed at this point, do not call
160    // GL APIs. All GL state should be kept in Caches.h
161}
162
163void OpenGLRenderer::initProperties() {
164    char property[PROPERTY_VALUE_MAX];
165    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
166        mScissorOptimizationDisabled = !strcasecmp(property, "true");
167        INIT_LOGD("  Scissor optimization %s",
168                mScissorOptimizationDisabled ? "disabled" : "enabled");
169    } else {
170        INIT_LOGD("  Scissor optimization enabled");
171    }
172}
173
174void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
175        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
176    mLightCenter = lightCenter;
177    mLightRadius = lightRadius;
178    mAmbientShadowAlpha = ambientShadowAlpha;
179    mSpotShadowAlpha = spotShadowAlpha;
180}
181
182///////////////////////////////////////////////////////////////////////////////
183// Setup
184///////////////////////////////////////////////////////////////////////////////
185
186void OpenGLRenderer::onViewportInitialized() {
187    glDisable(GL_DITHER);
188    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
189
190    glEnableVertexAttribArray(Program::kBindingPosition);
191}
192
193void OpenGLRenderer::setupFrameState(float left, float top,
194        float right, float bottom, bool opaque) {
195    mCaches.clearGarbage();
196
197    initializeSaveStack(left, top, right, bottom);
198    mOpaque = opaque;
199    mTilingClip.set(left, top, right, bottom);
200}
201
202status_t OpenGLRenderer::startFrame() {
203    if (mFrameStarted) return DrawGlInfo::kStatusDone;
204    mFrameStarted = true;
205
206    mDirtyClip = true;
207
208    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
209
210    mRenderState.setViewport(getWidth(), getHeight());
211
212    // Functors break the tiling extension in pretty spectacular ways
213    // This ensures we don't use tiling when a functor is going to be
214    // invoked during the frame
215    mSuppressTiling = mCaches.hasRegisteredFunctors();
216
217    startTilingCurrentClip(true);
218
219    debugOverdraw(true, true);
220
221    return clear(mTilingClip.left, mTilingClip.top,
222            mTilingClip.right, mTilingClip.bottom, mOpaque);
223}
224
225status_t OpenGLRenderer::prepareDirty(float left, float top,
226        float right, float bottom, bool opaque) {
227
228    setupFrameState(left, top, right, bottom, opaque);
229
230    // Layer renderers will start the frame immediately
231    // The framebuffer renderer will first defer the display list
232    // for each layer and wait until the first drawing command
233    // to start the frame
234    if (currentSnapshot()->fbo == 0) {
235        syncState();
236        updateLayers();
237    } else {
238        return startFrame();
239    }
240
241    return DrawGlInfo::kStatusDone;
242}
243
244void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
245    // If we know that we are going to redraw the entire framebuffer,
246    // perform a discard to let the driver know we don't need to preserve
247    // the back buffer for this frame.
248    if (mExtensions.hasDiscardFramebuffer() &&
249            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
250        const bool isFbo = getTargetFbo() == 0;
251        const GLenum attachments[] = {
252                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
253                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
254        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
255    }
256}
257
258status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
259    if (!opaque || mCountOverdraw) {
260        mCaches.enableScissor();
261        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
262        glClear(GL_COLOR_BUFFER_BIT);
263        return DrawGlInfo::kStatusDrew;
264    }
265
266    mCaches.resetScissor();
267    return DrawGlInfo::kStatusDone;
268}
269
270void OpenGLRenderer::syncState() {
271    if (mCaches.blend) {
272        glEnable(GL_BLEND);
273    } else {
274        glDisable(GL_BLEND);
275    }
276}
277
278void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
279    if (!mSuppressTiling) {
280        const Snapshot* snapshot = currentSnapshot();
281
282        const Rect* clip = &mTilingClip;
283        if (snapshot->flags & Snapshot::kFlagFboTarget) {
284            clip = &(snapshot->layer->clipRect);
285        }
286
287        startTiling(*clip, getViewportHeight(), opaque, expand);
288    }
289}
290
291void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
292    if (!mSuppressTiling) {
293        if(expand) {
294            // Expand the startTiling region by 1
295            int leftNotZero = (clip.left > 0) ? 1 : 0;
296            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
297
298            mCaches.startTiling(
299                clip.left - leftNotZero,
300                windowHeight - clip.bottom - topNotZero,
301                clip.right - clip.left + leftNotZero + 1,
302                clip.bottom - clip.top + topNotZero + 1,
303                opaque);
304        } else {
305            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
306                clip.right - clip.left, clip.bottom - clip.top, opaque);
307        }
308    }
309}
310
311void OpenGLRenderer::endTiling() {
312    if (!mSuppressTiling) mCaches.endTiling();
313}
314
315void OpenGLRenderer::finish() {
316    renderOverdraw();
317    endTiling();
318
319    // When finish() is invoked on FBO 0 we've reached the end
320    // of the current frame
321    if (getTargetFbo() == 0) {
322        mCaches.pathCache.trim();
323        mCaches.tessellationCache.trim();
324    }
325
326    if (!suppressErrorChecks()) {
327#if DEBUG_OPENGL
328        GLUtils::dumpGLErrors();
329#endif
330
331#if DEBUG_MEMORY_USAGE
332        mCaches.dumpMemoryUsage();
333#else
334        if (mCaches.getDebugLevel() & kDebugMemory) {
335            mCaches.dumpMemoryUsage();
336        }
337#endif
338    }
339
340    if (mCountOverdraw) {
341        countOverdraw();
342    }
343
344    mFrameStarted = false;
345}
346
347void OpenGLRenderer::resumeAfterLayer() {
348    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
349    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
350    debugOverdraw(true, false);
351
352    mCaches.resetScissor();
353    dirtyClip();
354}
355
356status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
357    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
358
359    Rect clip(*currentClipRect());
360    clip.snapToPixelBoundaries();
361
362    // Since we don't know what the functor will draw, let's dirty
363    // the entire clip region
364    if (hasLayer()) {
365        dirtyLayerUnchecked(clip, getRegion());
366    }
367
368    DrawGlInfo info;
369    info.clipLeft = clip.left;
370    info.clipTop = clip.top;
371    info.clipRight = clip.right;
372    info.clipBottom = clip.bottom;
373    info.isLayer = hasLayer();
374    info.width = getViewportWidth();
375    info.height = getViewportHeight();
376    currentTransform()->copyTo(&info.transform[0]);
377
378    bool prevDirtyClip = mDirtyClip;
379    // setup GL state for functor
380    if (mDirtyClip) {
381        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
382    }
383    if (mCaches.enableScissor() || prevDirtyClip) {
384        setScissorFromClip();
385    }
386
387    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
388    // Scissor may have been modified, reset dirty clip
389    dirtyClip();
390
391    return DrawGlInfo::kStatusDrew;
392}
393
394///////////////////////////////////////////////////////////////////////////////
395// Debug
396///////////////////////////////////////////////////////////////////////////////
397
398void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
399#if DEBUG_DETAILED_EVENTS
400    const int BUFFER_SIZE = 256;
401    va_list ap;
402    char buf[BUFFER_SIZE];
403
404    va_start(ap, fmt);
405    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
406    va_end(ap);
407
408    eventMark(buf);
409#endif
410}
411
412
413void OpenGLRenderer::eventMark(const char* name) const {
414    mCaches.eventMark(0, name);
415}
416
417void OpenGLRenderer::startMark(const char* name) const {
418    mCaches.startMark(0, name);
419}
420
421void OpenGLRenderer::endMark() const {
422    mCaches.endMark();
423}
424
425void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
426    mRenderState.debugOverdraw(enable, clear);
427}
428
429void OpenGLRenderer::renderOverdraw() {
430    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
431        const Rect* clip = &mTilingClip;
432
433        mCaches.enableScissor();
434        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
435                clip->right - clip->left, clip->bottom - clip->top);
436
437        // 1x overdraw
438        mCaches.stencil.enableDebugTest(2);
439        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
440
441        // 2x overdraw
442        mCaches.stencil.enableDebugTest(3);
443        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
444
445        // 3x overdraw
446        mCaches.stencil.enableDebugTest(4);
447        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
448
449        // 4x overdraw and higher
450        mCaches.stencil.enableDebugTest(4, true);
451        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
452
453        mCaches.stencil.disable();
454    }
455}
456
457void OpenGLRenderer::countOverdraw() {
458    size_t count = getWidth() * getHeight();
459    uint32_t* buffer = new uint32_t[count];
460    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
461
462    size_t total = 0;
463    for (size_t i = 0; i < count; i++) {
464        total += buffer[i] & 0xff;
465    }
466
467    mOverdraw = total / float(count);
468
469    delete[] buffer;
470}
471
472///////////////////////////////////////////////////////////////////////////////
473// Layers
474///////////////////////////////////////////////////////////////////////////////
475
476bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
477    if (layer->deferredUpdateScheduled && layer->renderer
478            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
479        ATRACE_CALL();
480
481        Rect& dirty = layer->dirtyRect;
482
483        if (inFrame) {
484            endTiling();
485            debugOverdraw(false, false);
486        }
487
488        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
489            layer->render();
490        } else {
491            layer->defer();
492        }
493
494        if (inFrame) {
495            resumeAfterLayer();
496            startTilingCurrentClip();
497        }
498
499        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
500        layer->hasDrawnSinceUpdate = false;
501
502        return true;
503    }
504
505    return false;
506}
507
508void OpenGLRenderer::updateLayers() {
509    // If draw deferring is enabled this method will simply defer
510    // the display list of each individual layer. The layers remain
511    // in the layer updates list which will be cleared by flushLayers().
512    int count = mLayerUpdates.size();
513    if (count > 0) {
514        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
515            startMark("Layer Updates");
516        } else {
517            startMark("Defer Layer Updates");
518        }
519
520        // Note: it is very important to update the layers in order
521        for (int i = 0; i < count; i++) {
522            Layer* layer = mLayerUpdates.itemAt(i);
523            updateLayer(layer, false);
524            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
525                mCaches.resourceCache.decrementRefcount(layer);
526            }
527        }
528
529        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
530            mLayerUpdates.clear();
531            mRenderState.bindFramebuffer(getTargetFbo());
532        }
533        endMark();
534    }
535}
536
537void OpenGLRenderer::flushLayers() {
538    int count = mLayerUpdates.size();
539    if (count > 0) {
540        startMark("Apply Layer Updates");
541        char layerName[12];
542
543        // Note: it is very important to update the layers in order
544        for (int i = 0; i < count; i++) {
545            sprintf(layerName, "Layer #%d", i);
546            startMark(layerName);
547
548            ATRACE_BEGIN("flushLayer");
549            Layer* layer = mLayerUpdates.itemAt(i);
550            layer->flush();
551            ATRACE_END();
552
553            mCaches.resourceCache.decrementRefcount(layer);
554
555            endMark();
556        }
557
558        mLayerUpdates.clear();
559        mRenderState.bindFramebuffer(getTargetFbo());
560
561        endMark();
562    }
563}
564
565void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
566    if (layer) {
567        // Make sure we don't introduce duplicates.
568        // SortedVector would do this automatically but we need to respect
569        // the insertion order. The linear search is not an issue since
570        // this list is usually very short (typically one item, at most a few)
571        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
572            if (mLayerUpdates.itemAt(i) == layer) {
573                return;
574            }
575        }
576        mLayerUpdates.push_back(layer);
577        mCaches.resourceCache.incrementRefcount(layer);
578    }
579}
580
581void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
582    if (layer) {
583        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
584            if (mLayerUpdates.itemAt(i) == layer) {
585                mLayerUpdates.removeAt(i);
586                mCaches.resourceCache.decrementRefcount(layer);
587                break;
588            }
589        }
590    }
591}
592
593void OpenGLRenderer::clearLayerUpdates() {
594    size_t count = mLayerUpdates.size();
595    if (count > 0) {
596        mCaches.resourceCache.lock();
597        for (size_t i = 0; i < count; i++) {
598            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
599        }
600        mCaches.resourceCache.unlock();
601        mLayerUpdates.clear();
602    }
603}
604
605void OpenGLRenderer::flushLayerUpdates() {
606    syncState();
607    updateLayers();
608    flushLayers();
609    // Wait for all the layer updates to be executed
610    AutoFence fence;
611}
612
613///////////////////////////////////////////////////////////////////////////////
614// State management
615///////////////////////////////////////////////////////////////////////////////
616
617void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
618    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
619    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
620    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
621
622    if (restoreViewport) {
623        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
624    }
625
626    if (restoreClip) {
627        dirtyClip();
628    }
629
630    if (restoreLayer) {
631        endMark(); // Savelayer
632        startMark("ComposeLayer");
633        composeLayer(removed, restored);
634        endMark();
635    }
636}
637
638///////////////////////////////////////////////////////////////////////////////
639// Layers
640///////////////////////////////////////////////////////////////////////////////
641
642int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
643        const SkPaint* paint, int flags, const SkPath* convexMask) {
644    const int count = saveSnapshot(flags);
645
646    if (!currentSnapshot()->isIgnored()) {
647        createLayer(left, top, right, bottom, paint, flags, convexMask);
648    }
649
650    return count;
651}
652
653void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
654    const Rect untransformedBounds(bounds);
655
656    currentTransform()->mapRect(bounds);
657
658    // Layers only make sense if they are in the framebuffer's bounds
659    if (bounds.intersect(*currentClipRect())) {
660        // We cannot work with sub-pixels in this case
661        bounds.snapToPixelBoundaries();
662
663        // When the layer is not an FBO, we may use glCopyTexImage so we
664        // need to make sure the layer does not extend outside the bounds
665        // of the framebuffer
666        const Snapshot& previous = *(currentSnapshot()->previous);
667        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
668        if (!bounds.intersect(previousViewport)) {
669            bounds.setEmpty();
670        } else if (fboLayer) {
671            clip.set(bounds);
672            mat4 inverse;
673            inverse.loadInverse(*currentTransform());
674            inverse.mapRect(clip);
675            clip.snapToPixelBoundaries();
676            if (clip.intersect(untransformedBounds)) {
677                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
678                bounds.set(untransformedBounds);
679            } else {
680                clip.setEmpty();
681            }
682        }
683    } else {
684        bounds.setEmpty();
685    }
686}
687
688void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
689        bool fboLayer, int alpha) {
690    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
691            bounds.getHeight() > mCaches.maxTextureSize ||
692            (fboLayer && clip.isEmpty())) {
693        mSnapshot->empty = fboLayer;
694    } else {
695        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
696    }
697}
698
699int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
700        const SkPaint* paint, int flags) {
701    const int count = saveSnapshot(flags);
702
703    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
704        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
705        // operations will be able to store and restore the current clip and transform info, and
706        // quick rejection will be correct (for display lists)
707
708        Rect bounds(left, top, right, bottom);
709        Rect clip;
710        calculateLayerBoundsAndClip(bounds, clip, true);
711        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
712
713        if (!currentSnapshot()->isIgnored()) {
714            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
715            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
716            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
717            mSnapshot->roundRectClipState = NULL;
718        }
719    }
720
721    return count;
722}
723
724/**
725 * Layers are viewed by Skia are slightly different than layers in image editing
726 * programs (for instance.) When a layer is created, previously created layers
727 * and the frame buffer still receive every drawing command. For instance, if a
728 * layer is created and a shape intersecting the bounds of the layers and the
729 * framebuffer is draw, the shape will be drawn on both (unless the layer was
730 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
731 *
732 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
733 * texture. Unfortunately, this is inefficient as it requires every primitive to
734 * be drawn n + 1 times, where n is the number of active layers. In practice this
735 * means, for every primitive:
736 *   - Switch active frame buffer
737 *   - Change viewport, clip and projection matrix
738 *   - Issue the drawing
739 *
740 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
741 * To avoid this, layers are implemented in a different way here, at least in the
742 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
743 * is set. When this flag is set we can redirect all drawing operations into a
744 * single FBO.
745 *
746 * This implementation relies on the frame buffer being at least RGBA 8888. When
747 * a layer is created, only a texture is created, not an FBO. The content of the
748 * frame buffer contained within the layer's bounds is copied into this texture
749 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
750 * buffer and drawing continues as normal. This technique therefore treats the
751 * frame buffer as a scratch buffer for the layers.
752 *
753 * To compose the layers back onto the frame buffer, each layer texture
754 * (containing the original frame buffer data) is drawn as a simple quad over
755 * the frame buffer. The trick is that the quad is set as the composition
756 * destination in the blending equation, and the frame buffer becomes the source
757 * of the composition.
758 *
759 * Drawing layers with an alpha value requires an extra step before composition.
760 * An empty quad is drawn over the layer's region in the frame buffer. This quad
761 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
762 * quad is used to multiply the colors in the frame buffer. This is achieved by
763 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
764 * GL_ZERO, GL_SRC_ALPHA.
765 *
766 * Because glCopyTexImage2D() can be slow, an alternative implementation might
767 * be use to draw a single clipped layer. The implementation described above
768 * is correct in every case.
769 *
770 * (1) The frame buffer is actually not cleared right away. To allow the GPU
771 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
772 *     buffer is left untouched until the first drawing operation. Only when
773 *     something actually gets drawn are the layers regions cleared.
774 */
775bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
776        const SkPaint* paint, int flags, const SkPath* convexMask) {
777    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
778    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
779
780    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
781
782    // Window coordinates of the layer
783    Rect clip;
784    Rect bounds(left, top, right, bottom);
785    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
786    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
787
788    // Bail out if we won't draw in this snapshot
789    if (currentSnapshot()->isIgnored()) {
790        return false;
791    }
792
793    mCaches.activeTexture(0);
794    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
795    if (!layer) {
796        return false;
797    }
798
799    layer->setPaint(paint);
800    layer->layer.set(bounds);
801    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
802            bounds.getWidth() / float(layer->getWidth()), 0.0f);
803
804    layer->setBlend(true);
805    layer->setDirty(false);
806    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
807
808    // Save the layer in the snapshot
809    mSnapshot->flags |= Snapshot::kFlagIsLayer;
810    mSnapshot->layer = layer;
811
812    startMark("SaveLayer");
813    if (fboLayer) {
814        return createFboLayer(layer, bounds, clip);
815    } else {
816        // Copy the framebuffer into the layer
817        layer->bindTexture();
818        if (!bounds.isEmpty()) {
819            if (layer->isEmpty()) {
820                // Workaround for some GL drivers. When reading pixels lying outside
821                // of the window we should get undefined values for those pixels.
822                // Unfortunately some drivers will turn the entire target texture black
823                // when reading outside of the window.
824                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
825                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
826                layer->setEmpty(false);
827            }
828
829            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
830                    bounds.left, getViewportHeight() - bounds.bottom,
831                    bounds.getWidth(), bounds.getHeight());
832
833            // Enqueue the buffer coordinates to clear the corresponding region later
834            mLayers.push(new Rect(bounds));
835        }
836    }
837
838    return true;
839}
840
841bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
842    layer->clipRect.set(clip);
843    layer->setFbo(mCaches.fboCache.get());
844
845    mSnapshot->region = &mSnapshot->layer->region;
846    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
847    mSnapshot->fbo = layer->getFbo();
848    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
849    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
850    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
851    mSnapshot->roundRectClipState = NULL;
852
853    endTiling();
854    debugOverdraw(false, false);
855    // Bind texture to FBO
856    mRenderState.bindFramebuffer(layer->getFbo());
857    layer->bindTexture();
858
859    // Initialize the texture if needed
860    if (layer->isEmpty()) {
861        layer->allocateTexture();
862        layer->setEmpty(false);
863    }
864
865    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
866            layer->getTexture(), 0);
867
868    // Expand the startTiling region by 1
869    startTilingCurrentClip(true, true);
870
871    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
872    mCaches.enableScissor();
873    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
874            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
875    glClear(GL_COLOR_BUFFER_BIT);
876
877    dirtyClip();
878
879    // Change the ortho projection
880    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
881    return true;
882}
883
884/**
885 * Read the documentation of createLayer() before doing anything in this method.
886 */
887void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
888    if (!removed.layer) {
889        ALOGE("Attempting to compose a layer that does not exist");
890        return;
891    }
892
893    Layer* layer = removed.layer;
894    const Rect& rect = layer->layer;
895    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
896
897    bool clipRequired = false;
898    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
899            &clipRequired, NULL, false); // safely ignore return, should never be rejected
900    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
901
902    if (fboLayer) {
903        endTiling();
904
905        // Detach the texture from the FBO
906        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
907
908        layer->removeFbo(false);
909
910        // Unbind current FBO and restore previous one
911        mRenderState.bindFramebuffer(restored.fbo);
912        debugOverdraw(true, false);
913
914        startTilingCurrentClip();
915    }
916
917    if (!fboLayer && layer->getAlpha() < 255) {
918        SkPaint layerPaint;
919        layerPaint.setAlpha(layer->getAlpha());
920        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
921        layerPaint.setColorFilter(layer->getColorFilter());
922
923        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
924        // Required below, composeLayerRect() will divide by 255
925        layer->setAlpha(255);
926    }
927
928    mCaches.unbindMeshBuffer();
929
930    mCaches.activeTexture(0);
931
932    // When the layer is stored in an FBO, we can save a bit of fillrate by
933    // drawing only the dirty region
934    if (fboLayer) {
935        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
936        composeLayerRegion(layer, rect);
937    } else if (!rect.isEmpty()) {
938        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
939
940        save(0);
941        // the layer contains screen buffer content that shouldn't be alpha modulated
942        // (and any necessary alpha modulation was handled drawing into the layer)
943        mSnapshot->alpha = 1.0f;
944        composeLayerRect(layer, rect, true);
945        restore();
946    }
947
948    dirtyClip();
949
950    // Failing to add the layer to the cache should happen only if the layer is too large
951    layer->setConvexMask(NULL);
952    if (!mCaches.layerCache.put(layer)) {
953        LAYER_LOGD("Deleting layer");
954        Caches::getInstance().resourceCache.decrementRefcount(layer);
955    }
956}
957
958void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
959    float alpha = getLayerAlpha(layer);
960
961    setupDraw();
962    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
963        setupDrawWithTexture();
964    } else {
965        setupDrawWithExternalTexture();
966    }
967    setupDrawTextureTransform();
968    setupDrawColor(alpha, alpha, alpha, alpha);
969    setupDrawColorFilter(layer->getColorFilter());
970    setupDrawBlending(layer);
971    setupDrawProgram();
972    setupDrawPureColorUniforms();
973    setupDrawColorFilterUniforms(layer->getColorFilter());
974    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
975        setupDrawTexture(layer->getTexture());
976    } else {
977        setupDrawExternalTexture(layer->getTexture());
978    }
979    if (currentTransform()->isPureTranslate() &&
980            !layer->getForceFilter() &&
981            layer->getWidth() == (uint32_t) rect.getWidth() &&
982            layer->getHeight() == (uint32_t) rect.getHeight()) {
983        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
984        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
985
986        layer->setFilter(GL_NEAREST);
987        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
988                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
989    } else {
990        layer->setFilter(GL_LINEAR);
991        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
992                rect.left, rect.top, rect.right, rect.bottom);
993    }
994    setupDrawTextureTransformUniforms(layer->getTexTransform());
995    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
996
997    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
998}
999
1000void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1001    if (layer->isTextureLayer()) {
1002        EVENT_LOGD("composeTextureLayerRect");
1003        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1004        drawTextureLayer(layer, rect);
1005        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1006    } else {
1007        EVENT_LOGD("composeHardwareLayerRect");
1008        const Rect& texCoords = layer->texCoords;
1009        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1010                texCoords.right, texCoords.bottom);
1011
1012        float x = rect.left;
1013        float y = rect.top;
1014        bool simpleTransform = currentTransform()->isPureTranslate() &&
1015                layer->getWidth() == (uint32_t) rect.getWidth() &&
1016                layer->getHeight() == (uint32_t) rect.getHeight();
1017
1018        if (simpleTransform) {
1019            // When we're swapping, the layer is already in screen coordinates
1020            if (!swap) {
1021                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1022                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1023            }
1024
1025            layer->setFilter(GL_NEAREST, true);
1026        } else {
1027            layer->setFilter(GL_LINEAR, true);
1028        }
1029
1030        SkPaint layerPaint;
1031        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1032        layerPaint.setXfermodeMode(layer->getMode());
1033        layerPaint.setColorFilter(layer->getColorFilter());
1034
1035        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1036        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1037                layer->getTexture(), &layerPaint, blend,
1038                &mMeshVertices[0].x, &mMeshVertices[0].u,
1039                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1040
1041        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1042    }
1043}
1044
1045/**
1046 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1047 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1048 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1049 * by saveLayer's restore
1050 */
1051#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1052        DRAW_COMMAND;                                                            \
1053        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1054            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1055            DRAW_COMMAND;                                                        \
1056            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1057        }                                                                        \
1058    }
1059
1060#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1061
1062// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1063// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1064class LayerShader : public SkShader {
1065public:
1066    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1067    : INHERITED(localMatrix)
1068    , mLayer(layer) {
1069    }
1070
1071    virtual bool asACustomShader(void** data) const {
1072        if (data) {
1073            *data = static_cast<void*>(mLayer);
1074        }
1075        return true;
1076    }
1077
1078    virtual bool isOpaque() const {
1079        return !mLayer->isBlend();
1080    }
1081
1082protected:
1083    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1084        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1085    }
1086
1087    virtual void flatten(SkWriteBuffer&) const {
1088        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1089    }
1090
1091    virtual Factory getFactory() const {
1092        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1093        return NULL;
1094    }
1095private:
1096    // Unowned.
1097    Layer* mLayer;
1098    typedef SkShader INHERITED;
1099};
1100
1101void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1102    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1103
1104    if (layer->getConvexMask()) {
1105        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1106
1107        // clip to the area of the layer the mask can be larger
1108        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1109
1110        SkPaint paint;
1111        paint.setAntiAlias(true);
1112        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1113
1114        // create LayerShader to map SaveLayer content into subsequent draw
1115        SkMatrix shaderMatrix;
1116        shaderMatrix.setTranslate(rect.left, rect.bottom);
1117        shaderMatrix.preScale(1, -1);
1118        LayerShader layerShader(layer, &shaderMatrix);
1119        paint.setShader(&layerShader);
1120
1121        // Since the drawing primitive is defined in local drawing space,
1122        // we don't need to modify the draw matrix
1123        const SkPath* maskPath = layer->getConvexMask();
1124        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1125
1126        paint.setShader(NULL);
1127        restore();
1128
1129        return;
1130    }
1131
1132    if (layer->region.isRect()) {
1133        layer->setRegionAsRect();
1134
1135        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1136
1137        layer->region.clear();
1138        return;
1139    }
1140
1141    EVENT_LOGD("composeLayerRegion");
1142    // standard Region based draw
1143    size_t count;
1144    const android::Rect* rects;
1145    Region safeRegion;
1146    if (CC_LIKELY(hasRectToRectTransform())) {
1147        rects = layer->region.getArray(&count);
1148    } else {
1149        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1150        rects = safeRegion.getArray(&count);
1151    }
1152
1153    const float alpha = getLayerAlpha(layer);
1154    const float texX = 1.0f / float(layer->getWidth());
1155    const float texY = 1.0f / float(layer->getHeight());
1156    const float height = rect.getHeight();
1157
1158    setupDraw();
1159
1160    // We must get (and therefore bind) the region mesh buffer
1161    // after we setup drawing in case we need to mess with the
1162    // stencil buffer in setupDraw()
1163    TextureVertex* mesh = mCaches.getRegionMesh();
1164    uint32_t numQuads = 0;
1165
1166    setupDrawWithTexture();
1167    setupDrawColor(alpha, alpha, alpha, alpha);
1168    setupDrawColorFilter(layer->getColorFilter());
1169    setupDrawBlending(layer);
1170    setupDrawProgram();
1171    setupDrawDirtyRegionsDisabled();
1172    setupDrawPureColorUniforms();
1173    setupDrawColorFilterUniforms(layer->getColorFilter());
1174    setupDrawTexture(layer->getTexture());
1175    if (currentTransform()->isPureTranslate()) {
1176        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1177        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1178
1179        layer->setFilter(GL_NEAREST);
1180        setupDrawModelView(kModelViewMode_Translate, false,
1181                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1182    } else {
1183        layer->setFilter(GL_LINEAR);
1184        setupDrawModelView(kModelViewMode_Translate, false,
1185                rect.left, rect.top, rect.right, rect.bottom);
1186    }
1187    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1188
1189    for (size_t i = 0; i < count; i++) {
1190        const android::Rect* r = &rects[i];
1191
1192        const float u1 = r->left * texX;
1193        const float v1 = (height - r->top) * texY;
1194        const float u2 = r->right * texX;
1195        const float v2 = (height - r->bottom) * texY;
1196
1197        // TODO: Reject quads outside of the clip
1198        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1199        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1200        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1201        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1202
1203        numQuads++;
1204
1205        if (numQuads >= gMaxNumberOfQuads) {
1206            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1207                            GL_UNSIGNED_SHORT, NULL));
1208            numQuads = 0;
1209            mesh = mCaches.getRegionMesh();
1210        }
1211    }
1212
1213    if (numQuads > 0) {
1214        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1215                        GL_UNSIGNED_SHORT, NULL));
1216    }
1217
1218#if DEBUG_LAYERS_AS_REGIONS
1219    drawRegionRectsDebug(layer->region);
1220#endif
1221
1222    layer->region.clear();
1223}
1224
1225#if DEBUG_LAYERS_AS_REGIONS
1226void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1227    size_t count;
1228    const android::Rect* rects = region.getArray(&count);
1229
1230    uint32_t colors[] = {
1231            0x7fff0000, 0x7f00ff00,
1232            0x7f0000ff, 0x7fff00ff,
1233    };
1234
1235    int offset = 0;
1236    int32_t top = rects[0].top;
1237
1238    for (size_t i = 0; i < count; i++) {
1239        if (top != rects[i].top) {
1240            offset ^= 0x2;
1241            top = rects[i].top;
1242        }
1243
1244        SkPaint paint;
1245        paint.setColor(colors[offset + (i & 0x1)]);
1246        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1247        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1248    }
1249}
1250#endif
1251
1252void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1253    Vector<float> rects;
1254
1255    SkRegion::Iterator it(region);
1256    while (!it.done()) {
1257        const SkIRect& r = it.rect();
1258        rects.push(r.fLeft);
1259        rects.push(r.fTop);
1260        rects.push(r.fRight);
1261        rects.push(r.fBottom);
1262        it.next();
1263    }
1264
1265    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1266}
1267
1268void OpenGLRenderer::dirtyLayer(const float left, const float top,
1269        const float right, const float bottom, const mat4 transform) {
1270    if (hasLayer()) {
1271        Rect bounds(left, top, right, bottom);
1272        transform.mapRect(bounds);
1273        dirtyLayerUnchecked(bounds, getRegion());
1274    }
1275}
1276
1277void OpenGLRenderer::dirtyLayer(const float left, const float top,
1278        const float right, const float bottom) {
1279    if (hasLayer()) {
1280        Rect bounds(left, top, right, bottom);
1281        dirtyLayerUnchecked(bounds, getRegion());
1282    }
1283}
1284
1285void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1286    if (bounds.intersect(*currentClipRect())) {
1287        bounds.snapToPixelBoundaries();
1288        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1289        if (!dirty.isEmpty()) {
1290            region->orSelf(dirty);
1291        }
1292    }
1293}
1294
1295void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1296    GLsizei elementsCount = quadsCount * 6;
1297    while (elementsCount > 0) {
1298        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1299
1300        setupDrawIndexedVertices(&mesh[0].x);
1301        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1302
1303        elementsCount -= drawCount;
1304        // Though there are 4 vertices in a quad, we use 6 indices per
1305        // quad to draw with GL_TRIANGLES
1306        mesh += (drawCount / 6) * 4;
1307    }
1308}
1309
1310void OpenGLRenderer::clearLayerRegions() {
1311    const size_t count = mLayers.size();
1312    if (count == 0) return;
1313
1314    if (!currentSnapshot()->isIgnored()) {
1315        EVENT_LOGD("clearLayerRegions");
1316        // Doing several glScissor/glClear here can negatively impact
1317        // GPUs with a tiler architecture, instead we draw quads with
1318        // the Clear blending mode
1319
1320        // The list contains bounds that have already been clipped
1321        // against their initial clip rect, and the current clip
1322        // is likely different so we need to disable clipping here
1323        bool scissorChanged = mCaches.disableScissor();
1324
1325        Vertex mesh[count * 4];
1326        Vertex* vertex = mesh;
1327
1328        for (uint32_t i = 0; i < count; i++) {
1329            Rect* bounds = mLayers.itemAt(i);
1330
1331            Vertex::set(vertex++, bounds->left, bounds->top);
1332            Vertex::set(vertex++, bounds->right, bounds->top);
1333            Vertex::set(vertex++, bounds->left, bounds->bottom);
1334            Vertex::set(vertex++, bounds->right, bounds->bottom);
1335
1336            delete bounds;
1337        }
1338        // We must clear the list of dirty rects before we
1339        // call setupDraw() to prevent stencil setup to do
1340        // the same thing again
1341        mLayers.clear();
1342
1343        SkPaint clearPaint;
1344        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1345
1346        setupDraw(false);
1347        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1348        setupDrawBlending(&clearPaint, true);
1349        setupDrawProgram();
1350        setupDrawPureColorUniforms();
1351        setupDrawModelView(kModelViewMode_Translate, false,
1352                0.0f, 0.0f, 0.0f, 0.0f, true);
1353
1354        issueIndexedQuadDraw(&mesh[0], count);
1355
1356        if (scissorChanged) mCaches.enableScissor();
1357    } else {
1358        for (uint32_t i = 0; i < count; i++) {
1359            delete mLayers.itemAt(i);
1360        }
1361        mLayers.clear();
1362    }
1363}
1364
1365///////////////////////////////////////////////////////////////////////////////
1366// State Deferral
1367///////////////////////////////////////////////////////////////////////////////
1368
1369bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1370    const Rect* currentClip = currentClipRect();
1371    const mat4* currentMatrix = currentTransform();
1372
1373    if (stateDeferFlags & kStateDeferFlag_Draw) {
1374        // state has bounds initialized in local coordinates
1375        if (!state.mBounds.isEmpty()) {
1376            currentMatrix->mapRect(state.mBounds);
1377            Rect clippedBounds(state.mBounds);
1378            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1379            // is used, it should more closely duplicate the quickReject logic (in how it uses
1380            // snapToPixelBoundaries)
1381
1382            if(!clippedBounds.intersect(*currentClip)) {
1383                // quick rejected
1384                return true;
1385            }
1386
1387            state.mClipSideFlags = kClipSide_None;
1388            if (!currentClip->contains(state.mBounds)) {
1389                int& flags = state.mClipSideFlags;
1390                // op partially clipped, so record which sides are clipped for clip-aware merging
1391                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1392                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1393                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1394                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1395            }
1396            state.mBounds.set(clippedBounds);
1397        } else {
1398            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1399            // overdraw avoidance (since we don't know what it overlaps)
1400            state.mClipSideFlags = kClipSide_ConservativeFull;
1401            state.mBounds.set(*currentClip);
1402        }
1403    }
1404
1405    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1406    if (state.mClipValid) {
1407        state.mClip.set(*currentClip);
1408    }
1409
1410    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1411    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1412    state.mMatrix.load(*currentMatrix);
1413    state.mDrawModifiers = mDrawModifiers;
1414    state.mAlpha = currentSnapshot()->alpha;
1415
1416    // always store/restore, since it's just a pointer
1417    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1418    return false;
1419}
1420
1421void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1422    setMatrix(state.mMatrix);
1423    mSnapshot->alpha = state.mAlpha;
1424    mDrawModifiers = state.mDrawModifiers;
1425    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1426
1427    if (state.mClipValid && !skipClipRestore) {
1428        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1429                state.mClip.right, state.mClip.bottom);
1430        dirtyClip();
1431    }
1432}
1433
1434/**
1435 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1436 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1437 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1438 *
1439 * This method should be called when restoreDisplayState() won't be restoring the clip
1440 */
1441void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1442    if (clipRect != NULL) {
1443        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1444    } else {
1445        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1446    }
1447    dirtyClip();
1448    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1449}
1450
1451///////////////////////////////////////////////////////////////////////////////
1452// Clipping
1453///////////////////////////////////////////////////////////////////////////////
1454
1455void OpenGLRenderer::setScissorFromClip() {
1456    Rect clip(*currentClipRect());
1457    clip.snapToPixelBoundaries();
1458
1459    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1460            clip.getWidth(), clip.getHeight())) {
1461        mDirtyClip = false;
1462    }
1463}
1464
1465void OpenGLRenderer::ensureStencilBuffer() {
1466    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1467    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1468    // just hope we have one when hasLayer() returns false.
1469    if (hasLayer()) {
1470        attachStencilBufferToLayer(currentSnapshot()->layer);
1471    }
1472}
1473
1474void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1475    // The layer's FBO is already bound when we reach this stage
1476    if (!layer->getStencilRenderBuffer()) {
1477        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1478        // is attached after we initiated tiling. We must turn it off,
1479        // attach the new render buffer then turn tiling back on
1480        endTiling();
1481
1482        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1483                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1484        layer->setStencilRenderBuffer(buffer);
1485
1486        startTiling(layer->clipRect, layer->layer.getHeight());
1487    }
1488}
1489
1490void OpenGLRenderer::setStencilFromClip() {
1491    if (!mCaches.debugOverdraw) {
1492        if (!currentSnapshot()->clipRegion->isEmpty()) {
1493            EVENT_LOGD("setStencilFromClip - enabling");
1494
1495            // NOTE: The order here is important, we must set dirtyClip to false
1496            //       before any draw call to avoid calling back into this method
1497            mDirtyClip = false;
1498
1499            ensureStencilBuffer();
1500
1501            mCaches.stencil.enableWrite();
1502
1503            // Clear and update the stencil, but first make sure we restrict drawing
1504            // to the region's bounds
1505            bool resetScissor = mCaches.enableScissor();
1506            if (resetScissor) {
1507                // The scissor was not set so we now need to update it
1508                setScissorFromClip();
1509            }
1510            mCaches.stencil.clear();
1511
1512            // stash and disable the outline clip state, since stencil doesn't account for outline
1513            bool storedSkipOutlineClip = mSkipOutlineClip;
1514            mSkipOutlineClip = true;
1515
1516            SkPaint paint;
1517            paint.setColor(SK_ColorBLACK);
1518            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1519
1520            // NOTE: We could use the region contour path to generate a smaller mesh
1521            //       Since we are using the stencil we could use the red book path
1522            //       drawing technique. It might increase bandwidth usage though.
1523
1524            // The last parameter is important: we are not drawing in the color buffer
1525            // so we don't want to dirty the current layer, if any
1526            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1527            if (resetScissor) mCaches.disableScissor();
1528            mSkipOutlineClip = storedSkipOutlineClip;
1529
1530            mCaches.stencil.enableTest();
1531
1532            // Draw the region used to generate the stencil if the appropriate debug
1533            // mode is enabled
1534            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1535                paint.setColor(0x7f0000ff);
1536                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1537                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1538            }
1539        } else {
1540            EVENT_LOGD("setStencilFromClip - disabling");
1541            mCaches.stencil.disable();
1542        }
1543    }
1544}
1545
1546/**
1547 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1548 *
1549 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1550 *         style, and tessellated AA ramp
1551 */
1552bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1553        const SkPaint* paint) {
1554    bool snapOut = paint && paint->isAntiAlias();
1555
1556    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1557        float outset = paint->getStrokeWidth() * 0.5f;
1558        left -= outset;
1559        top -= outset;
1560        right += outset;
1561        bottom += outset;
1562    }
1563
1564    bool clipRequired = false;
1565    bool roundRectClipRequired = false;
1566    if (calculateQuickRejectForScissor(left, top, right, bottom,
1567            &clipRequired, &roundRectClipRequired, snapOut)) {
1568        return true;
1569    }
1570
1571    // not quick rejected, so enable the scissor if clipRequired
1572    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1573    mSkipOutlineClip = !roundRectClipRequired;
1574    return false;
1575}
1576
1577void OpenGLRenderer::debugClip() {
1578#if DEBUG_CLIP_REGIONS
1579    if (!currentSnapshot()->clipRegion->isEmpty()) {
1580        SkPaint paint;
1581        paint.setColor(0x7f00ff00);
1582        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1583
1584    }
1585#endif
1586}
1587
1588///////////////////////////////////////////////////////////////////////////////
1589// Drawing commands
1590///////////////////////////////////////////////////////////////////////////////
1591
1592void OpenGLRenderer::setupDraw(bool clearLayer) {
1593    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1594    //       changes the scissor test state
1595    if (clearLayer) clearLayerRegions();
1596    // Make sure setScissor & setStencil happen at the beginning of
1597    // this method
1598    if (mDirtyClip) {
1599        if (mCaches.scissorEnabled) {
1600            setScissorFromClip();
1601        }
1602
1603        if (clearLayer) {
1604            setStencilFromClip();
1605        } else {
1606            // While clearing layer, force disable stencil buffer, since
1607            // it's invalid to stencil-clip *during* the layer clear
1608            mCaches.stencil.disable();
1609        }
1610    }
1611
1612    mDescription.reset();
1613
1614    mSetShaderColor = false;
1615    mColorSet = false;
1616    mColorA = mColorR = mColorG = mColorB = 0.0f;
1617    mTextureUnit = 0;
1618    mTrackDirtyRegions = true;
1619
1620    // Enable debug highlight when what we're about to draw is tested against
1621    // the stencil buffer and if stencil highlight debugging is on
1622    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1623            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1624            mCaches.stencil.isTestEnabled();
1625
1626    mDescription.emulateStencil = mCountOverdraw;
1627}
1628
1629void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1630    mDescription.hasTexture = true;
1631    mDescription.hasAlpha8Texture = isAlpha8;
1632}
1633
1634void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1635    mDescription.hasTexture = true;
1636    mDescription.hasColors = true;
1637    mDescription.hasAlpha8Texture = isAlpha8;
1638}
1639
1640void OpenGLRenderer::setupDrawWithExternalTexture() {
1641    mDescription.hasExternalTexture = true;
1642}
1643
1644void OpenGLRenderer::setupDrawNoTexture() {
1645    mCaches.disableTexCoordsVertexArray();
1646}
1647
1648void OpenGLRenderer::setupDrawAA() {
1649    mDescription.isAA = true;
1650}
1651
1652void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1653    mColorA = alpha / 255.0f;
1654    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1655    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1656    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1657    mColorSet = true;
1658    mSetShaderColor = mDescription.setColorModulate(mColorA);
1659}
1660
1661void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1662    mColorA = alpha / 255.0f;
1663    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1664    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1665    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1666    mColorSet = true;
1667    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1668}
1669
1670void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1671    mCaches.fontRenderer->describe(mDescription, paint);
1672}
1673
1674void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1675    mColorA = a;
1676    mColorR = r;
1677    mColorG = g;
1678    mColorB = b;
1679    mColorSet = true;
1680    mSetShaderColor = mDescription.setColorModulate(a);
1681}
1682
1683void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1684    if (shader != NULL) {
1685        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1686    }
1687}
1688
1689void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1690    if (filter == NULL) {
1691        return;
1692    }
1693
1694    SkXfermode::Mode mode;
1695    if (filter->asColorMode(NULL, &mode)) {
1696        mDescription.colorOp = ProgramDescription::kColorBlend;
1697        mDescription.colorMode = mode;
1698    } else if (filter->asColorMatrix(NULL)) {
1699        mDescription.colorOp = ProgramDescription::kColorMatrix;
1700    }
1701}
1702
1703void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1704    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1705        mColorA = 1.0f;
1706        mColorR = mColorG = mColorB = 0.0f;
1707        mSetShaderColor = mDescription.modulate = true;
1708    }
1709}
1710
1711static bool isBlendedColorFilter(const SkColorFilter* filter) {
1712    if (filter == NULL) {
1713        return false;
1714    }
1715    return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0;
1716}
1717
1718void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1719    SkXfermode::Mode mode = layer->getMode();
1720    // When the blending mode is kClear_Mode, we need to use a modulate color
1721    // argb=1,0,0,0
1722    accountForClear(mode);
1723    // TODO: check shader blending, once we have shader drawing support for layers.
1724    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1725            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1726    chooseBlending(blend, mode, mDescription, swapSrcDst);
1727}
1728
1729void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1730    SkXfermode::Mode mode = getXfermodeDirect(paint);
1731    // When the blending mode is kClear_Mode, we need to use a modulate color
1732    // argb=1,0,0,0
1733    accountForClear(mode);
1734    blend |= (mColorSet && mColorA < 1.0f) ||
1735            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1736            isBlendedColorFilter(getColorFilter(paint));
1737    chooseBlending(blend, mode, mDescription, swapSrcDst);
1738}
1739
1740void OpenGLRenderer::setupDrawProgram() {
1741    useProgram(mCaches.programCache.get(mDescription));
1742    if (mDescription.hasRoundRectClip) {
1743        // TODO: avoid doing this repeatedly, stashing state pointer in program
1744        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1745        const Rect& innerRect = state->innerRect;
1746        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1747                innerRect.left, innerRect.top,
1748                innerRect.right, innerRect.bottom);
1749        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1750                state->radius);
1751        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1752                1, GL_FALSE, &state->matrix.data[0]);
1753    }
1754}
1755
1756void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1757    mTrackDirtyRegions = false;
1758}
1759
1760void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1761        float left, float top, float right, float bottom, bool ignoreTransform) {
1762    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1763    if (mode == kModelViewMode_TranslateAndScale) {
1764        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1765    }
1766
1767    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1768    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1769    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1770    if (dirty && mTrackDirtyRegions) {
1771        if (!ignoreTransform) {
1772            dirtyLayer(left, top, right, bottom, *currentTransform());
1773        } else {
1774            dirtyLayer(left, top, right, bottom);
1775        }
1776    }
1777}
1778
1779void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1780    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1781        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1782    }
1783}
1784
1785void OpenGLRenderer::setupDrawPureColorUniforms() {
1786    if (mSetShaderColor) {
1787        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1788    }
1789}
1790
1791void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1792    if (shader == NULL) {
1793        return;
1794    }
1795
1796    if (ignoreTransform) {
1797        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1798        // because it was built into modelView / the geometry, and the description needs to
1799        // compensate.
1800        mat4 modelViewWithoutTransform;
1801        modelViewWithoutTransform.loadInverse(*currentTransform());
1802        modelViewWithoutTransform.multiply(mModelViewMatrix);
1803        mModelViewMatrix.load(modelViewWithoutTransform);
1804    }
1805
1806    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1807}
1808
1809void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1810    if (NULL == filter) {
1811        return;
1812    }
1813
1814    SkColor color;
1815    SkXfermode::Mode mode;
1816    if (filter->asColorMode(&color, &mode)) {
1817        const int alpha = SkColorGetA(color);
1818        const GLfloat a = alpha / 255.0f;
1819        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1820        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1821        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1822        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1823        return;
1824    }
1825
1826    SkScalar srcColorMatrix[20];
1827    if (filter->asColorMatrix(srcColorMatrix)) {
1828
1829        float colorMatrix[16];
1830        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1831        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1832        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1833        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1834
1835        // Skia uses the range [0..255] for the addition vector, but we need
1836        // the [0..1] range to apply the vector in GLSL
1837        float colorVector[4];
1838        colorVector[0] = srcColorMatrix[4] / 255.0f;
1839        colorVector[1] = srcColorMatrix[9] / 255.0f;
1840        colorVector[2] = srcColorMatrix[14] / 255.0f;
1841        colorVector[3] = srcColorMatrix[19] / 255.0f;
1842
1843        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1844                GL_FALSE, colorMatrix);
1845        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1846        return;
1847    }
1848
1849    // it is an error if we ever get here
1850}
1851
1852void OpenGLRenderer::setupDrawTextGammaUniforms() {
1853    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1854}
1855
1856void OpenGLRenderer::setupDrawSimpleMesh() {
1857    bool force = mCaches.bindMeshBuffer();
1858    mCaches.bindPositionVertexPointer(force, 0);
1859    mCaches.unbindIndicesBuffer();
1860}
1861
1862void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1863    if (texture) bindTexture(texture);
1864    mTextureUnit++;
1865    mCaches.enableTexCoordsVertexArray();
1866}
1867
1868void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1869    bindExternalTexture(texture);
1870    mTextureUnit++;
1871    mCaches.enableTexCoordsVertexArray();
1872}
1873
1874void OpenGLRenderer::setupDrawTextureTransform() {
1875    mDescription.hasTextureTransform = true;
1876}
1877
1878void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1879    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1880            GL_FALSE, &transform.data[0]);
1881}
1882
1883void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1884        const GLvoid* texCoords, GLuint vbo) {
1885    bool force = false;
1886    if (!vertices || vbo) {
1887        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1888    } else {
1889        force = mCaches.unbindMeshBuffer();
1890    }
1891
1892    mCaches.bindPositionVertexPointer(force, vertices);
1893    if (mCaches.currentProgram->texCoords >= 0) {
1894        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1895    }
1896
1897    mCaches.unbindIndicesBuffer();
1898}
1899
1900void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1901        const GLvoid* texCoords, const GLvoid* colors) {
1902    bool force = mCaches.unbindMeshBuffer();
1903    GLsizei stride = sizeof(ColorTextureVertex);
1904
1905    mCaches.bindPositionVertexPointer(force, vertices, stride);
1906    if (mCaches.currentProgram->texCoords >= 0) {
1907        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1908    }
1909    int slot = mCaches.currentProgram->getAttrib("colors");
1910    if (slot >= 0) {
1911        glEnableVertexAttribArray(slot);
1912        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1913    }
1914
1915    mCaches.unbindIndicesBuffer();
1916}
1917
1918void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1919        const GLvoid* texCoords, GLuint vbo) {
1920    bool force = false;
1921    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1922    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1923    // use the default VBO found in Caches
1924    if (!vertices || vbo) {
1925        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1926    } else {
1927        force = mCaches.unbindMeshBuffer();
1928    }
1929    mCaches.bindQuadIndicesBuffer();
1930
1931    mCaches.bindPositionVertexPointer(force, vertices);
1932    if (mCaches.currentProgram->texCoords >= 0) {
1933        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1934    }
1935}
1936
1937void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1938    bool force = mCaches.unbindMeshBuffer();
1939    mCaches.bindQuadIndicesBuffer();
1940    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1941}
1942
1943///////////////////////////////////////////////////////////////////////////////
1944// Drawing
1945///////////////////////////////////////////////////////////////////////////////
1946
1947status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1948    status_t status;
1949    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1950    // will be performed by the display list itself
1951    if (renderNode && renderNode->isRenderable()) {
1952        // compute 3d ordering
1953        renderNode->computeOrdering();
1954        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1955            status = startFrame();
1956            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1957            renderNode->replay(replayStruct, 0);
1958            return status | replayStruct.mDrawGlStatus;
1959        }
1960
1961        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1962        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1963        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1964        renderNode->defer(deferStruct, 0);
1965
1966        flushLayers();
1967        status = startFrame();
1968
1969        return deferredList.flush(*this, dirty) | status;
1970    }
1971
1972    // Even if there is no drawing command(Ex: invisible),
1973    // it still needs startFrame to clear buffer and start tiling.
1974    return startFrame();
1975}
1976
1977void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1978    int color = paint != NULL ? paint->getColor() : 0;
1979
1980    float x = left;
1981    float y = top;
1982
1983    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1984
1985    bool ignoreTransform = false;
1986    if (currentTransform()->isPureTranslate()) {
1987        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1988        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1989        ignoreTransform = true;
1990
1991        texture->setFilter(GL_NEAREST, true);
1992    } else {
1993        texture->setFilter(getFilter(paint), true);
1994    }
1995
1996    // No need to check for a UV mapper on the texture object, only ARGB_8888
1997    // bitmaps get packed in the atlas
1998    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1999            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2000            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2001}
2002
2003/**
2004 * Important note: this method is intended to draw batches of bitmaps and
2005 * will not set the scissor enable or dirty the current layer, if any.
2006 * The caller is responsible for properly dirtying the current layer.
2007 */
2008status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2009        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
2010        const Rect& bounds, const SkPaint* paint) {
2011    mCaches.activeTexture(0);
2012    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2013    if (!texture) return DrawGlInfo::kStatusDone;
2014
2015    const AutoTexture autoCleanup(texture);
2016
2017    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2018    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
2019
2020    const float x = (int) floorf(bounds.left + 0.5f);
2021    const float y = (int) floorf(bounds.top + 0.5f);
2022    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2023        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2024                texture->id, paint, &vertices[0].x, &vertices[0].u,
2025                GL_TRIANGLES, bitmapCount * 6, true,
2026                kModelViewMode_Translate, false);
2027    } else {
2028        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2029                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
2030                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2031                kModelViewMode_Translate, false);
2032    }
2033
2034    return DrawGlInfo::kStatusDrew;
2035}
2036
2037status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top,
2038        const SkPaint* paint) {
2039    const float right = left + bitmap->width();
2040    const float bottom = top + bitmap->height();
2041
2042    if (quickRejectSetupScissor(left, top, right, bottom)) {
2043        return DrawGlInfo::kStatusDone;
2044    }
2045
2046    mCaches.activeTexture(0);
2047    Texture* texture = getTexture(bitmap);
2048    if (!texture) return DrawGlInfo::kStatusDone;
2049    const AutoTexture autoCleanup(texture);
2050
2051    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2052        drawAlphaBitmap(texture, left, top, paint);
2053    } else {
2054        drawTextureRect(left, top, right, bottom, texture, paint);
2055    }
2056
2057    return DrawGlInfo::kStatusDrew;
2058}
2059
2060status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix& matrix,
2061        const SkPaint* paint) {
2062    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2063    const mat4 transform(matrix);
2064    transform.mapRect(r);
2065
2066    if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) {
2067        return DrawGlInfo::kStatusDone;
2068    }
2069
2070    mCaches.activeTexture(0);
2071    Texture* texture = getTexture(bitmap);
2072    if (!texture) return DrawGlInfo::kStatusDone;
2073    const AutoTexture autoCleanup(texture);
2074
2075    // This could be done in a cheaper way, all we need is pass the matrix
2076    // to the vertex shader. The save/restore is a bit overkill.
2077    save(SkCanvas::kMatrix_SaveFlag);
2078    concatMatrix(matrix);
2079    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2080        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2081    } else {
2082        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2083    }
2084    restore();
2085
2086    return DrawGlInfo::kStatusDrew;
2087}
2088
2089status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top,
2090        const SkPaint* paint) {
2091    const float right = left + bitmap->width();
2092    const float bottom = top + bitmap->height();
2093
2094    if (quickRejectSetupScissor(left, top, right, bottom)) {
2095        return DrawGlInfo::kStatusDone;
2096    }
2097
2098    mCaches.activeTexture(0);
2099    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2100    const AutoTexture autoCleanup(texture);
2101
2102    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2103        drawAlphaBitmap(texture, left, top, paint);
2104    } else {
2105        drawTextureRect(left, top, right, bottom, texture, paint);
2106    }
2107
2108    return DrawGlInfo::kStatusDrew;
2109}
2110
2111status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2112        const float* vertices, const int* colors, const SkPaint* paint) {
2113    if (!vertices || currentSnapshot()->isIgnored()) {
2114        return DrawGlInfo::kStatusDone;
2115    }
2116
2117    // TODO: use quickReject on bounds from vertices
2118    mCaches.enableScissor();
2119
2120    float left = FLT_MAX;
2121    float top = FLT_MAX;
2122    float right = FLT_MIN;
2123    float bottom = FLT_MIN;
2124
2125    const uint32_t count = meshWidth * meshHeight * 6;
2126
2127    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2128    mesh.setCapacity(count);
2129    ColorTextureVertex* vertex = mesh.editArray();
2130
2131    bool cleanupColors = false;
2132    if (!colors) {
2133        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2134        int* newColors = new int[colorsCount];
2135        memset(newColors, 0xff, colorsCount * sizeof(int));
2136        colors = newColors;
2137        cleanupColors = true;
2138    }
2139
2140    mCaches.activeTexture(0);
2141    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2142    const UvMapper& mapper(getMapper(texture));
2143
2144    for (int32_t y = 0; y < meshHeight; y++) {
2145        for (int32_t x = 0; x < meshWidth; x++) {
2146            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2147
2148            float u1 = float(x) / meshWidth;
2149            float u2 = float(x + 1) / meshWidth;
2150            float v1 = float(y) / meshHeight;
2151            float v2 = float(y + 1) / meshHeight;
2152
2153            mapper.map(u1, v1, u2, v2);
2154
2155            int ax = i + (meshWidth + 1) * 2;
2156            int ay = ax + 1;
2157            int bx = i;
2158            int by = bx + 1;
2159            int cx = i + 2;
2160            int cy = cx + 1;
2161            int dx = i + (meshWidth + 1) * 2 + 2;
2162            int dy = dx + 1;
2163
2164            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2165            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2166            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2167
2168            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2169            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2170            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2171
2172            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2173            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2174            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2175            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2176        }
2177    }
2178
2179    if (quickRejectSetupScissor(left, top, right, bottom)) {
2180        if (cleanupColors) delete[] colors;
2181        return DrawGlInfo::kStatusDone;
2182    }
2183
2184    if (!texture) {
2185        texture = mCaches.textureCache.get(bitmap);
2186        if (!texture) {
2187            if (cleanupColors) delete[] colors;
2188            return DrawGlInfo::kStatusDone;
2189        }
2190    }
2191    const AutoTexture autoCleanup(texture);
2192
2193    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2194    texture->setFilter(getFilter(paint), true);
2195
2196    int alpha;
2197    SkXfermode::Mode mode;
2198    getAlphaAndMode(paint, &alpha, &mode);
2199
2200    float a = alpha / 255.0f;
2201
2202    if (hasLayer()) {
2203        dirtyLayer(left, top, right, bottom, *currentTransform());
2204    }
2205
2206    setupDraw();
2207    setupDrawWithTextureAndColor();
2208    setupDrawColor(a, a, a, a);
2209    setupDrawColorFilter(getColorFilter(paint));
2210    setupDrawBlending(paint, true);
2211    setupDrawProgram();
2212    setupDrawDirtyRegionsDisabled();
2213    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2214    setupDrawTexture(texture->id);
2215    setupDrawPureColorUniforms();
2216    setupDrawColorFilterUniforms(getColorFilter(paint));
2217    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2218
2219    glDrawArrays(GL_TRIANGLES, 0, count);
2220
2221    int slot = mCaches.currentProgram->getAttrib("colors");
2222    if (slot >= 0) {
2223        glDisableVertexAttribArray(slot);
2224    }
2225
2226    if (cleanupColors) delete[] colors;
2227
2228    return DrawGlInfo::kStatusDrew;
2229}
2230
2231status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2232         float srcLeft, float srcTop, float srcRight, float srcBottom,
2233         float dstLeft, float dstTop, float dstRight, float dstBottom,
2234         const SkPaint* paint) {
2235    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2236        return DrawGlInfo::kStatusDone;
2237    }
2238
2239    mCaches.activeTexture(0);
2240    Texture* texture = getTexture(bitmap);
2241    if (!texture) return DrawGlInfo::kStatusDone;
2242    const AutoTexture autoCleanup(texture);
2243
2244    const float width = texture->width;
2245    const float height = texture->height;
2246
2247    float u1 = fmax(0.0f, srcLeft / width);
2248    float v1 = fmax(0.0f, srcTop / height);
2249    float u2 = fmin(1.0f, srcRight / width);
2250    float v2 = fmin(1.0f, srcBottom / height);
2251
2252    getMapper(texture).map(u1, v1, u2, v2);
2253
2254    mCaches.unbindMeshBuffer();
2255    resetDrawTextureTexCoords(u1, v1, u2, v2);
2256
2257    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2258
2259    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2260    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2261
2262    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2263    // Apply a scale transform on the canvas only when a shader is in use
2264    // Skia handles the ratio between the dst and src rects as a scale factor
2265    // when a shader is set
2266    bool useScaleTransform = getShader(paint) && scaled;
2267    bool ignoreTransform = false;
2268
2269    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2270        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2271        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2272
2273        dstRight = x + (dstRight - dstLeft);
2274        dstBottom = y + (dstBottom - dstTop);
2275
2276        dstLeft = x;
2277        dstTop = y;
2278
2279        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2280        ignoreTransform = true;
2281    } else {
2282        texture->setFilter(getFilter(paint), true);
2283    }
2284
2285    if (CC_UNLIKELY(useScaleTransform)) {
2286        save(SkCanvas::kMatrix_SaveFlag);
2287        translate(dstLeft, dstTop);
2288        scale(scaleX, scaleY);
2289
2290        dstLeft = 0.0f;
2291        dstTop = 0.0f;
2292
2293        dstRight = srcRight - srcLeft;
2294        dstBottom = srcBottom - srcTop;
2295    }
2296
2297    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2298        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2299                texture->id, paint,
2300                &mMeshVertices[0].x, &mMeshVertices[0].u,
2301                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2302    } else {
2303        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2304                texture->id, paint, texture->blend,
2305                &mMeshVertices[0].x, &mMeshVertices[0].u,
2306                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2307    }
2308
2309    if (CC_UNLIKELY(useScaleTransform)) {
2310        restore();
2311    }
2312
2313    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2314
2315    return DrawGlInfo::kStatusDrew;
2316}
2317
2318status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2319        float left, float top, float right, float bottom, const SkPaint* paint) {
2320    if (quickRejectSetupScissor(left, top, right, bottom)) {
2321        return DrawGlInfo::kStatusDone;
2322    }
2323
2324    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2325    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2326            right - left, bottom - top, patch);
2327
2328    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2329}
2330
2331status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2332        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2333        const SkPaint* paint) {
2334    if (quickRejectSetupScissor(left, top, right, bottom)) {
2335        return DrawGlInfo::kStatusDone;
2336    }
2337
2338    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2339        mCaches.activeTexture(0);
2340        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2341        if (!texture) return DrawGlInfo::kStatusDone;
2342        const AutoTexture autoCleanup(texture);
2343
2344        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2345        texture->setFilter(GL_LINEAR, true);
2346
2347        const bool pureTranslate = currentTransform()->isPureTranslate();
2348        // Mark the current layer dirty where we are going to draw the patch
2349        if (hasLayer() && mesh->hasEmptyQuads) {
2350            const float offsetX = left + currentTransform()->getTranslateX();
2351            const float offsetY = top + currentTransform()->getTranslateY();
2352            const size_t count = mesh->quads.size();
2353            for (size_t i = 0; i < count; i++) {
2354                const Rect& bounds = mesh->quads.itemAt(i);
2355                if (CC_LIKELY(pureTranslate)) {
2356                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2357                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2358                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2359                } else {
2360                    dirtyLayer(left + bounds.left, top + bounds.top,
2361                            left + bounds.right, top + bounds.bottom, *currentTransform());
2362                }
2363            }
2364        }
2365
2366        bool ignoreTransform = false;
2367        if (CC_LIKELY(pureTranslate)) {
2368            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2369            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2370
2371            right = x + right - left;
2372            bottom = y + bottom - top;
2373            left = x;
2374            top = y;
2375            ignoreTransform = true;
2376        }
2377        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2378                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2379                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2380                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2381    }
2382
2383    return DrawGlInfo::kStatusDrew;
2384}
2385
2386/**
2387 * Important note: this method is intended to draw batches of 9-patch objects and
2388 * will not set the scissor enable or dirty the current layer, if any.
2389 * The caller is responsible for properly dirtying the current layer.
2390 */
2391status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2392        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2393    mCaches.activeTexture(0);
2394    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2395    if (!texture) return DrawGlInfo::kStatusDone;
2396    const AutoTexture autoCleanup(texture);
2397
2398    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2399    texture->setFilter(GL_LINEAR, true);
2400
2401    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2402            texture->blend, &vertices[0].x, &vertices[0].u,
2403            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2404
2405    return DrawGlInfo::kStatusDrew;
2406}
2407
2408status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2409        const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) {
2410    // not missing call to quickReject/dirtyLayer, always done at a higher level
2411    if (!vertexBuffer.getVertexCount()) {
2412        // no vertices to draw
2413        return DrawGlInfo::kStatusDone;
2414    }
2415
2416    Rect bounds(vertexBuffer.getBounds());
2417    bounds.translate(translateX, translateY);
2418    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2419
2420    int color = paint->getColor();
2421    bool isAA = paint->isAntiAlias();
2422
2423    setupDraw();
2424    setupDrawNoTexture();
2425    if (isAA) setupDrawAA();
2426    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2427    setupDrawColorFilter(getColorFilter(paint));
2428    setupDrawShader(getShader(paint));
2429    setupDrawBlending(paint, isAA);
2430    setupDrawProgram();
2431    setupDrawModelView(kModelViewMode_Translate, useOffset, translateX, translateY, 0, 0);
2432    setupDrawColorUniforms(getShader(paint));
2433    setupDrawColorFilterUniforms(getColorFilter(paint));
2434    setupDrawShaderUniforms(getShader(paint));
2435
2436    const void* vertices = vertexBuffer.getBuffer();
2437    bool force = mCaches.unbindMeshBuffer();
2438    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2439    mCaches.resetTexCoordsVertexPointer();
2440
2441
2442    int alphaSlot = -1;
2443    if (isAA) {
2444        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2445        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2446        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2447        glEnableVertexAttribArray(alphaSlot);
2448        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2449    }
2450
2451    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2452    if (mode == VertexBuffer::kStandard) {
2453        mCaches.unbindIndicesBuffer();
2454        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2455    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2456        mCaches.bindShadowIndicesBuffer();
2457        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2458    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2459        mCaches.bindShadowIndicesBuffer();
2460        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2461    }
2462
2463    if (isAA) {
2464        glDisableVertexAttribArray(alphaSlot);
2465    }
2466
2467    return DrawGlInfo::kStatusDrew;
2468}
2469
2470/**
2471 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2472 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2473 * screen space in all directions. However, instead of using a fragment shader to compute the
2474 * translucency of the color from its position, we simply use a varying parameter to define how far
2475 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2476 *
2477 * Doesn't yet support joins, caps, or path effects.
2478 */
2479status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2480    VertexBuffer vertexBuffer;
2481    // TODO: try clipping large paths to viewport
2482    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2483    return drawVertexBuffer(vertexBuffer, paint);
2484}
2485
2486/**
2487 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2488 * and additional geometry for defining an alpha slope perimeter.
2489 *
2490 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2491 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2492 * in-shader alpha region, but found it to be taxing on some GPUs.
2493 *
2494 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2495 * memory transfer by removing need for degenerate vertices.
2496 */
2497status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2498    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2499
2500    count &= ~0x3; // round down to nearest four
2501
2502    VertexBuffer buffer;
2503    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2504    const Rect& bounds = buffer.getBounds();
2505
2506    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2507        return DrawGlInfo::kStatusDone;
2508    }
2509
2510    bool useOffset = !paint->isAntiAlias();
2511    return drawVertexBuffer(buffer, paint, useOffset);
2512}
2513
2514status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2515    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2516
2517    count &= ~0x1; // round down to nearest two
2518
2519    VertexBuffer buffer;
2520    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2521
2522    const Rect& bounds = buffer.getBounds();
2523    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2524        return DrawGlInfo::kStatusDone;
2525    }
2526
2527    bool useOffset = !paint->isAntiAlias();
2528    return drawVertexBuffer(buffer, paint, useOffset);
2529}
2530
2531status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2532    // No need to check against the clip, we fill the clip region
2533    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2534
2535    Rect clip(*currentClipRect());
2536    clip.snapToPixelBoundaries();
2537
2538    SkPaint paint;
2539    paint.setColor(color);
2540    paint.setXfermodeMode(mode);
2541
2542    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2543
2544    return DrawGlInfo::kStatusDrew;
2545}
2546
2547status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2548        const SkPaint* paint) {
2549    if (!texture) return DrawGlInfo::kStatusDone;
2550    const AutoTexture autoCleanup(texture);
2551
2552    const float x = left + texture->left - texture->offset;
2553    const float y = top + texture->top - texture->offset;
2554
2555    drawPathTexture(texture, x, y, paint);
2556
2557    return DrawGlInfo::kStatusDrew;
2558}
2559
2560status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2561        float rx, float ry, const SkPaint* p) {
2562    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2563            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2564        return DrawGlInfo::kStatusDone;
2565    }
2566
2567    if (p->getPathEffect() != 0) {
2568        mCaches.activeTexture(0);
2569        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2570                right - left, bottom - top, rx, ry, p);
2571        return drawShape(left, top, texture, p);
2572    }
2573
2574    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2575            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2576    return drawVertexBuffer(left, top, *vertexBuffer, p);
2577}
2578
2579status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2580    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius,
2581            x + radius, y + radius, p) ||
2582            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2583        return DrawGlInfo::kStatusDone;
2584    }
2585    if (p->getPathEffect() != 0) {
2586        mCaches.activeTexture(0);
2587        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2588        return drawShape(x - radius, y - radius, texture, p);
2589    }
2590
2591    SkPath path;
2592    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2593        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2594    } else {
2595        path.addCircle(x, y, radius);
2596    }
2597    return drawConvexPath(path, p);
2598}
2599
2600status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2601        const SkPaint* p) {
2602    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2603            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2604        return DrawGlInfo::kStatusDone;
2605    }
2606
2607    if (p->getPathEffect() != 0) {
2608        mCaches.activeTexture(0);
2609        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2610        return drawShape(left, top, texture, p);
2611    }
2612
2613    SkPath path;
2614    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2615    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2616        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2617    }
2618    path.addOval(rect);
2619    return drawConvexPath(path, p);
2620}
2621
2622status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2623        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2624    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2625            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2626        return DrawGlInfo::kStatusDone;
2627    }
2628
2629    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2630    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2631        mCaches.activeTexture(0);
2632        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2633                startAngle, sweepAngle, useCenter, p);
2634        return drawShape(left, top, texture, p);
2635    }
2636
2637    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2638    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2639        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2640    }
2641
2642    SkPath path;
2643    if (useCenter) {
2644        path.moveTo(rect.centerX(), rect.centerY());
2645    }
2646    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2647    if (useCenter) {
2648        path.close();
2649    }
2650    return drawConvexPath(path, p);
2651}
2652
2653// See SkPaintDefaults.h
2654#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2655
2656status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2657        const SkPaint* p) {
2658    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2659            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2660        return DrawGlInfo::kStatusDone;
2661    }
2662
2663    if (p->getStyle() != SkPaint::kFill_Style) {
2664        // only fill style is supported by drawConvexPath, since others have to handle joins
2665        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2666                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2667            mCaches.activeTexture(0);
2668            const PathTexture* texture =
2669                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2670            return drawShape(left, top, texture, p);
2671        }
2672
2673        SkPath path;
2674        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2675        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2676            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2677        }
2678        path.addRect(rect);
2679        return drawConvexPath(path, p);
2680    }
2681
2682    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2683        SkPath path;
2684        path.addRect(left, top, right, bottom);
2685        return drawConvexPath(path, p);
2686    } else {
2687        drawColorRect(left, top, right, bottom, p);
2688        return DrawGlInfo::kStatusDrew;
2689    }
2690}
2691
2692void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2693        int bytesCount, int count, const float* positions,
2694        FontRenderer& fontRenderer, int alpha, float x, float y) {
2695    mCaches.activeTexture(0);
2696
2697    TextShadow textShadow;
2698    if (!getTextShadow(paint, &textShadow)) {
2699        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2700    }
2701
2702    // NOTE: The drop shadow will not perform gamma correction
2703    //       if shader-based correction is enabled
2704    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2705    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2706            paint, text, bytesCount, count, textShadow.radius, positions);
2707    // If the drop shadow exceeds the max texture size or couldn't be
2708    // allocated, skip drawing
2709    if (!shadow) return;
2710    const AutoTexture autoCleanup(shadow);
2711
2712    const float sx = x - shadow->left + textShadow.dx;
2713    const float sy = y - shadow->top + textShadow.dy;
2714
2715    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2716    if (getShader(paint)) {
2717        textShadow.color = SK_ColorWHITE;
2718    }
2719
2720    setupDraw();
2721    setupDrawWithTexture(true);
2722    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2723    setupDrawColorFilter(getColorFilter(paint));
2724    setupDrawShader(getShader(paint));
2725    setupDrawBlending(paint, true);
2726    setupDrawProgram();
2727    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2728            sx, sy, sx + shadow->width, sy + shadow->height);
2729    setupDrawTexture(shadow->id);
2730    setupDrawPureColorUniforms();
2731    setupDrawColorFilterUniforms(getColorFilter(paint));
2732    setupDrawShaderUniforms(getShader(paint));
2733    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2734
2735    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2736}
2737
2738bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2739    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2740    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2741}
2742
2743status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2744        const float* positions, const SkPaint* paint) {
2745    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2746        return DrawGlInfo::kStatusDone;
2747    }
2748
2749    // NOTE: Skia does not support perspective transform on drawPosText yet
2750    if (!currentTransform()->isSimple()) {
2751        return DrawGlInfo::kStatusDone;
2752    }
2753
2754    mCaches.enableScissor();
2755
2756    float x = 0.0f;
2757    float y = 0.0f;
2758    const bool pureTranslate = currentTransform()->isPureTranslate();
2759    if (pureTranslate) {
2760        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2761        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2762    }
2763
2764    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2765    fontRenderer.setFont(paint, SkMatrix::I());
2766
2767    int alpha;
2768    SkXfermode::Mode mode;
2769    getAlphaAndMode(paint, &alpha, &mode);
2770
2771    if (CC_UNLIKELY(hasTextShadow(paint))) {
2772        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2773                alpha, 0.0f, 0.0f);
2774    }
2775
2776    // Pick the appropriate texture filtering
2777    bool linearFilter = currentTransform()->changesBounds();
2778    if (pureTranslate && !linearFilter) {
2779        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2780    }
2781    fontRenderer.setTextureFiltering(linearFilter);
2782
2783    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2784    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2785
2786    const bool hasActiveLayer = hasLayer();
2787
2788    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2789    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2790            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2791        if (hasActiveLayer) {
2792            if (!pureTranslate) {
2793                currentTransform()->mapRect(bounds);
2794            }
2795            dirtyLayerUnchecked(bounds, getRegion());
2796        }
2797    }
2798
2799    return DrawGlInfo::kStatusDrew;
2800}
2801
2802bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2803    if (CC_LIKELY(transform.isPureTranslate())) {
2804        outMatrix->setIdentity();
2805        return false;
2806    } else if (CC_UNLIKELY(transform.isPerspective())) {
2807        outMatrix->setIdentity();
2808        return true;
2809    }
2810
2811    /**
2812     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2813     * with values rounded to the nearest int.
2814     */
2815    float sx, sy;
2816    transform.decomposeScale(sx, sy);
2817    outMatrix->setScale(
2818            roundf(fmaxf(1.0f, sx)),
2819            roundf(fmaxf(1.0f, sy)));
2820    return true;
2821}
2822
2823status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2824        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2825        DrawOpMode drawOpMode) {
2826
2827    if (drawOpMode == kDrawOpMode_Immediate) {
2828        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2829        // drawing as ops from DeferredDisplayList are already filtered for these
2830        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2831                quickRejectSetupScissor(bounds)) {
2832            return DrawGlInfo::kStatusDone;
2833        }
2834    }
2835
2836    const float oldX = x;
2837    const float oldY = y;
2838
2839    const mat4& transform = *currentTransform();
2840    const bool pureTranslate = transform.isPureTranslate();
2841
2842    if (CC_LIKELY(pureTranslate)) {
2843        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2844        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2845    }
2846
2847    int alpha;
2848    SkXfermode::Mode mode;
2849    getAlphaAndMode(paint, &alpha, &mode);
2850
2851    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2852
2853    if (CC_UNLIKELY(hasTextShadow(paint))) {
2854        fontRenderer.setFont(paint, SkMatrix::I());
2855        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2856                alpha, oldX, oldY);
2857    }
2858
2859    const bool hasActiveLayer = hasLayer();
2860
2861    // We only pass a partial transform to the font renderer. That partial
2862    // matrix defines how glyphs are rasterized. Typically we want glyphs
2863    // to be rasterized at their final size on screen, which means the partial
2864    // matrix needs to take the scale factor into account.
2865    // When a partial matrix is used to transform glyphs during rasterization,
2866    // the mesh is generated with the inverse transform (in the case of scale,
2867    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2868    // apply the full transform matrix at draw time in the vertex shader.
2869    // Applying the full matrix in the shader is the easiest way to handle
2870    // rotation and perspective and allows us to always generated quads in the
2871    // font renderer which greatly simplifies the code, clipping in particular.
2872    SkMatrix fontTransform;
2873    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2874            || fabs(y - (int) y) > 0.0f
2875            || fabs(x - (int) x) > 0.0f;
2876    fontRenderer.setFont(paint, fontTransform);
2877    fontRenderer.setTextureFiltering(linearFilter);
2878
2879    // TODO: Implement better clipping for scaled/rotated text
2880    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2881    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2882
2883    bool status;
2884    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2885
2886    // don't call issuedrawcommand, do it at end of batch
2887    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2888    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2889        SkPaint paintCopy(*paint);
2890        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2891        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2892                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2893    } else {
2894        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2895                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2896    }
2897
2898    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2899        if (!pureTranslate) {
2900            transform.mapRect(layerBounds);
2901        }
2902        dirtyLayerUnchecked(layerBounds, getRegion());
2903    }
2904
2905    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2906
2907    return DrawGlInfo::kStatusDrew;
2908}
2909
2910status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2911        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2912    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2913        return DrawGlInfo::kStatusDone;
2914    }
2915
2916    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2917    mCaches.enableScissor();
2918
2919    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2920    fontRenderer.setFont(paint, SkMatrix::I());
2921    fontRenderer.setTextureFiltering(true);
2922
2923    int alpha;
2924    SkXfermode::Mode mode;
2925    getAlphaAndMode(paint, &alpha, &mode);
2926    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2927
2928    const Rect* clip = &mSnapshot->getLocalClip();
2929    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2930
2931    const bool hasActiveLayer = hasLayer();
2932
2933    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2934            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2935        if (hasActiveLayer) {
2936            currentTransform()->mapRect(bounds);
2937            dirtyLayerUnchecked(bounds, getRegion());
2938        }
2939    }
2940
2941    return DrawGlInfo::kStatusDrew;
2942}
2943
2944status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2945    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2946
2947    mCaches.activeTexture(0);
2948
2949    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2950    if (!texture) return DrawGlInfo::kStatusDone;
2951    const AutoTexture autoCleanup(texture);
2952
2953    const float x = texture->left - texture->offset;
2954    const float y = texture->top - texture->offset;
2955
2956    drawPathTexture(texture, x, y, paint);
2957
2958    return DrawGlInfo::kStatusDrew;
2959}
2960
2961status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2962    if (!layer) {
2963        return DrawGlInfo::kStatusDone;
2964    }
2965
2966    mat4* transform = NULL;
2967    if (layer->isTextureLayer()) {
2968        transform = &layer->getTransform();
2969        if (!transform->isIdentity()) {
2970            save(SkCanvas::kMatrix_SaveFlag);
2971            concatMatrix(*transform);
2972        }
2973    }
2974
2975    bool clipRequired = false;
2976    const bool rejected = calculateQuickRejectForScissor(x, y,
2977            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2978
2979    if (rejected) {
2980        if (transform && !transform->isIdentity()) {
2981            restore();
2982        }
2983        return DrawGlInfo::kStatusDone;
2984    }
2985
2986    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2987            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2988
2989    updateLayer(layer, true);
2990
2991    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2992    mCaches.activeTexture(0);
2993
2994    if (CC_LIKELY(!layer->region.isEmpty())) {
2995        if (layer->region.isRect()) {
2996            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2997                    composeLayerRect(layer, layer->regionRect));
2998        } else if (layer->mesh) {
2999
3000            const float a = getLayerAlpha(layer);
3001            setupDraw();
3002            setupDrawWithTexture();
3003            setupDrawColor(a, a, a, a);
3004            setupDrawColorFilter(layer->getColorFilter());
3005            setupDrawBlending(layer);
3006            setupDrawProgram();
3007            setupDrawPureColorUniforms();
3008            setupDrawColorFilterUniforms(layer->getColorFilter());
3009            setupDrawTexture(layer->getTexture());
3010            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3011                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
3012                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
3013
3014                layer->setFilter(GL_NEAREST);
3015                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
3016                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3017            } else {
3018                layer->setFilter(GL_LINEAR);
3019                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3020                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3021            }
3022
3023            TextureVertex* mesh = &layer->mesh[0];
3024            GLsizei elementsCount = layer->meshElementCount;
3025
3026            while (elementsCount > 0) {
3027                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3028
3029                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3030                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3031                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3032
3033                elementsCount -= drawCount;
3034                // Though there are 4 vertices in a quad, we use 6 indices per
3035                // quad to draw with GL_TRIANGLES
3036                mesh += (drawCount / 6) * 4;
3037            }
3038
3039#if DEBUG_LAYERS_AS_REGIONS
3040            drawRegionRectsDebug(layer->region);
3041#endif
3042        }
3043
3044        if (layer->debugDrawUpdate) {
3045            layer->debugDrawUpdate = false;
3046
3047            SkPaint paint;
3048            paint.setColor(0x7f00ff00);
3049            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3050        }
3051    }
3052    layer->hasDrawnSinceUpdate = true;
3053
3054    if (transform && !transform->isIdentity()) {
3055        restore();
3056    }
3057
3058    return DrawGlInfo::kStatusDrew;
3059}
3060
3061///////////////////////////////////////////////////////////////////////////////
3062// Draw filters
3063///////////////////////////////////////////////////////////////////////////////
3064
3065void OpenGLRenderer::resetPaintFilter() {
3066    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3067    // comparison, see MergingDrawBatch::canMergeWith
3068    mDrawModifiers.mHasDrawFilter = false;
3069    mDrawModifiers.mPaintFilterClearBits = 0;
3070    mDrawModifiers.mPaintFilterSetBits = 0;
3071}
3072
3073void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3074    mDrawModifiers.mHasDrawFilter = true;
3075    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3076    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3077}
3078
3079const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3080    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3081        return paint;
3082    }
3083
3084    uint32_t flags = paint->getFlags();
3085
3086    mFilteredPaint = *paint;
3087    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3088            mDrawModifiers.mPaintFilterSetBits);
3089
3090    return &mFilteredPaint;
3091}
3092
3093///////////////////////////////////////////////////////////////////////////////
3094// Drawing implementation
3095///////////////////////////////////////////////////////////////////////////////
3096
3097Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3098    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3099    if (!texture) {
3100        return mCaches.textureCache.get(bitmap);
3101    }
3102    return texture;
3103}
3104
3105void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3106        float x, float y, const SkPaint* paint) {
3107    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3108        return;
3109    }
3110
3111    int alpha;
3112    SkXfermode::Mode mode;
3113    getAlphaAndMode(paint, &alpha, &mode);
3114
3115    setupDraw();
3116    setupDrawWithTexture(true);
3117    setupDrawAlpha8Color(paint->getColor(), alpha);
3118    setupDrawColorFilter(getColorFilter(paint));
3119    setupDrawShader(getShader(paint));
3120    setupDrawBlending(paint, true);
3121    setupDrawProgram();
3122    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3123            x, y, x + texture->width, y + texture->height);
3124    setupDrawTexture(texture->id);
3125    setupDrawPureColorUniforms();
3126    setupDrawColorFilterUniforms(getColorFilter(paint));
3127    setupDrawShaderUniforms(getShader(paint));
3128    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3129
3130    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3131}
3132
3133// Same values used by Skia
3134#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3135#define kStdUnderline_Offset    (1.0f / 9.0f)
3136#define kStdUnderline_Thickness (1.0f / 18.0f)
3137
3138void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3139        const SkPaint* paint) {
3140    // Handle underline and strike-through
3141    uint32_t flags = paint->getFlags();
3142    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3143        SkPaint paintCopy(*paint);
3144
3145        if (CC_LIKELY(underlineWidth > 0.0f)) {
3146            const float textSize = paintCopy.getTextSize();
3147            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3148
3149            const float left = x;
3150            float top = 0.0f;
3151
3152            int linesCount = 0;
3153            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3154            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3155
3156            const int pointsCount = 4 * linesCount;
3157            float points[pointsCount];
3158            int currentPoint = 0;
3159
3160            if (flags & SkPaint::kUnderlineText_Flag) {
3161                top = y + textSize * kStdUnderline_Offset;
3162                points[currentPoint++] = left;
3163                points[currentPoint++] = top;
3164                points[currentPoint++] = left + underlineWidth;
3165                points[currentPoint++] = top;
3166            }
3167
3168            if (flags & SkPaint::kStrikeThruText_Flag) {
3169                top = y + textSize * kStdStrikeThru_Offset;
3170                points[currentPoint++] = left;
3171                points[currentPoint++] = top;
3172                points[currentPoint++] = left + underlineWidth;
3173                points[currentPoint++] = top;
3174            }
3175
3176            paintCopy.setStrokeWidth(strokeWidth);
3177
3178            drawLines(&points[0], pointsCount, &paintCopy);
3179        }
3180    }
3181}
3182
3183status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3184    if (currentSnapshot()->isIgnored()) {
3185        return DrawGlInfo::kStatusDone;
3186    }
3187
3188    return drawColorRects(rects, count, paint, false, true, true);
3189}
3190
3191static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3192    // map z coordinate with true 3d matrix
3193    point.z = transformZ.mapZ(point);
3194
3195    // map x,y coordinates with draw/Skia matrix
3196    transformXY.mapPoint(point.x, point.y);
3197}
3198
3199status_t OpenGLRenderer::drawShadow(float casterAlpha,
3200        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3201    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3202
3203    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3204    mCaches.enableScissor();
3205
3206    SkPaint paint;
3207    paint.setAntiAlias(true); // want to use AlphaVertex
3208
3209    if (ambientShadowVertexBuffer && mAmbientShadowAlpha > 0) {
3210        paint.setARGB(casterAlpha * mAmbientShadowAlpha, 0, 0, 0);
3211        drawVertexBuffer(*ambientShadowVertexBuffer, &paint);
3212    }
3213
3214    if (spotShadowVertexBuffer && mSpotShadowAlpha > 0) {
3215        paint.setARGB(casterAlpha * mSpotShadowAlpha, 0, 0, 0);
3216        drawVertexBuffer(*spotShadowVertexBuffer, &paint);
3217    }
3218
3219    return DrawGlInfo::kStatusDrew;
3220}
3221
3222status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3223        bool ignoreTransform, bool dirty, bool clip) {
3224    if (count == 0) {
3225        return DrawGlInfo::kStatusDone;
3226    }
3227
3228    int color = paint->getColor();
3229    // If a shader is set, preserve only the alpha
3230    if (getShader(paint)) {
3231        color |= 0x00ffffff;
3232    }
3233
3234    float left = FLT_MAX;
3235    float top = FLT_MAX;
3236    float right = FLT_MIN;
3237    float bottom = FLT_MIN;
3238
3239    Vertex mesh[count];
3240    Vertex* vertex = mesh;
3241
3242    for (int index = 0; index < count; index += 4) {
3243        float l = rects[index + 0];
3244        float t = rects[index + 1];
3245        float r = rects[index + 2];
3246        float b = rects[index + 3];
3247
3248        Vertex::set(vertex++, l, t);
3249        Vertex::set(vertex++, r, t);
3250        Vertex::set(vertex++, l, b);
3251        Vertex::set(vertex++, r, b);
3252
3253        left = fminf(left, l);
3254        top = fminf(top, t);
3255        right = fmaxf(right, r);
3256        bottom = fmaxf(bottom, b);
3257    }
3258
3259    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3260        return DrawGlInfo::kStatusDone;
3261    }
3262
3263    setupDraw();
3264    setupDrawNoTexture();
3265    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3266    setupDrawShader(getShader(paint));
3267    setupDrawColorFilter(getColorFilter(paint));
3268    setupDrawBlending(paint);
3269    setupDrawProgram();
3270    setupDrawDirtyRegionsDisabled();
3271    setupDrawModelView(kModelViewMode_Translate, false,
3272            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3273    setupDrawColorUniforms(getShader(paint));
3274    setupDrawShaderUniforms(getShader(paint));
3275    setupDrawColorFilterUniforms(getColorFilter(paint));
3276
3277    if (dirty && hasLayer()) {
3278        dirtyLayer(left, top, right, bottom, *currentTransform());
3279    }
3280
3281    issueIndexedQuadDraw(&mesh[0], count / 4);
3282
3283    return DrawGlInfo::kStatusDrew;
3284}
3285
3286void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3287        const SkPaint* paint, bool ignoreTransform) {
3288    int color = paint->getColor();
3289    // If a shader is set, preserve only the alpha
3290    if (getShader(paint)) {
3291        color |= 0x00ffffff;
3292    }
3293
3294    setupDraw();
3295    setupDrawNoTexture();
3296    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3297    setupDrawShader(getShader(paint));
3298    setupDrawColorFilter(getColorFilter(paint));
3299    setupDrawBlending(paint);
3300    setupDrawProgram();
3301    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3302            left, top, right, bottom, ignoreTransform);
3303    setupDrawColorUniforms(getShader(paint));
3304    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3305    setupDrawColorFilterUniforms(getColorFilter(paint));
3306    setupDrawSimpleMesh();
3307
3308    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3309}
3310
3311void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3312        Texture* texture, const SkPaint* paint) {
3313    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3314
3315    GLvoid* vertices = (GLvoid*) NULL;
3316    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3317
3318    if (texture->uvMapper) {
3319        vertices = &mMeshVertices[0].x;
3320        texCoords = &mMeshVertices[0].u;
3321
3322        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3323        texture->uvMapper->map(uvs);
3324
3325        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3326    }
3327
3328    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3329        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3330        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3331
3332        texture->setFilter(GL_NEAREST, true);
3333        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3334                paint, texture->blend, vertices, texCoords,
3335                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3336    } else {
3337        texture->setFilter(getFilter(paint), true);
3338        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3339                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3340    }
3341
3342    if (texture->uvMapper) {
3343        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3344    }
3345}
3346
3347void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3348        GLuint texture, const SkPaint* paint, bool blend,
3349        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3350        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3351        ModelViewMode modelViewMode, bool dirty) {
3352
3353    int a;
3354    SkXfermode::Mode mode;
3355    getAlphaAndMode(paint, &a, &mode);
3356    const float alpha = a / 255.0f;
3357
3358    setupDraw();
3359    setupDrawWithTexture();
3360    setupDrawColor(alpha, alpha, alpha, alpha);
3361    setupDrawColorFilter(getColorFilter(paint));
3362    setupDrawBlending(paint, blend, swapSrcDst);
3363    setupDrawProgram();
3364    if (!dirty) setupDrawDirtyRegionsDisabled();
3365    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3366    setupDrawTexture(texture);
3367    setupDrawPureColorUniforms();
3368    setupDrawColorFilterUniforms(getColorFilter(paint));
3369    setupDrawMesh(vertices, texCoords, vbo);
3370
3371    glDrawArrays(drawMode, 0, elementsCount);
3372}
3373
3374void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3375        GLuint texture, const SkPaint* paint, bool blend,
3376        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3377        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3378        ModelViewMode modelViewMode, bool dirty) {
3379
3380    int a;
3381    SkXfermode::Mode mode;
3382    getAlphaAndMode(paint, &a, &mode);
3383    const float alpha = a / 255.0f;
3384
3385    setupDraw();
3386    setupDrawWithTexture();
3387    setupDrawColor(alpha, alpha, alpha, alpha);
3388    setupDrawColorFilter(getColorFilter(paint));
3389    setupDrawBlending(paint, blend, swapSrcDst);
3390    setupDrawProgram();
3391    if (!dirty) setupDrawDirtyRegionsDisabled();
3392    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3393    setupDrawTexture(texture);
3394    setupDrawPureColorUniforms();
3395    setupDrawColorFilterUniforms(getColorFilter(paint));
3396    setupDrawMeshIndices(vertices, texCoords, vbo);
3397
3398    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3399}
3400
3401void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3402        GLuint texture, const SkPaint* paint,
3403        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3404        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3405
3406    int color = paint != NULL ? paint->getColor() : 0;
3407    int alpha;
3408    SkXfermode::Mode mode;
3409    getAlphaAndMode(paint, &alpha, &mode);
3410
3411    setupDraw();
3412    setupDrawWithTexture(true);
3413    if (paint != NULL) {
3414        setupDrawAlpha8Color(color, alpha);
3415    }
3416    setupDrawColorFilter(getColorFilter(paint));
3417    setupDrawShader(getShader(paint));
3418    setupDrawBlending(paint, true);
3419    setupDrawProgram();
3420    if (!dirty) setupDrawDirtyRegionsDisabled();
3421    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3422    setupDrawTexture(texture);
3423    setupDrawPureColorUniforms();
3424    setupDrawColorFilterUniforms(getColorFilter(paint));
3425    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3426    setupDrawMesh(vertices, texCoords);
3427
3428    glDrawArrays(drawMode, 0, elementsCount);
3429}
3430
3431void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3432        ProgramDescription& description, bool swapSrcDst) {
3433
3434    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3435        blend = true;
3436        mDescription.hasRoundRectClip = true;
3437    }
3438    mSkipOutlineClip = true;
3439
3440    if (mCountOverdraw) {
3441        if (!mCaches.blend) glEnable(GL_BLEND);
3442        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3443            glBlendFunc(GL_ONE, GL_ONE);
3444        }
3445
3446        mCaches.blend = true;
3447        mCaches.lastSrcMode = GL_ONE;
3448        mCaches.lastDstMode = GL_ONE;
3449
3450        return;
3451    }
3452
3453    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3454
3455    if (blend) {
3456        // These blend modes are not supported by OpenGL directly and have
3457        // to be implemented using shaders. Since the shader will perform
3458        // the blending, turn blending off here
3459        // If the blend mode cannot be implemented using shaders, fall
3460        // back to the default SrcOver blend mode instead
3461        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3462            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3463                description.framebufferMode = mode;
3464                description.swapSrcDst = swapSrcDst;
3465
3466                if (mCaches.blend) {
3467                    glDisable(GL_BLEND);
3468                    mCaches.blend = false;
3469                }
3470
3471                return;
3472            } else {
3473                mode = SkXfermode::kSrcOver_Mode;
3474            }
3475        }
3476
3477        if (!mCaches.blend) {
3478            glEnable(GL_BLEND);
3479        }
3480
3481        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3482        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3483
3484        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3485            glBlendFunc(sourceMode, destMode);
3486            mCaches.lastSrcMode = sourceMode;
3487            mCaches.lastDstMode = destMode;
3488        }
3489    } else if (mCaches.blend) {
3490        glDisable(GL_BLEND);
3491    }
3492    mCaches.blend = blend;
3493}
3494
3495bool OpenGLRenderer::useProgram(Program* program) {
3496    if (!program->isInUse()) {
3497        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3498        program->use();
3499        mCaches.currentProgram = program;
3500        return false;
3501    }
3502    return true;
3503}
3504
3505void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3506    TextureVertex* v = &mMeshVertices[0];
3507    TextureVertex::setUV(v++, u1, v1);
3508    TextureVertex::setUV(v++, u2, v1);
3509    TextureVertex::setUV(v++, u1, v2);
3510    TextureVertex::setUV(v++, u2, v2);
3511}
3512
3513void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3514    getAlphaAndModeDirect(paint, alpha,  mode);
3515    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3516        // if drawing a layer, ignore the paint's alpha
3517        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3518    }
3519    *alpha *= currentSnapshot()->alpha;
3520}
3521
3522float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3523    float alpha;
3524    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3525        alpha = mDrawModifiers.mOverrideLayerAlpha;
3526    } else {
3527        alpha = layer->getAlpha() / 255.0f;
3528    }
3529    return alpha * currentSnapshot()->alpha;
3530}
3531
3532}; // namespace uirenderer
3533}; // namespace android
3534