OpenGLRenderer.cpp revision cf51a4199835e9604aa4c8b3854306f8fbabbf33
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DeferredDisplayList.h"
36#include "DisplayListRenderer.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    mDrawModifiers.mShader = NULL;
116    mDrawModifiers.mColorFilter = NULL;
117    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
118    mDrawModifiers.mHasShadow = false;
119    mDrawModifiers.mHasDrawFilter = false;
120
121    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
122
123    mFirstSnapshot = new Snapshot;
124    mFrameStarted = false;
125
126    mScissorOptimizationDisabled = false;
127}
128
129OpenGLRenderer::~OpenGLRenderer() {
130    // The context has already been destroyed at this point, do not call
131    // GL APIs. All GL state should be kept in Caches.h
132}
133
134void OpenGLRenderer::initProperties() {
135    char property[PROPERTY_VALUE_MAX];
136    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
137        mScissorOptimizationDisabled = !strcasecmp(property, "true");
138        INIT_LOGD("  Scissor optimization %s",
139                mScissorOptimizationDisabled ? "disabled" : "enabled");
140    } else {
141        INIT_LOGD("  Scissor optimization enabled");
142    }
143}
144
145///////////////////////////////////////////////////////////////////////////////
146// Setup
147///////////////////////////////////////////////////////////////////////////////
148
149void OpenGLRenderer::setName(const char* name) {
150    if (name) {
151        mName.setTo(name);
152    } else {
153        mName.clear();
154    }
155}
156
157const char* OpenGLRenderer::getName() const {
158    return mName.string();
159}
160
161bool OpenGLRenderer::isDeferred() {
162    return false;
163}
164
165void OpenGLRenderer::setViewport(int width, int height) {
166    initViewport(width, height);
167
168    glDisable(GL_DITHER);
169    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
170
171    glEnableVertexAttribArray(Program::kBindingPosition);
172}
173
174void OpenGLRenderer::initViewport(int width, int height) {
175    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
176
177    mWidth = width;
178    mHeight = height;
179
180    mFirstSnapshot->height = height;
181    mFirstSnapshot->viewport.set(0, 0, width, height);
182}
183
184void OpenGLRenderer::setupFrameState(float left, float top,
185        float right, float bottom, bool opaque) {
186    mCaches.clearGarbage();
187
188    mOpaque = opaque;
189    mSnapshot = new Snapshot(mFirstSnapshot,
190            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
191    mSnapshot->fbo = getTargetFbo();
192    mSaveCount = 1;
193
194    mSnapshot->setClip(left, top, right, bottom);
195    mTilingClip.set(left, top, right, bottom);
196}
197
198status_t OpenGLRenderer::startFrame() {
199    if (mFrameStarted) return DrawGlInfo::kStatusDone;
200    mFrameStarted = true;
201
202    mDirtyClip = true;
203
204    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
205
206    glViewport(0, 0, mWidth, mHeight);
207
208    // Functors break the tiling extension in pretty spectacular ways
209    // This ensures we don't use tiling when a functor is going to be
210    // invoked during the frame
211    mSuppressTiling = mCaches.hasRegisteredFunctors();
212
213    startTiling(mSnapshot, true);
214
215    debugOverdraw(true, true);
216
217    return clear(mTilingClip.left, mTilingClip.top,
218            mTilingClip.right, mTilingClip.bottom, mOpaque);
219}
220
221status_t OpenGLRenderer::prepare(bool opaque) {
222    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
223}
224
225status_t OpenGLRenderer::prepareDirty(float left, float top,
226        float right, float bottom, bool opaque) {
227    setupFrameState(left, top, right, bottom, opaque);
228
229    // Layer renderers will start the frame immediately
230    // The framebuffer renderer will first defer the display list
231    // for each layer and wait until the first drawing command
232    // to start the frame
233    if (mSnapshot->fbo == 0) {
234        syncState();
235        updateLayers();
236    } else {
237        return startFrame();
238    }
239
240    return DrawGlInfo::kStatusDone;
241}
242
243void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
244    // If we know that we are going to redraw the entire framebuffer,
245    // perform a discard to let the driver know we don't need to preserve
246    // the back buffer for this frame.
247    if (mExtensions.hasDiscardFramebuffer() &&
248            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
249        const bool isFbo = getTargetFbo() == 0;
250        const GLenum attachments[] = {
251                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
252                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
253        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
254    }
255}
256
257status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
258    if (!opaque) {
259        mCaches.enableScissor();
260        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
261        glClear(GL_COLOR_BUFFER_BIT);
262        return DrawGlInfo::kStatusDrew;
263    }
264
265    mCaches.resetScissor();
266    return DrawGlInfo::kStatusDone;
267}
268
269void OpenGLRenderer::syncState() {
270    if (mCaches.blend) {
271        glEnable(GL_BLEND);
272    } else {
273        glDisable(GL_BLEND);
274    }
275}
276
277void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
278    if (!mSuppressTiling) {
279        Rect* clip = &mTilingClip;
280        if (s->flags & Snapshot::kFlagFboTarget) {
281            clip = &(s->layer->clipRect);
282        }
283
284        startTiling(*clip, s->height, opaque);
285    }
286}
287
288void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
289    if (!mSuppressTiling) {
290        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
291                clip.right - clip.left, clip.bottom - clip.top, opaque);
292    }
293}
294
295void OpenGLRenderer::endTiling() {
296    if (!mSuppressTiling) mCaches.endTiling();
297}
298
299void OpenGLRenderer::finish() {
300    renderOverdraw();
301    endTiling();
302
303    // When finish() is invoked on FBO 0 we've reached the end
304    // of the current frame
305    if (getTargetFbo() == 0) {
306        mCaches.pathCache.trim();
307    }
308
309    if (!suppressErrorChecks()) {
310#if DEBUG_OPENGL
311        GLenum status = GL_NO_ERROR;
312        while ((status = glGetError()) != GL_NO_ERROR) {
313            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
314            switch (status) {
315                case GL_INVALID_ENUM:
316                    ALOGE("  GL_INVALID_ENUM");
317                    break;
318                case GL_INVALID_VALUE:
319                    ALOGE("  GL_INVALID_VALUE");
320                    break;
321                case GL_INVALID_OPERATION:
322                    ALOGE("  GL_INVALID_OPERATION");
323                    break;
324                case GL_OUT_OF_MEMORY:
325                    ALOGE("  Out of memory!");
326                    break;
327            }
328        }
329#endif
330
331#if DEBUG_MEMORY_USAGE
332        mCaches.dumpMemoryUsage();
333#else
334        if (mCaches.getDebugLevel() & kDebugMemory) {
335            mCaches.dumpMemoryUsage();
336        }
337#endif
338    }
339
340    mFrameStarted = false;
341}
342
343void OpenGLRenderer::interrupt() {
344    if (mCaches.currentProgram) {
345        if (mCaches.currentProgram->isInUse()) {
346            mCaches.currentProgram->remove();
347            mCaches.currentProgram = NULL;
348        }
349    }
350    mCaches.unbindMeshBuffer();
351    mCaches.unbindIndicesBuffer();
352    mCaches.resetVertexPointers();
353    mCaches.disableTexCoordsVertexArray();
354    debugOverdraw(false, false);
355}
356
357void OpenGLRenderer::resume() {
358    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
359    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
360    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
361    debugOverdraw(true, false);
362
363    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
364
365    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
366    mCaches.enableScissor();
367    mCaches.resetScissor();
368    dirtyClip();
369
370    mCaches.activeTexture(0);
371
372    mCaches.blend = true;
373    glEnable(GL_BLEND);
374    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
375    glBlendEquation(GL_FUNC_ADD);
376}
377
378void OpenGLRenderer::resumeAfterLayer() {
379    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
380    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
381    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
382    debugOverdraw(true, false);
383
384    mCaches.resetScissor();
385    dirtyClip();
386}
387
388void OpenGLRenderer::detachFunctor(Functor* functor) {
389    mFunctors.remove(functor);
390}
391
392void OpenGLRenderer::attachFunctor(Functor* functor) {
393    mFunctors.add(functor);
394}
395
396status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
397    status_t result = DrawGlInfo::kStatusDone;
398    size_t count = mFunctors.size();
399
400    if (count > 0) {
401        interrupt();
402        SortedVector<Functor*> functors(mFunctors);
403        mFunctors.clear();
404
405        DrawGlInfo info;
406        info.clipLeft = 0;
407        info.clipTop = 0;
408        info.clipRight = 0;
409        info.clipBottom = 0;
410        info.isLayer = false;
411        info.width = 0;
412        info.height = 0;
413        memset(info.transform, 0, sizeof(float) * 16);
414
415        for (size_t i = 0; i < count; i++) {
416            Functor* f = functors.itemAt(i);
417            result |= (*f)(DrawGlInfo::kModeProcess, &info);
418
419            if (result & DrawGlInfo::kStatusDraw) {
420                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
421                dirty.unionWith(localDirty);
422            }
423
424            if (result & DrawGlInfo::kStatusInvoke) {
425                mFunctors.add(f);
426            }
427        }
428        resume();
429    }
430
431    return result;
432}
433
434status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
435    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
436
437    interrupt();
438    detachFunctor(functor);
439
440    mCaches.enableScissor();
441    if (mDirtyClip) {
442        setScissorFromClip();
443    }
444
445    Rect clip(*mSnapshot->clipRect);
446    clip.snapToPixelBoundaries();
447
448    // Since we don't know what the functor will draw, let's dirty
449    // tne entire clip region
450    if (hasLayer()) {
451        dirtyLayerUnchecked(clip, getRegion());
452    }
453
454    DrawGlInfo info;
455    info.clipLeft = clip.left;
456    info.clipTop = clip.top;
457    info.clipRight = clip.right;
458    info.clipBottom = clip.bottom;
459    info.isLayer = hasLayer();
460    info.width = getSnapshot()->viewport.getWidth();
461    info.height = getSnapshot()->height;
462    getSnapshot()->transform->copyTo(&info.transform[0]);
463
464    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
465
466    if (result != DrawGlInfo::kStatusDone) {
467        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
468        dirty.unionWith(localDirty);
469
470        if (result & DrawGlInfo::kStatusInvoke) {
471            mFunctors.add(functor);
472        }
473    }
474
475    resume();
476    return result;
477}
478
479///////////////////////////////////////////////////////////////////////////////
480// Debug
481///////////////////////////////////////////////////////////////////////////////
482
483void OpenGLRenderer::eventMark(const char* name) const {
484    mCaches.eventMark(0, name);
485}
486
487void OpenGLRenderer::startMark(const char* name) const {
488    mCaches.startMark(0, name);
489}
490
491void OpenGLRenderer::endMark() const {
492    mCaches.endMark();
493}
494
495void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
496    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
497        if (clear) {
498            mCaches.disableScissor();
499            mCaches.stencil.clear();
500        }
501        if (enable) {
502            mCaches.stencil.enableDebugWrite();
503        } else {
504            mCaches.stencil.disable();
505        }
506    }
507}
508
509void OpenGLRenderer::renderOverdraw() {
510    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
511        const Rect* clip = &mTilingClip;
512
513        mCaches.enableScissor();
514        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
515                clip->right - clip->left, clip->bottom - clip->top);
516
517        mCaches.stencil.enableDebugTest(2);
518        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
519        mCaches.stencil.enableDebugTest(3);
520        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
521        mCaches.stencil.enableDebugTest(4);
522        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
523        mCaches.stencil.enableDebugTest(4, true);
524        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
525        mCaches.stencil.disable();
526    }
527}
528
529///////////////////////////////////////////////////////////////////////////////
530// Layers
531///////////////////////////////////////////////////////////////////////////////
532
533bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
534    if (layer->deferredUpdateScheduled && layer->renderer &&
535            layer->displayList && layer->displayList->isRenderable()) {
536        Rect& dirty = layer->dirtyRect;
537
538        if (inFrame) {
539            endTiling();
540            debugOverdraw(false, false);
541        }
542
543        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
544            layer->render();
545        } else {
546            layer->defer();
547        }
548
549        if (inFrame) {
550            resumeAfterLayer();
551            startTiling(mSnapshot);
552        }
553
554        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
555
556        return true;
557    }
558
559    return false;
560}
561
562void OpenGLRenderer::updateLayers() {
563    // If draw deferring is enabled this method will simply defer
564    // the display list of each individual layer. The layers remain
565    // in the layer updates list which will be cleared by flushLayers().
566    int count = mLayerUpdates.size();
567    if (count > 0) {
568        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
569            startMark("Layer Updates");
570        } else {
571            startMark("Defer Layer Updates");
572        }
573
574        // Note: it is very important to update the layers in order
575        for (int i = 0; i < count; i++) {
576            Layer* layer = mLayerUpdates.itemAt(i);
577            updateLayer(layer, false);
578            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
579                mCaches.resourceCache.decrementRefcount(layer);
580            }
581        }
582
583        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
584            mLayerUpdates.clear();
585            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
586        }
587        endMark();
588    }
589}
590
591void OpenGLRenderer::flushLayers() {
592    int count = mLayerUpdates.size();
593    if (count > 0) {
594        startMark("Apply Layer Updates");
595        char layerName[12];
596
597        // Note: it is very important to update the layers in order
598        for (int i = 0; i < count; i++) {
599            sprintf(layerName, "Layer #%d", i);
600            startMark(layerName);
601
602            Layer* layer = mLayerUpdates.itemAt(i);
603            layer->flush();
604            mCaches.resourceCache.decrementRefcount(layer);
605
606            endMark();
607        }
608
609        mLayerUpdates.clear();
610        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
611
612        endMark();
613    }
614}
615
616void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
617    if (layer) {
618        // Make sure we don't introduce duplicates.
619        // SortedVector would do this automatically but we need to respect
620        // the insertion order. The linear search is not an issue since
621        // this list is usually very short (typically one item, at most a few)
622        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
623            if (mLayerUpdates.itemAt(i) == layer) {
624                return;
625            }
626        }
627        mLayerUpdates.push_back(layer);
628        mCaches.resourceCache.incrementRefcount(layer);
629    }
630}
631
632void OpenGLRenderer::clearLayerUpdates() {
633    size_t count = mLayerUpdates.size();
634    if (count > 0) {
635        mCaches.resourceCache.lock();
636        for (size_t i = 0; i < count; i++) {
637            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
638        }
639        mCaches.resourceCache.unlock();
640        mLayerUpdates.clear();
641    }
642}
643
644///////////////////////////////////////////////////////////////////////////////
645// State management
646///////////////////////////////////////////////////////////////////////////////
647
648int OpenGLRenderer::getSaveCount() const {
649    return mSaveCount;
650}
651
652int OpenGLRenderer::save(int flags) {
653    return saveSnapshot(flags);
654}
655
656void OpenGLRenderer::restore() {
657    if (mSaveCount > 1) {
658        restoreSnapshot();
659    }
660}
661
662void OpenGLRenderer::restoreToCount(int saveCount) {
663    if (saveCount < 1) saveCount = 1;
664
665    while (mSaveCount > saveCount) {
666        restoreSnapshot();
667    }
668}
669
670int OpenGLRenderer::saveSnapshot(int flags) {
671    mSnapshot = new Snapshot(mSnapshot, flags);
672    return mSaveCount++;
673}
674
675bool OpenGLRenderer::restoreSnapshot() {
676    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
677    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
678    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
679
680    sp<Snapshot> current = mSnapshot;
681    sp<Snapshot> previous = mSnapshot->previous;
682
683    if (restoreOrtho) {
684        Rect& r = previous->viewport;
685        glViewport(r.left, r.top, r.right, r.bottom);
686        mOrthoMatrix.load(current->orthoMatrix);
687    }
688
689    mSaveCount--;
690    mSnapshot = previous;
691
692    if (restoreClip) {
693        dirtyClip();
694    }
695
696    if (restoreLayer) {
697        endMark(); // Savelayer
698        startMark("ComposeLayer");
699        composeLayer(current, previous);
700        endMark();
701    }
702
703    return restoreClip;
704}
705
706///////////////////////////////////////////////////////////////////////////////
707// Layers
708///////////////////////////////////////////////////////////////////////////////
709
710int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
711        int alpha, SkXfermode::Mode mode, int flags) {
712    const GLuint previousFbo = mSnapshot->fbo;
713    const int count = saveSnapshot(flags);
714
715    if (!mSnapshot->isIgnored()) {
716        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
717    }
718
719    return count;
720}
721
722void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
723    const Rect untransformedBounds(bounds);
724
725    currentTransform().mapRect(bounds);
726
727    // Layers only make sense if they are in the framebuffer's bounds
728    if (bounds.intersect(*mSnapshot->clipRect)) {
729        // We cannot work with sub-pixels in this case
730        bounds.snapToPixelBoundaries();
731
732        // When the layer is not an FBO, we may use glCopyTexImage so we
733        // need to make sure the layer does not extend outside the bounds
734        // of the framebuffer
735        if (!bounds.intersect(mSnapshot->previous->viewport)) {
736            bounds.setEmpty();
737        } else if (fboLayer) {
738            clip.set(bounds);
739            mat4 inverse;
740            inverse.loadInverse(currentTransform());
741            inverse.mapRect(clip);
742            clip.snapToPixelBoundaries();
743            if (clip.intersect(untransformedBounds)) {
744                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
745                bounds.set(untransformedBounds);
746            } else {
747                clip.setEmpty();
748            }
749        }
750    } else {
751        bounds.setEmpty();
752    }
753}
754
755void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
756        bool fboLayer, int alpha) {
757    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
758            bounds.getHeight() > mCaches.maxTextureSize ||
759            (fboLayer && clip.isEmpty())) {
760        mSnapshot->empty = fboLayer;
761    } else {
762        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
763    }
764}
765
766int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
767        int alpha, SkXfermode::Mode mode, int flags) {
768    const GLuint previousFbo = mSnapshot->fbo;
769    const int count = saveSnapshot(flags);
770
771    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
772        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
773        // operations will be able to store and restore the current clip and transform info, and
774        // quick rejection will be correct (for display lists)
775
776        Rect bounds(left, top, right, bottom);
777        Rect clip;
778        calculateLayerBoundsAndClip(bounds, clip, true);
779        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
780
781        if (!mSnapshot->isIgnored()) {
782            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
783            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
784        }
785    }
786
787    return count;
788}
789
790
791/**
792 * Layers are viewed by Skia are slightly different than layers in image editing
793 * programs (for instance.) When a layer is created, previously created layers
794 * and the frame buffer still receive every drawing command. For instance, if a
795 * layer is created and a shape intersecting the bounds of the layers and the
796 * framebuffer is draw, the shape will be drawn on both (unless the layer was
797 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
798 *
799 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
800 * texture. Unfortunately, this is inefficient as it requires every primitive to
801 * be drawn n + 1 times, where n is the number of active layers. In practice this
802 * means, for every primitive:
803 *   - Switch active frame buffer
804 *   - Change viewport, clip and projection matrix
805 *   - Issue the drawing
806 *
807 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
808 * To avoid this, layers are implemented in a different way here, at least in the
809 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
810 * is set. When this flag is set we can redirect all drawing operations into a
811 * single FBO.
812 *
813 * This implementation relies on the frame buffer being at least RGBA 8888. When
814 * a layer is created, only a texture is created, not an FBO. The content of the
815 * frame buffer contained within the layer's bounds is copied into this texture
816 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
817 * buffer and drawing continues as normal. This technique therefore treats the
818 * frame buffer as a scratch buffer for the layers.
819 *
820 * To compose the layers back onto the frame buffer, each layer texture
821 * (containing the original frame buffer data) is drawn as a simple quad over
822 * the frame buffer. The trick is that the quad is set as the composition
823 * destination in the blending equation, and the frame buffer becomes the source
824 * of the composition.
825 *
826 * Drawing layers with an alpha value requires an extra step before composition.
827 * An empty quad is drawn over the layer's region in the frame buffer. This quad
828 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
829 * quad is used to multiply the colors in the frame buffer. This is achieved by
830 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
831 * GL_ZERO, GL_SRC_ALPHA.
832 *
833 * Because glCopyTexImage2D() can be slow, an alternative implementation might
834 * be use to draw a single clipped layer. The implementation described above
835 * is correct in every case.
836 *
837 * (1) The frame buffer is actually not cleared right away. To allow the GPU
838 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
839 *     buffer is left untouched until the first drawing operation. Only when
840 *     something actually gets drawn are the layers regions cleared.
841 */
842bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
843        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
844    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
845    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
846
847    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
848
849    // Window coordinates of the layer
850    Rect clip;
851    Rect bounds(left, top, right, bottom);
852    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
853    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
854
855    // Bail out if we won't draw in this snapshot
856    if (mSnapshot->isIgnored()) {
857        return false;
858    }
859
860    mCaches.activeTexture(0);
861    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
862    if (!layer) {
863        return false;
864    }
865
866    layer->setAlpha(alpha, mode);
867    layer->layer.set(bounds);
868    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
869            bounds.getWidth() / float(layer->getWidth()), 0.0f);
870    layer->setColorFilter(mDrawModifiers.mColorFilter);
871    layer->setBlend(true);
872    layer->setDirty(false);
873
874    // Save the layer in the snapshot
875    mSnapshot->flags |= Snapshot::kFlagIsLayer;
876    mSnapshot->layer = layer;
877
878    startMark("SaveLayer");
879    if (fboLayer) {
880        return createFboLayer(layer, bounds, clip, previousFbo);
881    } else {
882        // Copy the framebuffer into the layer
883        layer->bindTexture();
884        if (!bounds.isEmpty()) {
885            if (layer->isEmpty()) {
886                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
887                        bounds.left, mSnapshot->height - bounds.bottom,
888                        layer->getWidth(), layer->getHeight(), 0);
889                layer->setEmpty(false);
890            } else {
891                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
892                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
893            }
894
895            // Enqueue the buffer coordinates to clear the corresponding region later
896            mLayers.push(new Rect(bounds));
897        }
898    }
899
900    return true;
901}
902
903bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
904    layer->clipRect.set(clip);
905    layer->setFbo(mCaches.fboCache.get());
906
907    mSnapshot->region = &mSnapshot->layer->region;
908    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
909            Snapshot::kFlagDirtyOrtho;
910    mSnapshot->fbo = layer->getFbo();
911    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
912    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
913    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
914    mSnapshot->height = bounds.getHeight();
915    mSnapshot->orthoMatrix.load(mOrthoMatrix);
916
917    endTiling();
918    debugOverdraw(false, false);
919    // Bind texture to FBO
920    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
921    layer->bindTexture();
922
923    // Initialize the texture if needed
924    if (layer->isEmpty()) {
925        layer->allocateTexture();
926        layer->setEmpty(false);
927    }
928
929    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
930            layer->getTexture(), 0);
931
932    startTiling(mSnapshot, true);
933
934    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
935    mCaches.enableScissor();
936    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
937            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
938    glClear(GL_COLOR_BUFFER_BIT);
939
940    dirtyClip();
941
942    // Change the ortho projection
943    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
944    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
945
946    return true;
947}
948
949/**
950 * Read the documentation of createLayer() before doing anything in this method.
951 */
952void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
953    if (!current->layer) {
954        ALOGE("Attempting to compose a layer that does not exist");
955        return;
956    }
957
958    Layer* layer = current->layer;
959    const Rect& rect = layer->layer;
960    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
961
962    if (fboLayer) {
963        endTiling();
964
965        // Detach the texture from the FBO
966        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
967
968        layer->removeFbo(false);
969
970        // Unbind current FBO and restore previous one
971        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
972        debugOverdraw(true, false);
973
974        startTiling(previous);
975    }
976
977    if (!fboLayer && layer->getAlpha() < 255) {
978        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
979                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
980        // Required below, composeLayerRect() will divide by 255
981        layer->setAlpha(255);
982    }
983
984    mCaches.unbindMeshBuffer();
985
986    mCaches.activeTexture(0);
987
988    // When the layer is stored in an FBO, we can save a bit of fillrate by
989    // drawing only the dirty region
990    if (fboLayer) {
991        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
992        if (layer->getColorFilter()) {
993            setupColorFilter(layer->getColorFilter());
994        }
995        composeLayerRegion(layer, rect);
996        if (layer->getColorFilter()) {
997            resetColorFilter();
998        }
999    } else if (!rect.isEmpty()) {
1000        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1001        composeLayerRect(layer, rect, true);
1002    }
1003
1004    dirtyClip();
1005
1006    // Failing to add the layer to the cache should happen only if the layer is too large
1007    if (!mCaches.layerCache.put(layer)) {
1008        LAYER_LOGD("Deleting layer");
1009        Caches::getInstance().resourceCache.decrementRefcount(layer);
1010    }
1011}
1012
1013void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1014    float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1015
1016    setupDraw();
1017    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1018        setupDrawWithTexture();
1019    } else {
1020        setupDrawWithExternalTexture();
1021    }
1022    setupDrawTextureTransform();
1023    setupDrawColor(alpha, alpha, alpha, alpha);
1024    setupDrawColorFilter();
1025    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1026    setupDrawProgram();
1027    setupDrawPureColorUniforms();
1028    setupDrawColorFilterUniforms();
1029    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1030        setupDrawTexture(layer->getTexture());
1031    } else {
1032        setupDrawExternalTexture(layer->getTexture());
1033    }
1034    if (currentTransform().isPureTranslate() &&
1035            layer->getWidth() == (uint32_t) rect.getWidth() &&
1036            layer->getHeight() == (uint32_t) rect.getHeight()) {
1037        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1038        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1039
1040        layer->setFilter(GL_NEAREST);
1041        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1042    } else {
1043        layer->setFilter(GL_LINEAR);
1044        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1045    }
1046    setupDrawTextureTransformUniforms(layer->getTexTransform());
1047    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1048
1049    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1050
1051    finishDrawTexture();
1052}
1053
1054void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1055    if (!layer->isTextureLayer()) {
1056        const Rect& texCoords = layer->texCoords;
1057        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1058                texCoords.right, texCoords.bottom);
1059
1060        float x = rect.left;
1061        float y = rect.top;
1062        bool simpleTransform = currentTransform().isPureTranslate() &&
1063                layer->getWidth() == (uint32_t) rect.getWidth() &&
1064                layer->getHeight() == (uint32_t) rect.getHeight();
1065
1066        if (simpleTransform) {
1067            // When we're swapping, the layer is already in screen coordinates
1068            if (!swap) {
1069                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1070                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1071            }
1072
1073            layer->setFilter(GL_NEAREST, true);
1074        } else {
1075            layer->setFilter(GL_LINEAR, true);
1076        }
1077
1078        float alpha = getLayerAlpha(layer);
1079        bool blend = layer->isBlend() || alpha < 1.0f;
1080        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1081                layer->getTexture(), alpha, layer->getMode(), blend,
1082                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1083                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1084
1085        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1086    } else {
1087        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1088        drawTextureLayer(layer, rect);
1089        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1090    }
1091}
1092
1093void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1094    if (layer->region.isRect()) {
1095        layer->setRegionAsRect();
1096
1097        composeLayerRect(layer, layer->regionRect);
1098
1099        layer->region.clear();
1100        return;
1101    }
1102
1103    // TODO: See LayerRenderer.cpp::generateMesh() for important
1104    //       information about this implementation
1105    if (CC_LIKELY(!layer->region.isEmpty())) {
1106        size_t count;
1107        const android::Rect* rects;
1108        Region safeRegion;
1109        if (CC_LIKELY(hasRectToRectTransform())) {
1110            rects = layer->region.getArray(&count);
1111        } else {
1112            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1113            rects = safeRegion.getArray(&count);
1114        }
1115
1116        const float alpha = getLayerAlpha(layer);
1117        const float texX = 1.0f / float(layer->getWidth());
1118        const float texY = 1.0f / float(layer->getHeight());
1119        const float height = rect.getHeight();
1120
1121        setupDraw();
1122
1123        // We must get (and therefore bind) the region mesh buffer
1124        // after we setup drawing in case we need to mess with the
1125        // stencil buffer in setupDraw()
1126        TextureVertex* mesh = mCaches.getRegionMesh();
1127        GLsizei numQuads = 0;
1128
1129        setupDrawWithTexture();
1130        setupDrawColor(alpha, alpha, alpha, alpha);
1131        setupDrawColorFilter();
1132        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1133        setupDrawProgram();
1134        setupDrawDirtyRegionsDisabled();
1135        setupDrawPureColorUniforms();
1136        setupDrawColorFilterUniforms();
1137        setupDrawTexture(layer->getTexture());
1138        if (currentTransform().isPureTranslate()) {
1139            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1140            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1141
1142            layer->setFilter(GL_NEAREST);
1143            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1144        } else {
1145            layer->setFilter(GL_LINEAR);
1146            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1147        }
1148        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1149
1150        for (size_t i = 0; i < count; i++) {
1151            const android::Rect* r = &rects[i];
1152
1153            const float u1 = r->left * texX;
1154            const float v1 = (height - r->top) * texY;
1155            const float u2 = r->right * texX;
1156            const float v2 = (height - r->bottom) * texY;
1157
1158            // TODO: Reject quads outside of the clip
1159            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1160            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1161            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1162            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1163
1164            numQuads++;
1165
1166            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1167                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1168                numQuads = 0;
1169                mesh = mCaches.getRegionMesh();
1170            }
1171        }
1172
1173        if (numQuads > 0) {
1174            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1175        }
1176
1177        finishDrawTexture();
1178
1179#if DEBUG_LAYERS_AS_REGIONS
1180        drawRegionRects(layer->region);
1181#endif
1182
1183        layer->region.clear();
1184    }
1185}
1186
1187void OpenGLRenderer::drawRegionRects(const Region& region) {
1188#if DEBUG_LAYERS_AS_REGIONS
1189    size_t count;
1190    const android::Rect* rects = region.getArray(&count);
1191
1192    uint32_t colors[] = {
1193            0x7fff0000, 0x7f00ff00,
1194            0x7f0000ff, 0x7fff00ff,
1195    };
1196
1197    int offset = 0;
1198    int32_t top = rects[0].top;
1199
1200    for (size_t i = 0; i < count; i++) {
1201        if (top != rects[i].top) {
1202            offset ^= 0x2;
1203            top = rects[i].top;
1204        }
1205
1206        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1207        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1208                SkXfermode::kSrcOver_Mode);
1209    }
1210#endif
1211}
1212
1213void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1214        SkXfermode::Mode mode, bool dirty) {
1215    int count = 0;
1216    Vector<float> rects;
1217
1218    SkRegion::Iterator it(region);
1219    while (!it.done()) {
1220        const SkIRect& r = it.rect();
1221        rects.push(r.fLeft);
1222        rects.push(r.fTop);
1223        rects.push(r.fRight);
1224        rects.push(r.fBottom);
1225        count += 4;
1226        it.next();
1227    }
1228
1229    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1230}
1231
1232void OpenGLRenderer::dirtyLayer(const float left, const float top,
1233        const float right, const float bottom, const mat4 transform) {
1234    if (hasLayer()) {
1235        Rect bounds(left, top, right, bottom);
1236        transform.mapRect(bounds);
1237        dirtyLayerUnchecked(bounds, getRegion());
1238    }
1239}
1240
1241void OpenGLRenderer::dirtyLayer(const float left, const float top,
1242        const float right, const float bottom) {
1243    if (hasLayer()) {
1244        Rect bounds(left, top, right, bottom);
1245        dirtyLayerUnchecked(bounds, getRegion());
1246    }
1247}
1248
1249void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1250    if (bounds.intersect(*mSnapshot->clipRect)) {
1251        bounds.snapToPixelBoundaries();
1252        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1253        if (!dirty.isEmpty()) {
1254            region->orSelf(dirty);
1255        }
1256    }
1257}
1258
1259void OpenGLRenderer::clearLayerRegions() {
1260    const size_t count = mLayers.size();
1261    if (count == 0) return;
1262
1263    if (!mSnapshot->isIgnored()) {
1264        // Doing several glScissor/glClear here can negatively impact
1265        // GPUs with a tiler architecture, instead we draw quads with
1266        // the Clear blending mode
1267
1268        // The list contains bounds that have already been clipped
1269        // against their initial clip rect, and the current clip
1270        // is likely different so we need to disable clipping here
1271        bool scissorChanged = mCaches.disableScissor();
1272
1273        Vertex mesh[count * 6];
1274        Vertex* vertex = mesh;
1275
1276        for (uint32_t i = 0; i < count; i++) {
1277            Rect* bounds = mLayers.itemAt(i);
1278
1279            Vertex::set(vertex++, bounds->left, bounds->bottom);
1280            Vertex::set(vertex++, bounds->left, bounds->top);
1281            Vertex::set(vertex++, bounds->right, bounds->top);
1282            Vertex::set(vertex++, bounds->left, bounds->bottom);
1283            Vertex::set(vertex++, bounds->right, bounds->top);
1284            Vertex::set(vertex++, bounds->right, bounds->bottom);
1285
1286            delete bounds;
1287        }
1288        // We must clear the list of dirty rects before we
1289        // call setupDraw() to prevent stencil setup to do
1290        // the same thing again
1291        mLayers.clear();
1292
1293        setupDraw(false);
1294        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1295        setupDrawBlending(true, SkXfermode::kClear_Mode);
1296        setupDrawProgram();
1297        setupDrawPureColorUniforms();
1298        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1299        setupDrawVertices(&mesh[0].position[0]);
1300
1301        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1302
1303        if (scissorChanged) mCaches.enableScissor();
1304    } else {
1305        for (uint32_t i = 0; i < count; i++) {
1306            delete mLayers.itemAt(i);
1307        }
1308        mLayers.clear();
1309    }
1310}
1311
1312///////////////////////////////////////////////////////////////////////////////
1313// State Deferral
1314///////////////////////////////////////////////////////////////////////////////
1315
1316bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1317    const Rect& currentClip = *(mSnapshot->clipRect);
1318    const mat4& currentMatrix = *(mSnapshot->transform);
1319
1320    if (stateDeferFlags & kStateDeferFlag_Draw) {
1321        // state has bounds initialized in local coordinates
1322        if (!state.mBounds.isEmpty()) {
1323            currentMatrix.mapRect(state.mBounds);
1324            if (!state.mBounds.intersect(currentClip)) {
1325                // quick rejected
1326                return true;
1327            }
1328        } else {
1329            state.mBounds.set(currentClip);
1330        }
1331    }
1332
1333    if (stateDeferFlags & kStateDeferFlag_Clip) {
1334        state.mClip.set(currentClip);
1335    } else {
1336        state.mClip.setEmpty();
1337    }
1338
1339    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1340    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1341    state.mMatrix.load(currentMatrix);
1342    state.mDrawModifiers = mDrawModifiers;
1343    state.mAlpha = mSnapshot->alpha;
1344    return false;
1345}
1346
1347void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state) {
1348    currentTransform().load(state.mMatrix);
1349    mDrawModifiers = state.mDrawModifiers;
1350    mSnapshot->alpha = state.mAlpha;
1351
1352    if (!state.mClip.isEmpty()) {
1353        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1354        dirtyClip();
1355    }
1356}
1357
1358///////////////////////////////////////////////////////////////////////////////
1359// Transforms
1360///////////////////////////////////////////////////////////////////////////////
1361
1362void OpenGLRenderer::translate(float dx, float dy) {
1363    currentTransform().translate(dx, dy, 0.0f);
1364}
1365
1366void OpenGLRenderer::rotate(float degrees) {
1367    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1368}
1369
1370void OpenGLRenderer::scale(float sx, float sy) {
1371    currentTransform().scale(sx, sy, 1.0f);
1372}
1373
1374void OpenGLRenderer::skew(float sx, float sy) {
1375    currentTransform().skew(sx, sy);
1376}
1377
1378void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1379    if (matrix) {
1380        currentTransform().load(*matrix);
1381    } else {
1382        currentTransform().loadIdentity();
1383    }
1384}
1385
1386bool OpenGLRenderer::hasRectToRectTransform() {
1387    return CC_LIKELY(currentTransform().rectToRect());
1388}
1389
1390void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1391    currentTransform().copyTo(*matrix);
1392}
1393
1394void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1395    SkMatrix transform;
1396    currentTransform().copyTo(transform);
1397    transform.preConcat(*matrix);
1398    currentTransform().load(transform);
1399}
1400
1401///////////////////////////////////////////////////////////////////////////////
1402// Clipping
1403///////////////////////////////////////////////////////////////////////////////
1404
1405void OpenGLRenderer::setScissorFromClip() {
1406    Rect clip(*mSnapshot->clipRect);
1407    clip.snapToPixelBoundaries();
1408
1409    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1410            clip.getWidth(), clip.getHeight())) {
1411        mDirtyClip = false;
1412    }
1413}
1414
1415void OpenGLRenderer::ensureStencilBuffer() {
1416    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1417    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1418    // just hope we have one when hasLayer() returns false.
1419    if (hasLayer()) {
1420        attachStencilBufferToLayer(mSnapshot->layer);
1421    }
1422}
1423
1424void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1425    // The layer's FBO is already bound when we reach this stage
1426    if (!layer->getStencilRenderBuffer()) {
1427        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1428        // is attached after we initiated tiling. We must turn it off,
1429        // attach the new render buffer then turn tiling back on
1430        endTiling();
1431
1432        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1433                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1434        layer->setStencilRenderBuffer(buffer);
1435
1436        startTiling(layer->clipRect, layer->layer.getHeight());
1437    }
1438}
1439
1440void OpenGLRenderer::setStencilFromClip() {
1441    if (!mCaches.debugOverdraw) {
1442        if (!mSnapshot->clipRegion->isEmpty()) {
1443            // NOTE: The order here is important, we must set dirtyClip to false
1444            //       before any draw call to avoid calling back into this method
1445            mDirtyClip = false;
1446
1447            ensureStencilBuffer();
1448
1449            mCaches.stencil.enableWrite();
1450
1451            // Clear the stencil but first make sure we restrict drawing
1452            // to the region's bounds
1453            bool resetScissor = mCaches.enableScissor();
1454            if (resetScissor) {
1455                // The scissor was not set so we now need to update it
1456                setScissorFromClip();
1457            }
1458            mCaches.stencil.clear();
1459            if (resetScissor) mCaches.disableScissor();
1460
1461            // NOTE: We could use the region contour path to generate a smaller mesh
1462            //       Since we are using the stencil we could use the red book path
1463            //       drawing technique. It might increase bandwidth usage though.
1464
1465            // The last parameter is important: we are not drawing in the color buffer
1466            // so we don't want to dirty the current layer, if any
1467            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1468
1469            mCaches.stencil.enableTest();
1470
1471            // Draw the region used to generate the stencil if the appropriate debug
1472            // mode is enabled
1473            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1474                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1475            }
1476        } else {
1477            mCaches.stencil.disable();
1478        }
1479    }
1480}
1481
1482const Rect& OpenGLRenderer::getClipBounds() {
1483    return mSnapshot->getLocalClip();
1484}
1485
1486bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1487    if (mSnapshot->isIgnored()) {
1488        return true;
1489    }
1490
1491    Rect r(left, top, right, bottom);
1492    currentTransform().mapRect(r);
1493    r.snapToPixelBoundaries();
1494
1495    Rect clipRect(*mSnapshot->clipRect);
1496    clipRect.snapToPixelBoundaries();
1497
1498    return !clipRect.intersects(r);
1499}
1500
1501bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1502        Rect& transformed, Rect& clip) {
1503    if (mSnapshot->isIgnored()) {
1504        return true;
1505    }
1506
1507    transformed.set(left, top, right, bottom);
1508    currentTransform().mapRect(transformed);
1509    transformed.snapToPixelBoundaries();
1510
1511    clip.set(*mSnapshot->clipRect);
1512    clip.snapToPixelBoundaries();
1513
1514    return !clip.intersects(transformed);
1515}
1516
1517bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1518        SkPaint* paint) {
1519    if (paint->getStyle() != SkPaint::kFill_Style) {
1520        float outset = paint->getStrokeWidth() * 0.5f;
1521        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1522    } else {
1523        return quickReject(left, top, right, bottom);
1524    }
1525}
1526
1527bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1528    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1529        return true;
1530    }
1531
1532    Rect r(left, top, right, bottom);
1533    currentTransform().mapRect(r);
1534    r.snapToPixelBoundaries();
1535
1536    Rect clipRect(*mSnapshot->clipRect);
1537    clipRect.snapToPixelBoundaries();
1538
1539    bool rejected = !clipRect.intersects(r);
1540    if (!isDeferred() && !rejected) {
1541        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1542    }
1543
1544    return rejected;
1545}
1546
1547void OpenGLRenderer::debugClip() {
1548#if DEBUG_CLIP_REGIONS
1549    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1550        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1551    }
1552#endif
1553}
1554
1555bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1556    if (CC_LIKELY(currentTransform().rectToRect())) {
1557        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1558        if (clipped) {
1559            dirtyClip();
1560        }
1561        return !mSnapshot->clipRect->isEmpty();
1562    }
1563
1564    SkPath path;
1565    path.addRect(left, top, right, bottom);
1566
1567    return clipPath(&path, op);
1568}
1569
1570bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1571    SkMatrix transform;
1572    currentTransform().copyTo(transform);
1573
1574    SkPath transformed;
1575    path->transform(transform, &transformed);
1576
1577    SkRegion clip;
1578    if (!mSnapshot->clipRegion->isEmpty()) {
1579        clip.setRegion(*mSnapshot->clipRegion);
1580    } else {
1581        Rect* bounds = mSnapshot->clipRect;
1582        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1583    }
1584
1585    SkRegion region;
1586    region.setPath(transformed, clip);
1587
1588    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1589    if (clipped) {
1590        dirtyClip();
1591    }
1592    return !mSnapshot->clipRect->isEmpty();
1593}
1594
1595bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1596    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1597    if (clipped) {
1598        dirtyClip();
1599    }
1600    return !mSnapshot->clipRect->isEmpty();
1601}
1602
1603Rect* OpenGLRenderer::getClipRect() {
1604    return mSnapshot->clipRect;
1605}
1606
1607///////////////////////////////////////////////////////////////////////////////
1608// Drawing commands
1609///////////////////////////////////////////////////////////////////////////////
1610
1611void OpenGLRenderer::setupDraw(bool clear) {
1612    // TODO: It would be best if we could do this before quickReject()
1613    //       changes the scissor test state
1614    if (clear) clearLayerRegions();
1615    // Make sure setScissor & setStencil happen at the beginning of
1616    // this method
1617    if (mDirtyClip) {
1618        if (mCaches.scissorEnabled) {
1619            setScissorFromClip();
1620        }
1621        setStencilFromClip();
1622    }
1623
1624    mDescription.reset();
1625
1626    mSetShaderColor = false;
1627    mColorSet = false;
1628    mColorA = mColorR = mColorG = mColorB = 0.0f;
1629    mTextureUnit = 0;
1630    mTrackDirtyRegions = true;
1631
1632    // Enable debug highlight when what we're about to draw is tested against
1633    // the stencil buffer and if stencil highlight debugging is on
1634    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1635            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1636            mCaches.stencil.isTestEnabled();
1637}
1638
1639void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1640    mDescription.hasTexture = true;
1641    mDescription.hasAlpha8Texture = isAlpha8;
1642}
1643
1644void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1645    mDescription.hasTexture = true;
1646    mDescription.hasColors = true;
1647    mDescription.hasAlpha8Texture = isAlpha8;
1648}
1649
1650void OpenGLRenderer::setupDrawWithExternalTexture() {
1651    mDescription.hasExternalTexture = true;
1652}
1653
1654void OpenGLRenderer::setupDrawNoTexture() {
1655    mCaches.disableTexCoordsVertexArray();
1656}
1657
1658void OpenGLRenderer::setupDrawAA() {
1659    mDescription.isAA = true;
1660}
1661
1662void OpenGLRenderer::setupDrawPoint(float pointSize) {
1663    mDescription.isPoint = true;
1664    mDescription.pointSize = pointSize;
1665}
1666
1667void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1668    mColorA = alpha / 255.0f;
1669    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1670    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1671    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1672    mColorSet = true;
1673    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1674}
1675
1676void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1677    mColorA = alpha / 255.0f;
1678    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1679    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1680    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1681    mColorSet = true;
1682    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1683}
1684
1685void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1686    mCaches.fontRenderer->describe(mDescription, paint);
1687}
1688
1689void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1690    mColorA = a;
1691    mColorR = r;
1692    mColorG = g;
1693    mColorB = b;
1694    mColorSet = true;
1695    mSetShaderColor = mDescription.setColor(r, g, b, a);
1696}
1697
1698void OpenGLRenderer::setupDrawShader() {
1699    if (mDrawModifiers.mShader) {
1700        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1701    }
1702}
1703
1704void OpenGLRenderer::setupDrawColorFilter() {
1705    if (mDrawModifiers.mColorFilter) {
1706        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1707    }
1708}
1709
1710void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1711    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1712        mColorA = 1.0f;
1713        mColorR = mColorG = mColorB = 0.0f;
1714        mSetShaderColor = mDescription.modulate = true;
1715    }
1716}
1717
1718void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1719    // When the blending mode is kClear_Mode, we need to use a modulate color
1720    // argb=1,0,0,0
1721    accountForClear(mode);
1722    bool blend = (mColorSet && mColorA < 1.0f) ||
1723            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1724    chooseBlending(blend, mode, mDescription, swapSrcDst);
1725}
1726
1727void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1728    // When the blending mode is kClear_Mode, we need to use a modulate color
1729    // argb=1,0,0,0
1730    accountForClear(mode);
1731    blend |= (mColorSet && mColorA < 1.0f) ||
1732            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1733            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1734    chooseBlending(blend, mode, mDescription, swapSrcDst);
1735}
1736
1737void OpenGLRenderer::setupDrawProgram() {
1738    useProgram(mCaches.programCache.get(mDescription));
1739}
1740
1741void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1742    mTrackDirtyRegions = false;
1743}
1744
1745void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1746        bool ignoreTransform) {
1747    mModelView.loadTranslate(left, top, 0.0f);
1748    if (!ignoreTransform) {
1749        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1750        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1751    } else {
1752        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1753        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1754    }
1755}
1756
1757void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1758    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1759}
1760
1761void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1762        bool ignoreTransform, bool ignoreModelView) {
1763    if (!ignoreModelView) {
1764        mModelView.loadTranslate(left, top, 0.0f);
1765        mModelView.scale(right - left, bottom - top, 1.0f);
1766    } else {
1767        mModelView.loadIdentity();
1768    }
1769    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1770    if (!ignoreTransform) {
1771        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1772        if (mTrackDirtyRegions && dirty) {
1773            dirtyLayer(left, top, right, bottom, currentTransform());
1774        }
1775    } else {
1776        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1777        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1778    }
1779}
1780
1781void OpenGLRenderer::setupDrawPointUniforms() {
1782    int slot = mCaches.currentProgram->getUniform("pointSize");
1783    glUniform1f(slot, mDescription.pointSize);
1784}
1785
1786void OpenGLRenderer::setupDrawColorUniforms() {
1787    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1788        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1789    }
1790}
1791
1792void OpenGLRenderer::setupDrawPureColorUniforms() {
1793    if (mSetShaderColor) {
1794        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1795    }
1796}
1797
1798void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1799    if (mDrawModifiers.mShader) {
1800        if (ignoreTransform) {
1801            mModelView.loadInverse(currentTransform());
1802        }
1803        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1804                mModelView, *mSnapshot, &mTextureUnit);
1805    }
1806}
1807
1808void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1809    if (mDrawModifiers.mShader) {
1810        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1811                mat4::identity(), *mSnapshot, &mTextureUnit);
1812    }
1813}
1814
1815void OpenGLRenderer::setupDrawColorFilterUniforms() {
1816    if (mDrawModifiers.mColorFilter) {
1817        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1818    }
1819}
1820
1821void OpenGLRenderer::setupDrawTextGammaUniforms() {
1822    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1823}
1824
1825void OpenGLRenderer::setupDrawSimpleMesh() {
1826    bool force = mCaches.bindMeshBuffer();
1827    mCaches.bindPositionVertexPointer(force, 0);
1828    mCaches.unbindIndicesBuffer();
1829}
1830
1831void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1832    if (texture) bindTexture(texture);
1833    mTextureUnit++;
1834    mCaches.enableTexCoordsVertexArray();
1835}
1836
1837void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1838    bindExternalTexture(texture);
1839    mTextureUnit++;
1840    mCaches.enableTexCoordsVertexArray();
1841}
1842
1843void OpenGLRenderer::setupDrawTextureTransform() {
1844    mDescription.hasTextureTransform = true;
1845}
1846
1847void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1848    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1849            GL_FALSE, &transform.data[0]);
1850}
1851
1852void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1853    bool force = false;
1854    if (!vertices) {
1855        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1856    } else {
1857        force = mCaches.unbindMeshBuffer();
1858    }
1859
1860    mCaches.bindPositionVertexPointer(force, vertices);
1861    if (mCaches.currentProgram->texCoords >= 0) {
1862        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1863    }
1864
1865    mCaches.unbindIndicesBuffer();
1866}
1867
1868void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1869    bool force = mCaches.unbindMeshBuffer();
1870    GLsizei stride = sizeof(ColorTextureVertex);
1871
1872    mCaches.bindPositionVertexPointer(force, vertices, stride);
1873    if (mCaches.currentProgram->texCoords >= 0) {
1874        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1875    }
1876    int slot = mCaches.currentProgram->getAttrib("colors");
1877    if (slot >= 0) {
1878        glEnableVertexAttribArray(slot);
1879        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1880    }
1881
1882    mCaches.unbindIndicesBuffer();
1883}
1884
1885void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1886    bool force = mCaches.unbindMeshBuffer();
1887    mCaches.bindPositionVertexPointer(force, vertices);
1888    if (mCaches.currentProgram->texCoords >= 0) {
1889        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1890    }
1891}
1892
1893void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1894    bool force = mCaches.unbindMeshBuffer();
1895    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1896    mCaches.unbindIndicesBuffer();
1897}
1898
1899void OpenGLRenderer::finishDrawTexture() {
1900}
1901
1902///////////////////////////////////////////////////////////////////////////////
1903// Drawing
1904///////////////////////////////////////////////////////////////////////////////
1905
1906status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1907        int32_t replayFlags) {
1908    status_t status;
1909    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1910    // will be performed by the display list itself
1911    if (displayList && displayList->isRenderable()) {
1912        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1913            status = startFrame();
1914            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1915            displayList->replay(replayStruct, 0);
1916            return status | replayStruct.mDrawGlStatus;
1917        }
1918
1919        DeferredDisplayList deferredList;
1920        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1921        displayList->defer(deferStruct, 0);
1922
1923        flushLayers();
1924        status = startFrame();
1925
1926        return status | deferredList.flush(*this, dirty);
1927    }
1928
1929    return DrawGlInfo::kStatusDone;
1930}
1931
1932void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1933    if (displayList) {
1934        displayList->output(1);
1935    }
1936}
1937
1938void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1939    int alpha;
1940    SkXfermode::Mode mode;
1941    getAlphaAndMode(paint, &alpha, &mode);
1942
1943    int color = paint != NULL ? paint->getColor() : 0;
1944
1945    float x = left;
1946    float y = top;
1947
1948    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1949
1950    bool ignoreTransform = false;
1951    if (currentTransform().isPureTranslate()) {
1952        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
1953        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
1954        ignoreTransform = true;
1955
1956        texture->setFilter(GL_NEAREST, true);
1957    } else {
1958        texture->setFilter(FILTER(paint), true);
1959    }
1960
1961    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1962            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1963            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1964}
1965
1966status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1967    const float right = left + bitmap->width();
1968    const float bottom = top + bitmap->height();
1969
1970    if (quickReject(left, top, right, bottom)) {
1971        return DrawGlInfo::kStatusDone;
1972    }
1973
1974    mCaches.activeTexture(0);
1975    Texture* texture = mCaches.textureCache.get(bitmap);
1976    if (!texture) return DrawGlInfo::kStatusDone;
1977    const AutoTexture autoCleanup(texture);
1978
1979    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1980        drawAlphaBitmap(texture, left, top, paint);
1981    } else {
1982        drawTextureRect(left, top, right, bottom, texture, paint);
1983    }
1984
1985    return DrawGlInfo::kStatusDrew;
1986}
1987
1988status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1989    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1990    const mat4 transform(*matrix);
1991    transform.mapRect(r);
1992
1993    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1994        return DrawGlInfo::kStatusDone;
1995    }
1996
1997    mCaches.activeTexture(0);
1998    Texture* texture = mCaches.textureCache.get(bitmap);
1999    if (!texture) return DrawGlInfo::kStatusDone;
2000    const AutoTexture autoCleanup(texture);
2001
2002    // This could be done in a cheaper way, all we need is pass the matrix
2003    // to the vertex shader. The save/restore is a bit overkill.
2004    save(SkCanvas::kMatrix_SaveFlag);
2005    concatMatrix(matrix);
2006    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2007        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2008    } else {
2009        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2010    }
2011    restore();
2012
2013    return DrawGlInfo::kStatusDrew;
2014}
2015
2016status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2017    const float right = left + bitmap->width();
2018    const float bottom = top + bitmap->height();
2019
2020    if (quickReject(left, top, right, bottom)) {
2021        return DrawGlInfo::kStatusDone;
2022    }
2023
2024    mCaches.activeTexture(0);
2025    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2026    const AutoTexture autoCleanup(texture);
2027
2028    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2029        drawAlphaBitmap(texture, left, top, paint);
2030    } else {
2031        drawTextureRect(left, top, right, bottom, texture, paint);
2032    }
2033
2034    return DrawGlInfo::kStatusDrew;
2035}
2036
2037status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2038        float* vertices, int* colors, SkPaint* paint) {
2039    if (!vertices || mSnapshot->isIgnored()) {
2040        return DrawGlInfo::kStatusDone;
2041    }
2042
2043    float left = FLT_MAX;
2044    float top = FLT_MAX;
2045    float right = FLT_MIN;
2046    float bottom = FLT_MIN;
2047
2048    const uint32_t count = meshWidth * meshHeight * 6;
2049
2050    ColorTextureVertex mesh[count];
2051    ColorTextureVertex* vertex = mesh;
2052
2053    bool cleanupColors = false;
2054    if (!colors) {
2055        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2056        colors = new int[colorsCount];
2057        memset(colors, 0xff, colorsCount * sizeof(int));
2058        cleanupColors = true;
2059    }
2060
2061    for (int32_t y = 0; y < meshHeight; y++) {
2062        for (int32_t x = 0; x < meshWidth; x++) {
2063            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2064
2065            float u1 = float(x) / meshWidth;
2066            float u2 = float(x + 1) / meshWidth;
2067            float v1 = float(y) / meshHeight;
2068            float v2 = float(y + 1) / meshHeight;
2069
2070            int ax = i + (meshWidth + 1) * 2;
2071            int ay = ax + 1;
2072            int bx = i;
2073            int by = bx + 1;
2074            int cx = i + 2;
2075            int cy = cx + 1;
2076            int dx = i + (meshWidth + 1) * 2 + 2;
2077            int dy = dx + 1;
2078
2079            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2080            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2081            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2082
2083            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2084            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2085            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2086
2087            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2088            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2089            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2090            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2091        }
2092    }
2093
2094    if (quickReject(left, top, right, bottom)) {
2095        if (cleanupColors) delete[] colors;
2096        return DrawGlInfo::kStatusDone;
2097    }
2098
2099    mCaches.activeTexture(0);
2100    Texture* texture = mCaches.textureCache.get(bitmap);
2101    if (!texture) {
2102        if (cleanupColors) delete[] colors;
2103        return DrawGlInfo::kStatusDone;
2104    }
2105    const AutoTexture autoCleanup(texture);
2106
2107    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2108    texture->setFilter(FILTER(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();
2124    setupDrawBlending(true, mode, false);
2125    setupDrawProgram();
2126    setupDrawDirtyRegionsDisabled();
2127    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2128    setupDrawTexture(texture->id);
2129    setupDrawPureColorUniforms();
2130    setupDrawColorFilterUniforms();
2131    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2132
2133    glDrawArrays(GL_TRIANGLES, 0, count);
2134
2135    finishDrawTexture();
2136
2137    int slot = mCaches.currentProgram->getAttrib("colors");
2138    if (slot >= 0) {
2139        glDisableVertexAttribArray(slot);
2140    }
2141
2142    if (cleanupColors) delete[] colors;
2143
2144    return DrawGlInfo::kStatusDrew;
2145}
2146
2147status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2148         float srcLeft, float srcTop, float srcRight, float srcBottom,
2149         float dstLeft, float dstTop, float dstRight, float dstBottom,
2150         SkPaint* paint) {
2151    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2152        return DrawGlInfo::kStatusDone;
2153    }
2154
2155    mCaches.activeTexture(0);
2156    Texture* texture = mCaches.textureCache.get(bitmap);
2157    if (!texture) return DrawGlInfo::kStatusDone;
2158    const AutoTexture autoCleanup(texture);
2159
2160    const float width = texture->width;
2161    const float height = texture->height;
2162
2163    const float u1 = fmax(0.0f, srcLeft / width);
2164    const float v1 = fmax(0.0f, srcTop / height);
2165    const float u2 = fmin(1.0f, srcRight / width);
2166    const float v2 = fmin(1.0f, srcBottom / height);
2167
2168    mCaches.unbindMeshBuffer();
2169    resetDrawTextureTexCoords(u1, v1, u2, v2);
2170
2171    int alpha;
2172    SkXfermode::Mode mode;
2173    getAlphaAndMode(paint, &alpha, &mode);
2174
2175    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2176
2177    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2178    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2179
2180    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2181    // Apply a scale transform on the canvas only when a shader is in use
2182    // Skia handles the ratio between the dst and src rects as a scale factor
2183    // when a shader is set
2184    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2185    bool ignoreTransform = false;
2186
2187    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2188        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2189        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2190
2191        dstRight = x + (dstRight - dstLeft);
2192        dstBottom = y + (dstBottom - dstTop);
2193
2194        dstLeft = x;
2195        dstTop = y;
2196
2197        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2198        ignoreTransform = true;
2199    } else {
2200        texture->setFilter(FILTER(paint), true);
2201    }
2202
2203    if (CC_UNLIKELY(useScaleTransform)) {
2204        save(SkCanvas::kMatrix_SaveFlag);
2205        translate(dstLeft, dstTop);
2206        scale(scaleX, scaleY);
2207
2208        dstLeft = 0.0f;
2209        dstTop = 0.0f;
2210
2211        dstRight = srcRight - srcLeft;
2212        dstBottom = srcBottom - srcTop;
2213    }
2214
2215    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2216        int color = paint ? paint->getColor() : 0;
2217        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2218                texture->id, paint != NULL, color, alpha, mode,
2219                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2220                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2221    } else {
2222        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2223                texture->id, alpha / 255.0f, mode, texture->blend,
2224                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2225                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2226    }
2227
2228    if (CC_UNLIKELY(useScaleTransform)) {
2229        restore();
2230    }
2231
2232    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2233
2234    return DrawGlInfo::kStatusDrew;
2235}
2236
2237status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2238        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2239        float left, float top, float right, float bottom, SkPaint* paint) {
2240    int alpha;
2241    SkXfermode::Mode mode;
2242    getAlphaAndMode(paint, &alpha, &mode);
2243
2244    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2245            left, top, right, bottom, alpha, mode);
2246}
2247
2248status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2249        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2250        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2251    if (quickReject(left, top, right, bottom)) {
2252        return DrawGlInfo::kStatusDone;
2253    }
2254
2255    alpha *= mSnapshot->alpha;
2256
2257    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2258            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2259
2260    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2261        mCaches.activeTexture(0);
2262        Texture* texture = mCaches.textureCache.get(bitmap);
2263        if (!texture) return DrawGlInfo::kStatusDone;
2264        const AutoTexture autoCleanup(texture);
2265        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2266        texture->setFilter(GL_LINEAR, true);
2267
2268        const bool pureTranslate = currentTransform().isPureTranslate();
2269        // Mark the current layer dirty where we are going to draw the patch
2270        if (hasLayer() && mesh->hasEmptyQuads) {
2271            const float offsetX = left + currentTransform().getTranslateX();
2272            const float offsetY = top + currentTransform().getTranslateY();
2273            const size_t count = mesh->quads.size();
2274            for (size_t i = 0; i < count; i++) {
2275                const Rect& bounds = mesh->quads.itemAt(i);
2276                if (CC_LIKELY(pureTranslate)) {
2277                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2278                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2279                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2280                } else {
2281                    dirtyLayer(left + bounds.left, top + bounds.top,
2282                            left + bounds.right, top + bounds.bottom, currentTransform());
2283                }
2284            }
2285        }
2286
2287        if (CC_LIKELY(pureTranslate)) {
2288            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2289            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2290
2291            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2292                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2293                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2294                    true, !mesh->hasEmptyQuads);
2295        } else {
2296            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2297                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2298                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2299                    true, !mesh->hasEmptyQuads);
2300        }
2301    }
2302
2303    return DrawGlInfo::kStatusDrew;
2304}
2305
2306status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2307        bool useOffset) {
2308    if (!vertexBuffer.getSize()) {
2309        // no vertices to draw
2310        return DrawGlInfo::kStatusDone;
2311    }
2312
2313    int color = paint->getColor();
2314    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2315    bool isAA = paint->isAntiAlias();
2316
2317    setupDraw();
2318    setupDrawNoTexture();
2319    if (isAA) setupDrawAA();
2320    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2321    setupDrawColorFilter();
2322    setupDrawShader();
2323    setupDrawBlending(isAA, mode);
2324    setupDrawProgram();
2325    setupDrawModelViewIdentity(useOffset);
2326    setupDrawColorUniforms();
2327    setupDrawColorFilterUniforms();
2328    setupDrawShaderIdentityUniforms();
2329
2330    void* vertices = vertexBuffer.getBuffer();
2331    bool force = mCaches.unbindMeshBuffer();
2332    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2333    mCaches.resetTexCoordsVertexPointer();
2334    mCaches.unbindIndicesBuffer();
2335
2336    int alphaSlot = -1;
2337    if (isAA) {
2338        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2339        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2340
2341        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2342        glEnableVertexAttribArray(alphaSlot);
2343        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2344    }
2345
2346    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2347
2348    if (isAA) {
2349        glDisableVertexAttribArray(alphaSlot);
2350    }
2351
2352    return DrawGlInfo::kStatusDrew;
2353}
2354
2355/**
2356 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2357 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2358 * screen space in all directions. However, instead of using a fragment shader to compute the
2359 * translucency of the color from its position, we simply use a varying parameter to define how far
2360 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2361 *
2362 * Doesn't yet support joins, caps, or path effects.
2363 */
2364status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2365    VertexBuffer vertexBuffer;
2366    // TODO: try clipping large paths to viewport
2367    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2368
2369    if (hasLayer()) {
2370        SkRect bounds = path.getBounds();
2371        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2372        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2373    }
2374
2375    return drawVertexBuffer(vertexBuffer, paint);
2376}
2377
2378/**
2379 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2380 * and additional geometry for defining an alpha slope perimeter.
2381 *
2382 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2383 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2384 * in-shader alpha region, but found it to be taxing on some GPUs.
2385 *
2386 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2387 * memory transfer by removing need for degenerate vertices.
2388 */
2389status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2390    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2391
2392    count &= ~0x3; // round down to nearest four
2393
2394    VertexBuffer buffer;
2395    SkRect bounds;
2396    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2397
2398    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2399        return DrawGlInfo::kStatusDone;
2400    }
2401
2402    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2403
2404    bool useOffset = !paint->isAntiAlias();
2405    return drawVertexBuffer(buffer, paint, useOffset);
2406}
2407
2408status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2409    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2410
2411    // TODO: The paint's cap style defines whether the points are square or circular
2412    // TODO: Handle AA for round points
2413
2414    // A stroke width of 0 has a special meaning in Skia:
2415    // it draws an unscaled 1px point
2416    float strokeWidth = paint->getStrokeWidth();
2417    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2418    if (isHairLine) {
2419        // Now that we know it's hairline, we can set the effective width, to be used later
2420        strokeWidth = 1.0f;
2421    }
2422    const float halfWidth = strokeWidth / 2;
2423
2424    int alpha;
2425    SkXfermode::Mode mode;
2426    getAlphaAndMode(paint, &alpha, &mode);
2427
2428    int verticesCount = count >> 1;
2429    int generatedVerticesCount = 0;
2430
2431    TextureVertex pointsData[verticesCount];
2432    TextureVertex* vertex = &pointsData[0];
2433
2434    // TODO: We should optimize this method to not generate vertices for points
2435    // that lie outside of the clip.
2436    mCaches.enableScissor();
2437
2438    setupDraw();
2439    setupDrawNoTexture();
2440    setupDrawPoint(strokeWidth);
2441    setupDrawColor(paint->getColor(), alpha);
2442    setupDrawColorFilter();
2443    setupDrawShader();
2444    setupDrawBlending(mode);
2445    setupDrawProgram();
2446    setupDrawModelViewIdentity(true);
2447    setupDrawColorUniforms();
2448    setupDrawColorFilterUniforms();
2449    setupDrawPointUniforms();
2450    setupDrawShaderIdentityUniforms();
2451    setupDrawMesh(vertex);
2452
2453    for (int i = 0; i < count; i += 2) {
2454        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2455        generatedVerticesCount++;
2456
2457        float left = points[i] - halfWidth;
2458        float right = points[i] + halfWidth;
2459        float top = points[i + 1] - halfWidth;
2460        float bottom = points [i + 1] + halfWidth;
2461
2462        dirtyLayer(left, top, right, bottom, currentTransform());
2463    }
2464
2465    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2466
2467    return DrawGlInfo::kStatusDrew;
2468}
2469
2470status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2471    // No need to check against the clip, we fill the clip region
2472    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2473
2474    Rect& clip(*mSnapshot->clipRect);
2475    clip.snapToPixelBoundaries();
2476
2477    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2478
2479    return DrawGlInfo::kStatusDrew;
2480}
2481
2482status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2483        SkPaint* paint) {
2484    if (!texture) return DrawGlInfo::kStatusDone;
2485    const AutoTexture autoCleanup(texture);
2486
2487    const float x = left + texture->left - texture->offset;
2488    const float y = top + texture->top - texture->offset;
2489
2490    drawPathTexture(texture, x, y, paint);
2491
2492    return DrawGlInfo::kStatusDrew;
2493}
2494
2495status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2496        float rx, float ry, SkPaint* p) {
2497    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2498            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2499        return DrawGlInfo::kStatusDone;
2500    }
2501
2502    if (p->getPathEffect() != 0) {
2503        mCaches.activeTexture(0);
2504        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2505                right - left, bottom - top, rx, ry, p);
2506        return drawShape(left, top, texture, p);
2507    }
2508
2509    SkPath path;
2510    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2511    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2512        float outset = p->getStrokeWidth() / 2;
2513        rect.outset(outset, outset);
2514        rx += outset;
2515        ry += outset;
2516    }
2517    path.addRoundRect(rect, rx, ry);
2518    return drawConvexPath(path, p);
2519}
2520
2521status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2522    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2523            x + radius, y + radius, p) ||
2524            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2525        return DrawGlInfo::kStatusDone;
2526    }
2527    if (p->getPathEffect() != 0) {
2528        mCaches.activeTexture(0);
2529        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2530        return drawShape(x - radius, y - radius, texture, p);
2531    }
2532
2533    SkPath path;
2534    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2535        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2536    } else {
2537        path.addCircle(x, y, radius);
2538    }
2539    return drawConvexPath(path, p);
2540}
2541
2542status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2543        SkPaint* p) {
2544    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2545            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2546        return DrawGlInfo::kStatusDone;
2547    }
2548
2549    if (p->getPathEffect() != 0) {
2550        mCaches.activeTexture(0);
2551        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2552        return drawShape(left, top, texture, p);
2553    }
2554
2555    SkPath path;
2556    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2557    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2558        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2559    }
2560    path.addOval(rect);
2561    return drawConvexPath(path, p);
2562}
2563
2564status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2565        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2566    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2567            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2568        return DrawGlInfo::kStatusDone;
2569    }
2570
2571    if (fabs(sweepAngle) >= 360.0f) {
2572        return drawOval(left, top, right, bottom, p);
2573    }
2574
2575    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2576    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2577        mCaches.activeTexture(0);
2578        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2579                startAngle, sweepAngle, useCenter, p);
2580        return drawShape(left, top, texture, p);
2581    }
2582
2583    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2584    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2585        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2586    }
2587
2588    SkPath path;
2589    if (useCenter) {
2590        path.moveTo(rect.centerX(), rect.centerY());
2591    }
2592    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2593    if (useCenter) {
2594        path.close();
2595    }
2596    return drawConvexPath(path, p);
2597}
2598
2599// See SkPaintDefaults.h
2600#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2601
2602status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2603    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2604            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2605        return DrawGlInfo::kStatusDone;
2606    }
2607
2608    if (p->getStyle() != SkPaint::kFill_Style) {
2609        // only fill style is supported by drawConvexPath, since others have to handle joins
2610        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2611                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2612            mCaches.activeTexture(0);
2613            const PathTexture* texture =
2614                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2615            return drawShape(left, top, texture, p);
2616        }
2617
2618        SkPath path;
2619        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2620        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2621            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2622        }
2623        path.addRect(rect);
2624        return drawConvexPath(path, p);
2625    }
2626
2627    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2628        SkPath path;
2629        path.addRect(left, top, right, bottom);
2630        return drawConvexPath(path, p);
2631    } else {
2632        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2633        return DrawGlInfo::kStatusDrew;
2634    }
2635}
2636
2637void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2638        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2639        float x, float y) {
2640    mCaches.activeTexture(0);
2641
2642    // NOTE: The drop shadow will not perform gamma correction
2643    //       if shader-based correction is enabled
2644    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2645    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2646            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2647    // If the drop shadow exceeds the max texture size or couldn't be
2648    // allocated, skip drawing
2649    if (!shadow) return;
2650    const AutoTexture autoCleanup(shadow);
2651
2652    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2653    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2654
2655    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2656    int shadowColor = mDrawModifiers.mShadowColor;
2657    if (mDrawModifiers.mShader) {
2658        shadowColor = 0xffffffff;
2659    }
2660
2661    setupDraw();
2662    setupDrawWithTexture(true);
2663    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2664    setupDrawColorFilter();
2665    setupDrawShader();
2666    setupDrawBlending(true, mode);
2667    setupDrawProgram();
2668    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2669    setupDrawTexture(shadow->id);
2670    setupDrawPureColorUniforms();
2671    setupDrawColorFilterUniforms();
2672    setupDrawShaderUniforms();
2673    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2674
2675    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2676}
2677
2678bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2679    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2680    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2681}
2682
2683class TextSetupFunctor: public Functor {
2684public:
2685    TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2686            int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2687            renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2688            alpha(alpha), mode(mode), paint(paint) {
2689    }
2690    ~TextSetupFunctor() { }
2691
2692    status_t operator ()(int what, void* data) {
2693        renderer.setupDraw();
2694        renderer.setupDrawTextGamma(paint);
2695        renderer.setupDrawDirtyRegionsDisabled();
2696        renderer.setupDrawWithTexture(true);
2697        renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2698        renderer.setupDrawColorFilter();
2699        renderer.setupDrawShader();
2700        renderer.setupDrawBlending(true, mode);
2701        renderer.setupDrawProgram();
2702        renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2703        // Calling setupDrawTexture with the name 0 will enable the
2704        // uv attributes and increase the texture unit count
2705        // texture binding will be performed by the font renderer as
2706        // needed
2707        renderer.setupDrawTexture(0);
2708        renderer.setupDrawPureColorUniforms();
2709        renderer.setupDrawColorFilterUniforms();
2710        renderer.setupDrawShaderUniforms(pureTranslate);
2711        renderer.setupDrawTextGammaUniforms();
2712
2713        return NO_ERROR;
2714    }
2715
2716    OpenGLRenderer& renderer;
2717    float x;
2718    float y;
2719    bool pureTranslate;
2720    int alpha;
2721    SkXfermode::Mode mode;
2722    SkPaint* paint;
2723};
2724
2725status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2726        const float* positions, SkPaint* paint) {
2727    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2728        return DrawGlInfo::kStatusDone;
2729    }
2730
2731    // NOTE: Skia does not support perspective transform on drawPosText yet
2732    if (!currentTransform().isSimple()) {
2733        return DrawGlInfo::kStatusDone;
2734    }
2735
2736    float x = 0.0f;
2737    float y = 0.0f;
2738    const bool pureTranslate = currentTransform().isPureTranslate();
2739    if (pureTranslate) {
2740        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2741        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2742    }
2743
2744    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2745    fontRenderer.setFont(paint, mat4::identity());
2746
2747    int alpha;
2748    SkXfermode::Mode mode;
2749    getAlphaAndMode(paint, &alpha, &mode);
2750
2751    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2752        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2753                alpha, mode, 0.0f, 0.0f);
2754    }
2755
2756    // Pick the appropriate texture filtering
2757    bool linearFilter = currentTransform().changesBounds();
2758    if (pureTranslate && !linearFilter) {
2759        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2760    }
2761    fontRenderer.setTextureFiltering(linearFilter);
2762
2763    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2764    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2765
2766    const bool hasActiveLayer = hasLayer();
2767
2768    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2769    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2770            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2771        if (hasActiveLayer) {
2772            if (!pureTranslate) {
2773                currentTransform().mapRect(bounds);
2774            }
2775            dirtyLayerUnchecked(bounds, getRegion());
2776        }
2777    }
2778
2779    return DrawGlInfo::kStatusDrew;
2780}
2781
2782mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2783    mat4 fontTransform;
2784    if (CC_LIKELY(transform.isPureTranslate())) {
2785        fontTransform = mat4::identity();
2786    } else {
2787        if (CC_UNLIKELY(transform.isPerspective())) {
2788            fontTransform = mat4::identity();
2789        } else {
2790            float sx, sy;
2791            currentTransform().decomposeScale(sx, sy);
2792            fontTransform.loadScale(sx, sy, 1.0f);
2793        }
2794    }
2795    return fontTransform;
2796}
2797
2798status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2799        float x, float y, const float* positions, SkPaint* paint, float length) {
2800    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2801        return DrawGlInfo::kStatusDone;
2802    }
2803
2804    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2805    switch (paint->getTextAlign()) {
2806        case SkPaint::kCenter_Align:
2807            x -= length / 2.0f;
2808            break;
2809        case SkPaint::kRight_Align:
2810            x -= length;
2811            break;
2812        default:
2813            break;
2814    }
2815
2816    SkPaint::FontMetrics metrics;
2817    paint->getFontMetrics(&metrics, 0.0f);
2818    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2819        return DrawGlInfo::kStatusDone;
2820    }
2821
2822    const float oldX = x;
2823    const float oldY = y;
2824
2825    const mat4& transform = currentTransform();
2826    const bool pureTranslate = transform.isPureTranslate();
2827
2828    if (CC_LIKELY(pureTranslate)) {
2829        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2830        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2831    }
2832
2833    int alpha;
2834    SkXfermode::Mode mode;
2835    getAlphaAndMode(paint, &alpha, &mode);
2836
2837    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2838
2839    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2840        fontRenderer.setFont(paint, mat4::identity());
2841        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2842                alpha, mode, oldX, oldY);
2843    }
2844
2845    const bool hasActiveLayer = hasLayer();
2846
2847    // We only pass a partial transform to the font renderer. That partial
2848    // matrix defines how glyphs are rasterized. Typically we want glyphs
2849    // to be rasterized at their final size on screen, which means the partial
2850    // matrix needs to take the scale factor into account.
2851    // When a partial matrix is used to transform glyphs during rasterization,
2852    // the mesh is generated with the inverse transform (in the case of scale,
2853    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2854    // apply the full transform matrix at draw time in the vertex shader.
2855    // Applying the full matrix in the shader is the easiest way to handle
2856    // rotation and perspective and allows us to always generated quads in the
2857    // font renderer which greatly simplifies the code, clipping in particular.
2858    mat4 fontTransform = findBestFontTransform(transform);
2859    fontRenderer.setFont(paint, fontTransform);
2860
2861    // Pick the appropriate texture filtering
2862    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2863    fontRenderer.setTextureFiltering(linearFilter);
2864
2865    // TODO: Implement better clipping for scaled/rotated text
2866    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2867    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2868
2869    bool status;
2870    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2871    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2872        SkPaint paintCopy(*paint);
2873        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2874        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2875                positions, hasActiveLayer ? &bounds : NULL, &functor);
2876    } else {
2877        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2878                positions, hasActiveLayer ? &bounds : NULL, &functor);
2879    }
2880
2881    if (status && hasActiveLayer) {
2882        if (!pureTranslate) {
2883            transform.mapRect(bounds);
2884        }
2885        dirtyLayerUnchecked(bounds, getRegion());
2886    }
2887
2888    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2889
2890    return DrawGlInfo::kStatusDrew;
2891}
2892
2893status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2894        float hOffset, float vOffset, SkPaint* paint) {
2895    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2896        return DrawGlInfo::kStatusDone;
2897    }
2898
2899    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2900    fontRenderer.setFont(paint, mat4::identity());
2901    fontRenderer.setTextureFiltering(true);
2902
2903    int alpha;
2904    SkXfermode::Mode mode;
2905    getAlphaAndMode(paint, &alpha, &mode);
2906
2907    setupDraw();
2908    setupDrawTextGamma(paint);
2909    setupDrawDirtyRegionsDisabled();
2910    setupDrawWithTexture(true);
2911    setupDrawAlpha8Color(paint->getColor(), alpha);
2912    setupDrawColorFilter();
2913    setupDrawShader();
2914    setupDrawBlending(true, mode);
2915    setupDrawProgram();
2916    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2917    // Calling setupDrawTexture with the name 0 will enable the
2918    // uv attributes and increase the texture unit count
2919    // texture binding will be performed by the font renderer as
2920    // needed
2921    setupDrawTexture(0);
2922    setupDrawPureColorUniforms();
2923    setupDrawColorFilterUniforms();
2924    setupDrawShaderUniforms(false);
2925    setupDrawTextGammaUniforms();
2926
2927    const Rect* clip = &mSnapshot->getLocalClip();
2928    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2929
2930    const bool hasActiveLayer = hasLayer();
2931
2932    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2933            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2934        if (hasActiveLayer) {
2935            currentTransform().mapRect(bounds);
2936            dirtyLayerUnchecked(bounds, getRegion());
2937        }
2938    }
2939
2940    return DrawGlInfo::kStatusDrew;
2941}
2942
2943status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2944    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2945
2946    mCaches.activeTexture(0);
2947
2948    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2949    if (!texture) return DrawGlInfo::kStatusDone;
2950    const AutoTexture autoCleanup(texture);
2951
2952    const float x = texture->left - texture->offset;
2953    const float y = texture->top - texture->offset;
2954
2955    drawPathTexture(texture, x, y, paint);
2956
2957    return DrawGlInfo::kStatusDrew;
2958}
2959
2960status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2961    if (!layer) {
2962        return DrawGlInfo::kStatusDone;
2963    }
2964
2965    mat4* transform = NULL;
2966    if (layer->isTextureLayer()) {
2967        transform = &layer->getTransform();
2968        if (!transform->isIdentity()) {
2969            save(0);
2970            currentTransform().multiply(*transform);
2971        }
2972    }
2973
2974    Rect transformed;
2975    Rect clip;
2976    const bool rejected = quickRejectNoScissor(x, y,
2977            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2978
2979    if (rejected) {
2980        if (transform && !transform->isIdentity()) {
2981            restore();
2982        }
2983        return DrawGlInfo::kStatusDone;
2984    }
2985
2986    updateLayer(layer, true);
2987
2988    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2989    mCaches.activeTexture(0);
2990
2991    if (CC_LIKELY(!layer->region.isEmpty())) {
2992        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2993        mDrawModifiers.mColorFilter = layer->getColorFilter();
2994
2995        if (layer->region.isRect()) {
2996            composeLayerRect(layer, layer->regionRect);
2997        } else if (layer->mesh) {
2998            const float a = getLayerAlpha(layer);
2999            setupDraw();
3000            setupDrawWithTexture();
3001            setupDrawColor(a, a, a, a);
3002            setupDrawColorFilter();
3003            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3004            setupDrawProgram();
3005            setupDrawPureColorUniforms();
3006            setupDrawColorFilterUniforms();
3007            setupDrawTexture(layer->getTexture());
3008            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3009                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3010                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3011
3012                layer->setFilter(GL_NEAREST);
3013                setupDrawModelViewTranslate(tx, ty,
3014                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3015            } else {
3016                layer->setFilter(GL_LINEAR);
3017                setupDrawModelViewTranslate(x, y,
3018                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3019            }
3020            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
3021
3022            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3023                    GL_UNSIGNED_SHORT, layer->meshIndices);
3024
3025            finishDrawTexture();
3026
3027#if DEBUG_LAYERS_AS_REGIONS
3028            drawRegionRects(layer->region);
3029#endif
3030        }
3031
3032        mDrawModifiers.mColorFilter = oldFilter;
3033
3034        if (layer->debugDrawUpdate) {
3035            layer->debugDrawUpdate = false;
3036            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3037                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3038        }
3039    }
3040
3041    if (transform && !transform->isIdentity()) {
3042        restore();
3043    }
3044
3045    return DrawGlInfo::kStatusDrew;
3046}
3047
3048///////////////////////////////////////////////////////////////////////////////
3049// Shaders
3050///////////////////////////////////////////////////////////////////////////////
3051
3052void OpenGLRenderer::resetShader() {
3053    mDrawModifiers.mShader = NULL;
3054}
3055
3056void OpenGLRenderer::setupShader(SkiaShader* shader) {
3057    mDrawModifiers.mShader = shader;
3058    if (mDrawModifiers.mShader) {
3059        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
3060    }
3061}
3062
3063///////////////////////////////////////////////////////////////////////////////
3064// Color filters
3065///////////////////////////////////////////////////////////////////////////////
3066
3067void OpenGLRenderer::resetColorFilter() {
3068    mDrawModifiers.mColorFilter = NULL;
3069}
3070
3071void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3072    mDrawModifiers.mColorFilter = filter;
3073}
3074
3075///////////////////////////////////////////////////////////////////////////////
3076// Drop shadow
3077///////////////////////////////////////////////////////////////////////////////
3078
3079void OpenGLRenderer::resetShadow() {
3080    mDrawModifiers.mHasShadow = false;
3081}
3082
3083void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3084    mDrawModifiers.mHasShadow = true;
3085    mDrawModifiers.mShadowRadius = radius;
3086    mDrawModifiers.mShadowDx = dx;
3087    mDrawModifiers.mShadowDy = dy;
3088    mDrawModifiers.mShadowColor = color;
3089}
3090
3091///////////////////////////////////////////////////////////////////////////////
3092// Draw filters
3093///////////////////////////////////////////////////////////////////////////////
3094
3095void OpenGLRenderer::resetPaintFilter() {
3096    mDrawModifiers.mHasDrawFilter = false;
3097}
3098
3099void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3100    mDrawModifiers.mHasDrawFilter = true;
3101    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3102    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3103}
3104
3105SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3106    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3107        return paint;
3108    }
3109
3110    uint32_t flags = paint->getFlags();
3111
3112    mFilteredPaint = *paint;
3113    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3114            mDrawModifiers.mPaintFilterSetBits);
3115
3116    return &mFilteredPaint;
3117}
3118
3119///////////////////////////////////////////////////////////////////////////////
3120// Drawing implementation
3121///////////////////////////////////////////////////////////////////////////////
3122
3123void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3124        float x, float y, SkPaint* paint) {
3125    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3126        return;
3127    }
3128
3129    int alpha;
3130    SkXfermode::Mode mode;
3131    getAlphaAndMode(paint, &alpha, &mode);
3132
3133    setupDraw();
3134    setupDrawWithTexture(true);
3135    setupDrawAlpha8Color(paint->getColor(), alpha);
3136    setupDrawColorFilter();
3137    setupDrawShader();
3138    setupDrawBlending(true, mode);
3139    setupDrawProgram();
3140    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3141    setupDrawTexture(texture->id);
3142    setupDrawPureColorUniforms();
3143    setupDrawColorFilterUniforms();
3144    setupDrawShaderUniforms();
3145    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3146
3147    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3148
3149    finishDrawTexture();
3150}
3151
3152// Same values used by Skia
3153#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3154#define kStdUnderline_Offset    (1.0f / 9.0f)
3155#define kStdUnderline_Thickness (1.0f / 18.0f)
3156
3157void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3158        float x, float y, SkPaint* paint) {
3159    // Handle underline and strike-through
3160    uint32_t flags = paint->getFlags();
3161    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3162        SkPaint paintCopy(*paint);
3163        float underlineWidth = length;
3164        // If length is > 0.0f, we already measured the text for the text alignment
3165        if (length <= 0.0f) {
3166            underlineWidth = paintCopy.measureText(text, bytesCount);
3167        }
3168
3169        if (CC_LIKELY(underlineWidth > 0.0f)) {
3170            const float textSize = paintCopy.getTextSize();
3171            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3172
3173            const float left = x;
3174            float top = 0.0f;
3175
3176            int linesCount = 0;
3177            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3178            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3179
3180            const int pointsCount = 4 * linesCount;
3181            float points[pointsCount];
3182            int currentPoint = 0;
3183
3184            if (flags & SkPaint::kUnderlineText_Flag) {
3185                top = y + textSize * kStdUnderline_Offset;
3186                points[currentPoint++] = left;
3187                points[currentPoint++] = top;
3188                points[currentPoint++] = left + underlineWidth;
3189                points[currentPoint++] = top;
3190            }
3191
3192            if (flags & SkPaint::kStrikeThruText_Flag) {
3193                top = y + textSize * kStdStrikeThru_Offset;
3194                points[currentPoint++] = left;
3195                points[currentPoint++] = top;
3196                points[currentPoint++] = left + underlineWidth;
3197                points[currentPoint++] = top;
3198            }
3199
3200            paintCopy.setStrokeWidth(strokeWidth);
3201
3202            drawLines(&points[0], pointsCount, &paintCopy);
3203        }
3204    }
3205}
3206
3207status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3208    if (mSnapshot->isIgnored()) {
3209        return DrawGlInfo::kStatusDone;
3210    }
3211
3212    int color = paint->getColor();
3213    // If a shader is set, preserve only the alpha
3214    if (mDrawModifiers.mShader) {
3215        color |= 0x00ffffff;
3216    }
3217    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3218
3219    return drawColorRects(rects, count, color, mode);
3220}
3221
3222status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3223        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3224    if (count == 0) {
3225        return DrawGlInfo::kStatusDone;
3226    }
3227
3228    float left = FLT_MAX;
3229    float top = FLT_MAX;
3230    float right = FLT_MIN;
3231    float bottom = FLT_MIN;
3232
3233    int vertexCount = 0;
3234    Vertex mesh[count * 6];
3235    Vertex* vertex = mesh;
3236
3237    for (int index = 0; index < count; index += 4) {
3238        float l = rects[index + 0];
3239        float t = rects[index + 1];
3240        float r = rects[index + 2];
3241        float b = rects[index + 3];
3242
3243        Vertex::set(vertex++, l, b);
3244        Vertex::set(vertex++, l, t);
3245        Vertex::set(vertex++, r, t);
3246        Vertex::set(vertex++, l, b);
3247        Vertex::set(vertex++, r, t);
3248        Vertex::set(vertex++, r, b);
3249
3250        vertexCount += 6;
3251
3252        left = fminf(left, l);
3253        top = fminf(top, t);
3254        right = fmaxf(right, r);
3255        bottom = fmaxf(bottom, b);
3256    }
3257
3258    if (clip && quickReject(left, top, right, bottom)) {
3259        return DrawGlInfo::kStatusDone;
3260    }
3261
3262    setupDraw();
3263    setupDrawNoTexture();
3264    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3265    setupDrawShader();
3266    setupDrawColorFilter();
3267    setupDrawBlending(mode);
3268    setupDrawProgram();
3269    setupDrawDirtyRegionsDisabled();
3270    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3271    setupDrawColorUniforms();
3272    setupDrawShaderUniforms();
3273    setupDrawColorFilterUniforms();
3274    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3275
3276    if (dirty && hasLayer()) {
3277        dirtyLayer(left, top, right, bottom, currentTransform());
3278    }
3279
3280    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3281
3282    return DrawGlInfo::kStatusDrew;
3283}
3284
3285void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3286        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3287    // If a shader is set, preserve only the alpha
3288    if (mDrawModifiers.mShader) {
3289        color |= 0x00ffffff;
3290    }
3291
3292    setupDraw();
3293    setupDrawNoTexture();
3294    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3295    setupDrawShader();
3296    setupDrawColorFilter();
3297    setupDrawBlending(mode);
3298    setupDrawProgram();
3299    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3300    setupDrawColorUniforms();
3301    setupDrawShaderUniforms(ignoreTransform);
3302    setupDrawColorFilterUniforms();
3303    setupDrawSimpleMesh();
3304
3305    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3306}
3307
3308void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3309        Texture* texture, SkPaint* paint) {
3310    int alpha;
3311    SkXfermode::Mode mode;
3312    getAlphaAndMode(paint, &alpha, &mode);
3313
3314    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3315
3316    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3317        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3318        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3319
3320        texture->setFilter(GL_NEAREST, true);
3321        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3322                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3323                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3324    } else {
3325        texture->setFilter(FILTER(paint), true);
3326        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3327                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3328                GL_TRIANGLE_STRIP, gMeshCount);
3329    }
3330}
3331
3332void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3333        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3334    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3335            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3336}
3337
3338void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3339        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3340        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3341        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3342
3343    setupDraw();
3344    setupDrawWithTexture();
3345    setupDrawColor(alpha, alpha, alpha, alpha);
3346    setupDrawColorFilter();
3347    setupDrawBlending(blend, mode, swapSrcDst);
3348    setupDrawProgram();
3349    if (!dirty) setupDrawDirtyRegionsDisabled();
3350    if (!ignoreScale) {
3351        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3352    } else {
3353        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3354    }
3355    setupDrawTexture(texture);
3356    setupDrawPureColorUniforms();
3357    setupDrawColorFilterUniforms();
3358    setupDrawMesh(vertices, texCoords, vbo);
3359
3360    glDrawArrays(drawMode, 0, elementsCount);
3361
3362    finishDrawTexture();
3363}
3364
3365void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3366        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3367        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3368        bool ignoreTransform, bool dirty) {
3369
3370    setupDraw();
3371    setupDrawWithTexture(true);
3372    if (hasColor) {
3373        setupDrawAlpha8Color(color, alpha);
3374    }
3375    setupDrawColorFilter();
3376    setupDrawShader();
3377    setupDrawBlending(true, mode);
3378    setupDrawProgram();
3379    if (!dirty) setupDrawDirtyRegionsDisabled();
3380    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3381    setupDrawTexture(texture);
3382    setupDrawPureColorUniforms();
3383    setupDrawColorFilterUniforms();
3384    setupDrawShaderUniforms();
3385    setupDrawMesh(vertices, texCoords);
3386
3387    glDrawArrays(drawMode, 0, elementsCount);
3388
3389    finishDrawTexture();
3390}
3391
3392void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3393        ProgramDescription& description, bool swapSrcDst) {
3394    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3395
3396    if (blend) {
3397        // These blend modes are not supported by OpenGL directly and have
3398        // to be implemented using shaders. Since the shader will perform
3399        // the blending, turn blending off here
3400        // If the blend mode cannot be implemented using shaders, fall
3401        // back to the default SrcOver blend mode instead
3402        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3403            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3404                description.framebufferMode = mode;
3405                description.swapSrcDst = swapSrcDst;
3406
3407                if (mCaches.blend) {
3408                    glDisable(GL_BLEND);
3409                    mCaches.blend = false;
3410                }
3411
3412                return;
3413            } else {
3414                mode = SkXfermode::kSrcOver_Mode;
3415            }
3416        }
3417
3418        if (!mCaches.blend) {
3419            glEnable(GL_BLEND);
3420        }
3421
3422        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3423        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3424
3425        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3426            glBlendFunc(sourceMode, destMode);
3427            mCaches.lastSrcMode = sourceMode;
3428            mCaches.lastDstMode = destMode;
3429        }
3430    } else if (mCaches.blend) {
3431        glDisable(GL_BLEND);
3432    }
3433    mCaches.blend = blend;
3434}
3435
3436bool OpenGLRenderer::useProgram(Program* program) {
3437    if (!program->isInUse()) {
3438        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3439        program->use();
3440        mCaches.currentProgram = program;
3441        return false;
3442    }
3443    return true;
3444}
3445
3446void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3447    TextureVertex* v = &mMeshVertices[0];
3448    TextureVertex::setUV(v++, u1, v1);
3449    TextureVertex::setUV(v++, u2, v1);
3450    TextureVertex::setUV(v++, u1, v2);
3451    TextureVertex::setUV(v++, u2, v2);
3452}
3453
3454void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3455    getAlphaAndModeDirect(paint, alpha,  mode);
3456    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3457        // if drawing a layer, ignore the paint's alpha
3458        *alpha = mDrawModifiers.mOverrideLayerAlpha;
3459    }
3460    *alpha *= mSnapshot->alpha;
3461}
3462
3463float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3464    float alpha;
3465    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3466        alpha = mDrawModifiers.mOverrideLayerAlpha;
3467    } else {
3468        alpha = layer->getAlpha() / 255.0f;
3469    }
3470    return alpha * mSnapshot->alpha;
3471}
3472
3473}; // namespace uirenderer
3474}; // namespace android
3475