OpenGLRenderer.cpp revision ab1a53c509edbc8bacd944233335587dffd95999
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 "utils/TraceUtils.h"
46#include "Vector.h"
47#include "VertexBuffer.h"
48
49#if DEBUG_DETAILED_EVENTS
50    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
51#else
52    #define EVENT_LOGD(...)
53#endif
54
55namespace android {
56namespace uirenderer {
57
58static GLenum getFilter(const SkPaint* paint) {
59    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
60        return GL_LINEAR;
61    }
62    return GL_NEAREST;
63}
64
65///////////////////////////////////////////////////////////////////////////////
66// Globals
67///////////////////////////////////////////////////////////////////////////////
68
69/**
70 * Structure mapping Skia xfermodes to OpenGL blending factors.
71 */
72struct Blender {
73    SkXfermode::Mode mode;
74    GLenum src;
75    GLenum dst;
76}; // struct Blender
77
78// In this array, the index of each Blender equals the value of the first
79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
80static const Blender gBlends[] = {
81    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
83    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
84    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
85    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
86    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
87    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
88    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
89    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
91    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
92    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
94    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
95    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
96};
97
98// This array contains the swapped version of each SkXfermode. For instance
99// this array's SrcOver blending mode is actually DstOver. You can refer to
100// createLayer() for more information on the purpose of this array.
101static const Blender gBlendsSwap[] = {
102    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
104    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
105    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
106    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
107    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
108    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
109    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
110    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
111    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
112    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
113    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
114    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
115    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
116    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
117};
118
119///////////////////////////////////////////////////////////////////////////////
120// Functions
121///////////////////////////////////////////////////////////////////////////////
122
123template<typename T>
124static inline T min(T a, T b) {
125    return a < b ? a : b;
126}
127
128///////////////////////////////////////////////////////////////////////////////
129// Constructors/destructor
130///////////////////////////////////////////////////////////////////////////////
131
132OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
133        : mFrameStarted(false)
134        , mCaches(Caches::getInstance())
135        , mExtensions(Extensions::getInstance())
136        , mRenderState(renderState)
137        , mScissorOptimizationDisabled(false)
138        , mSuppressTiling(false)
139        , mFirstFrameAfterResize(true)
140        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
141        , mLightRadius(FLT_MIN)
142        , mAmbientShadowAlpha(0)
143        , mSpotShadowAlpha(0) {
144    // *set* draw modifiers to be 0
145    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
146    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
147
148    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
149}
150
151OpenGLRenderer::~OpenGLRenderer() {
152    // The context has already been destroyed at this point, do not call
153    // GL APIs. All GL state should be kept in Caches.h
154}
155
156void OpenGLRenderer::initProperties() {
157    char property[PROPERTY_VALUE_MAX];
158    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
159        mScissorOptimizationDisabled = !strcasecmp(property, "true");
160        INIT_LOGD("  Scissor optimization %s",
161                mScissorOptimizationDisabled ? "disabled" : "enabled");
162    } else {
163        INIT_LOGD("  Scissor optimization enabled");
164    }
165}
166
167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
168        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
169    mLightCenter = lightCenter;
170    mLightRadius = lightRadius;
171    mAmbientShadowAlpha = ambientShadowAlpha;
172    mSpotShadowAlpha = spotShadowAlpha;
173}
174
175///////////////////////////////////////////////////////////////////////////////
176// Setup
177///////////////////////////////////////////////////////////////////////////////
178
179void OpenGLRenderer::onViewportInitialized() {
180    glDisable(GL_DITHER);
181    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
182
183    glEnableVertexAttribArray(Program::kBindingPosition);
184    mFirstFrameAfterResize = true;
185}
186
187void OpenGLRenderer::setupFrameState(float left, float top,
188        float right, float bottom, bool opaque) {
189    mCaches.clearGarbage();
190    initializeSaveStack(left, top, right, bottom, mLightCenter);
191    mOpaque = opaque;
192    mTilingClip.set(left, top, right, bottom);
193}
194
195status_t OpenGLRenderer::startFrame() {
196    if (mFrameStarted) return DrawGlInfo::kStatusDone;
197    mFrameStarted = true;
198
199    mDirtyClip = true;
200
201    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
202
203    mRenderState.setViewport(getWidth(), getHeight());
204
205    // Functors break the tiling extension in pretty spectacular ways
206    // This ensures we don't use tiling when a functor is going to be
207    // invoked during the frame
208    mSuppressTiling = mCaches.hasRegisteredFunctors()
209            || mFirstFrameAfterResize;
210    mFirstFrameAfterResize = false;
211
212    startTilingCurrentClip(true);
213
214    debugOverdraw(true, true);
215
216    return clear(mTilingClip.left, mTilingClip.top,
217            mTilingClip.right, mTilingClip.bottom, mOpaque);
218}
219
220status_t OpenGLRenderer::prepareDirty(float left, float top,
221        float right, float bottom, bool opaque) {
222
223    setupFrameState(left, top, right, bottom, opaque);
224
225    // Layer renderers will start the frame immediately
226    // The framebuffer renderer will first defer the display list
227    // for each layer and wait until the first drawing command
228    // to start the frame
229    if (currentSnapshot()->fbo == 0) {
230        syncState();
231        updateLayers();
232    } else {
233        return startFrame();
234    }
235
236    return DrawGlInfo::kStatusDone;
237}
238
239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
240    // If we know that we are going to redraw the entire framebuffer,
241    // perform a discard to let the driver know we don't need to preserve
242    // the back buffer for this frame.
243    if (mExtensions.hasDiscardFramebuffer() &&
244            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
245        const bool isFbo = getTargetFbo() == 0;
246        const GLenum attachments[] = {
247                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
248                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
249        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
250    }
251}
252
253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
254    if (!opaque) {
255        mCaches.enableScissor();
256        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
257        glClear(GL_COLOR_BUFFER_BIT);
258        return DrawGlInfo::kStatusDrew;
259    }
260
261    mCaches.resetScissor();
262    return DrawGlInfo::kStatusDone;
263}
264
265void OpenGLRenderer::syncState() {
266    if (mCaches.blend) {
267        glEnable(GL_BLEND);
268    } else {
269        glDisable(GL_BLEND);
270    }
271}
272
273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
274    if (!mSuppressTiling) {
275        const Snapshot* snapshot = currentSnapshot();
276
277        const Rect* clip = &mTilingClip;
278        if (snapshot->flags & Snapshot::kFlagFboTarget) {
279            clip = &(snapshot->layer->clipRect);
280        }
281
282        startTiling(*clip, getViewportHeight(), opaque, expand);
283    }
284}
285
286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
287    if (!mSuppressTiling) {
288        if(expand) {
289            // Expand the startTiling region by 1
290            int leftNotZero = (clip.left > 0) ? 1 : 0;
291            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
292
293            mCaches.startTiling(
294                clip.left - leftNotZero,
295                windowHeight - clip.bottom - topNotZero,
296                clip.right - clip.left + leftNotZero + 1,
297                clip.bottom - clip.top + topNotZero + 1,
298                opaque);
299        } else {
300            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
301                clip.right - clip.left, clip.bottom - clip.top, opaque);
302        }
303    }
304}
305
306void OpenGLRenderer::endTiling() {
307    if (!mSuppressTiling) mCaches.endTiling();
308}
309
310void OpenGLRenderer::finish() {
311    renderOverdraw();
312    endTiling();
313
314    // When finish() is invoked on FBO 0 we've reached the end
315    // of the current frame
316    if (getTargetFbo() == 0) {
317        mCaches.pathCache.trim();
318        mCaches.tessellationCache.trim();
319    }
320
321    if (!suppressErrorChecks()) {
322#if DEBUG_OPENGL
323        GLUtils::dumpGLErrors();
324#endif
325
326#if DEBUG_MEMORY_USAGE
327        mCaches.dumpMemoryUsage();
328#else
329        if (mCaches.getDebugLevel() & kDebugMemory) {
330            mCaches.dumpMemoryUsage();
331        }
332#endif
333    }
334
335    mFrameStarted = false;
336}
337
338void OpenGLRenderer::resumeAfterLayer() {
339    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
340    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
341    debugOverdraw(true, false);
342
343    mCaches.resetScissor();
344    dirtyClip();
345}
346
347status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& /* dirty */) {
348    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
349
350    Rect clip(*currentClipRect());
351    clip.snapToPixelBoundaries();
352
353    // Since we don't know what the functor will draw, let's dirty
354    // the entire clip region
355    if (hasLayer()) {
356        dirtyLayerUnchecked(clip, getRegion());
357    }
358
359    DrawGlInfo info;
360    info.clipLeft = clip.left;
361    info.clipTop = clip.top;
362    info.clipRight = clip.right;
363    info.clipBottom = clip.bottom;
364    info.isLayer = hasLayer();
365    info.width = getViewportWidth();
366    info.height = getViewportHeight();
367    currentTransform()->copyTo(&info.transform[0]);
368
369    bool prevDirtyClip = mDirtyClip;
370    // setup GL state for functor
371    if (mDirtyClip) {
372        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
373    }
374    if (mCaches.enableScissor() || prevDirtyClip) {
375        setScissorFromClip();
376    }
377
378    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
379    // Scissor may have been modified, reset dirty clip
380    dirtyClip();
381
382    return DrawGlInfo::kStatusDrew;
383}
384
385///////////////////////////////////////////////////////////////////////////////
386// Debug
387///////////////////////////////////////////////////////////////////////////////
388
389void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
390#if DEBUG_DETAILED_EVENTS
391    const int BUFFER_SIZE = 256;
392    va_list ap;
393    char buf[BUFFER_SIZE];
394
395    va_start(ap, fmt);
396    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
397    va_end(ap);
398
399    eventMark(buf);
400#else
401    (void)fmt;
402#endif
403}
404
405
406void OpenGLRenderer::eventMark(const char* name) const {
407    mCaches.eventMark(0, name);
408}
409
410void OpenGLRenderer::startMark(const char* name) const {
411    mCaches.startMark(0, name);
412}
413
414void OpenGLRenderer::endMark() const {
415    mCaches.endMark();
416}
417
418void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
419    mRenderState.debugOverdraw(enable, clear);
420}
421
422void OpenGLRenderer::renderOverdraw() {
423    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
424        const Rect* clip = &mTilingClip;
425
426        mCaches.enableScissor();
427        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
428                clip->right - clip->left, clip->bottom - clip->top);
429
430        // 1x overdraw
431        mCaches.stencil.enableDebugTest(2);
432        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
433
434        // 2x overdraw
435        mCaches.stencil.enableDebugTest(3);
436        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
437
438        // 3x overdraw
439        mCaches.stencil.enableDebugTest(4);
440        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
441
442        // 4x overdraw and higher
443        mCaches.stencil.enableDebugTest(4, true);
444        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
445
446        mCaches.stencil.disable();
447    }
448}
449
450///////////////////////////////////////////////////////////////////////////////
451// Layers
452///////////////////////////////////////////////////////////////////////////////
453
454bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
455    if (layer->deferredUpdateScheduled && layer->renderer
456            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
457
458        if (inFrame) {
459            endTiling();
460            debugOverdraw(false, false);
461        }
462
463        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
464            layer->render(*this);
465        } else {
466            layer->defer(*this);
467        }
468
469        if (inFrame) {
470            resumeAfterLayer();
471            startTilingCurrentClip();
472        }
473
474        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
475        layer->hasDrawnSinceUpdate = false;
476
477        return true;
478    }
479
480    return false;
481}
482
483void OpenGLRenderer::updateLayers() {
484    // If draw deferring is enabled this method will simply defer
485    // the display list of each individual layer. The layers remain
486    // in the layer updates list which will be cleared by flushLayers().
487    int count = mLayerUpdates.size();
488    if (count > 0) {
489        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
490            startMark("Layer Updates");
491        } else {
492            startMark("Defer Layer Updates");
493        }
494
495        // Note: it is very important to update the layers in order
496        for (int i = 0; i < count; i++) {
497            Layer* layer = mLayerUpdates.itemAt(i).get();
498            updateLayer(layer, false);
499        }
500
501        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
502            mLayerUpdates.clear();
503            mRenderState.bindFramebuffer(getTargetFbo());
504        }
505        endMark();
506    }
507}
508
509void OpenGLRenderer::flushLayers() {
510    int count = mLayerUpdates.size();
511    if (count > 0) {
512        startMark("Apply Layer Updates");
513
514        // Note: it is very important to update the layers in order
515        for (int i = 0; i < count; i++) {
516            mLayerUpdates.itemAt(i)->flush();
517        }
518
519        mLayerUpdates.clear();
520        mRenderState.bindFramebuffer(getTargetFbo());
521
522        endMark();
523    }
524}
525
526void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
527    if (layer) {
528        // Make sure we don't introduce duplicates.
529        // SortedVector would do this automatically but we need to respect
530        // the insertion order. The linear search is not an issue since
531        // this list is usually very short (typically one item, at most a few)
532        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
533            if (mLayerUpdates.itemAt(i) == layer) {
534                return;
535            }
536        }
537        mLayerUpdates.push_back(layer);
538    }
539}
540
541void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
542    if (layer) {
543        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
544            if (mLayerUpdates.itemAt(i) == layer) {
545                mLayerUpdates.removeAt(i);
546                break;
547            }
548        }
549    }
550}
551
552void OpenGLRenderer::flushLayerUpdates() {
553    ATRACE_NAME("Update HW Layers");
554    syncState();
555    updateLayers();
556    flushLayers();
557    // Wait for all the layer updates to be executed
558    AutoFence fence;
559}
560
561void OpenGLRenderer::markLayersAsBuildLayers() {
562    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
563        mLayerUpdates[i]->wasBuildLayered = true;
564    }
565}
566
567///////////////////////////////////////////////////////////////////////////////
568// State management
569///////////////////////////////////////////////////////////////////////////////
570
571void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
572    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
573    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
574    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
575
576    if (restoreViewport) {
577        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
578    }
579
580    if (restoreClip) {
581        dirtyClip();
582    }
583
584    if (restoreLayer) {
585        endMark(); // Savelayer
586        ATRACE_END(); // SaveLayer
587        startMark("ComposeLayer");
588        composeLayer(removed, restored);
589        endMark();
590    }
591}
592
593///////////////////////////////////////////////////////////////////////////////
594// Layers
595///////////////////////////////////////////////////////////////////////////////
596
597int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
598        const SkPaint* paint, int flags, const SkPath* convexMask) {
599    // force matrix/clip isolation for layer
600    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
601
602    const int count = saveSnapshot(flags);
603
604    if (!currentSnapshot()->isIgnored()) {
605        createLayer(left, top, right, bottom, paint, flags, convexMask);
606    }
607
608    return count;
609}
610
611void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
612    const Rect untransformedBounds(bounds);
613
614    currentTransform()->mapRect(bounds);
615
616    // Layers only make sense if they are in the framebuffer's bounds
617    if (bounds.intersect(*currentClipRect())) {
618        // We cannot work with sub-pixels in this case
619        bounds.snapToPixelBoundaries();
620
621        // When the layer is not an FBO, we may use glCopyTexImage so we
622        // need to make sure the layer does not extend outside the bounds
623        // of the framebuffer
624        const Snapshot& previous = *(currentSnapshot()->previous);
625        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
626        if (!bounds.intersect(previousViewport)) {
627            bounds.setEmpty();
628        } else if (fboLayer) {
629            clip.set(bounds);
630            mat4 inverse;
631            inverse.loadInverse(*currentTransform());
632            inverse.mapRect(clip);
633            clip.snapToPixelBoundaries();
634            if (clip.intersect(untransformedBounds)) {
635                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
636                bounds.set(untransformedBounds);
637            } else {
638                clip.setEmpty();
639            }
640        }
641    } else {
642        bounds.setEmpty();
643    }
644}
645
646void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
647        bool fboLayer, int alpha) {
648    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
649            bounds.getHeight() > mCaches.maxTextureSize ||
650            (fboLayer && clip.isEmpty())) {
651        mSnapshot->empty = fboLayer;
652    } else {
653        mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
654    }
655}
656
657int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
658        const SkPaint* paint, int flags) {
659    const int count = saveSnapshot(flags);
660
661    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
662        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
663        // operations will be able to store and restore the current clip and transform info, and
664        // quick rejection will be correct (for display lists)
665
666        Rect bounds(left, top, right, bottom);
667        Rect clip;
668        calculateLayerBoundsAndClip(bounds, clip, true);
669        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
670
671        if (!currentSnapshot()->isIgnored()) {
672            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
673            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
674            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
675            mSnapshot->roundRectClipState = NULL;
676        }
677    }
678
679    return count;
680}
681
682/**
683 * Layers are viewed by Skia are slightly different than layers in image editing
684 * programs (for instance.) When a layer is created, previously created layers
685 * and the frame buffer still receive every drawing command. For instance, if a
686 * layer is created and a shape intersecting the bounds of the layers and the
687 * framebuffer is draw, the shape will be drawn on both (unless the layer was
688 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
689 *
690 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
691 * texture. Unfortunately, this is inefficient as it requires every primitive to
692 * be drawn n + 1 times, where n is the number of active layers. In practice this
693 * means, for every primitive:
694 *   - Switch active frame buffer
695 *   - Change viewport, clip and projection matrix
696 *   - Issue the drawing
697 *
698 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
699 * To avoid this, layers are implemented in a different way here, at least in the
700 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
701 * is set. When this flag is set we can redirect all drawing operations into a
702 * single FBO.
703 *
704 * This implementation relies on the frame buffer being at least RGBA 8888. When
705 * a layer is created, only a texture is created, not an FBO. The content of the
706 * frame buffer contained within the layer's bounds is copied into this texture
707 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
708 * buffer and drawing continues as normal. This technique therefore treats the
709 * frame buffer as a scratch buffer for the layers.
710 *
711 * To compose the layers back onto the frame buffer, each layer texture
712 * (containing the original frame buffer data) is drawn as a simple quad over
713 * the frame buffer. The trick is that the quad is set as the composition
714 * destination in the blending equation, and the frame buffer becomes the source
715 * of the composition.
716 *
717 * Drawing layers with an alpha value requires an extra step before composition.
718 * An empty quad is drawn over the layer's region in the frame buffer. This quad
719 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
720 * quad is used to multiply the colors in the frame buffer. This is achieved by
721 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
722 * GL_ZERO, GL_SRC_ALPHA.
723 *
724 * Because glCopyTexImage2D() can be slow, an alternative implementation might
725 * be use to draw a single clipped layer. The implementation described above
726 * is correct in every case.
727 *
728 * (1) The frame buffer is actually not cleared right away. To allow the GPU
729 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
730 *     buffer is left untouched until the first drawing operation. Only when
731 *     something actually gets drawn are the layers regions cleared.
732 */
733bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
734        const SkPaint* paint, int flags, const SkPath* convexMask) {
735    if (kDebugLayers) {
736        ALOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
737        ALOGD("Layer cache size = %d", mCaches.layerCache.getSize());
738    }
739
740    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
741
742    // Window coordinates of the layer
743    Rect clip;
744    Rect bounds(left, top, right, bottom);
745    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
746    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
747
748    // Bail out if we won't draw in this snapshot
749    if (currentSnapshot()->isIgnored()) {
750        return false;
751    }
752
753    mCaches.activeTexture(0);
754    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
755    if (!layer) {
756        return false;
757    }
758
759    layer->setPaint(paint);
760    layer->layer.set(bounds);
761    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
762            bounds.getWidth() / float(layer->getWidth()), 0.0f);
763
764    layer->setBlend(true);
765    layer->setDirty(false);
766    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
767
768    // Save the layer in the snapshot
769    mSnapshot->flags |= Snapshot::kFlagIsLayer;
770    mSnapshot->layer = layer;
771
772    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
773            fboLayer ? "" : "unclipped ",
774            layer->getWidth(), layer->getHeight());
775    startMark("SaveLayer");
776    if (fboLayer) {
777        return createFboLayer(layer, bounds, clip);
778    } else {
779        // Copy the framebuffer into the layer
780        layer->bindTexture();
781        if (!bounds.isEmpty()) {
782            if (layer->isEmpty()) {
783                // Workaround for some GL drivers. When reading pixels lying outside
784                // of the window we should get undefined values for those pixels.
785                // Unfortunately some drivers will turn the entire target texture black
786                // when reading outside of the window.
787                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
788                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
789                layer->setEmpty(false);
790            }
791
792            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
793                    bounds.left, getViewportHeight() - bounds.bottom,
794                    bounds.getWidth(), bounds.getHeight());
795
796            // Enqueue the buffer coordinates to clear the corresponding region later
797            mLayers.push(new Rect(bounds));
798        }
799    }
800
801    return true;
802}
803
804bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
805    layer->clipRect.set(clip);
806    layer->setFbo(mCaches.fboCache.get());
807
808    mSnapshot->region = &mSnapshot->layer->region;
809    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
810    mSnapshot->fbo = layer->getFbo();
811    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
812    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
813    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
814    mSnapshot->roundRectClipState = NULL;
815
816    endTiling();
817    debugOverdraw(false, false);
818    // Bind texture to FBO
819    mRenderState.bindFramebuffer(layer->getFbo());
820    layer->bindTexture();
821
822    // Initialize the texture if needed
823    if (layer->isEmpty()) {
824        layer->allocateTexture();
825        layer->setEmpty(false);
826    }
827
828    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
829            layer->getTexture(), 0);
830
831    // Expand the startTiling region by 1
832    startTilingCurrentClip(true, true);
833
834    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
835    mCaches.enableScissor();
836    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
837            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
838    glClear(GL_COLOR_BUFFER_BIT);
839
840    dirtyClip();
841
842    // Change the ortho projection
843    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
844    return true;
845}
846
847/**
848 * Read the documentation of createLayer() before doing anything in this method.
849 */
850void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
851    if (!removed.layer) {
852        ALOGE("Attempting to compose a layer that does not exist");
853        return;
854    }
855
856    Layer* layer = removed.layer;
857    const Rect& rect = layer->layer;
858    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
859
860    bool clipRequired = false;
861    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
862            &clipRequired, NULL, false); // safely ignore return, should never be rejected
863    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
864
865    if (fboLayer) {
866        endTiling();
867
868        // Detach the texture from the FBO
869        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
870
871        layer->removeFbo(false);
872
873        // Unbind current FBO and restore previous one
874        mRenderState.bindFramebuffer(restored.fbo);
875        debugOverdraw(true, false);
876
877        startTilingCurrentClip();
878    }
879
880    if (!fboLayer && layer->getAlpha() < 255) {
881        SkPaint layerPaint;
882        layerPaint.setAlpha(layer->getAlpha());
883        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
884        layerPaint.setColorFilter(layer->getColorFilter());
885
886        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
887        // Required below, composeLayerRect() will divide by 255
888        layer->setAlpha(255);
889    }
890
891    mCaches.unbindMeshBuffer();
892
893    mCaches.activeTexture(0);
894
895    // When the layer is stored in an FBO, we can save a bit of fillrate by
896    // drawing only the dirty region
897    if (fboLayer) {
898        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
899        composeLayerRegion(layer, rect);
900    } else if (!rect.isEmpty()) {
901        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
902
903        save(0);
904        // the layer contains screen buffer content that shouldn't be alpha modulated
905        // (and any necessary alpha modulation was handled drawing into the layer)
906        mSnapshot->alpha = 1.0f;
907        composeLayerRect(layer, rect, true);
908        restore();
909    }
910
911    dirtyClip();
912
913    // Failing to add the layer to the cache should happen only if the layer is too large
914    layer->setConvexMask(NULL);
915    if (!mCaches.layerCache.put(layer)) {
916        if (kDebugLayers) {
917            ALOGD("Deleting layer");
918        }
919        layer->decStrong(0);
920    }
921}
922
923void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
924    float alpha = getLayerAlpha(layer);
925
926    setupDraw();
927    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
928        setupDrawWithTexture();
929    } else {
930        setupDrawWithExternalTexture();
931    }
932    setupDrawTextureTransform();
933    setupDrawColor(alpha, alpha, alpha, alpha);
934    setupDrawColorFilter(layer->getColorFilter());
935    setupDrawBlending(layer);
936    setupDrawProgram();
937    setupDrawPureColorUniforms();
938    setupDrawColorFilterUniforms(layer->getColorFilter());
939    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
940        setupDrawTexture(layer->getTexture());
941    } else {
942        setupDrawExternalTexture(layer->getTexture());
943    }
944    if (currentTransform()->isPureTranslate() &&
945            !layer->getForceFilter() &&
946            layer->getWidth() == (uint32_t) rect.getWidth() &&
947            layer->getHeight() == (uint32_t) rect.getHeight()) {
948        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
949        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
950
951        layer->setFilter(GL_NEAREST);
952        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
953                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
954    } else {
955        layer->setFilter(GL_LINEAR);
956        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
957                rect.left, rect.top, rect.right, rect.bottom);
958    }
959    setupDrawTextureTransformUniforms(layer->getTexTransform());
960    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
961
962    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
963}
964
965void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
966    if (layer->isTextureLayer()) {
967        EVENT_LOGD("composeTextureLayerRect");
968        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
969        drawTextureLayer(layer, rect);
970        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
971    } else {
972        EVENT_LOGD("composeHardwareLayerRect");
973        const Rect& texCoords = layer->texCoords;
974        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
975                texCoords.right, texCoords.bottom);
976
977        float x = rect.left;
978        float y = rect.top;
979        bool simpleTransform = currentTransform()->isPureTranslate() &&
980                layer->getWidth() == (uint32_t) rect.getWidth() &&
981                layer->getHeight() == (uint32_t) rect.getHeight();
982
983        if (simpleTransform) {
984            // When we're swapping, the layer is already in screen coordinates
985            if (!swap) {
986                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
987                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
988            }
989
990            layer->setFilter(GL_NEAREST, true);
991        } else {
992            layer->setFilter(GL_LINEAR, true);
993        }
994
995        SkPaint layerPaint;
996        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
997        layerPaint.setXfermodeMode(layer->getMode());
998        layerPaint.setColorFilter(layer->getColorFilter());
999
1000        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1001        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1002                layer->getTexture(), &layerPaint, blend,
1003                &mMeshVertices[0].x, &mMeshVertices[0].u,
1004                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1005
1006        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1007    }
1008}
1009
1010/**
1011 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1012 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1013 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1014 * by saveLayer's restore
1015 */
1016#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1017        DRAW_COMMAND;                                                            \
1018        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1019            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1020            DRAW_COMMAND;                                                        \
1021            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1022        }                                                                        \
1023    }
1024
1025#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1026
1027// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1028// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1029class LayerShader : public SkShader {
1030public:
1031    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1032    : INHERITED(localMatrix)
1033    , mLayer(layer) {
1034    }
1035
1036    virtual bool asACustomShader(void** data) const {
1037        if (data) {
1038            *data = static_cast<void*>(mLayer);
1039        }
1040        return true;
1041    }
1042
1043    virtual bool isOpaque() const {
1044        return !mLayer->isBlend();
1045    }
1046
1047protected:
1048    virtual void shadeSpan(int /* x */, int /* y */, SkPMColor[], int /* count */) {
1049        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1050    }
1051
1052    virtual void flatten(SkWriteBuffer&) const {
1053        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1054    }
1055
1056    virtual Factory getFactory() const {
1057        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1058        return NULL;
1059    }
1060private:
1061    // Unowned.
1062    Layer* mLayer;
1063    typedef SkShader INHERITED;
1064};
1065
1066void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1067    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1068
1069    if (layer->getConvexMask()) {
1070        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1071
1072        // clip to the area of the layer the mask can be larger
1073        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1074
1075        SkPaint paint;
1076        paint.setAntiAlias(true);
1077        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1078
1079        // create LayerShader to map SaveLayer content into subsequent draw
1080        SkMatrix shaderMatrix;
1081        shaderMatrix.setTranslate(rect.left, rect.bottom);
1082        shaderMatrix.preScale(1, -1);
1083        LayerShader layerShader(layer, &shaderMatrix);
1084        paint.setShader(&layerShader);
1085
1086        // Since the drawing primitive is defined in local drawing space,
1087        // we don't need to modify the draw matrix
1088        const SkPath* maskPath = layer->getConvexMask();
1089        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1090
1091        paint.setShader(NULL);
1092        restore();
1093
1094        return;
1095    }
1096
1097    if (layer->region.isRect()) {
1098        layer->setRegionAsRect();
1099
1100        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1101
1102        layer->region.clear();
1103        return;
1104    }
1105
1106    EVENT_LOGD("composeLayerRegion");
1107    // standard Region based draw
1108    size_t count;
1109    const android::Rect* rects;
1110    Region safeRegion;
1111    if (CC_LIKELY(hasRectToRectTransform())) {
1112        rects = layer->region.getArray(&count);
1113    } else {
1114        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1115        rects = safeRegion.getArray(&count);
1116    }
1117
1118    const float alpha = getLayerAlpha(layer);
1119    const float texX = 1.0f / float(layer->getWidth());
1120    const float texY = 1.0f / float(layer->getHeight());
1121    const float height = rect.getHeight();
1122
1123    setupDraw();
1124
1125    // We must get (and therefore bind) the region mesh buffer
1126    // after we setup drawing in case we need to mess with the
1127    // stencil buffer in setupDraw()
1128    TextureVertex* mesh = mCaches.getRegionMesh();
1129    uint32_t numQuads = 0;
1130
1131    setupDrawWithTexture();
1132    setupDrawColor(alpha, alpha, alpha, alpha);
1133    setupDrawColorFilter(layer->getColorFilter());
1134    setupDrawBlending(layer);
1135    setupDrawProgram();
1136    setupDrawDirtyRegionsDisabled();
1137    setupDrawPureColorUniforms();
1138    setupDrawColorFilterUniforms(layer->getColorFilter());
1139    setupDrawTexture(layer->getTexture());
1140    if (currentTransform()->isPureTranslate()) {
1141        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1142        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1143
1144        layer->setFilter(GL_NEAREST);
1145        setupDrawModelView(kModelViewMode_Translate, false,
1146                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1147    } else {
1148        layer->setFilter(GL_LINEAR);
1149        setupDrawModelView(kModelViewMode_Translate, false,
1150                rect.left, rect.top, rect.right, rect.bottom);
1151    }
1152    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1153
1154    for (size_t i = 0; i < count; i++) {
1155        const android::Rect* r = &rects[i];
1156
1157        const float u1 = r->left * texX;
1158        const float v1 = (height - r->top) * texY;
1159        const float u2 = r->right * texX;
1160        const float v2 = (height - r->bottom) * texY;
1161
1162        // TODO: Reject quads outside of the clip
1163        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1164        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1165        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1166        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1167
1168        numQuads++;
1169
1170        if (numQuads >= gMaxNumberOfQuads) {
1171            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1172                            GL_UNSIGNED_SHORT, NULL));
1173            numQuads = 0;
1174            mesh = mCaches.getRegionMesh();
1175        }
1176    }
1177
1178    if (numQuads > 0) {
1179        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1180                        GL_UNSIGNED_SHORT, NULL));
1181    }
1182
1183#if DEBUG_LAYERS_AS_REGIONS
1184    drawRegionRectsDebug(layer->region);
1185#endif
1186
1187    layer->region.clear();
1188}
1189
1190#if DEBUG_LAYERS_AS_REGIONS
1191void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1192    size_t count;
1193    const android::Rect* rects = region.getArray(&count);
1194
1195    uint32_t colors[] = {
1196            0x7fff0000, 0x7f00ff00,
1197            0x7f0000ff, 0x7fff00ff,
1198    };
1199
1200    int offset = 0;
1201    int32_t top = rects[0].top;
1202
1203    for (size_t i = 0; i < count; i++) {
1204        if (top != rects[i].top) {
1205            offset ^= 0x2;
1206            top = rects[i].top;
1207        }
1208
1209        SkPaint paint;
1210        paint.setColor(colors[offset + (i & 0x1)]);
1211        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1212        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1213    }
1214}
1215#endif
1216
1217void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1218    Vector<float> rects;
1219
1220    SkRegion::Iterator it(region);
1221    while (!it.done()) {
1222        const SkIRect& r = it.rect();
1223        rects.push(r.fLeft);
1224        rects.push(r.fTop);
1225        rects.push(r.fRight);
1226        rects.push(r.fBottom);
1227        it.next();
1228    }
1229
1230    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1231}
1232
1233void OpenGLRenderer::dirtyLayer(const float left, const float top,
1234        const float right, const float bottom, const mat4 transform) {
1235    if (hasLayer()) {
1236        Rect bounds(left, top, right, bottom);
1237        transform.mapRect(bounds);
1238        dirtyLayerUnchecked(bounds, getRegion());
1239    }
1240}
1241
1242void OpenGLRenderer::dirtyLayer(const float left, const float top,
1243        const float right, const float bottom) {
1244    if (hasLayer()) {
1245        Rect bounds(left, top, right, bottom);
1246        dirtyLayerUnchecked(bounds, getRegion());
1247    }
1248}
1249
1250void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1251    if (bounds.intersect(*currentClipRect())) {
1252        bounds.snapToPixelBoundaries();
1253        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1254        if (!dirty.isEmpty()) {
1255            region->orSelf(dirty);
1256        }
1257    }
1258}
1259
1260void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1261    GLsizei elementsCount = quadsCount * 6;
1262    while (elementsCount > 0) {
1263        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1264
1265        setupDrawIndexedVertices(&mesh[0].x);
1266        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1267
1268        elementsCount -= drawCount;
1269        // Though there are 4 vertices in a quad, we use 6 indices per
1270        // quad to draw with GL_TRIANGLES
1271        mesh += (drawCount / 6) * 4;
1272    }
1273}
1274
1275void OpenGLRenderer::clearLayerRegions() {
1276    const size_t count = mLayers.size();
1277    if (count == 0) return;
1278
1279    if (!currentSnapshot()->isIgnored()) {
1280        EVENT_LOGD("clearLayerRegions");
1281        // Doing several glScissor/glClear here can negatively impact
1282        // GPUs with a tiler architecture, instead we draw quads with
1283        // the Clear blending mode
1284
1285        // The list contains bounds that have already been clipped
1286        // against their initial clip rect, and the current clip
1287        // is likely different so we need to disable clipping here
1288        bool scissorChanged = mCaches.disableScissor();
1289
1290        Vertex mesh[count * 4];
1291        Vertex* vertex = mesh;
1292
1293        for (uint32_t i = 0; i < count; i++) {
1294            Rect* bounds = mLayers.itemAt(i);
1295
1296            Vertex::set(vertex++, bounds->left, bounds->top);
1297            Vertex::set(vertex++, bounds->right, bounds->top);
1298            Vertex::set(vertex++, bounds->left, bounds->bottom);
1299            Vertex::set(vertex++, bounds->right, bounds->bottom);
1300
1301            delete bounds;
1302        }
1303        // We must clear the list of dirty rects before we
1304        // call setupDraw() to prevent stencil setup to do
1305        // the same thing again
1306        mLayers.clear();
1307
1308        SkPaint clearPaint;
1309        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1310
1311        setupDraw(false);
1312        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1313        setupDrawBlending(&clearPaint, true);
1314        setupDrawProgram();
1315        setupDrawPureColorUniforms();
1316        setupDrawModelView(kModelViewMode_Translate, false,
1317                0.0f, 0.0f, 0.0f, 0.0f, true);
1318
1319        issueIndexedQuadDraw(&mesh[0], count);
1320
1321        if (scissorChanged) mCaches.enableScissor();
1322    } else {
1323        for (uint32_t i = 0; i < count; i++) {
1324            delete mLayers.itemAt(i);
1325        }
1326        mLayers.clear();
1327    }
1328}
1329
1330///////////////////////////////////////////////////////////////////////////////
1331// State Deferral
1332///////////////////////////////////////////////////////////////////////////////
1333
1334bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1335    const Rect* currentClip = currentClipRect();
1336    const mat4* currentMatrix = currentTransform();
1337
1338    if (stateDeferFlags & kStateDeferFlag_Draw) {
1339        // state has bounds initialized in local coordinates
1340        if (!state.mBounds.isEmpty()) {
1341            currentMatrix->mapRect(state.mBounds);
1342            Rect clippedBounds(state.mBounds);
1343            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1344            // is used, it should more closely duplicate the quickReject logic (in how it uses
1345            // snapToPixelBoundaries)
1346
1347            if(!clippedBounds.intersect(*currentClip)) {
1348                // quick rejected
1349                return true;
1350            }
1351
1352            state.mClipSideFlags = kClipSide_None;
1353            if (!currentClip->contains(state.mBounds)) {
1354                int& flags = state.mClipSideFlags;
1355                // op partially clipped, so record which sides are clipped for clip-aware merging
1356                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1357                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1358                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1359                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1360            }
1361            state.mBounds.set(clippedBounds);
1362        } else {
1363            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1364            // overdraw avoidance (since we don't know what it overlaps)
1365            state.mClipSideFlags = kClipSide_ConservativeFull;
1366            state.mBounds.set(*currentClip);
1367        }
1368    }
1369
1370    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1371    if (state.mClipValid) {
1372        state.mClip.set(*currentClip);
1373    }
1374
1375    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1376    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1377    state.mMatrix.load(*currentMatrix);
1378    state.mDrawModifiers = mDrawModifiers;
1379    state.mAlpha = currentSnapshot()->alpha;
1380
1381    // always store/restore, since it's just a pointer
1382    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1383    return false;
1384}
1385
1386void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1387    setMatrix(state.mMatrix);
1388    mSnapshot->alpha = state.mAlpha;
1389    mDrawModifiers = state.mDrawModifiers;
1390    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1391
1392    if (state.mClipValid && !skipClipRestore) {
1393        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1394                state.mClip.right, state.mClip.bottom);
1395        dirtyClip();
1396    }
1397}
1398
1399/**
1400 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1401 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1402 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1403 *
1404 * This method should be called when restoreDisplayState() won't be restoring the clip
1405 */
1406void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1407    if (clipRect != NULL) {
1408        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1409    } else {
1410        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1411    }
1412    dirtyClip();
1413    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1414}
1415
1416///////////////////////////////////////////////////////////////////////////////
1417// Clipping
1418///////////////////////////////////////////////////////////////////////////////
1419
1420void OpenGLRenderer::setScissorFromClip() {
1421    Rect clip(*currentClipRect());
1422    clip.snapToPixelBoundaries();
1423
1424    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1425            clip.getWidth(), clip.getHeight())) {
1426        mDirtyClip = false;
1427    }
1428}
1429
1430void OpenGLRenderer::ensureStencilBuffer() {
1431    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1432    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1433    // just hope we have one when hasLayer() returns false.
1434    if (hasLayer()) {
1435        attachStencilBufferToLayer(currentSnapshot()->layer);
1436    }
1437}
1438
1439void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1440    // The layer's FBO is already bound when we reach this stage
1441    if (!layer->getStencilRenderBuffer()) {
1442        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1443        // is attached after we initiated tiling. We must turn it off,
1444        // attach the new render buffer then turn tiling back on
1445        endTiling();
1446
1447        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1448                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1449        layer->setStencilRenderBuffer(buffer);
1450
1451        startTiling(layer->clipRect, layer->layer.getHeight());
1452    }
1453}
1454
1455void OpenGLRenderer::setStencilFromClip() {
1456    if (!mCaches.debugOverdraw) {
1457        if (!currentSnapshot()->clipRegion->isEmpty()) {
1458            EVENT_LOGD("setStencilFromClip - enabling");
1459
1460            // NOTE: The order here is important, we must set dirtyClip to false
1461            //       before any draw call to avoid calling back into this method
1462            mDirtyClip = false;
1463
1464            ensureStencilBuffer();
1465
1466            mCaches.stencil.enableWrite();
1467
1468            // Clear and update the stencil, but first make sure we restrict drawing
1469            // to the region's bounds
1470            bool resetScissor = mCaches.enableScissor();
1471            if (resetScissor) {
1472                // The scissor was not set so we now need to update it
1473                setScissorFromClip();
1474            }
1475            mCaches.stencil.clear();
1476
1477            // stash and disable the outline clip state, since stencil doesn't account for outline
1478            bool storedSkipOutlineClip = mSkipOutlineClip;
1479            mSkipOutlineClip = true;
1480
1481            SkPaint paint;
1482            paint.setColor(SK_ColorBLACK);
1483            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1484
1485            // NOTE: We could use the region contour path to generate a smaller mesh
1486            //       Since we are using the stencil we could use the red book path
1487            //       drawing technique. It might increase bandwidth usage though.
1488
1489            // The last parameter is important: we are not drawing in the color buffer
1490            // so we don't want to dirty the current layer, if any
1491            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1492            if (resetScissor) mCaches.disableScissor();
1493            mSkipOutlineClip = storedSkipOutlineClip;
1494
1495            mCaches.stencil.enableTest();
1496
1497            // Draw the region used to generate the stencil if the appropriate debug
1498            // mode is enabled
1499            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1500                paint.setColor(0x7f0000ff);
1501                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1502                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1503            }
1504        } else {
1505            EVENT_LOGD("setStencilFromClip - disabling");
1506            mCaches.stencil.disable();
1507        }
1508    }
1509}
1510
1511/**
1512 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1513 *
1514 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1515 *         style, and tessellated AA ramp
1516 */
1517bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1518        const SkPaint* paint) {
1519    bool snapOut = paint && paint->isAntiAlias();
1520
1521    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1522        float outset = paint->getStrokeWidth() * 0.5f;
1523        left -= outset;
1524        top -= outset;
1525        right += outset;
1526        bottom += outset;
1527    }
1528
1529    bool clipRequired = false;
1530    bool roundRectClipRequired = false;
1531    if (calculateQuickRejectForScissor(left, top, right, bottom,
1532            &clipRequired, &roundRectClipRequired, snapOut)) {
1533        return true;
1534    }
1535
1536    // not quick rejected, so enable the scissor if clipRequired
1537    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1538    mSkipOutlineClip = !roundRectClipRequired;
1539    return false;
1540}
1541
1542void OpenGLRenderer::debugClip() {
1543#if DEBUG_CLIP_REGIONS
1544    if (!currentSnapshot()->clipRegion->isEmpty()) {
1545        SkPaint paint;
1546        paint.setColor(0x7f00ff00);
1547        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1548
1549    }
1550#endif
1551}
1552
1553///////////////////////////////////////////////////////////////////////////////
1554// Drawing commands
1555///////////////////////////////////////////////////////////////////////////////
1556
1557void OpenGLRenderer::setupDraw(bool clearLayer) {
1558    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1559    //       changes the scissor test state
1560    if (clearLayer) clearLayerRegions();
1561    // Make sure setScissor & setStencil happen at the beginning of
1562    // this method
1563    if (mDirtyClip) {
1564        if (mCaches.scissorEnabled) {
1565            setScissorFromClip();
1566        }
1567
1568        setStencilFromClip();
1569    }
1570
1571    mDescription.reset();
1572
1573    mSetShaderColor = false;
1574    mColorSet = false;
1575    mColorA = mColorR = mColorG = mColorB = 0.0f;
1576    mTextureUnit = 0;
1577    mTrackDirtyRegions = true;
1578
1579    // Enable debug highlight when what we're about to draw is tested against
1580    // the stencil buffer and if stencil highlight debugging is on
1581    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1582            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1583            mCaches.stencil.isTestEnabled();
1584}
1585
1586void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1587    mDescription.hasTexture = true;
1588    mDescription.hasAlpha8Texture = isAlpha8;
1589}
1590
1591void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1592    mDescription.hasTexture = true;
1593    mDescription.hasColors = true;
1594    mDescription.hasAlpha8Texture = isAlpha8;
1595}
1596
1597void OpenGLRenderer::setupDrawWithExternalTexture() {
1598    mDescription.hasExternalTexture = true;
1599}
1600
1601void OpenGLRenderer::setupDrawNoTexture() {
1602    mCaches.disableTexCoordsVertexArray();
1603}
1604
1605void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1606    mDescription.hasVertexAlpha = true;
1607    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1608}
1609
1610void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1611    mColorA = alpha / 255.0f;
1612    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1613    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1614    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1615    mColorSet = true;
1616    mSetShaderColor = mDescription.setColorModulate(mColorA);
1617}
1618
1619void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1620    mColorA = alpha / 255.0f;
1621    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1622    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1623    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1624    mColorSet = true;
1625    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1626}
1627
1628void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1629    mCaches.fontRenderer->describe(mDescription, paint);
1630}
1631
1632void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1633    mColorA = a;
1634    mColorR = r;
1635    mColorG = g;
1636    mColorB = b;
1637    mColorSet = true;
1638    mSetShaderColor = mDescription.setColorModulate(a);
1639}
1640
1641void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1642    if (shader != NULL) {
1643        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1644    }
1645}
1646
1647void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1648    if (filter == NULL) {
1649        return;
1650    }
1651
1652    SkXfermode::Mode mode;
1653    if (filter->asColorMode(NULL, &mode)) {
1654        mDescription.colorOp = ProgramDescription::kColorBlend;
1655        mDescription.colorMode = mode;
1656    } else if (filter->asColorMatrix(NULL)) {
1657        mDescription.colorOp = ProgramDescription::kColorMatrix;
1658    }
1659}
1660
1661void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1662    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1663        mColorA = 1.0f;
1664        mColorR = mColorG = mColorB = 0.0f;
1665        mSetShaderColor = mDescription.modulate = true;
1666    }
1667}
1668
1669void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1670    SkXfermode::Mode mode = layer->getMode();
1671    // When the blending mode is kClear_Mode, we need to use a modulate color
1672    // argb=1,0,0,0
1673    accountForClear(mode);
1674    // TODO: check shader blending, once we have shader drawing support for layers.
1675    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1676            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1677    chooseBlending(blend, mode, mDescription, swapSrcDst);
1678}
1679
1680void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1681    SkXfermode::Mode mode = getXfermodeDirect(paint);
1682    // When the blending mode is kClear_Mode, we need to use a modulate color
1683    // argb=1,0,0,0
1684    accountForClear(mode);
1685    blend |= (mColorSet && mColorA < 1.0f) ||
1686            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1687            isBlendedColorFilter(getColorFilter(paint));
1688    chooseBlending(blend, mode, mDescription, swapSrcDst);
1689}
1690
1691void OpenGLRenderer::setupDrawProgram() {
1692    useProgram(mCaches.programCache.get(mDescription));
1693    if (mDescription.hasRoundRectClip) {
1694        // TODO: avoid doing this repeatedly, stashing state pointer in program
1695        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1696        const Rect& innerRect = state->innerRect;
1697        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1698                innerRect.left, innerRect.top,
1699                innerRect.right, innerRect.bottom);
1700        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1701                1, GL_FALSE, &state->matrix.data[0]);
1702
1703        // add half pixel to round out integer rect space to cover pixel centers
1704        float roundedOutRadius = state->radius + 0.5f;
1705        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1706                roundedOutRadius);
1707    }
1708}
1709
1710void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1711    mTrackDirtyRegions = false;
1712}
1713
1714void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1715        float left, float top, float right, float bottom, bool ignoreTransform) {
1716    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1717    if (mode == kModelViewMode_TranslateAndScale) {
1718        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1719    }
1720
1721    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1722    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1723    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1724    if (dirty && mTrackDirtyRegions) {
1725        if (!ignoreTransform) {
1726            dirtyLayer(left, top, right, bottom, *currentTransform());
1727        } else {
1728            dirtyLayer(left, top, right, bottom);
1729        }
1730    }
1731}
1732
1733void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1734    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1735        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1736    }
1737}
1738
1739void OpenGLRenderer::setupDrawPureColorUniforms() {
1740    if (mSetShaderColor) {
1741        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1742    }
1743}
1744
1745void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1746    if (shader == NULL) {
1747        return;
1748    }
1749
1750    if (ignoreTransform) {
1751        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1752        // because it was built into modelView / the geometry, and the description needs to
1753        // compensate.
1754        mat4 modelViewWithoutTransform;
1755        modelViewWithoutTransform.loadInverse(*currentTransform());
1756        modelViewWithoutTransform.multiply(mModelViewMatrix);
1757        mModelViewMatrix.load(modelViewWithoutTransform);
1758    }
1759
1760    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1761}
1762
1763void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1764    if (NULL == filter) {
1765        return;
1766    }
1767
1768    SkColor color;
1769    SkXfermode::Mode mode;
1770    if (filter->asColorMode(&color, &mode)) {
1771        const int alpha = SkColorGetA(color);
1772        const GLfloat a = alpha / 255.0f;
1773        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1774        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1775        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1776        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1777        return;
1778    }
1779
1780    SkScalar srcColorMatrix[20];
1781    if (filter->asColorMatrix(srcColorMatrix)) {
1782
1783        float colorMatrix[16];
1784        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1785        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1786        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1787        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1788
1789        // Skia uses the range [0..255] for the addition vector, but we need
1790        // the [0..1] range to apply the vector in GLSL
1791        float colorVector[4];
1792        colorVector[0] = srcColorMatrix[4] / 255.0f;
1793        colorVector[1] = srcColorMatrix[9] / 255.0f;
1794        colorVector[2] = srcColorMatrix[14] / 255.0f;
1795        colorVector[3] = srcColorMatrix[19] / 255.0f;
1796
1797        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1798                GL_FALSE, colorMatrix);
1799        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1800        return;
1801    }
1802
1803    // it is an error if we ever get here
1804}
1805
1806void OpenGLRenderer::setupDrawTextGammaUniforms() {
1807    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1808}
1809
1810void OpenGLRenderer::setupDrawSimpleMesh() {
1811    bool force = mCaches.bindMeshBuffer();
1812    mCaches.bindPositionVertexPointer(force, 0);
1813    mCaches.unbindIndicesBuffer();
1814}
1815
1816void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1817    if (texture) bindTexture(texture);
1818    mTextureUnit++;
1819    mCaches.enableTexCoordsVertexArray();
1820}
1821
1822void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1823    bindExternalTexture(texture);
1824    mTextureUnit++;
1825    mCaches.enableTexCoordsVertexArray();
1826}
1827
1828void OpenGLRenderer::setupDrawTextureTransform() {
1829    mDescription.hasTextureTransform = true;
1830}
1831
1832void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1833    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1834            GL_FALSE, &transform.data[0]);
1835}
1836
1837void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1838        const GLvoid* texCoords, GLuint vbo) {
1839    bool force = false;
1840    if (!vertices || vbo) {
1841        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1842    } else {
1843        force = mCaches.unbindMeshBuffer();
1844    }
1845
1846    mCaches.bindPositionVertexPointer(force, vertices);
1847    if (mCaches.currentProgram->texCoords >= 0) {
1848        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1849    }
1850
1851    mCaches.unbindIndicesBuffer();
1852}
1853
1854void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1855        const GLvoid* texCoords, const GLvoid* colors) {
1856    bool force = mCaches.unbindMeshBuffer();
1857    GLsizei stride = sizeof(ColorTextureVertex);
1858
1859    mCaches.bindPositionVertexPointer(force, vertices, stride);
1860    if (mCaches.currentProgram->texCoords >= 0) {
1861        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1862    }
1863    int slot = mCaches.currentProgram->getAttrib("colors");
1864    if (slot >= 0) {
1865        glEnableVertexAttribArray(slot);
1866        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1867    }
1868
1869    mCaches.unbindIndicesBuffer();
1870}
1871
1872void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1873        const GLvoid* texCoords, GLuint vbo) {
1874    bool force = false;
1875    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1876    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1877    // use the default VBO found in Caches
1878    if (!vertices || vbo) {
1879        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1880    } else {
1881        force = mCaches.unbindMeshBuffer();
1882    }
1883    mCaches.bindQuadIndicesBuffer();
1884
1885    mCaches.bindPositionVertexPointer(force, vertices);
1886    if (mCaches.currentProgram->texCoords >= 0) {
1887        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1888    }
1889}
1890
1891void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1892    bool force = mCaches.unbindMeshBuffer();
1893    mCaches.bindQuadIndicesBuffer();
1894    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1895}
1896
1897///////////////////////////////////////////////////////////////////////////////
1898// Drawing
1899///////////////////////////////////////////////////////////////////////////////
1900
1901status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1902    status_t status;
1903    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1904    // will be performed by the display list itself
1905    if (renderNode && renderNode->isRenderable()) {
1906        // compute 3d ordering
1907        renderNode->computeOrdering();
1908        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1909            status = startFrame();
1910            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1911            renderNode->replay(replayStruct, 0);
1912            return status | replayStruct.mDrawGlStatus;
1913        }
1914
1915        DeferredDisplayList deferredList(*currentClipRect());
1916        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1917        renderNode->defer(deferStruct, 0);
1918
1919        flushLayers();
1920        status = startFrame();
1921
1922        return deferredList.flush(*this, dirty) | status;
1923    }
1924
1925    // Even if there is no drawing command(Ex: invisible),
1926    // it still needs startFrame to clear buffer and start tiling.
1927    return startFrame();
1928}
1929
1930void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1931    float x = left;
1932    float y = top;
1933
1934    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1935
1936    bool ignoreTransform = false;
1937    if (currentTransform()->isPureTranslate()) {
1938        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1939        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1940        ignoreTransform = true;
1941
1942        texture->setFilter(GL_NEAREST, true);
1943    } else {
1944        texture->setFilter(getFilter(paint), true);
1945    }
1946
1947    // No need to check for a UV mapper on the texture object, only ARGB_8888
1948    // bitmaps get packed in the atlas
1949    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1950            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1951            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1952}
1953
1954/**
1955 * Important note: this method is intended to draw batches of bitmaps and
1956 * will not set the scissor enable or dirty the current layer, if any.
1957 * The caller is responsible for properly dirtying the current layer.
1958 */
1959status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1960        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1961        const Rect& bounds, const SkPaint* paint) {
1962    mCaches.activeTexture(0);
1963    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1964    if (!texture) return DrawGlInfo::kStatusDone;
1965
1966    const AutoTexture autoCleanup(texture);
1967
1968    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1969    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1970
1971    const float x = (int) floorf(bounds.left + 0.5f);
1972    const float y = (int) floorf(bounds.top + 0.5f);
1973    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1974        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1975                texture->id, paint, &vertices[0].x, &vertices[0].u,
1976                GL_TRIANGLES, bitmapCount * 6, true,
1977                kModelViewMode_Translate, false);
1978    } else {
1979        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1980                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1981                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1982                kModelViewMode_Translate, false);
1983    }
1984
1985    return DrawGlInfo::kStatusDrew;
1986}
1987
1988status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1989    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1990        return DrawGlInfo::kStatusDone;
1991    }
1992
1993    mCaches.activeTexture(0);
1994    Texture* texture = getTexture(bitmap);
1995    if (!texture) return DrawGlInfo::kStatusDone;
1996    const AutoTexture autoCleanup(texture);
1997
1998    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1999        drawAlphaBitmap(texture, 0, 0, paint);
2000    } else {
2001        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2002    }
2003
2004    return DrawGlInfo::kStatusDrew;
2005}
2006
2007status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2008    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2009        return DrawGlInfo::kStatusDone;
2010    }
2011
2012    mCaches.activeTexture(0);
2013    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2014    const AutoTexture autoCleanup(texture);
2015
2016    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2017        drawAlphaBitmap(texture, 0, 0, paint);
2018    } else {
2019        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2020    }
2021
2022    return DrawGlInfo::kStatusDrew;
2023}
2024
2025status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2026        const float* vertices, const int* colors, const SkPaint* paint) {
2027    if (!vertices || currentSnapshot()->isIgnored()) {
2028        return DrawGlInfo::kStatusDone;
2029    }
2030
2031    // TODO: use quickReject on bounds from vertices
2032    mCaches.enableScissor();
2033
2034    float left = FLT_MAX;
2035    float top = FLT_MAX;
2036    float right = FLT_MIN;
2037    float bottom = FLT_MIN;
2038
2039    const uint32_t count = meshWidth * meshHeight * 6;
2040
2041    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2042    mesh.setCapacity(count);
2043    ColorTextureVertex* vertex = mesh.editArray();
2044
2045    bool cleanupColors = false;
2046    if (!colors) {
2047        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2048        int* newColors = new int[colorsCount];
2049        memset(newColors, 0xff, colorsCount * sizeof(int));
2050        colors = newColors;
2051        cleanupColors = true;
2052    }
2053
2054    mCaches.activeTexture(0);
2055    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2056    const UvMapper& mapper(getMapper(texture));
2057
2058    for (int32_t y = 0; y < meshHeight; y++) {
2059        for (int32_t x = 0; x < meshWidth; x++) {
2060            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2061
2062            float u1 = float(x) / meshWidth;
2063            float u2 = float(x + 1) / meshWidth;
2064            float v1 = float(y) / meshHeight;
2065            float v2 = float(y + 1) / meshHeight;
2066
2067            mapper.map(u1, v1, u2, v2);
2068
2069            int ax = i + (meshWidth + 1) * 2;
2070            int ay = ax + 1;
2071            int bx = i;
2072            int by = bx + 1;
2073            int cx = i + 2;
2074            int cy = cx + 1;
2075            int dx = i + (meshWidth + 1) * 2 + 2;
2076            int dy = dx + 1;
2077
2078            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2079            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2080            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2081
2082            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2083            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2084            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2085
2086            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2087            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2088            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2089            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2090        }
2091    }
2092
2093    if (quickRejectSetupScissor(left, top, right, bottom)) {
2094        if (cleanupColors) delete[] colors;
2095        return DrawGlInfo::kStatusDone;
2096    }
2097
2098    if (!texture) {
2099        texture = mCaches.textureCache.get(bitmap);
2100        if (!texture) {
2101            if (cleanupColors) delete[] colors;
2102            return DrawGlInfo::kStatusDone;
2103        }
2104    }
2105    const AutoTexture autoCleanup(texture);
2106
2107    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2108    texture->setFilter(getFilter(paint), true);
2109
2110    int alpha;
2111    SkXfermode::Mode mode;
2112    getAlphaAndMode(paint, &alpha, &mode);
2113
2114    float a = alpha / 255.0f;
2115
2116    if (hasLayer()) {
2117        dirtyLayer(left, top, right, bottom, *currentTransform());
2118    }
2119
2120    setupDraw();
2121    setupDrawWithTextureAndColor();
2122    setupDrawColor(a, a, a, a);
2123    setupDrawColorFilter(getColorFilter(paint));
2124    setupDrawBlending(paint, true);
2125    setupDrawProgram();
2126    setupDrawDirtyRegionsDisabled();
2127    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2128    setupDrawTexture(texture->id);
2129    setupDrawPureColorUniforms();
2130    setupDrawColorFilterUniforms(getColorFilter(paint));
2131    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2132
2133    glDrawArrays(GL_TRIANGLES, 0, count);
2134
2135    int slot = mCaches.currentProgram->getAttrib("colors");
2136    if (slot >= 0) {
2137        glDisableVertexAttribArray(slot);
2138    }
2139
2140    if (cleanupColors) delete[] colors;
2141
2142    return DrawGlInfo::kStatusDrew;
2143}
2144
2145status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2146         float srcLeft, float srcTop, float srcRight, float srcBottom,
2147         float dstLeft, float dstTop, float dstRight, float dstBottom,
2148         const SkPaint* paint) {
2149    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2150        return DrawGlInfo::kStatusDone;
2151    }
2152
2153    mCaches.activeTexture(0);
2154    Texture* texture = getTexture(bitmap);
2155    if (!texture) return DrawGlInfo::kStatusDone;
2156    const AutoTexture autoCleanup(texture);
2157
2158    const float width = texture->width;
2159    const float height = texture->height;
2160
2161    float u1 = fmax(0.0f, srcLeft / width);
2162    float v1 = fmax(0.0f, srcTop / height);
2163    float u2 = fmin(1.0f, srcRight / width);
2164    float v2 = fmin(1.0f, srcBottom / height);
2165
2166    getMapper(texture).map(u1, v1, u2, v2);
2167
2168    mCaches.unbindMeshBuffer();
2169    resetDrawTextureTexCoords(u1, v1, u2, v2);
2170
2171    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2172
2173    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2174    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2175
2176    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2177    // Apply a scale transform on the canvas only when a shader is in use
2178    // Skia handles the ratio between the dst and src rects as a scale factor
2179    // when a shader is set
2180    bool useScaleTransform = getShader(paint) && scaled;
2181    bool ignoreTransform = false;
2182
2183    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2184        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2185        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2186
2187        dstRight = x + (dstRight - dstLeft);
2188        dstBottom = y + (dstBottom - dstTop);
2189
2190        dstLeft = x;
2191        dstTop = y;
2192
2193        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2194        ignoreTransform = true;
2195    } else {
2196        texture->setFilter(getFilter(paint), true);
2197    }
2198
2199    if (CC_UNLIKELY(useScaleTransform)) {
2200        save(SkCanvas::kMatrix_SaveFlag);
2201        translate(dstLeft, dstTop);
2202        scale(scaleX, scaleY);
2203
2204        dstLeft = 0.0f;
2205        dstTop = 0.0f;
2206
2207        dstRight = srcRight - srcLeft;
2208        dstBottom = srcBottom - srcTop;
2209    }
2210
2211    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2212        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2213                texture->id, paint,
2214                &mMeshVertices[0].x, &mMeshVertices[0].u,
2215                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2216    } else {
2217        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2218                texture->id, paint, texture->blend,
2219                &mMeshVertices[0].x, &mMeshVertices[0].u,
2220                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2221    }
2222
2223    if (CC_UNLIKELY(useScaleTransform)) {
2224        restore();
2225    }
2226
2227    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2228
2229    return DrawGlInfo::kStatusDrew;
2230}
2231
2232status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2233        float left, float top, float right, float bottom, const SkPaint* paint) {
2234    if (quickRejectSetupScissor(left, top, right, bottom)) {
2235        return DrawGlInfo::kStatusDone;
2236    }
2237
2238    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2239    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2240            right - left, bottom - top, patch);
2241
2242    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2243}
2244
2245status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2246        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2247        const SkPaint* paint) {
2248    if (quickRejectSetupScissor(left, top, right, bottom)) {
2249        return DrawGlInfo::kStatusDone;
2250    }
2251
2252    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2253        mCaches.activeTexture(0);
2254        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2255        if (!texture) return DrawGlInfo::kStatusDone;
2256        const AutoTexture autoCleanup(texture);
2257
2258        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2259        texture->setFilter(GL_LINEAR, true);
2260
2261        const bool pureTranslate = currentTransform()->isPureTranslate();
2262        // Mark the current layer dirty where we are going to draw the patch
2263        if (hasLayer() && mesh->hasEmptyQuads) {
2264            const float offsetX = left + currentTransform()->getTranslateX();
2265            const float offsetY = top + currentTransform()->getTranslateY();
2266            const size_t count = mesh->quads.size();
2267            for (size_t i = 0; i < count; i++) {
2268                const Rect& bounds = mesh->quads.itemAt(i);
2269                if (CC_LIKELY(pureTranslate)) {
2270                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2271                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2272                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2273                } else {
2274                    dirtyLayer(left + bounds.left, top + bounds.top,
2275                            left + bounds.right, top + bounds.bottom, *currentTransform());
2276                }
2277            }
2278        }
2279
2280        bool ignoreTransform = false;
2281        if (CC_LIKELY(pureTranslate)) {
2282            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2283            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2284
2285            right = x + right - left;
2286            bottom = y + bottom - top;
2287            left = x;
2288            top = y;
2289            ignoreTransform = true;
2290        }
2291        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2292                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2293                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2294                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2295    }
2296
2297    return DrawGlInfo::kStatusDrew;
2298}
2299
2300/**
2301 * Important note: this method is intended to draw batches of 9-patch objects and
2302 * will not set the scissor enable or dirty the current layer, if any.
2303 * The caller is responsible for properly dirtying the current layer.
2304 */
2305status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2306        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2307    mCaches.activeTexture(0);
2308    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2309    if (!texture) return DrawGlInfo::kStatusDone;
2310    const AutoTexture autoCleanup(texture);
2311
2312    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2313    texture->setFilter(GL_LINEAR, true);
2314
2315    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2316            texture->blend, &vertices[0].x, &vertices[0].u,
2317            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2318
2319    return DrawGlInfo::kStatusDrew;
2320}
2321
2322status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2323        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2324    // not missing call to quickReject/dirtyLayer, always done at a higher level
2325    if (!vertexBuffer.getVertexCount()) {
2326        // no vertices to draw
2327        return DrawGlInfo::kStatusDone;
2328    }
2329
2330    Rect bounds(vertexBuffer.getBounds());
2331    bounds.translate(translateX, translateY);
2332    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2333
2334    int color = paint->getColor();
2335    bool isAA = paint->isAntiAlias();
2336
2337    setupDraw();
2338    setupDrawNoTexture();
2339    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2340    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2341    setupDrawColorFilter(getColorFilter(paint));
2342    setupDrawShader(getShader(paint));
2343    setupDrawBlending(paint, isAA);
2344    setupDrawProgram();
2345    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2346            translateX, translateY, 0, 0);
2347    setupDrawColorUniforms(getShader(paint));
2348    setupDrawColorFilterUniforms(getColorFilter(paint));
2349    setupDrawShaderUniforms(getShader(paint));
2350
2351    const void* vertices = vertexBuffer.getBuffer();
2352    mCaches.unbindMeshBuffer();
2353    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2354    mCaches.resetTexCoordsVertexPointer();
2355
2356    int alphaSlot = -1;
2357    if (isAA) {
2358        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2359        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2360        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2361        glEnableVertexAttribArray(alphaSlot);
2362        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2363    }
2364
2365    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2366    if (mode == VertexBuffer::kStandard) {
2367        mCaches.unbindIndicesBuffer();
2368        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2369    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2370        mCaches.bindShadowIndicesBuffer();
2371        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2372    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2373        mCaches.bindShadowIndicesBuffer();
2374        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2375    } else if (mode == VertexBuffer::kIndices) {
2376        mCaches.unbindIndicesBuffer();
2377        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2378                vertexBuffer.getIndices());
2379    }
2380
2381    if (isAA) {
2382        glDisableVertexAttribArray(alphaSlot);
2383    }
2384
2385    return DrawGlInfo::kStatusDrew;
2386}
2387
2388/**
2389 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2390 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2391 * screen space in all directions. However, instead of using a fragment shader to compute the
2392 * translucency of the color from its position, we simply use a varying parameter to define how far
2393 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2394 *
2395 * Doesn't yet support joins, caps, or path effects.
2396 */
2397status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2398    VertexBuffer vertexBuffer;
2399    // TODO: try clipping large paths to viewport
2400    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2401    return drawVertexBuffer(vertexBuffer, paint);
2402}
2403
2404/**
2405 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2406 * and additional geometry for defining an alpha slope perimeter.
2407 *
2408 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2409 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2410 * in-shader alpha region, but found it to be taxing on some GPUs.
2411 *
2412 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2413 * memory transfer by removing need for degenerate vertices.
2414 */
2415status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2416    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2417
2418    count &= ~0x3; // round down to nearest four
2419
2420    VertexBuffer buffer;
2421    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2422    const Rect& bounds = buffer.getBounds();
2423
2424    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2425        return DrawGlInfo::kStatusDone;
2426    }
2427
2428    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2429    return drawVertexBuffer(buffer, paint, displayFlags);
2430}
2431
2432status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2433    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2434
2435    count &= ~0x1; // round down to nearest two
2436
2437    VertexBuffer buffer;
2438    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2439
2440    const Rect& bounds = buffer.getBounds();
2441    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2442        return DrawGlInfo::kStatusDone;
2443    }
2444
2445    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2446    return drawVertexBuffer(buffer, paint, displayFlags);
2447}
2448
2449status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2450    // No need to check against the clip, we fill the clip region
2451    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2452
2453    Rect clip(*currentClipRect());
2454    clip.snapToPixelBoundaries();
2455
2456    SkPaint paint;
2457    paint.setColor(color);
2458    paint.setXfermodeMode(mode);
2459
2460    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2461
2462    return DrawGlInfo::kStatusDrew;
2463}
2464
2465status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2466        const SkPaint* paint) {
2467    if (!texture) return DrawGlInfo::kStatusDone;
2468    const AutoTexture autoCleanup(texture);
2469
2470    const float x = left + texture->left - texture->offset;
2471    const float y = top + texture->top - texture->offset;
2472
2473    drawPathTexture(texture, x, y, paint);
2474
2475    return DrawGlInfo::kStatusDrew;
2476}
2477
2478status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2479        float rx, float ry, const SkPaint* p) {
2480    if (currentSnapshot()->isIgnored()
2481            || quickRejectSetupScissor(left, top, right, bottom, p)
2482            || paintWillNotDraw(*p)) {
2483        return DrawGlInfo::kStatusDone;
2484    }
2485
2486    if (p->getPathEffect() != 0) {
2487        mCaches.activeTexture(0);
2488        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2489                right - left, bottom - top, rx, ry, p);
2490        return drawShape(left, top, texture, p);
2491    }
2492
2493    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2494            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2495    return drawVertexBuffer(left, top, *vertexBuffer, p);
2496}
2497
2498status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2499    if (currentSnapshot()->isIgnored()
2500            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2501            || paintWillNotDraw(*p)) {
2502        return DrawGlInfo::kStatusDone;
2503    }
2504    if (p->getPathEffect() != 0) {
2505        mCaches.activeTexture(0);
2506        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2507        return drawShape(x - radius, y - radius, texture, p);
2508    }
2509
2510    SkPath path;
2511    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2512        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2513    } else {
2514        path.addCircle(x, y, radius);
2515    }
2516    return drawConvexPath(path, p);
2517}
2518
2519status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2520        const SkPaint* p) {
2521    if (currentSnapshot()->isIgnored()
2522            || quickRejectSetupScissor(left, top, right, bottom, p)
2523            || paintWillNotDraw(*p)) {
2524        return DrawGlInfo::kStatusDone;
2525    }
2526
2527    if (p->getPathEffect() != 0) {
2528        mCaches.activeTexture(0);
2529        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2530        return drawShape(left, top, texture, p);
2531    }
2532
2533    SkPath path;
2534    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2535    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2536        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2537    }
2538    path.addOval(rect);
2539    return drawConvexPath(path, p);
2540}
2541
2542status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2543        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2544    if (currentSnapshot()->isIgnored()
2545            || quickRejectSetupScissor(left, top, right, bottom, p)
2546            || paintWillNotDraw(*p)) {
2547        return DrawGlInfo::kStatusDone;
2548    }
2549
2550    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2551    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2552        mCaches.activeTexture(0);
2553        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2554                startAngle, sweepAngle, useCenter, p);
2555        return drawShape(left, top, texture, p);
2556    }
2557
2558    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2559    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2560        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2561    }
2562
2563    SkPath path;
2564    if (useCenter) {
2565        path.moveTo(rect.centerX(), rect.centerY());
2566    }
2567    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2568    if (useCenter) {
2569        path.close();
2570    }
2571    return drawConvexPath(path, p);
2572}
2573
2574// See SkPaintDefaults.h
2575#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2576
2577status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2578        const SkPaint* p) {
2579    if (currentSnapshot()->isIgnored()
2580            || quickRejectSetupScissor(left, top, right, bottom, p)
2581            || paintWillNotDraw(*p)) {
2582        return DrawGlInfo::kStatusDone;
2583    }
2584
2585    if (p->getStyle() != SkPaint::kFill_Style) {
2586        // only fill style is supported by drawConvexPath, since others have to handle joins
2587        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2588                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2589            mCaches.activeTexture(0);
2590            const PathTexture* texture =
2591                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2592            return drawShape(left, top, texture, p);
2593        }
2594
2595        SkPath path;
2596        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2597        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2598            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2599        }
2600        path.addRect(rect);
2601        return drawConvexPath(path, p);
2602    }
2603
2604    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2605        SkPath path;
2606        path.addRect(left, top, right, bottom);
2607        return drawConvexPath(path, p);
2608    } else {
2609        drawColorRect(left, top, right, bottom, p);
2610        return DrawGlInfo::kStatusDrew;
2611    }
2612}
2613
2614void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2615        int bytesCount, int count, const float* positions,
2616        FontRenderer& fontRenderer, int alpha, float x, float y) {
2617    mCaches.activeTexture(0);
2618
2619    TextShadow textShadow;
2620    if (!getTextShadow(paint, &textShadow)) {
2621        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2622    }
2623
2624    // NOTE: The drop shadow will not perform gamma correction
2625    //       if shader-based correction is enabled
2626    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2627    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2628            paint, text, bytesCount, count, textShadow.radius, positions);
2629    // If the drop shadow exceeds the max texture size or couldn't be
2630    // allocated, skip drawing
2631    if (!shadow) return;
2632    const AutoTexture autoCleanup(shadow);
2633
2634    const float sx = x - shadow->left + textShadow.dx;
2635    const float sy = y - shadow->top + textShadow.dy;
2636
2637    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2638    if (getShader(paint)) {
2639        textShadow.color = SK_ColorWHITE;
2640    }
2641
2642    setupDraw();
2643    setupDrawWithTexture(true);
2644    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2645    setupDrawColorFilter(getColorFilter(paint));
2646    setupDrawShader(getShader(paint));
2647    setupDrawBlending(paint, true);
2648    setupDrawProgram();
2649    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2650            sx, sy, sx + shadow->width, sy + shadow->height);
2651    setupDrawTexture(shadow->id);
2652    setupDrawPureColorUniforms();
2653    setupDrawColorFilterUniforms(getColorFilter(paint));
2654    setupDrawShaderUniforms(getShader(paint));
2655    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2656
2657    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2658}
2659
2660bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2661    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2662    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2663}
2664
2665status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2666        const float* positions, const SkPaint* paint) {
2667    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2668        return DrawGlInfo::kStatusDone;
2669    }
2670
2671    // NOTE: Skia does not support perspective transform on drawPosText yet
2672    if (!currentTransform()->isSimple()) {
2673        return DrawGlInfo::kStatusDone;
2674    }
2675
2676    mCaches.enableScissor();
2677
2678    float x = 0.0f;
2679    float y = 0.0f;
2680    const bool pureTranslate = currentTransform()->isPureTranslate();
2681    if (pureTranslate) {
2682        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2683        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2684    }
2685
2686    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2687    fontRenderer.setFont(paint, SkMatrix::I());
2688
2689    int alpha;
2690    SkXfermode::Mode mode;
2691    getAlphaAndMode(paint, &alpha, &mode);
2692
2693    if (CC_UNLIKELY(hasTextShadow(paint))) {
2694        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2695                alpha, 0.0f, 0.0f);
2696    }
2697
2698    // Pick the appropriate texture filtering
2699    bool linearFilter = currentTransform()->changesBounds();
2700    if (pureTranslate && !linearFilter) {
2701        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2702    }
2703    fontRenderer.setTextureFiltering(linearFilter);
2704
2705    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2706    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2707
2708    const bool hasActiveLayer = hasLayer();
2709
2710    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2711    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2712            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2713        if (hasActiveLayer) {
2714            if (!pureTranslate) {
2715                currentTransform()->mapRect(bounds);
2716            }
2717            dirtyLayerUnchecked(bounds, getRegion());
2718        }
2719    }
2720
2721    return DrawGlInfo::kStatusDrew;
2722}
2723
2724bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2725    if (CC_LIKELY(transform.isPureTranslate())) {
2726        outMatrix->setIdentity();
2727        return false;
2728    } else if (CC_UNLIKELY(transform.isPerspective())) {
2729        outMatrix->setIdentity();
2730        return true;
2731    }
2732
2733    /**
2734     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2735     * with values rounded to the nearest int.
2736     */
2737    float sx, sy;
2738    transform.decomposeScale(sx, sy);
2739    outMatrix->setScale(
2740            roundf(fmaxf(1.0f, sx)),
2741            roundf(fmaxf(1.0f, sy)));
2742    return true;
2743}
2744
2745status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2746        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2747        DrawOpMode drawOpMode) {
2748
2749    if (drawOpMode == kDrawOpMode_Immediate) {
2750        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2751        // drawing as ops from DeferredDisplayList are already filtered for these
2752        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2753                quickRejectSetupScissor(bounds)) {
2754            return DrawGlInfo::kStatusDone;
2755        }
2756    }
2757
2758    const float oldX = x;
2759    const float oldY = y;
2760
2761    const mat4& transform = *currentTransform();
2762    const bool pureTranslate = transform.isPureTranslate();
2763
2764    if (CC_LIKELY(pureTranslate)) {
2765        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2766        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2767    }
2768
2769    int alpha;
2770    SkXfermode::Mode mode;
2771    getAlphaAndMode(paint, &alpha, &mode);
2772
2773    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2774
2775    if (CC_UNLIKELY(hasTextShadow(paint))) {
2776        fontRenderer.setFont(paint, SkMatrix::I());
2777        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2778                alpha, oldX, oldY);
2779    }
2780
2781    const bool hasActiveLayer = hasLayer();
2782
2783    // We only pass a partial transform to the font renderer. That partial
2784    // matrix defines how glyphs are rasterized. Typically we want glyphs
2785    // to be rasterized at their final size on screen, which means the partial
2786    // matrix needs to take the scale factor into account.
2787    // When a partial matrix is used to transform glyphs during rasterization,
2788    // the mesh is generated with the inverse transform (in the case of scale,
2789    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2790    // apply the full transform matrix at draw time in the vertex shader.
2791    // Applying the full matrix in the shader is the easiest way to handle
2792    // rotation and perspective and allows us to always generated quads in the
2793    // font renderer which greatly simplifies the code, clipping in particular.
2794    SkMatrix fontTransform;
2795    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2796            || fabs(y - (int) y) > 0.0f
2797            || fabs(x - (int) x) > 0.0f;
2798    fontRenderer.setFont(paint, fontTransform);
2799    fontRenderer.setTextureFiltering(linearFilter);
2800
2801    // TODO: Implement better clipping for scaled/rotated text
2802    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2803    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2804
2805    bool status;
2806    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2807
2808    // don't call issuedrawcommand, do it at end of batch
2809    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2810    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2811        SkPaint paintCopy(*paint);
2812        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2813        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2814                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2815    } else {
2816        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2817                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2818    }
2819
2820    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2821        if (!pureTranslate) {
2822            transform.mapRect(layerBounds);
2823        }
2824        dirtyLayerUnchecked(layerBounds, getRegion());
2825    }
2826
2827    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2828
2829    return DrawGlInfo::kStatusDrew;
2830}
2831
2832status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2833        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2834    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2835        return DrawGlInfo::kStatusDone;
2836    }
2837
2838    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2839    mCaches.enableScissor();
2840
2841    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2842    fontRenderer.setFont(paint, SkMatrix::I());
2843    fontRenderer.setTextureFiltering(true);
2844
2845    int alpha;
2846    SkXfermode::Mode mode;
2847    getAlphaAndMode(paint, &alpha, &mode);
2848    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2849
2850    const Rect* clip = &mSnapshot->getLocalClip();
2851    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2852
2853    const bool hasActiveLayer = hasLayer();
2854
2855    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2856            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2857        if (hasActiveLayer) {
2858            currentTransform()->mapRect(bounds);
2859            dirtyLayerUnchecked(bounds, getRegion());
2860        }
2861    }
2862
2863    return DrawGlInfo::kStatusDrew;
2864}
2865
2866status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2867    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2868
2869    mCaches.activeTexture(0);
2870
2871    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2872    if (!texture) return DrawGlInfo::kStatusDone;
2873    const AutoTexture autoCleanup(texture);
2874
2875    const float x = texture->left - texture->offset;
2876    const float y = texture->top - texture->offset;
2877
2878    drawPathTexture(texture, x, y, paint);
2879
2880    return DrawGlInfo::kStatusDrew;
2881}
2882
2883status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2884    if (!layer) {
2885        return DrawGlInfo::kStatusDone;
2886    }
2887
2888    mat4* transform = NULL;
2889    if (layer->isTextureLayer()) {
2890        transform = &layer->getTransform();
2891        if (!transform->isIdentity()) {
2892            save(SkCanvas::kMatrix_SaveFlag);
2893            concatMatrix(*transform);
2894        }
2895    }
2896
2897    bool clipRequired = false;
2898    const bool rejected = calculateQuickRejectForScissor(x, y,
2899            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2900
2901    if (rejected) {
2902        if (transform && !transform->isIdentity()) {
2903            restore();
2904        }
2905        return DrawGlInfo::kStatusDone;
2906    }
2907
2908    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2909            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2910
2911    updateLayer(layer, true);
2912
2913    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2914    mCaches.activeTexture(0);
2915
2916    if (CC_LIKELY(!layer->region.isEmpty())) {
2917        if (layer->region.isRect()) {
2918            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2919                    composeLayerRect(layer, layer->regionRect));
2920        } else if (layer->mesh) {
2921
2922            const float a = getLayerAlpha(layer);
2923            setupDraw();
2924            setupDrawWithTexture();
2925            setupDrawColor(a, a, a, a);
2926            setupDrawColorFilter(layer->getColorFilter());
2927            setupDrawBlending(layer);
2928            setupDrawProgram();
2929            setupDrawPureColorUniforms();
2930            setupDrawColorFilterUniforms(layer->getColorFilter());
2931            setupDrawTexture(layer->getTexture());
2932            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2933                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2934                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2935
2936                layer->setFilter(GL_NEAREST);
2937                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2938                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2939            } else {
2940                layer->setFilter(GL_LINEAR);
2941                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2942                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2943            }
2944
2945            TextureVertex* mesh = &layer->mesh[0];
2946            GLsizei elementsCount = layer->meshElementCount;
2947
2948            while (elementsCount > 0) {
2949                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2950
2951                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
2952                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2953                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
2954
2955                elementsCount -= drawCount;
2956                // Though there are 4 vertices in a quad, we use 6 indices per
2957                // quad to draw with GL_TRIANGLES
2958                mesh += (drawCount / 6) * 4;
2959            }
2960
2961#if DEBUG_LAYERS_AS_REGIONS
2962            drawRegionRectsDebug(layer->region);
2963#endif
2964        }
2965
2966        if (layer->debugDrawUpdate) {
2967            layer->debugDrawUpdate = false;
2968
2969            SkPaint paint;
2970            paint.setColor(0x7f00ff00);
2971            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
2972        }
2973    }
2974    layer->hasDrawnSinceUpdate = true;
2975
2976    if (transform && !transform->isIdentity()) {
2977        restore();
2978    }
2979
2980    return DrawGlInfo::kStatusDrew;
2981}
2982
2983///////////////////////////////////////////////////////////////////////////////
2984// Draw filters
2985///////////////////////////////////////////////////////////////////////////////
2986
2987void OpenGLRenderer::resetPaintFilter() {
2988    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
2989    // comparison, see MergingDrawBatch::canMergeWith
2990    mDrawModifiers.mHasDrawFilter = false;
2991    mDrawModifiers.mPaintFilterClearBits = 0;
2992    mDrawModifiers.mPaintFilterSetBits = 0;
2993}
2994
2995void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2996    // TODO: don't bother with boolean, it's redundant with clear/set bits
2997    mDrawModifiers.mHasDrawFilter = true;
2998    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2999    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3000}
3001
3002const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3003    // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3004    // to avoid clobbering 0x02 paint flag
3005
3006    // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3007    static const uint32_t sFilterBitmapFlag = 0x02;
3008
3009    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3010        return paint;
3011    }
3012
3013    const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3014    const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3015
3016    const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3017    mFilteredPaint = *paint;
3018    mFilteredPaint.setFlags(flags);
3019
3020    // check if paint filter trying to override bitmap filter
3021    if ((clearBits | setBits) & sFilterBitmapFlag) {
3022        mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3023                ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3024    }
3025
3026    return &mFilteredPaint;
3027}
3028
3029///////////////////////////////////////////////////////////////////////////////
3030// Drawing implementation
3031///////////////////////////////////////////////////////////////////////////////
3032
3033Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3034    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3035    if (!texture) {
3036        return mCaches.textureCache.get(bitmap);
3037    }
3038    return texture;
3039}
3040
3041void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3042        float x, float y, const SkPaint* paint) {
3043    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3044        return;
3045    }
3046
3047    int alpha;
3048    SkXfermode::Mode mode;
3049    getAlphaAndMode(paint, &alpha, &mode);
3050
3051    setupDraw();
3052    setupDrawWithTexture(true);
3053    setupDrawAlpha8Color(paint->getColor(), alpha);
3054    setupDrawColorFilter(getColorFilter(paint));
3055    setupDrawShader(getShader(paint));
3056    setupDrawBlending(paint, true);
3057    setupDrawProgram();
3058    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3059            x, y, x + texture->width, y + texture->height);
3060    setupDrawTexture(texture->id);
3061    setupDrawPureColorUniforms();
3062    setupDrawColorFilterUniforms(getColorFilter(paint));
3063    setupDrawShaderUniforms(getShader(paint));
3064    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3065
3066    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3067}
3068
3069// Same values used by Skia
3070#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3071#define kStdUnderline_Offset    (1.0f / 9.0f)
3072#define kStdUnderline_Thickness (1.0f / 18.0f)
3073
3074void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3075        const SkPaint* paint) {
3076    // Handle underline and strike-through
3077    uint32_t flags = paint->getFlags();
3078    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3079        SkPaint paintCopy(*paint);
3080
3081        if (CC_LIKELY(underlineWidth > 0.0f)) {
3082            const float textSize = paintCopy.getTextSize();
3083            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3084
3085            const float left = x;
3086            float top = 0.0f;
3087
3088            int linesCount = 0;
3089            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3090            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3091
3092            const int pointsCount = 4 * linesCount;
3093            float points[pointsCount];
3094            int currentPoint = 0;
3095
3096            if (flags & SkPaint::kUnderlineText_Flag) {
3097                top = y + textSize * kStdUnderline_Offset;
3098                points[currentPoint++] = left;
3099                points[currentPoint++] = top;
3100                points[currentPoint++] = left + underlineWidth;
3101                points[currentPoint++] = top;
3102            }
3103
3104            if (flags & SkPaint::kStrikeThruText_Flag) {
3105                top = y + textSize * kStdStrikeThru_Offset;
3106                points[currentPoint++] = left;
3107                points[currentPoint++] = top;
3108                points[currentPoint++] = left + underlineWidth;
3109                points[currentPoint++] = top;
3110            }
3111
3112            paintCopy.setStrokeWidth(strokeWidth);
3113
3114            drawLines(&points[0], pointsCount, &paintCopy);
3115        }
3116    }
3117}
3118
3119status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3120    if (currentSnapshot()->isIgnored()) {
3121        return DrawGlInfo::kStatusDone;
3122    }
3123
3124    return drawColorRects(rects, count, paint, false, true, true);
3125}
3126
3127status_t OpenGLRenderer::drawShadow(float casterAlpha,
3128        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3129    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3130
3131    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3132    mCaches.enableScissor();
3133
3134    SkPaint paint;
3135    paint.setAntiAlias(true); // want to use AlphaVertex
3136
3137    // The caller has made sure casterAlpha > 0.
3138    float ambientShadowAlpha = mAmbientShadowAlpha;
3139    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3140        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3141    }
3142    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3143        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3144        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3145    }
3146
3147    float spotShadowAlpha = mSpotShadowAlpha;
3148    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3149        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3150    }
3151    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3152        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3153        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3154    }
3155
3156    return DrawGlInfo::kStatusDrew;
3157}
3158
3159status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3160        bool ignoreTransform, bool dirty, bool clip) {
3161    if (count == 0) {
3162        return DrawGlInfo::kStatusDone;
3163    }
3164
3165    int color = paint->getColor();
3166    // If a shader is set, preserve only the alpha
3167    if (getShader(paint)) {
3168        color |= 0x00ffffff;
3169    }
3170
3171    float left = FLT_MAX;
3172    float top = FLT_MAX;
3173    float right = FLT_MIN;
3174    float bottom = FLT_MIN;
3175
3176    Vertex mesh[count];
3177    Vertex* vertex = mesh;
3178
3179    for (int index = 0; index < count; index += 4) {
3180        float l = rects[index + 0];
3181        float t = rects[index + 1];
3182        float r = rects[index + 2];
3183        float b = rects[index + 3];
3184
3185        Vertex::set(vertex++, l, t);
3186        Vertex::set(vertex++, r, t);
3187        Vertex::set(vertex++, l, b);
3188        Vertex::set(vertex++, r, b);
3189
3190        left = fminf(left, l);
3191        top = fminf(top, t);
3192        right = fmaxf(right, r);
3193        bottom = fmaxf(bottom, b);
3194    }
3195
3196    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3197        return DrawGlInfo::kStatusDone;
3198    }
3199
3200    setupDraw();
3201    setupDrawNoTexture();
3202    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3203    setupDrawShader(getShader(paint));
3204    setupDrawColorFilter(getColorFilter(paint));
3205    setupDrawBlending(paint);
3206    setupDrawProgram();
3207    setupDrawDirtyRegionsDisabled();
3208    setupDrawModelView(kModelViewMode_Translate, false,
3209            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3210    setupDrawColorUniforms(getShader(paint));
3211    setupDrawShaderUniforms(getShader(paint));
3212    setupDrawColorFilterUniforms(getColorFilter(paint));
3213
3214    if (dirty && hasLayer()) {
3215        dirtyLayer(left, top, right, bottom, *currentTransform());
3216    }
3217
3218    issueIndexedQuadDraw(&mesh[0], count / 4);
3219
3220    return DrawGlInfo::kStatusDrew;
3221}
3222
3223void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3224        const SkPaint* paint, bool ignoreTransform) {
3225    int color = paint->getColor();
3226    // If a shader is set, preserve only the alpha
3227    if (getShader(paint)) {
3228        color |= 0x00ffffff;
3229    }
3230
3231    setupDraw();
3232    setupDrawNoTexture();
3233    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3234    setupDrawShader(getShader(paint));
3235    setupDrawColorFilter(getColorFilter(paint));
3236    setupDrawBlending(paint);
3237    setupDrawProgram();
3238    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3239            left, top, right, bottom, ignoreTransform);
3240    setupDrawColorUniforms(getShader(paint));
3241    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3242    setupDrawColorFilterUniforms(getColorFilter(paint));
3243    setupDrawSimpleMesh();
3244
3245    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3246}
3247
3248void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3249        Texture* texture, const SkPaint* paint) {
3250    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3251
3252    GLvoid* vertices = (GLvoid*) NULL;
3253    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3254
3255    if (texture->uvMapper) {
3256        vertices = &mMeshVertices[0].x;
3257        texCoords = &mMeshVertices[0].u;
3258
3259        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3260        texture->uvMapper->map(uvs);
3261
3262        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3263    }
3264
3265    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3266        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3267        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3268
3269        texture->setFilter(GL_NEAREST, true);
3270        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3271                paint, texture->blend, vertices, texCoords,
3272                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3273    } else {
3274        texture->setFilter(getFilter(paint), true);
3275        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3276                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3277    }
3278
3279    if (texture->uvMapper) {
3280        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3281    }
3282}
3283
3284void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3285        GLuint texture, const SkPaint* paint, bool blend,
3286        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3287        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3288        ModelViewMode modelViewMode, bool dirty) {
3289
3290    int a;
3291    SkXfermode::Mode mode;
3292    getAlphaAndMode(paint, &a, &mode);
3293    const float alpha = a / 255.0f;
3294
3295    setupDraw();
3296    setupDrawWithTexture();
3297    setupDrawColor(alpha, alpha, alpha, alpha);
3298    setupDrawColorFilter(getColorFilter(paint));
3299    setupDrawBlending(paint, blend, swapSrcDst);
3300    setupDrawProgram();
3301    if (!dirty) setupDrawDirtyRegionsDisabled();
3302    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3303    setupDrawTexture(texture);
3304    setupDrawPureColorUniforms();
3305    setupDrawColorFilterUniforms(getColorFilter(paint));
3306    setupDrawMesh(vertices, texCoords, vbo);
3307
3308    glDrawArrays(drawMode, 0, elementsCount);
3309}
3310
3311void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3312        GLuint texture, const SkPaint* paint, bool blend,
3313        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3314        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3315        ModelViewMode modelViewMode, bool dirty) {
3316
3317    int a;
3318    SkXfermode::Mode mode;
3319    getAlphaAndMode(paint, &a, &mode);
3320    const float alpha = a / 255.0f;
3321
3322    setupDraw();
3323    setupDrawWithTexture();
3324    setupDrawColor(alpha, alpha, alpha, alpha);
3325    setupDrawColorFilter(getColorFilter(paint));
3326    setupDrawBlending(paint, blend, swapSrcDst);
3327    setupDrawProgram();
3328    if (!dirty) setupDrawDirtyRegionsDisabled();
3329    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3330    setupDrawTexture(texture);
3331    setupDrawPureColorUniforms();
3332    setupDrawColorFilterUniforms(getColorFilter(paint));
3333    setupDrawMeshIndices(vertices, texCoords, vbo);
3334
3335    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3336}
3337
3338void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3339        GLuint texture, const SkPaint* paint,
3340        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3341        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3342
3343    int color = paint != NULL ? paint->getColor() : 0;
3344    int alpha;
3345    SkXfermode::Mode mode;
3346    getAlphaAndMode(paint, &alpha, &mode);
3347
3348    setupDraw();
3349    setupDrawWithTexture(true);
3350    if (paint != NULL) {
3351        setupDrawAlpha8Color(color, alpha);
3352    }
3353    setupDrawColorFilter(getColorFilter(paint));
3354    setupDrawShader(getShader(paint));
3355    setupDrawBlending(paint, true);
3356    setupDrawProgram();
3357    if (!dirty) setupDrawDirtyRegionsDisabled();
3358    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3359    setupDrawTexture(texture);
3360    setupDrawPureColorUniforms();
3361    setupDrawColorFilterUniforms(getColorFilter(paint));
3362    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3363    setupDrawMesh(vertices, texCoords);
3364
3365    glDrawArrays(drawMode, 0, elementsCount);
3366}
3367
3368void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3369        ProgramDescription& description, bool swapSrcDst) {
3370
3371    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3372        blend = true;
3373        mDescription.hasRoundRectClip = true;
3374    }
3375    mSkipOutlineClip = true;
3376
3377    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3378
3379    if (blend) {
3380        // These blend modes are not supported by OpenGL directly and have
3381        // to be implemented using shaders. Since the shader will perform
3382        // the blending, turn blending off here
3383        // If the blend mode cannot be implemented using shaders, fall
3384        // back to the default SrcOver blend mode instead
3385        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3386            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3387                description.framebufferMode = mode;
3388                description.swapSrcDst = swapSrcDst;
3389
3390                if (mCaches.blend) {
3391                    glDisable(GL_BLEND);
3392                    mCaches.blend = false;
3393                }
3394
3395                return;
3396            } else {
3397                mode = SkXfermode::kSrcOver_Mode;
3398            }
3399        }
3400
3401        if (!mCaches.blend) {
3402            glEnable(GL_BLEND);
3403        }
3404
3405        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3406        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3407
3408        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3409            glBlendFunc(sourceMode, destMode);
3410            mCaches.lastSrcMode = sourceMode;
3411            mCaches.lastDstMode = destMode;
3412        }
3413    } else if (mCaches.blend) {
3414        glDisable(GL_BLEND);
3415    }
3416    mCaches.blend = blend;
3417}
3418
3419bool OpenGLRenderer::useProgram(Program* program) {
3420    if (!program->isInUse()) {
3421        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3422        program->use();
3423        mCaches.currentProgram = program;
3424        return false;
3425    }
3426    return true;
3427}
3428
3429void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3430    TextureVertex* v = &mMeshVertices[0];
3431    TextureVertex::setUV(v++, u1, v1);
3432    TextureVertex::setUV(v++, u2, v1);
3433    TextureVertex::setUV(v++, u1, v2);
3434    TextureVertex::setUV(v++, u2, v2);
3435}
3436
3437void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3438    getAlphaAndModeDirect(paint, alpha,  mode);
3439    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3440        // if drawing a layer, ignore the paint's alpha
3441        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3442    }
3443    *alpha *= currentSnapshot()->alpha;
3444}
3445
3446float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3447    float alpha;
3448    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3449        alpha = mDrawModifiers.mOverrideLayerAlpha;
3450    } else {
3451        alpha = layer->getAlpha() / 255.0f;
3452    }
3453    return alpha * currentSnapshot()->alpha;
3454}
3455
3456}; // namespace uirenderer
3457}; // namespace android
3458