OpenGLRenderer.cpp revision deeda3d337aed1eee218b89a7aba5992ced371f0
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 <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "ShadowTessellator.h"
40#include "utils/GLUtils.h"
41#include "Vector.h"
42#include "VertexBuffer.h"
43
44namespace android {
45namespace uirenderer {
46
47///////////////////////////////////////////////////////////////////////////////
48// Defines
49///////////////////////////////////////////////////////////////////////////////
50
51#define RAD_TO_DEG (180.0f / 3.14159265f)
52#define MIN_ANGLE 0.001f
53
54#define ALPHA_THRESHOLD 0
55
56static GLenum getFilter(const SkPaint* paint) {
57    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
58        return GL_LINEAR;
59    }
60    return GL_NEAREST;
61}
62
63///////////////////////////////////////////////////////////////////////////////
64// Globals
65///////////////////////////////////////////////////////////////////////////////
66
67/**
68 * Structure mapping Skia xfermodes to OpenGL blending factors.
69 */
70struct Blender {
71    SkXfermode::Mode mode;
72    GLenum src;
73    GLenum dst;
74}; // struct Blender
75
76// In this array, the index of each Blender equals the value of the first
77// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
78static const Blender gBlends[] = {
79    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
81    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
82    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
84    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
85    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
86    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
87    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
88    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
89    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
90    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
91    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
92    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
93    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
94};
95
96// This array contains the swapped version of each SkXfermode. For instance
97// this array's SrcOver blending mode is actually DstOver. You can refer to
98// createLayer() for more information on the purpose of this array.
99static const Blender gBlendsSwap[] = {
100    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
102    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
103    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
104    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
105    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
106    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
107    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
108    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
109    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
110    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
111    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
112    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
113    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
114    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
115};
116
117///////////////////////////////////////////////////////////////////////////////
118// Functions
119///////////////////////////////////////////////////////////////////////////////
120
121template<typename T>
122static inline T min(T a, T b) {
123    return a < b ? a : b;
124}
125
126///////////////////////////////////////////////////////////////////////////////
127// Constructors/destructor
128///////////////////////////////////////////////////////////////////////////////
129
130OpenGLRenderer::OpenGLRenderer():
131        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
132    // *set* draw modifiers to be 0
133    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
134    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
135
136    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
137
138    mFrameStarted = false;
139    mCountOverdraw = false;
140
141    mScissorOptimizationDisabled = false;
142}
143
144OpenGLRenderer::~OpenGLRenderer() {
145    // The context has already been destroyed at this point, do not call
146    // GL APIs. All GL state should be kept in Caches.h
147}
148
149void OpenGLRenderer::initProperties() {
150    char property[PROPERTY_VALUE_MAX];
151    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
152        mScissorOptimizationDisabled = !strcasecmp(property, "true");
153        INIT_LOGD("  Scissor optimization %s",
154                mScissorOptimizationDisabled ? "disabled" : "enabled");
155    } else {
156        INIT_LOGD("  Scissor optimization enabled");
157    }
158}
159
160///////////////////////////////////////////////////////////////////////////////
161// Setup
162///////////////////////////////////////////////////////////////////////////////
163
164void OpenGLRenderer::setViewport(int width, int height) {
165    initializeViewport(width, height);
166
167    glDisable(GL_DITHER);
168    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
169
170    glEnableVertexAttribArray(Program::kBindingPosition);
171}
172
173void OpenGLRenderer::setupFrameState(float left, float top,
174        float right, float bottom, bool opaque) {
175    mCaches.clearGarbage();
176
177    initializeSaveStack(left, top, right, bottom);
178    mOpaque = opaque;
179    mTilingClip.set(left, top, right, bottom);
180}
181
182status_t OpenGLRenderer::startFrame() {
183    if (mFrameStarted) return DrawGlInfo::kStatusDone;
184    mFrameStarted = true;
185
186    mDirtyClip = true;
187
188    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
189
190    glViewport(0, 0, getWidth(), getHeight());
191
192    // Functors break the tiling extension in pretty spectacular ways
193    // This ensures we don't use tiling when a functor is going to be
194    // invoked during the frame
195    mSuppressTiling = mCaches.hasRegisteredFunctors();
196
197    startTilingCurrentClip(true);
198
199    debugOverdraw(true, true);
200
201    return clear(mTilingClip.left, mTilingClip.top,
202            mTilingClip.right, mTilingClip.bottom, mOpaque);
203}
204
205status_t OpenGLRenderer::prepareDirty(float left, float top,
206        float right, float bottom, bool opaque) {
207
208    setupFrameState(left, top, right, bottom, opaque);
209
210    // Layer renderers will start the frame immediately
211    // The framebuffer renderer will first defer the display list
212    // for each layer and wait until the first drawing command
213    // to start the frame
214    if (currentSnapshot()->fbo == 0) {
215        syncState();
216        updateLayers();
217    } else {
218        return startFrame();
219    }
220
221    return DrawGlInfo::kStatusDone;
222}
223
224void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
225    // If we know that we are going to redraw the entire framebuffer,
226    // perform a discard to let the driver know we don't need to preserve
227    // the back buffer for this frame.
228    if (mExtensions.hasDiscardFramebuffer() &&
229            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
230        const bool isFbo = getTargetFbo() == 0;
231        const GLenum attachments[] = {
232                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
233                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
234        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
235    }
236}
237
238status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
239    if (!opaque || mCountOverdraw) {
240        mCaches.enableScissor();
241        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
242        glClear(GL_COLOR_BUFFER_BIT);
243        return DrawGlInfo::kStatusDrew;
244    }
245
246    mCaches.resetScissor();
247    return DrawGlInfo::kStatusDone;
248}
249
250void OpenGLRenderer::syncState() {
251    if (mCaches.blend) {
252        glEnable(GL_BLEND);
253    } else {
254        glDisable(GL_BLEND);
255    }
256}
257
258void OpenGLRenderer::startTilingCurrentClip(bool opaque) {
259    if (!mSuppressTiling) {
260        const Snapshot* snapshot = currentSnapshot();
261
262        const Rect* clip = &mTilingClip;
263        if (snapshot->flags & Snapshot::kFlagFboTarget) {
264            clip = &(snapshot->layer->clipRect);
265        }
266
267        startTiling(*clip, getViewportHeight(), opaque);
268    }
269}
270
271void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
272    if (!mSuppressTiling) {
273        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
274                clip.right - clip.left, clip.bottom - clip.top, opaque);
275    }
276}
277
278void OpenGLRenderer::endTiling() {
279    if (!mSuppressTiling) mCaches.endTiling();
280}
281
282void OpenGLRenderer::finish() {
283    renderOverdraw();
284    endTiling();
285
286    // When finish() is invoked on FBO 0 we've reached the end
287    // of the current frame
288    if (getTargetFbo() == 0) {
289        mCaches.pathCache.trim();
290    }
291
292    if (!suppressErrorChecks()) {
293#if DEBUG_OPENGL
294        GLUtils::dumpGLErrors();
295#endif
296
297#if DEBUG_MEMORY_USAGE
298        mCaches.dumpMemoryUsage();
299#else
300        if (mCaches.getDebugLevel() & kDebugMemory) {
301            mCaches.dumpMemoryUsage();
302        }
303#endif
304    }
305
306    if (mCountOverdraw) {
307        countOverdraw();
308    }
309
310    mFrameStarted = false;
311}
312
313void OpenGLRenderer::interrupt() {
314    if (mCaches.currentProgram) {
315        if (mCaches.currentProgram->isInUse()) {
316            mCaches.currentProgram->remove();
317            mCaches.currentProgram = NULL;
318        }
319    }
320    mCaches.resetActiveTexture();
321    mCaches.unbindMeshBuffer();
322    mCaches.unbindIndicesBuffer();
323    mCaches.resetVertexPointers();
324    mCaches.disableTexCoordsVertexArray();
325    debugOverdraw(false, false);
326}
327
328void OpenGLRenderer::resume() {
329    const Snapshot* snapshot = currentSnapshot();
330    glViewport(0, 0, getViewportWidth(), getViewportHeight());
331    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
332    debugOverdraw(true, false);
333
334    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
335
336    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
337    mCaches.enableScissor();
338    mCaches.resetScissor();
339    dirtyClip();
340
341    mCaches.activeTexture(0);
342    mCaches.resetBoundTextures();
343
344    mCaches.blend = true;
345    glEnable(GL_BLEND);
346    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
347    glBlendEquation(GL_FUNC_ADD);
348}
349
350void OpenGLRenderer::resumeAfterLayer() {
351    glViewport(0, 0, getViewportWidth(), getViewportHeight());
352    glBindFramebuffer(GL_FRAMEBUFFER, currentSnapshot()->fbo);
353    debugOverdraw(true, false);
354
355    mCaches.resetScissor();
356    dirtyClip();
357}
358
359status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
360    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
361
362    Rect clip(*currentClipRect());
363    clip.snapToPixelBoundaries();
364
365    // Since we don't know what the functor will draw, let's dirty
366    // the entire clip region
367    if (hasLayer()) {
368        dirtyLayerUnchecked(clip, getRegion());
369    }
370
371    DrawGlInfo info;
372    info.clipLeft = clip.left;
373    info.clipTop = clip.top;
374    info.clipRight = clip.right;
375    info.clipBottom = clip.bottom;
376    info.isLayer = hasLayer();
377    info.width = getViewportWidth();
378    info.height = getViewportHeight();
379    currentTransform()->copyTo(&info.transform[0]);
380
381    bool dirtyClip = mDirtyClip;
382    // setup GL state for functor
383    if (mDirtyClip) {
384        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
385    }
386    if (mCaches.enableScissor() || dirtyClip) {
387        setScissorFromClip();
388    }
389    interrupt();
390
391    // call functor immediately after GL state setup
392    (*functor)(DrawGlInfo::kModeDraw, &info);
393
394    resume();
395    return DrawGlInfo::kStatusDrew;
396}
397
398///////////////////////////////////////////////////////////////////////////////
399// Debug
400///////////////////////////////////////////////////////////////////////////////
401
402void OpenGLRenderer::eventMark(const char* name) const {
403    mCaches.eventMark(0, name);
404}
405
406void OpenGLRenderer::startMark(const char* name) const {
407    mCaches.startMark(0, name);
408}
409
410void OpenGLRenderer::endMark() const {
411    mCaches.endMark();
412}
413
414void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
415    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
416        if (clear) {
417            mCaches.disableScissor();
418            mCaches.stencil.clear();
419        }
420        if (enable) {
421            mCaches.stencil.enableDebugWrite();
422        } else {
423            mCaches.stencil.disable();
424        }
425    }
426}
427
428void OpenGLRenderer::renderOverdraw() {
429    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
430        const Rect* clip = &mTilingClip;
431
432        mCaches.enableScissor();
433        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
434                clip->right - clip->left, clip->bottom - clip->top);
435
436        // 1x overdraw
437        mCaches.stencil.enableDebugTest(2);
438        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
439
440        // 2x overdraw
441        mCaches.stencil.enableDebugTest(3);
442        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
443
444        // 3x overdraw
445        mCaches.stencil.enableDebugTest(4);
446        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
447
448        // 4x overdraw and higher
449        mCaches.stencil.enableDebugTest(4, true);
450        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
451
452        mCaches.stencil.disable();
453    }
454}
455
456void OpenGLRenderer::countOverdraw() {
457    size_t count = getWidth() * getHeight();
458    uint32_t* buffer = new uint32_t[count];
459    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
460
461    size_t total = 0;
462    for (size_t i = 0; i < count; i++) {
463        total += buffer[i] & 0xff;
464    }
465
466    mOverdraw = total / float(count);
467
468    delete[] buffer;
469}
470
471///////////////////////////////////////////////////////////////////////////////
472// Layers
473///////////////////////////////////////////////////////////////////////////////
474
475bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
476    if (layer->deferredUpdateScheduled && layer->renderer &&
477            layer->displayList.get() && layer->displayList->isRenderable()) {
478        ATRACE_CALL();
479
480        Rect& dirty = layer->dirtyRect;
481
482        if (inFrame) {
483            endTiling();
484            debugOverdraw(false, false);
485        }
486
487        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
488            layer->render();
489        } else {
490            layer->defer();
491        }
492
493        if (inFrame) {
494            resumeAfterLayer();
495            startTilingCurrentClip();
496        }
497
498        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
499        layer->hasDrawnSinceUpdate = false;
500
501        return true;
502    }
503
504    return false;
505}
506
507void OpenGLRenderer::updateLayers() {
508    // If draw deferring is enabled this method will simply defer
509    // the display list of each individual layer. The layers remain
510    // in the layer updates list which will be cleared by flushLayers().
511    int count = mLayerUpdates.size();
512    if (count > 0) {
513        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
514            startMark("Layer Updates");
515        } else {
516            startMark("Defer Layer Updates");
517        }
518
519        // Note: it is very important to update the layers in order
520        for (int i = 0; i < count; i++) {
521            Layer* layer = mLayerUpdates.itemAt(i);
522            updateLayer(layer, false);
523            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
524                mCaches.resourceCache.decrementRefcount(layer);
525            }
526        }
527
528        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
529            mLayerUpdates.clear();
530            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
531        }
532        endMark();
533    }
534}
535
536void OpenGLRenderer::flushLayers() {
537    int count = mLayerUpdates.size();
538    if (count > 0) {
539        startMark("Apply Layer Updates");
540        char layerName[12];
541
542        // Note: it is very important to update the layers in order
543        for (int i = 0; i < count; i++) {
544            sprintf(layerName, "Layer #%d", i);
545            startMark(layerName);
546
547            ATRACE_BEGIN("flushLayer");
548            Layer* layer = mLayerUpdates.itemAt(i);
549            layer->flush();
550            ATRACE_END();
551
552            mCaches.resourceCache.decrementRefcount(layer);
553
554            endMark();
555        }
556
557        mLayerUpdates.clear();
558        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
559
560        endMark();
561    }
562}
563
564void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
565    if (layer) {
566        // Make sure we don't introduce duplicates.
567        // SortedVector would do this automatically but we need to respect
568        // the insertion order. The linear search is not an issue since
569        // this list is usually very short (typically one item, at most a few)
570        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
571            if (mLayerUpdates.itemAt(i) == layer) {
572                return;
573            }
574        }
575        mLayerUpdates.push_back(layer);
576        mCaches.resourceCache.incrementRefcount(layer);
577    }
578}
579
580void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
581    if (layer) {
582        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
583            if (mLayerUpdates.itemAt(i) == layer) {
584                mLayerUpdates.removeAt(i);
585                mCaches.resourceCache.decrementRefcount(layer);
586                break;
587            }
588        }
589    }
590}
591
592void OpenGLRenderer::clearLayerUpdates() {
593    size_t count = mLayerUpdates.size();
594    if (count > 0) {
595        mCaches.resourceCache.lock();
596        for (size_t i = 0; i < count; i++) {
597            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
598        }
599        mCaches.resourceCache.unlock();
600        mLayerUpdates.clear();
601    }
602}
603
604void OpenGLRenderer::flushLayerUpdates() {
605    syncState();
606    updateLayers();
607    flushLayers();
608    // Wait for all the layer updates to be executed
609    AutoFence fence;
610}
611
612///////////////////////////////////////////////////////////////////////////////
613// State management
614///////////////////////////////////////////////////////////////////////////////
615
616void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
617    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
618    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
619    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
620
621    if (restoreViewport) {
622        glViewport(0, 0, getViewportWidth(), getViewportHeight());
623    }
624
625    if (restoreClip) {
626        dirtyClip();
627    }
628
629    if (restoreLayer) {
630        endMark(); // Savelayer
631        startMark("ComposeLayer");
632        composeLayer(removed, restored);
633        endMark();
634    }
635}
636
637///////////////////////////////////////////////////////////////////////////////
638// Layers
639///////////////////////////////////////////////////////////////////////////////
640
641int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
642        const SkPaint* paint, int flags, const SkPath* convexMask) {
643    const int count = saveSnapshot(flags);
644
645    if (!currentSnapshot()->isIgnored()) {
646        createLayer(left, top, right, bottom, paint, flags, convexMask);
647    }
648
649    return count;
650}
651
652void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
653    const Rect untransformedBounds(bounds);
654
655    currentTransform()->mapRect(bounds);
656
657    // Layers only make sense if they are in the framebuffer's bounds
658    if (bounds.intersect(*currentClipRect())) {
659        // We cannot work with sub-pixels in this case
660        bounds.snapToPixelBoundaries();
661
662        // When the layer is not an FBO, we may use glCopyTexImage so we
663        // need to make sure the layer does not extend outside the bounds
664        // of the framebuffer
665        if (!bounds.intersect(Rect(0, 0, getViewportWidth(), getViewportHeight()))) {
666            bounds.setEmpty();
667        } else if (fboLayer) {
668            clip.set(bounds);
669            mat4 inverse;
670            inverse.loadInverse(*currentTransform());
671            inverse.mapRect(clip);
672            clip.snapToPixelBoundaries();
673            if (clip.intersect(untransformedBounds)) {
674                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
675                bounds.set(untransformedBounds);
676            } else {
677                clip.setEmpty();
678            }
679        }
680    } else {
681        bounds.setEmpty();
682    }
683}
684
685void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
686        bool fboLayer, int alpha) {
687    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
688            bounds.getHeight() > mCaches.maxTextureSize ||
689            (fboLayer && clip.isEmpty())) {
690        mSnapshot->empty = fboLayer;
691    } else {
692        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
693    }
694}
695
696int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
697        const SkPaint* paint, int flags) {
698    const int count = saveSnapshot(flags);
699
700    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
701        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
702        // operations will be able to store and restore the current clip and transform info, and
703        // quick rejection will be correct (for display lists)
704
705        Rect bounds(left, top, right, bottom);
706        Rect clip;
707        calculateLayerBoundsAndClip(bounds, clip, true);
708        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
709
710        if (!currentSnapshot()->isIgnored()) {
711            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
712            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
713            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
714            mSnapshot->roundRectClipState = NULL;
715        }
716    }
717
718    return count;
719}
720
721/**
722 * Layers are viewed by Skia are slightly different than layers in image editing
723 * programs (for instance.) When a layer is created, previously created layers
724 * and the frame buffer still receive every drawing command. For instance, if a
725 * layer is created and a shape intersecting the bounds of the layers and the
726 * framebuffer is draw, the shape will be drawn on both (unless the layer was
727 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
728 *
729 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
730 * texture. Unfortunately, this is inefficient as it requires every primitive to
731 * be drawn n + 1 times, where n is the number of active layers. In practice this
732 * means, for every primitive:
733 *   - Switch active frame buffer
734 *   - Change viewport, clip and projection matrix
735 *   - Issue the drawing
736 *
737 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
738 * To avoid this, layers are implemented in a different way here, at least in the
739 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
740 * is set. When this flag is set we can redirect all drawing operations into a
741 * single FBO.
742 *
743 * This implementation relies on the frame buffer being at least RGBA 8888. When
744 * a layer is created, only a texture is created, not an FBO. The content of the
745 * frame buffer contained within the layer's bounds is copied into this texture
746 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
747 * buffer and drawing continues as normal. This technique therefore treats the
748 * frame buffer as a scratch buffer for the layers.
749 *
750 * To compose the layers back onto the frame buffer, each layer texture
751 * (containing the original frame buffer data) is drawn as a simple quad over
752 * the frame buffer. The trick is that the quad is set as the composition
753 * destination in the blending equation, and the frame buffer becomes the source
754 * of the composition.
755 *
756 * Drawing layers with an alpha value requires an extra step before composition.
757 * An empty quad is drawn over the layer's region in the frame buffer. This quad
758 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
759 * quad is used to multiply the colors in the frame buffer. This is achieved by
760 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
761 * GL_ZERO, GL_SRC_ALPHA.
762 *
763 * Because glCopyTexImage2D() can be slow, an alternative implementation might
764 * be use to draw a single clipped layer. The implementation described above
765 * is correct in every case.
766 *
767 * (1) The frame buffer is actually not cleared right away. To allow the GPU
768 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
769 *     buffer is left untouched until the first drawing operation. Only when
770 *     something actually gets drawn are the layers regions cleared.
771 */
772bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
773        const SkPaint* paint, int flags, const SkPath* convexMask) {
774    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
775    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
776
777    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
778
779    // Window coordinates of the layer
780    Rect clip;
781    Rect bounds(left, top, right, bottom);
782    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
783    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
784
785    // Bail out if we won't draw in this snapshot
786    if (currentSnapshot()->isIgnored()) {
787        return false;
788    }
789
790    mCaches.activeTexture(0);
791    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
792    if (!layer) {
793        return false;
794    }
795
796    layer->setPaint(paint);
797    layer->layer.set(bounds);
798    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
799            bounds.getWidth() / float(layer->getWidth()), 0.0f);
800
801    layer->setBlend(true);
802    layer->setDirty(false);
803    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
804
805    // Save the layer in the snapshot
806    mSnapshot->flags |= Snapshot::kFlagIsLayer;
807    mSnapshot->layer = layer;
808
809    startMark("SaveLayer");
810    if (fboLayer) {
811        return createFboLayer(layer, bounds, clip);
812    } else {
813        // Copy the framebuffer into the layer
814        layer->bindTexture();
815        if (!bounds.isEmpty()) {
816            if (layer->isEmpty()) {
817                // Workaround for some GL drivers. When reading pixels lying outside
818                // of the window we should get undefined values for those pixels.
819                // Unfortunately some drivers will turn the entire target texture black
820                // when reading outside of the window.
821                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
822                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
823                layer->setEmpty(false);
824            }
825
826            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
827                    bounds.left, getViewportHeight() - bounds.bottom,
828                    bounds.getWidth(), bounds.getHeight());
829
830            // Enqueue the buffer coordinates to clear the corresponding region later
831            mLayers.push(new Rect(bounds));
832        }
833    }
834
835    return true;
836}
837
838bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
839    layer->clipRect.set(clip);
840    layer->setFbo(mCaches.fboCache.get());
841
842    mSnapshot->region = &mSnapshot->layer->region;
843    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
844    mSnapshot->fbo = layer->getFbo();
845    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
846    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
847    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
848    mSnapshot->roundRectClipState = NULL;
849
850    endTiling();
851    debugOverdraw(false, false);
852    // Bind texture to FBO
853    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
854    layer->bindTexture();
855
856    // Initialize the texture if needed
857    if (layer->isEmpty()) {
858        layer->allocateTexture();
859        layer->setEmpty(false);
860    }
861
862    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
863            layer->getTexture(), 0);
864
865    startTilingCurrentClip(true);
866
867    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
868    mCaches.enableScissor();
869    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
870            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
871    glClear(GL_COLOR_BUFFER_BIT);
872
873    dirtyClip();
874
875    // Change the ortho projection
876    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
877    return true;
878}
879
880/**
881 * Read the documentation of createLayer() before doing anything in this method.
882 */
883void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
884    if (!removed.layer) {
885        ALOGE("Attempting to compose a layer that does not exist");
886        return;
887    }
888
889    Layer* layer = removed.layer;
890    const Rect& rect = layer->layer;
891    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
892
893    bool clipRequired = false;
894    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
895            &clipRequired, NULL, false); // safely ignore return, should never be rejected
896    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
897
898    if (fboLayer) {
899        endTiling();
900
901        // Detach the texture from the FBO
902        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
903
904        layer->removeFbo(false);
905
906        // Unbind current FBO and restore previous one
907        glBindFramebuffer(GL_FRAMEBUFFER, restored.fbo);
908        debugOverdraw(true, false);
909
910        startTilingCurrentClip();
911    }
912
913    if (!fboLayer && layer->getAlpha() < 255) {
914        SkPaint layerPaint;
915        layerPaint.setAlpha(layer->getAlpha());
916        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
917        layerPaint.setColorFilter(layer->getColorFilter());
918
919        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
920        // Required below, composeLayerRect() will divide by 255
921        layer->setAlpha(255);
922    }
923
924    mCaches.unbindMeshBuffer();
925
926    mCaches.activeTexture(0);
927
928    // When the layer is stored in an FBO, we can save a bit of fillrate by
929    // drawing only the dirty region
930    if (fboLayer) {
931        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
932        composeLayerRegion(layer, rect);
933    } else if (!rect.isEmpty()) {
934        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
935
936        save(0);
937        // the layer contains screen buffer content that shouldn't be alpha modulated
938        // (and any necessary alpha modulation was handled drawing into the layer)
939        mSnapshot->alpha = 1.0f;
940        composeLayerRect(layer, rect, true);
941        restore();
942    }
943
944    dirtyClip();
945
946    // Failing to add the layer to the cache should happen only if the layer is too large
947    layer->setConvexMask(NULL);
948    if (!mCaches.layerCache.put(layer)) {
949        LAYER_LOGD("Deleting layer");
950        Caches::getInstance().resourceCache.decrementRefcount(layer);
951    }
952}
953
954void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
955    float alpha = getLayerAlpha(layer);
956
957    setupDraw();
958    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
959        setupDrawWithTexture();
960    } else {
961        setupDrawWithExternalTexture();
962    }
963    setupDrawTextureTransform();
964    setupDrawColor(alpha, alpha, alpha, alpha);
965    setupDrawColorFilter(layer->getColorFilter());
966    setupDrawBlending(layer);
967    setupDrawProgram();
968    setupDrawPureColorUniforms();
969    setupDrawColorFilterUniforms(layer->getColorFilter());
970    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
971        setupDrawTexture(layer->getTexture());
972    } else {
973        setupDrawExternalTexture(layer->getTexture());
974    }
975    if (currentTransform()->isPureTranslate() &&
976            !layer->getForceFilter() &&
977            layer->getWidth() == (uint32_t) rect.getWidth() &&
978            layer->getHeight() == (uint32_t) rect.getHeight()) {
979        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
980        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
981
982        layer->setFilter(GL_NEAREST);
983        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
984                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
985    } else {
986        layer->setFilter(GL_LINEAR);
987        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
988                rect.left, rect.top, rect.right, rect.bottom);
989    }
990    setupDrawTextureTransformUniforms(layer->getTexTransform());
991    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
992
993    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
994}
995
996void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
997    if (!layer->isTextureLayer()) {
998        const Rect& texCoords = layer->texCoords;
999        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1000                texCoords.right, texCoords.bottom);
1001
1002        float x = rect.left;
1003        float y = rect.top;
1004        bool simpleTransform = currentTransform()->isPureTranslate() &&
1005                layer->getWidth() == (uint32_t) rect.getWidth() &&
1006                layer->getHeight() == (uint32_t) rect.getHeight();
1007
1008        if (simpleTransform) {
1009            // When we're swapping, the layer is already in screen coordinates
1010            if (!swap) {
1011                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1012                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1013            }
1014
1015            layer->setFilter(GL_NEAREST, true);
1016        } else {
1017            layer->setFilter(GL_LINEAR, true);
1018        }
1019
1020        SkPaint layerPaint;
1021        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1022        layerPaint.setXfermodeMode(layer->getMode());
1023        layerPaint.setColorFilter(layer->getColorFilter());
1024
1025        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1026        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1027                layer->getTexture(), &layerPaint, blend,
1028                &mMeshVertices[0].x, &mMeshVertices[0].u,
1029                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1030
1031        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1032    } else {
1033        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1034        drawTextureLayer(layer, rect);
1035        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1036    }
1037}
1038
1039/**
1040 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1041 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1042 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1043 * by saveLayer's restore
1044 */
1045#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1046        DRAW_COMMAND;                                                            \
1047        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1048            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1049            DRAW_COMMAND;                                                        \
1050            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1051        }                                                                        \
1052    }
1053
1054#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1055
1056void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1057    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1058
1059    if (layer->getConvexMask()) {
1060        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1061
1062        // clip to the area of the layer the mask can be larger
1063        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1064
1065        SkPaint paint;
1066        paint.setAntiAlias(true);
1067        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1068
1069        SkiaShader* oldShader = mDrawModifiers.mShader;
1070
1071        // create LayerShader to map SaveLayer content into subsequent draw
1072        SkMatrix shaderMatrix;
1073        shaderMatrix.setTranslate(rect.left, rect.bottom);
1074        shaderMatrix.preScale(1, -1);
1075        SkiaLayerShader layerShader(layer, &shaderMatrix);
1076        mDrawModifiers.mShader = &layerShader;
1077
1078        // Since the drawing primitive is defined in local drawing space,
1079        // we don't need to modify the draw matrix
1080        const SkPath* maskPath = layer->getConvexMask();
1081        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1082
1083        mDrawModifiers.mShader = oldShader;
1084        restore();
1085
1086        return;
1087    }
1088
1089    if (layer->region.isRect()) {
1090        layer->setRegionAsRect();
1091
1092        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1093
1094        layer->region.clear();
1095        return;
1096    }
1097
1098    // standard Region based draw
1099    size_t count;
1100    const android::Rect* rects;
1101    Region safeRegion;
1102    if (CC_LIKELY(hasRectToRectTransform())) {
1103        rects = layer->region.getArray(&count);
1104    } else {
1105        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1106        rects = safeRegion.getArray(&count);
1107    }
1108
1109    const float alpha = getLayerAlpha(layer);
1110    const float texX = 1.0f / float(layer->getWidth());
1111    const float texY = 1.0f / float(layer->getHeight());
1112    const float height = rect.getHeight();
1113
1114    setupDraw();
1115
1116    // We must get (and therefore bind) the region mesh buffer
1117    // after we setup drawing in case we need to mess with the
1118    // stencil buffer in setupDraw()
1119    TextureVertex* mesh = mCaches.getRegionMesh();
1120    uint32_t numQuads = 0;
1121
1122    setupDrawWithTexture();
1123    setupDrawColor(alpha, alpha, alpha, alpha);
1124    setupDrawColorFilter(layer->getColorFilter());
1125    setupDrawBlending(layer);
1126    setupDrawProgram();
1127    setupDrawDirtyRegionsDisabled();
1128    setupDrawPureColorUniforms();
1129    setupDrawColorFilterUniforms(layer->getColorFilter());
1130    setupDrawTexture(layer->getTexture());
1131    if (currentTransform()->isPureTranslate()) {
1132        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1133        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1134
1135        layer->setFilter(GL_NEAREST);
1136        setupDrawModelView(kModelViewMode_Translate, false,
1137                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1138    } else {
1139        layer->setFilter(GL_LINEAR);
1140        setupDrawModelView(kModelViewMode_Translate, false,
1141                rect.left, rect.top, rect.right, rect.bottom);
1142    }
1143    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1144
1145    for (size_t i = 0; i < count; i++) {
1146        const android::Rect* r = &rects[i];
1147
1148        const float u1 = r->left * texX;
1149        const float v1 = (height - r->top) * texY;
1150        const float u2 = r->right * texX;
1151        const float v2 = (height - r->bottom) * texY;
1152
1153        // TODO: Reject quads outside of the clip
1154        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1155        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1156        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1157        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1158
1159        numQuads++;
1160
1161        if (numQuads >= gMaxNumberOfQuads) {
1162            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1163                            GL_UNSIGNED_SHORT, NULL));
1164            numQuads = 0;
1165            mesh = mCaches.getRegionMesh();
1166        }
1167    }
1168
1169    if (numQuads > 0) {
1170        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1171                        GL_UNSIGNED_SHORT, NULL));
1172    }
1173
1174#if DEBUG_LAYERS_AS_REGIONS
1175    drawRegionRectsDebug(layer->region);
1176#endif
1177
1178    layer->region.clear();
1179}
1180
1181#if DEBUG_LAYERS_AS_REGIONS
1182void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1183    size_t count;
1184    const android::Rect* rects = region.getArray(&count);
1185
1186    uint32_t colors[] = {
1187            0x7fff0000, 0x7f00ff00,
1188            0x7f0000ff, 0x7fff00ff,
1189    };
1190
1191    int offset = 0;
1192    int32_t top = rects[0].top;
1193
1194    for (size_t i = 0; i < count; i++) {
1195        if (top != rects[i].top) {
1196            offset ^= 0x2;
1197            top = rects[i].top;
1198        }
1199
1200        SkPaint paint;
1201        paint.setColor(colors[offset + (i & 0x1)]);
1202        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1203        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1204    }
1205}
1206#endif
1207
1208void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1209    Vector<float> rects;
1210
1211    SkRegion::Iterator it(region);
1212    while (!it.done()) {
1213        const SkIRect& r = it.rect();
1214        rects.push(r.fLeft);
1215        rects.push(r.fTop);
1216        rects.push(r.fRight);
1217        rects.push(r.fBottom);
1218        it.next();
1219    }
1220
1221    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1222}
1223
1224void OpenGLRenderer::dirtyLayer(const float left, const float top,
1225        const float right, const float bottom, const mat4 transform) {
1226    if (hasLayer()) {
1227        Rect bounds(left, top, right, bottom);
1228        transform.mapRect(bounds);
1229        dirtyLayerUnchecked(bounds, getRegion());
1230    }
1231}
1232
1233void OpenGLRenderer::dirtyLayer(const float left, const float top,
1234        const float right, const float bottom) {
1235    if (hasLayer()) {
1236        Rect bounds(left, top, right, bottom);
1237        dirtyLayerUnchecked(bounds, getRegion());
1238    }
1239}
1240
1241void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1242    if (bounds.intersect(*currentClipRect())) {
1243        bounds.snapToPixelBoundaries();
1244        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1245        if (!dirty.isEmpty()) {
1246            region->orSelf(dirty);
1247        }
1248    }
1249}
1250
1251void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1252    GLsizei elementsCount = quadsCount * 6;
1253    while (elementsCount > 0) {
1254        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1255
1256        setupDrawIndexedVertices(&mesh[0].x);
1257        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1258
1259        elementsCount -= drawCount;
1260        // Though there are 4 vertices in a quad, we use 6 indices per
1261        // quad to draw with GL_TRIANGLES
1262        mesh += (drawCount / 6) * 4;
1263    }
1264}
1265
1266void OpenGLRenderer::clearLayerRegions() {
1267    const size_t count = mLayers.size();
1268    if (count == 0) return;
1269
1270    if (!currentSnapshot()->isIgnored()) {
1271        // Doing several glScissor/glClear here can negatively impact
1272        // GPUs with a tiler architecture, instead we draw quads with
1273        // the Clear blending mode
1274
1275        // The list contains bounds that have already been clipped
1276        // against their initial clip rect, and the current clip
1277        // is likely different so we need to disable clipping here
1278        bool scissorChanged = mCaches.disableScissor();
1279
1280        Vertex mesh[count * 4];
1281        Vertex* vertex = mesh;
1282
1283        for (uint32_t i = 0; i < count; i++) {
1284            Rect* bounds = mLayers.itemAt(i);
1285
1286            Vertex::set(vertex++, bounds->left, bounds->top);
1287            Vertex::set(vertex++, bounds->right, bounds->top);
1288            Vertex::set(vertex++, bounds->left, bounds->bottom);
1289            Vertex::set(vertex++, bounds->right, bounds->bottom);
1290
1291            delete bounds;
1292        }
1293        // We must clear the list of dirty rects before we
1294        // call setupDraw() to prevent stencil setup to do
1295        // the same thing again
1296        mLayers.clear();
1297
1298        SkPaint clearPaint;
1299        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1300
1301        setupDraw(false);
1302        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1303        setupDrawBlending(&clearPaint, true);
1304        setupDrawProgram();
1305        setupDrawPureColorUniforms();
1306        setupDrawModelView(kModelViewMode_Translate, false,
1307                0.0f, 0.0f, 0.0f, 0.0f, true);
1308
1309        issueIndexedQuadDraw(&mesh[0], count);
1310
1311        if (scissorChanged) mCaches.enableScissor();
1312    } else {
1313        for (uint32_t i = 0; i < count; i++) {
1314            delete mLayers.itemAt(i);
1315        }
1316        mLayers.clear();
1317    }
1318}
1319
1320///////////////////////////////////////////////////////////////////////////////
1321// State Deferral
1322///////////////////////////////////////////////////////////////////////////////
1323
1324bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1325    const Rect* currentClip = currentClipRect();
1326    const mat4* currentMatrix = currentTransform();
1327
1328    if (stateDeferFlags & kStateDeferFlag_Draw) {
1329        // state has bounds initialized in local coordinates
1330        if (!state.mBounds.isEmpty()) {
1331            currentMatrix->mapRect(state.mBounds);
1332            Rect clippedBounds(state.mBounds);
1333            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1334            // is used, it should more closely duplicate the quickReject logic (in how it uses
1335            // snapToPixelBoundaries)
1336
1337            if(!clippedBounds.intersect(*currentClip)) {
1338                // quick rejected
1339                return true;
1340            }
1341
1342            state.mClipSideFlags = kClipSide_None;
1343            if (!currentClip->contains(state.mBounds)) {
1344                int& flags = state.mClipSideFlags;
1345                // op partially clipped, so record which sides are clipped for clip-aware merging
1346                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1347                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1348                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1349                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1350            }
1351            state.mBounds.set(clippedBounds);
1352        } else {
1353            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1354            // overdraw avoidance (since we don't know what it overlaps)
1355            state.mClipSideFlags = kClipSide_ConservativeFull;
1356            state.mBounds.set(*currentClip);
1357        }
1358    }
1359
1360    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1361    if (state.mClipValid) {
1362        state.mClip.set(*currentClip);
1363    }
1364
1365    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1366    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1367    state.mMatrix.load(*currentMatrix);
1368    state.mDrawModifiers = mDrawModifiers;
1369    state.mAlpha = currentSnapshot()->alpha;
1370
1371    // always store/restore, since it's just a pointer
1372    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1373    return false;
1374}
1375
1376void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1377    setMatrix(state.mMatrix);
1378    mSnapshot->alpha = state.mAlpha;
1379    mDrawModifiers = state.mDrawModifiers;
1380    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1381
1382    if (state.mClipValid && !skipClipRestore) {
1383        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1384                state.mClip.right, state.mClip.bottom);
1385        dirtyClip();
1386    }
1387}
1388
1389/**
1390 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1391 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1392 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1393 *
1394 * This method should be called when restoreDisplayState() won't be restoring the clip
1395 */
1396void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1397    if (clipRect != NULL) {
1398        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1399    } else {
1400        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1401    }
1402    dirtyClip();
1403    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1404}
1405
1406///////////////////////////////////////////////////////////////////////////////
1407// Clipping
1408///////////////////////////////////////////////////////////////////////////////
1409
1410void OpenGLRenderer::setScissorFromClip() {
1411    Rect clip(*currentClipRect());
1412    clip.snapToPixelBoundaries();
1413
1414    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1415            clip.getWidth(), clip.getHeight())) {
1416        mDirtyClip = false;
1417    }
1418}
1419
1420void OpenGLRenderer::ensureStencilBuffer() {
1421    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1422    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1423    // just hope we have one when hasLayer() returns false.
1424    if (hasLayer()) {
1425        attachStencilBufferToLayer(currentSnapshot()->layer);
1426    }
1427}
1428
1429void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1430    // The layer's FBO is already bound when we reach this stage
1431    if (!layer->getStencilRenderBuffer()) {
1432        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1433        // is attached after we initiated tiling. We must turn it off,
1434        // attach the new render buffer then turn tiling back on
1435        endTiling();
1436
1437        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1438                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1439        layer->setStencilRenderBuffer(buffer);
1440
1441        startTiling(layer->clipRect, layer->layer.getHeight());
1442    }
1443}
1444
1445void OpenGLRenderer::setStencilFromClip() {
1446    if (!mCaches.debugOverdraw) {
1447        if (!currentSnapshot()->clipRegion->isEmpty()) {
1448            // NOTE: The order here is important, we must set dirtyClip to false
1449            //       before any draw call to avoid calling back into this method
1450            mDirtyClip = false;
1451
1452            ensureStencilBuffer();
1453
1454            mCaches.stencil.enableWrite();
1455
1456            // Clear and update the stencil, but first make sure we restrict drawing
1457            // to the region's bounds
1458            bool resetScissor = mCaches.enableScissor();
1459            if (resetScissor) {
1460                // The scissor was not set so we now need to update it
1461                setScissorFromClip();
1462            }
1463            mCaches.stencil.clear();
1464
1465            // stash and disable the outline clip state, since stencil doesn't account for outline
1466            bool storedSkipOutlineClip = mSkipOutlineClip;
1467            mSkipOutlineClip = true;
1468
1469            SkPaint paint;
1470            paint.setColor(0xff000000);
1471            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1472
1473            // NOTE: We could use the region contour path to generate a smaller mesh
1474            //       Since we are using the stencil we could use the red book path
1475            //       drawing technique. It might increase bandwidth usage though.
1476
1477            // The last parameter is important: we are not drawing in the color buffer
1478            // so we don't want to dirty the current layer, if any
1479            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1480            if (resetScissor) mCaches.disableScissor();
1481            mSkipOutlineClip = storedSkipOutlineClip;
1482
1483            mCaches.stencil.enableTest();
1484
1485            // Draw the region used to generate the stencil if the appropriate debug
1486            // mode is enabled
1487            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1488                paint.setColor(0x7f0000ff);
1489                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1490                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1491            }
1492        } else {
1493            mCaches.stencil.disable();
1494        }
1495    }
1496}
1497
1498/**
1499 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1500 *
1501 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1502 *         style, and tessellated AA ramp
1503 */
1504bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1505        const SkPaint* paint) {
1506    bool snapOut = paint && paint->isAntiAlias();
1507
1508    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1509        float outset = paint->getStrokeWidth() * 0.5f;
1510        left -= outset;
1511        top -= outset;
1512        right += outset;
1513        bottom += outset;
1514    }
1515
1516    bool clipRequired = false;
1517    bool roundRectClipRequired = false;
1518    if (calculateQuickRejectForScissor(left, top, right, bottom,
1519            &clipRequired, &roundRectClipRequired, snapOut)) {
1520        return true;
1521    }
1522
1523    if (!isRecording()) {
1524        // not quick rejected, so enable the scissor if clipRequired
1525        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1526        mSkipOutlineClip = !roundRectClipRequired;
1527    }
1528    return false;
1529}
1530
1531void OpenGLRenderer::debugClip() {
1532#if DEBUG_CLIP_REGIONS
1533    if (!isRecording() && !currentSnapshot()->clipRegion->isEmpty()) {
1534        SkPaint paint;
1535        paint.setColor(0x7f00ff00);
1536        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1537
1538    }
1539#endif
1540}
1541
1542///////////////////////////////////////////////////////////////////////////////
1543// Drawing commands
1544///////////////////////////////////////////////////////////////////////////////
1545
1546void OpenGLRenderer::setupDraw(bool clear) {
1547    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1548    //       changes the scissor test state
1549    if (clear) clearLayerRegions();
1550    // Make sure setScissor & setStencil happen at the beginning of
1551    // this method
1552    if (mDirtyClip) {
1553        if (mCaches.scissorEnabled) {
1554            setScissorFromClip();
1555        }
1556        setStencilFromClip();
1557    }
1558
1559    mDescription.reset();
1560
1561    mSetShaderColor = false;
1562    mColorSet = false;
1563    mColorA = mColorR = mColorG = mColorB = 0.0f;
1564    mTextureUnit = 0;
1565    mTrackDirtyRegions = true;
1566
1567    // Enable debug highlight when what we're about to draw is tested against
1568    // the stencil buffer and if stencil highlight debugging is on
1569    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1570            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1571            mCaches.stencil.isTestEnabled();
1572
1573    mDescription.emulateStencil = mCountOverdraw;
1574}
1575
1576void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1577    mDescription.hasTexture = true;
1578    mDescription.hasAlpha8Texture = isAlpha8;
1579}
1580
1581void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1582    mDescription.hasTexture = true;
1583    mDescription.hasColors = true;
1584    mDescription.hasAlpha8Texture = isAlpha8;
1585}
1586
1587void OpenGLRenderer::setupDrawWithExternalTexture() {
1588    mDescription.hasExternalTexture = true;
1589}
1590
1591void OpenGLRenderer::setupDrawNoTexture() {
1592    mCaches.disableTexCoordsVertexArray();
1593}
1594
1595void OpenGLRenderer::setupDrawAA() {
1596    mDescription.isAA = true;
1597}
1598
1599void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1600    mColorA = alpha / 255.0f;
1601    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1602    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1603    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1604    mColorSet = true;
1605    mSetShaderColor = mDescription.setColorModulate(mColorA);
1606}
1607
1608void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1609    mColorA = alpha / 255.0f;
1610    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1611    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1612    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1613    mColorSet = true;
1614    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1615}
1616
1617void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1618    mCaches.fontRenderer->describe(mDescription, paint);
1619}
1620
1621void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1622    mColorA = a;
1623    mColorR = r;
1624    mColorG = g;
1625    mColorB = b;
1626    mColorSet = true;
1627    mSetShaderColor = mDescription.setColorModulate(a);
1628}
1629
1630void OpenGLRenderer::setupDrawShader() {
1631    if (mDrawModifiers.mShader) {
1632        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1633    }
1634}
1635
1636void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1637    if (filter == NULL) {
1638        return;
1639    }
1640
1641    SkXfermode::Mode mode;
1642    if (filter->asColorMode(NULL, &mode)) {
1643        mDescription.colorOp = ProgramDescription::kColorBlend;
1644        mDescription.colorMode = mode;
1645    } else if (filter->asColorMatrix(NULL)) {
1646        mDescription.colorOp = ProgramDescription::kColorMatrix;
1647    }
1648}
1649
1650void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1651    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1652        mColorA = 1.0f;
1653        mColorR = mColorG = mColorB = 0.0f;
1654        mSetShaderColor = mDescription.modulate = true;
1655    }
1656}
1657
1658void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1659    SkXfermode::Mode mode = layer->getMode();
1660    // When the blending mode is kClear_Mode, we need to use a modulate color
1661    // argb=1,0,0,0
1662    accountForClear(mode);
1663    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1664            (mColorSet && mColorA < 1.0f) ||
1665            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1666            layer->getColorFilter();
1667    chooseBlending(blend, mode, mDescription, swapSrcDst);
1668}
1669
1670void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1671    SkXfermode::Mode mode = getXfermodeDirect(paint);
1672    // When the blending mode is kClear_Mode, we need to use a modulate color
1673    // argb=1,0,0,0
1674    accountForClear(mode);
1675    blend |= (mColorSet && mColorA < 1.0f) ||
1676            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1677            (paint && paint->getColorFilter());
1678    chooseBlending(blend, mode, mDescription, swapSrcDst);
1679}
1680
1681void OpenGLRenderer::setupDrawProgram() {
1682    useProgram(mCaches.programCache.get(mDescription));
1683    if (mDescription.hasRoundRectClip) {
1684        // TODO: avoid doing this repeatedly, stashing state pointer in program
1685        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1686        const Rect& innerRect = state->outlineInnerRect;
1687        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1688                innerRect.left,  innerRect.top,
1689                innerRect.right,  innerRect.bottom);
1690        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1691                state->outlineRadius);
1692        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1693                1, GL_FALSE, &state->matrix.data[0]);
1694    }
1695}
1696
1697void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1698    mTrackDirtyRegions = false;
1699}
1700
1701void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1702        float left, float top, float right, float bottom, bool ignoreTransform) {
1703    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1704    if (mode == kModelViewMode_TranslateAndScale) {
1705        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1706    }
1707
1708    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1709    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1710    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1711    if (dirty && mTrackDirtyRegions) {
1712        if (!ignoreTransform) {
1713            dirtyLayer(left, top, right, bottom, *currentTransform());
1714        } else {
1715            dirtyLayer(left, top, right, bottom);
1716        }
1717    }
1718}
1719
1720void OpenGLRenderer::setupDrawColorUniforms() {
1721    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1722        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1723    }
1724}
1725
1726void OpenGLRenderer::setupDrawPureColorUniforms() {
1727    if (mSetShaderColor) {
1728        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1729    }
1730}
1731
1732void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1733    if (mDrawModifiers.mShader) {
1734        if (ignoreTransform) {
1735            // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1736            // because it was built into modelView / the geometry, and the SkiaShader needs to
1737            // compensate.
1738            mat4 modelViewWithoutTransform;
1739            modelViewWithoutTransform.loadInverse(*currentTransform());
1740            modelViewWithoutTransform.multiply(mModelViewMatrix);
1741            mModelViewMatrix.load(modelViewWithoutTransform);
1742        }
1743        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1744                mModelViewMatrix, *mSnapshot, &mTextureUnit);
1745    }
1746}
1747
1748void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1749    if (NULL == filter) {
1750        return;
1751    }
1752
1753    SkColor color;
1754    SkXfermode::Mode mode;
1755    if (filter->asColorMode(&color, &mode)) {
1756        const int alpha = SkColorGetA(color);
1757        const GLfloat a = alpha / 255.0f;
1758        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1759        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1760        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1761        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1762        return;
1763    }
1764
1765    SkScalar srcColorMatrix[20];
1766    if (filter->asColorMatrix(srcColorMatrix)) {
1767
1768        float colorMatrix[16];
1769        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1770        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1771        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1772        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1773
1774        // Skia uses the range [0..255] for the addition vector, but we need
1775        // the [0..1] range to apply the vector in GLSL
1776        float colorVector[4];
1777        colorVector[0] = srcColorMatrix[4] / 255.0f;
1778        colorVector[1] = srcColorMatrix[9] / 255.0f;
1779        colorVector[2] = srcColorMatrix[14] / 255.0f;
1780        colorVector[3] = srcColorMatrix[19] / 255.0f;
1781
1782        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1783                GL_FALSE, colorMatrix);
1784        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1785        return;
1786    }
1787
1788    // it is an error if we ever get here
1789}
1790
1791void OpenGLRenderer::setupDrawTextGammaUniforms() {
1792    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1793}
1794
1795void OpenGLRenderer::setupDrawSimpleMesh() {
1796    bool force = mCaches.bindMeshBuffer();
1797    mCaches.bindPositionVertexPointer(force, 0);
1798    mCaches.unbindIndicesBuffer();
1799}
1800
1801void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1802    if (texture) bindTexture(texture);
1803    mTextureUnit++;
1804    mCaches.enableTexCoordsVertexArray();
1805}
1806
1807void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1808    bindExternalTexture(texture);
1809    mTextureUnit++;
1810    mCaches.enableTexCoordsVertexArray();
1811}
1812
1813void OpenGLRenderer::setupDrawTextureTransform() {
1814    mDescription.hasTextureTransform = true;
1815}
1816
1817void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1818    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1819            GL_FALSE, &transform.data[0]);
1820}
1821
1822void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1823        const GLvoid* texCoords, GLuint vbo) {
1824    bool force = false;
1825    if (!vertices || vbo) {
1826        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1827    } else {
1828        force = mCaches.unbindMeshBuffer();
1829    }
1830
1831    mCaches.bindPositionVertexPointer(force, vertices);
1832    if (mCaches.currentProgram->texCoords >= 0) {
1833        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1834    }
1835
1836    mCaches.unbindIndicesBuffer();
1837}
1838
1839void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1840        const GLvoid* texCoords, const GLvoid* colors) {
1841    bool force = mCaches.unbindMeshBuffer();
1842    GLsizei stride = sizeof(ColorTextureVertex);
1843
1844    mCaches.bindPositionVertexPointer(force, vertices, stride);
1845    if (mCaches.currentProgram->texCoords >= 0) {
1846        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1847    }
1848    int slot = mCaches.currentProgram->getAttrib("colors");
1849    if (slot >= 0) {
1850        glEnableVertexAttribArray(slot);
1851        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1852    }
1853
1854    mCaches.unbindIndicesBuffer();
1855}
1856
1857void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1858        const GLvoid* texCoords, GLuint vbo) {
1859    bool force = false;
1860    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1861    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1862    // use the default VBO found in Caches
1863    if (!vertices || vbo) {
1864        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1865    } else {
1866        force = mCaches.unbindMeshBuffer();
1867    }
1868    mCaches.bindQuadIndicesBuffer();
1869
1870    mCaches.bindPositionVertexPointer(force, vertices);
1871    if (mCaches.currentProgram->texCoords >= 0) {
1872        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1873    }
1874}
1875
1876void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1877    bool force = mCaches.unbindMeshBuffer();
1878    mCaches.bindQuadIndicesBuffer();
1879    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1880}
1881
1882///////////////////////////////////////////////////////////////////////////////
1883// Drawing
1884///////////////////////////////////////////////////////////////////////////////
1885
1886status_t OpenGLRenderer::drawDisplayList(RenderNode* displayList, Rect& dirty,
1887        int32_t replayFlags) {
1888    status_t status;
1889    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1890    // will be performed by the display list itself
1891    if (displayList && displayList->isRenderable()) {
1892        // compute 3d ordering
1893        displayList->computeOrdering();
1894        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1895            status = startFrame();
1896            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1897            displayList->replayNodeTree(replayStruct);
1898            return status | replayStruct.mDrawGlStatus;
1899        }
1900
1901        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1902        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1903        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1904        displayList->deferNodeTree(deferStruct);
1905
1906        flushLayers();
1907        status = startFrame();
1908
1909        return deferredList.flush(*this, dirty) | status;
1910    }
1911
1912    return DrawGlInfo::kStatusDone;
1913}
1914
1915void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1916    int color = paint != NULL ? paint->getColor() : 0;
1917
1918    float x = left;
1919    float y = top;
1920
1921    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1922
1923    bool ignoreTransform = false;
1924    if (currentTransform()->isPureTranslate()) {
1925        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1926        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1927        ignoreTransform = true;
1928
1929        texture->setFilter(GL_NEAREST, true);
1930    } else {
1931        texture->setFilter(getFilter(paint), true);
1932    }
1933
1934    // No need to check for a UV mapper on the texture object, only ARGB_8888
1935    // bitmaps get packed in the atlas
1936    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1937            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1938            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1939}
1940
1941/**
1942 * Important note: this method is intended to draw batches of bitmaps and
1943 * will not set the scissor enable or dirty the current layer, if any.
1944 * The caller is responsible for properly dirtying the current layer.
1945 */
1946status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1947        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1948        const Rect& bounds, const SkPaint* paint) {
1949    mCaches.activeTexture(0);
1950    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1951    if (!texture) return DrawGlInfo::kStatusDone;
1952
1953    const AutoTexture autoCleanup(texture);
1954
1955    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1956    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1957
1958    const float x = (int) floorf(bounds.left + 0.5f);
1959    const float y = (int) floorf(bounds.top + 0.5f);
1960    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
1961        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1962                texture->id, paint, &vertices[0].x, &vertices[0].u,
1963                GL_TRIANGLES, bitmapCount * 6, true,
1964                kModelViewMode_Translate, false);
1965    } else {
1966        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1967                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1968                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1969                kModelViewMode_Translate, false);
1970    }
1971
1972    return DrawGlInfo::kStatusDrew;
1973}
1974
1975status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top,
1976        const SkPaint* paint) {
1977    const float right = left + bitmap->width();
1978    const float bottom = top + bitmap->height();
1979
1980    if (quickRejectSetupScissor(left, top, right, bottom)) {
1981        return DrawGlInfo::kStatusDone;
1982    }
1983
1984    mCaches.activeTexture(0);
1985    Texture* texture = getTexture(bitmap);
1986    if (!texture) return DrawGlInfo::kStatusDone;
1987    const AutoTexture autoCleanup(texture);
1988
1989    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
1990        drawAlphaBitmap(texture, left, top, paint);
1991    } else {
1992        drawTextureRect(left, top, right, bottom, texture, paint);
1993    }
1994
1995    return DrawGlInfo::kStatusDrew;
1996}
1997
1998status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix,
1999        const SkPaint* paint) {
2000    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2001    const mat4 transform(*matrix);
2002    transform.mapRect(r);
2003
2004    if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) {
2005        return DrawGlInfo::kStatusDone;
2006    }
2007
2008    mCaches.activeTexture(0);
2009    Texture* texture = getTexture(bitmap);
2010    if (!texture) return DrawGlInfo::kStatusDone;
2011    const AutoTexture autoCleanup(texture);
2012
2013    // This could be done in a cheaper way, all we need is pass the matrix
2014    // to the vertex shader. The save/restore is a bit overkill.
2015    save(SkCanvas::kMatrix_SaveFlag);
2016    concatMatrix(matrix);
2017    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2018        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2019    } else {
2020        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2021    }
2022    restore();
2023
2024    return DrawGlInfo::kStatusDrew;
2025}
2026
2027status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top,
2028        const SkPaint* paint) {
2029    const float right = left + bitmap->width();
2030    const float bottom = top + bitmap->height();
2031
2032    if (quickRejectSetupScissor(left, top, right, bottom)) {
2033        return DrawGlInfo::kStatusDone;
2034    }
2035
2036    mCaches.activeTexture(0);
2037    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2038    const AutoTexture autoCleanup(texture);
2039
2040    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2041        drawAlphaBitmap(texture, left, top, paint);
2042    } else {
2043        drawTextureRect(left, top, right, bottom, texture, paint);
2044    }
2045
2046    return DrawGlInfo::kStatusDrew;
2047}
2048
2049status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2050        const float* vertices, const int* colors, const SkPaint* paint) {
2051    if (!vertices || currentSnapshot()->isIgnored()) {
2052        return DrawGlInfo::kStatusDone;
2053    }
2054
2055    // TODO: use quickReject on bounds from vertices
2056    mCaches.enableScissor();
2057
2058    float left = FLT_MAX;
2059    float top = FLT_MAX;
2060    float right = FLT_MIN;
2061    float bottom = FLT_MIN;
2062
2063    const uint32_t count = meshWidth * meshHeight * 6;
2064
2065    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2066    mesh.setCapacity(count);
2067    ColorTextureVertex* vertex = mesh.editArray();
2068
2069    bool cleanupColors = false;
2070    if (!colors) {
2071        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2072        int* newColors = new int[colorsCount];
2073        memset(newColors, 0xff, colorsCount * sizeof(int));
2074        colors = newColors;
2075        cleanupColors = true;
2076    }
2077
2078    mCaches.activeTexture(0);
2079    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2080    const UvMapper& mapper(getMapper(texture));
2081
2082    for (int32_t y = 0; y < meshHeight; y++) {
2083        for (int32_t x = 0; x < meshWidth; x++) {
2084            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2085
2086            float u1 = float(x) / meshWidth;
2087            float u2 = float(x + 1) / meshWidth;
2088            float v1 = float(y) / meshHeight;
2089            float v2 = float(y + 1) / meshHeight;
2090
2091            mapper.map(u1, v1, u2, v2);
2092
2093            int ax = i + (meshWidth + 1) * 2;
2094            int ay = ax + 1;
2095            int bx = i;
2096            int by = bx + 1;
2097            int cx = i + 2;
2098            int cy = cx + 1;
2099            int dx = i + (meshWidth + 1) * 2 + 2;
2100            int dy = dx + 1;
2101
2102            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2103            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2104            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2105
2106            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2107            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2108            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2109
2110            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2111            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2112            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2113            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2114        }
2115    }
2116
2117    if (quickRejectSetupScissor(left, top, right, bottom)) {
2118        if (cleanupColors) delete[] colors;
2119        return DrawGlInfo::kStatusDone;
2120    }
2121
2122    if (!texture) {
2123        texture = mCaches.textureCache.get(bitmap);
2124        if (!texture) {
2125            if (cleanupColors) delete[] colors;
2126            return DrawGlInfo::kStatusDone;
2127        }
2128    }
2129    const AutoTexture autoCleanup(texture);
2130
2131    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2132    texture->setFilter(getFilter(paint), true);
2133
2134    int alpha;
2135    SkXfermode::Mode mode;
2136    getAlphaAndMode(paint, &alpha, &mode);
2137
2138    float a = alpha / 255.0f;
2139
2140    if (hasLayer()) {
2141        dirtyLayer(left, top, right, bottom, *currentTransform());
2142    }
2143
2144    setupDraw();
2145    setupDrawWithTextureAndColor();
2146    setupDrawColor(a, a, a, a);
2147    setupDrawColorFilter(getColorFilter(paint));
2148    setupDrawBlending(paint, true);
2149    setupDrawProgram();
2150    setupDrawDirtyRegionsDisabled();
2151    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2152    setupDrawTexture(texture->id);
2153    setupDrawPureColorUniforms();
2154    setupDrawColorFilterUniforms(getColorFilter(paint));
2155    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2156
2157    glDrawArrays(GL_TRIANGLES, 0, count);
2158
2159    int slot = mCaches.currentProgram->getAttrib("colors");
2160    if (slot >= 0) {
2161        glDisableVertexAttribArray(slot);
2162    }
2163
2164    if (cleanupColors) delete[] colors;
2165
2166    return DrawGlInfo::kStatusDrew;
2167}
2168
2169status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2170         float srcLeft, float srcTop, float srcRight, float srcBottom,
2171         float dstLeft, float dstTop, float dstRight, float dstBottom,
2172         const SkPaint* paint) {
2173    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2174        return DrawGlInfo::kStatusDone;
2175    }
2176
2177    mCaches.activeTexture(0);
2178    Texture* texture = getTexture(bitmap);
2179    if (!texture) return DrawGlInfo::kStatusDone;
2180    const AutoTexture autoCleanup(texture);
2181
2182    const float width = texture->width;
2183    const float height = texture->height;
2184
2185    float u1 = fmax(0.0f, srcLeft / width);
2186    float v1 = fmax(0.0f, srcTop / height);
2187    float u2 = fmin(1.0f, srcRight / width);
2188    float v2 = fmin(1.0f, srcBottom / height);
2189
2190    getMapper(texture).map(u1, v1, u2, v2);
2191
2192    mCaches.unbindMeshBuffer();
2193    resetDrawTextureTexCoords(u1, v1, u2, v2);
2194
2195    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2196
2197    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2198    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2199
2200    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2201    // Apply a scale transform on the canvas only when a shader is in use
2202    // Skia handles the ratio between the dst and src rects as a scale factor
2203    // when a shader is set
2204    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2205    bool ignoreTransform = false;
2206
2207    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2208        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2209        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2210
2211        dstRight = x + (dstRight - dstLeft);
2212        dstBottom = y + (dstBottom - dstTop);
2213
2214        dstLeft = x;
2215        dstTop = y;
2216
2217        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2218        ignoreTransform = true;
2219    } else {
2220        texture->setFilter(getFilter(paint), true);
2221    }
2222
2223    if (CC_UNLIKELY(useScaleTransform)) {
2224        save(SkCanvas::kMatrix_SaveFlag);
2225        translate(dstLeft, dstTop);
2226        scale(scaleX, scaleY);
2227
2228        dstLeft = 0.0f;
2229        dstTop = 0.0f;
2230
2231        dstRight = srcRight - srcLeft;
2232        dstBottom = srcBottom - srcTop;
2233    }
2234
2235    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2236        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2237                texture->id, paint,
2238                &mMeshVertices[0].x, &mMeshVertices[0].u,
2239                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2240    } else {
2241        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2242                texture->id, paint, texture->blend,
2243                &mMeshVertices[0].x, &mMeshVertices[0].u,
2244                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2245    }
2246
2247    if (CC_UNLIKELY(useScaleTransform)) {
2248        restore();
2249    }
2250
2251    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2252
2253    return DrawGlInfo::kStatusDrew;
2254}
2255
2256status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2257        float left, float top, float right, float bottom, const SkPaint* paint) {
2258    if (quickRejectSetupScissor(left, top, right, bottom)) {
2259        return DrawGlInfo::kStatusDone;
2260    }
2261
2262    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2263    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2264            right - left, bottom - top, patch);
2265
2266    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2267}
2268
2269status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2270        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2271        const SkPaint* paint) {
2272    if (quickRejectSetupScissor(left, top, right, bottom)) {
2273        return DrawGlInfo::kStatusDone;
2274    }
2275
2276    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2277        mCaches.activeTexture(0);
2278        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2279        if (!texture) return DrawGlInfo::kStatusDone;
2280        const AutoTexture autoCleanup(texture);
2281
2282        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2283        texture->setFilter(GL_LINEAR, true);
2284
2285        const bool pureTranslate = currentTransform()->isPureTranslate();
2286        // Mark the current layer dirty where we are going to draw the patch
2287        if (hasLayer() && mesh->hasEmptyQuads) {
2288            const float offsetX = left + currentTransform()->getTranslateX();
2289            const float offsetY = top + currentTransform()->getTranslateY();
2290            const size_t count = mesh->quads.size();
2291            for (size_t i = 0; i < count; i++) {
2292                const Rect& bounds = mesh->quads.itemAt(i);
2293                if (CC_LIKELY(pureTranslate)) {
2294                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2295                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2296                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2297                } else {
2298                    dirtyLayer(left + bounds.left, top + bounds.top,
2299                            left + bounds.right, top + bounds.bottom, *currentTransform());
2300                }
2301            }
2302        }
2303
2304        bool ignoreTransform = false;
2305        if (CC_LIKELY(pureTranslate)) {
2306            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2307            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2308
2309            right = x + right - left;
2310            bottom = y + bottom - top;
2311            left = x;
2312            top = y;
2313            ignoreTransform = true;
2314        }
2315        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2316                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2317                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2318                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2319    }
2320
2321    return DrawGlInfo::kStatusDrew;
2322}
2323
2324/**
2325 * Important note: this method is intended to draw batches of 9-patch objects and
2326 * will not set the scissor enable or dirty the current layer, if any.
2327 * The caller is responsible for properly dirtying the current layer.
2328 */
2329status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2330        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2331    mCaches.activeTexture(0);
2332    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2333    if (!texture) return DrawGlInfo::kStatusDone;
2334    const AutoTexture autoCleanup(texture);
2335
2336    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2337    texture->setFilter(GL_LINEAR, true);
2338
2339    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2340            texture->blend, &vertices[0].x, &vertices[0].u,
2341            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2342
2343    return DrawGlInfo::kStatusDrew;
2344}
2345
2346status_t OpenGLRenderer::drawVertexBuffer(VertexBufferMode mode,
2347        const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) {
2348    // not missing call to quickReject/dirtyLayer, always done at a higher level
2349    if (!vertexBuffer.getVertexCount()) {
2350        // no vertices to draw
2351        return DrawGlInfo::kStatusDone;
2352    }
2353
2354    int color = paint->getColor();
2355    bool isAA = paint->isAntiAlias();
2356
2357    setupDraw();
2358    setupDrawNoTexture();
2359    if (isAA) setupDrawAA();
2360    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2361    setupDrawColorFilter(getColorFilter(paint));
2362    setupDrawShader();
2363    setupDrawBlending(paint, isAA);
2364    setupDrawProgram();
2365    setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0);
2366    setupDrawColorUniforms();
2367    setupDrawColorFilterUniforms(getColorFilter(paint));
2368    setupDrawShaderUniforms();
2369
2370    const void* vertices = vertexBuffer.getBuffer();
2371    bool force = mCaches.unbindMeshBuffer();
2372    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2373    mCaches.resetTexCoordsVertexPointer();
2374
2375
2376    int alphaSlot = -1;
2377    if (isAA) {
2378        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2379        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2380        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2381        glEnableVertexAttribArray(alphaSlot);
2382        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2383    }
2384
2385    if (mode == kVertexBufferMode_Standard) {
2386        mCaches.unbindIndicesBuffer();
2387        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2388    } else if (mode == kVertexBufferMode_OnePolyRingShadow) {
2389        mCaches.bindShadowIndicesBuffer();
2390        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2391    } else if (mode == kVertexBufferMode_TwoPolyRingShadow) {
2392        mCaches.bindShadowIndicesBuffer();
2393        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2394    }
2395
2396    if (isAA) {
2397        glDisableVertexAttribArray(alphaSlot);
2398    }
2399
2400    return DrawGlInfo::kStatusDrew;
2401}
2402
2403/**
2404 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2405 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2406 * screen space in all directions. However, instead of using a fragment shader to compute the
2407 * translucency of the color from its position, we simply use a varying parameter to define how far
2408 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2409 *
2410 * Doesn't yet support joins, caps, or path effects.
2411 */
2412status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2413    VertexBuffer vertexBuffer;
2414    // TODO: try clipping large paths to viewport
2415    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2416
2417    if (hasLayer()) {
2418        SkRect bounds = path.getBounds();
2419        PathTessellator::expandBoundsForStroke(bounds, paint);
2420        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2421    }
2422
2423    return drawVertexBuffer(kVertexBufferMode_Standard, vertexBuffer, paint);
2424}
2425
2426/**
2427 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2428 * and additional geometry for defining an alpha slope perimeter.
2429 *
2430 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2431 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2432 * in-shader alpha region, but found it to be taxing on some GPUs.
2433 *
2434 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2435 * memory transfer by removing need for degenerate vertices.
2436 */
2437status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2438    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2439
2440    count &= ~0x3; // round down to nearest four
2441
2442    VertexBuffer buffer;
2443    SkRect bounds;
2444    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), bounds, buffer);
2445
2446    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2447    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2448        return DrawGlInfo::kStatusDone;
2449    }
2450
2451    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2452
2453    bool useOffset = !paint->isAntiAlias();
2454    return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset);
2455}
2456
2457status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2458    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2459
2460    count &= ~0x1; // round down to nearest two
2461
2462    VertexBuffer buffer;
2463    SkRect bounds;
2464    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), bounds, buffer);
2465
2466    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2467    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2468        return DrawGlInfo::kStatusDone;
2469    }
2470
2471    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2472
2473    bool useOffset = !paint->isAntiAlias();
2474    return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset);
2475}
2476
2477status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2478    // No need to check against the clip, we fill the clip region
2479    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2480
2481    Rect clip(*currentClipRect());
2482    clip.snapToPixelBoundaries();
2483
2484    SkPaint paint;
2485    paint.setColor(color);
2486    paint.setXfermodeMode(mode);
2487
2488    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2489
2490    return DrawGlInfo::kStatusDrew;
2491}
2492
2493status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2494        const SkPaint* paint) {
2495    if (!texture) return DrawGlInfo::kStatusDone;
2496    const AutoTexture autoCleanup(texture);
2497
2498    const float x = left + texture->left - texture->offset;
2499    const float y = top + texture->top - texture->offset;
2500
2501    drawPathTexture(texture, x, y, paint);
2502
2503    return DrawGlInfo::kStatusDrew;
2504}
2505
2506status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2507        float rx, float ry, const SkPaint* p) {
2508    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2509            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2510        return DrawGlInfo::kStatusDone;
2511    }
2512
2513    if (p->getPathEffect() != 0) {
2514        mCaches.activeTexture(0);
2515        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2516                right - left, bottom - top, rx, ry, p);
2517        return drawShape(left, top, texture, p);
2518    }
2519
2520    SkPath path;
2521    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2522    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2523        float outset = p->getStrokeWidth() / 2;
2524        rect.outset(outset, outset);
2525        rx += outset;
2526        ry += outset;
2527    }
2528    path.addRoundRect(rect, rx, ry);
2529    return drawConvexPath(path, p);
2530}
2531
2532status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2533    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius,
2534            x + radius, y + radius, p) ||
2535            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2536        return DrawGlInfo::kStatusDone;
2537    }
2538    if (p->getPathEffect() != 0) {
2539        mCaches.activeTexture(0);
2540        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2541        return drawShape(x - radius, y - radius, texture, p);
2542    }
2543
2544    SkPath path;
2545    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2546        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2547    } else {
2548        path.addCircle(x, y, radius);
2549    }
2550    return drawConvexPath(path, p);
2551}
2552
2553status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2554        const SkPaint* p) {
2555    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2556            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2557        return DrawGlInfo::kStatusDone;
2558    }
2559
2560    if (p->getPathEffect() != 0) {
2561        mCaches.activeTexture(0);
2562        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2563        return drawShape(left, top, texture, p);
2564    }
2565
2566    SkPath path;
2567    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2568    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2569        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2570    }
2571    path.addOval(rect);
2572    return drawConvexPath(path, p);
2573}
2574
2575status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2576        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2577    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2578            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2579        return DrawGlInfo::kStatusDone;
2580    }
2581
2582    if (fabs(sweepAngle) >= 360.0f) {
2583        return drawOval(left, top, right, bottom, p);
2584    }
2585
2586    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2587    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2588        mCaches.activeTexture(0);
2589        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2590                startAngle, sweepAngle, useCenter, p);
2591        return drawShape(left, top, texture, p);
2592    }
2593
2594    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2595    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2596        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2597    }
2598
2599    SkPath path;
2600    if (useCenter) {
2601        path.moveTo(rect.centerX(), rect.centerY());
2602    }
2603    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2604    if (useCenter) {
2605        path.close();
2606    }
2607    return drawConvexPath(path, p);
2608}
2609
2610// See SkPaintDefaults.h
2611#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2612
2613status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2614        const SkPaint* p) {
2615    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2616            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2617        return DrawGlInfo::kStatusDone;
2618    }
2619
2620    if (p->getStyle() != SkPaint::kFill_Style) {
2621        // only fill style is supported by drawConvexPath, since others have to handle joins
2622        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2623                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2624            mCaches.activeTexture(0);
2625            const PathTexture* texture =
2626                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2627            return drawShape(left, top, texture, p);
2628        }
2629
2630        SkPath path;
2631        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2632        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2633            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2634        }
2635        path.addRect(rect);
2636        return drawConvexPath(path, p);
2637    }
2638
2639    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2640        SkPath path;
2641        path.addRect(left, top, right, bottom);
2642        return drawConvexPath(path, p);
2643    } else {
2644        drawColorRect(left, top, right, bottom, p);
2645        return DrawGlInfo::kStatusDrew;
2646    }
2647}
2648
2649void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2650        int bytesCount, int count, const float* positions,
2651        FontRenderer& fontRenderer, int alpha, float x, float y) {
2652    mCaches.activeTexture(0);
2653
2654    TextShadow textShadow;
2655    if (!getTextShadow(paint, &textShadow)) {
2656        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2657    }
2658
2659    // NOTE: The drop shadow will not perform gamma correction
2660    //       if shader-based correction is enabled
2661    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2662    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2663            paint, text, bytesCount, count, textShadow.radius, positions);
2664    // If the drop shadow exceeds the max texture size or couldn't be
2665    // allocated, skip drawing
2666    if (!shadow) return;
2667    const AutoTexture autoCleanup(shadow);
2668
2669    const float sx = x - shadow->left + textShadow.dx;
2670    const float sy = y - shadow->top + textShadow.dy;
2671
2672    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2673    if (mDrawModifiers.mShader) {
2674        textShadow.color = SK_ColorWHITE;
2675    }
2676
2677    setupDraw();
2678    setupDrawWithTexture(true);
2679    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2680    setupDrawColorFilter(getColorFilter(paint));
2681    setupDrawShader();
2682    setupDrawBlending(paint, true);
2683    setupDrawProgram();
2684    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2685            sx, sy, sx + shadow->width, sy + shadow->height);
2686    setupDrawTexture(shadow->id);
2687    setupDrawPureColorUniforms();
2688    setupDrawColorFilterUniforms(getColorFilter(paint));
2689    setupDrawShaderUniforms();
2690    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2691
2692    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2693}
2694
2695bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2696    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2697    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2698}
2699
2700status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2701        const float* positions, const SkPaint* paint) {
2702    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2703        return DrawGlInfo::kStatusDone;
2704    }
2705
2706    // NOTE: Skia does not support perspective transform on drawPosText yet
2707    if (!currentTransform()->isSimple()) {
2708        return DrawGlInfo::kStatusDone;
2709    }
2710
2711    mCaches.enableScissor();
2712
2713    float x = 0.0f;
2714    float y = 0.0f;
2715    const bool pureTranslate = currentTransform()->isPureTranslate();
2716    if (pureTranslate) {
2717        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2718        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2719    }
2720
2721    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2722    fontRenderer.setFont(paint, mat4::identity());
2723
2724    int alpha;
2725    SkXfermode::Mode mode;
2726    getAlphaAndMode(paint, &alpha, &mode);
2727
2728    if (CC_UNLIKELY(hasTextShadow(paint))) {
2729        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2730                alpha, 0.0f, 0.0f);
2731    }
2732
2733    // Pick the appropriate texture filtering
2734    bool linearFilter = currentTransform()->changesBounds();
2735    if (pureTranslate && !linearFilter) {
2736        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2737    }
2738    fontRenderer.setTextureFiltering(linearFilter);
2739
2740    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2741    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2742
2743    const bool hasActiveLayer = hasLayer();
2744
2745    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2746    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2747            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2748        if (hasActiveLayer) {
2749            if (!pureTranslate) {
2750                currentTransform()->mapRect(bounds);
2751            }
2752            dirtyLayerUnchecked(bounds, getRegion());
2753        }
2754    }
2755
2756    return DrawGlInfo::kStatusDrew;
2757}
2758
2759mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2760    mat4 fontTransform;
2761    if (CC_LIKELY(transform.isPureTranslate())) {
2762        fontTransform = mat4::identity();
2763    } else {
2764        if (CC_UNLIKELY(transform.isPerspective())) {
2765            fontTransform = mat4::identity();
2766        } else {
2767            float sx, sy;
2768            currentTransform()->decomposeScale(sx, sy);
2769            fontTransform.loadScale(sx, sy, 1.0f);
2770        }
2771    }
2772    return fontTransform;
2773}
2774
2775status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2776        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2777        DrawOpMode drawOpMode) {
2778
2779    if (drawOpMode == kDrawOpMode_Immediate) {
2780        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2781        // drawing as ops from DeferredDisplayList are already filtered for these
2782        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2783                quickRejectSetupScissor(bounds)) {
2784            return DrawGlInfo::kStatusDone;
2785        }
2786    }
2787
2788    const float oldX = x;
2789    const float oldY = y;
2790
2791    const mat4& transform = *currentTransform();
2792    const bool pureTranslate = transform.isPureTranslate();
2793
2794    if (CC_LIKELY(pureTranslate)) {
2795        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2796        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2797    }
2798
2799    int alpha;
2800    SkXfermode::Mode mode;
2801    getAlphaAndMode(paint, &alpha, &mode);
2802
2803    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2804
2805    if (CC_UNLIKELY(hasTextShadow(paint))) {
2806        fontRenderer.setFont(paint, mat4::identity());
2807        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2808                alpha, oldX, oldY);
2809    }
2810
2811    const bool hasActiveLayer = hasLayer();
2812
2813    // We only pass a partial transform to the font renderer. That partial
2814    // matrix defines how glyphs are rasterized. Typically we want glyphs
2815    // to be rasterized at their final size on screen, which means the partial
2816    // matrix needs to take the scale factor into account.
2817    // When a partial matrix is used to transform glyphs during rasterization,
2818    // the mesh is generated with the inverse transform (in the case of scale,
2819    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2820    // apply the full transform matrix at draw time in the vertex shader.
2821    // Applying the full matrix in the shader is the easiest way to handle
2822    // rotation and perspective and allows us to always generated quads in the
2823    // font renderer which greatly simplifies the code, clipping in particular.
2824    mat4 fontTransform = findBestFontTransform(transform);
2825    fontRenderer.setFont(paint, fontTransform);
2826
2827    // Pick the appropriate texture filtering
2828    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2829    fontRenderer.setTextureFiltering(linearFilter);
2830
2831    // TODO: Implement better clipping for scaled/rotated text
2832    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2833    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2834
2835    bool status;
2836    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2837
2838    // don't call issuedrawcommand, do it at end of batch
2839    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2840    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2841        SkPaint paintCopy(*paint);
2842        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2843        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2844                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2845    } else {
2846        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2847                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2848    }
2849
2850    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2851        if (!pureTranslate) {
2852            transform.mapRect(layerBounds);
2853        }
2854        dirtyLayerUnchecked(layerBounds, getRegion());
2855    }
2856
2857    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2858
2859    return DrawGlInfo::kStatusDrew;
2860}
2861
2862status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2863        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2864    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2865        return DrawGlInfo::kStatusDone;
2866    }
2867
2868    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2869    mCaches.enableScissor();
2870
2871    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2872    fontRenderer.setFont(paint, mat4::identity());
2873    fontRenderer.setTextureFiltering(true);
2874
2875    int alpha;
2876    SkXfermode::Mode mode;
2877    getAlphaAndMode(paint, &alpha, &mode);
2878    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2879
2880    const Rect* clip = &mSnapshot->getLocalClip();
2881    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2882
2883    const bool hasActiveLayer = hasLayer();
2884
2885    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2886            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2887        if (hasActiveLayer) {
2888            currentTransform()->mapRect(bounds);
2889            dirtyLayerUnchecked(bounds, getRegion());
2890        }
2891    }
2892
2893    return DrawGlInfo::kStatusDrew;
2894}
2895
2896status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2897    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2898
2899    mCaches.activeTexture(0);
2900
2901    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2902    if (!texture) return DrawGlInfo::kStatusDone;
2903    const AutoTexture autoCleanup(texture);
2904
2905    const float x = texture->left - texture->offset;
2906    const float y = texture->top - texture->offset;
2907
2908    drawPathTexture(texture, x, y, paint);
2909
2910    return DrawGlInfo::kStatusDrew;
2911}
2912
2913status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2914    if (!layer) {
2915        return DrawGlInfo::kStatusDone;
2916    }
2917
2918    mat4* transform = NULL;
2919    if (layer->isTextureLayer()) {
2920        transform = &layer->getTransform();
2921        if (!transform->isIdentity()) {
2922            save(SkCanvas::kMatrix_SaveFlag);
2923            concatMatrix(*transform);
2924        }
2925    }
2926
2927    bool clipRequired = false;
2928    const bool rejected = calculateQuickRejectForScissor(x, y,
2929            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2930
2931    if (rejected) {
2932        if (transform && !transform->isIdentity()) {
2933            restore();
2934        }
2935        return DrawGlInfo::kStatusDone;
2936    }
2937
2938    updateLayer(layer, true);
2939
2940    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2941    mCaches.activeTexture(0);
2942
2943    if (CC_LIKELY(!layer->region.isEmpty())) {
2944        if (layer->region.isRect()) {
2945            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2946                    composeLayerRect(layer, layer->regionRect));
2947        } else if (layer->mesh) {
2948
2949            const float a = getLayerAlpha(layer);
2950            setupDraw();
2951            setupDrawWithTexture();
2952            setupDrawColor(a, a, a, a);
2953            setupDrawColorFilter(layer->getColorFilter());
2954            setupDrawBlending(layer);
2955            setupDrawProgram();
2956            setupDrawPureColorUniforms();
2957            setupDrawColorFilterUniforms(layer->getColorFilter());
2958            setupDrawTexture(layer->getTexture());
2959            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2960                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2961                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2962
2963                layer->setFilter(GL_NEAREST);
2964                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2965                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2966            } else {
2967                layer->setFilter(GL_LINEAR);
2968                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2969                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2970            }
2971
2972            TextureVertex* mesh = &layer->mesh[0];
2973            GLsizei elementsCount = layer->meshElementCount;
2974
2975            while (elementsCount > 0) {
2976                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2977
2978                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
2979                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2980                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
2981
2982                elementsCount -= drawCount;
2983                // Though there are 4 vertices in a quad, we use 6 indices per
2984                // quad to draw with GL_TRIANGLES
2985                mesh += (drawCount / 6) * 4;
2986            }
2987
2988#if DEBUG_LAYERS_AS_REGIONS
2989            drawRegionRectsDebug(layer->region);
2990#endif
2991        }
2992
2993        if (layer->debugDrawUpdate) {
2994            layer->debugDrawUpdate = false;
2995
2996            SkPaint paint;
2997            paint.setColor(0x7f00ff00);
2998            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
2999        }
3000    }
3001    layer->hasDrawnSinceUpdate = true;
3002
3003    if (transform && !transform->isIdentity()) {
3004        restore();
3005    }
3006
3007    return DrawGlInfo::kStatusDrew;
3008}
3009
3010///////////////////////////////////////////////////////////////////////////////
3011// Shaders
3012///////////////////////////////////////////////////////////////////////////////
3013
3014void OpenGLRenderer::resetShader() {
3015    mDrawModifiers.mShader = NULL;
3016}
3017
3018void OpenGLRenderer::setupShader(SkiaShader* shader) {
3019    mDrawModifiers.mShader = shader;
3020    if (mDrawModifiers.mShader) {
3021        mDrawModifiers.mShader->setCaches(mCaches);
3022    }
3023}
3024
3025///////////////////////////////////////////////////////////////////////////////
3026// Draw filters
3027///////////////////////////////////////////////////////////////////////////////
3028
3029void OpenGLRenderer::resetPaintFilter() {
3030    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3031    // comparison, see MergingDrawBatch::canMergeWith
3032    mDrawModifiers.mHasDrawFilter = false;
3033    mDrawModifiers.mPaintFilterClearBits = 0;
3034    mDrawModifiers.mPaintFilterSetBits = 0;
3035}
3036
3037void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3038    mDrawModifiers.mHasDrawFilter = true;
3039    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3040    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3041}
3042
3043const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3044    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3045        return paint;
3046    }
3047
3048    uint32_t flags = paint->getFlags();
3049
3050    mFilteredPaint = *paint;
3051    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3052            mDrawModifiers.mPaintFilterSetBits);
3053
3054    return &mFilteredPaint;
3055}
3056
3057///////////////////////////////////////////////////////////////////////////////
3058// Drawing implementation
3059///////////////////////////////////////////////////////////////////////////////
3060
3061Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3062    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3063    if (!texture) {
3064        return mCaches.textureCache.get(bitmap);
3065    }
3066    return texture;
3067}
3068
3069void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3070        float x, float y, const SkPaint* paint) {
3071    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3072        return;
3073    }
3074
3075    int alpha;
3076    SkXfermode::Mode mode;
3077    getAlphaAndMode(paint, &alpha, &mode);
3078
3079    setupDraw();
3080    setupDrawWithTexture(true);
3081    setupDrawAlpha8Color(paint->getColor(), alpha);
3082    setupDrawColorFilter(getColorFilter(paint));
3083    setupDrawShader();
3084    setupDrawBlending(paint, true);
3085    setupDrawProgram();
3086    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3087            x, y, x + texture->width, y + texture->height);
3088    setupDrawTexture(texture->id);
3089    setupDrawPureColorUniforms();
3090    setupDrawColorFilterUniforms(getColorFilter(paint));
3091    setupDrawShaderUniforms();
3092    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3093
3094    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3095}
3096
3097// Same values used by Skia
3098#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3099#define kStdUnderline_Offset    (1.0f / 9.0f)
3100#define kStdUnderline_Thickness (1.0f / 18.0f)
3101
3102void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3103        const SkPaint* paint) {
3104    // Handle underline and strike-through
3105    uint32_t flags = paint->getFlags();
3106    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3107        SkPaint paintCopy(*paint);
3108
3109        if (CC_LIKELY(underlineWidth > 0.0f)) {
3110            const float textSize = paintCopy.getTextSize();
3111            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3112
3113            const float left = x;
3114            float top = 0.0f;
3115
3116            int linesCount = 0;
3117            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3118            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3119
3120            const int pointsCount = 4 * linesCount;
3121            float points[pointsCount];
3122            int currentPoint = 0;
3123
3124            if (flags & SkPaint::kUnderlineText_Flag) {
3125                top = y + textSize * kStdUnderline_Offset;
3126                points[currentPoint++] = left;
3127                points[currentPoint++] = top;
3128                points[currentPoint++] = left + underlineWidth;
3129                points[currentPoint++] = top;
3130            }
3131
3132            if (flags & SkPaint::kStrikeThruText_Flag) {
3133                top = y + textSize * kStdStrikeThru_Offset;
3134                points[currentPoint++] = left;
3135                points[currentPoint++] = top;
3136                points[currentPoint++] = left + underlineWidth;
3137                points[currentPoint++] = top;
3138            }
3139
3140            paintCopy.setStrokeWidth(strokeWidth);
3141
3142            drawLines(&points[0], pointsCount, &paintCopy);
3143        }
3144    }
3145}
3146
3147status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3148    if (currentSnapshot()->isIgnored()) {
3149        return DrawGlInfo::kStatusDone;
3150    }
3151
3152    return drawColorRects(rects, count, paint, false, true, true);
3153}
3154
3155static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3156    // map z coordinate with true 3d matrix
3157    point.z = transformZ.mapZ(point);
3158
3159    // map x,y coordinates with draw/Skia matrix
3160    transformXY.mapPoint(point.x, point.y);
3161}
3162
3163status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& casterTransformZ,
3164        float casterAlpha, bool casterUnclipped, const SkPath* casterPerimeter) {
3165    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3166
3167    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3168    mCaches.enableScissor();
3169
3170    SkPaint paint;
3171    paint.setAntiAlias(true); // want to use AlphaVertex
3172
3173    // tessellate caster outline into a 2d polygon
3174    Vector<Vertex> casterVertices2d;
3175    const float casterRefinementThresholdSquared = 20.0f; // TODO: experiment with this value
3176    PathTessellator::approximatePathOutlineVertices(*casterPerimeter,
3177            casterRefinementThresholdSquared, casterVertices2d);
3178    if (!ShadowTessellator::isClockwisePath(*casterPerimeter)) {
3179        ShadowTessellator::reverseVertexArray(casterVertices2d.editArray(),
3180                casterVertices2d.size());
3181    }
3182
3183    if (casterVertices2d.size() == 0) {
3184        // empty caster polygon computed from path
3185        return DrawGlInfo::kStatusDone;
3186    }
3187
3188    // map 2d caster poly into 3d
3189    const int casterVertexCount = casterVertices2d.size();
3190    Vector3 casterPolygon[casterVertexCount];
3191    float minZ = FLT_MAX;
3192    float maxZ = -FLT_MAX;
3193    for (int i = 0; i < casterVertexCount; i++) {
3194        const Vertex& point2d = casterVertices2d[i];
3195        casterPolygon[i] = Vector3(point2d.x, point2d.y, 0);
3196        mapPointFakeZ(casterPolygon[i], casterTransformXY, casterTransformZ);
3197        minZ = fmin(minZ, casterPolygon[i].z);
3198        maxZ = fmax(maxZ, casterPolygon[i].z);
3199    }
3200
3201    // map the centroid of the caster into 3d
3202    Vector2 centroid =  ShadowTessellator::centroid2d(
3203            reinterpret_cast<const Vector2*>(casterVertices2d.array()),
3204            casterVertexCount);
3205    Vector3 centroid3d(centroid.x, centroid.y, 0);
3206    mapPointFakeZ(centroid3d, casterTransformXY, casterTransformZ);
3207
3208    // if the caster intersects the z=0 plane, lift it in Z so it doesn't
3209    if (minZ < SHADOW_MIN_CASTER_Z) {
3210        float casterLift = SHADOW_MIN_CASTER_Z - minZ;
3211        for (int i = 0; i < casterVertexCount; i++) {
3212            casterPolygon[i].z += casterLift;
3213        }
3214        centroid3d.z += casterLift;
3215    }
3216
3217    // Check whether we want to draw the shadow at all by checking the caster's
3218    // bounds against clip.
3219    // We only have ortho projection, so we can just ignore the Z in caster for
3220    // simple rejection calculation.
3221    Rect localClip = mSnapshot->getLocalClip();
3222    Rect casterBounds(casterPerimeter->getBounds());
3223    casterTransformXY.mapRect(casterBounds);
3224
3225    bool isCasterOpaque = (casterAlpha == 1.0f) && casterUnclipped;
3226    // draw caster's shadows
3227    if (mCaches.propertyAmbientShadowStrength > 0) {
3228        paint.setARGB(casterAlpha * mCaches.propertyAmbientShadowStrength, 0, 0, 0);
3229        VertexBuffer ambientShadowVertexBuffer;
3230        VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateAmbientShadow(
3231                isCasterOpaque, casterPolygon, casterVertexCount, centroid3d,
3232                casterBounds, localClip, maxZ, ambientShadowVertexBuffer);
3233        drawVertexBuffer(vertexBufferMode, ambientShadowVertexBuffer, &paint);
3234    }
3235
3236    if (mCaches.propertySpotShadowStrength > 0) {
3237        paint.setARGB(casterAlpha * mCaches.propertySpotShadowStrength, 0, 0, 0);
3238        VertexBuffer spotShadowVertexBuffer;
3239        VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateSpotShadow(
3240                isCasterOpaque, casterPolygon, casterVertexCount,
3241                *currentTransform(), getWidth(), getHeight(), casterBounds, localClip,
3242                spotShadowVertexBuffer);
3243        drawVertexBuffer(vertexBufferMode, spotShadowVertexBuffer, &paint);
3244    }
3245
3246    return DrawGlInfo::kStatusDrew;
3247}
3248
3249status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3250        bool ignoreTransform, bool dirty, bool clip) {
3251    if (count == 0) {
3252        return DrawGlInfo::kStatusDone;
3253    }
3254
3255    int color = paint->getColor();
3256    // If a shader is set, preserve only the alpha
3257    if (mDrawModifiers.mShader) {
3258        color |= 0x00ffffff;
3259    }
3260
3261    float left = FLT_MAX;
3262    float top = FLT_MAX;
3263    float right = FLT_MIN;
3264    float bottom = FLT_MIN;
3265
3266    Vertex mesh[count];
3267    Vertex* vertex = mesh;
3268
3269    for (int index = 0; index < count; index += 4) {
3270        float l = rects[index + 0];
3271        float t = rects[index + 1];
3272        float r = rects[index + 2];
3273        float b = rects[index + 3];
3274
3275        Vertex::set(vertex++, l, t);
3276        Vertex::set(vertex++, r, t);
3277        Vertex::set(vertex++, l, b);
3278        Vertex::set(vertex++, r, b);
3279
3280        left = fminf(left, l);
3281        top = fminf(top, t);
3282        right = fmaxf(right, r);
3283        bottom = fmaxf(bottom, b);
3284    }
3285
3286    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3287        return DrawGlInfo::kStatusDone;
3288    }
3289
3290    setupDraw();
3291    setupDrawNoTexture();
3292    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3293    setupDrawShader();
3294    setupDrawColorFilter(getColorFilter(paint));
3295    setupDrawBlending(paint);
3296    setupDrawProgram();
3297    setupDrawDirtyRegionsDisabled();
3298    setupDrawModelView(kModelViewMode_Translate, false,
3299            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3300    setupDrawColorUniforms();
3301    setupDrawShaderUniforms();
3302    setupDrawColorFilterUniforms(getColorFilter(paint));
3303
3304    if (dirty && hasLayer()) {
3305        dirtyLayer(left, top, right, bottom, *currentTransform());
3306    }
3307
3308    issueIndexedQuadDraw(&mesh[0], count / 4);
3309
3310    return DrawGlInfo::kStatusDrew;
3311}
3312
3313void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3314        const SkPaint* paint, bool ignoreTransform) {
3315    int color = paint->getColor();
3316    // If a shader is set, preserve only the alpha
3317    if (mDrawModifiers.mShader) {
3318        color |= 0x00ffffff;
3319    }
3320
3321    setupDraw();
3322    setupDrawNoTexture();
3323    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3324    setupDrawShader();
3325    setupDrawColorFilter(getColorFilter(paint));
3326    setupDrawBlending(paint);
3327    setupDrawProgram();
3328    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3329            left, top, right, bottom, ignoreTransform);
3330    setupDrawColorUniforms();
3331    setupDrawShaderUniforms(ignoreTransform);
3332    setupDrawColorFilterUniforms(getColorFilter(paint));
3333    setupDrawSimpleMesh();
3334
3335    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3336}
3337
3338void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3339        Texture* texture, const SkPaint* paint) {
3340    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3341
3342    GLvoid* vertices = (GLvoid*) NULL;
3343    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3344
3345    if (texture->uvMapper) {
3346        vertices = &mMeshVertices[0].x;
3347        texCoords = &mMeshVertices[0].u;
3348
3349        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3350        texture->uvMapper->map(uvs);
3351
3352        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3353    }
3354
3355    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3356        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3357        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3358
3359        texture->setFilter(GL_NEAREST, true);
3360        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3361                paint, texture->blend, vertices, texCoords,
3362                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3363    } else {
3364        texture->setFilter(getFilter(paint), true);
3365        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3366                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3367    }
3368
3369    if (texture->uvMapper) {
3370        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3371    }
3372}
3373
3374void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3375        GLuint texture, const SkPaint* paint, bool blend,
3376        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3377        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3378        ModelViewMode modelViewMode, bool dirty) {
3379
3380    int a;
3381    SkXfermode::Mode mode;
3382    getAlphaAndMode(paint, &a, &mode);
3383    const float alpha = a / 255.0f;
3384
3385    setupDraw();
3386    setupDrawWithTexture();
3387    setupDrawColor(alpha, alpha, alpha, alpha);
3388    setupDrawColorFilter(getColorFilter(paint));
3389    setupDrawBlending(paint, blend, swapSrcDst);
3390    setupDrawProgram();
3391    if (!dirty) setupDrawDirtyRegionsDisabled();
3392    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3393    setupDrawTexture(texture);
3394    setupDrawPureColorUniforms();
3395    setupDrawColorFilterUniforms(getColorFilter(paint));
3396    setupDrawMesh(vertices, texCoords, vbo);
3397
3398    glDrawArrays(drawMode, 0, elementsCount);
3399}
3400
3401void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3402        GLuint texture, const SkPaint* paint, bool blend,
3403        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3404        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3405        ModelViewMode modelViewMode, bool dirty) {
3406
3407    int a;
3408    SkXfermode::Mode mode;
3409    getAlphaAndMode(paint, &a, &mode);
3410    const float alpha = a / 255.0f;
3411
3412    setupDraw();
3413    setupDrawWithTexture();
3414    setupDrawColor(alpha, alpha, alpha, alpha);
3415    setupDrawColorFilter(getColorFilter(paint));
3416    setupDrawBlending(paint, blend, swapSrcDst);
3417    setupDrawProgram();
3418    if (!dirty) setupDrawDirtyRegionsDisabled();
3419    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3420    setupDrawTexture(texture);
3421    setupDrawPureColorUniforms();
3422    setupDrawColorFilterUniforms(getColorFilter(paint));
3423    setupDrawMeshIndices(vertices, texCoords, vbo);
3424
3425    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3426}
3427
3428void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3429        GLuint texture, const SkPaint* paint,
3430        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3431        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3432
3433    int color = paint != NULL ? paint->getColor() : 0;
3434    int alpha;
3435    SkXfermode::Mode mode;
3436    getAlphaAndMode(paint, &alpha, &mode);
3437
3438    setupDraw();
3439    setupDrawWithTexture(true);
3440    if (paint != NULL) {
3441        setupDrawAlpha8Color(color, alpha);
3442    }
3443    setupDrawColorFilter(getColorFilter(paint));
3444    setupDrawShader();
3445    setupDrawBlending(paint, true);
3446    setupDrawProgram();
3447    if (!dirty) setupDrawDirtyRegionsDisabled();
3448    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3449    setupDrawTexture(texture);
3450    setupDrawPureColorUniforms();
3451    setupDrawColorFilterUniforms(getColorFilter(paint));
3452    setupDrawShaderUniforms(ignoreTransform);
3453    setupDrawMesh(vertices, texCoords);
3454
3455    glDrawArrays(drawMode, 0, elementsCount);
3456}
3457
3458void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3459        ProgramDescription& description, bool swapSrcDst) {
3460
3461    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3462        blend = true;
3463        mDescription.hasRoundRectClip = true;
3464    }
3465    mSkipOutlineClip = true;
3466
3467    if (mCountOverdraw) {
3468        if (!mCaches.blend) glEnable(GL_BLEND);
3469        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3470            glBlendFunc(GL_ONE, GL_ONE);
3471        }
3472
3473        mCaches.blend = true;
3474        mCaches.lastSrcMode = GL_ONE;
3475        mCaches.lastDstMode = GL_ONE;
3476
3477        return;
3478    }
3479
3480    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3481
3482    if (blend) {
3483        // These blend modes are not supported by OpenGL directly and have
3484        // to be implemented using shaders. Since the shader will perform
3485        // the blending, turn blending off here
3486        // If the blend mode cannot be implemented using shaders, fall
3487        // back to the default SrcOver blend mode instead
3488        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3489            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3490                description.framebufferMode = mode;
3491                description.swapSrcDst = swapSrcDst;
3492
3493                if (mCaches.blend) {
3494                    glDisable(GL_BLEND);
3495                    mCaches.blend = false;
3496                }
3497
3498                return;
3499            } else {
3500                mode = SkXfermode::kSrcOver_Mode;
3501            }
3502        }
3503
3504        if (!mCaches.blend) {
3505            glEnable(GL_BLEND);
3506        }
3507
3508        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3509        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3510
3511        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3512            glBlendFunc(sourceMode, destMode);
3513            mCaches.lastSrcMode = sourceMode;
3514            mCaches.lastDstMode = destMode;
3515        }
3516    } else if (mCaches.blend) {
3517        glDisable(GL_BLEND);
3518    }
3519    mCaches.blend = blend;
3520}
3521
3522bool OpenGLRenderer::useProgram(Program* program) {
3523    if (!program->isInUse()) {
3524        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3525        program->use();
3526        mCaches.currentProgram = program;
3527        return false;
3528    }
3529    return true;
3530}
3531
3532void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3533    TextureVertex* v = &mMeshVertices[0];
3534    TextureVertex::setUV(v++, u1, v1);
3535    TextureVertex::setUV(v++, u2, v1);
3536    TextureVertex::setUV(v++, u1, v2);
3537    TextureVertex::setUV(v++, u2, v2);
3538}
3539
3540void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3541    getAlphaAndModeDirect(paint, alpha,  mode);
3542    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3543        // if drawing a layer, ignore the paint's alpha
3544        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3545    }
3546    *alpha *= currentSnapshot()->alpha;
3547}
3548
3549float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3550    float alpha;
3551    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3552        alpha = mDrawModifiers.mOverrideLayerAlpha;
3553    } else {
3554        alpha = layer->getAlpha() / 255.0f;
3555    }
3556    return alpha * currentSnapshot()->alpha;
3557}
3558
3559}; // namespace uirenderer
3560}; // namespace android
3561