OpenGLRenderer.cpp revision d67bb5015f716c094beff02b2c5e77c9bb7d11a0
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "RenderState.h"
40#include "PathTessellator.h"
41#include "Properties.h"
42#include "ShadowTessellator.h"
43#include "SkiaShader.h"
44#include "utils/GLUtils.h"
45#include "utils/TraceUtils.h"
46#include "Vector.h"
47#include "VertexBuffer.h"
48
49#if DEBUG_DETAILED_EVENTS
50    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
51#else
52    #define EVENT_LOGD(...)
53#endif
54
55namespace android {
56namespace uirenderer {
57
58static GLenum getFilter(const SkPaint* paint) {
59    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
60        return GL_LINEAR;
61    }
62    return GL_NEAREST;
63}
64
65///////////////////////////////////////////////////////////////////////////////
66// Globals
67///////////////////////////////////////////////////////////////////////////////
68
69/**
70 * Structure mapping Skia xfermodes to OpenGL blending factors.
71 */
72struct Blender {
73    SkXfermode::Mode mode;
74    GLenum src;
75    GLenum dst;
76}; // struct Blender
77
78// In this array, the index of each Blender equals the value of the first
79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
80static const Blender gBlends[] = {
81    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
83    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
84    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
85    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
86    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
87    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
88    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
89    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
91    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
92    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
94    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
95    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
96};
97
98// This array contains the swapped version of each SkXfermode. For instance
99// this array's SrcOver blending mode is actually DstOver. You can refer to
100// createLayer() for more information on the purpose of this array.
101static const Blender gBlendsSwap[] = {
102    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
104    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
105    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
106    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
107    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
108    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
109    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
110    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
111    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
112    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
113    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
114    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
115    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
116    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
117};
118
119///////////////////////////////////////////////////////////////////////////////
120// Functions
121///////////////////////////////////////////////////////////////////////////////
122
123template<typename T>
124static inline T min(T a, T b) {
125    return a < b ? a : b;
126}
127
128///////////////////////////////////////////////////////////////////////////////
129// Constructors/destructor
130///////////////////////////////////////////////////////////////////////////////
131
132OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
133        : mFrameStarted(false)
134        , mCaches(Caches::getInstance())
135        , mExtensions(Extensions::getInstance())
136        , mRenderState(renderState)
137        , mScissorOptimizationDisabled(false)
138        , mSuppressTiling(false)
139        , mFirstFrameAfterResize(true)
140        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
141        , mLightRadius(FLT_MIN)
142        , mAmbientShadowAlpha(0)
143        , mSpotShadowAlpha(0) {
144    // *set* draw modifiers to be 0
145    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
146    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
147
148    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
149}
150
151OpenGLRenderer::~OpenGLRenderer() {
152    // The context has already been destroyed at this point, do not call
153    // GL APIs. All GL state should be kept in Caches.h
154}
155
156void OpenGLRenderer::initProperties() {
157    char property[PROPERTY_VALUE_MAX];
158    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
159        mScissorOptimizationDisabled = !strcasecmp(property, "true");
160        INIT_LOGD("  Scissor optimization %s",
161                mScissorOptimizationDisabled ? "disabled" : "enabled");
162    } else {
163        INIT_LOGD("  Scissor optimization enabled");
164    }
165}
166
167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
168        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
169    mLightCenter = lightCenter;
170    mLightRadius = lightRadius;
171    mAmbientShadowAlpha = ambientShadowAlpha;
172    mSpotShadowAlpha = spotShadowAlpha;
173}
174
175///////////////////////////////////////////////////////////////////////////////
176// Setup
177///////////////////////////////////////////////////////////////////////////////
178
179void OpenGLRenderer::onViewportInitialized() {
180    glDisable(GL_DITHER);
181    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
182
183    glEnableVertexAttribArray(Program::kBindingPosition);
184    mFirstFrameAfterResize = true;
185}
186
187void OpenGLRenderer::setupFrameState(float left, float top,
188        float right, float bottom, bool opaque) {
189    mCaches.clearGarbage();
190    initializeSaveStack(left, top, right, bottom, mLightCenter);
191    mOpaque = opaque;
192    mTilingClip.set(left, top, right, bottom);
193}
194
195status_t OpenGLRenderer::startFrame() {
196    if (mFrameStarted) return DrawGlInfo::kStatusDone;
197    mFrameStarted = true;
198
199    mDirtyClip = true;
200
201    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
202
203    mRenderState.setViewport(getWidth(), getHeight());
204
205    // Functors break the tiling extension in pretty spectacular ways
206    // This ensures we don't use tiling when a functor is going to be
207    // invoked during the frame
208    mSuppressTiling = mCaches.hasRegisteredFunctors()
209            || mFirstFrameAfterResize;
210    mFirstFrameAfterResize = false;
211
212    startTilingCurrentClip(true);
213
214    debugOverdraw(true, true);
215
216    return clear(mTilingClip.left, mTilingClip.top,
217            mTilingClip.right, mTilingClip.bottom, mOpaque);
218}
219
220status_t OpenGLRenderer::prepareDirty(float left, float top,
221        float right, float bottom, bool opaque) {
222
223    setupFrameState(left, top, right, bottom, opaque);
224
225    // Layer renderers will start the frame immediately
226    // The framebuffer renderer will first defer the display list
227    // for each layer and wait until the first drawing command
228    // to start the frame
229    if (currentSnapshot()->fbo == 0) {
230        syncState();
231        updateLayers();
232    } else {
233        return startFrame();
234    }
235
236    return DrawGlInfo::kStatusDone;
237}
238
239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
240    // If we know that we are going to redraw the entire framebuffer,
241    // perform a discard to let the driver know we don't need to preserve
242    // the back buffer for this frame.
243    if (mExtensions.hasDiscardFramebuffer() &&
244            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
245        const bool isFbo = getTargetFbo() == 0;
246        const GLenum attachments[] = {
247                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
248                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
249        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
250    }
251}
252
253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
254    if (!opaque) {
255        mCaches.enableScissor();
256        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
257        glClear(GL_COLOR_BUFFER_BIT);
258        return DrawGlInfo::kStatusDrew;
259    }
260
261    mCaches.resetScissor();
262    return DrawGlInfo::kStatusDone;
263}
264
265void OpenGLRenderer::syncState() {
266    if (mCaches.blend) {
267        glEnable(GL_BLEND);
268    } else {
269        glDisable(GL_BLEND);
270    }
271}
272
273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
274    if (!mSuppressTiling) {
275        const Snapshot* snapshot = currentSnapshot();
276
277        const Rect* clip = &mTilingClip;
278        if (snapshot->flags & Snapshot::kFlagFboTarget) {
279            clip = &(snapshot->layer->clipRect);
280        }
281
282        startTiling(*clip, getViewportHeight(), opaque, expand);
283    }
284}
285
286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
287    if (!mSuppressTiling) {
288        if(expand) {
289            // Expand the startTiling region by 1
290            int leftNotZero = (clip.left > 0) ? 1 : 0;
291            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
292
293            mCaches.startTiling(
294                clip.left - leftNotZero,
295                windowHeight - clip.bottom - topNotZero,
296                clip.right - clip.left + leftNotZero + 1,
297                clip.bottom - clip.top + topNotZero + 1,
298                opaque);
299        } else {
300            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
301                clip.right - clip.left, clip.bottom - clip.top, opaque);
302        }
303    }
304}
305
306void OpenGLRenderer::endTiling() {
307    if (!mSuppressTiling) mCaches.endTiling();
308}
309
310void OpenGLRenderer::finish() {
311    renderOverdraw();
312    endTiling();
313
314    for (size_t i = 0; i < mTempPaths.size(); i++) {
315        delete mTempPaths[i];
316    }
317    mTempPaths.clear();
318
319    // When finish() is invoked on FBO 0 we've reached the end
320    // of the current frame
321    if (getTargetFbo() == 0) {
322        mCaches.pathCache.trim();
323        mCaches.tessellationCache.trim();
324    }
325
326    if (!suppressErrorChecks()) {
327#if DEBUG_OPENGL
328        GLUtils::dumpGLErrors();
329#endif
330
331#if DEBUG_MEMORY_USAGE
332        mCaches.dumpMemoryUsage();
333#else
334        if (mCaches.getDebugLevel() & kDebugMemory) {
335            mCaches.dumpMemoryUsage();
336        }
337#endif
338    }
339
340    mFrameStarted = false;
341}
342
343void OpenGLRenderer::resumeAfterLayer() {
344    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
345    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
346    debugOverdraw(true, false);
347
348    mCaches.resetScissor();
349    dirtyClip();
350}
351
352status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& /* dirty */) {
353    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
354
355    Rect clip(*currentClipRect());
356    clip.snapToPixelBoundaries();
357
358    // Since we don't know what the functor will draw, let's dirty
359    // the entire clip region
360    if (hasLayer()) {
361        dirtyLayerUnchecked(clip, getRegion());
362    }
363
364    DrawGlInfo info;
365    info.clipLeft = clip.left;
366    info.clipTop = clip.top;
367    info.clipRight = clip.right;
368    info.clipBottom = clip.bottom;
369    info.isLayer = hasLayer();
370    info.width = getViewportWidth();
371    info.height = getViewportHeight();
372    currentTransform()->copyTo(&info.transform[0]);
373
374    bool prevDirtyClip = mDirtyClip;
375    // setup GL state for functor
376    if (mDirtyClip) {
377        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
378    }
379    if (mCaches.enableScissor() || prevDirtyClip) {
380        setScissorFromClip();
381    }
382
383    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
384    // Scissor may have been modified, reset dirty clip
385    dirtyClip();
386
387    return DrawGlInfo::kStatusDrew;
388}
389
390///////////////////////////////////////////////////////////////////////////////
391// Debug
392///////////////////////////////////////////////////////////////////////////////
393
394void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
395#if DEBUG_DETAILED_EVENTS
396    const int BUFFER_SIZE = 256;
397    va_list ap;
398    char buf[BUFFER_SIZE];
399
400    va_start(ap, fmt);
401    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
402    va_end(ap);
403
404    eventMark(buf);
405#else
406    (void)fmt;
407#endif
408}
409
410
411void OpenGLRenderer::eventMark(const char* name) const {
412    mCaches.eventMark(0, name);
413}
414
415void OpenGLRenderer::startMark(const char* name) const {
416    mCaches.startMark(0, name);
417}
418
419void OpenGLRenderer::endMark() const {
420    mCaches.endMark();
421}
422
423void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
424    mRenderState.debugOverdraw(enable, clear);
425}
426
427void OpenGLRenderer::renderOverdraw() {
428    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
429        const Rect* clip = &mTilingClip;
430
431        mCaches.enableScissor();
432        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
433                clip->right - clip->left, clip->bottom - clip->top);
434
435        // 1x overdraw
436        mCaches.stencil.enableDebugTest(2);
437        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
438
439        // 2x overdraw
440        mCaches.stencil.enableDebugTest(3);
441        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
442
443        // 3x overdraw
444        mCaches.stencil.enableDebugTest(4);
445        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
446
447        // 4x overdraw and higher
448        mCaches.stencil.enableDebugTest(4, true);
449        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
450
451        mCaches.stencil.disable();
452    }
453}
454
455///////////////////////////////////////////////////////////////////////////////
456// Layers
457///////////////////////////////////////////////////////////////////////////////
458
459bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
460    if (layer->deferredUpdateScheduled && layer->renderer
461            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
462
463        if (inFrame) {
464            endTiling();
465            debugOverdraw(false, false);
466        }
467
468        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
469            layer->render(*this);
470        } else {
471            layer->defer(*this);
472        }
473
474        if (inFrame) {
475            resumeAfterLayer();
476            startTilingCurrentClip();
477        }
478
479        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
480        layer->hasDrawnSinceUpdate = false;
481
482        return true;
483    }
484
485    return false;
486}
487
488void OpenGLRenderer::updateLayers() {
489    // If draw deferring is enabled this method will simply defer
490    // the display list of each individual layer. The layers remain
491    // in the layer updates list which will be cleared by flushLayers().
492    int count = mLayerUpdates.size();
493    if (count > 0) {
494        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
495            startMark("Layer Updates");
496        } else {
497            startMark("Defer Layer Updates");
498        }
499
500        // Note: it is very important to update the layers in order
501        for (int i = 0; i < count; i++) {
502            Layer* layer = mLayerUpdates.itemAt(i).get();
503            updateLayer(layer, false);
504        }
505
506        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
507            mLayerUpdates.clear();
508            mRenderState.bindFramebuffer(getTargetFbo());
509        }
510        endMark();
511    }
512}
513
514void OpenGLRenderer::flushLayers() {
515    int count = mLayerUpdates.size();
516    if (count > 0) {
517        startMark("Apply Layer Updates");
518
519        // Note: it is very important to update the layers in order
520        for (int i = 0; i < count; i++) {
521            mLayerUpdates.itemAt(i)->flush();
522        }
523
524        mLayerUpdates.clear();
525        mRenderState.bindFramebuffer(getTargetFbo());
526
527        endMark();
528    }
529}
530
531void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
532    if (layer) {
533        // Make sure we don't introduce duplicates.
534        // SortedVector would do this automatically but we need to respect
535        // the insertion order. The linear search is not an issue since
536        // this list is usually very short (typically one item, at most a few)
537        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
538            if (mLayerUpdates.itemAt(i) == layer) {
539                return;
540            }
541        }
542        mLayerUpdates.push_back(layer);
543    }
544}
545
546void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
547    if (layer) {
548        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
549            if (mLayerUpdates.itemAt(i) == layer) {
550                mLayerUpdates.removeAt(i);
551                break;
552            }
553        }
554    }
555}
556
557void OpenGLRenderer::flushLayerUpdates() {
558    ATRACE_NAME("Update HW Layers");
559    syncState();
560    updateLayers();
561    flushLayers();
562    // Wait for all the layer updates to be executed
563    AutoFence fence;
564}
565
566void OpenGLRenderer::markLayersAsBuildLayers() {
567    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
568        mLayerUpdates[i]->wasBuildLayered = true;
569    }
570}
571
572///////////////////////////////////////////////////////////////////////////////
573// State management
574///////////////////////////////////////////////////////////////////////////////
575
576void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
577    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
578    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
579    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
580
581    if (restoreViewport) {
582        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
583    }
584
585    if (restoreClip) {
586        dirtyClip();
587    }
588
589    if (restoreLayer) {
590        endMark(); // Savelayer
591        ATRACE_END(); // SaveLayer
592        startMark("ComposeLayer");
593        composeLayer(removed, restored);
594        endMark();
595    }
596}
597
598///////////////////////////////////////////////////////////////////////////////
599// Layers
600///////////////////////////////////////////////////////////////////////////////
601
602int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
603        const SkPaint* paint, int flags, const SkPath* convexMask) {
604    // force matrix/clip isolation for layer
605    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
606
607    const int count = saveSnapshot(flags);
608
609    if (!currentSnapshot()->isIgnored()) {
610        createLayer(left, top, right, bottom, paint, flags, convexMask);
611    }
612
613    return count;
614}
615
616void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
617    const Rect untransformedBounds(bounds);
618
619    currentTransform()->mapRect(bounds);
620
621    // Layers only make sense if they are in the framebuffer's bounds
622    if (bounds.intersect(*currentClipRect())) {
623        // We cannot work with sub-pixels in this case
624        bounds.snapToPixelBoundaries();
625
626        // When the layer is not an FBO, we may use glCopyTexImage so we
627        // need to make sure the layer does not extend outside the bounds
628        // of the framebuffer
629        const Snapshot& previous = *(currentSnapshot()->previous);
630        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
631        if (!bounds.intersect(previousViewport)) {
632            bounds.setEmpty();
633        } else if (fboLayer) {
634            clip.set(bounds);
635            mat4 inverse;
636            inverse.loadInverse(*currentTransform());
637            inverse.mapRect(clip);
638            clip.snapToPixelBoundaries();
639            if (clip.intersect(untransformedBounds)) {
640                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
641                bounds.set(untransformedBounds);
642            } else {
643                clip.setEmpty();
644            }
645        }
646    } else {
647        bounds.setEmpty();
648    }
649}
650
651void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
652        bool fboLayer, int alpha) {
653    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
654            bounds.getHeight() > mCaches.maxTextureSize ||
655            (fboLayer && clip.isEmpty())) {
656        mSnapshot->empty = fboLayer;
657    } else {
658        mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
659    }
660}
661
662int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
663        const SkPaint* paint, int flags) {
664    const int count = saveSnapshot(flags);
665
666    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
667        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
668        // operations will be able to store and restore the current clip and transform info, and
669        // quick rejection will be correct (for display lists)
670
671        Rect bounds(left, top, right, bottom);
672        Rect clip;
673        calculateLayerBoundsAndClip(bounds, clip, true);
674        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
675
676        if (!currentSnapshot()->isIgnored()) {
677            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
678            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
679            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
680            mSnapshot->roundRectClipState = NULL;
681        }
682    }
683
684    return count;
685}
686
687/**
688 * Layers are viewed by Skia are slightly different than layers in image editing
689 * programs (for instance.) When a layer is created, previously created layers
690 * and the frame buffer still receive every drawing command. For instance, if a
691 * layer is created and a shape intersecting the bounds of the layers and the
692 * framebuffer is draw, the shape will be drawn on both (unless the layer was
693 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
694 *
695 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
696 * texture. Unfortunately, this is inefficient as it requires every primitive to
697 * be drawn n + 1 times, where n is the number of active layers. In practice this
698 * means, for every primitive:
699 *   - Switch active frame buffer
700 *   - Change viewport, clip and projection matrix
701 *   - Issue the drawing
702 *
703 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
704 * To avoid this, layers are implemented in a different way here, at least in the
705 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
706 * is set. When this flag is set we can redirect all drawing operations into a
707 * single FBO.
708 *
709 * This implementation relies on the frame buffer being at least RGBA 8888. When
710 * a layer is created, only a texture is created, not an FBO. The content of the
711 * frame buffer contained within the layer's bounds is copied into this texture
712 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
713 * buffer and drawing continues as normal. This technique therefore treats the
714 * frame buffer as a scratch buffer for the layers.
715 *
716 * To compose the layers back onto the frame buffer, each layer texture
717 * (containing the original frame buffer data) is drawn as a simple quad over
718 * the frame buffer. The trick is that the quad is set as the composition
719 * destination in the blending equation, and the frame buffer becomes the source
720 * of the composition.
721 *
722 * Drawing layers with an alpha value requires an extra step before composition.
723 * An empty quad is drawn over the layer's region in the frame buffer. This quad
724 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
725 * quad is used to multiply the colors in the frame buffer. This is achieved by
726 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
727 * GL_ZERO, GL_SRC_ALPHA.
728 *
729 * Because glCopyTexImage2D() can be slow, an alternative implementation might
730 * be use to draw a single clipped layer. The implementation described above
731 * is correct in every case.
732 *
733 * (1) The frame buffer is actually not cleared right away. To allow the GPU
734 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
735 *     buffer is left untouched until the first drawing operation. Only when
736 *     something actually gets drawn are the layers regions cleared.
737 */
738bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
739        const SkPaint* paint, int flags, const SkPath* convexMask) {
740    if (kDebugLayers) {
741        ALOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
742        ALOGD("Layer cache size = %d", mCaches.layerCache.getSize());
743    }
744
745    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
746
747    // Window coordinates of the layer
748    Rect clip;
749    Rect bounds(left, top, right, bottom);
750    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
751    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
752
753    // Bail out if we won't draw in this snapshot
754    if (currentSnapshot()->isIgnored()) {
755        return false;
756    }
757
758    mCaches.activeTexture(0);
759    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
760    if (!layer) {
761        return false;
762    }
763
764    layer->setPaint(paint);
765    layer->layer.set(bounds);
766    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
767            bounds.getWidth() / float(layer->getWidth()), 0.0f);
768
769    layer->setBlend(true);
770    layer->setDirty(false);
771    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
772
773    // Save the layer in the snapshot
774    mSnapshot->flags |= Snapshot::kFlagIsLayer;
775    mSnapshot->layer = layer;
776
777    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
778            fboLayer ? "" : "unclipped ",
779            layer->getWidth(), layer->getHeight());
780    startMark("SaveLayer");
781    if (fboLayer) {
782        return createFboLayer(layer, bounds, clip);
783    } else {
784        // Copy the framebuffer into the layer
785        layer->bindTexture();
786        if (!bounds.isEmpty()) {
787            if (layer->isEmpty()) {
788                // Workaround for some GL drivers. When reading pixels lying outside
789                // of the window we should get undefined values for those pixels.
790                // Unfortunately some drivers will turn the entire target texture black
791                // when reading outside of the window.
792                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
793                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
794                layer->setEmpty(false);
795            }
796
797            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
798                    bounds.left, getViewportHeight() - bounds.bottom,
799                    bounds.getWidth(), bounds.getHeight());
800
801            // Enqueue the buffer coordinates to clear the corresponding region later
802            mLayers.push(new Rect(bounds));
803        }
804    }
805
806    return true;
807}
808
809bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
810    layer->clipRect.set(clip);
811    layer->setFbo(mCaches.fboCache.get());
812
813    mSnapshot->region = &mSnapshot->layer->region;
814    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
815    mSnapshot->fbo = layer->getFbo();
816    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
817    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
818    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
819    mSnapshot->roundRectClipState = NULL;
820
821    endTiling();
822    debugOverdraw(false, false);
823    // Bind texture to FBO
824    mRenderState.bindFramebuffer(layer->getFbo());
825    layer->bindTexture();
826
827    // Initialize the texture if needed
828    if (layer->isEmpty()) {
829        layer->allocateTexture();
830        layer->setEmpty(false);
831    }
832
833    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
834            layer->getTexture(), 0);
835
836    // Expand the startTiling region by 1
837    startTilingCurrentClip(true, true);
838
839    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
840    mCaches.enableScissor();
841    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
842            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
843    glClear(GL_COLOR_BUFFER_BIT);
844
845    dirtyClip();
846
847    // Change the ortho projection
848    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
849    return true;
850}
851
852/**
853 * Read the documentation of createLayer() before doing anything in this method.
854 */
855void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
856    if (!removed.layer) {
857        ALOGE("Attempting to compose a layer that does not exist");
858        return;
859    }
860
861    Layer* layer = removed.layer;
862    const Rect& rect = layer->layer;
863    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
864
865    bool clipRequired = false;
866    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
867            &clipRequired, NULL, false); // safely ignore return, should never be rejected
868    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
869
870    if (fboLayer) {
871        endTiling();
872
873        // Detach the texture from the FBO
874        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
875
876        layer->removeFbo(false);
877
878        // Unbind current FBO and restore previous one
879        mRenderState.bindFramebuffer(restored.fbo);
880        debugOverdraw(true, false);
881
882        startTilingCurrentClip();
883    }
884
885    if (!fboLayer && layer->getAlpha() < 255) {
886        SkPaint layerPaint;
887        layerPaint.setAlpha(layer->getAlpha());
888        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
889        layerPaint.setColorFilter(layer->getColorFilter());
890
891        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
892        // Required below, composeLayerRect() will divide by 255
893        layer->setAlpha(255);
894    }
895
896    mCaches.unbindMeshBuffer();
897
898    mCaches.activeTexture(0);
899
900    // When the layer is stored in an FBO, we can save a bit of fillrate by
901    // drawing only the dirty region
902    if (fboLayer) {
903        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
904        composeLayerRegion(layer, rect);
905    } else if (!rect.isEmpty()) {
906        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
907
908        save(0);
909        // the layer contains screen buffer content that shouldn't be alpha modulated
910        // (and any necessary alpha modulation was handled drawing into the layer)
911        mSnapshot->alpha = 1.0f;
912        composeLayerRect(layer, rect, true);
913        restore();
914    }
915
916    dirtyClip();
917
918    // Failing to add the layer to the cache should happen only if the layer is too large
919    layer->setConvexMask(NULL);
920    if (!mCaches.layerCache.put(layer)) {
921        if (kDebugLayers) {
922            ALOGD("Deleting layer");
923        }
924        layer->decStrong(0);
925    }
926}
927
928void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
929    float alpha = getLayerAlpha(layer);
930
931    setupDraw();
932    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
933        setupDrawWithTexture();
934    } else {
935        setupDrawWithExternalTexture();
936    }
937    setupDrawTextureTransform();
938    setupDrawColor(alpha, alpha, alpha, alpha);
939    setupDrawColorFilter(layer->getColorFilter());
940    setupDrawBlending(layer);
941    setupDrawProgram();
942    setupDrawPureColorUniforms();
943    setupDrawColorFilterUniforms(layer->getColorFilter());
944    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
945        setupDrawTexture(layer->getTexture());
946    } else {
947        setupDrawExternalTexture(layer->getTexture());
948    }
949    if (currentTransform()->isPureTranslate() &&
950            !layer->getForceFilter() &&
951            layer->getWidth() == (uint32_t) rect.getWidth() &&
952            layer->getHeight() == (uint32_t) rect.getHeight()) {
953        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
954        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
955
956        layer->setFilter(GL_NEAREST);
957        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
958                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
959    } else {
960        layer->setFilter(GL_LINEAR);
961        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
962                rect.left, rect.top, rect.right, rect.bottom);
963    }
964    setupDrawTextureTransformUniforms(layer->getTexTransform());
965    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
966
967    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
968}
969
970void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
971    if (layer->isTextureLayer()) {
972        EVENT_LOGD("composeTextureLayerRect");
973        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
974        drawTextureLayer(layer, rect);
975        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
976    } else {
977        EVENT_LOGD("composeHardwareLayerRect");
978        const Rect& texCoords = layer->texCoords;
979        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
980                texCoords.right, texCoords.bottom);
981
982        float x = rect.left;
983        float y = rect.top;
984        bool simpleTransform = currentTransform()->isPureTranslate() &&
985                layer->getWidth() == (uint32_t) rect.getWidth() &&
986                layer->getHeight() == (uint32_t) rect.getHeight();
987
988        if (simpleTransform) {
989            // When we're swapping, the layer is already in screen coordinates
990            if (!swap) {
991                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
992                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
993            }
994
995            layer->setFilter(GL_NEAREST, true);
996        } else {
997            layer->setFilter(GL_LINEAR, true);
998        }
999
1000        SkPaint layerPaint;
1001        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1002        layerPaint.setXfermodeMode(layer->getMode());
1003        layerPaint.setColorFilter(layer->getColorFilter());
1004
1005        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1006        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1007                layer->getTexture(), &layerPaint, blend,
1008                &mMeshVertices[0].x, &mMeshVertices[0].u,
1009                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1010
1011        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1012    }
1013}
1014
1015/**
1016 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1017 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1018 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1019 * by saveLayer's restore
1020 */
1021#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1022        DRAW_COMMAND;                                                            \
1023        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1024            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1025            DRAW_COMMAND;                                                        \
1026            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1027        }                                                                        \
1028    }
1029
1030#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1031
1032// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1033// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1034class LayerShader : public SkShader {
1035public:
1036    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1037    : INHERITED(localMatrix)
1038    , mLayer(layer) {
1039    }
1040
1041    virtual bool asACustomShader(void** data) const {
1042        if (data) {
1043            *data = static_cast<void*>(mLayer);
1044        }
1045        return true;
1046    }
1047
1048    virtual bool isOpaque() const {
1049        return !mLayer->isBlend();
1050    }
1051
1052protected:
1053    virtual void shadeSpan(int /* x */, int /* y */, SkPMColor[], int /* count */) {
1054        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1055    }
1056
1057    virtual void flatten(SkWriteBuffer&) const {
1058        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1059    }
1060
1061    virtual Factory getFactory() const {
1062        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1063        return NULL;
1064    }
1065private:
1066    // Unowned.
1067    Layer* mLayer;
1068    typedef SkShader INHERITED;
1069};
1070
1071void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1072    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1073
1074    if (layer->getConvexMask()) {
1075        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1076
1077        // clip to the area of the layer the mask can be larger
1078        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1079
1080        SkPaint paint;
1081        paint.setAntiAlias(true);
1082        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1083
1084        // create LayerShader to map SaveLayer content into subsequent draw
1085        SkMatrix shaderMatrix;
1086        shaderMatrix.setTranslate(rect.left, rect.bottom);
1087        shaderMatrix.preScale(1, -1);
1088        LayerShader layerShader(layer, &shaderMatrix);
1089        paint.setShader(&layerShader);
1090
1091        // Since the drawing primitive is defined in local drawing space,
1092        // we don't need to modify the draw matrix
1093        const SkPath* maskPath = layer->getConvexMask();
1094        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1095
1096        paint.setShader(NULL);
1097        restore();
1098
1099        return;
1100    }
1101
1102    if (layer->region.isRect()) {
1103        layer->setRegionAsRect();
1104
1105        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1106
1107        layer->region.clear();
1108        return;
1109    }
1110
1111    EVENT_LOGD("composeLayerRegion");
1112    // standard Region based draw
1113    size_t count;
1114    const android::Rect* rects;
1115    Region safeRegion;
1116    if (CC_LIKELY(hasRectToRectTransform())) {
1117        rects = layer->region.getArray(&count);
1118    } else {
1119        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1120        rects = safeRegion.getArray(&count);
1121    }
1122
1123    const float alpha = getLayerAlpha(layer);
1124    const float texX = 1.0f / float(layer->getWidth());
1125    const float texY = 1.0f / float(layer->getHeight());
1126    const float height = rect.getHeight();
1127
1128    setupDraw();
1129
1130    // We must get (and therefore bind) the region mesh buffer
1131    // after we setup drawing in case we need to mess with the
1132    // stencil buffer in setupDraw()
1133    TextureVertex* mesh = mCaches.getRegionMesh();
1134    uint32_t numQuads = 0;
1135
1136    setupDrawWithTexture();
1137    setupDrawColor(alpha, alpha, alpha, alpha);
1138    setupDrawColorFilter(layer->getColorFilter());
1139    setupDrawBlending(layer);
1140    setupDrawProgram();
1141    setupDrawDirtyRegionsDisabled();
1142    setupDrawPureColorUniforms();
1143    setupDrawColorFilterUniforms(layer->getColorFilter());
1144    setupDrawTexture(layer->getTexture());
1145    if (currentTransform()->isPureTranslate()) {
1146        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1147        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1148
1149        layer->setFilter(GL_NEAREST);
1150        setupDrawModelView(kModelViewMode_Translate, false,
1151                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1152    } else {
1153        layer->setFilter(GL_LINEAR);
1154        setupDrawModelView(kModelViewMode_Translate, false,
1155                rect.left, rect.top, rect.right, rect.bottom);
1156    }
1157    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1158
1159    for (size_t i = 0; i < count; i++) {
1160        const android::Rect* r = &rects[i];
1161
1162        const float u1 = r->left * texX;
1163        const float v1 = (height - r->top) * texY;
1164        const float u2 = r->right * texX;
1165        const float v2 = (height - r->bottom) * texY;
1166
1167        // TODO: Reject quads outside of the clip
1168        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1169        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1170        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1171        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1172
1173        numQuads++;
1174
1175        if (numQuads >= gMaxNumberOfQuads) {
1176            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1177                            GL_UNSIGNED_SHORT, NULL));
1178            numQuads = 0;
1179            mesh = mCaches.getRegionMesh();
1180        }
1181    }
1182
1183    if (numQuads > 0) {
1184        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1185                        GL_UNSIGNED_SHORT, NULL));
1186    }
1187
1188#if DEBUG_LAYERS_AS_REGIONS
1189    drawRegionRectsDebug(layer->region);
1190#endif
1191
1192    layer->region.clear();
1193}
1194
1195#if DEBUG_LAYERS_AS_REGIONS
1196void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1197    size_t count;
1198    const android::Rect* rects = region.getArray(&count);
1199
1200    uint32_t colors[] = {
1201            0x7fff0000, 0x7f00ff00,
1202            0x7f0000ff, 0x7fff00ff,
1203    };
1204
1205    int offset = 0;
1206    int32_t top = rects[0].top;
1207
1208    for (size_t i = 0; i < count; i++) {
1209        if (top != rects[i].top) {
1210            offset ^= 0x2;
1211            top = rects[i].top;
1212        }
1213
1214        SkPaint paint;
1215        paint.setColor(colors[offset + (i & 0x1)]);
1216        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1217        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1218    }
1219}
1220#endif
1221
1222void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1223    Vector<float> rects;
1224
1225    SkRegion::Iterator it(region);
1226    while (!it.done()) {
1227        const SkIRect& r = it.rect();
1228        rects.push(r.fLeft);
1229        rects.push(r.fTop);
1230        rects.push(r.fRight);
1231        rects.push(r.fBottom);
1232        it.next();
1233    }
1234
1235    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1236}
1237
1238void OpenGLRenderer::dirtyLayer(const float left, const float top,
1239        const float right, const float bottom, const mat4 transform) {
1240    if (hasLayer()) {
1241        Rect bounds(left, top, right, bottom);
1242        transform.mapRect(bounds);
1243        dirtyLayerUnchecked(bounds, getRegion());
1244    }
1245}
1246
1247void OpenGLRenderer::dirtyLayer(const float left, const float top,
1248        const float right, const float bottom) {
1249    if (hasLayer()) {
1250        Rect bounds(left, top, right, bottom);
1251        dirtyLayerUnchecked(bounds, getRegion());
1252    }
1253}
1254
1255void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1256    if (bounds.intersect(*currentClipRect())) {
1257        bounds.snapToPixelBoundaries();
1258        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1259        if (!dirty.isEmpty()) {
1260            region->orSelf(dirty);
1261        }
1262    }
1263}
1264
1265void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1266    GLsizei elementsCount = quadsCount * 6;
1267    while (elementsCount > 0) {
1268        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1269
1270        setupDrawIndexedVertices(&mesh[0].x);
1271        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1272
1273        elementsCount -= drawCount;
1274        // Though there are 4 vertices in a quad, we use 6 indices per
1275        // quad to draw with GL_TRIANGLES
1276        mesh += (drawCount / 6) * 4;
1277    }
1278}
1279
1280void OpenGLRenderer::clearLayerRegions() {
1281    const size_t count = mLayers.size();
1282    if (count == 0) return;
1283
1284    if (!currentSnapshot()->isIgnored()) {
1285        EVENT_LOGD("clearLayerRegions");
1286        // Doing several glScissor/glClear here can negatively impact
1287        // GPUs with a tiler architecture, instead we draw quads with
1288        // the Clear blending mode
1289
1290        // The list contains bounds that have already been clipped
1291        // against their initial clip rect, and the current clip
1292        // is likely different so we need to disable clipping here
1293        bool scissorChanged = mCaches.disableScissor();
1294
1295        Vertex mesh[count * 4];
1296        Vertex* vertex = mesh;
1297
1298        for (uint32_t i = 0; i < count; i++) {
1299            Rect* bounds = mLayers.itemAt(i);
1300
1301            Vertex::set(vertex++, bounds->left, bounds->top);
1302            Vertex::set(vertex++, bounds->right, bounds->top);
1303            Vertex::set(vertex++, bounds->left, bounds->bottom);
1304            Vertex::set(vertex++, bounds->right, bounds->bottom);
1305
1306            delete bounds;
1307        }
1308        // We must clear the list of dirty rects before we
1309        // call setupDraw() to prevent stencil setup to do
1310        // the same thing again
1311        mLayers.clear();
1312
1313        SkPaint clearPaint;
1314        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1315
1316        setupDraw(false);
1317        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1318        setupDrawBlending(&clearPaint, true);
1319        setupDrawProgram();
1320        setupDrawPureColorUniforms();
1321        setupDrawModelView(kModelViewMode_Translate, false,
1322                0.0f, 0.0f, 0.0f, 0.0f, true);
1323
1324        issueIndexedQuadDraw(&mesh[0], count);
1325
1326        if (scissorChanged) mCaches.enableScissor();
1327    } else {
1328        for (uint32_t i = 0; i < count; i++) {
1329            delete mLayers.itemAt(i);
1330        }
1331        mLayers.clear();
1332    }
1333}
1334
1335///////////////////////////////////////////////////////////////////////////////
1336// State Deferral
1337///////////////////////////////////////////////////////////////////////////////
1338
1339bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1340    const Rect* currentClip = currentClipRect();
1341    const mat4* currentMatrix = currentTransform();
1342
1343    if (stateDeferFlags & kStateDeferFlag_Draw) {
1344        // state has bounds initialized in local coordinates
1345        if (!state.mBounds.isEmpty()) {
1346            currentMatrix->mapRect(state.mBounds);
1347            Rect clippedBounds(state.mBounds);
1348            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1349            // is used, it should more closely duplicate the quickReject logic (in how it uses
1350            // snapToPixelBoundaries)
1351
1352            if(!clippedBounds.intersect(*currentClip)) {
1353                // quick rejected
1354                return true;
1355            }
1356
1357            state.mClipSideFlags = kClipSide_None;
1358            if (!currentClip->contains(state.mBounds)) {
1359                int& flags = state.mClipSideFlags;
1360                // op partially clipped, so record which sides are clipped for clip-aware merging
1361                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1362                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1363                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1364                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1365            }
1366            state.mBounds.set(clippedBounds);
1367        } else {
1368            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1369            // overdraw avoidance (since we don't know what it overlaps)
1370            state.mClipSideFlags = kClipSide_ConservativeFull;
1371            state.mBounds.set(*currentClip);
1372        }
1373    }
1374
1375    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1376    if (state.mClipValid) {
1377        state.mClip.set(*currentClip);
1378    }
1379
1380    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1381    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1382    state.mMatrix.load(*currentMatrix);
1383    state.mDrawModifiers = mDrawModifiers;
1384    state.mAlpha = currentSnapshot()->alpha;
1385
1386    // always store/restore, since it's just a pointer
1387    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1388    return false;
1389}
1390
1391void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1392    setMatrix(state.mMatrix);
1393    mSnapshot->alpha = state.mAlpha;
1394    mDrawModifiers = state.mDrawModifiers;
1395    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1396
1397    if (state.mClipValid && !skipClipRestore) {
1398        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1399                state.mClip.right, state.mClip.bottom);
1400        dirtyClip();
1401    }
1402}
1403
1404/**
1405 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1406 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1407 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1408 *
1409 * This method should be called when restoreDisplayState() won't be restoring the clip
1410 */
1411void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1412    if (clipRect != NULL) {
1413        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1414    } else {
1415        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1416    }
1417    dirtyClip();
1418    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1419}
1420
1421///////////////////////////////////////////////////////////////////////////////
1422// Clipping
1423///////////////////////////////////////////////////////////////////////////////
1424
1425void OpenGLRenderer::setScissorFromClip() {
1426    Rect clip(*currentClipRect());
1427    clip.snapToPixelBoundaries();
1428
1429    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1430            clip.getWidth(), clip.getHeight())) {
1431        mDirtyClip = false;
1432    }
1433}
1434
1435void OpenGLRenderer::ensureStencilBuffer() {
1436    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1437    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1438    // just hope we have one when hasLayer() returns false.
1439    if (hasLayer()) {
1440        attachStencilBufferToLayer(currentSnapshot()->layer);
1441    }
1442}
1443
1444void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1445    // The layer's FBO is already bound when we reach this stage
1446    if (!layer->getStencilRenderBuffer()) {
1447        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1448        // is attached after we initiated tiling. We must turn it off,
1449        // attach the new render buffer then turn tiling back on
1450        endTiling();
1451
1452        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1453                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1454        layer->setStencilRenderBuffer(buffer);
1455
1456        startTiling(layer->clipRect, layer->layer.getHeight());
1457    }
1458}
1459
1460void OpenGLRenderer::setStencilFromClip() {
1461    if (!mCaches.debugOverdraw) {
1462        if (!currentSnapshot()->clipRegion->isEmpty()) {
1463            EVENT_LOGD("setStencilFromClip - enabling");
1464
1465            // NOTE: The order here is important, we must set dirtyClip to false
1466            //       before any draw call to avoid calling back into this method
1467            mDirtyClip = false;
1468
1469            ensureStencilBuffer();
1470
1471            mCaches.stencil.enableWrite();
1472
1473            // Clear and update the stencil, but first make sure we restrict drawing
1474            // to the region's bounds
1475            bool resetScissor = mCaches.enableScissor();
1476            if (resetScissor) {
1477                // The scissor was not set so we now need to update it
1478                setScissorFromClip();
1479            }
1480            mCaches.stencil.clear();
1481
1482            // stash and disable the outline clip state, since stencil doesn't account for outline
1483            bool storedSkipOutlineClip = mSkipOutlineClip;
1484            mSkipOutlineClip = true;
1485
1486            SkPaint paint;
1487            paint.setColor(SK_ColorBLACK);
1488            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1489
1490            // NOTE: We could use the region contour path to generate a smaller mesh
1491            //       Since we are using the stencil we could use the red book path
1492            //       drawing technique. It might increase bandwidth usage though.
1493
1494            // The last parameter is important: we are not drawing in the color buffer
1495            // so we don't want to dirty the current layer, if any
1496            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1497            if (resetScissor) mCaches.disableScissor();
1498            mSkipOutlineClip = storedSkipOutlineClip;
1499
1500            mCaches.stencil.enableTest();
1501
1502            // Draw the region used to generate the stencil if the appropriate debug
1503            // mode is enabled
1504            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1505                paint.setColor(0x7f0000ff);
1506                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1507                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1508            }
1509        } else {
1510            EVENT_LOGD("setStencilFromClip - disabling");
1511            mCaches.stencil.disable();
1512        }
1513    }
1514}
1515
1516/**
1517 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1518 *
1519 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1520 *         style, and tessellated AA ramp
1521 */
1522bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1523        const SkPaint* paint) {
1524    bool snapOut = paint && paint->isAntiAlias();
1525
1526    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1527        float outset = paint->getStrokeWidth() * 0.5f;
1528        left -= outset;
1529        top -= outset;
1530        right += outset;
1531        bottom += outset;
1532    }
1533
1534    bool clipRequired = false;
1535    bool roundRectClipRequired = false;
1536    if (calculateQuickRejectForScissor(left, top, right, bottom,
1537            &clipRequired, &roundRectClipRequired, snapOut)) {
1538        return true;
1539    }
1540
1541    // not quick rejected, so enable the scissor if clipRequired
1542    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1543    mSkipOutlineClip = !roundRectClipRequired;
1544    return false;
1545}
1546
1547void OpenGLRenderer::debugClip() {
1548#if DEBUG_CLIP_REGIONS
1549    if (!currentSnapshot()->clipRegion->isEmpty()) {
1550        SkPaint paint;
1551        paint.setColor(0x7f00ff00);
1552        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1553
1554    }
1555#endif
1556}
1557
1558///////////////////////////////////////////////////////////////////////////////
1559// Drawing commands
1560///////////////////////////////////////////////////////////////////////////////
1561
1562void OpenGLRenderer::setupDraw(bool clearLayer) {
1563    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1564    //       changes the scissor test state
1565    if (clearLayer) clearLayerRegions();
1566    // Make sure setScissor & setStencil happen at the beginning of
1567    // this method
1568    if (mDirtyClip) {
1569        if (mCaches.scissorEnabled) {
1570            setScissorFromClip();
1571        }
1572
1573        setStencilFromClip();
1574    }
1575
1576    mDescription.reset();
1577
1578    mSetShaderColor = false;
1579    mColorSet = false;
1580    mColorA = mColorR = mColorG = mColorB = 0.0f;
1581    mTextureUnit = 0;
1582    mTrackDirtyRegions = true;
1583
1584    // Enable debug highlight when what we're about to draw is tested against
1585    // the stencil buffer and if stencil highlight debugging is on
1586    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1587            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1588            mCaches.stencil.isTestEnabled();
1589}
1590
1591void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1592    mDescription.hasTexture = true;
1593    mDescription.hasAlpha8Texture = isAlpha8;
1594}
1595
1596void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1597    mDescription.hasTexture = true;
1598    mDescription.hasColors = true;
1599    mDescription.hasAlpha8Texture = isAlpha8;
1600}
1601
1602void OpenGLRenderer::setupDrawWithExternalTexture() {
1603    mDescription.hasExternalTexture = true;
1604}
1605
1606void OpenGLRenderer::setupDrawNoTexture() {
1607    mCaches.disableTexCoordsVertexArray();
1608}
1609
1610void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1611    mDescription.hasVertexAlpha = true;
1612    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1613}
1614
1615void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1616    mColorA = alpha / 255.0f;
1617    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1618    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1619    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1620    mColorSet = true;
1621    mSetShaderColor = mDescription.setColorModulate(mColorA);
1622}
1623
1624void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1625    mColorA = alpha / 255.0f;
1626    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1627    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1628    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1629    mColorSet = true;
1630    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1631}
1632
1633void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1634    mCaches.fontRenderer->describe(mDescription, paint);
1635}
1636
1637void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1638    mColorA = a;
1639    mColorR = r;
1640    mColorG = g;
1641    mColorB = b;
1642    mColorSet = true;
1643    mSetShaderColor = mDescription.setColorModulate(a);
1644}
1645
1646void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1647    if (shader != NULL) {
1648        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1649    }
1650}
1651
1652void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1653    if (filter == NULL) {
1654        return;
1655    }
1656
1657    SkXfermode::Mode mode;
1658    if (filter->asColorMode(NULL, &mode)) {
1659        mDescription.colorOp = ProgramDescription::kColorBlend;
1660        mDescription.colorMode = mode;
1661    } else if (filter->asColorMatrix(NULL)) {
1662        mDescription.colorOp = ProgramDescription::kColorMatrix;
1663    }
1664}
1665
1666void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1667    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1668        mColorA = 1.0f;
1669        mColorR = mColorG = mColorB = 0.0f;
1670        mSetShaderColor = mDescription.modulate = true;
1671    }
1672}
1673
1674void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1675    SkXfermode::Mode mode = layer->getMode();
1676    // When the blending mode is kClear_Mode, we need to use a modulate color
1677    // argb=1,0,0,0
1678    accountForClear(mode);
1679    // TODO: check shader blending, once we have shader drawing support for layers.
1680    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1681            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1682    chooseBlending(blend, mode, mDescription, swapSrcDst);
1683}
1684
1685void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1686    SkXfermode::Mode mode = getXfermodeDirect(paint);
1687    // When the blending mode is kClear_Mode, we need to use a modulate color
1688    // argb=1,0,0,0
1689    accountForClear(mode);
1690    blend |= (mColorSet && mColorA < 1.0f) ||
1691            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1692            isBlendedColorFilter(getColorFilter(paint));
1693    chooseBlending(blend, mode, mDescription, swapSrcDst);
1694}
1695
1696void OpenGLRenderer::setupDrawProgram() {
1697    useProgram(mCaches.programCache.get(mDescription));
1698    if (mDescription.hasRoundRectClip) {
1699        // TODO: avoid doing this repeatedly, stashing state pointer in program
1700        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1701        const Rect& innerRect = state->innerRect;
1702        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1703                innerRect.left, innerRect.top,
1704                innerRect.right, innerRect.bottom);
1705        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1706                1, GL_FALSE, &state->matrix.data[0]);
1707
1708        // add half pixel to round out integer rect space to cover pixel centers
1709        float roundedOutRadius = state->radius + 0.5f;
1710        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1711                roundedOutRadius);
1712    }
1713}
1714
1715void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1716    mTrackDirtyRegions = false;
1717}
1718
1719void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1720        float left, float top, float right, float bottom, bool ignoreTransform) {
1721    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1722    if (mode == kModelViewMode_TranslateAndScale) {
1723        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1724    }
1725
1726    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1727    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1728    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1729    if (dirty && mTrackDirtyRegions) {
1730        if (!ignoreTransform) {
1731            dirtyLayer(left, top, right, bottom, *currentTransform());
1732        } else {
1733            dirtyLayer(left, top, right, bottom);
1734        }
1735    }
1736}
1737
1738void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1739    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1740        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1741    }
1742}
1743
1744void OpenGLRenderer::setupDrawPureColorUniforms() {
1745    if (mSetShaderColor) {
1746        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1747    }
1748}
1749
1750void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1751    if (shader == NULL) {
1752        return;
1753    }
1754
1755    if (ignoreTransform) {
1756        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1757        // because it was built into modelView / the geometry, and the description needs to
1758        // compensate.
1759        mat4 modelViewWithoutTransform;
1760        modelViewWithoutTransform.loadInverse(*currentTransform());
1761        modelViewWithoutTransform.multiply(mModelViewMatrix);
1762        mModelViewMatrix.load(modelViewWithoutTransform);
1763    }
1764
1765    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1766}
1767
1768void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1769    if (NULL == filter) {
1770        return;
1771    }
1772
1773    SkColor color;
1774    SkXfermode::Mode mode;
1775    if (filter->asColorMode(&color, &mode)) {
1776        const int alpha = SkColorGetA(color);
1777        const GLfloat a = alpha / 255.0f;
1778        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1779        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1780        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1781        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1782        return;
1783    }
1784
1785    SkScalar srcColorMatrix[20];
1786    if (filter->asColorMatrix(srcColorMatrix)) {
1787
1788        float colorMatrix[16];
1789        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1790        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1791        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1792        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1793
1794        // Skia uses the range [0..255] for the addition vector, but we need
1795        // the [0..1] range to apply the vector in GLSL
1796        float colorVector[4];
1797        colorVector[0] = srcColorMatrix[4] / 255.0f;
1798        colorVector[1] = srcColorMatrix[9] / 255.0f;
1799        colorVector[2] = srcColorMatrix[14] / 255.0f;
1800        colorVector[3] = srcColorMatrix[19] / 255.0f;
1801
1802        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1803                GL_FALSE, colorMatrix);
1804        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1805        return;
1806    }
1807
1808    // it is an error if we ever get here
1809}
1810
1811void OpenGLRenderer::setupDrawTextGammaUniforms() {
1812    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1813}
1814
1815void OpenGLRenderer::setupDrawSimpleMesh() {
1816    bool force = mCaches.bindMeshBuffer();
1817    mCaches.bindPositionVertexPointer(force, 0);
1818    mCaches.unbindIndicesBuffer();
1819}
1820
1821void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1822    if (texture) bindTexture(texture);
1823    mTextureUnit++;
1824    mCaches.enableTexCoordsVertexArray();
1825}
1826
1827void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1828    bindExternalTexture(texture);
1829    mTextureUnit++;
1830    mCaches.enableTexCoordsVertexArray();
1831}
1832
1833void OpenGLRenderer::setupDrawTextureTransform() {
1834    mDescription.hasTextureTransform = true;
1835}
1836
1837void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1838    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1839            GL_FALSE, &transform.data[0]);
1840}
1841
1842void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1843        const GLvoid* texCoords, GLuint vbo) {
1844    bool force = false;
1845    if (!vertices || vbo) {
1846        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1847    } else {
1848        force = mCaches.unbindMeshBuffer();
1849    }
1850
1851    mCaches.bindPositionVertexPointer(force, vertices);
1852    if (mCaches.currentProgram->texCoords >= 0) {
1853        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1854    }
1855
1856    mCaches.unbindIndicesBuffer();
1857}
1858
1859void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1860        const GLvoid* texCoords, const GLvoid* colors) {
1861    bool force = mCaches.unbindMeshBuffer();
1862    GLsizei stride = sizeof(ColorTextureVertex);
1863
1864    mCaches.bindPositionVertexPointer(force, vertices, stride);
1865    if (mCaches.currentProgram->texCoords >= 0) {
1866        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1867    }
1868    int slot = mCaches.currentProgram->getAttrib("colors");
1869    if (slot >= 0) {
1870        glEnableVertexAttribArray(slot);
1871        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1872    }
1873
1874    mCaches.unbindIndicesBuffer();
1875}
1876
1877void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1878        const GLvoid* texCoords, GLuint vbo) {
1879    bool force = false;
1880    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1881    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1882    // use the default VBO found in Caches
1883    if (!vertices || vbo) {
1884        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1885    } else {
1886        force = mCaches.unbindMeshBuffer();
1887    }
1888    mCaches.bindQuadIndicesBuffer();
1889
1890    mCaches.bindPositionVertexPointer(force, vertices);
1891    if (mCaches.currentProgram->texCoords >= 0) {
1892        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1893    }
1894}
1895
1896void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1897    bool force = mCaches.unbindMeshBuffer();
1898    mCaches.bindQuadIndicesBuffer();
1899    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1900}
1901
1902///////////////////////////////////////////////////////////////////////////////
1903// Drawing
1904///////////////////////////////////////////////////////////////////////////////
1905
1906status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1907    status_t status;
1908    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1909    // will be performed by the display list itself
1910    if (renderNode && renderNode->isRenderable()) {
1911        // compute 3d ordering
1912        renderNode->computeOrdering();
1913        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1914            status = startFrame();
1915            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1916            renderNode->replay(replayStruct, 0);
1917            return status | replayStruct.mDrawGlStatus;
1918        }
1919
1920        DeferredDisplayList deferredList(*currentClipRect());
1921        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1922        renderNode->defer(deferStruct, 0);
1923
1924        flushLayers();
1925        status = startFrame();
1926
1927        return deferredList.flush(*this, dirty) | status;
1928    }
1929
1930    // Even if there is no drawing command(Ex: invisible),
1931    // it still needs startFrame to clear buffer and start tiling.
1932    return startFrame();
1933}
1934
1935void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1936    float x = left;
1937    float y = top;
1938
1939    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1940
1941    bool ignoreTransform = false;
1942    if (currentTransform()->isPureTranslate()) {
1943        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1944        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1945        ignoreTransform = true;
1946
1947        texture->setFilter(GL_NEAREST, true);
1948    } else {
1949        texture->setFilter(getFilter(paint), true);
1950    }
1951
1952    // No need to check for a UV mapper on the texture object, only ARGB_8888
1953    // bitmaps get packed in the atlas
1954    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1955            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1956            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1957}
1958
1959/**
1960 * Important note: this method is intended to draw batches of bitmaps and
1961 * will not set the scissor enable or dirty the current layer, if any.
1962 * The caller is responsible for properly dirtying the current layer.
1963 */
1964status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1965        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1966        const Rect& bounds, const SkPaint* paint) {
1967    mCaches.activeTexture(0);
1968    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1969    if (!texture) return DrawGlInfo::kStatusDone;
1970
1971    const AutoTexture autoCleanup(texture);
1972
1973    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1974    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1975
1976    const float x = (int) floorf(bounds.left + 0.5f);
1977    const float y = (int) floorf(bounds.top + 0.5f);
1978    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1979        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1980                texture->id, paint, &vertices[0].x, &vertices[0].u,
1981                GL_TRIANGLES, bitmapCount * 6, true,
1982                kModelViewMode_Translate, false);
1983    } else {
1984        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1985                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1986                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1987                kModelViewMode_Translate, false);
1988    }
1989
1990    return DrawGlInfo::kStatusDrew;
1991}
1992
1993status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1994    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1995        return DrawGlInfo::kStatusDone;
1996    }
1997
1998    mCaches.activeTexture(0);
1999    Texture* texture = getTexture(bitmap);
2000    if (!texture) return DrawGlInfo::kStatusDone;
2001    const AutoTexture autoCleanup(texture);
2002
2003    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2004        drawAlphaBitmap(texture, 0, 0, paint);
2005    } else {
2006        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2007    }
2008
2009    return DrawGlInfo::kStatusDrew;
2010}
2011
2012status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2013    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2014        return DrawGlInfo::kStatusDone;
2015    }
2016
2017    mCaches.activeTexture(0);
2018    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2019    const AutoTexture autoCleanup(texture);
2020
2021    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2022        drawAlphaBitmap(texture, 0, 0, paint);
2023    } else {
2024        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2025    }
2026
2027    return DrawGlInfo::kStatusDrew;
2028}
2029
2030status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2031        const float* vertices, const int* colors, const SkPaint* paint) {
2032    if (!vertices || currentSnapshot()->isIgnored()) {
2033        return DrawGlInfo::kStatusDone;
2034    }
2035
2036    // TODO: use quickReject on bounds from vertices
2037    mCaches.enableScissor();
2038
2039    float left = FLT_MAX;
2040    float top = FLT_MAX;
2041    float right = FLT_MIN;
2042    float bottom = FLT_MIN;
2043
2044    const uint32_t count = meshWidth * meshHeight * 6;
2045
2046    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2047    mesh.setCapacity(count);
2048    ColorTextureVertex* vertex = mesh.editArray();
2049
2050    bool cleanupColors = false;
2051    if (!colors) {
2052        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2053        int* newColors = new int[colorsCount];
2054        memset(newColors, 0xff, colorsCount * sizeof(int));
2055        colors = newColors;
2056        cleanupColors = true;
2057    }
2058
2059    mCaches.activeTexture(0);
2060    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
2061    const UvMapper& mapper(getMapper(texture));
2062
2063    for (int32_t y = 0; y < meshHeight; y++) {
2064        for (int32_t x = 0; x < meshWidth; x++) {
2065            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2066
2067            float u1 = float(x) / meshWidth;
2068            float u2 = float(x + 1) / meshWidth;
2069            float v1 = float(y) / meshHeight;
2070            float v2 = float(y + 1) / meshHeight;
2071
2072            mapper.map(u1, v1, u2, v2);
2073
2074            int ax = i + (meshWidth + 1) * 2;
2075            int ay = ax + 1;
2076            int bx = i;
2077            int by = bx + 1;
2078            int cx = i + 2;
2079            int cy = cx + 1;
2080            int dx = i + (meshWidth + 1) * 2 + 2;
2081            int dy = dx + 1;
2082
2083            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2084            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2085            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2086
2087            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2088            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2089            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2090
2091            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2092            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2093            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2094            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2095        }
2096    }
2097
2098    if (quickRejectSetupScissor(left, top, right, bottom)) {
2099        if (cleanupColors) delete[] colors;
2100        return DrawGlInfo::kStatusDone;
2101    }
2102
2103    if (!texture) {
2104        texture = mCaches.textureCache.get(bitmap);
2105        if (!texture) {
2106            if (cleanupColors) delete[] colors;
2107            return DrawGlInfo::kStatusDone;
2108        }
2109    }
2110    const AutoTexture autoCleanup(texture);
2111
2112    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2113    texture->setFilter(getFilter(paint), true);
2114
2115    int alpha;
2116    SkXfermode::Mode mode;
2117    getAlphaAndMode(paint, &alpha, &mode);
2118
2119    float a = alpha / 255.0f;
2120
2121    if (hasLayer()) {
2122        dirtyLayer(left, top, right, bottom, *currentTransform());
2123    }
2124
2125    setupDraw();
2126    setupDrawWithTextureAndColor();
2127    setupDrawColor(a, a, a, a);
2128    setupDrawColorFilter(getColorFilter(paint));
2129    setupDrawBlending(paint, true);
2130    setupDrawProgram();
2131    setupDrawDirtyRegionsDisabled();
2132    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2133    setupDrawTexture(texture->id);
2134    setupDrawPureColorUniforms();
2135    setupDrawColorFilterUniforms(getColorFilter(paint));
2136    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2137
2138    glDrawArrays(GL_TRIANGLES, 0, count);
2139
2140    int slot = mCaches.currentProgram->getAttrib("colors");
2141    if (slot >= 0) {
2142        glDisableVertexAttribArray(slot);
2143    }
2144
2145    if (cleanupColors) delete[] colors;
2146
2147    return DrawGlInfo::kStatusDrew;
2148}
2149
2150status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2151         float srcLeft, float srcTop, float srcRight, float srcBottom,
2152         float dstLeft, float dstTop, float dstRight, float dstBottom,
2153         const SkPaint* paint) {
2154    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2155        return DrawGlInfo::kStatusDone;
2156    }
2157
2158    mCaches.activeTexture(0);
2159    Texture* texture = getTexture(bitmap);
2160    if (!texture) return DrawGlInfo::kStatusDone;
2161    const AutoTexture autoCleanup(texture);
2162
2163    const float width = texture->width;
2164    const float height = texture->height;
2165
2166    float u1 = fmax(0.0f, srcLeft / width);
2167    float v1 = fmax(0.0f, srcTop / height);
2168    float u2 = fmin(1.0f, srcRight / width);
2169    float v2 = fmin(1.0f, srcBottom / height);
2170
2171    getMapper(texture).map(u1, v1, u2, v2);
2172
2173    mCaches.unbindMeshBuffer();
2174    resetDrawTextureTexCoords(u1, v1, u2, v2);
2175
2176    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2177
2178    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2179    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2180
2181    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2182    // Apply a scale transform on the canvas only when a shader is in use
2183    // Skia handles the ratio between the dst and src rects as a scale factor
2184    // when a shader is set
2185    bool useScaleTransform = getShader(paint) && scaled;
2186    bool ignoreTransform = false;
2187
2188    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2189        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2190        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2191
2192        dstRight = x + (dstRight - dstLeft);
2193        dstBottom = y + (dstBottom - dstTop);
2194
2195        dstLeft = x;
2196        dstTop = y;
2197
2198        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2199        ignoreTransform = true;
2200    } else {
2201        texture->setFilter(getFilter(paint), true);
2202    }
2203
2204    if (CC_UNLIKELY(useScaleTransform)) {
2205        save(SkCanvas::kMatrix_SaveFlag);
2206        translate(dstLeft, dstTop);
2207        scale(scaleX, scaleY);
2208
2209        dstLeft = 0.0f;
2210        dstTop = 0.0f;
2211
2212        dstRight = srcRight - srcLeft;
2213        dstBottom = srcBottom - srcTop;
2214    }
2215
2216    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2217        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2218                texture->id, paint,
2219                &mMeshVertices[0].x, &mMeshVertices[0].u,
2220                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2221    } else {
2222        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2223                texture->id, paint, texture->blend,
2224                &mMeshVertices[0].x, &mMeshVertices[0].u,
2225                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2226    }
2227
2228    if (CC_UNLIKELY(useScaleTransform)) {
2229        restore();
2230    }
2231
2232    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2233
2234    return DrawGlInfo::kStatusDrew;
2235}
2236
2237status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2238        float left, float top, float right, float bottom, const SkPaint* paint) {
2239    if (quickRejectSetupScissor(left, top, right, bottom)) {
2240        return DrawGlInfo::kStatusDone;
2241    }
2242
2243    AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap);
2244    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2245            right - left, bottom - top, patch);
2246
2247    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2248}
2249
2250status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2251        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2252        const SkPaint* paint) {
2253    if (quickRejectSetupScissor(left, top, right, bottom)) {
2254        return DrawGlInfo::kStatusDone;
2255    }
2256
2257    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2258        mCaches.activeTexture(0);
2259        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2260        if (!texture) return DrawGlInfo::kStatusDone;
2261        const AutoTexture autoCleanup(texture);
2262
2263        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2264        texture->setFilter(GL_LINEAR, true);
2265
2266        const bool pureTranslate = currentTransform()->isPureTranslate();
2267        // Mark the current layer dirty where we are going to draw the patch
2268        if (hasLayer() && mesh->hasEmptyQuads) {
2269            const float offsetX = left + currentTransform()->getTranslateX();
2270            const float offsetY = top + currentTransform()->getTranslateY();
2271            const size_t count = mesh->quads.size();
2272            for (size_t i = 0; i < count; i++) {
2273                const Rect& bounds = mesh->quads.itemAt(i);
2274                if (CC_LIKELY(pureTranslate)) {
2275                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2276                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2277                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2278                } else {
2279                    dirtyLayer(left + bounds.left, top + bounds.top,
2280                            left + bounds.right, top + bounds.bottom, *currentTransform());
2281                }
2282            }
2283        }
2284
2285        bool ignoreTransform = false;
2286        if (CC_LIKELY(pureTranslate)) {
2287            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2288            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2289
2290            right = x + right - left;
2291            bottom = y + bottom - top;
2292            left = x;
2293            top = y;
2294            ignoreTransform = true;
2295        }
2296        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2297                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2298                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2299                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2300    }
2301
2302    return DrawGlInfo::kStatusDrew;
2303}
2304
2305/**
2306 * Important note: this method is intended to draw batches of 9-patch objects and
2307 * will not set the scissor enable or dirty the current layer, if any.
2308 * The caller is responsible for properly dirtying the current layer.
2309 */
2310status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2311        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2312    mCaches.activeTexture(0);
2313    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2314    if (!texture) return DrawGlInfo::kStatusDone;
2315    const AutoTexture autoCleanup(texture);
2316
2317    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2318    texture->setFilter(GL_LINEAR, true);
2319
2320    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2321            texture->blend, &vertices[0].x, &vertices[0].u,
2322            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2323
2324    return DrawGlInfo::kStatusDrew;
2325}
2326
2327status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2328        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2329    // not missing call to quickReject/dirtyLayer, always done at a higher level
2330    if (!vertexBuffer.getVertexCount()) {
2331        // no vertices to draw
2332        return DrawGlInfo::kStatusDone;
2333    }
2334
2335    Rect bounds(vertexBuffer.getBounds());
2336    bounds.translate(translateX, translateY);
2337    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2338
2339    int color = paint->getColor();
2340    bool isAA = paint->isAntiAlias();
2341
2342    setupDraw();
2343    setupDrawNoTexture();
2344    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2345    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2346    setupDrawColorFilter(getColorFilter(paint));
2347    setupDrawShader(getShader(paint));
2348    setupDrawBlending(paint, isAA);
2349    setupDrawProgram();
2350    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2351            translateX, translateY, 0, 0);
2352    setupDrawColorUniforms(getShader(paint));
2353    setupDrawColorFilterUniforms(getColorFilter(paint));
2354    setupDrawShaderUniforms(getShader(paint));
2355
2356    const void* vertices = vertexBuffer.getBuffer();
2357    mCaches.unbindMeshBuffer();
2358    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2359    mCaches.resetTexCoordsVertexPointer();
2360
2361    int alphaSlot = -1;
2362    if (isAA) {
2363        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2364        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2365        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2366        glEnableVertexAttribArray(alphaSlot);
2367        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2368    }
2369
2370    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2371    if (mode == VertexBuffer::kStandard) {
2372        mCaches.unbindIndicesBuffer();
2373        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2374    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2375        mCaches.bindShadowIndicesBuffer();
2376        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2377    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2378        mCaches.bindShadowIndicesBuffer();
2379        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2380    } else if (mode == VertexBuffer::kIndices) {
2381        mCaches.unbindIndicesBuffer();
2382        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2383                vertexBuffer.getIndices());
2384    }
2385
2386    if (isAA) {
2387        glDisableVertexAttribArray(alphaSlot);
2388    }
2389
2390    return DrawGlInfo::kStatusDrew;
2391}
2392
2393/**
2394 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2395 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2396 * screen space in all directions. However, instead of using a fragment shader to compute the
2397 * translucency of the color from its position, we simply use a varying parameter to define how far
2398 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2399 *
2400 * Doesn't yet support joins, caps, or path effects.
2401 */
2402status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2403    VertexBuffer vertexBuffer;
2404    // TODO: try clipping large paths to viewport
2405    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2406    return drawVertexBuffer(vertexBuffer, paint);
2407}
2408
2409/**
2410 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2411 * and additional geometry for defining an alpha slope perimeter.
2412 *
2413 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2414 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2415 * in-shader alpha region, but found it to be taxing on some GPUs.
2416 *
2417 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2418 * memory transfer by removing need for degenerate vertices.
2419 */
2420status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2421    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2422
2423    count &= ~0x3; // round down to nearest four
2424
2425    VertexBuffer buffer;
2426    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2427    const Rect& bounds = buffer.getBounds();
2428
2429    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2430        return DrawGlInfo::kStatusDone;
2431    }
2432
2433    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2434    return drawVertexBuffer(buffer, paint, displayFlags);
2435}
2436
2437status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2438    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2439
2440    count &= ~0x1; // round down to nearest two
2441
2442    VertexBuffer buffer;
2443    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2444
2445    const Rect& bounds = buffer.getBounds();
2446    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2447        return DrawGlInfo::kStatusDone;
2448    }
2449
2450    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2451    return drawVertexBuffer(buffer, paint, displayFlags);
2452}
2453
2454status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2455    // No need to check against the clip, we fill the clip region
2456    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2457
2458    Rect clip(*currentClipRect());
2459    clip.snapToPixelBoundaries();
2460
2461    SkPaint paint;
2462    paint.setColor(color);
2463    paint.setXfermodeMode(mode);
2464
2465    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2466
2467    return DrawGlInfo::kStatusDrew;
2468}
2469
2470status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2471        const SkPaint* paint) {
2472    if (!texture) return DrawGlInfo::kStatusDone;
2473    const AutoTexture autoCleanup(texture);
2474
2475    const float x = left + texture->left - texture->offset;
2476    const float y = top + texture->top - texture->offset;
2477
2478    drawPathTexture(texture, x, y, paint);
2479
2480    return DrawGlInfo::kStatusDrew;
2481}
2482
2483status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2484        float rx, float ry, const SkPaint* p) {
2485    if (currentSnapshot()->isIgnored()
2486            || quickRejectSetupScissor(left, top, right, bottom, p)
2487            || paintWillNotDraw(*p)) {
2488        return DrawGlInfo::kStatusDone;
2489    }
2490
2491    if (p->getPathEffect() != 0) {
2492        mCaches.activeTexture(0);
2493        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2494                right - left, bottom - top, rx, ry, p);
2495        return drawShape(left, top, texture, p);
2496    }
2497
2498    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2499            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2500    return drawVertexBuffer(left, top, *vertexBuffer, p);
2501}
2502
2503status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2504    if (currentSnapshot()->isIgnored()
2505            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2506            || paintWillNotDraw(*p)) {
2507        return DrawGlInfo::kStatusDone;
2508    }
2509    if (p->getPathEffect() != 0) {
2510        mCaches.activeTexture(0);
2511        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2512        return drawShape(x - radius, y - radius, texture, p);
2513    }
2514
2515    SkPath path;
2516    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2517        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2518    } else {
2519        path.addCircle(x, y, radius);
2520    }
2521    return drawConvexPath(path, p);
2522}
2523
2524status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2525        const SkPaint* p) {
2526    if (currentSnapshot()->isIgnored()
2527            || quickRejectSetupScissor(left, top, right, bottom, p)
2528            || paintWillNotDraw(*p)) {
2529        return DrawGlInfo::kStatusDone;
2530    }
2531
2532    if (p->getPathEffect() != 0) {
2533        mCaches.activeTexture(0);
2534        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2535        return drawShape(left, top, texture, p);
2536    }
2537
2538    SkPath path;
2539    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2540    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2541        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2542    }
2543    path.addOval(rect);
2544    return drawConvexPath(path, p);
2545}
2546
2547status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2548        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2549    if (currentSnapshot()->isIgnored()
2550            || quickRejectSetupScissor(left, top, right, bottom, p)
2551            || paintWillNotDraw(*p)) {
2552        return DrawGlInfo::kStatusDone;
2553    }
2554
2555    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2556    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2557        mCaches.activeTexture(0);
2558        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2559                startAngle, sweepAngle, useCenter, p);
2560        return drawShape(left, top, texture, p);
2561    }
2562
2563    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2564    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2565        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2566    }
2567
2568    SkPath path;
2569    if (useCenter) {
2570        path.moveTo(rect.centerX(), rect.centerY());
2571    }
2572    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2573    if (useCenter) {
2574        path.close();
2575    }
2576    return drawConvexPath(path, p);
2577}
2578
2579// See SkPaintDefaults.h
2580#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2581
2582status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2583        const SkPaint* p) {
2584    if (currentSnapshot()->isIgnored()
2585            || quickRejectSetupScissor(left, top, right, bottom, p)
2586            || paintWillNotDraw(*p)) {
2587        return DrawGlInfo::kStatusDone;
2588    }
2589
2590    if (p->getStyle() != SkPaint::kFill_Style) {
2591        // only fill style is supported by drawConvexPath, since others have to handle joins
2592        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2593                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2594            mCaches.activeTexture(0);
2595            const PathTexture* texture =
2596                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2597            return drawShape(left, top, texture, p);
2598        }
2599
2600        SkPath path;
2601        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2602        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2603            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2604        }
2605        path.addRect(rect);
2606        return drawConvexPath(path, p);
2607    }
2608
2609    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2610        SkPath path;
2611        path.addRect(left, top, right, bottom);
2612        return drawConvexPath(path, p);
2613    } else {
2614        drawColorRect(left, top, right, bottom, p);
2615        return DrawGlInfo::kStatusDrew;
2616    }
2617}
2618
2619void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2620        int bytesCount, int count, const float* positions,
2621        FontRenderer& fontRenderer, int alpha, float x, float y) {
2622    mCaches.activeTexture(0);
2623
2624    TextShadow textShadow;
2625    if (!getTextShadow(paint, &textShadow)) {
2626        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2627    }
2628
2629    // NOTE: The drop shadow will not perform gamma correction
2630    //       if shader-based correction is enabled
2631    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2632    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2633            paint, text, bytesCount, count, textShadow.radius, positions);
2634    // If the drop shadow exceeds the max texture size or couldn't be
2635    // allocated, skip drawing
2636    if (!shadow) return;
2637    const AutoTexture autoCleanup(shadow);
2638
2639    const float sx = x - shadow->left + textShadow.dx;
2640    const float sy = y - shadow->top + textShadow.dy;
2641
2642    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2643    if (getShader(paint)) {
2644        textShadow.color = SK_ColorWHITE;
2645    }
2646
2647    setupDraw();
2648    setupDrawWithTexture(true);
2649    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2650    setupDrawColorFilter(getColorFilter(paint));
2651    setupDrawShader(getShader(paint));
2652    setupDrawBlending(paint, true);
2653    setupDrawProgram();
2654    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2655            sx, sy, sx + shadow->width, sy + shadow->height);
2656    setupDrawTexture(shadow->id);
2657    setupDrawPureColorUniforms();
2658    setupDrawColorFilterUniforms(getColorFilter(paint));
2659    setupDrawShaderUniforms(getShader(paint));
2660    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2661
2662    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2663}
2664
2665bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2666    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2667    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2668}
2669
2670status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2671        const float* positions, const SkPaint* paint) {
2672    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2673        return DrawGlInfo::kStatusDone;
2674    }
2675
2676    // NOTE: Skia does not support perspective transform on drawPosText yet
2677    if (!currentTransform()->isSimple()) {
2678        return DrawGlInfo::kStatusDone;
2679    }
2680
2681    mCaches.enableScissor();
2682
2683    float x = 0.0f;
2684    float y = 0.0f;
2685    const bool pureTranslate = currentTransform()->isPureTranslate();
2686    if (pureTranslate) {
2687        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2688        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2689    }
2690
2691    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2692    fontRenderer.setFont(paint, SkMatrix::I());
2693
2694    int alpha;
2695    SkXfermode::Mode mode;
2696    getAlphaAndMode(paint, &alpha, &mode);
2697
2698    if (CC_UNLIKELY(hasTextShadow(paint))) {
2699        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2700                alpha, 0.0f, 0.0f);
2701    }
2702
2703    // Pick the appropriate texture filtering
2704    bool linearFilter = currentTransform()->changesBounds();
2705    if (pureTranslate && !linearFilter) {
2706        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2707    }
2708    fontRenderer.setTextureFiltering(linearFilter);
2709
2710    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2711    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2712
2713    const bool hasActiveLayer = hasLayer();
2714
2715    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2716    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2717            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2718        if (hasActiveLayer) {
2719            if (!pureTranslate) {
2720                currentTransform()->mapRect(bounds);
2721            }
2722            dirtyLayerUnchecked(bounds, getRegion());
2723        }
2724    }
2725
2726    return DrawGlInfo::kStatusDrew;
2727}
2728
2729bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2730    if (CC_LIKELY(transform.isPureTranslate())) {
2731        outMatrix->setIdentity();
2732        return false;
2733    } else if (CC_UNLIKELY(transform.isPerspective())) {
2734        outMatrix->setIdentity();
2735        return true;
2736    }
2737
2738    /**
2739     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2740     * with values rounded to the nearest int.
2741     */
2742    float sx, sy;
2743    transform.decomposeScale(sx, sy);
2744    outMatrix->setScale(
2745            roundf(fmaxf(1.0f, sx)),
2746            roundf(fmaxf(1.0f, sy)));
2747    return true;
2748}
2749
2750status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2751        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2752        DrawOpMode drawOpMode) {
2753
2754    if (drawOpMode == kDrawOpMode_Immediate) {
2755        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2756        // drawing as ops from DeferredDisplayList are already filtered for these
2757        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2758                quickRejectSetupScissor(bounds)) {
2759            return DrawGlInfo::kStatusDone;
2760        }
2761    }
2762
2763    const float oldX = x;
2764    const float oldY = y;
2765
2766    const mat4& transform = *currentTransform();
2767    const bool pureTranslate = transform.isPureTranslate();
2768
2769    if (CC_LIKELY(pureTranslate)) {
2770        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2771        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2772    }
2773
2774    int alpha;
2775    SkXfermode::Mode mode;
2776    getAlphaAndMode(paint, &alpha, &mode);
2777
2778    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2779
2780    if (CC_UNLIKELY(hasTextShadow(paint))) {
2781        fontRenderer.setFont(paint, SkMatrix::I());
2782        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2783                alpha, oldX, oldY);
2784    }
2785
2786    const bool hasActiveLayer = hasLayer();
2787
2788    // We only pass a partial transform to the font renderer. That partial
2789    // matrix defines how glyphs are rasterized. Typically we want glyphs
2790    // to be rasterized at their final size on screen, which means the partial
2791    // matrix needs to take the scale factor into account.
2792    // When a partial matrix is used to transform glyphs during rasterization,
2793    // the mesh is generated with the inverse transform (in the case of scale,
2794    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2795    // apply the full transform matrix at draw time in the vertex shader.
2796    // Applying the full matrix in the shader is the easiest way to handle
2797    // rotation and perspective and allows us to always generated quads in the
2798    // font renderer which greatly simplifies the code, clipping in particular.
2799    SkMatrix fontTransform;
2800    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2801            || fabs(y - (int) y) > 0.0f
2802            || fabs(x - (int) x) > 0.0f;
2803    fontRenderer.setFont(paint, fontTransform);
2804    fontRenderer.setTextureFiltering(linearFilter);
2805
2806    // TODO: Implement better clipping for scaled/rotated text
2807    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2808    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2809
2810    bool status;
2811    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2812
2813    // don't call issuedrawcommand, do it at end of batch
2814    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2815    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2816        SkPaint paintCopy(*paint);
2817        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2818        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2819                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2820    } else {
2821        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2822                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2823    }
2824
2825    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2826        if (!pureTranslate) {
2827            transform.mapRect(layerBounds);
2828        }
2829        dirtyLayerUnchecked(layerBounds, getRegion());
2830    }
2831
2832    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2833
2834    return DrawGlInfo::kStatusDrew;
2835}
2836
2837status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2838        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2839    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2840        return DrawGlInfo::kStatusDone;
2841    }
2842
2843    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2844    mCaches.enableScissor();
2845
2846    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2847    fontRenderer.setFont(paint, SkMatrix::I());
2848    fontRenderer.setTextureFiltering(true);
2849
2850    int alpha;
2851    SkXfermode::Mode mode;
2852    getAlphaAndMode(paint, &alpha, &mode);
2853    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2854
2855    const Rect* clip = &mSnapshot->getLocalClip();
2856    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2857
2858    const bool hasActiveLayer = hasLayer();
2859
2860    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2861            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2862        if (hasActiveLayer) {
2863            currentTransform()->mapRect(bounds);
2864            dirtyLayerUnchecked(bounds, getRegion());
2865        }
2866    }
2867
2868    return DrawGlInfo::kStatusDrew;
2869}
2870
2871status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2872    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2873
2874    mCaches.activeTexture(0);
2875
2876    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2877    if (!texture) return DrawGlInfo::kStatusDone;
2878    const AutoTexture autoCleanup(texture);
2879
2880    const float x = texture->left - texture->offset;
2881    const float y = texture->top - texture->offset;
2882
2883    drawPathTexture(texture, x, y, paint);
2884
2885    return DrawGlInfo::kStatusDrew;
2886}
2887
2888status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2889    if (!layer) {
2890        return DrawGlInfo::kStatusDone;
2891    }
2892
2893    mat4* transform = NULL;
2894    if (layer->isTextureLayer()) {
2895        transform = &layer->getTransform();
2896        if (!transform->isIdentity()) {
2897            save(SkCanvas::kMatrix_SaveFlag);
2898            concatMatrix(*transform);
2899        }
2900    }
2901
2902    bool clipRequired = false;
2903    const bool rejected = calculateQuickRejectForScissor(x, y,
2904            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2905
2906    if (rejected) {
2907        if (transform && !transform->isIdentity()) {
2908            restore();
2909        }
2910        return DrawGlInfo::kStatusDone;
2911    }
2912
2913    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2914            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2915
2916    updateLayer(layer, true);
2917
2918    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2919    mCaches.activeTexture(0);
2920
2921    if (CC_LIKELY(!layer->region.isEmpty())) {
2922        if (layer->region.isRect()) {
2923            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2924                    composeLayerRect(layer, layer->regionRect));
2925        } else if (layer->mesh) {
2926
2927            const float a = getLayerAlpha(layer);
2928            setupDraw();
2929            setupDrawWithTexture();
2930            setupDrawColor(a, a, a, a);
2931            setupDrawColorFilter(layer->getColorFilter());
2932            setupDrawBlending(layer);
2933            setupDrawProgram();
2934            setupDrawPureColorUniforms();
2935            setupDrawColorFilterUniforms(layer->getColorFilter());
2936            setupDrawTexture(layer->getTexture());
2937            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2938                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2939                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2940
2941                layer->setFilter(GL_NEAREST);
2942                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2943                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2944            } else {
2945                layer->setFilter(GL_LINEAR);
2946                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2947                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2948            }
2949
2950            TextureVertex* mesh = &layer->mesh[0];
2951            GLsizei elementsCount = layer->meshElementCount;
2952
2953            while (elementsCount > 0) {
2954                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2955
2956                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
2957                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2958                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
2959
2960                elementsCount -= drawCount;
2961                // Though there are 4 vertices in a quad, we use 6 indices per
2962                // quad to draw with GL_TRIANGLES
2963                mesh += (drawCount / 6) * 4;
2964            }
2965
2966#if DEBUG_LAYERS_AS_REGIONS
2967            drawRegionRectsDebug(layer->region);
2968#endif
2969        }
2970
2971        if (layer->debugDrawUpdate) {
2972            layer->debugDrawUpdate = false;
2973
2974            SkPaint paint;
2975            paint.setColor(0x7f00ff00);
2976            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
2977        }
2978    }
2979    layer->hasDrawnSinceUpdate = true;
2980
2981    if (transform && !transform->isIdentity()) {
2982        restore();
2983    }
2984
2985    return DrawGlInfo::kStatusDrew;
2986}
2987
2988///////////////////////////////////////////////////////////////////////////////
2989// Draw filters
2990///////////////////////////////////////////////////////////////////////////////
2991
2992void OpenGLRenderer::resetPaintFilter() {
2993    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
2994    // comparison, see MergingDrawBatch::canMergeWith
2995    mDrawModifiers.mHasDrawFilter = false;
2996    mDrawModifiers.mPaintFilterClearBits = 0;
2997    mDrawModifiers.mPaintFilterSetBits = 0;
2998}
2999
3000void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3001    // TODO: don't bother with boolean, it's redundant with clear/set bits
3002    mDrawModifiers.mHasDrawFilter = true;
3003    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3004    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3005}
3006
3007const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3008    // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3009    // to avoid clobbering 0x02 paint flag
3010
3011    // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3012    static const uint32_t sFilterBitmapFlag = 0x02;
3013
3014    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3015        return paint;
3016    }
3017
3018    const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3019    const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3020
3021    const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3022    mFilteredPaint = *paint;
3023    mFilteredPaint.setFlags(flags);
3024
3025    // check if paint filter trying to override bitmap filter
3026    if ((clearBits | setBits) & sFilterBitmapFlag) {
3027        mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3028                ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3029    }
3030
3031    return &mFilteredPaint;
3032}
3033
3034///////////////////////////////////////////////////////////////////////////////
3035// Drawing implementation
3036///////////////////////////////////////////////////////////////////////////////
3037
3038Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3039    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
3040    if (!texture) {
3041        return mCaches.textureCache.get(bitmap);
3042    }
3043    return texture;
3044}
3045
3046void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3047        float x, float y, const SkPaint* paint) {
3048    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3049        return;
3050    }
3051
3052    int alpha;
3053    SkXfermode::Mode mode;
3054    getAlphaAndMode(paint, &alpha, &mode);
3055
3056    setupDraw();
3057    setupDrawWithTexture(true);
3058    setupDrawAlpha8Color(paint->getColor(), alpha);
3059    setupDrawColorFilter(getColorFilter(paint));
3060    setupDrawShader(getShader(paint));
3061    setupDrawBlending(paint, true);
3062    setupDrawProgram();
3063    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3064            x, y, x + texture->width, y + texture->height);
3065    setupDrawTexture(texture->id);
3066    setupDrawPureColorUniforms();
3067    setupDrawColorFilterUniforms(getColorFilter(paint));
3068    setupDrawShaderUniforms(getShader(paint));
3069    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3070
3071    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3072}
3073
3074// Same values used by Skia
3075#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3076#define kStdUnderline_Offset    (1.0f / 9.0f)
3077#define kStdUnderline_Thickness (1.0f / 18.0f)
3078
3079void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3080        const SkPaint* paint) {
3081    // Handle underline and strike-through
3082    uint32_t flags = paint->getFlags();
3083    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3084        SkPaint paintCopy(*paint);
3085
3086        if (CC_LIKELY(underlineWidth > 0.0f)) {
3087            const float textSize = paintCopy.getTextSize();
3088            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3089
3090            const float left = x;
3091            float top = 0.0f;
3092
3093            int linesCount = 0;
3094            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3095            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3096
3097            const int pointsCount = 4 * linesCount;
3098            float points[pointsCount];
3099            int currentPoint = 0;
3100
3101            if (flags & SkPaint::kUnderlineText_Flag) {
3102                top = y + textSize * kStdUnderline_Offset;
3103                points[currentPoint++] = left;
3104                points[currentPoint++] = top;
3105                points[currentPoint++] = left + underlineWidth;
3106                points[currentPoint++] = top;
3107            }
3108
3109            if (flags & SkPaint::kStrikeThruText_Flag) {
3110                top = y + textSize * kStdStrikeThru_Offset;
3111                points[currentPoint++] = left;
3112                points[currentPoint++] = top;
3113                points[currentPoint++] = left + underlineWidth;
3114                points[currentPoint++] = top;
3115            }
3116
3117            paintCopy.setStrokeWidth(strokeWidth);
3118
3119            drawLines(&points[0], pointsCount, &paintCopy);
3120        }
3121    }
3122}
3123
3124status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3125    if (currentSnapshot()->isIgnored()) {
3126        return DrawGlInfo::kStatusDone;
3127    }
3128
3129    return drawColorRects(rects, count, paint, false, true, true);
3130}
3131
3132status_t OpenGLRenderer::drawShadow(float casterAlpha,
3133        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3134    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3135
3136    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3137    mCaches.enableScissor();
3138
3139    SkPaint paint;
3140    paint.setAntiAlias(true); // want to use AlphaVertex
3141
3142    // The caller has made sure casterAlpha > 0.
3143    float ambientShadowAlpha = mAmbientShadowAlpha;
3144    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3145        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3146    }
3147    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3148        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3149        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3150    }
3151
3152    float spotShadowAlpha = mSpotShadowAlpha;
3153    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3154        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3155    }
3156    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3157        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3158        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3159    }
3160
3161    return DrawGlInfo::kStatusDrew;
3162}
3163
3164status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3165        bool ignoreTransform, bool dirty, bool clip) {
3166    if (count == 0) {
3167        return DrawGlInfo::kStatusDone;
3168    }
3169
3170    int color = paint->getColor();
3171    // If a shader is set, preserve only the alpha
3172    if (getShader(paint)) {
3173        color |= 0x00ffffff;
3174    }
3175
3176    float left = FLT_MAX;
3177    float top = FLT_MAX;
3178    float right = FLT_MIN;
3179    float bottom = FLT_MIN;
3180
3181    Vertex mesh[count];
3182    Vertex* vertex = mesh;
3183
3184    for (int index = 0; index < count; index += 4) {
3185        float l = rects[index + 0];
3186        float t = rects[index + 1];
3187        float r = rects[index + 2];
3188        float b = rects[index + 3];
3189
3190        Vertex::set(vertex++, l, t);
3191        Vertex::set(vertex++, r, t);
3192        Vertex::set(vertex++, l, b);
3193        Vertex::set(vertex++, r, b);
3194
3195        left = fminf(left, l);
3196        top = fminf(top, t);
3197        right = fmaxf(right, r);
3198        bottom = fmaxf(bottom, b);
3199    }
3200
3201    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3202        return DrawGlInfo::kStatusDone;
3203    }
3204
3205    setupDraw();
3206    setupDrawNoTexture();
3207    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3208    setupDrawShader(getShader(paint));
3209    setupDrawColorFilter(getColorFilter(paint));
3210    setupDrawBlending(paint);
3211    setupDrawProgram();
3212    setupDrawDirtyRegionsDisabled();
3213    setupDrawModelView(kModelViewMode_Translate, false,
3214            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3215    setupDrawColorUniforms(getShader(paint));
3216    setupDrawShaderUniforms(getShader(paint));
3217    setupDrawColorFilterUniforms(getColorFilter(paint));
3218
3219    if (dirty && hasLayer()) {
3220        dirtyLayer(left, top, right, bottom, *currentTransform());
3221    }
3222
3223    issueIndexedQuadDraw(&mesh[0], count / 4);
3224
3225    return DrawGlInfo::kStatusDrew;
3226}
3227
3228void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3229        const SkPaint* paint, bool ignoreTransform) {
3230    int color = paint->getColor();
3231    // If a shader is set, preserve only the alpha
3232    if (getShader(paint)) {
3233        color |= 0x00ffffff;
3234    }
3235
3236    setupDraw();
3237    setupDrawNoTexture();
3238    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3239    setupDrawShader(getShader(paint));
3240    setupDrawColorFilter(getColorFilter(paint));
3241    setupDrawBlending(paint);
3242    setupDrawProgram();
3243    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3244            left, top, right, bottom, ignoreTransform);
3245    setupDrawColorUniforms(getShader(paint));
3246    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3247    setupDrawColorFilterUniforms(getColorFilter(paint));
3248    setupDrawSimpleMesh();
3249
3250    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3251}
3252
3253void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3254        Texture* texture, const SkPaint* paint) {
3255    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3256
3257    GLvoid* vertices = (GLvoid*) NULL;
3258    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3259
3260    if (texture->uvMapper) {
3261        vertices = &mMeshVertices[0].x;
3262        texCoords = &mMeshVertices[0].u;
3263
3264        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3265        texture->uvMapper->map(uvs);
3266
3267        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3268    }
3269
3270    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3271        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3272        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3273
3274        texture->setFilter(GL_NEAREST, true);
3275        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3276                paint, texture->blend, vertices, texCoords,
3277                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3278    } else {
3279        texture->setFilter(getFilter(paint), true);
3280        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3281                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3282    }
3283
3284    if (texture->uvMapper) {
3285        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3286    }
3287}
3288
3289void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3290        GLuint texture, const SkPaint* paint, bool blend,
3291        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3292        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3293        ModelViewMode modelViewMode, bool dirty) {
3294
3295    int a;
3296    SkXfermode::Mode mode;
3297    getAlphaAndMode(paint, &a, &mode);
3298    const float alpha = a / 255.0f;
3299
3300    setupDraw();
3301    setupDrawWithTexture();
3302    setupDrawColor(alpha, alpha, alpha, alpha);
3303    setupDrawColorFilter(getColorFilter(paint));
3304    setupDrawBlending(paint, blend, swapSrcDst);
3305    setupDrawProgram();
3306    if (!dirty) setupDrawDirtyRegionsDisabled();
3307    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3308    setupDrawTexture(texture);
3309    setupDrawPureColorUniforms();
3310    setupDrawColorFilterUniforms(getColorFilter(paint));
3311    setupDrawMesh(vertices, texCoords, vbo);
3312
3313    glDrawArrays(drawMode, 0, elementsCount);
3314}
3315
3316void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3317        GLuint texture, const SkPaint* paint, bool blend,
3318        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3319        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3320        ModelViewMode modelViewMode, bool dirty) {
3321
3322    int a;
3323    SkXfermode::Mode mode;
3324    getAlphaAndMode(paint, &a, &mode);
3325    const float alpha = a / 255.0f;
3326
3327    setupDraw();
3328    setupDrawWithTexture();
3329    setupDrawColor(alpha, alpha, alpha, alpha);
3330    setupDrawColorFilter(getColorFilter(paint));
3331    setupDrawBlending(paint, blend, swapSrcDst);
3332    setupDrawProgram();
3333    if (!dirty) setupDrawDirtyRegionsDisabled();
3334    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3335    setupDrawTexture(texture);
3336    setupDrawPureColorUniforms();
3337    setupDrawColorFilterUniforms(getColorFilter(paint));
3338    setupDrawMeshIndices(vertices, texCoords, vbo);
3339
3340    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3341}
3342
3343void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3344        GLuint texture, const SkPaint* paint,
3345        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3346        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3347
3348    int color = paint != NULL ? paint->getColor() : 0;
3349    int alpha;
3350    SkXfermode::Mode mode;
3351    getAlphaAndMode(paint, &alpha, &mode);
3352
3353    setupDraw();
3354    setupDrawWithTexture(true);
3355    if (paint != NULL) {
3356        setupDrawAlpha8Color(color, alpha);
3357    }
3358    setupDrawColorFilter(getColorFilter(paint));
3359    setupDrawShader(getShader(paint));
3360    setupDrawBlending(paint, true);
3361    setupDrawProgram();
3362    if (!dirty) setupDrawDirtyRegionsDisabled();
3363    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3364    setupDrawTexture(texture);
3365    setupDrawPureColorUniforms();
3366    setupDrawColorFilterUniforms(getColorFilter(paint));
3367    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3368    setupDrawMesh(vertices, texCoords);
3369
3370    glDrawArrays(drawMode, 0, elementsCount);
3371}
3372
3373void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3374        ProgramDescription& description, bool swapSrcDst) {
3375
3376    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3377        blend = true;
3378        mDescription.hasRoundRectClip = true;
3379    }
3380    mSkipOutlineClip = true;
3381
3382    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3383
3384    if (blend) {
3385        // These blend modes are not supported by OpenGL directly and have
3386        // to be implemented using shaders. Since the shader will perform
3387        // the blending, turn blending off here
3388        // If the blend mode cannot be implemented using shaders, fall
3389        // back to the default SrcOver blend mode instead
3390        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3391            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3392                description.framebufferMode = mode;
3393                description.swapSrcDst = swapSrcDst;
3394
3395                if (mCaches.blend) {
3396                    glDisable(GL_BLEND);
3397                    mCaches.blend = false;
3398                }
3399
3400                return;
3401            } else {
3402                mode = SkXfermode::kSrcOver_Mode;
3403            }
3404        }
3405
3406        if (!mCaches.blend) {
3407            glEnable(GL_BLEND);
3408        }
3409
3410        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3411        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3412
3413        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3414            glBlendFunc(sourceMode, destMode);
3415            mCaches.lastSrcMode = sourceMode;
3416            mCaches.lastDstMode = destMode;
3417        }
3418    } else if (mCaches.blend) {
3419        glDisable(GL_BLEND);
3420    }
3421    mCaches.blend = blend;
3422}
3423
3424bool OpenGLRenderer::useProgram(Program* program) {
3425    if (!program->isInUse()) {
3426        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3427        program->use();
3428        mCaches.currentProgram = program;
3429        return false;
3430    }
3431    return true;
3432}
3433
3434void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3435    TextureVertex* v = &mMeshVertices[0];
3436    TextureVertex::setUV(v++, u1, v1);
3437    TextureVertex::setUV(v++, u2, v1);
3438    TextureVertex::setUV(v++, u1, v2);
3439    TextureVertex::setUV(v++, u2, v2);
3440}
3441
3442void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3443    getAlphaAndModeDirect(paint, alpha,  mode);
3444    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3445        // if drawing a layer, ignore the paint's alpha
3446        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3447    }
3448    *alpha *= currentSnapshot()->alpha;
3449}
3450
3451float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3452    float alpha;
3453    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3454        alpha = mDrawModifiers.mOverrideLayerAlpha;
3455    } else {
3456        alpha = layer->getAlpha() / 255.0f;
3457    }
3458    return alpha * currentSnapshot()->alpha;
3459}
3460
3461}; // namespace uirenderer
3462}; // namespace android
3463