OpenGLRenderer.cpp revision d90144db52c7297879b950cbbc85137ed123ab5b
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DeferredDisplayList.h"
36#include "DisplayListRenderer.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    mDrawModifiers.mShader = NULL;
116    mDrawModifiers.mColorFilter = NULL;
117    mDrawModifiers.mHasShadow = false;
118    mDrawModifiers.mHasDrawFilter = false;
119
120    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
121
122    mFirstSnapshot = new Snapshot;
123
124    mScissorOptimizationDisabled = false;
125}
126
127OpenGLRenderer::~OpenGLRenderer() {
128    // The context has already been destroyed at this point, do not call
129    // GL APIs. All GL state should be kept in Caches.h
130}
131
132void OpenGLRenderer::initProperties() {
133    char property[PROPERTY_VALUE_MAX];
134    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
135        mScissorOptimizationDisabled = !strcasecmp(property, "true");
136        INIT_LOGD("  Scissor optimization %s",
137                mScissorOptimizationDisabled ? "disabled" : "enabled");
138    } else {
139        INIT_LOGD("  Scissor optimization enabled");
140    }
141}
142
143///////////////////////////////////////////////////////////////////////////////
144// Setup
145///////////////////////////////////////////////////////////////////////////////
146
147void OpenGLRenderer::setName(const char* name) {
148    if (name) {
149        mName.setTo(name);
150    } else {
151        mName.clear();
152    }
153}
154
155const char* OpenGLRenderer::getName() const {
156    return mName.string();
157}
158
159bool OpenGLRenderer::isDeferred() {
160    return false;
161}
162
163void OpenGLRenderer::setViewport(int width, int height) {
164    initViewport(width, height);
165
166    glDisable(GL_DITHER);
167    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168
169    glEnableVertexAttribArray(Program::kBindingPosition);
170}
171
172void OpenGLRenderer::initViewport(int width, int height) {
173    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
174
175    mWidth = width;
176    mHeight = height;
177
178    mFirstSnapshot->height = height;
179    mFirstSnapshot->viewport.set(0, 0, width, height);
180}
181
182status_t OpenGLRenderer::prepare(bool opaque) {
183    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
184}
185
186status_t OpenGLRenderer::prepareDirty(float left, float top,
187        float right, float bottom, bool opaque) {
188    mCaches.clearGarbage();
189
190    mSnapshot = new Snapshot(mFirstSnapshot,
191            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
192    mSnapshot->fbo = getTargetFbo();
193    mSaveCount = 1;
194
195    mSnapshot->setClip(left, top, right, bottom);
196    mDirtyClip = true;
197
198    updateLayers();
199
200    discardFramebuffer(left, top, right, bottom);
201
202    syncState();
203
204    // Functors break the tiling extension in pretty spectacular ways
205    // This ensures we don't use tiling when a functor is going to be
206    // invoked during the frame
207    mSuppressTiling = mCaches.hasRegisteredFunctors();
208
209    mTilingSnapshot = mSnapshot;
210    startTiling(mTilingSnapshot, true);
211
212    debugOverdraw(true, true);
213
214    return clear(left, top, right, bottom, opaque);
215}
216
217void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
218    // If we know that we are going to redraw the entire framebuffer,
219    // perform a discard to let the driver know we don't need to preserve
220    // the back buffer for this frame.
221    if (mExtensions.hasDiscardFramebuffer() &&
222            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
223        const bool isFbo = getTargetFbo() == 0;
224        const GLenum attachments[] = {
225                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
226                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
227        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
228    }
229}
230
231status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
232    if (!opaque) {
233        mCaches.enableScissor();
234        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
235        glClear(GL_COLOR_BUFFER_BIT);
236        return DrawGlInfo::kStatusDrew;
237    }
238
239    mCaches.resetScissor();
240    return DrawGlInfo::kStatusDone;
241}
242
243void OpenGLRenderer::syncState() {
244    glViewport(0, 0, mWidth, mHeight);
245
246    if (mCaches.blend) {
247        glEnable(GL_BLEND);
248    } else {
249        glDisable(GL_BLEND);
250    }
251}
252
253void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
254    if (!mSuppressTiling) {
255        Rect* clip = mTilingSnapshot->clipRect;
256        if (s->flags & Snapshot::kFlagFboTarget) {
257            clip = &s->layer->clipRect;
258        }
259
260        startTiling(*clip, s->height, opaque);
261    }
262}
263
264void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
265    if (!mSuppressTiling) {
266        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
267                clip.right - clip.left, clip.bottom - clip.top, opaque);
268    }
269}
270
271void OpenGLRenderer::endTiling() {
272    if (!mSuppressTiling) mCaches.endTiling();
273}
274
275void OpenGLRenderer::finish() {
276    renderOverdraw();
277    endTiling();
278
279    // When finish() is invoked on FBO 0 we've reached the end
280    // of the current frame
281    if (getTargetFbo() == 0) {
282        mCaches.pathCache.trim();
283    }
284
285    if (!suppressErrorChecks()) {
286#if DEBUG_OPENGL
287        GLenum status = GL_NO_ERROR;
288        while ((status = glGetError()) != GL_NO_ERROR) {
289            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
290            switch (status) {
291                case GL_INVALID_ENUM:
292                    ALOGE("  GL_INVALID_ENUM");
293                    break;
294                case GL_INVALID_VALUE:
295                    ALOGE("  GL_INVALID_VALUE");
296                    break;
297                case GL_INVALID_OPERATION:
298                    ALOGE("  GL_INVALID_OPERATION");
299                    break;
300                case GL_OUT_OF_MEMORY:
301                    ALOGE("  Out of memory!");
302                    break;
303            }
304        }
305#endif
306
307#if DEBUG_MEMORY_USAGE
308        mCaches.dumpMemoryUsage();
309#else
310        if (mCaches.getDebugLevel() & kDebugMemory) {
311            mCaches.dumpMemoryUsage();
312        }
313#endif
314    }
315}
316
317void OpenGLRenderer::interrupt() {
318    if (mCaches.currentProgram) {
319        if (mCaches.currentProgram->isInUse()) {
320            mCaches.currentProgram->remove();
321            mCaches.currentProgram = NULL;
322        }
323    }
324    mCaches.unbindMeshBuffer();
325    mCaches.unbindIndicesBuffer();
326    mCaches.resetVertexPointers();
327    mCaches.disableTexCoordsVertexArray();
328    debugOverdraw(false, false);
329}
330
331void OpenGLRenderer::resume() {
332    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
333    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
334    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
335    debugOverdraw(true, false);
336
337    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
338
339    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
340    mCaches.enableScissor();
341    mCaches.resetScissor();
342    dirtyClip();
343
344    mCaches.activeTexture(0);
345
346    mCaches.blend = true;
347    glEnable(GL_BLEND);
348    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
349    glBlendEquation(GL_FUNC_ADD);
350}
351
352void OpenGLRenderer::resumeAfterLayer() {
353    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
354    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
355    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
356    debugOverdraw(true, false);
357
358    mCaches.resetScissor();
359    dirtyClip();
360}
361
362void OpenGLRenderer::detachFunctor(Functor* functor) {
363    mFunctors.remove(functor);
364}
365
366void OpenGLRenderer::attachFunctor(Functor* functor) {
367    mFunctors.add(functor);
368}
369
370status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
371    status_t result = DrawGlInfo::kStatusDone;
372    size_t count = mFunctors.size();
373
374    if (count > 0) {
375        interrupt();
376        SortedVector<Functor*> functors(mFunctors);
377        mFunctors.clear();
378
379        DrawGlInfo info;
380        info.clipLeft = 0;
381        info.clipTop = 0;
382        info.clipRight = 0;
383        info.clipBottom = 0;
384        info.isLayer = false;
385        info.width = 0;
386        info.height = 0;
387        memset(info.transform, 0, sizeof(float) * 16);
388
389        for (size_t i = 0; i < count; i++) {
390            Functor* f = functors.itemAt(i);
391            result |= (*f)(DrawGlInfo::kModeProcess, &info);
392
393            if (result & DrawGlInfo::kStatusDraw) {
394                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
395                dirty.unionWith(localDirty);
396            }
397
398            if (result & DrawGlInfo::kStatusInvoke) {
399                mFunctors.add(f);
400            }
401        }
402        resume();
403    }
404
405    return result;
406}
407
408status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
409    interrupt();
410    detachFunctor(functor);
411
412    mCaches.enableScissor();
413    if (mDirtyClip) {
414        setScissorFromClip();
415    }
416
417    Rect clip(*mSnapshot->clipRect);
418    clip.snapToPixelBoundaries();
419
420    // Since we don't know what the functor will draw, let's dirty
421    // tne entire clip region
422    if (hasLayer()) {
423        dirtyLayerUnchecked(clip, getRegion());
424    }
425
426    DrawGlInfo info;
427    info.clipLeft = clip.left;
428    info.clipTop = clip.top;
429    info.clipRight = clip.right;
430    info.clipBottom = clip.bottom;
431    info.isLayer = hasLayer();
432    info.width = getSnapshot()->viewport.getWidth();
433    info.height = getSnapshot()->height;
434    getSnapshot()->transform->copyTo(&info.transform[0]);
435
436    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
437
438    if (result != DrawGlInfo::kStatusDone) {
439        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
440        dirty.unionWith(localDirty);
441
442        if (result & DrawGlInfo::kStatusInvoke) {
443            mFunctors.add(functor);
444        }
445    }
446
447    resume();
448    return result;
449}
450
451///////////////////////////////////////////////////////////////////////////////
452// Debug
453///////////////////////////////////////////////////////////////////////////////
454
455void OpenGLRenderer::eventMark(const char* name) const {
456    mCaches.eventMark(0, name);
457}
458
459void OpenGLRenderer::startMark(const char* name) const {
460    mCaches.startMark(0, name);
461}
462
463void OpenGLRenderer::endMark() const {
464    mCaches.endMark();
465}
466
467void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
468    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
469        if (clear) {
470            mCaches.disableScissor();
471            mCaches.stencil.clear();
472        }
473        if (enable) {
474            mCaches.stencil.enableDebugWrite();
475        } else {
476            mCaches.stencil.disable();
477        }
478    }
479}
480
481void OpenGLRenderer::renderOverdraw() {
482    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
483        const Rect* clip = mTilingSnapshot->clipRect;
484
485        mCaches.enableScissor();
486        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
487                clip->right - clip->left, clip->bottom - clip->top);
488
489        mCaches.stencil.enableDebugTest(2);
490        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
491        mCaches.stencil.enableDebugTest(3);
492        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
493        mCaches.stencil.enableDebugTest(4);
494        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
495        mCaches.stencil.enableDebugTest(4, true);
496        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
497        mCaches.stencil.disable();
498    }
499}
500
501///////////////////////////////////////////////////////////////////////////////
502// Layers
503///////////////////////////////////////////////////////////////////////////////
504
505bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
506    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
507        OpenGLRenderer* renderer = layer->renderer;
508        Rect& dirty = layer->dirtyRect;
509
510        if (inFrame) {
511            endTiling();
512            debugOverdraw(false, false);
513        }
514
515        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
516        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
517        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
518        renderer->finish();
519
520        if (inFrame) {
521            resumeAfterLayer();
522            startTiling(mSnapshot);
523        }
524
525        dirty.setEmpty();
526        layer->deferredUpdateScheduled = false;
527        layer->renderer = NULL;
528        layer->displayList = NULL;
529        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
530
531        return true;
532    }
533
534    return false;
535}
536
537void OpenGLRenderer::updateLayers() {
538    int count = mLayerUpdates.size();
539    if (count > 0) {
540        startMark("Layer Updates");
541
542        // Note: it is very important to update the layers in reverse order
543        for (int i = count - 1; i >= 0; i--) {
544            Layer* layer = mLayerUpdates.itemAt(i);
545            updateLayer(layer, false);
546            mCaches.resourceCache.decrementRefcount(layer);
547        }
548        mLayerUpdates.clear();
549
550        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
551        endMark();
552    }
553}
554
555void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
556    if (layer) {
557        mLayerUpdates.push_back(layer);
558        mCaches.resourceCache.incrementRefcount(layer);
559    }
560}
561
562void OpenGLRenderer::clearLayerUpdates() {
563    size_t count = mLayerUpdates.size();
564    if (count > 0) {
565        mCaches.resourceCache.lock();
566        for (size_t i = 0; i < count; i++) {
567            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
568        }
569        mCaches.resourceCache.unlock();
570        mLayerUpdates.clear();
571    }
572}
573
574///////////////////////////////////////////////////////////////////////////////
575// State management
576///////////////////////////////////////////////////////////////////////////////
577
578int OpenGLRenderer::getSaveCount() const {
579    return mSaveCount;
580}
581
582int OpenGLRenderer::save(int flags) {
583    return saveSnapshot(flags);
584}
585
586void OpenGLRenderer::restore() {
587    if (mSaveCount > 1) {
588        restoreSnapshot();
589    }
590}
591
592void OpenGLRenderer::restoreToCount(int saveCount) {
593    if (saveCount < 1) saveCount = 1;
594
595    while (mSaveCount > saveCount) {
596        restoreSnapshot();
597    }
598}
599
600int OpenGLRenderer::saveSnapshot(int flags) {
601    mSnapshot = new Snapshot(mSnapshot, flags);
602    return mSaveCount++;
603}
604
605bool OpenGLRenderer::restoreSnapshot() {
606    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
607    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
608    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
609
610    sp<Snapshot> current = mSnapshot;
611    sp<Snapshot> previous = mSnapshot->previous;
612
613    if (restoreOrtho) {
614        Rect& r = previous->viewport;
615        glViewport(r.left, r.top, r.right, r.bottom);
616        mOrthoMatrix.load(current->orthoMatrix);
617    }
618
619    mSaveCount--;
620    mSnapshot = previous;
621
622    if (restoreClip) {
623        dirtyClip();
624    }
625
626    if (restoreLayer) {
627        composeLayer(current, previous);
628    }
629
630    return restoreClip;
631}
632
633///////////////////////////////////////////////////////////////////////////////
634// Layers
635///////////////////////////////////////////////////////////////////////////////
636
637int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
638        int alpha, SkXfermode::Mode mode, int flags) {
639    const GLuint previousFbo = mSnapshot->fbo;
640    const int count = saveSnapshot(flags);
641
642    if (!mSnapshot->isIgnored()) {
643        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
644    }
645
646    return count;
647}
648
649void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
650    const Rect untransformedBounds(bounds);
651
652    currentTransform().mapRect(bounds);
653
654    // Layers only make sense if they are in the framebuffer's bounds
655    if (bounds.intersect(*mSnapshot->clipRect)) {
656        // We cannot work with sub-pixels in this case
657        bounds.snapToPixelBoundaries();
658
659        // When the layer is not an FBO, we may use glCopyTexImage so we
660        // need to make sure the layer does not extend outside the bounds
661        // of the framebuffer
662        if (!bounds.intersect(mSnapshot->previous->viewport)) {
663            bounds.setEmpty();
664        } else if (fboLayer) {
665            clip.set(bounds);
666            mat4 inverse;
667            inverse.loadInverse(currentTransform());
668            inverse.mapRect(clip);
669            clip.snapToPixelBoundaries();
670            if (clip.intersect(untransformedBounds)) {
671                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
672                bounds.set(untransformedBounds);
673            } else {
674                clip.setEmpty();
675            }
676        }
677    } else {
678        bounds.setEmpty();
679    }
680}
681
682int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
683        int alpha, SkXfermode::Mode mode, int flags) {
684    const GLuint previousFbo = mSnapshot->fbo;
685    const int count = saveSnapshot(flags);
686
687    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
688        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
689        // operations will be able to store and restore the current clip and transform info, and
690        // quick rejection will be correct (for display lists)
691
692        Rect bounds(left, top, right, bottom);
693        Rect clip;
694        calculateLayerBoundsAndClip(bounds, clip, true);
695
696        if (!bounds.isEmpty() && !clip.isEmpty()) {
697            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
698            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
699        }
700    }
701
702    return count;
703}
704
705
706/**
707 * Layers are viewed by Skia are slightly different than layers in image editing
708 * programs (for instance.) When a layer is created, previously created layers
709 * and the frame buffer still receive every drawing command. For instance, if a
710 * layer is created and a shape intersecting the bounds of the layers and the
711 * framebuffer is draw, the shape will be drawn on both (unless the layer was
712 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
713 *
714 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
715 * texture. Unfortunately, this is inefficient as it requires every primitive to
716 * be drawn n + 1 times, where n is the number of active layers. In practice this
717 * means, for every primitive:
718 *   - Switch active frame buffer
719 *   - Change viewport, clip and projection matrix
720 *   - Issue the drawing
721 *
722 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
723 * To avoid this, layers are implemented in a different way here, at least in the
724 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
725 * is set. When this flag is set we can redirect all drawing operations into a
726 * single FBO.
727 *
728 * This implementation relies on the frame buffer being at least RGBA 8888. When
729 * a layer is created, only a texture is created, not an FBO. The content of the
730 * frame buffer contained within the layer's bounds is copied into this texture
731 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
732 * buffer and drawing continues as normal. This technique therefore treats the
733 * frame buffer as a scratch buffer for the layers.
734 *
735 * To compose the layers back onto the frame buffer, each layer texture
736 * (containing the original frame buffer data) is drawn as a simple quad over
737 * the frame buffer. The trick is that the quad is set as the composition
738 * destination in the blending equation, and the frame buffer becomes the source
739 * of the composition.
740 *
741 * Drawing layers with an alpha value requires an extra step before composition.
742 * An empty quad is drawn over the layer's region in the frame buffer. This quad
743 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
744 * quad is used to multiply the colors in the frame buffer. This is achieved by
745 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
746 * GL_ZERO, GL_SRC_ALPHA.
747 *
748 * Because glCopyTexImage2D() can be slow, an alternative implementation might
749 * be use to draw a single clipped layer. The implementation described above
750 * is correct in every case.
751 *
752 * (1) The frame buffer is actually not cleared right away. To allow the GPU
753 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
754 *     buffer is left untouched until the first drawing operation. Only when
755 *     something actually gets drawn are the layers regions cleared.
756 */
757bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
758        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
759    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
760    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
761
762    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
763
764    // Window coordinates of the layer
765    Rect clip;
766    Rect bounds(left, top, right, bottom);
767    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
768
769    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
770            bounds.getHeight() > mCaches.maxTextureSize ||
771            (fboLayer && clip.isEmpty())) {
772        mSnapshot->empty = fboLayer;
773    } else {
774        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
775    }
776
777    // Bail out if we won't draw in this snapshot
778    if (mSnapshot->invisible || mSnapshot->empty) {
779        return false;
780    }
781
782    mCaches.activeTexture(0);
783    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
784    if (!layer) {
785        return false;
786    }
787
788    layer->setAlpha(alpha, mode);
789    layer->layer.set(bounds);
790    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
791            bounds.getWidth() / float(layer->getWidth()), 0.0f);
792    layer->setColorFilter(mDrawModifiers.mColorFilter);
793    layer->setBlend(true);
794    layer->setDirty(false);
795
796    // Save the layer in the snapshot
797    mSnapshot->flags |= Snapshot::kFlagIsLayer;
798    mSnapshot->layer = layer;
799
800    if (fboLayer) {
801        return createFboLayer(layer, bounds, clip, previousFbo);
802    } else {
803        // Copy the framebuffer into the layer
804        layer->bindTexture();
805        if (!bounds.isEmpty()) {
806            if (layer->isEmpty()) {
807                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
808                        bounds.left, mSnapshot->height - bounds.bottom,
809                        layer->getWidth(), layer->getHeight(), 0);
810                layer->setEmpty(false);
811            } else {
812                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
813                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
814            }
815
816            // Enqueue the buffer coordinates to clear the corresponding region later
817            mLayers.push(new Rect(bounds));
818        }
819    }
820
821    return true;
822}
823
824bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
825    layer->clipRect.set(clip);
826    layer->setFbo(mCaches.fboCache.get());
827
828    mSnapshot->region = &mSnapshot->layer->region;
829    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
830            Snapshot::kFlagDirtyOrtho;
831    mSnapshot->fbo = layer->getFbo();
832    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
833    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
834    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
835    mSnapshot->height = bounds.getHeight();
836    mSnapshot->orthoMatrix.load(mOrthoMatrix);
837
838    endTiling();
839    debugOverdraw(false, false);
840    // Bind texture to FBO
841    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
842    layer->bindTexture();
843
844    // Initialize the texture if needed
845    if (layer->isEmpty()) {
846        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
847        layer->setEmpty(false);
848    }
849
850    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
851            layer->getTexture(), 0);
852
853    startTiling(mSnapshot, true);
854
855    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
856    mCaches.enableScissor();
857    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
858            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
859    glClear(GL_COLOR_BUFFER_BIT);
860
861    dirtyClip();
862
863    // Change the ortho projection
864    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
865    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
866
867    return true;
868}
869
870/**
871 * Read the documentation of createLayer() before doing anything in this method.
872 */
873void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
874    if (!current->layer) {
875        ALOGE("Attempting to compose a layer that does not exist");
876        return;
877    }
878
879    Layer* layer = current->layer;
880    const Rect& rect = layer->layer;
881    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
882
883    if (fboLayer) {
884        endTiling();
885
886        // Detach the texture from the FBO
887        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
888
889        layer->removeFbo(false);
890
891        // Unbind current FBO and restore previous one
892        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
893        debugOverdraw(true, false);
894
895        startTiling(previous);
896    }
897
898    if (!fboLayer && layer->getAlpha() < 255) {
899        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
900                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
901        // Required below, composeLayerRect() will divide by 255
902        layer->setAlpha(255);
903    }
904
905    mCaches.unbindMeshBuffer();
906
907    mCaches.activeTexture(0);
908
909    // When the layer is stored in an FBO, we can save a bit of fillrate by
910    // drawing only the dirty region
911    if (fboLayer) {
912        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
913        if (layer->getColorFilter()) {
914            setupColorFilter(layer->getColorFilter());
915        }
916        composeLayerRegion(layer, rect);
917        if (layer->getColorFilter()) {
918            resetColorFilter();
919        }
920    } else if (!rect.isEmpty()) {
921        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
922        composeLayerRect(layer, rect, true);
923    }
924
925    dirtyClip();
926
927    // Failing to add the layer to the cache should happen only if the layer is too large
928    if (!mCaches.layerCache.put(layer)) {
929        LAYER_LOGD("Deleting layer");
930        Caches::getInstance().resourceCache.decrementRefcount(layer);
931    }
932}
933
934void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
935    float alpha = layer->getAlpha() / 255.0f;
936
937    setupDraw();
938    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
939        setupDrawWithTexture();
940    } else {
941        setupDrawWithExternalTexture();
942    }
943    setupDrawTextureTransform();
944    setupDrawColor(alpha, alpha, alpha, alpha);
945    setupDrawColorFilter();
946    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
947    setupDrawProgram();
948    setupDrawPureColorUniforms();
949    setupDrawColorFilterUniforms();
950    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
951        setupDrawTexture(layer->getTexture());
952    } else {
953        setupDrawExternalTexture(layer->getTexture());
954    }
955    if (currentTransform().isPureTranslate() &&
956            layer->getWidth() == (uint32_t) rect.getWidth() &&
957            layer->getHeight() == (uint32_t) rect.getHeight()) {
958        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
959        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
960
961        layer->setFilter(GL_NEAREST);
962        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
963    } else {
964        layer->setFilter(GL_LINEAR);
965        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
966    }
967    setupDrawTextureTransformUniforms(layer->getTexTransform());
968    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
969
970    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
971
972    finishDrawTexture();
973}
974
975void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
976    if (!layer->isTextureLayer()) {
977        const Rect& texCoords = layer->texCoords;
978        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
979                texCoords.right, texCoords.bottom);
980
981        float x = rect.left;
982        float y = rect.top;
983        bool simpleTransform = currentTransform().isPureTranslate() &&
984                layer->getWidth() == (uint32_t) rect.getWidth() &&
985                layer->getHeight() == (uint32_t) rect.getHeight();
986
987        if (simpleTransform) {
988            // When we're swapping, the layer is already in screen coordinates
989            if (!swap) {
990                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
991                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
992            }
993
994            layer->setFilter(GL_NEAREST, true);
995        } else {
996            layer->setFilter(GL_LINEAR, true);
997        }
998
999        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1000                layer->getTexture(), layer->getAlpha() / 255.0f,
1001                layer->getMode(), layer->isBlend(),
1002                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1003                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1004
1005        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1006    } else {
1007        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1008        drawTextureLayer(layer, rect);
1009        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1010    }
1011}
1012
1013void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1014    if (layer->region.isRect()) {
1015        layer->setRegionAsRect();
1016
1017        composeLayerRect(layer, layer->regionRect);
1018
1019        layer->region.clear();
1020        return;
1021    }
1022
1023    // TODO: See LayerRenderer.cpp::generateMesh() for important
1024    //       information about this implementation
1025    if (CC_LIKELY(!layer->region.isEmpty())) {
1026        size_t count;
1027        const android::Rect* rects;
1028        Region safeRegion;
1029        if (CC_LIKELY(hasRectToRectTransform())) {
1030            rects = layer->region.getArray(&count);
1031        } else {
1032            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1033            rects = safeRegion.getArray(&count);
1034        }
1035
1036        const float alpha = layer->getAlpha() / 255.0f;
1037        const float texX = 1.0f / float(layer->getWidth());
1038        const float texY = 1.0f / float(layer->getHeight());
1039        const float height = rect.getHeight();
1040
1041        setupDraw();
1042
1043        // We must get (and therefore bind) the region mesh buffer
1044        // after we setup drawing in case we need to mess with the
1045        // stencil buffer in setupDraw()
1046        TextureVertex* mesh = mCaches.getRegionMesh();
1047        GLsizei numQuads = 0;
1048
1049        setupDrawWithTexture();
1050        setupDrawColor(alpha, alpha, alpha, alpha);
1051        setupDrawColorFilter();
1052        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1053        setupDrawProgram();
1054        setupDrawDirtyRegionsDisabled();
1055        setupDrawPureColorUniforms();
1056        setupDrawColorFilterUniforms();
1057        setupDrawTexture(layer->getTexture());
1058        if (currentTransform().isPureTranslate()) {
1059            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1060            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1061
1062            layer->setFilter(GL_NEAREST);
1063            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1064        } else {
1065            layer->setFilter(GL_LINEAR);
1066            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1067        }
1068        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1069
1070        for (size_t i = 0; i < count; i++) {
1071            const android::Rect* r = &rects[i];
1072
1073            const float u1 = r->left * texX;
1074            const float v1 = (height - r->top) * texY;
1075            const float u2 = r->right * texX;
1076            const float v2 = (height - r->bottom) * texY;
1077
1078            // TODO: Reject quads outside of the clip
1079            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1080            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1081            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1082            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1083
1084            numQuads++;
1085
1086            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1087                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1088                numQuads = 0;
1089                mesh = mCaches.getRegionMesh();
1090            }
1091        }
1092
1093        if (numQuads > 0) {
1094            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1095        }
1096
1097        finishDrawTexture();
1098
1099#if DEBUG_LAYERS_AS_REGIONS
1100        drawRegionRects(layer->region);
1101#endif
1102
1103        layer->region.clear();
1104    }
1105}
1106
1107void OpenGLRenderer::drawRegionRects(const Region& region) {
1108#if DEBUG_LAYERS_AS_REGIONS
1109    size_t count;
1110    const android::Rect* rects = region.getArray(&count);
1111
1112    uint32_t colors[] = {
1113            0x7fff0000, 0x7f00ff00,
1114            0x7f0000ff, 0x7fff00ff,
1115    };
1116
1117    int offset = 0;
1118    int32_t top = rects[0].top;
1119
1120    for (size_t i = 0; i < count; i++) {
1121        if (top != rects[i].top) {
1122            offset ^= 0x2;
1123            top = rects[i].top;
1124        }
1125
1126        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1127        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1128                SkXfermode::kSrcOver_Mode);
1129    }
1130#endif
1131}
1132
1133void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1134        SkXfermode::Mode mode, bool dirty) {
1135    int count = 0;
1136    Vector<float> rects;
1137
1138    SkRegion::Iterator it(region);
1139    while (!it.done()) {
1140        const SkIRect& r = it.rect();
1141        rects.push(r.fLeft);
1142        rects.push(r.fTop);
1143        rects.push(r.fRight);
1144        rects.push(r.fBottom);
1145        count += 4;
1146        it.next();
1147    }
1148
1149    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1150}
1151
1152void OpenGLRenderer::dirtyLayer(const float left, const float top,
1153        const float right, const float bottom, const mat4 transform) {
1154    if (hasLayer()) {
1155        Rect bounds(left, top, right, bottom);
1156        transform.mapRect(bounds);
1157        dirtyLayerUnchecked(bounds, getRegion());
1158    }
1159}
1160
1161void OpenGLRenderer::dirtyLayer(const float left, const float top,
1162        const float right, const float bottom) {
1163    if (hasLayer()) {
1164        Rect bounds(left, top, right, bottom);
1165        dirtyLayerUnchecked(bounds, getRegion());
1166    }
1167}
1168
1169void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1170    if (bounds.intersect(*mSnapshot->clipRect)) {
1171        bounds.snapToPixelBoundaries();
1172        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1173        if (!dirty.isEmpty()) {
1174            region->orSelf(dirty);
1175        }
1176    }
1177}
1178
1179void OpenGLRenderer::clearLayerRegions() {
1180    const size_t count = mLayers.size();
1181    if (count == 0) return;
1182
1183    if (!mSnapshot->isIgnored()) {
1184        // Doing several glScissor/glClear here can negatively impact
1185        // GPUs with a tiler architecture, instead we draw quads with
1186        // the Clear blending mode
1187
1188        // The list contains bounds that have already been clipped
1189        // against their initial clip rect, and the current clip
1190        // is likely different so we need to disable clipping here
1191        bool scissorChanged = mCaches.disableScissor();
1192
1193        Vertex mesh[count * 6];
1194        Vertex* vertex = mesh;
1195
1196        for (uint32_t i = 0; i < count; i++) {
1197            Rect* bounds = mLayers.itemAt(i);
1198
1199            Vertex::set(vertex++, bounds->left, bounds->bottom);
1200            Vertex::set(vertex++, bounds->left, bounds->top);
1201            Vertex::set(vertex++, bounds->right, bounds->top);
1202            Vertex::set(vertex++, bounds->left, bounds->bottom);
1203            Vertex::set(vertex++, bounds->right, bounds->top);
1204            Vertex::set(vertex++, bounds->right, bounds->bottom);
1205
1206            delete bounds;
1207        }
1208        // We must clear the list of dirty rects before we
1209        // call setupDraw() to prevent stencil setup to do
1210        // the same thing again
1211        mLayers.clear();
1212
1213        setupDraw(false);
1214        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1215        setupDrawBlending(true, SkXfermode::kClear_Mode);
1216        setupDrawProgram();
1217        setupDrawPureColorUniforms();
1218        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1219        setupDrawVertices(&mesh[0].position[0]);
1220
1221        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1222
1223        if (scissorChanged) mCaches.enableScissor();
1224    } else {
1225        for (uint32_t i = 0; i < count; i++) {
1226            delete mLayers.itemAt(i);
1227        }
1228        mLayers.clear();
1229    }
1230}
1231
1232///////////////////////////////////////////////////////////////////////////////
1233// State Deferral
1234///////////////////////////////////////////////////////////////////////////////
1235
1236bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1237    const Rect& currentClip = *(mSnapshot->clipRect);
1238    const mat4& currentMatrix = *(mSnapshot->transform);
1239
1240    if (stateDeferFlags & kStateDeferFlag_Draw) {
1241        // state has bounds initialized in local coordinates
1242        if (!state.mBounds.isEmpty()) {
1243            currentMatrix.mapRect(state.mBounds);
1244            if (!state.mBounds.intersect(currentClip)) {
1245                // quick rejected
1246                return true;
1247            }
1248        } else {
1249            state.mBounds.set(currentClip);
1250        }
1251        state.mDrawModifiers = mDrawModifiers;
1252        state.mAlpha = mSnapshot->alpha;
1253    }
1254
1255    if (stateDeferFlags & kStateDeferFlag_Clip) {
1256        state.mClip.set(currentClip);
1257    } else {
1258        state.mClip.setEmpty();
1259    }
1260
1261    // transform always deferred
1262    state.mMatrix.load(currentMatrix);
1263    return false;
1264}
1265
1266void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, int stateDeferFlags) {
1267    currentTransform().load(state.mMatrix);
1268
1269    if (stateDeferFlags & kStateDeferFlag_Draw) {
1270        mDrawModifiers = state.mDrawModifiers;
1271        mSnapshot->alpha = state.mAlpha;
1272    }
1273
1274    if (!state.mClip.isEmpty()) {
1275        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1276        dirtyClip();
1277    }
1278}
1279
1280///////////////////////////////////////////////////////////////////////////////
1281// Transforms
1282///////////////////////////////////////////////////////////////////////////////
1283
1284void OpenGLRenderer::translate(float dx, float dy) {
1285    currentTransform().translate(dx, dy, 0.0f);
1286}
1287
1288void OpenGLRenderer::rotate(float degrees) {
1289    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1290}
1291
1292void OpenGLRenderer::scale(float sx, float sy) {
1293    currentTransform().scale(sx, sy, 1.0f);
1294}
1295
1296void OpenGLRenderer::skew(float sx, float sy) {
1297    currentTransform().skew(sx, sy);
1298}
1299
1300void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1301    if (matrix) {
1302        currentTransform().load(*matrix);
1303    } else {
1304        currentTransform().loadIdentity();
1305    }
1306}
1307
1308bool OpenGLRenderer::hasRectToRectTransform() {
1309    return CC_LIKELY(currentTransform().rectToRect());
1310}
1311
1312void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1313    currentTransform().copyTo(*matrix);
1314}
1315
1316void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1317    SkMatrix transform;
1318    currentTransform().copyTo(transform);
1319    transform.preConcat(*matrix);
1320    currentTransform().load(transform);
1321}
1322
1323///////////////////////////////////////////////////////////////////////////////
1324// Clipping
1325///////////////////////////////////////////////////////////////////////////////
1326
1327void OpenGLRenderer::setScissorFromClip() {
1328    Rect clip(*mSnapshot->clipRect);
1329    clip.snapToPixelBoundaries();
1330
1331    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1332            clip.getWidth(), clip.getHeight())) {
1333        mDirtyClip = false;
1334    }
1335}
1336
1337void OpenGLRenderer::ensureStencilBuffer() {
1338    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1339    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1340    // just hope we have one when hasLayer() returns false.
1341    if (hasLayer()) {
1342        attachStencilBufferToLayer(mSnapshot->layer);
1343    }
1344}
1345
1346void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1347    // The layer's FBO is already bound when we reach this stage
1348    if (!layer->getStencilRenderBuffer()) {
1349        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1350        // is attached after we initiated tiling. We must turn it off,
1351        // attach the new render buffer then turn tiling back on
1352        endTiling();
1353
1354        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1355                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1356        layer->setStencilRenderBuffer(buffer);
1357
1358        startTiling(layer->clipRect, layer->layer.getHeight());
1359    }
1360}
1361
1362void OpenGLRenderer::setStencilFromClip() {
1363    if (!mCaches.debugOverdraw) {
1364        if (!mSnapshot->clipRegion->isEmpty()) {
1365            // NOTE: The order here is important, we must set dirtyClip to false
1366            //       before any draw call to avoid calling back into this method
1367            mDirtyClip = false;
1368
1369            ensureStencilBuffer();
1370
1371            mCaches.stencil.enableWrite();
1372
1373            // Clear the stencil but first make sure we restrict drawing
1374            // to the region's bounds
1375            bool resetScissor = mCaches.enableScissor();
1376            if (resetScissor) {
1377                // The scissor was not set so we now need to update it
1378                setScissorFromClip();
1379            }
1380            mCaches.stencil.clear();
1381            if (resetScissor) mCaches.disableScissor();
1382
1383            // NOTE: We could use the region contour path to generate a smaller mesh
1384            //       Since we are using the stencil we could use the red book path
1385            //       drawing technique. It might increase bandwidth usage though.
1386
1387            // The last parameter is important: we are not drawing in the color buffer
1388            // so we don't want to dirty the current layer, if any
1389            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1390
1391            mCaches.stencil.enableTest();
1392
1393            // Draw the region used to generate the stencil if the appropriate debug
1394            // mode is enabled
1395            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1396                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1397            }
1398        } else {
1399            mCaches.stencil.disable();
1400        }
1401    }
1402}
1403
1404const Rect& OpenGLRenderer::getClipBounds() {
1405    return mSnapshot->getLocalClip();
1406}
1407
1408bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1409    if (mSnapshot->isIgnored()) {
1410        return true;
1411    }
1412
1413    Rect r(left, top, right, bottom);
1414    currentTransform().mapRect(r);
1415    r.snapToPixelBoundaries();
1416
1417    Rect clipRect(*mSnapshot->clipRect);
1418    clipRect.snapToPixelBoundaries();
1419
1420    return !clipRect.intersects(r);
1421}
1422
1423bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1424        Rect& transformed, Rect& clip) {
1425    if (mSnapshot->isIgnored()) {
1426        return true;
1427    }
1428
1429    transformed.set(left, top, right, bottom);
1430    currentTransform().mapRect(transformed);
1431    transformed.snapToPixelBoundaries();
1432
1433    clip.set(*mSnapshot->clipRect);
1434    clip.snapToPixelBoundaries();
1435
1436    return !clip.intersects(transformed);
1437}
1438
1439bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1440        SkPaint* paint) {
1441    if (paint->getStyle() != SkPaint::kFill_Style) {
1442        float outset = paint->getStrokeWidth() * 0.5f;
1443        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1444    } else {
1445        return quickReject(left, top, right, bottom);
1446    }
1447}
1448
1449bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1450    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1451        return true;
1452    }
1453
1454    Rect r(left, top, right, bottom);
1455    currentTransform().mapRect(r);
1456    r.snapToPixelBoundaries();
1457
1458    Rect clipRect(*mSnapshot->clipRect);
1459    clipRect.snapToPixelBoundaries();
1460
1461    bool rejected = !clipRect.intersects(r);
1462    if (!isDeferred() && !rejected) {
1463        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1464    }
1465
1466    return rejected;
1467}
1468
1469void OpenGLRenderer::debugClip() {
1470#if DEBUG_CLIP_REGIONS
1471    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1472        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1473    }
1474#endif
1475}
1476
1477bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1478    if (CC_LIKELY(currentTransform().rectToRect())) {
1479        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1480        if (clipped) {
1481            dirtyClip();
1482        }
1483        return !mSnapshot->clipRect->isEmpty();
1484    }
1485
1486    SkPath path;
1487    path.addRect(left, top, right, bottom);
1488
1489    return clipPath(&path, op);
1490}
1491
1492bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1493    SkMatrix transform;
1494    currentTransform().copyTo(transform);
1495
1496    SkPath transformed;
1497    path->transform(transform, &transformed);
1498
1499    SkRegion clip;
1500    if (!mSnapshot->clipRegion->isEmpty()) {
1501        clip.setRegion(*mSnapshot->clipRegion);
1502    } else {
1503        Rect* bounds = mSnapshot->clipRect;
1504        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1505    }
1506
1507    SkRegion region;
1508    region.setPath(transformed, clip);
1509
1510    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1511    if (clipped) {
1512        dirtyClip();
1513    }
1514    return !mSnapshot->clipRect->isEmpty();
1515}
1516
1517bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1518    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1519    if (clipped) {
1520        dirtyClip();
1521    }
1522    return !mSnapshot->clipRect->isEmpty();
1523}
1524
1525Rect* OpenGLRenderer::getClipRect() {
1526    return mSnapshot->clipRect;
1527}
1528
1529///////////////////////////////////////////////////////////////////////////////
1530// Drawing commands
1531///////////////////////////////////////////////////////////////////////////////
1532
1533void OpenGLRenderer::setupDraw(bool clear) {
1534    // TODO: It would be best if we could do this before quickReject()
1535    //       changes the scissor test state
1536    if (clear) clearLayerRegions();
1537    // Make sure setScissor & setStencil happen at the beginning of
1538    // this method
1539    if (mDirtyClip) {
1540        if (mCaches.scissorEnabled) {
1541            setScissorFromClip();
1542        }
1543        setStencilFromClip();
1544    }
1545
1546    mDescription.reset();
1547
1548    mSetShaderColor = false;
1549    mColorSet = false;
1550    mColorA = mColorR = mColorG = mColorB = 0.0f;
1551    mTextureUnit = 0;
1552    mTrackDirtyRegions = true;
1553
1554    // Enable debug highlight when what we're about to draw is tested against
1555    // the stencil buffer and if stencil highlight debugging is on
1556    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1557            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1558            mCaches.stencil.isTestEnabled();
1559}
1560
1561void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1562    mDescription.hasTexture = true;
1563    mDescription.hasAlpha8Texture = isAlpha8;
1564}
1565
1566void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1567    mDescription.hasTexture = true;
1568    mDescription.hasColors = true;
1569    mDescription.hasAlpha8Texture = isAlpha8;
1570}
1571
1572void OpenGLRenderer::setupDrawWithExternalTexture() {
1573    mDescription.hasExternalTexture = true;
1574}
1575
1576void OpenGLRenderer::setupDrawNoTexture() {
1577    mCaches.disableTexCoordsVertexArray();
1578}
1579
1580void OpenGLRenderer::setupDrawAA() {
1581    mDescription.isAA = true;
1582}
1583
1584void OpenGLRenderer::setupDrawPoint(float pointSize) {
1585    mDescription.isPoint = true;
1586    mDescription.pointSize = pointSize;
1587}
1588
1589void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1590    mColorA = alpha / 255.0f;
1591    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1592    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1593    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1594    mColorSet = true;
1595    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1596}
1597
1598void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1599    mColorA = alpha / 255.0f;
1600    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1601    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1602    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1603    mColorSet = true;
1604    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1605}
1606
1607void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1608    mCaches.fontRenderer->describe(mDescription, paint);
1609}
1610
1611void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1612    mColorA = a;
1613    mColorR = r;
1614    mColorG = g;
1615    mColorB = b;
1616    mColorSet = true;
1617    mSetShaderColor = mDescription.setColor(r, g, b, a);
1618}
1619
1620void OpenGLRenderer::setupDrawShader() {
1621    if (mDrawModifiers.mShader) {
1622        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1623    }
1624}
1625
1626void OpenGLRenderer::setupDrawColorFilter() {
1627    if (mDrawModifiers.mColorFilter) {
1628        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1629    }
1630}
1631
1632void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1633    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1634        mColorA = 1.0f;
1635        mColorR = mColorG = mColorB = 0.0f;
1636        mSetShaderColor = mDescription.modulate = true;
1637    }
1638}
1639
1640void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1641    // When the blending mode is kClear_Mode, we need to use a modulate color
1642    // argb=1,0,0,0
1643    accountForClear(mode);
1644    bool blend = (mColorSet && mColorA < 1.0f) ||
1645            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1646    chooseBlending(blend, mode, mDescription, swapSrcDst);
1647}
1648
1649void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1650    // When the blending mode is kClear_Mode, we need to use a modulate color
1651    // argb=1,0,0,0
1652    accountForClear(mode);
1653    blend |= (mColorSet && mColorA < 1.0f) ||
1654            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1655            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1656    chooseBlending(blend, mode, mDescription, swapSrcDst);
1657}
1658
1659void OpenGLRenderer::setupDrawProgram() {
1660    useProgram(mCaches.programCache.get(mDescription));
1661}
1662
1663void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1664    mTrackDirtyRegions = false;
1665}
1666
1667void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1668        bool ignoreTransform) {
1669    mModelView.loadTranslate(left, top, 0.0f);
1670    if (!ignoreTransform) {
1671        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1672        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1673    } else {
1674        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1675        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1676    }
1677}
1678
1679void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1680    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1681}
1682
1683void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1684        bool ignoreTransform, bool ignoreModelView) {
1685    if (!ignoreModelView) {
1686        mModelView.loadTranslate(left, top, 0.0f);
1687        mModelView.scale(right - left, bottom - top, 1.0f);
1688    } else {
1689        mModelView.loadIdentity();
1690    }
1691    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1692    if (!ignoreTransform) {
1693        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1694        if (mTrackDirtyRegions && dirty) {
1695            dirtyLayer(left, top, right, bottom, currentTransform());
1696        }
1697    } else {
1698        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1699        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1700    }
1701}
1702
1703void OpenGLRenderer::setupDrawPointUniforms() {
1704    int slot = mCaches.currentProgram->getUniform("pointSize");
1705    glUniform1f(slot, mDescription.pointSize);
1706}
1707
1708void OpenGLRenderer::setupDrawColorUniforms() {
1709    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1710        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1711    }
1712}
1713
1714void OpenGLRenderer::setupDrawPureColorUniforms() {
1715    if (mSetShaderColor) {
1716        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1717    }
1718}
1719
1720void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1721    if (mDrawModifiers.mShader) {
1722        if (ignoreTransform) {
1723            mModelView.loadInverse(currentTransform());
1724        }
1725        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1726                mModelView, *mSnapshot, &mTextureUnit);
1727    }
1728}
1729
1730void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1731    if (mDrawModifiers.mShader) {
1732        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1733                mat4::identity(), *mSnapshot, &mTextureUnit);
1734    }
1735}
1736
1737void OpenGLRenderer::setupDrawColorFilterUniforms() {
1738    if (mDrawModifiers.mColorFilter) {
1739        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1740    }
1741}
1742
1743void OpenGLRenderer::setupDrawTextGammaUniforms() {
1744    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1745}
1746
1747void OpenGLRenderer::setupDrawSimpleMesh() {
1748    bool force = mCaches.bindMeshBuffer();
1749    mCaches.bindPositionVertexPointer(force, 0);
1750    mCaches.unbindIndicesBuffer();
1751}
1752
1753void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1754    bindTexture(texture);
1755    mTextureUnit++;
1756    mCaches.enableTexCoordsVertexArray();
1757}
1758
1759void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1760    bindExternalTexture(texture);
1761    mTextureUnit++;
1762    mCaches.enableTexCoordsVertexArray();
1763}
1764
1765void OpenGLRenderer::setupDrawTextureTransform() {
1766    mDescription.hasTextureTransform = true;
1767}
1768
1769void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1770    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1771            GL_FALSE, &transform.data[0]);
1772}
1773
1774void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1775    bool force = false;
1776    if (!vertices) {
1777        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1778    } else {
1779        force = mCaches.unbindMeshBuffer();
1780    }
1781
1782    mCaches.bindPositionVertexPointer(force, vertices);
1783    if (mCaches.currentProgram->texCoords >= 0) {
1784        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1785    }
1786
1787    mCaches.unbindIndicesBuffer();
1788}
1789
1790void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1791    bool force = mCaches.unbindMeshBuffer();
1792    GLsizei stride = sizeof(ColorTextureVertex);
1793
1794    mCaches.bindPositionVertexPointer(force, vertices, stride);
1795    if (mCaches.currentProgram->texCoords >= 0) {
1796        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1797    }
1798    int slot = mCaches.currentProgram->getAttrib("colors");
1799    if (slot >= 0) {
1800        glEnableVertexAttribArray(slot);
1801        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1802    }
1803
1804    mCaches.unbindIndicesBuffer();
1805}
1806
1807void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1808    bool force = mCaches.unbindMeshBuffer();
1809    mCaches.bindPositionVertexPointer(force, vertices);
1810    if (mCaches.currentProgram->texCoords >= 0) {
1811        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1812    }
1813}
1814
1815void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1816    bool force = mCaches.unbindMeshBuffer();
1817    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1818    mCaches.unbindIndicesBuffer();
1819}
1820
1821void OpenGLRenderer::finishDrawTexture() {
1822}
1823
1824///////////////////////////////////////////////////////////////////////////////
1825// Drawing
1826///////////////////////////////////////////////////////////////////////////////
1827
1828status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1829        int32_t replayFlags) {
1830    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1831    // will be performed by the display list itself
1832    if (displayList && displayList->isRenderable()) {
1833        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1834            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1835            displayList->replay(replayStruct, 0);
1836            return replayStruct.mDrawGlStatus;
1837        }
1838
1839        DeferredDisplayList deferredList;
1840        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1841        displayList->defer(deferStruct, 0);
1842        return deferredList.flush(*this, dirty);
1843    }
1844
1845    return DrawGlInfo::kStatusDone;
1846}
1847
1848void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1849    if (displayList) {
1850        displayList->output(1);
1851    }
1852}
1853
1854void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1855    int alpha;
1856    SkXfermode::Mode mode;
1857    getAlphaAndMode(paint, &alpha, &mode);
1858
1859    int color = paint != NULL ? paint->getColor() : 0;
1860
1861    float x = left;
1862    float y = top;
1863
1864    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1865
1866    bool ignoreTransform = false;
1867    if (currentTransform().isPureTranslate()) {
1868        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
1869        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
1870        ignoreTransform = true;
1871
1872        texture->setFilter(GL_NEAREST, true);
1873    } else {
1874        texture->setFilter(FILTER(paint), true);
1875    }
1876
1877    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1878            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1879            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1880}
1881
1882status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1883    const float right = left + bitmap->width();
1884    const float bottom = top + bitmap->height();
1885
1886    if (quickReject(left, top, right, bottom)) {
1887        return DrawGlInfo::kStatusDone;
1888    }
1889
1890    mCaches.activeTexture(0);
1891    Texture* texture = mCaches.textureCache.get(bitmap);
1892    if (!texture) return DrawGlInfo::kStatusDone;
1893    const AutoTexture autoCleanup(texture);
1894
1895    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1896        drawAlphaBitmap(texture, left, top, paint);
1897    } else {
1898        drawTextureRect(left, top, right, bottom, texture, paint);
1899    }
1900
1901    return DrawGlInfo::kStatusDrew;
1902}
1903
1904status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1905    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1906    const mat4 transform(*matrix);
1907    transform.mapRect(r);
1908
1909    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1910        return DrawGlInfo::kStatusDone;
1911    }
1912
1913    mCaches.activeTexture(0);
1914    Texture* texture = mCaches.textureCache.get(bitmap);
1915    if (!texture) return DrawGlInfo::kStatusDone;
1916    const AutoTexture autoCleanup(texture);
1917
1918    // This could be done in a cheaper way, all we need is pass the matrix
1919    // to the vertex shader. The save/restore is a bit overkill.
1920    save(SkCanvas::kMatrix_SaveFlag);
1921    concatMatrix(matrix);
1922    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1923        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
1924    } else {
1925        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1926    }
1927    restore();
1928
1929    return DrawGlInfo::kStatusDrew;
1930}
1931
1932status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1933    const float right = left + bitmap->width();
1934    const float bottom = top + bitmap->height();
1935
1936    if (quickReject(left, top, right, bottom)) {
1937        return DrawGlInfo::kStatusDone;
1938    }
1939
1940    mCaches.activeTexture(0);
1941    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1942    const AutoTexture autoCleanup(texture);
1943
1944    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1945        drawAlphaBitmap(texture, left, top, paint);
1946    } else {
1947        drawTextureRect(left, top, right, bottom, texture, paint);
1948    }
1949
1950    return DrawGlInfo::kStatusDrew;
1951}
1952
1953status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1954        float* vertices, int* colors, SkPaint* paint) {
1955    if (!vertices || mSnapshot->isIgnored()) {
1956        return DrawGlInfo::kStatusDone;
1957    }
1958
1959    float left = FLT_MAX;
1960    float top = FLT_MAX;
1961    float right = FLT_MIN;
1962    float bottom = FLT_MIN;
1963
1964    const uint32_t count = meshWidth * meshHeight * 6;
1965
1966    ColorTextureVertex mesh[count];
1967    ColorTextureVertex* vertex = mesh;
1968
1969    bool cleanupColors = false;
1970    if (!colors) {
1971        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
1972        colors = new int[colorsCount];
1973        memset(colors, 0xff, colorsCount * sizeof(int));
1974        cleanupColors = true;
1975    }
1976
1977    for (int32_t y = 0; y < meshHeight; y++) {
1978        for (int32_t x = 0; x < meshWidth; x++) {
1979            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1980
1981            float u1 = float(x) / meshWidth;
1982            float u2 = float(x + 1) / meshWidth;
1983            float v1 = float(y) / meshHeight;
1984            float v2 = float(y + 1) / meshHeight;
1985
1986            int ax = i + (meshWidth + 1) * 2;
1987            int ay = ax + 1;
1988            int bx = i;
1989            int by = bx + 1;
1990            int cx = i + 2;
1991            int cy = cx + 1;
1992            int dx = i + (meshWidth + 1) * 2 + 2;
1993            int dy = dx + 1;
1994
1995            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1996            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1997            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1998
1999            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2000            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2001            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2002
2003            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2004            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2005            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2006            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2007        }
2008    }
2009
2010    if (quickReject(left, top, right, bottom)) {
2011        if (cleanupColors) delete[] colors;
2012        return DrawGlInfo::kStatusDone;
2013    }
2014
2015    mCaches.activeTexture(0);
2016    Texture* texture = mCaches.textureCache.get(bitmap);
2017    if (!texture) {
2018        if (cleanupColors) delete[] colors;
2019        return DrawGlInfo::kStatusDone;
2020    }
2021    const AutoTexture autoCleanup(texture);
2022
2023    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2024    texture->setFilter(FILTER(paint), true);
2025
2026    int alpha;
2027    SkXfermode::Mode mode;
2028    getAlphaAndMode(paint, &alpha, &mode);
2029
2030    float a = alpha / 255.0f;
2031
2032    if (hasLayer()) {
2033        dirtyLayer(left, top, right, bottom, currentTransform());
2034    }
2035
2036    setupDraw();
2037    setupDrawWithTextureAndColor();
2038    setupDrawColor(a, a, a, a);
2039    setupDrawColorFilter();
2040    setupDrawBlending(true, mode, false);
2041    setupDrawProgram();
2042    setupDrawDirtyRegionsDisabled();
2043    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2044    setupDrawTexture(texture->id);
2045    setupDrawPureColorUniforms();
2046    setupDrawColorFilterUniforms();
2047    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2048
2049    glDrawArrays(GL_TRIANGLES, 0, count);
2050
2051    finishDrawTexture();
2052
2053    int slot = mCaches.currentProgram->getAttrib("colors");
2054    if (slot >= 0) {
2055        glDisableVertexAttribArray(slot);
2056    }
2057
2058    if (cleanupColors) delete[] colors;
2059
2060    return DrawGlInfo::kStatusDrew;
2061}
2062
2063status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2064         float srcLeft, float srcTop, float srcRight, float srcBottom,
2065         float dstLeft, float dstTop, float dstRight, float dstBottom,
2066         SkPaint* paint) {
2067    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2068        return DrawGlInfo::kStatusDone;
2069    }
2070
2071    mCaches.activeTexture(0);
2072    Texture* texture = mCaches.textureCache.get(bitmap);
2073    if (!texture) return DrawGlInfo::kStatusDone;
2074    const AutoTexture autoCleanup(texture);
2075
2076    const float width = texture->width;
2077    const float height = texture->height;
2078
2079    const float u1 = fmax(0.0f, srcLeft / width);
2080    const float v1 = fmax(0.0f, srcTop / height);
2081    const float u2 = fmin(1.0f, srcRight / width);
2082    const float v2 = fmin(1.0f, srcBottom / height);
2083
2084    mCaches.unbindMeshBuffer();
2085    resetDrawTextureTexCoords(u1, v1, u2, v2);
2086
2087    int alpha;
2088    SkXfermode::Mode mode;
2089    getAlphaAndMode(paint, &alpha, &mode);
2090
2091    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2092
2093    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2094    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2095
2096    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2097    // Apply a scale transform on the canvas only when a shader is in use
2098    // Skia handles the ratio between the dst and src rects as a scale factor
2099    // when a shader is set
2100    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2101    bool ignoreTransform = false;
2102
2103    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2104        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2105        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2106
2107        dstRight = x + (dstRight - dstLeft);
2108        dstBottom = y + (dstBottom - dstTop);
2109
2110        dstLeft = x;
2111        dstTop = y;
2112
2113        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2114        ignoreTransform = true;
2115    } else {
2116        texture->setFilter(FILTER(paint), true);
2117    }
2118
2119    if (CC_UNLIKELY(useScaleTransform)) {
2120        save(SkCanvas::kMatrix_SaveFlag);
2121        translate(dstLeft, dstTop);
2122        scale(scaleX, scaleY);
2123
2124        dstLeft = 0.0f;
2125        dstTop = 0.0f;
2126
2127        dstRight = srcRight - srcLeft;
2128        dstBottom = srcBottom - srcTop;
2129    }
2130
2131    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2132        int color = paint ? paint->getColor() : 0;
2133        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2134                texture->id, paint != NULL, color, alpha, mode,
2135                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2136                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2137    } else {
2138        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2139                texture->id, alpha / 255.0f, mode, texture->blend,
2140                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2141                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2142    }
2143
2144    if (CC_UNLIKELY(useScaleTransform)) {
2145        restore();
2146    }
2147
2148    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2149
2150    return DrawGlInfo::kStatusDrew;
2151}
2152
2153status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2154        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2155        float left, float top, float right, float bottom, SkPaint* paint) {
2156    int alpha;
2157    SkXfermode::Mode mode;
2158    getAlphaAndModeDirect(paint, &alpha, &mode);
2159
2160    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2161            left, top, right, bottom, alpha, mode);
2162}
2163
2164status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2165        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2166        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2167    if (quickReject(left, top, right, bottom)) {
2168        return DrawGlInfo::kStatusDone;
2169    }
2170
2171    alpha *= mSnapshot->alpha;
2172
2173    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2174            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2175
2176    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2177        mCaches.activeTexture(0);
2178        Texture* texture = mCaches.textureCache.get(bitmap);
2179        if (!texture) return DrawGlInfo::kStatusDone;
2180        const AutoTexture autoCleanup(texture);
2181        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2182        texture->setFilter(GL_LINEAR, true);
2183
2184        const bool pureTranslate = currentTransform().isPureTranslate();
2185        // Mark the current layer dirty where we are going to draw the patch
2186        if (hasLayer() && mesh->hasEmptyQuads) {
2187            const float offsetX = left + currentTransform().getTranslateX();
2188            const float offsetY = top + currentTransform().getTranslateY();
2189            const size_t count = mesh->quads.size();
2190            for (size_t i = 0; i < count; i++) {
2191                const Rect& bounds = mesh->quads.itemAt(i);
2192                if (CC_LIKELY(pureTranslate)) {
2193                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2194                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2195                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2196                } else {
2197                    dirtyLayer(left + bounds.left, top + bounds.top,
2198                            left + bounds.right, top + bounds.bottom, currentTransform());
2199                }
2200            }
2201        }
2202
2203        if (CC_LIKELY(pureTranslate)) {
2204            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2205            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2206
2207            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2208                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2209                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2210                    true, !mesh->hasEmptyQuads);
2211        } else {
2212            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2213                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2214                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2215                    true, !mesh->hasEmptyQuads);
2216        }
2217    }
2218
2219    return DrawGlInfo::kStatusDrew;
2220}
2221
2222status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2223        bool useOffset) {
2224    if (!vertexBuffer.getSize()) {
2225        // no vertices to draw
2226        return DrawGlInfo::kStatusDone;
2227    }
2228
2229    int color = paint->getColor();
2230    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2231    bool isAA = paint->isAntiAlias();
2232
2233    setupDraw();
2234    setupDrawNoTexture();
2235    if (isAA) setupDrawAA();
2236    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2237    setupDrawColorFilter();
2238    setupDrawShader();
2239    setupDrawBlending(isAA, mode);
2240    setupDrawProgram();
2241    setupDrawModelViewIdentity(useOffset);
2242    setupDrawColorUniforms();
2243    setupDrawColorFilterUniforms();
2244    setupDrawShaderIdentityUniforms();
2245
2246    void* vertices = vertexBuffer.getBuffer();
2247    bool force = mCaches.unbindMeshBuffer();
2248    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2249    mCaches.resetTexCoordsVertexPointer();
2250    mCaches.unbindIndicesBuffer();
2251
2252    int alphaSlot = -1;
2253    if (isAA) {
2254        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2255        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2256
2257        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2258        glEnableVertexAttribArray(alphaSlot);
2259        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2260    }
2261
2262    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2263
2264    if (isAA) {
2265        glDisableVertexAttribArray(alphaSlot);
2266    }
2267
2268    return DrawGlInfo::kStatusDrew;
2269}
2270
2271/**
2272 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2273 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2274 * screen space in all directions. However, instead of using a fragment shader to compute the
2275 * translucency of the color from its position, we simply use a varying parameter to define how far
2276 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2277 *
2278 * Doesn't yet support joins, caps, or path effects.
2279 */
2280status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2281    VertexBuffer vertexBuffer;
2282    // TODO: try clipping large paths to viewport
2283    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2284
2285    if (hasLayer()) {
2286        SkRect bounds = path.getBounds();
2287        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2288        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2289    }
2290
2291    return drawVertexBuffer(vertexBuffer, paint);
2292}
2293
2294/**
2295 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2296 * and additional geometry for defining an alpha slope perimeter.
2297 *
2298 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2299 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2300 * in-shader alpha region, but found it to be taxing on some GPUs.
2301 *
2302 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2303 * memory transfer by removing need for degenerate vertices.
2304 */
2305status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2306    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2307
2308    count &= ~0x3; // round down to nearest four
2309
2310    VertexBuffer buffer;
2311    SkRect bounds;
2312    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2313
2314    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2315        return DrawGlInfo::kStatusDone;
2316    }
2317
2318    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2319
2320    bool useOffset = !paint->isAntiAlias();
2321    return drawVertexBuffer(buffer, paint, useOffset);
2322}
2323
2324status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2325    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2326
2327    // TODO: The paint's cap style defines whether the points are square or circular
2328    // TODO: Handle AA for round points
2329
2330    // A stroke width of 0 has a special meaning in Skia:
2331    // it draws an unscaled 1px point
2332    float strokeWidth = paint->getStrokeWidth();
2333    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2334    if (isHairLine) {
2335        // Now that we know it's hairline, we can set the effective width, to be used later
2336        strokeWidth = 1.0f;
2337    }
2338    const float halfWidth = strokeWidth / 2;
2339
2340    int alpha;
2341    SkXfermode::Mode mode;
2342    getAlphaAndMode(paint, &alpha, &mode);
2343
2344    int verticesCount = count >> 1;
2345    int generatedVerticesCount = 0;
2346
2347    TextureVertex pointsData[verticesCount];
2348    TextureVertex* vertex = &pointsData[0];
2349
2350    // TODO: We should optimize this method to not generate vertices for points
2351    // that lie outside of the clip.
2352    mCaches.enableScissor();
2353
2354    setupDraw();
2355    setupDrawNoTexture();
2356    setupDrawPoint(strokeWidth);
2357    setupDrawColor(paint->getColor(), alpha);
2358    setupDrawColorFilter();
2359    setupDrawShader();
2360    setupDrawBlending(mode);
2361    setupDrawProgram();
2362    setupDrawModelViewIdentity(true);
2363    setupDrawColorUniforms();
2364    setupDrawColorFilterUniforms();
2365    setupDrawPointUniforms();
2366    setupDrawShaderIdentityUniforms();
2367    setupDrawMesh(vertex);
2368
2369    for (int i = 0; i < count; i += 2) {
2370        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2371        generatedVerticesCount++;
2372
2373        float left = points[i] - halfWidth;
2374        float right = points[i] + halfWidth;
2375        float top = points[i + 1] - halfWidth;
2376        float bottom = points [i + 1] + halfWidth;
2377
2378        dirtyLayer(left, top, right, bottom, currentTransform());
2379    }
2380
2381    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2382
2383    return DrawGlInfo::kStatusDrew;
2384}
2385
2386status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2387    // No need to check against the clip, we fill the clip region
2388    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2389
2390    Rect& clip(*mSnapshot->clipRect);
2391    clip.snapToPixelBoundaries();
2392
2393    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2394
2395    return DrawGlInfo::kStatusDrew;
2396}
2397
2398status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2399        SkPaint* paint) {
2400    if (!texture) return DrawGlInfo::kStatusDone;
2401    const AutoTexture autoCleanup(texture);
2402
2403    const float x = left + texture->left - texture->offset;
2404    const float y = top + texture->top - texture->offset;
2405
2406    drawPathTexture(texture, x, y, paint);
2407
2408    return DrawGlInfo::kStatusDrew;
2409}
2410
2411status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2412        float rx, float ry, SkPaint* p) {
2413    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2414        return DrawGlInfo::kStatusDone;
2415    }
2416
2417    if (p->getPathEffect() != 0) {
2418        mCaches.activeTexture(0);
2419        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2420                right - left, bottom - top, rx, ry, p);
2421        return drawShape(left, top, texture, p);
2422    }
2423
2424    SkPath path;
2425    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2426    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2427        float outset = p->getStrokeWidth() / 2;
2428        rect.outset(outset, outset);
2429        rx += outset;
2430        ry += outset;
2431    }
2432    path.addRoundRect(rect, rx, ry);
2433    return drawConvexPath(path, p);
2434}
2435
2436status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2437    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2438            x + radius, y + radius, p)) {
2439        return DrawGlInfo::kStatusDone;
2440    }
2441    if (p->getPathEffect() != 0) {
2442        mCaches.activeTexture(0);
2443        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2444        return drawShape(x - radius, y - radius, texture, p);
2445    }
2446
2447    SkPath path;
2448    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2449        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2450    } else {
2451        path.addCircle(x, y, radius);
2452    }
2453    return drawConvexPath(path, p);
2454}
2455
2456status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2457        SkPaint* p) {
2458    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2459        return DrawGlInfo::kStatusDone;
2460    }
2461
2462    if (p->getPathEffect() != 0) {
2463        mCaches.activeTexture(0);
2464        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2465        return drawShape(left, top, texture, p);
2466    }
2467
2468    SkPath path;
2469    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2470    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2471        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2472    }
2473    path.addOval(rect);
2474    return drawConvexPath(path, p);
2475}
2476
2477status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2478        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2479    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2480        return DrawGlInfo::kStatusDone;
2481    }
2482
2483    if (fabs(sweepAngle) >= 360.0f) {
2484        return drawOval(left, top, right, bottom, p);
2485    }
2486
2487    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2488    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2489        mCaches.activeTexture(0);
2490        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2491                startAngle, sweepAngle, useCenter, p);
2492        return drawShape(left, top, texture, p);
2493    }
2494
2495    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2496    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2497        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2498    }
2499
2500    SkPath path;
2501    if (useCenter) {
2502        path.moveTo(rect.centerX(), rect.centerY());
2503    }
2504    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2505    if (useCenter) {
2506        path.close();
2507    }
2508    return drawConvexPath(path, p);
2509}
2510
2511// See SkPaintDefaults.h
2512#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2513
2514status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2515    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2516        return DrawGlInfo::kStatusDone;
2517    }
2518
2519    if (p->getStyle() != SkPaint::kFill_Style) {
2520        // only fill style is supported by drawConvexPath, since others have to handle joins
2521        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2522                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2523            mCaches.activeTexture(0);
2524            const PathTexture* texture =
2525                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2526            return drawShape(left, top, texture, p);
2527        }
2528
2529        SkPath path;
2530        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2531        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2532            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2533        }
2534        path.addRect(rect);
2535        return drawConvexPath(path, p);
2536    }
2537
2538    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2539        SkPath path;
2540        path.addRect(left, top, right, bottom);
2541        return drawConvexPath(path, p);
2542    } else {
2543        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2544        return DrawGlInfo::kStatusDrew;
2545    }
2546}
2547
2548void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2549        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2550        float x, float y) {
2551    mCaches.activeTexture(0);
2552
2553    // NOTE: The drop shadow will not perform gamma correction
2554    //       if shader-based correction is enabled
2555    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2556    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2557            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2558    const AutoTexture autoCleanup(shadow);
2559
2560    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2561    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2562
2563    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2564    int shadowColor = mDrawModifiers.mShadowColor;
2565    if (mDrawModifiers.mShader) {
2566        shadowColor = 0xffffffff;
2567    }
2568
2569    setupDraw();
2570    setupDrawWithTexture(true);
2571    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2572    setupDrawColorFilter();
2573    setupDrawShader();
2574    setupDrawBlending(true, mode);
2575    setupDrawProgram();
2576    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2577    setupDrawTexture(shadow->id);
2578    setupDrawPureColorUniforms();
2579    setupDrawColorFilterUniforms();
2580    setupDrawShaderUniforms();
2581    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2582
2583    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2584}
2585
2586bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2587    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2588    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2589}
2590
2591status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2592        const float* positions, SkPaint* paint) {
2593    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2594        return DrawGlInfo::kStatusDone;
2595    }
2596
2597    // NOTE: Skia does not support perspective transform on drawPosText yet
2598    if (!currentTransform().isSimple()) {
2599        return DrawGlInfo::kStatusDone;
2600    }
2601
2602    float x = 0.0f;
2603    float y = 0.0f;
2604    const bool pureTranslate = currentTransform().isPureTranslate();
2605    if (pureTranslate) {
2606        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2607        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2608    }
2609
2610    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2611    fontRenderer.setFont(paint, mat4::identity());
2612
2613    int alpha;
2614    SkXfermode::Mode mode;
2615    getAlphaAndMode(paint, &alpha, &mode);
2616
2617    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2618        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2619                alpha, mode, 0.0f, 0.0f);
2620    }
2621
2622    // Pick the appropriate texture filtering
2623    bool linearFilter = currentTransform().changesBounds();
2624    if (pureTranslate && !linearFilter) {
2625        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2626    }
2627
2628    mCaches.activeTexture(0);
2629    setupDraw();
2630    setupDrawTextGamma(paint);
2631    setupDrawDirtyRegionsDisabled();
2632    setupDrawWithTexture(true);
2633    setupDrawAlpha8Color(paint->getColor(), alpha);
2634    setupDrawColorFilter();
2635    setupDrawShader();
2636    setupDrawBlending(true, mode);
2637    setupDrawProgram();
2638    setupDrawModelView(x, y, x, y, pureTranslate, true);
2639    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2640    setupDrawPureColorUniforms();
2641    setupDrawColorFilterUniforms();
2642    setupDrawShaderUniforms(pureTranslate);
2643    setupDrawTextGammaUniforms();
2644
2645    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2646    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2647
2648    const bool hasActiveLayer = hasLayer();
2649
2650    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2651            positions, hasActiveLayer ? &bounds : NULL)) {
2652        if (hasActiveLayer) {
2653            if (!pureTranslate) {
2654                currentTransform().mapRect(bounds);
2655            }
2656            dirtyLayerUnchecked(bounds, getRegion());
2657        }
2658    }
2659
2660    return DrawGlInfo::kStatusDrew;
2661}
2662
2663mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2664    mat4 fontTransform;
2665    if (CC_LIKELY(transform.isPureTranslate())) {
2666        fontTransform = mat4::identity();
2667    } else {
2668        if (CC_UNLIKELY(transform.isPerspective())) {
2669            fontTransform = mat4::identity();
2670        } else {
2671            float sx, sy;
2672            currentTransform().decomposeScale(sx, sy);
2673            fontTransform.loadScale(sx, sy, 1.0f);
2674        }
2675    }
2676    return fontTransform;
2677}
2678
2679status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2680        float x, float y, const float* positions, SkPaint* paint, float length) {
2681    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2682        return DrawGlInfo::kStatusDone;
2683    }
2684
2685    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2686    switch (paint->getTextAlign()) {
2687        case SkPaint::kCenter_Align:
2688            x -= length / 2.0f;
2689            break;
2690        case SkPaint::kRight_Align:
2691            x -= length;
2692            break;
2693        default:
2694            break;
2695    }
2696
2697    SkPaint::FontMetrics metrics;
2698    paint->getFontMetrics(&metrics, 0.0f);
2699    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2700        return DrawGlInfo::kStatusDone;
2701    }
2702
2703    const float oldX = x;
2704    const float oldY = y;
2705
2706    const mat4& transform = currentTransform();
2707    const bool pureTranslate = transform.isPureTranslate();
2708
2709    if (CC_LIKELY(pureTranslate)) {
2710        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2711        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2712    }
2713
2714    int alpha;
2715    SkXfermode::Mode mode;
2716    getAlphaAndMode(paint, &alpha, &mode);
2717
2718    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2719
2720    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2721        fontRenderer.setFont(paint, mat4::identity());
2722        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2723                alpha, mode, oldX, oldY);
2724    }
2725
2726    const bool hasActiveLayer = hasLayer();
2727
2728    // We only pass a partial transform to the font renderer. That partial
2729    // matrix defines how glyphs are rasterized. Typically we want glyphs
2730    // to be rasterized at their final size on screen, which means the partial
2731    // matrix needs to take the scale factor into account.
2732    // When a partial matrix is used to transform glyphs during rasterization,
2733    // the mesh is generated with the inverse transform (in the case of scale,
2734    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2735    // apply the full transform matrix at draw time in the vertex shader.
2736    // Applying the full matrix in the shader is the easiest way to handle
2737    // rotation and perspective and allows us to always generated quads in the
2738    // font renderer which greatly simplifies the code, clipping in particular.
2739    mat4 fontTransform = findBestFontTransform(transform);
2740    fontRenderer.setFont(paint, fontTransform);
2741
2742    // Pick the appropriate texture filtering
2743    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2744
2745    // The font renderer will always use texture unit 0
2746    mCaches.activeTexture(0);
2747    setupDraw();
2748    setupDrawTextGamma(paint);
2749    setupDrawDirtyRegionsDisabled();
2750    setupDrawWithTexture(true);
2751    setupDrawAlpha8Color(paint->getColor(), alpha);
2752    setupDrawColorFilter();
2753    setupDrawShader();
2754    setupDrawBlending(true, mode);
2755    setupDrawProgram();
2756    setupDrawModelView(x, y, x, y, pureTranslate, true);
2757    // See comment above; the font renderer must use texture unit 0
2758    // assert(mTextureUnit == 0)
2759    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2760    setupDrawPureColorUniforms();
2761    setupDrawColorFilterUniforms();
2762    setupDrawShaderUniforms(pureTranslate);
2763    setupDrawTextGammaUniforms();
2764
2765    // TODO: Implement better clipping for scaled/rotated text
2766    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2767    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2768
2769    bool status;
2770    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2771        SkPaint paintCopy(*paint);
2772        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2773        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2774                positions, hasActiveLayer ? &bounds : NULL);
2775    } else {
2776        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2777                positions, hasActiveLayer ? &bounds : NULL);
2778    }
2779
2780    if (status && hasActiveLayer) {
2781        if (!pureTranslate) {
2782            transform.mapRect(bounds);
2783        }
2784        dirtyLayerUnchecked(bounds, getRegion());
2785    }
2786
2787    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2788
2789    return DrawGlInfo::kStatusDrew;
2790}
2791
2792status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2793        float hOffset, float vOffset, SkPaint* paint) {
2794    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2795        return DrawGlInfo::kStatusDone;
2796    }
2797
2798    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2799    fontRenderer.setFont(paint, mat4::identity());
2800
2801    int alpha;
2802    SkXfermode::Mode mode;
2803    getAlphaAndMode(paint, &alpha, &mode);
2804
2805    mCaches.activeTexture(0);
2806    setupDraw();
2807    setupDrawTextGamma(paint);
2808    setupDrawDirtyRegionsDisabled();
2809    setupDrawWithTexture(true);
2810    setupDrawAlpha8Color(paint->getColor(), alpha);
2811    setupDrawColorFilter();
2812    setupDrawShader();
2813    setupDrawBlending(true, mode);
2814    setupDrawProgram();
2815    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2816    setupDrawTexture(fontRenderer.getTexture(true));
2817    setupDrawPureColorUniforms();
2818    setupDrawColorFilterUniforms();
2819    setupDrawShaderUniforms(false);
2820    setupDrawTextGammaUniforms();
2821
2822    const Rect* clip = &mSnapshot->getLocalClip();
2823    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2824
2825    const bool hasActiveLayer = hasLayer();
2826
2827    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2828            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2829        if (hasActiveLayer) {
2830            currentTransform().mapRect(bounds);
2831            dirtyLayerUnchecked(bounds, getRegion());
2832        }
2833    }
2834
2835    return DrawGlInfo::kStatusDrew;
2836}
2837
2838status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2839    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2840
2841    mCaches.activeTexture(0);
2842
2843    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2844    if (!texture) return DrawGlInfo::kStatusDone;
2845    const AutoTexture autoCleanup(texture);
2846
2847    const float x = texture->left - texture->offset;
2848    const float y = texture->top - texture->offset;
2849
2850    drawPathTexture(texture, x, y, paint);
2851
2852    return DrawGlInfo::kStatusDrew;
2853}
2854
2855status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2856    if (!layer) {
2857        return DrawGlInfo::kStatusDone;
2858    }
2859
2860    mat4* transform = NULL;
2861    if (layer->isTextureLayer()) {
2862        transform = &layer->getTransform();
2863        if (!transform->isIdentity()) {
2864            save(0);
2865            currentTransform().multiply(*transform);
2866        }
2867    }
2868
2869    Rect transformed;
2870    Rect clip;
2871    const bool rejected = quickRejectNoScissor(x, y,
2872            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2873
2874    if (rejected) {
2875        if (transform && !transform->isIdentity()) {
2876            restore();
2877        }
2878        return DrawGlInfo::kStatusDone;
2879    }
2880
2881    updateLayer(layer, true);
2882
2883    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2884    mCaches.activeTexture(0);
2885
2886    if (CC_LIKELY(!layer->region.isEmpty())) {
2887        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2888        mDrawModifiers.mColorFilter = layer->getColorFilter();
2889
2890        if (layer->region.isRect()) {
2891            composeLayerRect(layer, layer->regionRect);
2892        } else if (layer->mesh) {
2893            const float a = layer->getAlpha() / 255.0f * mSnapshot->alpha;
2894            setupDraw();
2895            setupDrawWithTexture();
2896            setupDrawColor(a, a, a, a);
2897            setupDrawColorFilter();
2898            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2899            setupDrawProgram();
2900            setupDrawPureColorUniforms();
2901            setupDrawColorFilterUniforms();
2902            setupDrawTexture(layer->getTexture());
2903            if (CC_LIKELY(currentTransform().isPureTranslate())) {
2904                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2905                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2906
2907                layer->setFilter(GL_NEAREST);
2908                setupDrawModelViewTranslate(tx, ty,
2909                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2910            } else {
2911                layer->setFilter(GL_LINEAR);
2912                setupDrawModelViewTranslate(x, y,
2913                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2914            }
2915            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2916
2917            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2918                    GL_UNSIGNED_SHORT, layer->meshIndices);
2919
2920            finishDrawTexture();
2921
2922#if DEBUG_LAYERS_AS_REGIONS
2923            drawRegionRects(layer->region);
2924#endif
2925        }
2926
2927        mDrawModifiers.mColorFilter = oldFilter;
2928
2929        if (layer->debugDrawUpdate) {
2930            layer->debugDrawUpdate = false;
2931            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2932                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2933        }
2934    }
2935
2936    if (transform && !transform->isIdentity()) {
2937        restore();
2938    }
2939
2940    return DrawGlInfo::kStatusDrew;
2941}
2942
2943///////////////////////////////////////////////////////////////////////////////
2944// Shaders
2945///////////////////////////////////////////////////////////////////////////////
2946
2947void OpenGLRenderer::resetShader() {
2948    mDrawModifiers.mShader = NULL;
2949}
2950
2951void OpenGLRenderer::setupShader(SkiaShader* shader) {
2952    mDrawModifiers.mShader = shader;
2953    if (mDrawModifiers.mShader) {
2954        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2955    }
2956}
2957
2958///////////////////////////////////////////////////////////////////////////////
2959// Color filters
2960///////////////////////////////////////////////////////////////////////////////
2961
2962void OpenGLRenderer::resetColorFilter() {
2963    mDrawModifiers.mColorFilter = NULL;
2964}
2965
2966void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2967    mDrawModifiers.mColorFilter = filter;
2968}
2969
2970///////////////////////////////////////////////////////////////////////////////
2971// Drop shadow
2972///////////////////////////////////////////////////////////////////////////////
2973
2974void OpenGLRenderer::resetShadow() {
2975    mDrawModifiers.mHasShadow = false;
2976}
2977
2978void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2979    mDrawModifiers.mHasShadow = true;
2980    mDrawModifiers.mShadowRadius = radius;
2981    mDrawModifiers.mShadowDx = dx;
2982    mDrawModifiers.mShadowDy = dy;
2983    mDrawModifiers.mShadowColor = color;
2984}
2985
2986///////////////////////////////////////////////////////////////////////////////
2987// Draw filters
2988///////////////////////////////////////////////////////////////////////////////
2989
2990void OpenGLRenderer::resetPaintFilter() {
2991    mDrawModifiers.mHasDrawFilter = false;
2992}
2993
2994void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2995    mDrawModifiers.mHasDrawFilter = true;
2996    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2997    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2998}
2999
3000SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3001    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3002        return paint;
3003    }
3004
3005    uint32_t flags = paint->getFlags();
3006
3007    mFilteredPaint = *paint;
3008    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3009            mDrawModifiers.mPaintFilterSetBits);
3010
3011    return &mFilteredPaint;
3012}
3013
3014///////////////////////////////////////////////////////////////////////////////
3015// Drawing implementation
3016///////////////////////////////////////////////////////////////////////////////
3017
3018void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3019        float x, float y, SkPaint* paint) {
3020    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3021        return;
3022    }
3023
3024    int alpha;
3025    SkXfermode::Mode mode;
3026    getAlphaAndMode(paint, &alpha, &mode);
3027
3028    setupDraw();
3029    setupDrawWithTexture(true);
3030    setupDrawAlpha8Color(paint->getColor(), alpha);
3031    setupDrawColorFilter();
3032    setupDrawShader();
3033    setupDrawBlending(true, mode);
3034    setupDrawProgram();
3035    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3036    setupDrawTexture(texture->id);
3037    setupDrawPureColorUniforms();
3038    setupDrawColorFilterUniforms();
3039    setupDrawShaderUniforms();
3040    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3041
3042    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3043
3044    finishDrawTexture();
3045}
3046
3047// Same values used by Skia
3048#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3049#define kStdUnderline_Offset    (1.0f / 9.0f)
3050#define kStdUnderline_Thickness (1.0f / 18.0f)
3051
3052void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3053        float x, float y, SkPaint* paint) {
3054    // Handle underline and strike-through
3055    uint32_t flags = paint->getFlags();
3056    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3057        SkPaint paintCopy(*paint);
3058        float underlineWidth = length;
3059        // If length is > 0.0f, we already measured the text for the text alignment
3060        if (length <= 0.0f) {
3061            underlineWidth = paintCopy.measureText(text, bytesCount);
3062        }
3063
3064        if (CC_LIKELY(underlineWidth > 0.0f)) {
3065            const float textSize = paintCopy.getTextSize();
3066            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3067
3068            const float left = x;
3069            float top = 0.0f;
3070
3071            int linesCount = 0;
3072            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3073            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3074
3075            const int pointsCount = 4 * linesCount;
3076            float points[pointsCount];
3077            int currentPoint = 0;
3078
3079            if (flags & SkPaint::kUnderlineText_Flag) {
3080                top = y + textSize * kStdUnderline_Offset;
3081                points[currentPoint++] = left;
3082                points[currentPoint++] = top;
3083                points[currentPoint++] = left + underlineWidth;
3084                points[currentPoint++] = top;
3085            }
3086
3087            if (flags & SkPaint::kStrikeThruText_Flag) {
3088                top = y + textSize * kStdStrikeThru_Offset;
3089                points[currentPoint++] = left;
3090                points[currentPoint++] = top;
3091                points[currentPoint++] = left + underlineWidth;
3092                points[currentPoint++] = top;
3093            }
3094
3095            paintCopy.setStrokeWidth(strokeWidth);
3096
3097            drawLines(&points[0], pointsCount, &paintCopy);
3098        }
3099    }
3100}
3101
3102status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3103    if (mSnapshot->isIgnored()) {
3104        return DrawGlInfo::kStatusDone;
3105    }
3106
3107    int color = paint->getColor();
3108    // If a shader is set, preserve only the alpha
3109    if (mDrawModifiers.mShader) {
3110        color |= 0x00ffffff;
3111    }
3112    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3113
3114    return drawColorRects(rects, count, color, mode);
3115}
3116
3117status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3118        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3119    if (count == 0) {
3120        return DrawGlInfo::kStatusDone;
3121    }
3122
3123    float left = FLT_MAX;
3124    float top = FLT_MAX;
3125    float right = FLT_MIN;
3126    float bottom = FLT_MIN;
3127
3128    int vertexCount = 0;
3129    Vertex mesh[count * 6];
3130    Vertex* vertex = mesh;
3131
3132    for (int index = 0; index < count; index += 4) {
3133        float l = rects[index + 0];
3134        float t = rects[index + 1];
3135        float r = rects[index + 2];
3136        float b = rects[index + 3];
3137
3138        Vertex::set(vertex++, l, b);
3139        Vertex::set(vertex++, l, t);
3140        Vertex::set(vertex++, r, t);
3141        Vertex::set(vertex++, l, b);
3142        Vertex::set(vertex++, r, t);
3143        Vertex::set(vertex++, r, b);
3144
3145        vertexCount += 6;
3146
3147        left = fminf(left, l);
3148        top = fminf(top, t);
3149        right = fmaxf(right, r);
3150        bottom = fmaxf(bottom, b);
3151    }
3152
3153    if (clip && quickReject(left, top, right, bottom)) {
3154        return DrawGlInfo::kStatusDone;
3155    }
3156
3157    setupDraw();
3158    setupDrawNoTexture();
3159    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3160    setupDrawShader();
3161    setupDrawColorFilter();
3162    setupDrawBlending(mode);
3163    setupDrawProgram();
3164    setupDrawDirtyRegionsDisabled();
3165    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3166    setupDrawColorUniforms();
3167    setupDrawShaderUniforms();
3168    setupDrawColorFilterUniforms();
3169    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3170
3171    if (dirty && hasLayer()) {
3172        dirtyLayer(left, top, right, bottom, currentTransform());
3173    }
3174
3175    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3176
3177    return DrawGlInfo::kStatusDrew;
3178}
3179
3180void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3181        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3182    // If a shader is set, preserve only the alpha
3183    if (mDrawModifiers.mShader) {
3184        color |= 0x00ffffff;
3185    }
3186
3187    setupDraw();
3188    setupDrawNoTexture();
3189    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3190    setupDrawShader();
3191    setupDrawColorFilter();
3192    setupDrawBlending(mode);
3193    setupDrawProgram();
3194    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3195    setupDrawColorUniforms();
3196    setupDrawShaderUniforms(ignoreTransform);
3197    setupDrawColorFilterUniforms();
3198    setupDrawSimpleMesh();
3199
3200    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3201}
3202
3203void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3204        Texture* texture, SkPaint* paint) {
3205    int alpha;
3206    SkXfermode::Mode mode;
3207    getAlphaAndMode(paint, &alpha, &mode);
3208
3209    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3210
3211    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3212        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3213        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3214
3215        texture->setFilter(GL_NEAREST, true);
3216        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3217                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3218                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3219    } else {
3220        texture->setFilter(FILTER(paint), true);
3221        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3222                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3223                GL_TRIANGLE_STRIP, gMeshCount);
3224    }
3225}
3226
3227void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3228        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3229    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3230            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3231}
3232
3233void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3234        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3235        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3236        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3237
3238    setupDraw();
3239    setupDrawWithTexture();
3240    setupDrawColor(alpha, alpha, alpha, alpha);
3241    setupDrawColorFilter();
3242    setupDrawBlending(blend, mode, swapSrcDst);
3243    setupDrawProgram();
3244    if (!dirty) setupDrawDirtyRegionsDisabled();
3245    if (!ignoreScale) {
3246        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3247    } else {
3248        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3249    }
3250    setupDrawTexture(texture);
3251    setupDrawPureColorUniforms();
3252    setupDrawColorFilterUniforms();
3253    setupDrawMesh(vertices, texCoords, vbo);
3254
3255    glDrawArrays(drawMode, 0, elementsCount);
3256
3257    finishDrawTexture();
3258}
3259
3260void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3261        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3262        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3263        bool ignoreTransform, bool dirty) {
3264
3265    setupDraw();
3266    setupDrawWithTexture(true);
3267    if (hasColor) {
3268        setupDrawAlpha8Color(color, alpha);
3269    }
3270    setupDrawColorFilter();
3271    setupDrawShader();
3272    setupDrawBlending(true, mode);
3273    setupDrawProgram();
3274    if (!dirty) setupDrawDirtyRegionsDisabled();
3275    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3276    setupDrawTexture(texture);
3277    setupDrawPureColorUniforms();
3278    setupDrawColorFilterUniforms();
3279    setupDrawShaderUniforms();
3280    setupDrawMesh(vertices, texCoords);
3281
3282    glDrawArrays(drawMode, 0, elementsCount);
3283
3284    finishDrawTexture();
3285}
3286
3287void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3288        ProgramDescription& description, bool swapSrcDst) {
3289    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3290
3291    if (blend) {
3292        // These blend modes are not supported by OpenGL directly and have
3293        // to be implemented using shaders. Since the shader will perform
3294        // the blending, turn blending off here
3295        // If the blend mode cannot be implemented using shaders, fall
3296        // back to the default SrcOver blend mode instead
3297        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3298            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3299                description.framebufferMode = mode;
3300                description.swapSrcDst = swapSrcDst;
3301
3302                if (mCaches.blend) {
3303                    glDisable(GL_BLEND);
3304                    mCaches.blend = false;
3305                }
3306
3307                return;
3308            } else {
3309                mode = SkXfermode::kSrcOver_Mode;
3310            }
3311        }
3312
3313        if (!mCaches.blend) {
3314            glEnable(GL_BLEND);
3315        }
3316
3317        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3318        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3319
3320        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3321            glBlendFunc(sourceMode, destMode);
3322            mCaches.lastSrcMode = sourceMode;
3323            mCaches.lastDstMode = destMode;
3324        }
3325    } else if (mCaches.blend) {
3326        glDisable(GL_BLEND);
3327    }
3328    mCaches.blend = blend;
3329}
3330
3331bool OpenGLRenderer::useProgram(Program* program) {
3332    if (!program->isInUse()) {
3333        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3334        program->use();
3335        mCaches.currentProgram = program;
3336        return false;
3337    }
3338    return true;
3339}
3340
3341void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3342    TextureVertex* v = &mMeshVertices[0];
3343    TextureVertex::setUV(v++, u1, v1);
3344    TextureVertex::setUV(v++, u2, v1);
3345    TextureVertex::setUV(v++, u1, v2);
3346    TextureVertex::setUV(v++, u2, v2);
3347}
3348
3349void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3350    getAlphaAndModeDirect(paint, alpha,  mode);
3351    *alpha *= mSnapshot->alpha;
3352}
3353
3354}; // namespace uirenderer
3355}; // namespace android
3356