OpenGLRenderer.cpp revision d1ad5e62fda248c6d185cde3cb6d9f01a223066c
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 <SkShader.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 "Fence.h"
38#include "PathTessellator.h"
39#include "Properties.h"
40#include "ShadowTessellator.h"
41#include "SkiaShader.h"
42#include "utils/GLUtils.h"
43#include "Vector.h"
44#include "VertexBuffer.h"
45
46namespace android {
47namespace uirenderer {
48
49///////////////////////////////////////////////////////////////////////////////
50// Defines
51///////////////////////////////////////////////////////////////////////////////
52
53#define RAD_TO_DEG (180.0f / 3.14159265f)
54#define MIN_ANGLE 0.001f
55
56#define ALPHA_THRESHOLD 0
57
58static GLenum getFilter(const SkPaint* paint) {
59    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
60        return GL_LINEAR;
61    }
62    return GL_NEAREST;
63}
64
65///////////////////////////////////////////////////////////////////////////////
66// Globals
67///////////////////////////////////////////////////////////////////////////////
68
69/**
70 * Structure mapping Skia xfermodes to OpenGL blending factors.
71 */
72struct Blender {
73    SkXfermode::Mode mode;
74    GLenum src;
75    GLenum dst;
76}; // struct Blender
77
78// In this array, the index of each Blender equals the value of the first
79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
80static const Blender gBlends[] = {
81    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
83    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
84    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
85    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
86    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
87    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
88    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
89    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
91    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
92    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
94    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
95    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
96};
97
98// This array contains the swapped version of each SkXfermode. For instance
99// this array's SrcOver blending mode is actually DstOver. You can refer to
100// createLayer() for more information on the purpose of this array.
101static const Blender gBlendsSwap[] = {
102    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
104    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
105    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
106    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
107    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
108    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
109    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
110    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
111    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
112    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
113    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
114    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
115    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
116    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
117};
118
119///////////////////////////////////////////////////////////////////////////////
120// Functions
121///////////////////////////////////////////////////////////////////////////////
122
123template<typename T>
124static inline T min(T a, T b) {
125    return a < b ? a : b;
126}
127
128///////////////////////////////////////////////////////////////////////////////
129// Constructors/destructor
130///////////////////////////////////////////////////////////////////////////////
131
132OpenGLRenderer::OpenGLRenderer():
133        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
134    // *set* draw modifiers to be 0
135    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
136    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
137
138    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
139
140    mFrameStarted = false;
141    mCountOverdraw = false;
142
143    mScissorOptimizationDisabled = false;
144}
145
146OpenGLRenderer::~OpenGLRenderer() {
147    // The context has already been destroyed at this point, do not call
148    // GL APIs. All GL state should be kept in Caches.h
149}
150
151void OpenGLRenderer::initProperties() {
152    char property[PROPERTY_VALUE_MAX];
153    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
154        mScissorOptimizationDisabled = !strcasecmp(property, "true");
155        INIT_LOGD("  Scissor optimization %s",
156                mScissorOptimizationDisabled ? "disabled" : "enabled");
157    } else {
158        INIT_LOGD("  Scissor optimization enabled");
159    }
160}
161
162///////////////////////////////////////////////////////////////////////////////
163// Setup
164///////////////////////////////////////////////////////////////////////////////
165
166void OpenGLRenderer::setViewport(int width, int height) {
167    initializeViewport(width, height);
168
169    glDisable(GL_DITHER);
170    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
171
172    glEnableVertexAttribArray(Program::kBindingPosition);
173}
174
175void OpenGLRenderer::setupFrameState(float left, float top,
176        float right, float bottom, bool opaque) {
177    mCaches.clearGarbage();
178
179    initializeSaveStack(left, top, right, bottom);
180    mOpaque = opaque;
181    mTilingClip.set(left, top, right, bottom);
182}
183
184status_t OpenGLRenderer::startFrame() {
185    if (mFrameStarted) return DrawGlInfo::kStatusDone;
186    mFrameStarted = true;
187
188    mDirtyClip = true;
189
190    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
191
192    glViewport(0, 0, getWidth(), getHeight());
193
194    // Functors break the tiling extension in pretty spectacular ways
195    // This ensures we don't use tiling when a functor is going to be
196    // invoked during the frame
197    mSuppressTiling = mCaches.hasRegisteredFunctors();
198
199    startTilingCurrentClip(true);
200
201    debugOverdraw(true, true);
202
203    return clear(mTilingClip.left, mTilingClip.top,
204            mTilingClip.right, mTilingClip.bottom, mOpaque);
205}
206
207status_t OpenGLRenderer::prepareDirty(float left, float top,
208        float right, float bottom, bool opaque) {
209
210    setupFrameState(left, top, right, bottom, opaque);
211
212    // Layer renderers will start the frame immediately
213    // The framebuffer renderer will first defer the display list
214    // for each layer and wait until the first drawing command
215    // to start the frame
216    if (currentSnapshot()->fbo == 0) {
217        syncState();
218        updateLayers();
219    } else {
220        return startFrame();
221    }
222
223    return DrawGlInfo::kStatusDone;
224}
225
226void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
227    // If we know that we are going to redraw the entire framebuffer,
228    // perform a discard to let the driver know we don't need to preserve
229    // the back buffer for this frame.
230    if (mExtensions.hasDiscardFramebuffer() &&
231            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
232        const bool isFbo = getTargetFbo() == 0;
233        const GLenum attachments[] = {
234                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
235                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
236        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
237    }
238}
239
240status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
241    if (!opaque || mCountOverdraw) {
242        mCaches.enableScissor();
243        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
244        glClear(GL_COLOR_BUFFER_BIT);
245        return DrawGlInfo::kStatusDrew;
246    }
247
248    mCaches.resetScissor();
249    return DrawGlInfo::kStatusDone;
250}
251
252void OpenGLRenderer::syncState() {
253    if (mCaches.blend) {
254        glEnable(GL_BLEND);
255    } else {
256        glDisable(GL_BLEND);
257    }
258}
259
260void OpenGLRenderer::startTilingCurrentClip(bool opaque) {
261    if (!mSuppressTiling) {
262        const Snapshot* snapshot = currentSnapshot();
263
264        const Rect* clip = &mTilingClip;
265        if (snapshot->flags & Snapshot::kFlagFboTarget) {
266            clip = &(snapshot->layer->clipRect);
267        }
268
269        startTiling(*clip, getViewportHeight(), opaque);
270    }
271}
272
273void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
274    if (!mSuppressTiling) {
275        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
276                clip.right - clip.left, clip.bottom - clip.top, opaque);
277    }
278}
279
280void OpenGLRenderer::endTiling() {
281    if (!mSuppressTiling) mCaches.endTiling();
282}
283
284void OpenGLRenderer::finish() {
285    renderOverdraw();
286    endTiling();
287
288    // When finish() is invoked on FBO 0 we've reached the end
289    // of the current frame
290    if (getTargetFbo() == 0) {
291        mCaches.pathCache.trim();
292    }
293
294    if (!suppressErrorChecks()) {
295#if DEBUG_OPENGL
296        GLUtils::dumpGLErrors();
297#endif
298
299#if DEBUG_MEMORY_USAGE
300        mCaches.dumpMemoryUsage();
301#else
302        if (mCaches.getDebugLevel() & kDebugMemory) {
303            mCaches.dumpMemoryUsage();
304        }
305#endif
306    }
307
308    if (mCountOverdraw) {
309        countOverdraw();
310    }
311
312    mFrameStarted = false;
313}
314
315void OpenGLRenderer::interrupt() {
316    if (mCaches.currentProgram) {
317        if (mCaches.currentProgram->isInUse()) {
318            mCaches.currentProgram->remove();
319            mCaches.currentProgram = NULL;
320        }
321    }
322    mCaches.resetActiveTexture();
323    mCaches.unbindMeshBuffer();
324    mCaches.unbindIndicesBuffer();
325    mCaches.resetVertexPointers();
326    mCaches.disableTexCoordsVertexArray();
327    debugOverdraw(false, false);
328}
329
330void OpenGLRenderer::resume() {
331    const Snapshot* snapshot = currentSnapshot();
332    glViewport(0, 0, getViewportWidth(), getViewportHeight());
333    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
334    debugOverdraw(true, false);
335
336    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
337
338    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
339    mCaches.enableScissor();
340    mCaches.resetScissor();
341    dirtyClip();
342
343    mCaches.activeTexture(0);
344    mCaches.resetBoundTextures();
345
346    mCaches.blend = true;
347    glEnable(GL_BLEND);
348    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
349    glBlendEquation(GL_FUNC_ADD);
350}
351
352void OpenGLRenderer::resumeAfterLayer() {
353    glViewport(0, 0, getViewportWidth(), getViewportHeight());
354    glBindFramebuffer(GL_FRAMEBUFFER, currentSnapshot()->fbo);
355    debugOverdraw(true, false);
356
357    mCaches.resetScissor();
358    dirtyClip();
359}
360
361status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
362    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
363
364    Rect clip(*currentClipRect());
365    clip.snapToPixelBoundaries();
366
367    // Since we don't know what the functor will draw, let's dirty
368    // the entire clip region
369    if (hasLayer()) {
370        dirtyLayerUnchecked(clip, getRegion());
371    }
372
373    DrawGlInfo info;
374    info.clipLeft = clip.left;
375    info.clipTop = clip.top;
376    info.clipRight = clip.right;
377    info.clipBottom = clip.bottom;
378    info.isLayer = hasLayer();
379    info.width = getViewportWidth();
380    info.height = getViewportHeight();
381    currentTransform()->copyTo(&info.transform[0]);
382
383    bool dirtyClip = mDirtyClip;
384    // setup GL state for functor
385    if (mDirtyClip) {
386        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
387    }
388    if (mCaches.enableScissor() || dirtyClip) {
389        setScissorFromClip();
390    }
391    interrupt();
392
393    // call functor immediately after GL state setup
394    (*functor)(DrawGlInfo::kModeDraw, &info);
395
396    resume();
397    return DrawGlInfo::kStatusDrew;
398}
399
400///////////////////////////////////////////////////////////////////////////////
401// Debug
402///////////////////////////////////////////////////////////////////////////////
403
404void OpenGLRenderer::eventMark(const char* name) const {
405    mCaches.eventMark(0, name);
406}
407
408void OpenGLRenderer::startMark(const char* name) const {
409    mCaches.startMark(0, name);
410}
411
412void OpenGLRenderer::endMark() const {
413    mCaches.endMark();
414}
415
416void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
417    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
418        if (clear) {
419            mCaches.disableScissor();
420            mCaches.stencil.clear();
421        }
422        if (enable) {
423            mCaches.stencil.enableDebugWrite();
424        } else {
425            mCaches.stencil.disable();
426        }
427    }
428}
429
430void OpenGLRenderer::renderOverdraw() {
431    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
432        const Rect* clip = &mTilingClip;
433
434        mCaches.enableScissor();
435        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
436                clip->right - clip->left, clip->bottom - clip->top);
437
438        // 1x overdraw
439        mCaches.stencil.enableDebugTest(2);
440        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
441
442        // 2x overdraw
443        mCaches.stencil.enableDebugTest(3);
444        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
445
446        // 3x overdraw
447        mCaches.stencil.enableDebugTest(4);
448        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
449
450        // 4x overdraw and higher
451        mCaches.stencil.enableDebugTest(4, true);
452        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
453
454        mCaches.stencil.disable();
455    }
456}
457
458void OpenGLRenderer::countOverdraw() {
459    size_t count = getWidth() * getHeight();
460    uint32_t* buffer = new uint32_t[count];
461    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
462
463    size_t total = 0;
464    for (size_t i = 0; i < count; i++) {
465        total += buffer[i] & 0xff;
466    }
467
468    mOverdraw = total / float(count);
469
470    delete[] buffer;
471}
472
473///////////////////////////////////////////////////////////////////////////////
474// Layers
475///////////////////////////////////////////////////////////////////////////////
476
477bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
478    if (layer->deferredUpdateScheduled && layer->renderer &&
479            layer->displayList.get() && layer->displayList->isRenderable()) {
480        ATRACE_CALL();
481
482        Rect& dirty = layer->dirtyRect;
483
484        if (inFrame) {
485            endTiling();
486            debugOverdraw(false, false);
487        }
488
489        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
490            layer->render();
491        } else {
492            layer->defer();
493        }
494
495        if (inFrame) {
496            resumeAfterLayer();
497            startTilingCurrentClip();
498        }
499
500        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
501        layer->hasDrawnSinceUpdate = false;
502
503        return true;
504    }
505
506    return false;
507}
508
509void OpenGLRenderer::updateLayers() {
510    // If draw deferring is enabled this method will simply defer
511    // the display list of each individual layer. The layers remain
512    // in the layer updates list which will be cleared by flushLayers().
513    int count = mLayerUpdates.size();
514    if (count > 0) {
515        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
516            startMark("Layer Updates");
517        } else {
518            startMark("Defer Layer Updates");
519        }
520
521        // Note: it is very important to update the layers in order
522        for (int i = 0; i < count; i++) {
523            Layer* layer = mLayerUpdates.itemAt(i);
524            updateLayer(layer, false);
525            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
526                mCaches.resourceCache.decrementRefcount(layer);
527            }
528        }
529
530        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
531            mLayerUpdates.clear();
532            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
533        }
534        endMark();
535    }
536}
537
538void OpenGLRenderer::flushLayers() {
539    int count = mLayerUpdates.size();
540    if (count > 0) {
541        startMark("Apply Layer Updates");
542        char layerName[12];
543
544        // Note: it is very important to update the layers in order
545        for (int i = 0; i < count; i++) {
546            sprintf(layerName, "Layer #%d", i);
547            startMark(layerName);
548
549            ATRACE_BEGIN("flushLayer");
550            Layer* layer = mLayerUpdates.itemAt(i);
551            layer->flush();
552            ATRACE_END();
553
554            mCaches.resourceCache.decrementRefcount(layer);
555
556            endMark();
557        }
558
559        mLayerUpdates.clear();
560        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
561
562        endMark();
563    }
564}
565
566void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
567    if (layer) {
568        // Make sure we don't introduce duplicates.
569        // SortedVector would do this automatically but we need to respect
570        // the insertion order. The linear search is not an issue since
571        // this list is usually very short (typically one item, at most a few)
572        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
573            if (mLayerUpdates.itemAt(i) == layer) {
574                return;
575            }
576        }
577        mLayerUpdates.push_back(layer);
578        mCaches.resourceCache.incrementRefcount(layer);
579    }
580}
581
582void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
583    if (layer) {
584        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
585            if (mLayerUpdates.itemAt(i) == layer) {
586                mLayerUpdates.removeAt(i);
587                mCaches.resourceCache.decrementRefcount(layer);
588                break;
589            }
590        }
591    }
592}
593
594void OpenGLRenderer::clearLayerUpdates() {
595    size_t count = mLayerUpdates.size();
596    if (count > 0) {
597        mCaches.resourceCache.lock();
598        for (size_t i = 0; i < count; i++) {
599            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
600        }
601        mCaches.resourceCache.unlock();
602        mLayerUpdates.clear();
603    }
604}
605
606void OpenGLRenderer::flushLayerUpdates() {
607    syncState();
608    updateLayers();
609    flushLayers();
610    // Wait for all the layer updates to be executed
611    AutoFence fence;
612}
613
614///////////////////////////////////////////////////////////////////////////////
615// State management
616///////////////////////////////////////////////////////////////////////////////
617
618void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
619    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
620    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
621    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
622
623    if (restoreViewport) {
624        glViewport(0, 0, getViewportWidth(), getViewportHeight());
625    }
626
627    if (restoreClip) {
628        dirtyClip();
629    }
630
631    if (restoreLayer) {
632        endMark(); // Savelayer
633        startMark("ComposeLayer");
634        composeLayer(removed, restored);
635        endMark();
636    }
637}
638
639///////////////////////////////////////////////////////////////////////////////
640// Layers
641///////////////////////////////////////////////////////////////////////////////
642
643int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
644        const SkPaint* paint, int flags, const SkPath* convexMask) {
645    const int count = saveSnapshot(flags);
646
647    if (!currentSnapshot()->isIgnored()) {
648        createLayer(left, top, right, bottom, paint, flags, convexMask);
649    }
650
651    return count;
652}
653
654void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
655    const Rect untransformedBounds(bounds);
656
657    currentTransform()->mapRect(bounds);
658
659    // Layers only make sense if they are in the framebuffer's bounds
660    if (bounds.intersect(*currentClipRect())) {
661        // We cannot work with sub-pixels in this case
662        bounds.snapToPixelBoundaries();
663
664        // When the layer is not an FBO, we may use glCopyTexImage so we
665        // need to make sure the layer does not extend outside the bounds
666        // of the framebuffer
667        if (!bounds.intersect(Rect(0, 0, getViewportWidth(), getViewportHeight()))) {
668            bounds.setEmpty();
669        } else if (fboLayer) {
670            clip.set(bounds);
671            mat4 inverse;
672            inverse.loadInverse(*currentTransform());
673            inverse.mapRect(clip);
674            clip.snapToPixelBoundaries();
675            if (clip.intersect(untransformedBounds)) {
676                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
677                bounds.set(untransformedBounds);
678            } else {
679                clip.setEmpty();
680            }
681        }
682    } else {
683        bounds.setEmpty();
684    }
685}
686
687void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
688        bool fboLayer, int alpha) {
689    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
690            bounds.getHeight() > mCaches.maxTextureSize ||
691            (fboLayer && clip.isEmpty())) {
692        mSnapshot->empty = fboLayer;
693    } else {
694        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
695    }
696}
697
698int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
699        const SkPaint* paint, int flags) {
700    const int count = saveSnapshot(flags);
701
702    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
703        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
704        // operations will be able to store and restore the current clip and transform info, and
705        // quick rejection will be correct (for display lists)
706
707        Rect bounds(left, top, right, bottom);
708        Rect clip;
709        calculateLayerBoundsAndClip(bounds, clip, true);
710        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
711
712        if (!currentSnapshot()->isIgnored()) {
713            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
714            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
715            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
716        }
717    }
718
719    return count;
720}
721
722/**
723 * Layers are viewed by Skia are slightly different than layers in image editing
724 * programs (for instance.) When a layer is created, previously created layers
725 * and the frame buffer still receive every drawing command. For instance, if a
726 * layer is created and a shape intersecting the bounds of the layers and the
727 * framebuffer is draw, the shape will be drawn on both (unless the layer was
728 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
729 *
730 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
731 * texture. Unfortunately, this is inefficient as it requires every primitive to
732 * be drawn n + 1 times, where n is the number of active layers. In practice this
733 * means, for every primitive:
734 *   - Switch active frame buffer
735 *   - Change viewport, clip and projection matrix
736 *   - Issue the drawing
737 *
738 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
739 * To avoid this, layers are implemented in a different way here, at least in the
740 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
741 * is set. When this flag is set we can redirect all drawing operations into a
742 * single FBO.
743 *
744 * This implementation relies on the frame buffer being at least RGBA 8888. When
745 * a layer is created, only a texture is created, not an FBO. The content of the
746 * frame buffer contained within the layer's bounds is copied into this texture
747 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
748 * buffer and drawing continues as normal. This technique therefore treats the
749 * frame buffer as a scratch buffer for the layers.
750 *
751 * To compose the layers back onto the frame buffer, each layer texture
752 * (containing the original frame buffer data) is drawn as a simple quad over
753 * the frame buffer. The trick is that the quad is set as the composition
754 * destination in the blending equation, and the frame buffer becomes the source
755 * of the composition.
756 *
757 * Drawing layers with an alpha value requires an extra step before composition.
758 * An empty quad is drawn over the layer's region in the frame buffer. This quad
759 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
760 * quad is used to multiply the colors in the frame buffer. This is achieved by
761 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
762 * GL_ZERO, GL_SRC_ALPHA.
763 *
764 * Because glCopyTexImage2D() can be slow, an alternative implementation might
765 * be use to draw a single clipped layer. The implementation described above
766 * is correct in every case.
767 *
768 * (1) The frame buffer is actually not cleared right away. To allow the GPU
769 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
770 *     buffer is left untouched until the first drawing operation. Only when
771 *     something actually gets drawn are the layers regions cleared.
772 */
773bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
774        const SkPaint* paint, int flags, const SkPath* convexMask) {
775    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
776    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
777
778    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
779
780    // Window coordinates of the layer
781    Rect clip;
782    Rect bounds(left, top, right, bottom);
783    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
784    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
785
786    // Bail out if we won't draw in this snapshot
787    if (currentSnapshot()->isIgnored()) {
788        return false;
789    }
790
791    mCaches.activeTexture(0);
792    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
793    if (!layer) {
794        return false;
795    }
796
797    layer->setPaint(paint);
798    layer->layer.set(bounds);
799    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
800            bounds.getWidth() / float(layer->getWidth()), 0.0f);
801
802    layer->setBlend(true);
803    layer->setDirty(false);
804    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
805
806    // Save the layer in the snapshot
807    mSnapshot->flags |= Snapshot::kFlagIsLayer;
808    mSnapshot->layer = layer;
809
810    startMark("SaveLayer");
811    if (fboLayer) {
812        return createFboLayer(layer, bounds, clip);
813    } else {
814        // Copy the framebuffer into the layer
815        layer->bindTexture();
816        if (!bounds.isEmpty()) {
817            if (layer->isEmpty()) {
818                // Workaround for some GL drivers. When reading pixels lying outside
819                // of the window we should get undefined values for those pixels.
820                // Unfortunately some drivers will turn the entire target texture black
821                // when reading outside of the window.
822                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
823                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
824                layer->setEmpty(false);
825            }
826
827            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
828                    bounds.left, getViewportHeight() - bounds.bottom,
829                    bounds.getWidth(), bounds.getHeight());
830
831            // Enqueue the buffer coordinates to clear the corresponding region later
832            mLayers.push(new Rect(bounds));
833        }
834    }
835
836    return true;
837}
838
839bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
840    layer->clipRect.set(clip);
841    layer->setFbo(mCaches.fboCache.get());
842
843    mSnapshot->region = &mSnapshot->layer->region;
844    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
845    mSnapshot->fbo = layer->getFbo();
846    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
847    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
848    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
849
850    endTiling();
851    debugOverdraw(false, false);
852    // Bind texture to FBO
853    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
854    layer->bindTexture();
855
856    // Initialize the texture if needed
857    if (layer->isEmpty()) {
858        layer->allocateTexture();
859        layer->setEmpty(false);
860    }
861
862    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
863            layer->getTexture(), 0);
864
865    startTilingCurrentClip(true);
866
867    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
868    mCaches.enableScissor();
869    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
870            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
871    glClear(GL_COLOR_BUFFER_BIT);
872
873    dirtyClip();
874
875    // Change the ortho projection
876    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
877
878
879    return true;
880}
881
882/**
883 * Read the documentation of createLayer() before doing anything in this method.
884 */
885void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
886    if (!removed.layer) {
887        ALOGE("Attempting to compose a layer that does not exist");
888        return;
889    }
890
891    Layer* layer = removed.layer;
892    const Rect& rect = layer->layer;
893    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
894
895    bool clipRequired = false;
896    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
897            &clipRequired, false); // safely ignore return, should never be rejected
898    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
899
900    if (fboLayer) {
901        endTiling();
902
903        // Detach the texture from the FBO
904        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
905
906        layer->removeFbo(false);
907
908        // Unbind current FBO and restore previous one
909        glBindFramebuffer(GL_FRAMEBUFFER, restored.fbo);
910        debugOverdraw(true, false);
911
912        startTilingCurrentClip();
913    }
914
915    if (!fboLayer && layer->getAlpha() < 255) {
916        SkPaint layerPaint;
917        layerPaint.setAlpha(layer->getAlpha());
918        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
919        layerPaint.setColorFilter(layer->getColorFilter());
920
921        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
922        // Required below, composeLayerRect() will divide by 255
923        layer->setAlpha(255);
924    }
925
926    mCaches.unbindMeshBuffer();
927
928    mCaches.activeTexture(0);
929
930    // When the layer is stored in an FBO, we can save a bit of fillrate by
931    // drawing only the dirty region
932    if (fboLayer) {
933        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
934        composeLayerRegion(layer, rect);
935    } else if (!rect.isEmpty()) {
936        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
937
938        save(0);
939        // the layer contains screen buffer content that shouldn't be alpha modulated
940        // (and any necessary alpha modulation was handled drawing into the layer)
941        mSnapshot->alpha = 1.0f;
942        composeLayerRect(layer, rect, true);
943        restore();
944    }
945
946    dirtyClip();
947
948    // Failing to add the layer to the cache should happen only if the layer is too large
949    layer->setConvexMask(NULL);
950    if (!mCaches.layerCache.put(layer)) {
951        LAYER_LOGD("Deleting layer");
952        Caches::getInstance().resourceCache.decrementRefcount(layer);
953    }
954}
955
956void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
957    float alpha = getLayerAlpha(layer);
958
959    setupDraw();
960    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
961        setupDrawWithTexture();
962    } else {
963        setupDrawWithExternalTexture();
964    }
965    setupDrawTextureTransform();
966    setupDrawColor(alpha, alpha, alpha, alpha);
967    setupDrawColorFilter(layer->getColorFilter());
968    setupDrawBlending(layer);
969    setupDrawProgram();
970    setupDrawPureColorUniforms();
971    setupDrawColorFilterUniforms(layer->getColorFilter());
972    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
973        setupDrawTexture(layer->getTexture());
974    } else {
975        setupDrawExternalTexture(layer->getTexture());
976    }
977    if (currentTransform()->isPureTranslate() &&
978            !layer->getForceFilter() &&
979            layer->getWidth() == (uint32_t) rect.getWidth() &&
980            layer->getHeight() == (uint32_t) rect.getHeight()) {
981        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
982        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
983
984        layer->setFilter(GL_NEAREST);
985        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
986                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
987    } else {
988        layer->setFilter(GL_LINEAR);
989        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
990                rect.left, rect.top, rect.right, rect.bottom);
991    }
992    setupDrawTextureTransformUniforms(layer->getTexTransform());
993    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
994
995    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
996}
997
998void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
999    if (!layer->isTextureLayer()) {
1000        const Rect& texCoords = layer->texCoords;
1001        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1002                texCoords.right, texCoords.bottom);
1003
1004        float x = rect.left;
1005        float y = rect.top;
1006        bool simpleTransform = currentTransform()->isPureTranslate() &&
1007                layer->getWidth() == (uint32_t) rect.getWidth() &&
1008                layer->getHeight() == (uint32_t) rect.getHeight();
1009
1010        if (simpleTransform) {
1011            // When we're swapping, the layer is already in screen coordinates
1012            if (!swap) {
1013                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1014                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1015            }
1016
1017            layer->setFilter(GL_NEAREST, true);
1018        } else {
1019            layer->setFilter(GL_LINEAR, true);
1020        }
1021
1022        SkPaint layerPaint;
1023        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1024        layerPaint.setXfermodeMode(layer->getMode());
1025        layerPaint.setColorFilter(layer->getColorFilter());
1026
1027        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1028        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1029                layer->getTexture(), &layerPaint, blend,
1030                &mMeshVertices[0].x, &mMeshVertices[0].u,
1031                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1032
1033        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1034    } else {
1035        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1036        drawTextureLayer(layer, rect);
1037        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1038    }
1039}
1040
1041/**
1042 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1043 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1044 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1045 * by saveLayer's restore
1046 */
1047#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1048        DRAW_COMMAND;                                                            \
1049        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1050            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1051            DRAW_COMMAND;                                                        \
1052            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1053        }                                                                        \
1054    }
1055
1056#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1057
1058// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1059// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1060class LayerShader : public SkShader {
1061public:
1062    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1063    : INHERITED(localMatrix)
1064    , mLayer(layer) {
1065    }
1066
1067    virtual bool asACustomShader(void** data) const {
1068        if (data) {
1069            *data = static_cast<void*>(mLayer);
1070        }
1071        return true;
1072    }
1073
1074    virtual bool isOpaque() const {
1075        return !mLayer->isBlend();
1076    }
1077
1078protected:
1079    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1080        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1081    }
1082
1083    virtual void flatten(SkWriteBuffer&) const {
1084        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1085    }
1086
1087    virtual Factory getFactory() const {
1088        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1089        return NULL;
1090    }
1091private:
1092    // Unowned.
1093    Layer* mLayer;
1094    typedef SkShader INHERITED;
1095};
1096
1097void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1098    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1099
1100    if (layer->getConvexMask()) {
1101        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1102
1103        // clip to the area of the layer the mask can be larger
1104        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1105
1106        SkPaint paint;
1107        paint.setAntiAlias(true);
1108        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1109
1110        // create LayerShader to map SaveLayer content into subsequent draw
1111        SkMatrix shaderMatrix;
1112        shaderMatrix.setTranslate(rect.left, rect.bottom);
1113        shaderMatrix.preScale(1, -1);
1114        LayerShader layerShader(layer, &shaderMatrix);
1115        paint.setShader(&layerShader);
1116
1117        // Since the drawing primitive is defined in local drawing space,
1118        // we don't need to modify the draw matrix
1119        const SkPath* maskPath = layer->getConvexMask();
1120        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1121
1122        paint.setShader(NULL);
1123        restore();
1124
1125        return;
1126    }
1127
1128    if (layer->region.isRect()) {
1129        layer->setRegionAsRect();
1130
1131        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1132
1133        layer->region.clear();
1134        return;
1135    }
1136
1137    // standard Region based draw
1138    size_t count;
1139    const android::Rect* rects;
1140    Region safeRegion;
1141    if (CC_LIKELY(hasRectToRectTransform())) {
1142        rects = layer->region.getArray(&count);
1143    } else {
1144        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1145        rects = safeRegion.getArray(&count);
1146    }
1147
1148    const float alpha = getLayerAlpha(layer);
1149    const float texX = 1.0f / float(layer->getWidth());
1150    const float texY = 1.0f / float(layer->getHeight());
1151    const float height = rect.getHeight();
1152
1153    setupDraw();
1154
1155    // We must get (and therefore bind) the region mesh buffer
1156    // after we setup drawing in case we need to mess with the
1157    // stencil buffer in setupDraw()
1158    TextureVertex* mesh = mCaches.getRegionMesh();
1159    uint32_t numQuads = 0;
1160
1161    setupDrawWithTexture();
1162    setupDrawColor(alpha, alpha, alpha, alpha);
1163    setupDrawColorFilter(layer->getColorFilter());
1164    setupDrawBlending(layer);
1165    setupDrawProgram();
1166    setupDrawDirtyRegionsDisabled();
1167    setupDrawPureColorUniforms();
1168    setupDrawColorFilterUniforms(layer->getColorFilter());
1169    setupDrawTexture(layer->getTexture());
1170    if (currentTransform()->isPureTranslate()) {
1171        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1172        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1173
1174        layer->setFilter(GL_NEAREST);
1175        setupDrawModelView(kModelViewMode_Translate, false,
1176                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1177    } else {
1178        layer->setFilter(GL_LINEAR);
1179        setupDrawModelView(kModelViewMode_Translate, false,
1180                rect.left, rect.top, rect.right, rect.bottom);
1181    }
1182    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1183
1184    for (size_t i = 0; i < count; i++) {
1185        const android::Rect* r = &rects[i];
1186
1187        const float u1 = r->left * texX;
1188        const float v1 = (height - r->top) * texY;
1189        const float u2 = r->right * texX;
1190        const float v2 = (height - r->bottom) * texY;
1191
1192        // TODO: Reject quads outside of the clip
1193        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1194        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1195        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1196        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1197
1198        numQuads++;
1199
1200        if (numQuads >= gMaxNumberOfQuads) {
1201            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1202                            GL_UNSIGNED_SHORT, NULL));
1203            numQuads = 0;
1204            mesh = mCaches.getRegionMesh();
1205        }
1206    }
1207
1208    if (numQuads > 0) {
1209        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1210                        GL_UNSIGNED_SHORT, NULL));
1211    }
1212
1213#if DEBUG_LAYERS_AS_REGIONS
1214    drawRegionRectsDebug(layer->region);
1215#endif
1216
1217    layer->region.clear();
1218}
1219
1220#if DEBUG_LAYERS_AS_REGIONS
1221void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1222    size_t count;
1223    const android::Rect* rects = region.getArray(&count);
1224
1225    uint32_t colors[] = {
1226            0x7fff0000, 0x7f00ff00,
1227            0x7f0000ff, 0x7fff00ff,
1228    };
1229
1230    int offset = 0;
1231    int32_t top = rects[0].top;
1232
1233    for (size_t i = 0; i < count; i++) {
1234        if (top != rects[i].top) {
1235            offset ^= 0x2;
1236            top = rects[i].top;
1237        }
1238
1239        SkPaint paint;
1240        paint.setColor(colors[offset + (i & 0x1)]);
1241        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1242        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1243    }
1244}
1245#endif
1246
1247void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1248    Vector<float> rects;
1249
1250    SkRegion::Iterator it(region);
1251    while (!it.done()) {
1252        const SkIRect& r = it.rect();
1253        rects.push(r.fLeft);
1254        rects.push(r.fTop);
1255        rects.push(r.fRight);
1256        rects.push(r.fBottom);
1257        it.next();
1258    }
1259
1260    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1261}
1262
1263void OpenGLRenderer::dirtyLayer(const float left, const float top,
1264        const float right, const float bottom, const mat4 transform) {
1265    if (hasLayer()) {
1266        Rect bounds(left, top, right, bottom);
1267        transform.mapRect(bounds);
1268        dirtyLayerUnchecked(bounds, getRegion());
1269    }
1270}
1271
1272void OpenGLRenderer::dirtyLayer(const float left, const float top,
1273        const float right, const float bottom) {
1274    if (hasLayer()) {
1275        Rect bounds(left, top, right, bottom);
1276        dirtyLayerUnchecked(bounds, getRegion());
1277    }
1278}
1279
1280void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1281    if (bounds.intersect(*currentClipRect())) {
1282        bounds.snapToPixelBoundaries();
1283        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1284        if (!dirty.isEmpty()) {
1285            region->orSelf(dirty);
1286        }
1287    }
1288}
1289
1290void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1291    GLsizei elementsCount = quadsCount * 6;
1292    while (elementsCount > 0) {
1293        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1294
1295        setupDrawIndexedVertices(&mesh[0].x);
1296        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1297
1298        elementsCount -= drawCount;
1299        // Though there are 4 vertices in a quad, we use 6 indices per
1300        // quad to draw with GL_TRIANGLES
1301        mesh += (drawCount / 6) * 4;
1302    }
1303}
1304
1305void OpenGLRenderer::clearLayerRegions() {
1306    const size_t count = mLayers.size();
1307    if (count == 0) return;
1308
1309    if (!currentSnapshot()->isIgnored()) {
1310        // Doing several glScissor/glClear here can negatively impact
1311        // GPUs with a tiler architecture, instead we draw quads with
1312        // the Clear blending mode
1313
1314        // The list contains bounds that have already been clipped
1315        // against their initial clip rect, and the current clip
1316        // is likely different so we need to disable clipping here
1317        bool scissorChanged = mCaches.disableScissor();
1318
1319        Vertex mesh[count * 4];
1320        Vertex* vertex = mesh;
1321
1322        for (uint32_t i = 0; i < count; i++) {
1323            Rect* bounds = mLayers.itemAt(i);
1324
1325            Vertex::set(vertex++, bounds->left, bounds->top);
1326            Vertex::set(vertex++, bounds->right, bounds->top);
1327            Vertex::set(vertex++, bounds->left, bounds->bottom);
1328            Vertex::set(vertex++, bounds->right, bounds->bottom);
1329
1330            delete bounds;
1331        }
1332        // We must clear the list of dirty rects before we
1333        // call setupDraw() to prevent stencil setup to do
1334        // the same thing again
1335        mLayers.clear();
1336
1337        SkPaint clearPaint;
1338        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1339
1340        setupDraw(false);
1341        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1342        setupDrawBlending(&clearPaint, true);
1343        setupDrawProgram();
1344        setupDrawPureColorUniforms();
1345        setupDrawModelView(kModelViewMode_Translate, false,
1346                0.0f, 0.0f, 0.0f, 0.0f, true);
1347
1348        issueIndexedQuadDraw(&mesh[0], count);
1349
1350        if (scissorChanged) mCaches.enableScissor();
1351    } else {
1352        for (uint32_t i = 0; i < count; i++) {
1353            delete mLayers.itemAt(i);
1354        }
1355        mLayers.clear();
1356    }
1357}
1358
1359///////////////////////////////////////////////////////////////////////////////
1360// State Deferral
1361///////////////////////////////////////////////////////////////////////////////
1362
1363bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1364    const Rect* currentClip = currentClipRect();
1365    const mat4* currentMatrix = currentTransform();
1366
1367    if (stateDeferFlags & kStateDeferFlag_Draw) {
1368        // state has bounds initialized in local coordinates
1369        if (!state.mBounds.isEmpty()) {
1370            currentMatrix->mapRect(state.mBounds);
1371            Rect clippedBounds(state.mBounds);
1372            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1373            // is used, it should more closely duplicate the quickReject logic (in how it uses
1374            // snapToPixelBoundaries)
1375
1376            if(!clippedBounds.intersect(*currentClip)) {
1377                // quick rejected
1378                return true;
1379            }
1380
1381            state.mClipSideFlags = kClipSide_None;
1382            if (!currentClip->contains(state.mBounds)) {
1383                int& flags = state.mClipSideFlags;
1384                // op partially clipped, so record which sides are clipped for clip-aware merging
1385                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1386                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1387                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1388                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1389            }
1390            state.mBounds.set(clippedBounds);
1391        } else {
1392            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1393            // overdraw avoidance (since we don't know what it overlaps)
1394            state.mClipSideFlags = kClipSide_ConservativeFull;
1395            state.mBounds.set(*currentClip);
1396        }
1397    }
1398
1399    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1400    if (state.mClipValid) {
1401        state.mClip.set(*currentClip);
1402    }
1403
1404    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1405    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1406    state.mMatrix.load(*currentMatrix);
1407    state.mDrawModifiers = mDrawModifiers;
1408    state.mAlpha = currentSnapshot()->alpha;
1409    return false;
1410}
1411
1412void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1413    setMatrix(state.mMatrix);
1414    mSnapshot->alpha = state.mAlpha;
1415    mDrawModifiers = state.mDrawModifiers;
1416
1417    if (state.mClipValid && !skipClipRestore) {
1418        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1419                state.mClip.right, state.mClip.bottom);
1420        dirtyClip();
1421    }
1422}
1423
1424/**
1425 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1426 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1427 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1428 *
1429 * This method should be called when restoreDisplayState() won't be restoring the clip
1430 */
1431void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1432    if (clipRect != NULL) {
1433        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1434    } else {
1435        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1436    }
1437    dirtyClip();
1438    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1439}
1440
1441///////////////////////////////////////////////////////////////////////////////
1442// Clipping
1443///////////////////////////////////////////////////////////////////////////////
1444
1445void OpenGLRenderer::setScissorFromClip() {
1446    Rect clip(*currentClipRect());
1447    clip.snapToPixelBoundaries();
1448
1449    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1450            clip.getWidth(), clip.getHeight())) {
1451        mDirtyClip = false;
1452    }
1453}
1454
1455void OpenGLRenderer::ensureStencilBuffer() {
1456    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1457    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1458    // just hope we have one when hasLayer() returns false.
1459    if (hasLayer()) {
1460        attachStencilBufferToLayer(currentSnapshot()->layer);
1461    }
1462}
1463
1464void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1465    // The layer's FBO is already bound when we reach this stage
1466    if (!layer->getStencilRenderBuffer()) {
1467        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1468        // is attached after we initiated tiling. We must turn it off,
1469        // attach the new render buffer then turn tiling back on
1470        endTiling();
1471
1472        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1473                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1474        layer->setStencilRenderBuffer(buffer);
1475
1476        startTiling(layer->clipRect, layer->layer.getHeight());
1477    }
1478}
1479
1480void OpenGLRenderer::setStencilFromClip() {
1481    if (!mCaches.debugOverdraw) {
1482        if (!currentSnapshot()->clipRegion->isEmpty()) {
1483            // NOTE: The order here is important, we must set dirtyClip to false
1484            //       before any draw call to avoid calling back into this method
1485            mDirtyClip = false;
1486
1487            ensureStencilBuffer();
1488
1489            mCaches.stencil.enableWrite();
1490
1491            // Clear the stencil but first make sure we restrict drawing
1492            // to the region's bounds
1493            bool resetScissor = mCaches.enableScissor();
1494            if (resetScissor) {
1495                // The scissor was not set so we now need to update it
1496                setScissorFromClip();
1497            }
1498            mCaches.stencil.clear();
1499            if (resetScissor) mCaches.disableScissor();
1500
1501            SkPaint paint;
1502            paint.setColor(0xff000000);
1503            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1504
1505            // NOTE: We could use the region contour path to generate a smaller mesh
1506            //       Since we are using the stencil we could use the red book path
1507            //       drawing technique. It might increase bandwidth usage though.
1508
1509            // The last parameter is important: we are not drawing in the color buffer
1510            // so we don't want to dirty the current layer, if any
1511            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1512
1513            mCaches.stencil.enableTest();
1514
1515            // Draw the region used to generate the stencil if the appropriate debug
1516            // mode is enabled
1517            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1518                paint.setColor(0x7f0000ff);
1519                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1520                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1521            }
1522        } else {
1523            mCaches.stencil.disable();
1524        }
1525    }
1526}
1527
1528/**
1529 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1530 *
1531 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1532 *         style, and tessellated AA ramp
1533 */
1534bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1535        const SkPaint* paint) {
1536    bool clipRequired = false;
1537    bool snapOut = paint && paint->isAntiAlias();
1538
1539    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1540        float outset = paint->getStrokeWidth() * 0.5f;
1541        left -= outset;
1542        top -= outset;
1543        right += outset;
1544        bottom += outset;
1545    }
1546
1547    if (calculateQuickRejectForScissor(left, top, right, bottom, &clipRequired, snapOut)) {
1548        return true;
1549    }
1550
1551    if (!isRecording()) {
1552        // not quick rejected, so enable the scissor if clipRequired
1553        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1554    }
1555    return false;
1556}
1557
1558void OpenGLRenderer::debugClip() {
1559#if DEBUG_CLIP_REGIONS
1560    if (!isRecording() && !currentSnapshot()->clipRegion->isEmpty()) {
1561        SkPaint paint;
1562        paint.setColor(0x7f00ff00);
1563        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1564
1565    }
1566#endif
1567}
1568
1569///////////////////////////////////////////////////////////////////////////////
1570// Drawing commands
1571///////////////////////////////////////////////////////////////////////////////
1572
1573void OpenGLRenderer::setupDraw(bool clear) {
1574    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1575    //       changes the scissor test state
1576    if (clear) clearLayerRegions();
1577    // Make sure setScissor & setStencil happen at the beginning of
1578    // this method
1579    if (mDirtyClip) {
1580        if (mCaches.scissorEnabled) {
1581            setScissorFromClip();
1582        }
1583        setStencilFromClip();
1584    }
1585
1586    mDescription.reset();
1587
1588    mSetShaderColor = false;
1589    mColorSet = false;
1590    mColorA = mColorR = mColorG = mColorB = 0.0f;
1591    mTextureUnit = 0;
1592    mTrackDirtyRegions = true;
1593
1594    // Enable debug highlight when what we're about to draw is tested against
1595    // the stencil buffer and if stencil highlight debugging is on
1596    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1597            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1598            mCaches.stencil.isTestEnabled();
1599
1600    mDescription.emulateStencil = mCountOverdraw;
1601}
1602
1603void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1604    mDescription.hasTexture = true;
1605    mDescription.hasAlpha8Texture = isAlpha8;
1606}
1607
1608void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1609    mDescription.hasTexture = true;
1610    mDescription.hasColors = true;
1611    mDescription.hasAlpha8Texture = isAlpha8;
1612}
1613
1614void OpenGLRenderer::setupDrawWithExternalTexture() {
1615    mDescription.hasExternalTexture = true;
1616}
1617
1618void OpenGLRenderer::setupDrawNoTexture() {
1619    mCaches.disableTexCoordsVertexArray();
1620}
1621
1622void OpenGLRenderer::setupDrawAA() {
1623    mDescription.isAA = true;
1624}
1625
1626void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1627    mColorA = alpha / 255.0f;
1628    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1629    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1630    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1631    mColorSet = true;
1632    mSetShaderColor = mDescription.setColorModulate(mColorA);
1633}
1634
1635void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1636    mColorA = alpha / 255.0f;
1637    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1638    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1639    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1640    mColorSet = true;
1641    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1642}
1643
1644void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1645    mCaches.fontRenderer->describe(mDescription, paint);
1646}
1647
1648void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1649    mColorA = a;
1650    mColorR = r;
1651    mColorG = g;
1652    mColorB = b;
1653    mColorSet = true;
1654    mSetShaderColor = mDescription.setColorModulate(a);
1655}
1656
1657void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1658    if (shader != NULL) {
1659        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1660    }
1661}
1662
1663void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1664    if (filter == NULL) {
1665        return;
1666    }
1667
1668    SkXfermode::Mode mode;
1669    if (filter->asColorMode(NULL, &mode)) {
1670        mDescription.colorOp = ProgramDescription::kColorBlend;
1671        mDescription.colorMode = mode;
1672    } else if (filter->asColorMatrix(NULL)) {
1673        mDescription.colorOp = ProgramDescription::kColorMatrix;
1674    }
1675}
1676
1677void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1678    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1679        mColorA = 1.0f;
1680        mColorR = mColorG = mColorB = 0.0f;
1681        mSetShaderColor = mDescription.modulate = true;
1682    }
1683}
1684
1685static bool isBlendedColorFilter(const SkColorFilter* filter) {
1686    if (filter == NULL) {
1687        return false;
1688    }
1689    return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0;
1690}
1691
1692void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1693    SkXfermode::Mode mode = layer->getMode();
1694    // When the blending mode is kClear_Mode, we need to use a modulate color
1695    // argb=1,0,0,0
1696    accountForClear(mode);
1697    // TODO: check shader blending, once we have shader drawing support for layers.
1698    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1699            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1700    chooseBlending(blend, mode, mDescription, swapSrcDst);
1701}
1702
1703void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1704    SkXfermode::Mode mode = getXfermodeDirect(paint);
1705    // When the blending mode is kClear_Mode, we need to use a modulate color
1706    // argb=1,0,0,0
1707    accountForClear(mode);
1708    blend |= (mColorSet && mColorA < 1.0f) ||
1709            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1710            isBlendedColorFilter(getColorFilter(paint));
1711    chooseBlending(blend, mode, mDescription, swapSrcDst);
1712}
1713
1714void OpenGLRenderer::setupDrawProgram() {
1715    useProgram(mCaches.programCache.get(mDescription));
1716}
1717
1718void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1719    mTrackDirtyRegions = false;
1720}
1721
1722void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1723        float left, float top, float right, float bottom, bool ignoreTransform) {
1724    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1725    if (mode == kModelViewMode_TranslateAndScale) {
1726        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1727    }
1728
1729    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1730    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1731    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1732    if (dirty && mTrackDirtyRegions) {
1733        if (!ignoreTransform) {
1734            dirtyLayer(left, top, right, bottom, *currentTransform());
1735        } else {
1736            dirtyLayer(left, top, right, bottom);
1737        }
1738    }
1739}
1740
1741void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1742    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1743        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1744    }
1745}
1746
1747void OpenGLRenderer::setupDrawPureColorUniforms() {
1748    if (mSetShaderColor) {
1749        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1750    }
1751}
1752
1753void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1754    if (shader == NULL) {
1755        return;
1756    }
1757
1758    if (ignoreTransform) {
1759        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1760        // because it was built into modelView / the geometry, and the description needs to
1761        // compensate.
1762        mat4 modelViewWithoutTransform;
1763        modelViewWithoutTransform.loadInverse(*currentTransform());
1764        modelViewWithoutTransform.multiply(mModelViewMatrix);
1765        mModelViewMatrix.load(modelViewWithoutTransform);
1766    }
1767
1768    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1769}
1770
1771void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1772    if (NULL == filter) {
1773        return;
1774    }
1775
1776    SkColor color;
1777    SkXfermode::Mode mode;
1778    if (filter->asColorMode(&color, &mode)) {
1779        const int alpha = SkColorGetA(color);
1780        const GLfloat a = alpha / 255.0f;
1781        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1782        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1783        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1784        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1785        return;
1786    }
1787
1788    SkScalar srcColorMatrix[20];
1789    if (filter->asColorMatrix(srcColorMatrix)) {
1790
1791        float colorMatrix[16];
1792        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1793        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1794        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1795        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1796
1797        // Skia uses the range [0..255] for the addition vector, but we need
1798        // the [0..1] range to apply the vector in GLSL
1799        float colorVector[4];
1800        colorVector[0] = srcColorMatrix[4] / 255.0f;
1801        colorVector[1] = srcColorMatrix[9] / 255.0f;
1802        colorVector[2] = srcColorMatrix[14] / 255.0f;
1803        colorVector[3] = srcColorMatrix[19] / 255.0f;
1804
1805        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1806                GL_FALSE, colorMatrix);
1807        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1808        return;
1809    }
1810
1811    // it is an error if we ever get here
1812}
1813
1814void OpenGLRenderer::setupDrawTextGammaUniforms() {
1815    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1816}
1817
1818void OpenGLRenderer::setupDrawSimpleMesh() {
1819    bool force = mCaches.bindMeshBuffer();
1820    mCaches.bindPositionVertexPointer(force, 0);
1821    mCaches.unbindIndicesBuffer();
1822}
1823
1824void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1825    if (texture) bindTexture(texture);
1826    mTextureUnit++;
1827    mCaches.enableTexCoordsVertexArray();
1828}
1829
1830void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1831    bindExternalTexture(texture);
1832    mTextureUnit++;
1833    mCaches.enableTexCoordsVertexArray();
1834}
1835
1836void OpenGLRenderer::setupDrawTextureTransform() {
1837    mDescription.hasTextureTransform = true;
1838}
1839
1840void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1841    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1842            GL_FALSE, &transform.data[0]);
1843}
1844
1845void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1846        const GLvoid* texCoords, GLuint vbo) {
1847    bool force = false;
1848    if (!vertices || vbo) {
1849        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1850    } else {
1851        force = mCaches.unbindMeshBuffer();
1852    }
1853
1854    mCaches.bindPositionVertexPointer(force, vertices);
1855    if (mCaches.currentProgram->texCoords >= 0) {
1856        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1857    }
1858
1859    mCaches.unbindIndicesBuffer();
1860}
1861
1862void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1863        const GLvoid* texCoords, const GLvoid* colors) {
1864    bool force = mCaches.unbindMeshBuffer();
1865    GLsizei stride = sizeof(ColorTextureVertex);
1866
1867    mCaches.bindPositionVertexPointer(force, vertices, stride);
1868    if (mCaches.currentProgram->texCoords >= 0) {
1869        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1870    }
1871    int slot = mCaches.currentProgram->getAttrib("colors");
1872    if (slot >= 0) {
1873        glEnableVertexAttribArray(slot);
1874        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1875    }
1876
1877    mCaches.unbindIndicesBuffer();
1878}
1879
1880void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1881        const GLvoid* texCoords, GLuint vbo) {
1882    bool force = false;
1883    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1884    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1885    // use the default VBO found in Caches
1886    if (!vertices || vbo) {
1887        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1888    } else {
1889        force = mCaches.unbindMeshBuffer();
1890    }
1891    mCaches.bindQuadIndicesBuffer();
1892
1893    mCaches.bindPositionVertexPointer(force, vertices);
1894    if (mCaches.currentProgram->texCoords >= 0) {
1895        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1896    }
1897}
1898
1899void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1900    bool force = mCaches.unbindMeshBuffer();
1901    mCaches.bindQuadIndicesBuffer();
1902    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1903}
1904
1905///////////////////////////////////////////////////////////////////////////////
1906// Drawing
1907///////////////////////////////////////////////////////////////////////////////
1908
1909status_t OpenGLRenderer::drawDisplayList(RenderNode* displayList, Rect& dirty,
1910        int32_t replayFlags) {
1911    status_t status;
1912    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1913    // will be performed by the display list itself
1914    if (displayList && displayList->isRenderable()) {
1915        // compute 3d ordering
1916        displayList->computeOrdering();
1917        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1918            status = startFrame();
1919            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1920            displayList->replayNodeTree(replayStruct);
1921            return status | replayStruct.mDrawGlStatus;
1922        }
1923
1924        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1925        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1926        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1927        displayList->deferNodeTree(deferStruct);
1928
1929        flushLayers();
1930        status = startFrame();
1931
1932        return deferredList.flush(*this, dirty) | status;
1933    }
1934
1935    return DrawGlInfo::kStatusDone;
1936}
1937
1938void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1939    int color = paint != NULL ? paint->getColor() : 0;
1940
1941    float x = left;
1942    float y = top;
1943
1944    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1945
1946    bool ignoreTransform = false;
1947    if (currentTransform()->isPureTranslate()) {
1948        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1949        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1950        ignoreTransform = true;
1951
1952        texture->setFilter(GL_NEAREST, true);
1953    } else {
1954        texture->setFilter(getFilter(paint), true);
1955    }
1956
1957    // No need to check for a UV mapper on the texture object, only ARGB_8888
1958    // bitmaps get packed in the atlas
1959    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1960            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1961            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1962}
1963
1964/**
1965 * Important note: this method is intended to draw batches of bitmaps and
1966 * will not set the scissor enable or dirty the current layer, if any.
1967 * The caller is responsible for properly dirtying the current layer.
1968 */
1969status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1970        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1971        const Rect& bounds, const SkPaint* paint) {
1972    mCaches.activeTexture(0);
1973    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1974    if (!texture) return DrawGlInfo::kStatusDone;
1975
1976    const AutoTexture autoCleanup(texture);
1977
1978    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1979    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1980
1981    const float x = (int) floorf(bounds.left + 0.5f);
1982    const float y = (int) floorf(bounds.top + 0.5f);
1983    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
1984        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1985                texture->id, paint, &vertices[0].x, &vertices[0].u,
1986                GL_TRIANGLES, bitmapCount * 6, true,
1987                kModelViewMode_Translate, false);
1988    } else {
1989        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1990                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1991                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1992                kModelViewMode_Translate, false);
1993    }
1994
1995    return DrawGlInfo::kStatusDrew;
1996}
1997
1998status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top,
1999        const SkPaint* paint) {
2000    const float right = left + bitmap->width();
2001    const float bottom = top + bitmap->height();
2002
2003    if (quickRejectSetupScissor(left, top, right, bottom)) {
2004        return DrawGlInfo::kStatusDone;
2005    }
2006
2007    mCaches.activeTexture(0);
2008    Texture* texture = getTexture(bitmap);
2009    if (!texture) return DrawGlInfo::kStatusDone;
2010    const AutoTexture autoCleanup(texture);
2011
2012    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2013        drawAlphaBitmap(texture, left, top, paint);
2014    } else {
2015        drawTextureRect(left, top, right, bottom, texture, paint);
2016    }
2017
2018    return DrawGlInfo::kStatusDrew;
2019}
2020
2021status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix,
2022        const SkPaint* paint) {
2023    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2024    const mat4 transform(*matrix);
2025    transform.mapRect(r);
2026
2027    if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) {
2028        return DrawGlInfo::kStatusDone;
2029    }
2030
2031    mCaches.activeTexture(0);
2032    Texture* texture = getTexture(bitmap);
2033    if (!texture) return DrawGlInfo::kStatusDone;
2034    const AutoTexture autoCleanup(texture);
2035
2036    // This could be done in a cheaper way, all we need is pass the matrix
2037    // to the vertex shader. The save/restore is a bit overkill.
2038    save(SkCanvas::kMatrix_SaveFlag);
2039    concatMatrix(matrix);
2040    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2041        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2042    } else {
2043        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2044    }
2045    restore();
2046
2047    return DrawGlInfo::kStatusDrew;
2048}
2049
2050status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top,
2051        const SkPaint* paint) {
2052    const float right = left + bitmap->width();
2053    const float bottom = top + bitmap->height();
2054
2055    if (quickRejectSetupScissor(left, top, right, bottom)) {
2056        return DrawGlInfo::kStatusDone;
2057    }
2058
2059    mCaches.activeTexture(0);
2060    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2061    const AutoTexture autoCleanup(texture);
2062
2063    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2064        drawAlphaBitmap(texture, left, top, paint);
2065    } else {
2066        drawTextureRect(left, top, right, bottom, texture, paint);
2067    }
2068
2069    return DrawGlInfo::kStatusDrew;
2070}
2071
2072status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2073        const float* vertices, const int* colors, const SkPaint* paint) {
2074    if (!vertices || currentSnapshot()->isIgnored()) {
2075        return DrawGlInfo::kStatusDone;
2076    }
2077
2078    // TODO: use quickReject on bounds from vertices
2079    mCaches.enableScissor();
2080
2081    float left = FLT_MAX;
2082    float top = FLT_MAX;
2083    float right = FLT_MIN;
2084    float bottom = FLT_MIN;
2085
2086    const uint32_t count = meshWidth * meshHeight * 6;
2087
2088    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2089    mesh.setCapacity(count);
2090    ColorTextureVertex* vertex = mesh.editArray();
2091
2092    bool cleanupColors = false;
2093    if (!colors) {
2094        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2095        int* newColors = new int[colorsCount];
2096        memset(newColors, 0xff, colorsCount * sizeof(int));
2097        colors = newColors;
2098        cleanupColors = true;
2099    }
2100
2101    mCaches.activeTexture(0);
2102    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2103    const UvMapper& mapper(getMapper(texture));
2104
2105    for (int32_t y = 0; y < meshHeight; y++) {
2106        for (int32_t x = 0; x < meshWidth; x++) {
2107            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2108
2109            float u1 = float(x) / meshWidth;
2110            float u2 = float(x + 1) / meshWidth;
2111            float v1 = float(y) / meshHeight;
2112            float v2 = float(y + 1) / meshHeight;
2113
2114            mapper.map(u1, v1, u2, v2);
2115
2116            int ax = i + (meshWidth + 1) * 2;
2117            int ay = ax + 1;
2118            int bx = i;
2119            int by = bx + 1;
2120            int cx = i + 2;
2121            int cy = cx + 1;
2122            int dx = i + (meshWidth + 1) * 2 + 2;
2123            int dy = dx + 1;
2124
2125            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2126            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2127            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2128
2129            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2130            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2131            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2132
2133            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2134            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2135            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2136            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2137        }
2138    }
2139
2140    if (quickRejectSetupScissor(left, top, right, bottom)) {
2141        if (cleanupColors) delete[] colors;
2142        return DrawGlInfo::kStatusDone;
2143    }
2144
2145    if (!texture) {
2146        texture = mCaches.textureCache.get(bitmap);
2147        if (!texture) {
2148            if (cleanupColors) delete[] colors;
2149            return DrawGlInfo::kStatusDone;
2150        }
2151    }
2152    const AutoTexture autoCleanup(texture);
2153
2154    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2155    texture->setFilter(getFilter(paint), true);
2156
2157    int alpha;
2158    SkXfermode::Mode mode;
2159    getAlphaAndMode(paint, &alpha, &mode);
2160
2161    float a = alpha / 255.0f;
2162
2163    if (hasLayer()) {
2164        dirtyLayer(left, top, right, bottom, *currentTransform());
2165    }
2166
2167    setupDraw();
2168    setupDrawWithTextureAndColor();
2169    setupDrawColor(a, a, a, a);
2170    setupDrawColorFilter(getColorFilter(paint));
2171    setupDrawBlending(paint, true);
2172    setupDrawProgram();
2173    setupDrawDirtyRegionsDisabled();
2174    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2175    setupDrawTexture(texture->id);
2176    setupDrawPureColorUniforms();
2177    setupDrawColorFilterUniforms(getColorFilter(paint));
2178    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2179
2180    glDrawArrays(GL_TRIANGLES, 0, count);
2181
2182    int slot = mCaches.currentProgram->getAttrib("colors");
2183    if (slot >= 0) {
2184        glDisableVertexAttribArray(slot);
2185    }
2186
2187    if (cleanupColors) delete[] colors;
2188
2189    return DrawGlInfo::kStatusDrew;
2190}
2191
2192status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2193         float srcLeft, float srcTop, float srcRight, float srcBottom,
2194         float dstLeft, float dstTop, float dstRight, float dstBottom,
2195         const SkPaint* paint) {
2196    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2197        return DrawGlInfo::kStatusDone;
2198    }
2199
2200    mCaches.activeTexture(0);
2201    Texture* texture = getTexture(bitmap);
2202    if (!texture) return DrawGlInfo::kStatusDone;
2203    const AutoTexture autoCleanup(texture);
2204
2205    const float width = texture->width;
2206    const float height = texture->height;
2207
2208    float u1 = fmax(0.0f, srcLeft / width);
2209    float v1 = fmax(0.0f, srcTop / height);
2210    float u2 = fmin(1.0f, srcRight / width);
2211    float v2 = fmin(1.0f, srcBottom / height);
2212
2213    getMapper(texture).map(u1, v1, u2, v2);
2214
2215    mCaches.unbindMeshBuffer();
2216    resetDrawTextureTexCoords(u1, v1, u2, v2);
2217
2218    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2219
2220    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2221    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2222
2223    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2224    // Apply a scale transform on the canvas only when a shader is in use
2225    // Skia handles the ratio between the dst and src rects as a scale factor
2226    // when a shader is set
2227    bool useScaleTransform = getShader(paint) && scaled;
2228    bool ignoreTransform = false;
2229
2230    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2231        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2232        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2233
2234        dstRight = x + (dstRight - dstLeft);
2235        dstBottom = y + (dstBottom - dstTop);
2236
2237        dstLeft = x;
2238        dstTop = y;
2239
2240        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2241        ignoreTransform = true;
2242    } else {
2243        texture->setFilter(getFilter(paint), true);
2244    }
2245
2246    if (CC_UNLIKELY(useScaleTransform)) {
2247        save(SkCanvas::kMatrix_SaveFlag);
2248        translate(dstLeft, dstTop);
2249        scale(scaleX, scaleY);
2250
2251        dstLeft = 0.0f;
2252        dstTop = 0.0f;
2253
2254        dstRight = srcRight - srcLeft;
2255        dstBottom = srcBottom - srcTop;
2256    }
2257
2258    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2259        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2260                texture->id, paint,
2261                &mMeshVertices[0].x, &mMeshVertices[0].u,
2262                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2263    } else {
2264        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2265                texture->id, paint, texture->blend,
2266                &mMeshVertices[0].x, &mMeshVertices[0].u,
2267                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2268    }
2269
2270    if (CC_UNLIKELY(useScaleTransform)) {
2271        restore();
2272    }
2273
2274    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2275
2276    return DrawGlInfo::kStatusDrew;
2277}
2278
2279status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2280        float left, float top, float right, float bottom, const SkPaint* paint) {
2281    if (quickRejectSetupScissor(left, top, right, bottom)) {
2282        return DrawGlInfo::kStatusDone;
2283    }
2284
2285    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2286    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2287            right - left, bottom - top, patch);
2288
2289    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2290}
2291
2292status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2293        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2294        const SkPaint* paint) {
2295    if (quickRejectSetupScissor(left, top, right, bottom)) {
2296        return DrawGlInfo::kStatusDone;
2297    }
2298
2299    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2300        mCaches.activeTexture(0);
2301        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2302        if (!texture) return DrawGlInfo::kStatusDone;
2303        const AutoTexture autoCleanup(texture);
2304
2305        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2306        texture->setFilter(GL_LINEAR, true);
2307
2308        const bool pureTranslate = currentTransform()->isPureTranslate();
2309        // Mark the current layer dirty where we are going to draw the patch
2310        if (hasLayer() && mesh->hasEmptyQuads) {
2311            const float offsetX = left + currentTransform()->getTranslateX();
2312            const float offsetY = top + currentTransform()->getTranslateY();
2313            const size_t count = mesh->quads.size();
2314            for (size_t i = 0; i < count; i++) {
2315                const Rect& bounds = mesh->quads.itemAt(i);
2316                if (CC_LIKELY(pureTranslate)) {
2317                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2318                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2319                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2320                } else {
2321                    dirtyLayer(left + bounds.left, top + bounds.top,
2322                            left + bounds.right, top + bounds.bottom, *currentTransform());
2323                }
2324            }
2325        }
2326
2327        bool ignoreTransform = false;
2328        if (CC_LIKELY(pureTranslate)) {
2329            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2330            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2331
2332            right = x + right - left;
2333            bottom = y + bottom - top;
2334            left = x;
2335            top = y;
2336            ignoreTransform = true;
2337        }
2338        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2339                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2340                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2341                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2342    }
2343
2344    return DrawGlInfo::kStatusDrew;
2345}
2346
2347/**
2348 * Important note: this method is intended to draw batches of 9-patch objects and
2349 * will not set the scissor enable or dirty the current layer, if any.
2350 * The caller is responsible for properly dirtying the current layer.
2351 */
2352status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2353        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2354    mCaches.activeTexture(0);
2355    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2356    if (!texture) return DrawGlInfo::kStatusDone;
2357    const AutoTexture autoCleanup(texture);
2358
2359    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2360    texture->setFilter(GL_LINEAR, true);
2361
2362    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2363            texture->blend, &vertices[0].x, &vertices[0].u,
2364            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2365
2366    return DrawGlInfo::kStatusDrew;
2367}
2368
2369status_t OpenGLRenderer::drawVertexBuffer(VertexBufferMode mode,
2370        const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) {
2371    // not missing call to quickReject/dirtyLayer, always done at a higher level
2372    if (!vertexBuffer.getVertexCount()) {
2373        // no vertices to draw
2374        return DrawGlInfo::kStatusDone;
2375    }
2376
2377    int color = paint->getColor();
2378    bool isAA = paint->isAntiAlias();
2379
2380    setupDraw();
2381    setupDrawNoTexture();
2382    if (isAA) setupDrawAA();
2383    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2384    setupDrawColorFilter(getColorFilter(paint));
2385    setupDrawShader(getShader(paint));
2386    setupDrawBlending(paint, isAA);
2387    setupDrawProgram();
2388    setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0);
2389    setupDrawColorUniforms(getShader(paint));
2390    setupDrawColorFilterUniforms(getColorFilter(paint));
2391    setupDrawShaderUniforms(getShader(paint));
2392
2393    const void* vertices = vertexBuffer.getBuffer();
2394    bool force = mCaches.unbindMeshBuffer();
2395    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2396    mCaches.resetTexCoordsVertexPointer();
2397
2398
2399    int alphaSlot = -1;
2400    if (isAA) {
2401        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2402        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2403        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2404        glEnableVertexAttribArray(alphaSlot);
2405        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2406    }
2407
2408    if (mode == kVertexBufferMode_Standard) {
2409        mCaches.unbindIndicesBuffer();
2410        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2411    } else if (mode == kVertexBufferMode_OnePolyRingShadow) {
2412        mCaches.bindShadowIndicesBuffer();
2413        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2414    } else if (mode == kVertexBufferMode_TwoPolyRingShadow) {
2415        mCaches.bindShadowIndicesBuffer();
2416        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2417    }
2418
2419    if (isAA) {
2420        glDisableVertexAttribArray(alphaSlot);
2421    }
2422
2423    return DrawGlInfo::kStatusDrew;
2424}
2425
2426/**
2427 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2428 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2429 * screen space in all directions. However, instead of using a fragment shader to compute the
2430 * translucency of the color from its position, we simply use a varying parameter to define how far
2431 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2432 *
2433 * Doesn't yet support joins, caps, or path effects.
2434 */
2435status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2436    VertexBuffer vertexBuffer;
2437    // TODO: try clipping large paths to viewport
2438    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2439
2440    if (hasLayer()) {
2441        SkRect bounds = path.getBounds();
2442        PathTessellator::expandBoundsForStroke(bounds, paint);
2443        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2444    }
2445
2446    return drawVertexBuffer(kVertexBufferMode_Standard, vertexBuffer, paint);
2447}
2448
2449/**
2450 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2451 * and additional geometry for defining an alpha slope perimeter.
2452 *
2453 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2454 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2455 * in-shader alpha region, but found it to be taxing on some GPUs.
2456 *
2457 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2458 * memory transfer by removing need for degenerate vertices.
2459 */
2460status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2461    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2462
2463    count &= ~0x3; // round down to nearest four
2464
2465    VertexBuffer buffer;
2466    SkRect bounds;
2467    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), bounds, buffer);
2468
2469    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2470    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2471        return DrawGlInfo::kStatusDone;
2472    }
2473
2474    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2475
2476    bool useOffset = !paint->isAntiAlias();
2477    return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset);
2478}
2479
2480status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2481    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2482
2483    count &= ~0x1; // round down to nearest two
2484
2485    VertexBuffer buffer;
2486    SkRect bounds;
2487    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), bounds, buffer);
2488
2489    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2490    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2491        return DrawGlInfo::kStatusDone;
2492    }
2493
2494    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2495
2496    bool useOffset = !paint->isAntiAlias();
2497    return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset);
2498}
2499
2500status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2501    // No need to check against the clip, we fill the clip region
2502    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2503
2504    Rect clip(*currentClipRect());
2505    clip.snapToPixelBoundaries();
2506
2507    SkPaint paint;
2508    paint.setColor(color);
2509    paint.setXfermodeMode(mode);
2510
2511    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2512
2513    return DrawGlInfo::kStatusDrew;
2514}
2515
2516status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2517        const SkPaint* paint) {
2518    if (!texture) return DrawGlInfo::kStatusDone;
2519    const AutoTexture autoCleanup(texture);
2520
2521    const float x = left + texture->left - texture->offset;
2522    const float y = top + texture->top - texture->offset;
2523
2524    drawPathTexture(texture, x, y, paint);
2525
2526    return DrawGlInfo::kStatusDrew;
2527}
2528
2529status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2530        float rx, float ry, const SkPaint* p) {
2531    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2532            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2533        return DrawGlInfo::kStatusDone;
2534    }
2535
2536    if (p->getPathEffect() != 0) {
2537        mCaches.activeTexture(0);
2538        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2539                right - left, bottom - top, rx, ry, p);
2540        return drawShape(left, top, texture, p);
2541    }
2542
2543    SkPath path;
2544    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2545    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2546        float outset = p->getStrokeWidth() / 2;
2547        rect.outset(outset, outset);
2548        rx += outset;
2549        ry += outset;
2550    }
2551    path.addRoundRect(rect, rx, ry);
2552    return drawConvexPath(path, p);
2553}
2554
2555status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2556    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius,
2557            x + radius, y + radius, p) ||
2558            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2559        return DrawGlInfo::kStatusDone;
2560    }
2561    if (p->getPathEffect() != 0) {
2562        mCaches.activeTexture(0);
2563        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2564        return drawShape(x - radius, y - radius, texture, p);
2565    }
2566
2567    SkPath path;
2568    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2569        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2570    } else {
2571        path.addCircle(x, y, radius);
2572    }
2573    return drawConvexPath(path, p);
2574}
2575
2576status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2577        const SkPaint* p) {
2578    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2579            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2580        return DrawGlInfo::kStatusDone;
2581    }
2582
2583    if (p->getPathEffect() != 0) {
2584        mCaches.activeTexture(0);
2585        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2586        return drawShape(left, top, texture, p);
2587    }
2588
2589    SkPath path;
2590    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2591    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2592        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2593    }
2594    path.addOval(rect);
2595    return drawConvexPath(path, p);
2596}
2597
2598status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2599        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2600    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2601            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2602        return DrawGlInfo::kStatusDone;
2603    }
2604
2605    if (fabs(sweepAngle) >= 360.0f) {
2606        return drawOval(left, top, right, bottom, p);
2607    }
2608
2609    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2610    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2611        mCaches.activeTexture(0);
2612        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2613                startAngle, sweepAngle, useCenter, p);
2614        return drawShape(left, top, texture, p);
2615    }
2616
2617    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2618    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2619        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2620    }
2621
2622    SkPath path;
2623    if (useCenter) {
2624        path.moveTo(rect.centerX(), rect.centerY());
2625    }
2626    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2627    if (useCenter) {
2628        path.close();
2629    }
2630    return drawConvexPath(path, p);
2631}
2632
2633// See SkPaintDefaults.h
2634#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2635
2636status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2637        const SkPaint* p) {
2638    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2639            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2640        return DrawGlInfo::kStatusDone;
2641    }
2642
2643    if (p->getStyle() != SkPaint::kFill_Style) {
2644        // only fill style is supported by drawConvexPath, since others have to handle joins
2645        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2646                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2647            mCaches.activeTexture(0);
2648            const PathTexture* texture =
2649                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2650            return drawShape(left, top, texture, p);
2651        }
2652
2653        SkPath path;
2654        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2655        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2656            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2657        }
2658        path.addRect(rect);
2659        return drawConvexPath(path, p);
2660    }
2661
2662    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2663        SkPath path;
2664        path.addRect(left, top, right, bottom);
2665        return drawConvexPath(path, p);
2666    } else {
2667        drawColorRect(left, top, right, bottom, p);
2668        return DrawGlInfo::kStatusDrew;
2669    }
2670}
2671
2672void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2673        int bytesCount, int count, const float* positions,
2674        FontRenderer& fontRenderer, int alpha, float x, float y) {
2675    mCaches.activeTexture(0);
2676
2677    TextShadow textShadow;
2678    if (!getTextShadow(paint, &textShadow)) {
2679        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2680    }
2681
2682    // NOTE: The drop shadow will not perform gamma correction
2683    //       if shader-based correction is enabled
2684    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2685    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2686            paint, text, bytesCount, count, textShadow.radius, positions);
2687    // If the drop shadow exceeds the max texture size or couldn't be
2688    // allocated, skip drawing
2689    if (!shadow) return;
2690    const AutoTexture autoCleanup(shadow);
2691
2692    const float sx = x - shadow->left + textShadow.dx;
2693    const float sy = y - shadow->top + textShadow.dy;
2694
2695    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2696    if (getShader(paint)) {
2697        textShadow.color = SK_ColorWHITE;
2698    }
2699
2700    setupDraw();
2701    setupDrawWithTexture(true);
2702    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2703    setupDrawColorFilter(getColorFilter(paint));
2704    setupDrawShader(getShader(paint));
2705    setupDrawBlending(paint, true);
2706    setupDrawProgram();
2707    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2708            sx, sy, sx + shadow->width, sy + shadow->height);
2709    setupDrawTexture(shadow->id);
2710    setupDrawPureColorUniforms();
2711    setupDrawColorFilterUniforms(getColorFilter(paint));
2712    setupDrawShaderUniforms(getShader(paint));
2713    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2714
2715    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2716}
2717
2718bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2719    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2720    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2721}
2722
2723status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2724        const float* positions, const SkPaint* paint) {
2725    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2726        return DrawGlInfo::kStatusDone;
2727    }
2728
2729    // NOTE: Skia does not support perspective transform on drawPosText yet
2730    if (!currentTransform()->isSimple()) {
2731        return DrawGlInfo::kStatusDone;
2732    }
2733
2734    mCaches.enableScissor();
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(hasTextShadow(paint))) {
2752        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2753                alpha, 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, float x, float y,
2799        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2800        DrawOpMode drawOpMode) {
2801
2802    if (drawOpMode == kDrawOpMode_Immediate) {
2803        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2804        // drawing as ops from DeferredDisplayList are already filtered for these
2805        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2806                quickRejectSetupScissor(bounds)) {
2807            return DrawGlInfo::kStatusDone;
2808        }
2809    }
2810
2811    const float oldX = x;
2812    const float oldY = y;
2813
2814    const mat4& transform = *currentTransform();
2815    const bool pureTranslate = transform.isPureTranslate();
2816
2817    if (CC_LIKELY(pureTranslate)) {
2818        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2819        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2820    }
2821
2822    int alpha;
2823    SkXfermode::Mode mode;
2824    getAlphaAndMode(paint, &alpha, &mode);
2825
2826    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2827
2828    if (CC_UNLIKELY(hasTextShadow(paint))) {
2829        fontRenderer.setFont(paint, mat4::identity());
2830        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2831                alpha, oldX, oldY);
2832    }
2833
2834    const bool hasActiveLayer = hasLayer();
2835
2836    // We only pass a partial transform to the font renderer. That partial
2837    // matrix defines how glyphs are rasterized. Typically we want glyphs
2838    // to be rasterized at their final size on screen, which means the partial
2839    // matrix needs to take the scale factor into account.
2840    // When a partial matrix is used to transform glyphs during rasterization,
2841    // the mesh is generated with the inverse transform (in the case of scale,
2842    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2843    // apply the full transform matrix at draw time in the vertex shader.
2844    // Applying the full matrix in the shader is the easiest way to handle
2845    // rotation and perspective and allows us to always generated quads in the
2846    // font renderer which greatly simplifies the code, clipping in particular.
2847    mat4 fontTransform = findBestFontTransform(transform);
2848    fontRenderer.setFont(paint, fontTransform);
2849
2850    // Pick the appropriate texture filtering
2851    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2852    fontRenderer.setTextureFiltering(linearFilter);
2853
2854    // TODO: Implement better clipping for scaled/rotated text
2855    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2856    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2857
2858    bool status;
2859    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2860
2861    // don't call issuedrawcommand, do it at end of batch
2862    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2863    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2864        SkPaint paintCopy(*paint);
2865        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2866        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2867                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2868    } else {
2869        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2870                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2871    }
2872
2873    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2874        if (!pureTranslate) {
2875            transform.mapRect(layerBounds);
2876        }
2877        dirtyLayerUnchecked(layerBounds, getRegion());
2878    }
2879
2880    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2881
2882    return DrawGlInfo::kStatusDrew;
2883}
2884
2885status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2886        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2887    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2888        return DrawGlInfo::kStatusDone;
2889    }
2890
2891    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2892    mCaches.enableScissor();
2893
2894    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2895    fontRenderer.setFont(paint, mat4::identity());
2896    fontRenderer.setTextureFiltering(true);
2897
2898    int alpha;
2899    SkXfermode::Mode mode;
2900    getAlphaAndMode(paint, &alpha, &mode);
2901    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2902
2903    const Rect* clip = &mSnapshot->getLocalClip();
2904    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2905
2906    const bool hasActiveLayer = hasLayer();
2907
2908    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2909            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2910        if (hasActiveLayer) {
2911            currentTransform()->mapRect(bounds);
2912            dirtyLayerUnchecked(bounds, getRegion());
2913        }
2914    }
2915
2916    return DrawGlInfo::kStatusDrew;
2917}
2918
2919status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2920    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2921
2922    mCaches.activeTexture(0);
2923
2924    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2925    if (!texture) return DrawGlInfo::kStatusDone;
2926    const AutoTexture autoCleanup(texture);
2927
2928    const float x = texture->left - texture->offset;
2929    const float y = texture->top - texture->offset;
2930
2931    drawPathTexture(texture, x, y, paint);
2932
2933    return DrawGlInfo::kStatusDrew;
2934}
2935
2936status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2937    if (!layer) {
2938        return DrawGlInfo::kStatusDone;
2939    }
2940
2941    mat4* transform = NULL;
2942    if (layer->isTextureLayer()) {
2943        transform = &layer->getTransform();
2944        if (!transform->isIdentity()) {
2945            save(SkCanvas::kMatrix_SaveFlag);
2946            concatMatrix(*transform);
2947        }
2948    }
2949
2950    bool clipRequired = false;
2951    const bool rejected = calculateQuickRejectForScissor(x, y,
2952            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, false);
2953
2954    if (rejected) {
2955        if (transform && !transform->isIdentity()) {
2956            restore();
2957        }
2958        return DrawGlInfo::kStatusDone;
2959    }
2960
2961    updateLayer(layer, true);
2962
2963    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2964    mCaches.activeTexture(0);
2965
2966    if (CC_LIKELY(!layer->region.isEmpty())) {
2967        if (layer->region.isRect()) {
2968            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2969                    composeLayerRect(layer, layer->regionRect));
2970        } else if (layer->mesh) {
2971
2972            const float a = getLayerAlpha(layer);
2973            setupDraw();
2974            setupDrawWithTexture();
2975            setupDrawColor(a, a, a, a);
2976            setupDrawColorFilter(layer->getColorFilter());
2977            setupDrawBlending(layer);
2978            setupDrawProgram();
2979            setupDrawPureColorUniforms();
2980            setupDrawColorFilterUniforms(layer->getColorFilter());
2981            setupDrawTexture(layer->getTexture());
2982            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2983                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2984                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2985
2986                layer->setFilter(GL_NEAREST);
2987                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2988                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2989            } else {
2990                layer->setFilter(GL_LINEAR);
2991                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2992                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2993            }
2994
2995            TextureVertex* mesh = &layer->mesh[0];
2996            GLsizei elementsCount = layer->meshElementCount;
2997
2998            while (elementsCount > 0) {
2999                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3000
3001                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3002                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3003                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3004
3005                elementsCount -= drawCount;
3006                // Though there are 4 vertices in a quad, we use 6 indices per
3007                // quad to draw with GL_TRIANGLES
3008                mesh += (drawCount / 6) * 4;
3009            }
3010
3011#if DEBUG_LAYERS_AS_REGIONS
3012            drawRegionRectsDebug(layer->region);
3013#endif
3014        }
3015
3016        if (layer->debugDrawUpdate) {
3017            layer->debugDrawUpdate = false;
3018
3019            SkPaint paint;
3020            paint.setColor(0x7f00ff00);
3021            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3022        }
3023    }
3024    layer->hasDrawnSinceUpdate = true;
3025
3026    if (transform && !transform->isIdentity()) {
3027        restore();
3028    }
3029
3030    return DrawGlInfo::kStatusDrew;
3031}
3032
3033///////////////////////////////////////////////////////////////////////////////
3034// Draw filters
3035///////////////////////////////////////////////////////////////////////////////
3036
3037void OpenGLRenderer::resetPaintFilter() {
3038    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3039    // comparison, see MergingDrawBatch::canMergeWith
3040    mDrawModifiers.mHasDrawFilter = false;
3041    mDrawModifiers.mPaintFilterClearBits = 0;
3042    mDrawModifiers.mPaintFilterSetBits = 0;
3043}
3044
3045void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3046    mDrawModifiers.mHasDrawFilter = true;
3047    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3048    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3049}
3050
3051const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3052    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3053        return paint;
3054    }
3055
3056    uint32_t flags = paint->getFlags();
3057
3058    mFilteredPaint = *paint;
3059    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3060            mDrawModifiers.mPaintFilterSetBits);
3061
3062    return &mFilteredPaint;
3063}
3064
3065///////////////////////////////////////////////////////////////////////////////
3066// Drawing implementation
3067///////////////////////////////////////////////////////////////////////////////
3068
3069Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3070    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3071    if (!texture) {
3072        return mCaches.textureCache.get(bitmap);
3073    }
3074    return texture;
3075}
3076
3077void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3078        float x, float y, const SkPaint* paint) {
3079    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3080        return;
3081    }
3082
3083    int alpha;
3084    SkXfermode::Mode mode;
3085    getAlphaAndMode(paint, &alpha, &mode);
3086
3087    setupDraw();
3088    setupDrawWithTexture(true);
3089    setupDrawAlpha8Color(paint->getColor(), alpha);
3090    setupDrawColorFilter(getColorFilter(paint));
3091    setupDrawShader(getShader(paint));
3092    setupDrawBlending(paint, true);
3093    setupDrawProgram();
3094    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3095            x, y, x + texture->width, y + texture->height);
3096    setupDrawTexture(texture->id);
3097    setupDrawPureColorUniforms();
3098    setupDrawColorFilterUniforms(getColorFilter(paint));
3099    setupDrawShaderUniforms(getShader(paint));
3100    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3101
3102    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3103}
3104
3105// Same values used by Skia
3106#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3107#define kStdUnderline_Offset    (1.0f / 9.0f)
3108#define kStdUnderline_Thickness (1.0f / 18.0f)
3109
3110void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3111        const SkPaint* paint) {
3112    // Handle underline and strike-through
3113    uint32_t flags = paint->getFlags();
3114    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3115        SkPaint paintCopy(*paint);
3116
3117        if (CC_LIKELY(underlineWidth > 0.0f)) {
3118            const float textSize = paintCopy.getTextSize();
3119            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3120
3121            const float left = x;
3122            float top = 0.0f;
3123
3124            int linesCount = 0;
3125            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3126            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3127
3128            const int pointsCount = 4 * linesCount;
3129            float points[pointsCount];
3130            int currentPoint = 0;
3131
3132            if (flags & SkPaint::kUnderlineText_Flag) {
3133                top = y + textSize * kStdUnderline_Offset;
3134                points[currentPoint++] = left;
3135                points[currentPoint++] = top;
3136                points[currentPoint++] = left + underlineWidth;
3137                points[currentPoint++] = top;
3138            }
3139
3140            if (flags & SkPaint::kStrikeThruText_Flag) {
3141                top = y + textSize * kStdStrikeThru_Offset;
3142                points[currentPoint++] = left;
3143                points[currentPoint++] = top;
3144                points[currentPoint++] = left + underlineWidth;
3145                points[currentPoint++] = top;
3146            }
3147
3148            paintCopy.setStrokeWidth(strokeWidth);
3149
3150            drawLines(&points[0], pointsCount, &paintCopy);
3151        }
3152    }
3153}
3154
3155status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3156    if (currentSnapshot()->isIgnored()) {
3157        return DrawGlInfo::kStatusDone;
3158    }
3159
3160    return drawColorRects(rects, count, paint, false, true, true);
3161}
3162
3163static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3164    // map z coordinate with true 3d matrix
3165    point.z = transformZ.mapZ(point);
3166
3167    // map x,y coordinates with draw/Skia matrix
3168    transformXY.mapPoint(point.x, point.y);
3169}
3170
3171status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& casterTransformZ,
3172        float casterAlpha, bool casterUnclipped, const SkPath* casterPerimeter) {
3173    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3174
3175    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3176    mCaches.enableScissor();
3177
3178    SkPaint paint;
3179    paint.setAntiAlias(true); // want to use AlphaVertex
3180
3181    // tessellate caster outline into a 2d polygon
3182    Vector<Vertex> casterVertices2d;
3183    const float casterRefinementThresholdSquared = 20.0f; // TODO: experiment with this value
3184    PathTessellator::approximatePathOutlineVertices(*casterPerimeter,
3185            casterRefinementThresholdSquared, casterVertices2d);
3186    if (!ShadowTessellator::isClockwisePath(*casterPerimeter)) {
3187        ShadowTessellator::reverseVertexArray(casterVertices2d.editArray(),
3188                casterVertices2d.size());
3189    }
3190
3191    if (casterVertices2d.size() == 0) {
3192        // empty caster polygon computed from path
3193        return DrawGlInfo::kStatusDone;
3194    }
3195
3196    // map 2d caster poly into 3d
3197    const int casterVertexCount = casterVertices2d.size();
3198    Vector3 casterPolygon[casterVertexCount];
3199    float minZ = FLT_MAX;
3200    float maxZ = -FLT_MAX;
3201    for (int i = 0; i < casterVertexCount; i++) {
3202        const Vertex& point2d = casterVertices2d[i];
3203        casterPolygon[i] = Vector3(point2d.x, point2d.y, 0);
3204        mapPointFakeZ(casterPolygon[i], casterTransformXY, casterTransformZ);
3205        minZ = fmin(minZ, casterPolygon[i].z);
3206        maxZ = fmax(maxZ, casterPolygon[i].z);
3207    }
3208
3209    // map the centroid of the caster into 3d
3210    Vector2 centroid =  ShadowTessellator::centroid2d(
3211            reinterpret_cast<const Vector2*>(casterVertices2d.array()),
3212            casterVertexCount);
3213    Vector3 centroid3d(centroid.x, centroid.y, 0);
3214    mapPointFakeZ(centroid3d, casterTransformXY, casterTransformZ);
3215
3216    // if the caster intersects the z=0 plane, lift it in Z so it doesn't
3217    if (minZ < SHADOW_MIN_CASTER_Z) {
3218        float casterLift = SHADOW_MIN_CASTER_Z - minZ;
3219        for (int i = 0; i < casterVertexCount; i++) {
3220            casterPolygon[i].z += casterLift;
3221        }
3222        centroid3d.z += casterLift;
3223    }
3224
3225    // Check whether we want to draw the shadow at all by checking the caster's
3226    // bounds against clip.
3227    // We only have ortho projection, so we can just ignore the Z in caster for
3228    // simple rejection calculation.
3229    Rect localClip = mSnapshot->getLocalClip();
3230    Rect casterBounds(casterPerimeter->getBounds());
3231    casterTransformXY.mapRect(casterBounds);
3232
3233    bool isCasterOpaque = (casterAlpha == 1.0f) && casterUnclipped;
3234    // draw caster's shadows
3235    if (mCaches.propertyAmbientShadowStrength > 0) {
3236        paint.setARGB(casterAlpha * mCaches.propertyAmbientShadowStrength, 0, 0, 0);
3237        VertexBuffer ambientShadowVertexBuffer;
3238        VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateAmbientShadow(
3239                isCasterOpaque, casterPolygon, casterVertexCount, centroid3d,
3240                casterBounds, localClip, maxZ, ambientShadowVertexBuffer);
3241        drawVertexBuffer(vertexBufferMode, ambientShadowVertexBuffer, &paint);
3242    }
3243
3244    if (mCaches.propertySpotShadowStrength > 0) {
3245        paint.setARGB(casterAlpha * mCaches.propertySpotShadowStrength, 0, 0, 0);
3246        VertexBuffer spotShadowVertexBuffer;
3247        VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateSpotShadow(
3248                isCasterOpaque, casterPolygon, casterVertexCount,
3249                *currentTransform(), getWidth(), getHeight(), casterBounds, localClip,
3250                spotShadowVertexBuffer);
3251        drawVertexBuffer(vertexBufferMode, spotShadowVertexBuffer, &paint);
3252    }
3253
3254    return DrawGlInfo::kStatusDrew;
3255}
3256
3257status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3258        bool ignoreTransform, bool dirty, bool clip) {
3259    if (count == 0) {
3260        return DrawGlInfo::kStatusDone;
3261    }
3262
3263    int color = paint->getColor();
3264    // If a shader is set, preserve only the alpha
3265    if (getShader(paint)) {
3266        color |= 0x00ffffff;
3267    }
3268
3269    float left = FLT_MAX;
3270    float top = FLT_MAX;
3271    float right = FLT_MIN;
3272    float bottom = FLT_MIN;
3273
3274    Vertex mesh[count];
3275    Vertex* vertex = mesh;
3276
3277    for (int index = 0; index < count; index += 4) {
3278        float l = rects[index + 0];
3279        float t = rects[index + 1];
3280        float r = rects[index + 2];
3281        float b = rects[index + 3];
3282
3283        Vertex::set(vertex++, l, t);
3284        Vertex::set(vertex++, r, t);
3285        Vertex::set(vertex++, l, b);
3286        Vertex::set(vertex++, r, b);
3287
3288        left = fminf(left, l);
3289        top = fminf(top, t);
3290        right = fmaxf(right, r);
3291        bottom = fmaxf(bottom, b);
3292    }
3293
3294    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3295        return DrawGlInfo::kStatusDone;
3296    }
3297
3298    setupDraw();
3299    setupDrawNoTexture();
3300    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3301    setupDrawShader(getShader(paint));
3302    setupDrawColorFilter(getColorFilter(paint));
3303    setupDrawBlending(paint);
3304    setupDrawProgram();
3305    setupDrawDirtyRegionsDisabled();
3306    setupDrawModelView(kModelViewMode_Translate, false,
3307            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3308    setupDrawColorUniforms(getShader(paint));
3309    setupDrawShaderUniforms(getShader(paint));
3310    setupDrawColorFilterUniforms(getColorFilter(paint));
3311
3312    if (dirty && hasLayer()) {
3313        dirtyLayer(left, top, right, bottom, *currentTransform());
3314    }
3315
3316    issueIndexedQuadDraw(&mesh[0], count / 4);
3317
3318    return DrawGlInfo::kStatusDrew;
3319}
3320
3321void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3322        const SkPaint* paint, bool ignoreTransform) {
3323    int color = paint->getColor();
3324    // If a shader is set, preserve only the alpha
3325    if (getShader(paint)) {
3326        color |= 0x00ffffff;
3327    }
3328
3329    setupDraw();
3330    setupDrawNoTexture();
3331    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3332    setupDrawShader(getShader(paint));
3333    setupDrawColorFilter(getColorFilter(paint));
3334    setupDrawBlending(paint);
3335    setupDrawProgram();
3336    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3337            left, top, right, bottom, ignoreTransform);
3338    setupDrawColorUniforms(getShader(paint));
3339    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3340    setupDrawColorFilterUniforms(getColorFilter(paint));
3341    setupDrawSimpleMesh();
3342
3343    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3344}
3345
3346void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3347        Texture* texture, const SkPaint* paint) {
3348    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3349
3350    GLvoid* vertices = (GLvoid*) NULL;
3351    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3352
3353    if (texture->uvMapper) {
3354        vertices = &mMeshVertices[0].x;
3355        texCoords = &mMeshVertices[0].u;
3356
3357        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3358        texture->uvMapper->map(uvs);
3359
3360        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3361    }
3362
3363    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3364        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3365        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3366
3367        texture->setFilter(GL_NEAREST, true);
3368        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3369                paint, texture->blend, vertices, texCoords,
3370                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3371    } else {
3372        texture->setFilter(getFilter(paint), true);
3373        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3374                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3375    }
3376
3377    if (texture->uvMapper) {
3378        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3379    }
3380}
3381
3382void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3383        GLuint texture, const SkPaint* paint, bool blend,
3384        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3385        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3386        ModelViewMode modelViewMode, bool dirty) {
3387
3388    int a;
3389    SkXfermode::Mode mode;
3390    getAlphaAndMode(paint, &a, &mode);
3391    const float alpha = a / 255.0f;
3392
3393    setupDraw();
3394    setupDrawWithTexture();
3395    setupDrawColor(alpha, alpha, alpha, alpha);
3396    setupDrawColorFilter(getColorFilter(paint));
3397    setupDrawBlending(paint, blend, swapSrcDst);
3398    setupDrawProgram();
3399    if (!dirty) setupDrawDirtyRegionsDisabled();
3400    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3401    setupDrawTexture(texture);
3402    setupDrawPureColorUniforms();
3403    setupDrawColorFilterUniforms(getColorFilter(paint));
3404    setupDrawMesh(vertices, texCoords, vbo);
3405
3406    glDrawArrays(drawMode, 0, elementsCount);
3407}
3408
3409void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3410        GLuint texture, const SkPaint* paint, bool blend,
3411        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3412        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3413        ModelViewMode modelViewMode, bool dirty) {
3414
3415    int a;
3416    SkXfermode::Mode mode;
3417    getAlphaAndMode(paint, &a, &mode);
3418    const float alpha = a / 255.0f;
3419
3420    setupDraw();
3421    setupDrawWithTexture();
3422    setupDrawColor(alpha, alpha, alpha, alpha);
3423    setupDrawColorFilter(getColorFilter(paint));
3424    setupDrawBlending(paint, blend, swapSrcDst);
3425    setupDrawProgram();
3426    if (!dirty) setupDrawDirtyRegionsDisabled();
3427    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3428    setupDrawTexture(texture);
3429    setupDrawPureColorUniforms();
3430    setupDrawColorFilterUniforms(getColorFilter(paint));
3431    setupDrawMeshIndices(vertices, texCoords, vbo);
3432
3433    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3434}
3435
3436void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3437        GLuint texture, const SkPaint* paint,
3438        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3439        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3440
3441    int color = paint != NULL ? paint->getColor() : 0;
3442    int alpha;
3443    SkXfermode::Mode mode;
3444    getAlphaAndMode(paint, &alpha, &mode);
3445
3446    setupDraw();
3447    setupDrawWithTexture(true);
3448    if (paint != NULL) {
3449        setupDrawAlpha8Color(color, alpha);
3450    }
3451    setupDrawColorFilter(getColorFilter(paint));
3452    setupDrawShader(getShader(paint));
3453    setupDrawBlending(paint, true);
3454    setupDrawProgram();
3455    if (!dirty) setupDrawDirtyRegionsDisabled();
3456    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3457    setupDrawTexture(texture);
3458    setupDrawPureColorUniforms();
3459    setupDrawColorFilterUniforms(getColorFilter(paint));
3460    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3461    setupDrawMesh(vertices, texCoords);
3462
3463    glDrawArrays(drawMode, 0, elementsCount);
3464}
3465
3466void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3467        ProgramDescription& description, bool swapSrcDst) {
3468    if (mCountOverdraw) {
3469        if (!mCaches.blend) glEnable(GL_BLEND);
3470        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3471            glBlendFunc(GL_ONE, GL_ONE);
3472        }
3473
3474        mCaches.blend = true;
3475        mCaches.lastSrcMode = GL_ONE;
3476        mCaches.lastDstMode = GL_ONE;
3477
3478        return;
3479    }
3480
3481    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3482
3483    if (blend) {
3484        // These blend modes are not supported by OpenGL directly and have
3485        // to be implemented using shaders. Since the shader will perform
3486        // the blending, turn blending off here
3487        // If the blend mode cannot be implemented using shaders, fall
3488        // back to the default SrcOver blend mode instead
3489        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3490            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3491                description.framebufferMode = mode;
3492                description.swapSrcDst = swapSrcDst;
3493
3494                if (mCaches.blend) {
3495                    glDisable(GL_BLEND);
3496                    mCaches.blend = false;
3497                }
3498
3499                return;
3500            } else {
3501                mode = SkXfermode::kSrcOver_Mode;
3502            }
3503        }
3504
3505        if (!mCaches.blend) {
3506            glEnable(GL_BLEND);
3507        }
3508
3509        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3510        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3511
3512        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3513            glBlendFunc(sourceMode, destMode);
3514            mCaches.lastSrcMode = sourceMode;
3515            mCaches.lastDstMode = destMode;
3516        }
3517    } else if (mCaches.blend) {
3518        glDisable(GL_BLEND);
3519    }
3520    mCaches.blend = blend;
3521}
3522
3523bool OpenGLRenderer::useProgram(Program* program) {
3524    if (!program->isInUse()) {
3525        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3526        program->use();
3527        mCaches.currentProgram = program;
3528        return false;
3529    }
3530    return true;
3531}
3532
3533void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3534    TextureVertex* v = &mMeshVertices[0];
3535    TextureVertex::setUV(v++, u1, v1);
3536    TextureVertex::setUV(v++, u2, v1);
3537    TextureVertex::setUV(v++, u1, v2);
3538    TextureVertex::setUV(v++, u2, v2);
3539}
3540
3541void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3542    getAlphaAndModeDirect(paint, alpha,  mode);
3543    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3544        // if drawing a layer, ignore the paint's alpha
3545        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3546    }
3547    *alpha *= currentSnapshot()->alpha;
3548}
3549
3550float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3551    float alpha;
3552    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3553        alpha = mDrawModifiers.mOverrideLayerAlpha;
3554    } else {
3555        alpha = layer->getAlpha() / 255.0f;
3556    }
3557    return alpha * currentSnapshot()->alpha;
3558}
3559
3560}; // namespace uirenderer
3561}; // namespace android
3562