OpenGLRenderer.cpp revision e83569ca76308bfe945efcfef5a12c64b8fb8849
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DeferredDisplayList.h"
36#include "DisplayListRenderer.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    resetDrawModifiers();
116
117    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
118
119    mFirstSnapshot = new Snapshot;
120
121    mScissorOptimizationDisabled = false;
122}
123
124OpenGLRenderer::~OpenGLRenderer() {
125    // The context has already been destroyed at this point, do not call
126    // GL APIs. All GL state should be kept in Caches.h
127}
128
129void OpenGLRenderer::initProperties() {
130    char property[PROPERTY_VALUE_MAX];
131    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
132        mScissorOptimizationDisabled = !strcasecmp(property, "true");
133        INIT_LOGD("  Scissor optimization %s",
134                mScissorOptimizationDisabled ? "disabled" : "enabled");
135    } else {
136        INIT_LOGD("  Scissor optimization enabled");
137    }
138}
139
140///////////////////////////////////////////////////////////////////////////////
141// Setup
142///////////////////////////////////////////////////////////////////////////////
143
144void OpenGLRenderer::setName(const char* name) {
145    if (name) {
146        mName.setTo(name);
147    } else {
148        mName.clear();
149    }
150}
151
152const char* OpenGLRenderer::getName() const {
153    return mName.string();
154}
155
156bool OpenGLRenderer::isDeferred() {
157    return false;
158}
159
160void OpenGLRenderer::setViewport(int width, int height) {
161    initViewport(width, height);
162
163    glDisable(GL_DITHER);
164    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
165
166    glEnableVertexAttribArray(Program::kBindingPosition);
167}
168
169void OpenGLRenderer::initViewport(int width, int height) {
170    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
171
172    mWidth = width;
173    mHeight = height;
174
175    mFirstSnapshot->height = height;
176    mFirstSnapshot->viewport.set(0, 0, width, height);
177}
178
179status_t OpenGLRenderer::prepare(bool opaque) {
180    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
181}
182
183status_t OpenGLRenderer::prepareDirty(float left, float top,
184        float right, float bottom, bool opaque) {
185    mCaches.clearGarbage();
186
187    mSnapshot = new Snapshot(mFirstSnapshot,
188            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
189    mSnapshot->fbo = getTargetFbo();
190    mSaveCount = 1;
191
192    mSnapshot->setClip(left, top, right, bottom);
193    mDirtyClip = true;
194
195    updateLayers();
196
197    discardFramebuffer(left, top, right, bottom);
198
199    syncState();
200
201    // Functors break the tiling extension in pretty spectacular ways
202    // This ensures we don't use tiling when a functor is going to be
203    // invoked during the frame
204    mSuppressTiling = mCaches.hasRegisteredFunctors();
205
206    mTilingSnapshot = mSnapshot;
207    startTiling(mTilingSnapshot, true);
208
209    debugOverdraw(true, true);
210
211    return clear(left, top, right, bottom, opaque);
212}
213
214void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
215    // If we know that we are going to redraw the entire framebuffer,
216    // perform a discard to let the driver know we don't need to preserve
217    // the back buffer for this frame.
218    if (mExtensions.hasDiscardFramebuffer() &&
219            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
220        const bool isFbo = getTargetFbo() == 0;
221        const GLenum attachments[] = {
222                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
223                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
224        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
225    }
226}
227
228status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
229    if (!opaque) {
230        mCaches.enableScissor();
231        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
232        glClear(GL_COLOR_BUFFER_BIT);
233        return DrawGlInfo::kStatusDrew;
234    }
235
236    mCaches.resetScissor();
237    return DrawGlInfo::kStatusDone;
238}
239
240void OpenGLRenderer::syncState() {
241    glViewport(0, 0, mWidth, mHeight);
242
243    if (mCaches.blend) {
244        glEnable(GL_BLEND);
245    } else {
246        glDisable(GL_BLEND);
247    }
248}
249
250void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
251    if (!mSuppressTiling) {
252        Rect* clip = mTilingSnapshot->clipRect;
253        if (s->flags & Snapshot::kFlagFboTarget) {
254            clip = &s->layer->clipRect;
255        }
256
257        startTiling(*clip, s->height, opaque);
258    }
259}
260
261void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
262    if (!mSuppressTiling) {
263        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
264                clip.right - clip.left, clip.bottom - clip.top, opaque);
265    }
266}
267
268void OpenGLRenderer::endTiling() {
269    if (!mSuppressTiling) mCaches.endTiling();
270}
271
272void OpenGLRenderer::finish() {
273    renderOverdraw();
274    endTiling();
275
276    // When finish() is invoked on FBO 0 we've reached the end
277    // of the current frame
278    if (getTargetFbo() == 0) {
279        mCaches.pathCache.trim();
280    }
281
282    if (!suppressErrorChecks()) {
283#if DEBUG_OPENGL
284        GLenum status = GL_NO_ERROR;
285        while ((status = glGetError()) != GL_NO_ERROR) {
286            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
287            switch (status) {
288                case GL_INVALID_ENUM:
289                    ALOGE("  GL_INVALID_ENUM");
290                    break;
291                case GL_INVALID_VALUE:
292                    ALOGE("  GL_INVALID_VALUE");
293                    break;
294                case GL_INVALID_OPERATION:
295                    ALOGE("  GL_INVALID_OPERATION");
296                    break;
297                case GL_OUT_OF_MEMORY:
298                    ALOGE("  Out of memory!");
299                    break;
300            }
301        }
302#endif
303
304#if DEBUG_MEMORY_USAGE
305        mCaches.dumpMemoryUsage();
306#else
307        if (mCaches.getDebugLevel() & kDebugMemory) {
308            mCaches.dumpMemoryUsage();
309        }
310#endif
311    }
312}
313
314void OpenGLRenderer::interrupt() {
315    if (mCaches.currentProgram) {
316        if (mCaches.currentProgram->isInUse()) {
317            mCaches.currentProgram->remove();
318            mCaches.currentProgram = NULL;
319        }
320    }
321    mCaches.unbindMeshBuffer();
322    mCaches.unbindIndicesBuffer();
323    mCaches.resetVertexPointers();
324    mCaches.disableTexCoordsVertexArray();
325    debugOverdraw(false, false);
326}
327
328void OpenGLRenderer::resume() {
329    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
330    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
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
343    mCaches.blend = true;
344    glEnable(GL_BLEND);
345    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
346    glBlendEquation(GL_FUNC_ADD);
347}
348
349void OpenGLRenderer::resumeAfterLayer() {
350    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
351    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
352    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
353    debugOverdraw(true, false);
354
355    mCaches.resetScissor();
356    dirtyClip();
357}
358
359void OpenGLRenderer::detachFunctor(Functor* functor) {
360    mFunctors.remove(functor);
361}
362
363void OpenGLRenderer::attachFunctor(Functor* functor) {
364    mFunctors.add(functor);
365}
366
367status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
368    status_t result = DrawGlInfo::kStatusDone;
369    size_t count = mFunctors.size();
370
371    if (count > 0) {
372        interrupt();
373        SortedVector<Functor*> functors(mFunctors);
374        mFunctors.clear();
375
376        DrawGlInfo info;
377        info.clipLeft = 0;
378        info.clipTop = 0;
379        info.clipRight = 0;
380        info.clipBottom = 0;
381        info.isLayer = false;
382        info.width = 0;
383        info.height = 0;
384        memset(info.transform, 0, sizeof(float) * 16);
385
386        for (size_t i = 0; i < count; i++) {
387            Functor* f = functors.itemAt(i);
388            result |= (*f)(DrawGlInfo::kModeProcess, &info);
389
390            if (result & DrawGlInfo::kStatusDraw) {
391                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
392                dirty.unionWith(localDirty);
393            }
394
395            if (result & DrawGlInfo::kStatusInvoke) {
396                mFunctors.add(f);
397            }
398        }
399        resume();
400    }
401
402    return result;
403}
404
405status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
406    interrupt();
407    detachFunctor(functor);
408
409    mCaches.enableScissor();
410    if (mDirtyClip) {
411        setScissorFromClip();
412    }
413
414    Rect clip(*mSnapshot->clipRect);
415    clip.snapToPixelBoundaries();
416
417    // Since we don't know what the functor will draw, let's dirty
418    // tne entire clip region
419    if (hasLayer()) {
420        dirtyLayerUnchecked(clip, getRegion());
421    }
422
423    DrawGlInfo info;
424    info.clipLeft = clip.left;
425    info.clipTop = clip.top;
426    info.clipRight = clip.right;
427    info.clipBottom = clip.bottom;
428    info.isLayer = hasLayer();
429    info.width = getSnapshot()->viewport.getWidth();
430    info.height = getSnapshot()->height;
431    getSnapshot()->transform->copyTo(&info.transform[0]);
432
433    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
434
435    if (result != DrawGlInfo::kStatusDone) {
436        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
437        dirty.unionWith(localDirty);
438
439        if (result & DrawGlInfo::kStatusInvoke) {
440            mFunctors.add(functor);
441        }
442    }
443
444    resume();
445    return result;
446}
447
448///////////////////////////////////////////////////////////////////////////////
449// Debug
450///////////////////////////////////////////////////////////////////////////////
451
452void OpenGLRenderer::eventMark(const char* name) const {
453    mCaches.eventMark(0, name);
454}
455
456void OpenGLRenderer::startMark(const char* name) const {
457    mCaches.startMark(0, name);
458}
459
460void OpenGLRenderer::endMark() const {
461    mCaches.endMark();
462}
463
464void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
465    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
466        if (clear) {
467            mCaches.disableScissor();
468            mCaches.stencil.clear();
469        }
470        if (enable) {
471            mCaches.stencil.enableDebugWrite();
472        } else {
473            mCaches.stencil.disable();
474        }
475    }
476}
477
478void OpenGLRenderer::renderOverdraw() {
479    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
480        const Rect* clip = mTilingSnapshot->clipRect;
481
482        mCaches.enableScissor();
483        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
484                clip->right - clip->left, clip->bottom - clip->top);
485
486        mCaches.stencil.enableDebugTest(2);
487        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
488        mCaches.stencil.enableDebugTest(3);
489        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
490        mCaches.stencil.enableDebugTest(4);
491        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
492        mCaches.stencil.enableDebugTest(4, true);
493        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
494        mCaches.stencil.disable();
495    }
496}
497
498///////////////////////////////////////////////////////////////////////////////
499// Layers
500///////////////////////////////////////////////////////////////////////////////
501
502bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
503    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
504        OpenGLRenderer* renderer = layer->renderer;
505        Rect& dirty = layer->dirtyRect;
506
507        if (inFrame) {
508            endTiling();
509            debugOverdraw(false, false);
510        }
511
512        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
513        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
514        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
515        renderer->finish();
516
517        if (inFrame) {
518            resumeAfterLayer();
519            startTiling(mSnapshot);
520        }
521
522        dirty.setEmpty();
523        layer->deferredUpdateScheduled = false;
524        layer->renderer = NULL;
525        layer->displayList = NULL;
526        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
527
528        return true;
529    }
530
531    return false;
532}
533
534void OpenGLRenderer::updateLayers() {
535    int count = mLayerUpdates.size();
536    if (count > 0) {
537        startMark("Layer Updates");
538
539        // Note: it is very important to update the layers in reverse order
540        for (int i = count - 1; i >= 0; i--) {
541            Layer* layer = mLayerUpdates.itemAt(i);
542            updateLayer(layer, false);
543            mCaches.resourceCache.decrementRefcount(layer);
544        }
545        mLayerUpdates.clear();
546
547        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
548        endMark();
549    }
550}
551
552void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
553    if (layer) {
554        mLayerUpdates.push_back(layer);
555        mCaches.resourceCache.incrementRefcount(layer);
556    }
557}
558
559void OpenGLRenderer::clearLayerUpdates() {
560    size_t count = mLayerUpdates.size();
561    if (count > 0) {
562        mCaches.resourceCache.lock();
563        for (size_t i = 0; i < count; i++) {
564            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
565        }
566        mCaches.resourceCache.unlock();
567        mLayerUpdates.clear();
568    }
569}
570
571///////////////////////////////////////////////////////////////////////////////
572// State management
573///////////////////////////////////////////////////////////////////////////////
574
575int OpenGLRenderer::getSaveCount() const {
576    return mSaveCount;
577}
578
579int OpenGLRenderer::save(int flags) {
580    return saveSnapshot(flags);
581}
582
583void OpenGLRenderer::restore() {
584    if (mSaveCount > 1) {
585        restoreSnapshot();
586    }
587}
588
589void OpenGLRenderer::restoreToCount(int saveCount) {
590    if (saveCount < 1) saveCount = 1;
591
592    while (mSaveCount > saveCount) {
593        restoreSnapshot();
594    }
595}
596
597int OpenGLRenderer::saveSnapshot(int flags) {
598    mSnapshot = new Snapshot(mSnapshot, flags);
599    return mSaveCount++;
600}
601
602bool OpenGLRenderer::restoreSnapshot() {
603    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
604    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
605    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
606
607    sp<Snapshot> current = mSnapshot;
608    sp<Snapshot> previous = mSnapshot->previous;
609
610    if (restoreOrtho) {
611        Rect& r = previous->viewport;
612        glViewport(r.left, r.top, r.right, r.bottom);
613        mOrthoMatrix.load(current->orthoMatrix);
614    }
615
616    mSaveCount--;
617    mSnapshot = previous;
618
619    if (restoreClip) {
620        dirtyClip();
621    }
622
623    if (restoreLayer) {
624        composeLayer(current, previous);
625    }
626
627    return restoreClip;
628}
629
630///////////////////////////////////////////////////////////////////////////////
631// Layers
632///////////////////////////////////////////////////////////////////////////////
633
634int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
635        int alpha, SkXfermode::Mode mode, int flags) {
636    const GLuint previousFbo = mSnapshot->fbo;
637    const int count = saveSnapshot(flags);
638
639    if (!mSnapshot->isIgnored()) {
640        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
641    }
642
643    return count;
644}
645
646/**
647 * Layers are viewed by Skia are slightly different than layers in image editing
648 * programs (for instance.) When a layer is created, previously created layers
649 * and the frame buffer still receive every drawing command. For instance, if a
650 * layer is created and a shape intersecting the bounds of the layers and the
651 * framebuffer is draw, the shape will be drawn on both (unless the layer was
652 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
653 *
654 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
655 * texture. Unfortunately, this is inefficient as it requires every primitive to
656 * be drawn n + 1 times, where n is the number of active layers. In practice this
657 * means, for every primitive:
658 *   - Switch active frame buffer
659 *   - Change viewport, clip and projection matrix
660 *   - Issue the drawing
661 *
662 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
663 * To avoid this, layers are implemented in a different way here, at least in the
664 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
665 * is set. When this flag is set we can redirect all drawing operations into a
666 * single FBO.
667 *
668 * This implementation relies on the frame buffer being at least RGBA 8888. When
669 * a layer is created, only a texture is created, not an FBO. The content of the
670 * frame buffer contained within the layer's bounds is copied into this texture
671 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
672 * buffer and drawing continues as normal. This technique therefore treats the
673 * frame buffer as a scratch buffer for the layers.
674 *
675 * To compose the layers back onto the frame buffer, each layer texture
676 * (containing the original frame buffer data) is drawn as a simple quad over
677 * the frame buffer. The trick is that the quad is set as the composition
678 * destination in the blending equation, and the frame buffer becomes the source
679 * of the composition.
680 *
681 * Drawing layers with an alpha value requires an extra step before composition.
682 * An empty quad is drawn over the layer's region in the frame buffer. This quad
683 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
684 * quad is used to multiply the colors in the frame buffer. This is achieved by
685 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
686 * GL_ZERO, GL_SRC_ALPHA.
687 *
688 * Because glCopyTexImage2D() can be slow, an alternative implementation might
689 * be use to draw a single clipped layer. The implementation described above
690 * is correct in every case.
691 *
692 * (1) The frame buffer is actually not cleared right away. To allow the GPU
693 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
694 *     buffer is left untouched until the first drawing operation. Only when
695 *     something actually gets drawn are the layers regions cleared.
696 */
697bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
698        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
699    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
700    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
701
702    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
703
704    // Window coordinates of the layer
705    Rect clip;
706    Rect bounds(left, top, right, bottom);
707    Rect untransformedBounds(bounds);
708    currentTransform().mapRect(bounds);
709
710    // Layers only make sense if they are in the framebuffer's bounds
711    if (bounds.intersect(*mSnapshot->clipRect)) {
712        // We cannot work with sub-pixels in this case
713        bounds.snapToPixelBoundaries();
714
715        // When the layer is not an FBO, we may use glCopyTexImage so we
716        // need to make sure the layer does not extend outside the bounds
717        // of the framebuffer
718        if (!bounds.intersect(mSnapshot->previous->viewport)) {
719            bounds.setEmpty();
720        } else if (fboLayer) {
721            clip.set(bounds);
722            mat4 inverse;
723            inverse.loadInverse(currentTransform());
724            inverse.mapRect(clip);
725            clip.snapToPixelBoundaries();
726            if (clip.intersect(untransformedBounds)) {
727                clip.translate(-left, -top);
728                bounds.set(untransformedBounds);
729            } else {
730                clip.setEmpty();
731            }
732        }
733    } else {
734        bounds.setEmpty();
735    }
736
737    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
738            bounds.getHeight() > mCaches.maxTextureSize ||
739            (fboLayer && clip.isEmpty())) {
740        mSnapshot->empty = fboLayer;
741    } else {
742        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
743    }
744
745    // Bail out if we won't draw in this snapshot
746    if (mSnapshot->invisible || mSnapshot->empty) {
747        return false;
748    }
749
750    mCaches.activeTexture(0);
751    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
752    if (!layer) {
753        return false;
754    }
755
756    layer->setAlpha(alpha, mode);
757    layer->layer.set(bounds);
758    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
759            bounds.getWidth() / float(layer->getWidth()), 0.0f);
760    layer->setColorFilter(mDrawModifiers.mColorFilter);
761    layer->setBlend(true);
762    layer->setDirty(false);
763
764    // Save the layer in the snapshot
765    mSnapshot->flags |= Snapshot::kFlagIsLayer;
766    mSnapshot->layer = layer;
767
768    if (fboLayer) {
769        return createFboLayer(layer, bounds, clip, previousFbo);
770    } else {
771        // Copy the framebuffer into the layer
772        layer->bindTexture();
773        if (!bounds.isEmpty()) {
774            if (layer->isEmpty()) {
775                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
776                        bounds.left, mSnapshot->height - bounds.bottom,
777                        layer->getWidth(), layer->getHeight(), 0);
778                layer->setEmpty(false);
779            } else {
780                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
781                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
782            }
783
784            // Enqueue the buffer coordinates to clear the corresponding region later
785            mLayers.push(new Rect(bounds));
786        }
787    }
788
789    return true;
790}
791
792bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
793    layer->clipRect.set(clip);
794    layer->setFbo(mCaches.fboCache.get());
795
796    mSnapshot->region = &mSnapshot->layer->region;
797    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
798            Snapshot::kFlagDirtyOrtho;
799    mSnapshot->fbo = layer->getFbo();
800    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
801    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
802    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
803    mSnapshot->height = bounds.getHeight();
804    mSnapshot->orthoMatrix.load(mOrthoMatrix);
805
806    endTiling();
807    debugOverdraw(false, false);
808    // Bind texture to FBO
809    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
810    layer->bindTexture();
811
812    // Initialize the texture if needed
813    if (layer->isEmpty()) {
814        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
815        layer->setEmpty(false);
816    }
817
818    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
819            layer->getTexture(), 0);
820
821    startTiling(mSnapshot, true);
822
823    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
824    mCaches.enableScissor();
825    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
826            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
827    glClear(GL_COLOR_BUFFER_BIT);
828
829    dirtyClip();
830
831    // Change the ortho projection
832    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
833    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
834
835    return true;
836}
837
838/**
839 * Read the documentation of createLayer() before doing anything in this method.
840 */
841void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
842    if (!current->layer) {
843        ALOGE("Attempting to compose a layer that does not exist");
844        return;
845    }
846
847    Layer* layer = current->layer;
848    const Rect& rect = layer->layer;
849    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
850
851    if (fboLayer) {
852        endTiling();
853
854        // Detach the texture from the FBO
855        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
856
857        layer->removeFbo(false);
858
859        // Unbind current FBO and restore previous one
860        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
861        debugOverdraw(true, false);
862
863        startTiling(previous);
864    }
865
866    if (!fboLayer && layer->getAlpha() < 255) {
867        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
868                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
869        // Required below, composeLayerRect() will divide by 255
870        layer->setAlpha(255);
871    }
872
873    mCaches.unbindMeshBuffer();
874
875    mCaches.activeTexture(0);
876
877    // When the layer is stored in an FBO, we can save a bit of fillrate by
878    // drawing only the dirty region
879    if (fboLayer) {
880        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
881        if (layer->getColorFilter()) {
882            setupColorFilter(layer->getColorFilter());
883        }
884        composeLayerRegion(layer, rect);
885        if (layer->getColorFilter()) {
886            resetColorFilter();
887        }
888    } else if (!rect.isEmpty()) {
889        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
890        composeLayerRect(layer, rect, true);
891    }
892
893    dirtyClip();
894
895    // Failing to add the layer to the cache should happen only if the layer is too large
896    if (!mCaches.layerCache.put(layer)) {
897        LAYER_LOGD("Deleting layer");
898        Caches::getInstance().resourceCache.decrementRefcount(layer);
899    }
900}
901
902void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
903    float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
904
905    setupDraw();
906    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
907        setupDrawWithTexture();
908    } else {
909        setupDrawWithExternalTexture();
910    }
911    setupDrawTextureTransform();
912    setupDrawColor(alpha, alpha, alpha, alpha);
913    setupDrawColorFilter();
914    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
915    setupDrawProgram();
916    setupDrawPureColorUniforms();
917    setupDrawColorFilterUniforms();
918    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
919        setupDrawTexture(layer->getTexture());
920    } else {
921        setupDrawExternalTexture(layer->getTexture());
922    }
923    if (currentTransform().isPureTranslate() &&
924            layer->getWidth() == (uint32_t) rect.getWidth() &&
925            layer->getHeight() == (uint32_t) rect.getHeight()) {
926        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
927        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
928
929        layer->setFilter(GL_NEAREST);
930        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
931    } else {
932        layer->setFilter(GL_LINEAR);
933        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
934    }
935    setupDrawTextureTransformUniforms(layer->getTexTransform());
936    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
937
938    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
939
940    finishDrawTexture();
941}
942
943void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
944    if (!layer->isTextureLayer()) {
945        const Rect& texCoords = layer->texCoords;
946        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
947                texCoords.right, texCoords.bottom);
948
949        float x = rect.left;
950        float y = rect.top;
951        bool simpleTransform = currentTransform().isPureTranslate() &&
952                layer->getWidth() == (uint32_t) rect.getWidth() &&
953                layer->getHeight() == (uint32_t) rect.getHeight();
954
955        if (simpleTransform) {
956            // When we're swapping, the layer is already in screen coordinates
957            if (!swap) {
958                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
959                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
960            }
961
962            layer->setFilter(GL_NEAREST, true);
963        } else {
964            layer->setFilter(GL_LINEAR, true);
965        }
966
967        float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
968        bool blend = layer->isBlend() || alpha < 1.0f;
969        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
970                layer->getTexture(), alpha, layer->getMode(), blend,
971                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
972                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
973
974        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
975    } else {
976        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
977        drawTextureLayer(layer, rect);
978        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
979    }
980}
981
982void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
983    if (layer->region.isRect()) {
984        layer->setRegionAsRect();
985
986        composeLayerRect(layer, layer->regionRect);
987
988        layer->region.clear();
989        return;
990    }
991
992    // TODO: See LayerRenderer.cpp::generateMesh() for important
993    //       information about this implementation
994    if (CC_LIKELY(!layer->region.isEmpty())) {
995        size_t count;
996        const android::Rect* rects;
997        Region safeRegion;
998        if (CC_LIKELY(hasRectToRectTransform())) {
999            rects = layer->region.getArray(&count);
1000        } else {
1001            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1002            rects = safeRegion.getArray(&count);
1003        }
1004
1005        const float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1006        const float texX = 1.0f / float(layer->getWidth());
1007        const float texY = 1.0f / float(layer->getHeight());
1008        const float height = rect.getHeight();
1009
1010        setupDraw();
1011
1012        // We must get (and therefore bind) the region mesh buffer
1013        // after we setup drawing in case we need to mess with the
1014        // stencil buffer in setupDraw()
1015        TextureVertex* mesh = mCaches.getRegionMesh();
1016        GLsizei numQuads = 0;
1017
1018        setupDrawWithTexture();
1019        setupDrawColor(alpha, alpha, alpha, alpha);
1020        setupDrawColorFilter();
1021        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1022        setupDrawProgram();
1023        setupDrawDirtyRegionsDisabled();
1024        setupDrawPureColorUniforms();
1025        setupDrawColorFilterUniforms();
1026        setupDrawTexture(layer->getTexture());
1027        if (currentTransform().isPureTranslate()) {
1028            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1029            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1030
1031            layer->setFilter(GL_NEAREST);
1032            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1033        } else {
1034            layer->setFilter(GL_LINEAR);
1035            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1036        }
1037        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1038
1039        for (size_t i = 0; i < count; i++) {
1040            const android::Rect* r = &rects[i];
1041
1042            const float u1 = r->left * texX;
1043            const float v1 = (height - r->top) * texY;
1044            const float u2 = r->right * texX;
1045            const float v2 = (height - r->bottom) * texY;
1046
1047            // TODO: Reject quads outside of the clip
1048            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1049            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1050            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1051            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1052
1053            numQuads++;
1054
1055            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1056                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1057                numQuads = 0;
1058                mesh = mCaches.getRegionMesh();
1059            }
1060        }
1061
1062        if (numQuads > 0) {
1063            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1064        }
1065
1066        finishDrawTexture();
1067
1068#if DEBUG_LAYERS_AS_REGIONS
1069        drawRegionRects(layer->region);
1070#endif
1071
1072        layer->region.clear();
1073    }
1074}
1075
1076void OpenGLRenderer::drawRegionRects(const Region& region) {
1077#if DEBUG_LAYERS_AS_REGIONS
1078    size_t count;
1079    const android::Rect* rects = region.getArray(&count);
1080
1081    uint32_t colors[] = {
1082            0x7fff0000, 0x7f00ff00,
1083            0x7f0000ff, 0x7fff00ff,
1084    };
1085
1086    int offset = 0;
1087    int32_t top = rects[0].top;
1088
1089    for (size_t i = 0; i < count; i++) {
1090        if (top != rects[i].top) {
1091            offset ^= 0x2;
1092            top = rects[i].top;
1093        }
1094
1095        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1096        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1097                SkXfermode::kSrcOver_Mode);
1098    }
1099#endif
1100}
1101
1102void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1103        SkXfermode::Mode mode, bool dirty) {
1104    int count = 0;
1105    Vector<float> rects;
1106
1107    SkRegion::Iterator it(region);
1108    while (!it.done()) {
1109        const SkIRect& r = it.rect();
1110        rects.push(r.fLeft);
1111        rects.push(r.fTop);
1112        rects.push(r.fRight);
1113        rects.push(r.fBottom);
1114        count += 4;
1115        it.next();
1116    }
1117
1118    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1119}
1120
1121void OpenGLRenderer::dirtyLayer(const float left, const float top,
1122        const float right, const float bottom, const mat4 transform) {
1123    if (hasLayer()) {
1124        Rect bounds(left, top, right, bottom);
1125        transform.mapRect(bounds);
1126        dirtyLayerUnchecked(bounds, getRegion());
1127    }
1128}
1129
1130void OpenGLRenderer::dirtyLayer(const float left, const float top,
1131        const float right, const float bottom) {
1132    if (hasLayer()) {
1133        Rect bounds(left, top, right, bottom);
1134        dirtyLayerUnchecked(bounds, getRegion());
1135    }
1136}
1137
1138void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1139    if (bounds.intersect(*mSnapshot->clipRect)) {
1140        bounds.snapToPixelBoundaries();
1141        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1142        if (!dirty.isEmpty()) {
1143            region->orSelf(dirty);
1144        }
1145    }
1146}
1147
1148void OpenGLRenderer::clearLayerRegions() {
1149    const size_t count = mLayers.size();
1150    if (count == 0) return;
1151
1152    if (!mSnapshot->isIgnored()) {
1153        // Doing several glScissor/glClear here can negatively impact
1154        // GPUs with a tiler architecture, instead we draw quads with
1155        // the Clear blending mode
1156
1157        // The list contains bounds that have already been clipped
1158        // against their initial clip rect, and the current clip
1159        // is likely different so we need to disable clipping here
1160        bool scissorChanged = mCaches.disableScissor();
1161
1162        Vertex mesh[count * 6];
1163        Vertex* vertex = mesh;
1164
1165        for (uint32_t i = 0; i < count; i++) {
1166            Rect* bounds = mLayers.itemAt(i);
1167
1168            Vertex::set(vertex++, bounds->left, bounds->bottom);
1169            Vertex::set(vertex++, bounds->left, bounds->top);
1170            Vertex::set(vertex++, bounds->right, bounds->top);
1171            Vertex::set(vertex++, bounds->left, bounds->bottom);
1172            Vertex::set(vertex++, bounds->right, bounds->top);
1173            Vertex::set(vertex++, bounds->right, bounds->bottom);
1174
1175            delete bounds;
1176        }
1177        // We must clear the list of dirty rects before we
1178        // call setupDraw() to prevent stencil setup to do
1179        // the same thing again
1180        mLayers.clear();
1181
1182        setupDraw(false);
1183        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1184        setupDrawBlending(true, SkXfermode::kClear_Mode);
1185        setupDrawProgram();
1186        setupDrawPureColorUniforms();
1187        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1188        setupDrawVertices(&mesh[0].position[0]);
1189
1190        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1191
1192        if (scissorChanged) mCaches.enableScissor();
1193    } else {
1194        for (uint32_t i = 0; i < count; i++) {
1195            delete mLayers.itemAt(i);
1196        }
1197        mLayers.clear();
1198    }
1199}
1200
1201///////////////////////////////////////////////////////////////////////////////
1202// State Deferral
1203///////////////////////////////////////////////////////////////////////////////
1204
1205void OpenGLRenderer::resetDrawModifiers() {
1206    mDrawModifiers.mShader = NULL;
1207    mDrawModifiers.mColorFilter = NULL;
1208    mDrawModifiers.mHasShadow = false;
1209    mDrawModifiers.mHasDrawFilter = false;
1210}
1211
1212bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1213    const Rect& currentClip = *(mSnapshot->clipRect);
1214    const mat4& currentMatrix = *(mSnapshot->transform);
1215
1216    if (stateDeferFlags & kStateDeferFlag_Draw) {
1217        // state has bounds initialized in local coordinates
1218        if (!state.mBounds.isEmpty()) {
1219            currentMatrix.mapRect(state.mBounds);
1220            if (!state.mBounds.intersect(currentClip)) {
1221                // quick rejected
1222                return true;
1223            }
1224        } else {
1225            state.mBounds.set(currentClip);
1226        }
1227        state.mDrawModifiers = mDrawModifiers;
1228        state.mAlpha = mSnapshot->alpha;
1229    }
1230
1231    if (stateDeferFlags & kStateDeferFlag_Clip) {
1232        state.mClip.set(currentClip);
1233    } else {
1234        state.mClip.setEmpty();
1235    }
1236
1237    // transform always deferred
1238    state.mMatrix.load(currentMatrix);
1239    return false;
1240}
1241
1242void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, int stateDeferFlags) {
1243    currentTransform().load(state.mMatrix);
1244
1245    if (stateDeferFlags & kStateDeferFlag_Draw) {
1246        mDrawModifiers = state.mDrawModifiers;
1247        mSnapshot->alpha = state.mAlpha;
1248    }
1249
1250    if (!state.mClip.isEmpty()) { //stateDeferFlags & kStateDeferFlag_Clip) {
1251        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1252        dirtyClip();
1253    }
1254}
1255
1256///////////////////////////////////////////////////////////////////////////////
1257// Transforms
1258///////////////////////////////////////////////////////////////////////////////
1259
1260void OpenGLRenderer::translate(float dx, float dy) {
1261    currentTransform().translate(dx, dy, 0.0f);
1262}
1263
1264void OpenGLRenderer::rotate(float degrees) {
1265    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1266}
1267
1268void OpenGLRenderer::scale(float sx, float sy) {
1269    currentTransform().scale(sx, sy, 1.0f);
1270}
1271
1272void OpenGLRenderer::skew(float sx, float sy) {
1273    currentTransform().skew(sx, sy);
1274}
1275
1276void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1277    if (matrix) {
1278        currentTransform().load(*matrix);
1279    } else {
1280        currentTransform().loadIdentity();
1281    }
1282}
1283
1284bool OpenGLRenderer::hasRectToRectTransform() {
1285    return CC_LIKELY(currentTransform().rectToRect());
1286}
1287
1288void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1289    currentTransform().copyTo(*matrix);
1290}
1291
1292void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1293    SkMatrix transform;
1294    currentTransform().copyTo(transform);
1295    transform.preConcat(*matrix);
1296    currentTransform().load(transform);
1297}
1298
1299///////////////////////////////////////////////////////////////////////////////
1300// Clipping
1301///////////////////////////////////////////////////////////////////////////////
1302
1303void OpenGLRenderer::setScissorFromClip() {
1304    Rect clip(*mSnapshot->clipRect);
1305    clip.snapToPixelBoundaries();
1306
1307    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1308            clip.getWidth(), clip.getHeight())) {
1309        mDirtyClip = false;
1310    }
1311}
1312
1313void OpenGLRenderer::ensureStencilBuffer() {
1314    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1315    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1316    // just hope we have one when hasLayer() returns false.
1317    if (hasLayer()) {
1318        attachStencilBufferToLayer(mSnapshot->layer);
1319    }
1320}
1321
1322void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1323    // The layer's FBO is already bound when we reach this stage
1324    if (!layer->getStencilRenderBuffer()) {
1325        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1326        // is attached after we initiated tiling. We must turn it off,
1327        // attach the new render buffer then turn tiling back on
1328        endTiling();
1329
1330        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1331                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1332        layer->setStencilRenderBuffer(buffer);
1333
1334        startTiling(layer->clipRect, layer->layer.getHeight());
1335    }
1336}
1337
1338void OpenGLRenderer::setStencilFromClip() {
1339    if (!mCaches.debugOverdraw) {
1340        if (!mSnapshot->clipRegion->isEmpty()) {
1341            // NOTE: The order here is important, we must set dirtyClip to false
1342            //       before any draw call to avoid calling back into this method
1343            mDirtyClip = false;
1344
1345            ensureStencilBuffer();
1346
1347            mCaches.stencil.enableWrite();
1348
1349            // Clear the stencil but first make sure we restrict drawing
1350            // to the region's bounds
1351            bool resetScissor = mCaches.enableScissor();
1352            if (resetScissor) {
1353                // The scissor was not set so we now need to update it
1354                setScissorFromClip();
1355            }
1356            mCaches.stencil.clear();
1357            if (resetScissor) mCaches.disableScissor();
1358
1359            // NOTE: We could use the region contour path to generate a smaller mesh
1360            //       Since we are using the stencil we could use the red book path
1361            //       drawing technique. It might increase bandwidth usage though.
1362
1363            // The last parameter is important: we are not drawing in the color buffer
1364            // so we don't want to dirty the current layer, if any
1365            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1366
1367            mCaches.stencil.enableTest();
1368
1369            // Draw the region used to generate the stencil if the appropriate debug
1370            // mode is enabled
1371            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1372                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1373            }
1374        } else {
1375            mCaches.stencil.disable();
1376        }
1377    }
1378}
1379
1380const Rect& OpenGLRenderer::getClipBounds() {
1381    return mSnapshot->getLocalClip();
1382}
1383
1384bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1385    if (mSnapshot->isIgnored()) {
1386        return true;
1387    }
1388
1389    Rect r(left, top, right, bottom);
1390    currentTransform().mapRect(r);
1391    r.snapToPixelBoundaries();
1392
1393    Rect clipRect(*mSnapshot->clipRect);
1394    clipRect.snapToPixelBoundaries();
1395
1396    return !clipRect.intersects(r);
1397}
1398
1399bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1400        Rect& transformed, Rect& clip) {
1401    if (mSnapshot->isIgnored()) {
1402        return true;
1403    }
1404
1405    transformed.set(left, top, right, bottom);
1406    currentTransform().mapRect(transformed);
1407    transformed.snapToPixelBoundaries();
1408
1409    clip.set(*mSnapshot->clipRect);
1410    clip.snapToPixelBoundaries();
1411
1412    return !clip.intersects(transformed);
1413}
1414
1415bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1416        SkPaint* paint) {
1417    if (paint->getStyle() != SkPaint::kFill_Style) {
1418        float outset = paint->getStrokeWidth() * 0.5f;
1419        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1420    } else {
1421        return quickReject(left, top, right, bottom);
1422    }
1423}
1424
1425bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1426    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1427        return true;
1428    }
1429
1430    Rect r(left, top, right, bottom);
1431    currentTransform().mapRect(r);
1432    r.snapToPixelBoundaries();
1433
1434    Rect clipRect(*mSnapshot->clipRect);
1435    clipRect.snapToPixelBoundaries();
1436
1437    bool rejected = !clipRect.intersects(r);
1438    if (!isDeferred() && !rejected) {
1439        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1440    }
1441
1442    return rejected;
1443}
1444
1445void OpenGLRenderer::debugClip() {
1446#if DEBUG_CLIP_REGIONS
1447    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1448        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1449    }
1450#endif
1451}
1452
1453bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1454    if (CC_LIKELY(currentTransform().rectToRect())) {
1455        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1456        if (clipped) {
1457            dirtyClip();
1458        }
1459        return !mSnapshot->clipRect->isEmpty();
1460    }
1461
1462    SkPath path;
1463    path.addRect(left, top, right, bottom);
1464
1465    return clipPath(&path, op);
1466}
1467
1468bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1469    SkMatrix transform;
1470    currentTransform().copyTo(transform);
1471
1472    SkPath transformed;
1473    path->transform(transform, &transformed);
1474
1475    SkRegion clip;
1476    if (!mSnapshot->clipRegion->isEmpty()) {
1477        clip.setRegion(*mSnapshot->clipRegion);
1478    } else {
1479        Rect* bounds = mSnapshot->clipRect;
1480        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1481    }
1482
1483    SkRegion region;
1484    region.setPath(transformed, clip);
1485
1486    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1487    if (clipped) {
1488        dirtyClip();
1489    }
1490    return !mSnapshot->clipRect->isEmpty();
1491}
1492
1493bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1494    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1495    if (clipped) {
1496        dirtyClip();
1497    }
1498    return !mSnapshot->clipRect->isEmpty();
1499}
1500
1501Rect* OpenGLRenderer::getClipRect() {
1502    return mSnapshot->clipRect;
1503}
1504
1505///////////////////////////////////////////////////////////////////////////////
1506// Drawing commands
1507///////////////////////////////////////////////////////////////////////////////
1508
1509void OpenGLRenderer::setupDraw(bool clear) {
1510    // TODO: It would be best if we could do this before quickReject()
1511    //       changes the scissor test state
1512    if (clear) clearLayerRegions();
1513    // Make sure setScissor & setStencil happen at the beginning of
1514    // this method
1515    if (mDirtyClip) {
1516        if (mCaches.scissorEnabled) {
1517            setScissorFromClip();
1518        }
1519        setStencilFromClip();
1520    }
1521
1522    mDescription.reset();
1523
1524    mSetShaderColor = false;
1525    mColorSet = false;
1526    mColorA = mColorR = mColorG = mColorB = 0.0f;
1527    mTextureUnit = 0;
1528    mTrackDirtyRegions = true;
1529
1530    // Enable debug highlight when what we're about to draw is tested against
1531    // the stencil buffer and if stencil highlight debugging is on
1532    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1533            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1534            mCaches.stencil.isTestEnabled();
1535}
1536
1537void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1538    mDescription.hasTexture = true;
1539    mDescription.hasAlpha8Texture = isAlpha8;
1540}
1541
1542void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1543    mDescription.hasTexture = true;
1544    mDescription.hasColors = true;
1545    mDescription.hasAlpha8Texture = isAlpha8;
1546}
1547
1548void OpenGLRenderer::setupDrawWithExternalTexture() {
1549    mDescription.hasExternalTexture = true;
1550}
1551
1552void OpenGLRenderer::setupDrawNoTexture() {
1553    mCaches.disableTexCoordsVertexArray();
1554}
1555
1556void OpenGLRenderer::setupDrawAA() {
1557    mDescription.isAA = true;
1558}
1559
1560void OpenGLRenderer::setupDrawPoint(float pointSize) {
1561    mDescription.isPoint = true;
1562    mDescription.pointSize = pointSize;
1563}
1564
1565void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1566    mColorA = alpha / 255.0f;
1567    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1568    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1569    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1570    mColorSet = true;
1571    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1572}
1573
1574void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1575    mColorA = alpha / 255.0f;
1576    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1577    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1578    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1579    mColorSet = true;
1580    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1581}
1582
1583void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1584    mCaches.fontRenderer->describe(mDescription, paint);
1585}
1586
1587void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1588    mColorA = a;
1589    mColorR = r;
1590    mColorG = g;
1591    mColorB = b;
1592    mColorSet = true;
1593    mSetShaderColor = mDescription.setColor(r, g, b, a);
1594}
1595
1596void OpenGLRenderer::setupDrawShader() {
1597    if (mDrawModifiers.mShader) {
1598        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1599    }
1600}
1601
1602void OpenGLRenderer::setupDrawColorFilter() {
1603    if (mDrawModifiers.mColorFilter) {
1604        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1605    }
1606}
1607
1608void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1609    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1610        mColorA = 1.0f;
1611        mColorR = mColorG = mColorB = 0.0f;
1612        mSetShaderColor = mDescription.modulate = true;
1613    }
1614}
1615
1616void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1617    // When the blending mode is kClear_Mode, we need to use a modulate color
1618    // argb=1,0,0,0
1619    accountForClear(mode);
1620    bool blend = (mColorSet && mColorA < 1.0f) ||
1621            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1622    chooseBlending(blend, mode, mDescription, swapSrcDst);
1623}
1624
1625void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1626    // When the blending mode is kClear_Mode, we need to use a modulate color
1627    // argb=1,0,0,0
1628    accountForClear(mode);
1629    blend |= (mColorSet && mColorA < 1.0f) ||
1630            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1631            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1632    chooseBlending(blend, mode, mDescription, swapSrcDst);
1633}
1634
1635void OpenGLRenderer::setupDrawProgram() {
1636    useProgram(mCaches.programCache.get(mDescription));
1637}
1638
1639void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1640    mTrackDirtyRegions = false;
1641}
1642
1643void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1644        bool ignoreTransform) {
1645    mModelView.loadTranslate(left, top, 0.0f);
1646    if (!ignoreTransform) {
1647        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1648        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1649    } else {
1650        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1651        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1652    }
1653}
1654
1655void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1656    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1657}
1658
1659void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1660        bool ignoreTransform, bool ignoreModelView) {
1661    if (!ignoreModelView) {
1662        mModelView.loadTranslate(left, top, 0.0f);
1663        mModelView.scale(right - left, bottom - top, 1.0f);
1664    } else {
1665        mModelView.loadIdentity();
1666    }
1667    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1668    if (!ignoreTransform) {
1669        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1670        if (mTrackDirtyRegions && dirty) {
1671            dirtyLayer(left, top, right, bottom, currentTransform());
1672        }
1673    } else {
1674        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1675        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1676    }
1677}
1678
1679void OpenGLRenderer::setupDrawPointUniforms() {
1680    int slot = mCaches.currentProgram->getUniform("pointSize");
1681    glUniform1f(slot, mDescription.pointSize);
1682}
1683
1684void OpenGLRenderer::setupDrawColorUniforms() {
1685    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1686        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1687    }
1688}
1689
1690void OpenGLRenderer::setupDrawPureColorUniforms() {
1691    if (mSetShaderColor) {
1692        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1693    }
1694}
1695
1696void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1697    if (mDrawModifiers.mShader) {
1698        if (ignoreTransform) {
1699            mModelView.loadInverse(currentTransform());
1700        }
1701        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1702                mModelView, *mSnapshot, &mTextureUnit);
1703    }
1704}
1705
1706void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1707    if (mDrawModifiers.mShader) {
1708        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1709                mat4::identity(), *mSnapshot, &mTextureUnit);
1710    }
1711}
1712
1713void OpenGLRenderer::setupDrawColorFilterUniforms() {
1714    if (mDrawModifiers.mColorFilter) {
1715        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1716    }
1717}
1718
1719void OpenGLRenderer::setupDrawTextGammaUniforms() {
1720    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1721}
1722
1723void OpenGLRenderer::setupDrawSimpleMesh() {
1724    bool force = mCaches.bindMeshBuffer();
1725    mCaches.bindPositionVertexPointer(force, 0);
1726    mCaches.unbindIndicesBuffer();
1727}
1728
1729void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1730    bindTexture(texture);
1731    mTextureUnit++;
1732    mCaches.enableTexCoordsVertexArray();
1733}
1734
1735void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1736    bindExternalTexture(texture);
1737    mTextureUnit++;
1738    mCaches.enableTexCoordsVertexArray();
1739}
1740
1741void OpenGLRenderer::setupDrawTextureTransform() {
1742    mDescription.hasTextureTransform = true;
1743}
1744
1745void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1746    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1747            GL_FALSE, &transform.data[0]);
1748}
1749
1750void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1751    bool force = false;
1752    if (!vertices) {
1753        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1754    } else {
1755        force = mCaches.unbindMeshBuffer();
1756    }
1757
1758    mCaches.bindPositionVertexPointer(force, vertices);
1759    if (mCaches.currentProgram->texCoords >= 0) {
1760        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1761    }
1762
1763    mCaches.unbindIndicesBuffer();
1764}
1765
1766void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1767    bool force = mCaches.unbindMeshBuffer();
1768    GLsizei stride = sizeof(ColorTextureVertex);
1769
1770    mCaches.bindPositionVertexPointer(force, vertices, stride);
1771    if (mCaches.currentProgram->texCoords >= 0) {
1772        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1773    }
1774    int slot = mCaches.currentProgram->getAttrib("colors");
1775    if (slot >= 0) {
1776        glEnableVertexAttribArray(slot);
1777        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1778    }
1779
1780    mCaches.unbindIndicesBuffer();
1781}
1782
1783void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1784    bool force = mCaches.unbindMeshBuffer();
1785    mCaches.bindPositionVertexPointer(force, vertices);
1786    if (mCaches.currentProgram->texCoords >= 0) {
1787        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1788    }
1789}
1790
1791void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1792    bool force = mCaches.unbindMeshBuffer();
1793    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1794    mCaches.unbindIndicesBuffer();
1795}
1796
1797void OpenGLRenderer::finishDrawTexture() {
1798}
1799
1800///////////////////////////////////////////////////////////////////////////////
1801// Drawing
1802///////////////////////////////////////////////////////////////////////////////
1803
1804status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1805        int32_t replayFlags) {
1806    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1807    // will be performed by the display list itself
1808    if (displayList && displayList->isRenderable()) {
1809        if (true || CC_UNLIKELY(mCaches.drawDeferDisabled)) { // NOTE: temporary workaround
1810            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1811            displayList->replay(replayStruct, 0);
1812            return replayStruct.mDrawGlStatus;
1813        }
1814
1815        DeferredDisplayList deferredList;
1816        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1817        displayList->defer(deferStruct, 0);
1818        return deferredList.flush(*this, dirty);
1819    }
1820
1821    return DrawGlInfo::kStatusDone;
1822}
1823
1824void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1825    if (displayList) {
1826        displayList->output(1);
1827    }
1828}
1829
1830void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1831    int alpha;
1832    SkXfermode::Mode mode;
1833    getAlphaAndMode(paint, &alpha, &mode);
1834
1835    int color = paint != NULL ? paint->getColor() : 0;
1836
1837    float x = left;
1838    float y = top;
1839
1840    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1841
1842    bool ignoreTransform = false;
1843    if (currentTransform().isPureTranslate()) {
1844        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
1845        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
1846        ignoreTransform = true;
1847
1848        texture->setFilter(GL_NEAREST, true);
1849    } else {
1850        texture->setFilter(FILTER(paint), true);
1851    }
1852
1853    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1854            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1855            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1856}
1857
1858status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1859    const float right = left + bitmap->width();
1860    const float bottom = top + bitmap->height();
1861
1862    if (quickReject(left, top, right, bottom)) {
1863        return DrawGlInfo::kStatusDone;
1864    }
1865
1866    mCaches.activeTexture(0);
1867    Texture* texture = mCaches.textureCache.get(bitmap);
1868    if (!texture) return DrawGlInfo::kStatusDone;
1869    const AutoTexture autoCleanup(texture);
1870
1871    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1872        drawAlphaBitmap(texture, left, top, paint);
1873    } else {
1874        drawTextureRect(left, top, right, bottom, texture, paint);
1875    }
1876
1877    return DrawGlInfo::kStatusDrew;
1878}
1879
1880status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1881    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1882    const mat4 transform(*matrix);
1883    transform.mapRect(r);
1884
1885    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1886        return DrawGlInfo::kStatusDone;
1887    }
1888
1889    mCaches.activeTexture(0);
1890    Texture* texture = mCaches.textureCache.get(bitmap);
1891    if (!texture) return DrawGlInfo::kStatusDone;
1892    const AutoTexture autoCleanup(texture);
1893
1894    // This could be done in a cheaper way, all we need is pass the matrix
1895    // to the vertex shader. The save/restore is a bit overkill.
1896    save(SkCanvas::kMatrix_SaveFlag);
1897    concatMatrix(matrix);
1898    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1899        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
1900    } else {
1901        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1902    }
1903    restore();
1904
1905    return DrawGlInfo::kStatusDrew;
1906}
1907
1908status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1909    const float right = left + bitmap->width();
1910    const float bottom = top + bitmap->height();
1911
1912    if (quickReject(left, top, right, bottom)) {
1913        return DrawGlInfo::kStatusDone;
1914    }
1915
1916    mCaches.activeTexture(0);
1917    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1918    const AutoTexture autoCleanup(texture);
1919
1920    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1921        drawAlphaBitmap(texture, left, top, paint);
1922    } else {
1923        drawTextureRect(left, top, right, bottom, texture, paint);
1924    }
1925
1926    return DrawGlInfo::kStatusDrew;
1927}
1928
1929status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1930        float* vertices, int* colors, SkPaint* paint) {
1931    if (!vertices || mSnapshot->isIgnored()) {
1932        return DrawGlInfo::kStatusDone;
1933    }
1934
1935    float left = FLT_MAX;
1936    float top = FLT_MAX;
1937    float right = FLT_MIN;
1938    float bottom = FLT_MIN;
1939
1940    const uint32_t count = meshWidth * meshHeight * 6;
1941
1942    ColorTextureVertex mesh[count];
1943    ColorTextureVertex* vertex = mesh;
1944
1945    bool cleanupColors = false;
1946    if (!colors) {
1947        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
1948        colors = new int[colorsCount];
1949        memset(colors, 0xff, colorsCount * sizeof(int));
1950        cleanupColors = true;
1951    }
1952
1953    for (int32_t y = 0; y < meshHeight; y++) {
1954        for (int32_t x = 0; x < meshWidth; x++) {
1955            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1956
1957            float u1 = float(x) / meshWidth;
1958            float u2 = float(x + 1) / meshWidth;
1959            float v1 = float(y) / meshHeight;
1960            float v2 = float(y + 1) / meshHeight;
1961
1962            int ax = i + (meshWidth + 1) * 2;
1963            int ay = ax + 1;
1964            int bx = i;
1965            int by = bx + 1;
1966            int cx = i + 2;
1967            int cy = cx + 1;
1968            int dx = i + (meshWidth + 1) * 2 + 2;
1969            int dy = dx + 1;
1970
1971            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1972            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1973            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1974
1975            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1976            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1977            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
1978
1979            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1980            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1981            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1982            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1983        }
1984    }
1985
1986    if (quickReject(left, top, right, bottom)) {
1987        if (cleanupColors) delete[] colors;
1988        return DrawGlInfo::kStatusDone;
1989    }
1990
1991    mCaches.activeTexture(0);
1992    Texture* texture = mCaches.textureCache.get(bitmap);
1993    if (!texture) {
1994        if (cleanupColors) delete[] colors;
1995        return DrawGlInfo::kStatusDone;
1996    }
1997    const AutoTexture autoCleanup(texture);
1998
1999    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2000    texture->setFilter(FILTER(paint), true);
2001
2002    int alpha;
2003    SkXfermode::Mode mode;
2004    getAlphaAndMode(paint, &alpha, &mode);
2005
2006    float a = alpha / 255.0f;
2007
2008    if (hasLayer()) {
2009        dirtyLayer(left, top, right, bottom, currentTransform());
2010    }
2011
2012    setupDraw();
2013    setupDrawWithTextureAndColor();
2014    setupDrawColor(a, a, a, a);
2015    setupDrawColorFilter();
2016    setupDrawBlending(true, mode, false);
2017    setupDrawProgram();
2018    setupDrawDirtyRegionsDisabled();
2019    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2020    setupDrawTexture(texture->id);
2021    setupDrawPureColorUniforms();
2022    setupDrawColorFilterUniforms();
2023    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2024
2025    glDrawArrays(GL_TRIANGLES, 0, count);
2026
2027    finishDrawTexture();
2028
2029    int slot = mCaches.currentProgram->getAttrib("colors");
2030    if (slot >= 0) {
2031        glDisableVertexAttribArray(slot);
2032    }
2033
2034    if (cleanupColors) delete[] colors;
2035
2036    return DrawGlInfo::kStatusDrew;
2037}
2038
2039status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2040         float srcLeft, float srcTop, float srcRight, float srcBottom,
2041         float dstLeft, float dstTop, float dstRight, float dstBottom,
2042         SkPaint* paint) {
2043    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2044        return DrawGlInfo::kStatusDone;
2045    }
2046
2047    mCaches.activeTexture(0);
2048    Texture* texture = mCaches.textureCache.get(bitmap);
2049    if (!texture) return DrawGlInfo::kStatusDone;
2050    const AutoTexture autoCleanup(texture);
2051
2052    const float width = texture->width;
2053    const float height = texture->height;
2054
2055    const float u1 = fmax(0.0f, srcLeft / width);
2056    const float v1 = fmax(0.0f, srcTop / height);
2057    const float u2 = fmin(1.0f, srcRight / width);
2058    const float v2 = fmin(1.0f, srcBottom / height);
2059
2060    mCaches.unbindMeshBuffer();
2061    resetDrawTextureTexCoords(u1, v1, u2, v2);
2062
2063    int alpha;
2064    SkXfermode::Mode mode;
2065    getAlphaAndMode(paint, &alpha, &mode);
2066
2067    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2068
2069    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2070    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2071
2072    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2073    // Apply a scale transform on the canvas only when a shader is in use
2074    // Skia handles the ratio between the dst and src rects as a scale factor
2075    // when a shader is set
2076    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2077    bool ignoreTransform = false;
2078
2079    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2080        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2081        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2082
2083        dstRight = x + (dstRight - dstLeft);
2084        dstBottom = y + (dstBottom - dstTop);
2085
2086        dstLeft = x;
2087        dstTop = y;
2088
2089        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2090        ignoreTransform = true;
2091    } else {
2092        texture->setFilter(FILTER(paint), true);
2093    }
2094
2095    if (CC_UNLIKELY(useScaleTransform)) {
2096        save(SkCanvas::kMatrix_SaveFlag);
2097        translate(dstLeft, dstTop);
2098        scale(scaleX, scaleY);
2099
2100        dstLeft = 0.0f;
2101        dstTop = 0.0f;
2102
2103        dstRight = srcRight - srcLeft;
2104        dstBottom = srcBottom - srcTop;
2105    }
2106
2107    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2108        int color = paint ? paint->getColor() : 0;
2109        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2110                texture->id, paint != NULL, color, alpha, mode,
2111                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2112                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2113    } else {
2114        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2115                texture->id, alpha / 255.0f, mode, texture->blend,
2116                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2117                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2118    }
2119
2120    if (CC_UNLIKELY(useScaleTransform)) {
2121        restore();
2122    }
2123
2124    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2125
2126    return DrawGlInfo::kStatusDrew;
2127}
2128
2129status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2130        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2131        float left, float top, float right, float bottom, SkPaint* paint) {
2132    int alpha;
2133    SkXfermode::Mode mode;
2134    getAlphaAndModeDirect(paint, &alpha, &mode);
2135
2136    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2137            left, top, right, bottom, alpha, mode);
2138}
2139
2140status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2141        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2142        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2143    if (quickReject(left, top, right, bottom)) {
2144        return DrawGlInfo::kStatusDone;
2145    }
2146
2147    alpha *= mSnapshot->alpha;
2148
2149    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2150            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2151
2152    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2153        mCaches.activeTexture(0);
2154        Texture* texture = mCaches.textureCache.get(bitmap);
2155        if (!texture) return DrawGlInfo::kStatusDone;
2156        const AutoTexture autoCleanup(texture);
2157        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2158        texture->setFilter(GL_LINEAR, true);
2159
2160        const bool pureTranslate = currentTransform().isPureTranslate();
2161        // Mark the current layer dirty where we are going to draw the patch
2162        if (hasLayer() && mesh->hasEmptyQuads) {
2163            const float offsetX = left + currentTransform().getTranslateX();
2164            const float offsetY = top + currentTransform().getTranslateY();
2165            const size_t count = mesh->quads.size();
2166            for (size_t i = 0; i < count; i++) {
2167                const Rect& bounds = mesh->quads.itemAt(i);
2168                if (CC_LIKELY(pureTranslate)) {
2169                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2170                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2171                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2172                } else {
2173                    dirtyLayer(left + bounds.left, top + bounds.top,
2174                            left + bounds.right, top + bounds.bottom, currentTransform());
2175                }
2176            }
2177        }
2178
2179        if (CC_LIKELY(pureTranslate)) {
2180            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2181            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2182
2183            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2184                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2185                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2186                    true, !mesh->hasEmptyQuads);
2187        } else {
2188            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2189                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2190                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2191                    true, !mesh->hasEmptyQuads);
2192        }
2193    }
2194
2195    return DrawGlInfo::kStatusDrew;
2196}
2197
2198status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2199        bool useOffset) {
2200    if (!vertexBuffer.getSize()) {
2201        // no vertices to draw
2202        return DrawGlInfo::kStatusDone;
2203    }
2204
2205    int color = paint->getColor();
2206    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2207    bool isAA = paint->isAntiAlias();
2208
2209    setupDraw();
2210    setupDrawNoTexture();
2211    if (isAA) setupDrawAA();
2212    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2213    setupDrawColorFilter();
2214    setupDrawShader();
2215    setupDrawBlending(isAA, mode);
2216    setupDrawProgram();
2217    setupDrawModelViewIdentity(useOffset);
2218    setupDrawColorUniforms();
2219    setupDrawColorFilterUniforms();
2220    setupDrawShaderIdentityUniforms();
2221
2222    void* vertices = vertexBuffer.getBuffer();
2223    bool force = mCaches.unbindMeshBuffer();
2224    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2225    mCaches.resetTexCoordsVertexPointer();
2226    mCaches.unbindIndicesBuffer();
2227
2228    int alphaSlot = -1;
2229    if (isAA) {
2230        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2231        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2232
2233        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2234        glEnableVertexAttribArray(alphaSlot);
2235        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2236    }
2237
2238    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2239
2240    if (isAA) {
2241        glDisableVertexAttribArray(alphaSlot);
2242    }
2243
2244    return DrawGlInfo::kStatusDrew;
2245}
2246
2247/**
2248 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2249 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2250 * screen space in all directions. However, instead of using a fragment shader to compute the
2251 * translucency of the color from its position, we simply use a varying parameter to define how far
2252 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2253 *
2254 * Doesn't yet support joins, caps, or path effects.
2255 */
2256status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2257    VertexBuffer vertexBuffer;
2258    // TODO: try clipping large paths to viewport
2259    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2260
2261    if (hasLayer()) {
2262        SkRect bounds = path.getBounds();
2263        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2264        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2265    }
2266
2267    return drawVertexBuffer(vertexBuffer, paint);
2268}
2269
2270/**
2271 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2272 * and additional geometry for defining an alpha slope perimeter.
2273 *
2274 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2275 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2276 * in-shader alpha region, but found it to be taxing on some GPUs.
2277 *
2278 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2279 * memory transfer by removing need for degenerate vertices.
2280 */
2281status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2282    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2283
2284    count &= ~0x3; // round down to nearest four
2285
2286    VertexBuffer buffer;
2287    SkRect bounds;
2288    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2289
2290    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2291        return DrawGlInfo::kStatusDone;
2292    }
2293
2294    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2295
2296    bool useOffset = !paint->isAntiAlias();
2297    return drawVertexBuffer(buffer, paint, useOffset);
2298}
2299
2300status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2301    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2302
2303    // TODO: The paint's cap style defines whether the points are square or circular
2304    // TODO: Handle AA for round points
2305
2306    // A stroke width of 0 has a special meaning in Skia:
2307    // it draws an unscaled 1px point
2308    float strokeWidth = paint->getStrokeWidth();
2309    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2310    if (isHairLine) {
2311        // Now that we know it's hairline, we can set the effective width, to be used later
2312        strokeWidth = 1.0f;
2313    }
2314    const float halfWidth = strokeWidth / 2;
2315
2316    int alpha;
2317    SkXfermode::Mode mode;
2318    getAlphaAndMode(paint, &alpha, &mode);
2319
2320    int verticesCount = count >> 1;
2321    int generatedVerticesCount = 0;
2322
2323    TextureVertex pointsData[verticesCount];
2324    TextureVertex* vertex = &pointsData[0];
2325
2326    // TODO: We should optimize this method to not generate vertices for points
2327    // that lie outside of the clip.
2328    mCaches.enableScissor();
2329
2330    setupDraw();
2331    setupDrawNoTexture();
2332    setupDrawPoint(strokeWidth);
2333    setupDrawColor(paint->getColor(), alpha);
2334    setupDrawColorFilter();
2335    setupDrawShader();
2336    setupDrawBlending(mode);
2337    setupDrawProgram();
2338    setupDrawModelViewIdentity(true);
2339    setupDrawColorUniforms();
2340    setupDrawColorFilterUniforms();
2341    setupDrawPointUniforms();
2342    setupDrawShaderIdentityUniforms();
2343    setupDrawMesh(vertex);
2344
2345    for (int i = 0; i < count; i += 2) {
2346        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2347        generatedVerticesCount++;
2348
2349        float left = points[i] - halfWidth;
2350        float right = points[i] + halfWidth;
2351        float top = points[i + 1] - halfWidth;
2352        float bottom = points [i + 1] + halfWidth;
2353
2354        dirtyLayer(left, top, right, bottom, currentTransform());
2355    }
2356
2357    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2358
2359    return DrawGlInfo::kStatusDrew;
2360}
2361
2362status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2363    // No need to check against the clip, we fill the clip region
2364    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2365
2366    Rect& clip(*mSnapshot->clipRect);
2367    clip.snapToPixelBoundaries();
2368
2369    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2370
2371    return DrawGlInfo::kStatusDrew;
2372}
2373
2374status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2375        SkPaint* paint) {
2376    if (!texture) return DrawGlInfo::kStatusDone;
2377    const AutoTexture autoCleanup(texture);
2378
2379    const float x = left + texture->left - texture->offset;
2380    const float y = top + texture->top - texture->offset;
2381
2382    drawPathTexture(texture, x, y, paint);
2383
2384    return DrawGlInfo::kStatusDrew;
2385}
2386
2387status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2388        float rx, float ry, SkPaint* p) {
2389    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2390        return DrawGlInfo::kStatusDone;
2391    }
2392
2393    if (p->getPathEffect() != 0) {
2394        mCaches.activeTexture(0);
2395        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2396                right - left, bottom - top, rx, ry, p);
2397        return drawShape(left, top, texture, p);
2398    }
2399
2400    SkPath path;
2401    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2402    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2403        float outset = p->getStrokeWidth() / 2;
2404        rect.outset(outset, outset);
2405        rx += outset;
2406        ry += outset;
2407    }
2408    path.addRoundRect(rect, rx, ry);
2409    return drawConvexPath(path, p);
2410}
2411
2412status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2413    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2414            x + radius, y + radius, p)) {
2415        return DrawGlInfo::kStatusDone;
2416    }
2417    if (p->getPathEffect() != 0) {
2418        mCaches.activeTexture(0);
2419        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2420        return drawShape(x - radius, y - radius, texture, p);
2421    }
2422
2423    SkPath path;
2424    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2425        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2426    } else {
2427        path.addCircle(x, y, radius);
2428    }
2429    return drawConvexPath(path, p);
2430}
2431
2432status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2433        SkPaint* p) {
2434    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2435        return DrawGlInfo::kStatusDone;
2436    }
2437
2438    if (p->getPathEffect() != 0) {
2439        mCaches.activeTexture(0);
2440        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2441        return drawShape(left, top, texture, p);
2442    }
2443
2444    SkPath path;
2445    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2446    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2447        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2448    }
2449    path.addOval(rect);
2450    return drawConvexPath(path, p);
2451}
2452
2453status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2454        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2455    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2456        return DrawGlInfo::kStatusDone;
2457    }
2458
2459    if (fabs(sweepAngle) >= 360.0f) {
2460        return drawOval(left, top, right, bottom, p);
2461    }
2462
2463    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2464    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2465        mCaches.activeTexture(0);
2466        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2467                startAngle, sweepAngle, useCenter, p);
2468        return drawShape(left, top, texture, p);
2469    }
2470
2471    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2472    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2473        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2474    }
2475
2476    SkPath path;
2477    if (useCenter) {
2478        path.moveTo(rect.centerX(), rect.centerY());
2479    }
2480    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2481    if (useCenter) {
2482        path.close();
2483    }
2484    return drawConvexPath(path, p);
2485}
2486
2487// See SkPaintDefaults.h
2488#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2489
2490status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2491    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2492        return DrawGlInfo::kStatusDone;
2493    }
2494
2495    if (p->getStyle() != SkPaint::kFill_Style) {
2496        // only fill style is supported by drawConvexPath, since others have to handle joins
2497        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2498                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2499            mCaches.activeTexture(0);
2500            const PathTexture* texture =
2501                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2502            return drawShape(left, top, texture, p);
2503        }
2504
2505        SkPath path;
2506        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2507        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2508            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2509        }
2510        path.addRect(rect);
2511        return drawConvexPath(path, p);
2512    }
2513
2514    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2515        SkPath path;
2516        path.addRect(left, top, right, bottom);
2517        return drawConvexPath(path, p);
2518    } else {
2519        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2520        return DrawGlInfo::kStatusDrew;
2521    }
2522}
2523
2524void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2525        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2526        float x, float y) {
2527    mCaches.activeTexture(0);
2528
2529    // NOTE: The drop shadow will not perform gamma correction
2530    //       if shader-based correction is enabled
2531    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2532    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2533            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2534    const AutoTexture autoCleanup(shadow);
2535
2536    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2537    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2538
2539    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2540    int shadowColor = mDrawModifiers.mShadowColor;
2541    if (mDrawModifiers.mShader) {
2542        shadowColor = 0xffffffff;
2543    }
2544
2545    setupDraw();
2546    setupDrawWithTexture(true);
2547    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2548    setupDrawColorFilter();
2549    setupDrawShader();
2550    setupDrawBlending(true, mode);
2551    setupDrawProgram();
2552    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2553    setupDrawTexture(shadow->id);
2554    setupDrawPureColorUniforms();
2555    setupDrawColorFilterUniforms();
2556    setupDrawShaderUniforms();
2557    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2558
2559    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2560}
2561
2562bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2563    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2564    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2565}
2566
2567status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2568        const float* positions, SkPaint* paint) {
2569    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2570        return DrawGlInfo::kStatusDone;
2571    }
2572
2573    // NOTE: Skia does not support perspective transform on drawPosText yet
2574    if (!currentTransform().isSimple()) {
2575        return DrawGlInfo::kStatusDone;
2576    }
2577
2578    float x = 0.0f;
2579    float y = 0.0f;
2580    const bool pureTranslate = currentTransform().isPureTranslate();
2581    if (pureTranslate) {
2582        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2583        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2584    }
2585
2586    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2587    fontRenderer.setFont(paint, mat4::identity());
2588
2589    int alpha;
2590    SkXfermode::Mode mode;
2591    getAlphaAndMode(paint, &alpha, &mode);
2592
2593    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2594        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2595                alpha, mode, 0.0f, 0.0f);
2596    }
2597
2598    // Pick the appropriate texture filtering
2599    bool linearFilter = currentTransform().changesBounds();
2600    if (pureTranslate && !linearFilter) {
2601        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2602    }
2603
2604    mCaches.activeTexture(0);
2605    setupDraw();
2606    setupDrawTextGamma(paint);
2607    setupDrawDirtyRegionsDisabled();
2608    setupDrawWithTexture(true);
2609    setupDrawAlpha8Color(paint->getColor(), alpha);
2610    setupDrawColorFilter();
2611    setupDrawShader();
2612    setupDrawBlending(true, mode);
2613    setupDrawProgram();
2614    setupDrawModelView(x, y, x, y, pureTranslate, true);
2615    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2616    setupDrawPureColorUniforms();
2617    setupDrawColorFilterUniforms();
2618    setupDrawShaderUniforms(pureTranslate);
2619    setupDrawTextGammaUniforms();
2620
2621    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2622    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2623
2624    const bool hasActiveLayer = hasLayer();
2625
2626    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2627            positions, hasActiveLayer ? &bounds : NULL)) {
2628        if (hasActiveLayer) {
2629            if (!pureTranslate) {
2630                currentTransform().mapRect(bounds);
2631            }
2632            dirtyLayerUnchecked(bounds, getRegion());
2633        }
2634    }
2635
2636    return DrawGlInfo::kStatusDrew;
2637}
2638
2639mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2640    mat4 fontTransform;
2641    if (CC_LIKELY(transform.isPureTranslate())) {
2642        fontTransform = mat4::identity();
2643    } else {
2644        if (CC_UNLIKELY(transform.isPerspective())) {
2645            fontTransform = mat4::identity();
2646        } else {
2647            float sx, sy;
2648            currentTransform().decomposeScale(sx, sy);
2649            fontTransform.loadScale(sx, sy, 1.0f);
2650        }
2651    }
2652    return fontTransform;
2653}
2654
2655status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2656        float x, float y, const float* positions, SkPaint* paint, float length) {
2657    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2658        return DrawGlInfo::kStatusDone;
2659    }
2660
2661    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2662    switch (paint->getTextAlign()) {
2663        case SkPaint::kCenter_Align:
2664            x -= length / 2.0f;
2665            break;
2666        case SkPaint::kRight_Align:
2667            x -= length;
2668            break;
2669        default:
2670            break;
2671    }
2672
2673    SkPaint::FontMetrics metrics;
2674    paint->getFontMetrics(&metrics, 0.0f);
2675    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2676        return DrawGlInfo::kStatusDone;
2677    }
2678
2679    const float oldX = x;
2680    const float oldY = y;
2681
2682    const mat4& transform = currentTransform();
2683    const bool pureTranslate = transform.isPureTranslate();
2684
2685    if (CC_LIKELY(pureTranslate)) {
2686        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2687        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2688    }
2689
2690    int alpha;
2691    SkXfermode::Mode mode;
2692    getAlphaAndMode(paint, &alpha, &mode);
2693
2694    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2695
2696    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2697        fontRenderer.setFont(paint, mat4::identity());
2698        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2699                alpha, mode, oldX, oldY);
2700    }
2701
2702    const bool hasActiveLayer = hasLayer();
2703
2704    // We only pass a partial transform to the font renderer. That partial
2705    // matrix defines how glyphs are rasterized. Typically we want glyphs
2706    // to be rasterized at their final size on screen, which means the partial
2707    // matrix needs to take the scale factor into account.
2708    // When a partial matrix is used to transform glyphs during rasterization,
2709    // the mesh is generated with the inverse transform (in the case of scale,
2710    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2711    // apply the full transform matrix at draw time in the vertex shader.
2712    // Applying the full matrix in the shader is the easiest way to handle
2713    // rotation and perspective and allows us to always generated quads in the
2714    // font renderer which greatly simplifies the code, clipping in particular.
2715    mat4 fontTransform = findBestFontTransform(transform);
2716    fontRenderer.setFont(paint, fontTransform);
2717
2718    // Pick the appropriate texture filtering
2719    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2720
2721    // The font renderer will always use texture unit 0
2722    mCaches.activeTexture(0);
2723    setupDraw();
2724    setupDrawTextGamma(paint);
2725    setupDrawDirtyRegionsDisabled();
2726    setupDrawWithTexture(true);
2727    setupDrawAlpha8Color(paint->getColor(), alpha);
2728    setupDrawColorFilter();
2729    setupDrawShader();
2730    setupDrawBlending(true, mode);
2731    setupDrawProgram();
2732    setupDrawModelView(x, y, x, y, pureTranslate, true);
2733    // See comment above; the font renderer must use texture unit 0
2734    // assert(mTextureUnit == 0)
2735    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2736    setupDrawPureColorUniforms();
2737    setupDrawColorFilterUniforms();
2738    setupDrawShaderUniforms(pureTranslate);
2739    setupDrawTextGammaUniforms();
2740
2741    // TODO: Implement better clipping for scaled/rotated text
2742    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2743    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2744
2745    bool status;
2746    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2747        SkPaint paintCopy(*paint);
2748        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2749        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2750                positions, hasActiveLayer ? &bounds : NULL);
2751    } else {
2752        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2753                positions, hasActiveLayer ? &bounds : NULL);
2754    }
2755
2756    if (status && hasActiveLayer) {
2757        if (!pureTranslate) {
2758            transform.mapRect(bounds);
2759        }
2760        dirtyLayerUnchecked(bounds, getRegion());
2761    }
2762
2763    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2764
2765    return DrawGlInfo::kStatusDrew;
2766}
2767
2768status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2769        float hOffset, float vOffset, SkPaint* paint) {
2770    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2771        return DrawGlInfo::kStatusDone;
2772    }
2773
2774    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2775    fontRenderer.setFont(paint, mat4::identity());
2776
2777    int alpha;
2778    SkXfermode::Mode mode;
2779    getAlphaAndMode(paint, &alpha, &mode);
2780
2781    mCaches.activeTexture(0);
2782    setupDraw();
2783    setupDrawTextGamma(paint);
2784    setupDrawDirtyRegionsDisabled();
2785    setupDrawWithTexture(true);
2786    setupDrawAlpha8Color(paint->getColor(), alpha);
2787    setupDrawColorFilter();
2788    setupDrawShader();
2789    setupDrawBlending(true, mode);
2790    setupDrawProgram();
2791    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2792    setupDrawTexture(fontRenderer.getTexture(true));
2793    setupDrawPureColorUniforms();
2794    setupDrawColorFilterUniforms();
2795    setupDrawShaderUniforms(false);
2796    setupDrawTextGammaUniforms();
2797
2798    const Rect* clip = &mSnapshot->getLocalClip();
2799    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2800
2801    const bool hasActiveLayer = hasLayer();
2802
2803    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2804            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2805        if (hasActiveLayer) {
2806            currentTransform().mapRect(bounds);
2807            dirtyLayerUnchecked(bounds, getRegion());
2808        }
2809    }
2810
2811    return DrawGlInfo::kStatusDrew;
2812}
2813
2814status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2815    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2816
2817    mCaches.activeTexture(0);
2818
2819    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2820    if (!texture) return DrawGlInfo::kStatusDone;
2821    const AutoTexture autoCleanup(texture);
2822
2823    const float x = texture->left - texture->offset;
2824    const float y = texture->top - texture->offset;
2825
2826    drawPathTexture(texture, x, y, paint);
2827
2828    return DrawGlInfo::kStatusDrew;
2829}
2830
2831status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2832    if (!layer) {
2833        return DrawGlInfo::kStatusDone;
2834    }
2835
2836    mat4* transform = NULL;
2837    if (layer->isTextureLayer()) {
2838        transform = &layer->getTransform();
2839        if (!transform->isIdentity()) {
2840            save(0);
2841            currentTransform().multiply(*transform);
2842        }
2843    }
2844
2845    Rect transformed;
2846    Rect clip;
2847    const bool rejected = quickRejectNoScissor(x, y,
2848            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2849
2850    if (rejected) {
2851        if (transform && !transform->isIdentity()) {
2852            restore();
2853        }
2854        return DrawGlInfo::kStatusDone;
2855    }
2856
2857    updateLayer(layer, true);
2858
2859    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2860    mCaches.activeTexture(0);
2861
2862    if (CC_LIKELY(!layer->region.isEmpty())) {
2863        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2864        mDrawModifiers.mColorFilter = layer->getColorFilter();
2865
2866        if (layer->region.isRect()) {
2867            composeLayerRect(layer, layer->regionRect);
2868        } else if (layer->mesh) {
2869            const float a = layer->getAlpha() / 255.0f * mSnapshot->alpha;
2870            setupDraw();
2871            setupDrawWithTexture();
2872            setupDrawColor(a, a, a, a);
2873            setupDrawColorFilter();
2874            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2875            setupDrawProgram();
2876            setupDrawPureColorUniforms();
2877            setupDrawColorFilterUniforms();
2878            setupDrawTexture(layer->getTexture());
2879            if (CC_LIKELY(currentTransform().isPureTranslate())) {
2880                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2881                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2882
2883                layer->setFilter(GL_NEAREST);
2884                setupDrawModelViewTranslate(tx, ty,
2885                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2886            } else {
2887                layer->setFilter(GL_LINEAR);
2888                setupDrawModelViewTranslate(x, y,
2889                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2890            }
2891            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2892
2893            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2894                    GL_UNSIGNED_SHORT, layer->meshIndices);
2895
2896            finishDrawTexture();
2897
2898#if DEBUG_LAYERS_AS_REGIONS
2899            drawRegionRects(layer->region);
2900#endif
2901        }
2902
2903        mDrawModifiers.mColorFilter = oldFilter;
2904
2905        if (layer->debugDrawUpdate) {
2906            layer->debugDrawUpdate = false;
2907            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2908                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2909        }
2910    }
2911
2912    if (transform && !transform->isIdentity()) {
2913        restore();
2914    }
2915
2916    return DrawGlInfo::kStatusDrew;
2917}
2918
2919///////////////////////////////////////////////////////////////////////////////
2920// Shaders
2921///////////////////////////////////////////////////////////////////////////////
2922
2923void OpenGLRenderer::resetShader() {
2924    mDrawModifiers.mShader = NULL;
2925}
2926
2927void OpenGLRenderer::setupShader(SkiaShader* shader) {
2928    mDrawModifiers.mShader = shader;
2929    if (mDrawModifiers.mShader) {
2930        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2931    }
2932}
2933
2934///////////////////////////////////////////////////////////////////////////////
2935// Color filters
2936///////////////////////////////////////////////////////////////////////////////
2937
2938void OpenGLRenderer::resetColorFilter() {
2939    mDrawModifiers.mColorFilter = NULL;
2940}
2941
2942void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2943    mDrawModifiers.mColorFilter = filter;
2944}
2945
2946///////////////////////////////////////////////////////////////////////////////
2947// Drop shadow
2948///////////////////////////////////////////////////////////////////////////////
2949
2950void OpenGLRenderer::resetShadow() {
2951    mDrawModifiers.mHasShadow = false;
2952}
2953
2954void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2955    mDrawModifiers.mHasShadow = true;
2956    mDrawModifiers.mShadowRadius = radius;
2957    mDrawModifiers.mShadowDx = dx;
2958    mDrawModifiers.mShadowDy = dy;
2959    mDrawModifiers.mShadowColor = color;
2960}
2961
2962///////////////////////////////////////////////////////////////////////////////
2963// Draw filters
2964///////////////////////////////////////////////////////////////////////////////
2965
2966void OpenGLRenderer::resetPaintFilter() {
2967    mDrawModifiers.mHasDrawFilter = false;
2968}
2969
2970void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2971    mDrawModifiers.mHasDrawFilter = true;
2972    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2973    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2974}
2975
2976SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2977    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
2978        return paint;
2979    }
2980
2981    uint32_t flags = paint->getFlags();
2982
2983    mFilteredPaint = *paint;
2984    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
2985            mDrawModifiers.mPaintFilterSetBits);
2986
2987    return &mFilteredPaint;
2988}
2989
2990///////////////////////////////////////////////////////////////////////////////
2991// Drawing implementation
2992///////////////////////////////////////////////////////////////////////////////
2993
2994void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2995        float x, float y, SkPaint* paint) {
2996    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2997        return;
2998    }
2999
3000    int alpha;
3001    SkXfermode::Mode mode;
3002    getAlphaAndMode(paint, &alpha, &mode);
3003
3004    setupDraw();
3005    setupDrawWithTexture(true);
3006    setupDrawAlpha8Color(paint->getColor(), alpha);
3007    setupDrawColorFilter();
3008    setupDrawShader();
3009    setupDrawBlending(true, mode);
3010    setupDrawProgram();
3011    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3012    setupDrawTexture(texture->id);
3013    setupDrawPureColorUniforms();
3014    setupDrawColorFilterUniforms();
3015    setupDrawShaderUniforms();
3016    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3017
3018    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3019
3020    finishDrawTexture();
3021}
3022
3023// Same values used by Skia
3024#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3025#define kStdUnderline_Offset    (1.0f / 9.0f)
3026#define kStdUnderline_Thickness (1.0f / 18.0f)
3027
3028void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3029        float x, float y, SkPaint* paint) {
3030    // Handle underline and strike-through
3031    uint32_t flags = paint->getFlags();
3032    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3033        SkPaint paintCopy(*paint);
3034        float underlineWidth = length;
3035        // If length is > 0.0f, we already measured the text for the text alignment
3036        if (length <= 0.0f) {
3037            underlineWidth = paintCopy.measureText(text, bytesCount);
3038        }
3039
3040        if (CC_LIKELY(underlineWidth > 0.0f)) {
3041            const float textSize = paintCopy.getTextSize();
3042            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3043
3044            const float left = x;
3045            float top = 0.0f;
3046
3047            int linesCount = 0;
3048            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3049            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3050
3051            const int pointsCount = 4 * linesCount;
3052            float points[pointsCount];
3053            int currentPoint = 0;
3054
3055            if (flags & SkPaint::kUnderlineText_Flag) {
3056                top = y + textSize * kStdUnderline_Offset;
3057                points[currentPoint++] = left;
3058                points[currentPoint++] = top;
3059                points[currentPoint++] = left + underlineWidth;
3060                points[currentPoint++] = top;
3061            }
3062
3063            if (flags & SkPaint::kStrikeThruText_Flag) {
3064                top = y + textSize * kStdStrikeThru_Offset;
3065                points[currentPoint++] = left;
3066                points[currentPoint++] = top;
3067                points[currentPoint++] = left + underlineWidth;
3068                points[currentPoint++] = top;
3069            }
3070
3071            paintCopy.setStrokeWidth(strokeWidth);
3072
3073            drawLines(&points[0], pointsCount, &paintCopy);
3074        }
3075    }
3076}
3077
3078status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3079    if (mSnapshot->isIgnored()) {
3080        return DrawGlInfo::kStatusDone;
3081    }
3082
3083    int color = paint->getColor();
3084    // If a shader is set, preserve only the alpha
3085    if (mDrawModifiers.mShader) {
3086        color |= 0x00ffffff;
3087    }
3088    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3089
3090    return drawColorRects(rects, count, color, mode);
3091}
3092
3093status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3094        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3095    if (count == 0) {
3096        return DrawGlInfo::kStatusDone;
3097    }
3098
3099    float left = FLT_MAX;
3100    float top = FLT_MAX;
3101    float right = FLT_MIN;
3102    float bottom = FLT_MIN;
3103
3104    int vertexCount = 0;
3105    Vertex mesh[count * 6];
3106    Vertex* vertex = mesh;
3107
3108    for (int index = 0; index < count; index += 4) {
3109        float l = rects[index + 0];
3110        float t = rects[index + 1];
3111        float r = rects[index + 2];
3112        float b = rects[index + 3];
3113
3114        Vertex::set(vertex++, l, b);
3115        Vertex::set(vertex++, l, t);
3116        Vertex::set(vertex++, r, t);
3117        Vertex::set(vertex++, l, b);
3118        Vertex::set(vertex++, r, t);
3119        Vertex::set(vertex++, r, b);
3120
3121        vertexCount += 6;
3122
3123        left = fminf(left, l);
3124        top = fminf(top, t);
3125        right = fmaxf(right, r);
3126        bottom = fmaxf(bottom, b);
3127    }
3128
3129    if (clip && quickReject(left, top, right, bottom)) {
3130        return DrawGlInfo::kStatusDone;
3131    }
3132
3133    setupDraw();
3134    setupDrawNoTexture();
3135    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3136    setupDrawShader();
3137    setupDrawColorFilter();
3138    setupDrawBlending(mode);
3139    setupDrawProgram();
3140    setupDrawDirtyRegionsDisabled();
3141    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3142    setupDrawColorUniforms();
3143    setupDrawShaderUniforms();
3144    setupDrawColorFilterUniforms();
3145    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3146
3147    if (dirty && hasLayer()) {
3148        dirtyLayer(left, top, right, bottom, currentTransform());
3149    }
3150
3151    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3152
3153    return DrawGlInfo::kStatusDrew;
3154}
3155
3156void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3157        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3158    // If a shader is set, preserve only the alpha
3159    if (mDrawModifiers.mShader) {
3160        color |= 0x00ffffff;
3161    }
3162
3163    setupDraw();
3164    setupDrawNoTexture();
3165    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3166    setupDrawShader();
3167    setupDrawColorFilter();
3168    setupDrawBlending(mode);
3169    setupDrawProgram();
3170    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3171    setupDrawColorUniforms();
3172    setupDrawShaderUniforms(ignoreTransform);
3173    setupDrawColorFilterUniforms();
3174    setupDrawSimpleMesh();
3175
3176    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3177}
3178
3179void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3180        Texture* texture, SkPaint* paint) {
3181    int alpha;
3182    SkXfermode::Mode mode;
3183    getAlphaAndMode(paint, &alpha, &mode);
3184
3185    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3186
3187    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3188        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3189        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3190
3191        texture->setFilter(GL_NEAREST, true);
3192        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3193                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3194                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3195    } else {
3196        texture->setFilter(FILTER(paint), true);
3197        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3198                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3199                GL_TRIANGLE_STRIP, gMeshCount);
3200    }
3201}
3202
3203void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3204        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3205    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3206            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3207}
3208
3209void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3210        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3211        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3212        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3213
3214    setupDraw();
3215    setupDrawWithTexture();
3216    setupDrawColor(alpha, alpha, alpha, alpha);
3217    setupDrawColorFilter();
3218    setupDrawBlending(blend, mode, swapSrcDst);
3219    setupDrawProgram();
3220    if (!dirty) setupDrawDirtyRegionsDisabled();
3221    if (!ignoreScale) {
3222        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3223    } else {
3224        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3225    }
3226    setupDrawTexture(texture);
3227    setupDrawPureColorUniforms();
3228    setupDrawColorFilterUniforms();
3229    setupDrawMesh(vertices, texCoords, vbo);
3230
3231    glDrawArrays(drawMode, 0, elementsCount);
3232
3233    finishDrawTexture();
3234}
3235
3236void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3237        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3238        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3239        bool ignoreTransform, bool dirty) {
3240
3241    setupDraw();
3242    setupDrawWithTexture(true);
3243    if (hasColor) {
3244        setupDrawAlpha8Color(color, alpha);
3245    }
3246    setupDrawColorFilter();
3247    setupDrawShader();
3248    setupDrawBlending(true, mode);
3249    setupDrawProgram();
3250    if (!dirty) setupDrawDirtyRegionsDisabled();
3251    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3252    setupDrawTexture(texture);
3253    setupDrawPureColorUniforms();
3254    setupDrawColorFilterUniforms();
3255    setupDrawShaderUniforms();
3256    setupDrawMesh(vertices, texCoords);
3257
3258    glDrawArrays(drawMode, 0, elementsCount);
3259
3260    finishDrawTexture();
3261}
3262
3263void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3264        ProgramDescription& description, bool swapSrcDst) {
3265    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3266
3267    if (blend) {
3268        // These blend modes are not supported by OpenGL directly and have
3269        // to be implemented using shaders. Since the shader will perform
3270        // the blending, turn blending off here
3271        // If the blend mode cannot be implemented using shaders, fall
3272        // back to the default SrcOver blend mode instead
3273        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3274            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3275                description.framebufferMode = mode;
3276                description.swapSrcDst = swapSrcDst;
3277
3278                if (mCaches.blend) {
3279                    glDisable(GL_BLEND);
3280                    mCaches.blend = false;
3281                }
3282
3283                return;
3284            } else {
3285                mode = SkXfermode::kSrcOver_Mode;
3286            }
3287        }
3288
3289        if (!mCaches.blend) {
3290            glEnable(GL_BLEND);
3291        }
3292
3293        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3294        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3295
3296        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3297            glBlendFunc(sourceMode, destMode);
3298            mCaches.lastSrcMode = sourceMode;
3299            mCaches.lastDstMode = destMode;
3300        }
3301    } else if (mCaches.blend) {
3302        glDisable(GL_BLEND);
3303    }
3304    mCaches.blend = blend;
3305}
3306
3307bool OpenGLRenderer::useProgram(Program* program) {
3308    if (!program->isInUse()) {
3309        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3310        program->use();
3311        mCaches.currentProgram = program;
3312        return false;
3313    }
3314    return true;
3315}
3316
3317void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3318    TextureVertex* v = &mMeshVertices[0];
3319    TextureVertex::setUV(v++, u1, v1);
3320    TextureVertex::setUV(v++, u2, v1);
3321    TextureVertex::setUV(v++, u1, v2);
3322    TextureVertex::setUV(v++, u2, v2);
3323}
3324
3325void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3326    getAlphaAndModeDirect(paint, alpha,  mode);
3327    *alpha *= mSnapshot->alpha;
3328}
3329
3330}; // namespace uirenderer
3331}; // namespace android
3332