OpenGLRenderer.cpp revision eb2dcc791e649e07ec8114e00752b54965c46e65
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "RenderState.h"
40#include "PathTessellator.h"
41#include "Properties.h"
42#include "ShadowTessellator.h"
43#include "SkiaShader.h"
44#include "utils/GLUtils.h"
45#include "utils/TraceUtils.h"
46#include "Vector.h"
47#include "VertexBuffer.h"
48
49#if DEBUG_DETAILED_EVENTS
50    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
51#else
52    #define EVENT_LOGD(...)
53#endif
54
55namespace android {
56namespace uirenderer {
57
58static GLenum getFilter(const SkPaint* paint) {
59    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
60        return GL_LINEAR;
61    }
62    return GL_NEAREST;
63}
64
65///////////////////////////////////////////////////////////////////////////////
66// Globals
67///////////////////////////////////////////////////////////////////////////////
68
69/**
70 * Structure mapping Skia xfermodes to OpenGL blending factors.
71 */
72struct Blender {
73    SkXfermode::Mode mode;
74    GLenum src;
75    GLenum dst;
76}; // struct Blender
77
78// In this array, the index of each Blender equals the value of the first
79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
80static const Blender gBlends[] = {
81    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
83    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
84    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
85    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
86    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
87    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
88    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
89    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
91    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
92    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
94    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
95    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
96};
97
98// This array contains the swapped version of each SkXfermode. For instance
99// this array's SrcOver blending mode is actually DstOver. You can refer to
100// createLayer() for more information on the purpose of this array.
101static const Blender gBlendsSwap[] = {
102    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
104    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
105    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
106    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
107    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
108    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
109    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
110    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
111    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
112    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
113    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
114    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
115    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
116    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
117};
118
119///////////////////////////////////////////////////////////////////////////////
120// Functions
121///////////////////////////////////////////////////////////////////////////////
122
123template<typename T>
124static inline T min(T a, T b) {
125    return a < b ? a : b;
126}
127
128///////////////////////////////////////////////////////////////////////////////
129// Constructors/destructor
130///////////////////////////////////////////////////////////////////////////////
131
132OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
133        : mFrameStarted(false)
134        , mCaches(Caches::getInstance())
135        , mExtensions(Extensions::getInstance())
136        , mRenderState(renderState)
137        , mScissorOptimizationDisabled(false)
138        , mSuppressTiling(false)
139        , mFirstFrameAfterResize(true)
140        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
141        , mLightRadius(FLT_MIN)
142        , mAmbientShadowAlpha(0)
143        , mSpotShadowAlpha(0) {
144    // *set* draw modifiers to be 0
145    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
146    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
147
148    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
149}
150
151OpenGLRenderer::~OpenGLRenderer() {
152    // The context has already been destroyed at this point, do not call
153    // GL APIs. All GL state should be kept in Caches.h
154}
155
156void OpenGLRenderer::initProperties() {
157    char property[PROPERTY_VALUE_MAX];
158    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
159        mScissorOptimizationDisabled = !strcasecmp(property, "true");
160        INIT_LOGD("  Scissor optimization %s",
161                mScissorOptimizationDisabled ? "disabled" : "enabled");
162    } else {
163        INIT_LOGD("  Scissor optimization enabled");
164    }
165}
166
167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
168        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
169    mLightCenter = lightCenter;
170    mLightRadius = lightRadius;
171    mAmbientShadowAlpha = ambientShadowAlpha;
172    mSpotShadowAlpha = spotShadowAlpha;
173}
174
175///////////////////////////////////////////////////////////////////////////////
176// Setup
177///////////////////////////////////////////////////////////////////////////////
178
179void OpenGLRenderer::onViewportInitialized() {
180    glDisable(GL_DITHER);
181    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
182
183    glEnableVertexAttribArray(Program::kBindingPosition);
184    mFirstFrameAfterResize = true;
185}
186
187void OpenGLRenderer::setupFrameState(float left, float top,
188        float right, float bottom, bool opaque) {
189    mCaches.clearGarbage();
190    initializeSaveStack(left, top, right, bottom, mLightCenter);
191    mOpaque = opaque;
192    mTilingClip.set(left, top, right, bottom);
193}
194
195status_t OpenGLRenderer::startFrame() {
196    if (mFrameStarted) return DrawGlInfo::kStatusDone;
197    mFrameStarted = true;
198
199    mDirtyClip = true;
200
201    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
202
203    mRenderState.setViewport(getWidth(), getHeight());
204
205    // Functors break the tiling extension in pretty spectacular ways
206    // This ensures we don't use tiling when a functor is going to be
207    // invoked during the frame
208    mSuppressTiling = mCaches.hasRegisteredFunctors()
209            || mFirstFrameAfterResize;
210    mFirstFrameAfterResize = false;
211
212    startTilingCurrentClip(true);
213
214    debugOverdraw(true, true);
215
216    return clear(mTilingClip.left, mTilingClip.top,
217            mTilingClip.right, mTilingClip.bottom, mOpaque);
218}
219
220status_t OpenGLRenderer::prepareDirty(float left, float top,
221        float right, float bottom, bool opaque) {
222
223    setupFrameState(left, top, right, bottom, opaque);
224
225    // Layer renderers will start the frame immediately
226    // The framebuffer renderer will first defer the display list
227    // for each layer and wait until the first drawing command
228    // to start the frame
229    if (currentSnapshot()->fbo == 0) {
230        syncState();
231        updateLayers();
232    } else {
233        return startFrame();
234    }
235
236    return DrawGlInfo::kStatusDone;
237}
238
239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
240    // If we know that we are going to redraw the entire framebuffer,
241    // perform a discard to let the driver know we don't need to preserve
242    // the back buffer for this frame.
243    if (mExtensions.hasDiscardFramebuffer() &&
244            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
245        const bool isFbo = getTargetFbo() == 0;
246        const GLenum attachments[] = {
247                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
248                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
249        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
250    }
251}
252
253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
254    if (!opaque) {
255        mCaches.enableScissor();
256        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
257        glClear(GL_COLOR_BUFFER_BIT);
258        return DrawGlInfo::kStatusDrew;
259    }
260
261    mCaches.resetScissor();
262    return DrawGlInfo::kStatusDone;
263}
264
265void OpenGLRenderer::syncState() {
266    if (mCaches.blend) {
267        glEnable(GL_BLEND);
268    } else {
269        glDisable(GL_BLEND);
270    }
271}
272
273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
274    if (!mSuppressTiling) {
275        const Snapshot* snapshot = currentSnapshot();
276
277        const Rect* clip = &mTilingClip;
278        if (snapshot->flags & Snapshot::kFlagFboTarget) {
279            clip = &(snapshot->layer->clipRect);
280        }
281
282        startTiling(*clip, getViewportHeight(), opaque, expand);
283    }
284}
285
286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
287    if (!mSuppressTiling) {
288        if(expand) {
289            // Expand the startTiling region by 1
290            int leftNotZero = (clip.left > 0) ? 1 : 0;
291            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
292
293            mCaches.startTiling(
294                clip.left - leftNotZero,
295                windowHeight - clip.bottom - topNotZero,
296                clip.right - clip.left + leftNotZero + 1,
297                clip.bottom - clip.top + topNotZero + 1,
298                opaque);
299        } else {
300            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
301                clip.right - clip.left, clip.bottom - clip.top, opaque);
302        }
303    }
304}
305
306void OpenGLRenderer::endTiling() {
307    if (!mSuppressTiling) mCaches.endTiling();
308}
309
310void OpenGLRenderer::finish() {
311    renderOverdraw();
312    endTiling();
313
314    for (size_t i = 0; i < mTempPaths.size(); i++) {
315        delete mTempPaths[i];
316    }
317    mTempPaths.clear();
318
319    // When finish() is invoked on FBO 0 we've reached the end
320    // of the current frame
321    if (getTargetFbo() == 0) {
322        mCaches.pathCache.trim();
323        mCaches.tessellationCache.trim();
324    }
325
326    if (!suppressErrorChecks()) {
327#if DEBUG_OPENGL
328        GLUtils::dumpGLErrors();
329#endif
330
331#if DEBUG_MEMORY_USAGE
332        mCaches.dumpMemoryUsage();
333#else
334        if (mCaches.getDebugLevel() & kDebugMemory) {
335            mCaches.dumpMemoryUsage();
336        }
337#endif
338    }
339
340    mFrameStarted = false;
341}
342
343void OpenGLRenderer::resumeAfterLayer() {
344    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
345    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
346    debugOverdraw(true, false);
347
348    mCaches.resetScissor();
349    dirtyClip();
350}
351
352status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
353    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
354
355    Rect clip(*currentClipRect());
356    clip.snapToPixelBoundaries();
357
358    // Since we don't know what the functor will draw, let's dirty
359    // the entire clip region
360    if (hasLayer()) {
361        dirtyLayerUnchecked(clip, getRegion());
362    }
363
364    DrawGlInfo info;
365    info.clipLeft = clip.left;
366    info.clipTop = clip.top;
367    info.clipRight = clip.right;
368    info.clipBottom = clip.bottom;
369    info.isLayer = hasLayer();
370    info.width = getViewportWidth();
371    info.height = getViewportHeight();
372    currentTransform()->copyTo(&info.transform[0]);
373
374    bool prevDirtyClip = mDirtyClip;
375    // setup GL state for functor
376    if (mDirtyClip) {
377        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
378    }
379    if (mCaches.enableScissor() || prevDirtyClip) {
380        setScissorFromClip();
381    }
382
383    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
384    // Scissor may have been modified, reset dirty clip
385    dirtyClip();
386
387    return DrawGlInfo::kStatusDrew;
388}
389
390///////////////////////////////////////////////////////////////////////////////
391// Debug
392///////////////////////////////////////////////////////////////////////////////
393
394void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
395#if DEBUG_DETAILED_EVENTS
396    const int BUFFER_SIZE = 256;
397    va_list ap;
398    char buf[BUFFER_SIZE];
399
400    va_start(ap, fmt);
401    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
402    va_end(ap);
403
404    eventMark(buf);
405#endif
406}
407
408
409void OpenGLRenderer::eventMark(const char* name) const {
410    mCaches.eventMark(0, name);
411}
412
413void OpenGLRenderer::startMark(const char* name) const {
414    mCaches.startMark(0, name);
415}
416
417void OpenGLRenderer::endMark() const {
418    mCaches.endMark();
419}
420
421void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
422    mRenderState.debugOverdraw(enable, clear);
423}
424
425void OpenGLRenderer::renderOverdraw() {
426    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
427        const Rect* clip = &mTilingClip;
428
429        mCaches.enableScissor();
430        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
431                clip->right - clip->left, clip->bottom - clip->top);
432
433        // 1x overdraw
434        mCaches.stencil.enableDebugTest(2);
435        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
436
437        // 2x overdraw
438        mCaches.stencil.enableDebugTest(3);
439        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
440
441        // 3x overdraw
442        mCaches.stencil.enableDebugTest(4);
443        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
444
445        // 4x overdraw and higher
446        mCaches.stencil.enableDebugTest(4, true);
447        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
448
449        mCaches.stencil.disable();
450    }
451}
452
453///////////////////////////////////////////////////////////////////////////////
454// Layers
455///////////////////////////////////////////////////////////////////////////////
456
457bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
458    if (layer->deferredUpdateScheduled && layer->renderer
459            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
460        Rect& dirty = layer->dirtyRect;
461
462        if (inFrame) {
463            endTiling();
464            debugOverdraw(false, false);
465        }
466
467        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
468            layer->render(*this);
469        } else {
470            layer->defer(*this);
471        }
472
473        if (inFrame) {
474            resumeAfterLayer();
475            startTilingCurrentClip();
476        }
477
478        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
479        layer->hasDrawnSinceUpdate = false;
480
481        return true;
482    }
483
484    return false;
485}
486
487void OpenGLRenderer::updateLayers() {
488    // If draw deferring is enabled this method will simply defer
489    // the display list of each individual layer. The layers remain
490    // in the layer updates list which will be cleared by flushLayers().
491    int count = mLayerUpdates.size();
492    if (count > 0) {
493        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
494            startMark("Layer Updates");
495        } else {
496            startMark("Defer Layer Updates");
497        }
498
499        // Note: it is very important to update the layers in order
500        for (int i = 0; i < count; i++) {
501            Layer* layer = mLayerUpdates.itemAt(i).get();
502            updateLayer(layer, false);
503        }
504
505        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
506            mLayerUpdates.clear();
507            mRenderState.bindFramebuffer(getTargetFbo());
508        }
509        endMark();
510    }
511}
512
513void OpenGLRenderer::flushLayers() {
514    int count = mLayerUpdates.size();
515    if (count > 0) {
516        startMark("Apply Layer Updates");
517
518        // Note: it is very important to update the layers in order
519        for (int i = 0; i < count; i++) {
520            mLayerUpdates.itemAt(i)->flush();
521        }
522
523        mLayerUpdates.clear();
524        mRenderState.bindFramebuffer(getTargetFbo());
525
526        endMark();
527    }
528}
529
530void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
531    if (layer) {
532        // Make sure we don't introduce duplicates.
533        // SortedVector would do this automatically but we need to respect
534        // the insertion order. The linear search is not an issue since
535        // this list is usually very short (typically one item, at most a few)
536        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
537            if (mLayerUpdates.itemAt(i) == layer) {
538                return;
539            }
540        }
541        mLayerUpdates.push_back(layer);
542    }
543}
544
545void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
546    if (layer) {
547        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
548            if (mLayerUpdates.itemAt(i) == layer) {
549                mLayerUpdates.removeAt(i);
550                break;
551            }
552        }
553    }
554}
555
556void OpenGLRenderer::flushLayerUpdates() {
557    ATRACE_NAME("Update HW Layers");
558    syncState();
559    updateLayers();
560    flushLayers();
561    // Wait for all the layer updates to be executed
562    AutoFence fence;
563}
564
565void OpenGLRenderer::markLayersAsBuildLayers() {
566    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
567        mLayerUpdates[i]->wasBuildLayered = true;
568    }
569}
570
571///////////////////////////////////////////////////////////////////////////////
572// State management
573///////////////////////////////////////////////////////////////////////////////
574
575void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
576    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
577    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
578    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
579
580    if (restoreViewport) {
581        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
582    }
583
584    if (restoreClip) {
585        dirtyClip();
586    }
587
588    if (restoreLayer) {
589        endMark(); // Savelayer
590        ATRACE_END(); // SaveLayer
591        startMark("ComposeLayer");
592        composeLayer(removed, restored);
593        endMark();
594    }
595}
596
597///////////////////////////////////////////////////////////////////////////////
598// Layers
599///////////////////////////////////////////////////////////////////////////////
600
601int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
602        const SkPaint* paint, int flags, const SkPath* convexMask) {
603    // force matrix/clip isolation for layer
604    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
605
606    const int count = saveSnapshot(flags);
607
608    if (!currentSnapshot()->isIgnored()) {
609        createLayer(left, top, right, bottom, paint, flags, convexMask);
610    }
611
612    return count;
613}
614
615void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
616    const Rect untransformedBounds(bounds);
617
618    currentTransform()->mapRect(bounds);
619
620    // Layers only make sense if they are in the framebuffer's bounds
621    if (bounds.intersect(*currentClipRect())) {
622        // We cannot work with sub-pixels in this case
623        bounds.snapToPixelBoundaries();
624
625        // When the layer is not an FBO, we may use glCopyTexImage so we
626        // need to make sure the layer does not extend outside the bounds
627        // of the framebuffer
628        const Snapshot& previous = *(currentSnapshot()->previous);
629        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
630        if (!bounds.intersect(previousViewport)) {
631            bounds.setEmpty();
632        } else if (fboLayer) {
633            clip.set(bounds);
634            mat4 inverse;
635            inverse.loadInverse(*currentTransform());
636            inverse.mapRect(clip);
637            clip.snapToPixelBoundaries();
638            if (clip.intersect(untransformedBounds)) {
639                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
640                bounds.set(untransformedBounds);
641            } else {
642                clip.setEmpty();
643            }
644        }
645    } else {
646        bounds.setEmpty();
647    }
648}
649
650void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
651        bool fboLayer, int alpha) {
652    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
653            bounds.getHeight() > mCaches.maxTextureSize ||
654            (fboLayer && clip.isEmpty())) {
655        mSnapshot->empty = fboLayer;
656    } else {
657        mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
658    }
659}
660
661int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
662        const SkPaint* paint, int flags) {
663    const int count = saveSnapshot(flags);
664
665    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
666        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
667        // operations will be able to store and restore the current clip and transform info, and
668        // quick rejection will be correct (for display lists)
669
670        Rect bounds(left, top, right, bottom);
671        Rect clip;
672        calculateLayerBoundsAndClip(bounds, clip, true);
673        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
674
675        if (!currentSnapshot()->isIgnored()) {
676            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
677            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
678            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
679            mSnapshot->roundRectClipState = NULL;
680        }
681    }
682
683    return count;
684}
685
686/**
687 * Layers are viewed by Skia are slightly different than layers in image editing
688 * programs (for instance.) When a layer is created, previously created layers
689 * and the frame buffer still receive every drawing command. For instance, if a
690 * layer is created and a shape intersecting the bounds of the layers and the
691 * framebuffer is draw, the shape will be drawn on both (unless the layer was
692 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
693 *
694 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
695 * texture. Unfortunately, this is inefficient as it requires every primitive to
696 * be drawn n + 1 times, where n is the number of active layers. In practice this
697 * means, for every primitive:
698 *   - Switch active frame buffer
699 *   - Change viewport, clip and projection matrix
700 *   - Issue the drawing
701 *
702 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
703 * To avoid this, layers are implemented in a different way here, at least in the
704 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
705 * is set. When this flag is set we can redirect all drawing operations into a
706 * single FBO.
707 *
708 * This implementation relies on the frame buffer being at least RGBA 8888. When
709 * a layer is created, only a texture is created, not an FBO. The content of the
710 * frame buffer contained within the layer's bounds is copied into this texture
711 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
712 * buffer and drawing continues as normal. This technique therefore treats the
713 * frame buffer as a scratch buffer for the layers.
714 *
715 * To compose the layers back onto the frame buffer, each layer texture
716 * (containing the original frame buffer data) is drawn as a simple quad over
717 * the frame buffer. The trick is that the quad is set as the composition
718 * destination in the blending equation, and the frame buffer becomes the source
719 * of the composition.
720 *
721 * Drawing layers with an alpha value requires an extra step before composition.
722 * An empty quad is drawn over the layer's region in the frame buffer. This quad
723 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
724 * quad is used to multiply the colors in the frame buffer. This is achieved by
725 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
726 * GL_ZERO, GL_SRC_ALPHA.
727 *
728 * Because glCopyTexImage2D() can be slow, an alternative implementation might
729 * be use to draw a single clipped layer. The implementation described above
730 * is correct in every case.
731 *
732 * (1) The frame buffer is actually not cleared right away. To allow the GPU
733 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
734 *     buffer is left untouched until the first drawing operation. Only when
735 *     something actually gets drawn are the layers regions cleared.
736 */
737bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
738        const SkPaint* paint, int flags, const SkPath* convexMask) {
739    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
740    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
741
742    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
743
744    // Window coordinates of the layer
745    Rect clip;
746    Rect bounds(left, top, right, bottom);
747    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
748    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
749
750    // Bail out if we won't draw in this snapshot
751    if (currentSnapshot()->isIgnored()) {
752        return false;
753    }
754
755    mCaches.activeTexture(0);
756    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
757    if (!layer) {
758        return false;
759    }
760
761    layer->setPaint(paint);
762    layer->layer.set(bounds);
763    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
764            bounds.getWidth() / float(layer->getWidth()), 0.0f);
765
766    layer->setBlend(true);
767    layer->setDirty(false);
768    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
769
770    // Save the layer in the snapshot
771    mSnapshot->flags |= Snapshot::kFlagIsLayer;
772    mSnapshot->layer = layer;
773
774    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
775            fboLayer ? "" : "unclipped ",
776            layer->getWidth(), layer->getHeight());
777    startMark("SaveLayer");
778    if (fboLayer) {
779        return createFboLayer(layer, bounds, clip);
780    } else {
781        // Copy the framebuffer into the layer
782        layer->bindTexture();
783        if (!bounds.isEmpty()) {
784            if (layer->isEmpty()) {
785                // Workaround for some GL drivers. When reading pixels lying outside
786                // of the window we should get undefined values for those pixels.
787                // Unfortunately some drivers will turn the entire target texture black
788                // when reading outside of the window.
789                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
790                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
791                layer->setEmpty(false);
792            }
793
794            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
795                    bounds.left, getViewportHeight() - bounds.bottom,
796                    bounds.getWidth(), bounds.getHeight());
797
798            // Enqueue the buffer coordinates to clear the corresponding region later
799            mLayers.push(new Rect(bounds));
800        }
801    }
802
803    return true;
804}
805
806bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
807    layer->clipRect.set(clip);
808    layer->setFbo(mCaches.fboCache.get());
809
810    mSnapshot->region = &mSnapshot->layer->region;
811    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
812    mSnapshot->fbo = layer->getFbo();
813    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
814    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
815    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
816    mSnapshot->roundRectClipState = NULL;
817
818    endTiling();
819    debugOverdraw(false, false);
820    // Bind texture to FBO
821    mRenderState.bindFramebuffer(layer->getFbo());
822    layer->bindTexture();
823
824    // Initialize the texture if needed
825    if (layer->isEmpty()) {
826        layer->allocateTexture();
827        layer->setEmpty(false);
828    }
829
830    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
831            layer->getTexture(), 0);
832
833    // Expand the startTiling region by 1
834    startTilingCurrentClip(true, true);
835
836    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
837    mCaches.enableScissor();
838    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
839            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
840    glClear(GL_COLOR_BUFFER_BIT);
841
842    dirtyClip();
843
844    // Change the ortho projection
845    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
846    return true;
847}
848
849/**
850 * Read the documentation of createLayer() before doing anything in this method.
851 */
852void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
853    if (!removed.layer) {
854        ALOGE("Attempting to compose a layer that does not exist");
855        return;
856    }
857
858    Layer* layer = removed.layer;
859    const Rect& rect = layer->layer;
860    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
861
862    bool clipRequired = false;
863    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
864            &clipRequired, NULL, false); // safely ignore return, should never be rejected
865    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
866
867    if (fboLayer) {
868        endTiling();
869
870        // Detach the texture from the FBO
871        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
872
873        layer->removeFbo(false);
874
875        // Unbind current FBO and restore previous one
876        mRenderState.bindFramebuffer(restored.fbo);
877        debugOverdraw(true, false);
878
879        startTilingCurrentClip();
880    }
881
882    if (!fboLayer && layer->getAlpha() < 255) {
883        SkPaint layerPaint;
884        layerPaint.setAlpha(layer->getAlpha());
885        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
886        layerPaint.setColorFilter(layer->getColorFilter());
887
888        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
889        // Required below, composeLayerRect() will divide by 255
890        layer->setAlpha(255);
891    }
892
893    mCaches.unbindMeshBuffer();
894
895    mCaches.activeTexture(0);
896
897    // When the layer is stored in an FBO, we can save a bit of fillrate by
898    // drawing only the dirty region
899    if (fboLayer) {
900        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
901        composeLayerRegion(layer, rect);
902    } else if (!rect.isEmpty()) {
903        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
904
905        save(0);
906        // the layer contains screen buffer content that shouldn't be alpha modulated
907        // (and any necessary alpha modulation was handled drawing into the layer)
908        mSnapshot->alpha = 1.0f;
909        composeLayerRect(layer, rect, true);
910        restore();
911    }
912
913    dirtyClip();
914
915    // Failing to add the layer to the cache should happen only if the layer is too large
916    layer->setConvexMask(NULL);
917    if (!mCaches.layerCache.put(layer)) {
918        LAYER_LOGD("Deleting layer");
919        layer->decStrong(0);
920    }
921}
922
923void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
924    float alpha = getLayerAlpha(layer);
925
926    setupDraw();
927    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
928        setupDrawWithTexture();
929    } else {
930        setupDrawWithExternalTexture();
931    }
932    setupDrawTextureTransform();
933    setupDrawColor(alpha, alpha, alpha, alpha);
934    setupDrawColorFilter(layer->getColorFilter());
935    setupDrawBlending(layer);
936    setupDrawProgram();
937    setupDrawPureColorUniforms();
938    setupDrawColorFilterUniforms(layer->getColorFilter());
939    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
940        setupDrawTexture(layer->getTexture());
941    } else {
942        setupDrawExternalTexture(layer->getTexture());
943    }
944    if (currentTransform()->isPureTranslate() &&
945            !layer->getForceFilter() &&
946            layer->getWidth() == (uint32_t) rect.getWidth() &&
947            layer->getHeight() == (uint32_t) rect.getHeight()) {
948        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
949        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
950
951        layer->setFilter(GL_NEAREST);
952        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
953                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
954    } else {
955        layer->setFilter(GL_LINEAR);
956        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
957                rect.left, rect.top, rect.right, rect.bottom);
958    }
959    setupDrawTextureTransformUniforms(layer->getTexTransform());
960    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
961
962    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
963}
964
965void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
966    if (layer->isTextureLayer()) {
967        EVENT_LOGD("composeTextureLayerRect");
968        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
969        drawTextureLayer(layer, rect);
970        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
971    } else {
972        EVENT_LOGD("composeHardwareLayerRect");
973        const Rect& texCoords = layer->texCoords;
974        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
975                texCoords.right, texCoords.bottom);
976
977        float x = rect.left;
978        float y = rect.top;
979        bool simpleTransform = currentTransform()->isPureTranslate() &&
980                layer->getWidth() == (uint32_t) rect.getWidth() &&
981                layer->getHeight() == (uint32_t) rect.getHeight();
982
983        if (simpleTransform) {
984            // When we're swapping, the layer is already in screen coordinates
985            if (!swap) {
986                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
987                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
988            }
989
990            layer->setFilter(GL_NEAREST, true);
991        } else {
992            layer->setFilter(GL_LINEAR, true);
993        }
994
995        SkPaint layerPaint;
996        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
997        layerPaint.setXfermodeMode(layer->getMode());
998        layerPaint.setColorFilter(layer->getColorFilter());
999
1000        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1001        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1002                layer->getTexture(), &layerPaint, blend,
1003                &mMeshVertices[0].x, &mMeshVertices[0].u,
1004                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1005
1006        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1007    }
1008}
1009
1010/**
1011 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1012 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1013 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1014 * by saveLayer's restore
1015 */
1016#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1017        DRAW_COMMAND;                                                            \
1018        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1019            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1020            DRAW_COMMAND;                                                        \
1021            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1022        }                                                                        \
1023    }
1024
1025#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1026
1027// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1028// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1029class LayerShader : public SkShader {
1030public:
1031    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1032    : INHERITED(localMatrix)
1033    , mLayer(layer) {
1034    }
1035
1036    virtual bool asACustomShader(void** data) const {
1037        if (data) {
1038            *data = static_cast<void*>(mLayer);
1039        }
1040        return true;
1041    }
1042
1043    virtual bool isOpaque() const {
1044        return !mLayer->isBlend();
1045    }
1046
1047protected:
1048    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1049        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1050    }
1051
1052    virtual void flatten(SkWriteBuffer&) const {
1053        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1054    }
1055
1056    virtual Factory getFactory() const {
1057        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1058        return NULL;
1059    }
1060private:
1061    // Unowned.
1062    Layer* mLayer;
1063    typedef SkShader INHERITED;
1064};
1065
1066void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1067    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1068
1069    if (layer->getConvexMask()) {
1070        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1071
1072        // clip to the area of the layer the mask can be larger
1073        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1074
1075        SkPaint paint;
1076        paint.setAntiAlias(true);
1077        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1078
1079        // create LayerShader to map SaveLayer content into subsequent draw
1080        SkMatrix shaderMatrix;
1081        shaderMatrix.setTranslate(rect.left, rect.bottom);
1082        shaderMatrix.preScale(1, -1);
1083        LayerShader layerShader(layer, &shaderMatrix);
1084        paint.setShader(&layerShader);
1085
1086        // Since the drawing primitive is defined in local drawing space,
1087        // we don't need to modify the draw matrix
1088        const SkPath* maskPath = layer->getConvexMask();
1089        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1090
1091        paint.setShader(NULL);
1092        restore();
1093
1094        return;
1095    }
1096
1097    if (layer->region.isRect()) {
1098        layer->setRegionAsRect();
1099
1100        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1101
1102        layer->region.clear();
1103        return;
1104    }
1105
1106    EVENT_LOGD("composeLayerRegion");
1107    // standard Region based draw
1108    size_t count;
1109    const android::Rect* rects;
1110    Region safeRegion;
1111    if (CC_LIKELY(hasRectToRectTransform())) {
1112        rects = layer->region.getArray(&count);
1113    } else {
1114        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1115        rects = safeRegion.getArray(&count);
1116    }
1117
1118    const float alpha = getLayerAlpha(layer);
1119    const float texX = 1.0f / float(layer->getWidth());
1120    const float texY = 1.0f / float(layer->getHeight());
1121    const float height = rect.getHeight();
1122
1123    setupDraw();
1124
1125    // We must get (and therefore bind) the region mesh buffer
1126    // after we setup drawing in case we need to mess with the
1127    // stencil buffer in setupDraw()
1128    TextureVertex* mesh = mCaches.getRegionMesh();
1129    uint32_t numQuads = 0;
1130
1131    setupDrawWithTexture();
1132    setupDrawColor(alpha, alpha, alpha, alpha);
1133    setupDrawColorFilter(layer->getColorFilter());
1134    setupDrawBlending(layer);
1135    setupDrawProgram();
1136    setupDrawDirtyRegionsDisabled();
1137    setupDrawPureColorUniforms();
1138    setupDrawColorFilterUniforms(layer->getColorFilter());
1139    setupDrawTexture(layer->getTexture());
1140    if (currentTransform()->isPureTranslate()) {
1141        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1142        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1143
1144        layer->setFilter(GL_NEAREST);
1145        setupDrawModelView(kModelViewMode_Translate, false,
1146                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1147    } else {
1148        layer->setFilter(GL_LINEAR);
1149        setupDrawModelView(kModelViewMode_Translate, false,
1150                rect.left, rect.top, rect.right, rect.bottom);
1151    }
1152    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1153
1154    for (size_t i = 0; i < count; i++) {
1155        const android::Rect* r = &rects[i];
1156
1157        const float u1 = r->left * texX;
1158        const float v1 = (height - r->top) * texY;
1159        const float u2 = r->right * texX;
1160        const float v2 = (height - r->bottom) * texY;
1161
1162        // TODO: Reject quads outside of the clip
1163        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1164        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1165        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1166        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1167
1168        numQuads++;
1169
1170        if (numQuads >= gMaxNumberOfQuads) {
1171            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1172                            GL_UNSIGNED_SHORT, NULL));
1173            numQuads = 0;
1174            mesh = mCaches.getRegionMesh();
1175        }
1176    }
1177
1178    if (numQuads > 0) {
1179        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1180                        GL_UNSIGNED_SHORT, NULL));
1181    }
1182
1183#if DEBUG_LAYERS_AS_REGIONS
1184    drawRegionRectsDebug(layer->region);
1185#endif
1186
1187    layer->region.clear();
1188}
1189
1190#if DEBUG_LAYERS_AS_REGIONS
1191void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1192    size_t count;
1193    const android::Rect* rects = region.getArray(&count);
1194
1195    uint32_t colors[] = {
1196            0x7fff0000, 0x7f00ff00,
1197            0x7f0000ff, 0x7fff00ff,
1198    };
1199
1200    int offset = 0;
1201    int32_t top = rects[0].top;
1202
1203    for (size_t i = 0; i < count; i++) {
1204        if (top != rects[i].top) {
1205            offset ^= 0x2;
1206            top = rects[i].top;
1207        }
1208
1209        SkPaint paint;
1210        paint.setColor(colors[offset + (i & 0x1)]);
1211        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1212        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1213    }
1214}
1215#endif
1216
1217void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1218    Vector<float> rects;
1219
1220    SkRegion::Iterator it(region);
1221    while (!it.done()) {
1222        const SkIRect& r = it.rect();
1223        rects.push(r.fLeft);
1224        rects.push(r.fTop);
1225        rects.push(r.fRight);
1226        rects.push(r.fBottom);
1227        it.next();
1228    }
1229
1230    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1231}
1232
1233void OpenGLRenderer::dirtyLayer(const float left, const float top,
1234        const float right, const float bottom, const mat4 transform) {
1235    if (hasLayer()) {
1236        Rect bounds(left, top, right, bottom);
1237        transform.mapRect(bounds);
1238        dirtyLayerUnchecked(bounds, getRegion());
1239    }
1240}
1241
1242void OpenGLRenderer::dirtyLayer(const float left, const float top,
1243        const float right, const float bottom) {
1244    if (hasLayer()) {
1245        Rect bounds(left, top, right, bottom);
1246        dirtyLayerUnchecked(bounds, getRegion());
1247    }
1248}
1249
1250void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1251    if (bounds.intersect(*currentClipRect())) {
1252        bounds.snapToPixelBoundaries();
1253        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1254        if (!dirty.isEmpty()) {
1255            region->orSelf(dirty);
1256        }
1257    }
1258}
1259
1260void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1261    GLsizei elementsCount = quadsCount * 6;
1262    while (elementsCount > 0) {
1263        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1264
1265        setupDrawIndexedVertices(&mesh[0].x);
1266        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1267
1268        elementsCount -= drawCount;
1269        // Though there are 4 vertices in a quad, we use 6 indices per
1270        // quad to draw with GL_TRIANGLES
1271        mesh += (drawCount / 6) * 4;
1272    }
1273}
1274
1275void OpenGLRenderer::clearLayerRegions() {
1276    const size_t count = mLayers.size();
1277    if (count == 0) return;
1278
1279    if (!currentSnapshot()->isIgnored()) {
1280        EVENT_LOGD("clearLayerRegions");
1281        // Doing several glScissor/glClear here can negatively impact
1282        // GPUs with a tiler architecture, instead we draw quads with
1283        // the Clear blending mode
1284
1285        // The list contains bounds that have already been clipped
1286        // against their initial clip rect, and the current clip
1287        // is likely different so we need to disable clipping here
1288        bool scissorChanged = mCaches.disableScissor();
1289
1290        Vertex mesh[count * 4];
1291        Vertex* vertex = mesh;
1292
1293        for (uint32_t i = 0; i < count; i++) {
1294            Rect* bounds = mLayers.itemAt(i);
1295
1296            Vertex::set(vertex++, bounds->left, bounds->top);
1297            Vertex::set(vertex++, bounds->right, bounds->top);
1298            Vertex::set(vertex++, bounds->left, bounds->bottom);
1299            Vertex::set(vertex++, bounds->right, bounds->bottom);
1300
1301            delete bounds;
1302        }
1303        // We must clear the list of dirty rects before we
1304        // call setupDraw() to prevent stencil setup to do
1305        // the same thing again
1306        mLayers.clear();
1307
1308        SkPaint clearPaint;
1309        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1310
1311        setupDraw(false);
1312        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1313        setupDrawBlending(&clearPaint, true);
1314        setupDrawProgram();
1315        setupDrawPureColorUniforms();
1316        setupDrawModelView(kModelViewMode_Translate, false,
1317                0.0f, 0.0f, 0.0f, 0.0f, true);
1318
1319        issueIndexedQuadDraw(&mesh[0], count);
1320
1321        if (scissorChanged) mCaches.enableScissor();
1322    } else {
1323        for (uint32_t i = 0; i < count; i++) {
1324            delete mLayers.itemAt(i);
1325        }
1326        mLayers.clear();
1327    }
1328}
1329
1330///////////////////////////////////////////////////////////////////////////////
1331// State Deferral
1332///////////////////////////////////////////////////////////////////////////////
1333
1334bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1335    const Rect* currentClip = currentClipRect();
1336    const mat4* currentMatrix = currentTransform();
1337
1338    if (stateDeferFlags & kStateDeferFlag_Draw) {
1339        // state has bounds initialized in local coordinates
1340        if (!state.mBounds.isEmpty()) {
1341            currentMatrix->mapRect(state.mBounds);
1342            Rect clippedBounds(state.mBounds);
1343            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1344            // is used, it should more closely duplicate the quickReject logic (in how it uses
1345            // snapToPixelBoundaries)
1346
1347            if(!clippedBounds.intersect(*currentClip)) {
1348                // quick rejected
1349                return true;
1350            }
1351
1352            state.mClipSideFlags = kClipSide_None;
1353            if (!currentClip->contains(state.mBounds)) {
1354                int& flags = state.mClipSideFlags;
1355                // op partially clipped, so record which sides are clipped for clip-aware merging
1356                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1357                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1358                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1359                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1360            }
1361            state.mBounds.set(clippedBounds);
1362        } else {
1363            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1364            // overdraw avoidance (since we don't know what it overlaps)
1365            state.mClipSideFlags = kClipSide_ConservativeFull;
1366            state.mBounds.set(*currentClip);
1367        }
1368    }
1369
1370    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1371    if (state.mClipValid) {
1372        state.mClip.set(*currentClip);
1373    }
1374
1375    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1376    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1377    state.mMatrix.load(*currentMatrix);
1378    state.mDrawModifiers = mDrawModifiers;
1379    state.mAlpha = currentSnapshot()->alpha;
1380
1381    // always store/restore, since it's just a pointer
1382    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1383    return false;
1384}
1385
1386void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1387    setMatrix(state.mMatrix);
1388    mSnapshot->alpha = state.mAlpha;
1389    mDrawModifiers = state.mDrawModifiers;
1390    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1391
1392    if (state.mClipValid && !skipClipRestore) {
1393        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1394                state.mClip.right, state.mClip.bottom);
1395        dirtyClip();
1396    }
1397}
1398
1399/**
1400 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1401 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1402 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1403 *
1404 * This method should be called when restoreDisplayState() won't be restoring the clip
1405 */
1406void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1407    if (clipRect != NULL) {
1408        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1409    } else {
1410        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1411    }
1412    dirtyClip();
1413    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1414}
1415
1416///////////////////////////////////////////////////////////////////////////////
1417// Clipping
1418///////////////////////////////////////////////////////////////////////////////
1419
1420void OpenGLRenderer::setScissorFromClip() {
1421    Rect clip(*currentClipRect());
1422    clip.snapToPixelBoundaries();
1423
1424    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1425            clip.getWidth(), clip.getHeight())) {
1426        mDirtyClip = false;
1427    }
1428}
1429
1430void OpenGLRenderer::ensureStencilBuffer() {
1431    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1432    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1433    // just hope we have one when hasLayer() returns false.
1434    if (hasLayer()) {
1435        attachStencilBufferToLayer(currentSnapshot()->layer);
1436    }
1437}
1438
1439void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1440    // The layer's FBO is already bound when we reach this stage
1441    if (!layer->getStencilRenderBuffer()) {
1442        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1443        // is attached after we initiated tiling. We must turn it off,
1444        // attach the new render buffer then turn tiling back on
1445        endTiling();
1446
1447        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1448                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1449        layer->setStencilRenderBuffer(buffer);
1450
1451        startTiling(layer->clipRect, layer->layer.getHeight());
1452    }
1453}
1454
1455void OpenGLRenderer::setStencilFromClip() {
1456    if (!mCaches.debugOverdraw) {
1457        if (!currentSnapshot()->clipRegion->isEmpty()) {
1458            EVENT_LOGD("setStencilFromClip - enabling");
1459
1460            // NOTE: The order here is important, we must set dirtyClip to false
1461            //       before any draw call to avoid calling back into this method
1462            mDirtyClip = false;
1463
1464            ensureStencilBuffer();
1465
1466            mCaches.stencil.enableWrite();
1467
1468            // Clear and update the stencil, but first make sure we restrict drawing
1469            // to the region's bounds
1470            bool resetScissor = mCaches.enableScissor();
1471            if (resetScissor) {
1472                // The scissor was not set so we now need to update it
1473                setScissorFromClip();
1474            }
1475            mCaches.stencil.clear();
1476
1477            // stash and disable the outline clip state, since stencil doesn't account for outline
1478            bool storedSkipOutlineClip = mSkipOutlineClip;
1479            mSkipOutlineClip = true;
1480
1481            SkPaint paint;
1482            paint.setColor(SK_ColorBLACK);
1483            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1484
1485            // NOTE: We could use the region contour path to generate a smaller mesh
1486            //       Since we are using the stencil we could use the red book path
1487            //       drawing technique. It might increase bandwidth usage though.
1488
1489            // The last parameter is important: we are not drawing in the color buffer
1490            // so we don't want to dirty the current layer, if any
1491            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1492            if (resetScissor) mCaches.disableScissor();
1493            mSkipOutlineClip = storedSkipOutlineClip;
1494
1495            mCaches.stencil.enableTest();
1496
1497            // Draw the region used to generate the stencil if the appropriate debug
1498            // mode is enabled
1499            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1500                paint.setColor(0x7f0000ff);
1501                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1502                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1503            }
1504        } else {
1505            EVENT_LOGD("setStencilFromClip - disabling");
1506            mCaches.stencil.disable();
1507        }
1508    }
1509}
1510
1511/**
1512 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1513 *
1514 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1515 *         style, and tessellated AA ramp
1516 */
1517bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1518        const SkPaint* paint) {
1519    bool snapOut = paint && paint->isAntiAlias();
1520
1521    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1522        float outset = paint->getStrokeWidth() * 0.5f;
1523        left -= outset;
1524        top -= outset;
1525        right += outset;
1526        bottom += outset;
1527    }
1528
1529    bool clipRequired = false;
1530    bool roundRectClipRequired = false;
1531    if (calculateQuickRejectForScissor(left, top, right, bottom,
1532            &clipRequired, &roundRectClipRequired, snapOut)) {
1533        return true;
1534    }
1535
1536    // not quick rejected, so enable the scissor if clipRequired
1537    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1538    mSkipOutlineClip = !roundRectClipRequired;
1539    return false;
1540}
1541
1542void OpenGLRenderer::debugClip() {
1543#if DEBUG_CLIP_REGIONS
1544    if (!currentSnapshot()->clipRegion->isEmpty()) {
1545        SkPaint paint;
1546        paint.setColor(0x7f00ff00);
1547        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1548
1549    }
1550#endif
1551}
1552
1553///////////////////////////////////////////////////////////////////////////////
1554// Drawing commands
1555///////////////////////////////////////////////////////////////////////////////
1556
1557void OpenGLRenderer::setupDraw(bool clearLayer) {
1558    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1559    //       changes the scissor test state
1560    if (clearLayer) clearLayerRegions();
1561    // Make sure setScissor & setStencil happen at the beginning of
1562    // this method
1563    if (mDirtyClip) {
1564        if (mCaches.scissorEnabled) {
1565            setScissorFromClip();
1566        }
1567
1568        setStencilFromClip();
1569    }
1570
1571    mDescription.reset();
1572
1573    mSetShaderColor = false;
1574    mColorSet = false;
1575    mColorA = mColorR = mColorG = mColorB = 0.0f;
1576    mTextureUnit = 0;
1577    mTrackDirtyRegions = true;
1578
1579    // Enable debug highlight when what we're about to draw is tested against
1580    // the stencil buffer and if stencil highlight debugging is on
1581    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1582            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1583            mCaches.stencil.isTestEnabled();
1584}
1585
1586void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1587    mDescription.hasTexture = true;
1588    mDescription.hasAlpha8Texture = isAlpha8;
1589}
1590
1591void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1592    mDescription.hasTexture = true;
1593    mDescription.hasColors = true;
1594    mDescription.hasAlpha8Texture = isAlpha8;
1595}
1596
1597void OpenGLRenderer::setupDrawWithExternalTexture() {
1598    mDescription.hasExternalTexture = true;
1599}
1600
1601void OpenGLRenderer::setupDrawNoTexture() {
1602    mCaches.disableTexCoordsVertexArray();
1603}
1604
1605void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1606    mDescription.hasVertexAlpha = true;
1607    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1608}
1609
1610void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1611    mColorA = alpha / 255.0f;
1612    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1613    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1614    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1615    mColorSet = true;
1616    mSetShaderColor = mDescription.setColorModulate(mColorA);
1617}
1618
1619void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1620    mColorA = alpha / 255.0f;
1621    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1622    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1623    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1624    mColorSet = true;
1625    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1626}
1627
1628void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1629    mCaches.fontRenderer->describe(mDescription, paint);
1630}
1631
1632void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1633    mColorA = a;
1634    mColorR = r;
1635    mColorG = g;
1636    mColorB = b;
1637    mColorSet = true;
1638    mSetShaderColor = mDescription.setColorModulate(a);
1639}
1640
1641void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1642    if (shader != NULL) {
1643        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1644    }
1645}
1646
1647void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1648    if (filter == NULL) {
1649        return;
1650    }
1651
1652    SkXfermode::Mode mode;
1653    if (filter->asColorMode(NULL, &mode)) {
1654        mDescription.colorOp = ProgramDescription::kColorBlend;
1655        mDescription.colorMode = mode;
1656    } else if (filter->asColorMatrix(NULL)) {
1657        mDescription.colorOp = ProgramDescription::kColorMatrix;
1658    }
1659}
1660
1661void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1662    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1663        mColorA = 1.0f;
1664        mColorR = mColorG = mColorB = 0.0f;
1665        mSetShaderColor = mDescription.modulate = true;
1666    }
1667}
1668
1669void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1670    SkXfermode::Mode mode = layer->getMode();
1671    // When the blending mode is kClear_Mode, we need to use a modulate color
1672    // argb=1,0,0,0
1673    accountForClear(mode);
1674    // TODO: check shader blending, once we have shader drawing support for layers.
1675    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1676            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1677    chooseBlending(blend, mode, mDescription, swapSrcDst);
1678}
1679
1680void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1681    SkXfermode::Mode mode = getXfermodeDirect(paint);
1682    // When the blending mode is kClear_Mode, we need to use a modulate color
1683    // argb=1,0,0,0
1684    accountForClear(mode);
1685    blend |= (mColorSet && mColorA < 1.0f) ||
1686            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1687            isBlendedColorFilter(getColorFilter(paint));
1688    chooseBlending(blend, mode, mDescription, swapSrcDst);
1689}
1690
1691void OpenGLRenderer::setupDrawProgram() {
1692    useProgram(mCaches.programCache.get(mDescription));
1693    if (mDescription.hasRoundRectClip) {
1694        // TODO: avoid doing this repeatedly, stashing state pointer in program
1695        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1696        const Rect& innerRect = state->innerRect;
1697        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1698                innerRect.left, innerRect.top,
1699                innerRect.right, innerRect.bottom);
1700        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1701                1, GL_FALSE, &state->matrix.data[0]);
1702
1703        // add half pixel to round out integer rect space to cover pixel centers
1704        float roundedOutRadius = state->radius + 0.5f;
1705        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1706                roundedOutRadius);
1707    }
1708}
1709
1710void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1711    mTrackDirtyRegions = false;
1712}
1713
1714void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1715        float left, float top, float right, float bottom, bool ignoreTransform) {
1716    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1717    if (mode == kModelViewMode_TranslateAndScale) {
1718        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1719    }
1720
1721    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1722    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1723    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1724    if (dirty && mTrackDirtyRegions) {
1725        if (!ignoreTransform) {
1726            dirtyLayer(left, top, right, bottom, *currentTransform());
1727        } else {
1728            dirtyLayer(left, top, right, bottom);
1729        }
1730    }
1731}
1732
1733void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1734    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1735        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1736    }
1737}
1738
1739void OpenGLRenderer::setupDrawPureColorUniforms() {
1740    if (mSetShaderColor) {
1741        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1742    }
1743}
1744
1745void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1746    if (shader == NULL) {
1747        return;
1748    }
1749
1750    if (ignoreTransform) {
1751        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1752        // because it was built into modelView / the geometry, and the description needs to
1753        // compensate.
1754        mat4 modelViewWithoutTransform;
1755        modelViewWithoutTransform.loadInverse(*currentTransform());
1756        modelViewWithoutTransform.multiply(mModelViewMatrix);
1757        mModelViewMatrix.load(modelViewWithoutTransform);
1758    }
1759
1760    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1761}
1762
1763void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1764    if (NULL == filter) {
1765        return;
1766    }
1767
1768    SkColor color;
1769    SkXfermode::Mode mode;
1770    if (filter->asColorMode(&color, &mode)) {
1771        const int alpha = SkColorGetA(color);
1772        const GLfloat a = alpha / 255.0f;
1773        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1774        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1775        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1776        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1777        return;
1778    }
1779
1780    SkScalar srcColorMatrix[20];
1781    if (filter->asColorMatrix(srcColorMatrix)) {
1782
1783        float colorMatrix[16];
1784        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1785        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1786        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1787        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1788
1789        // Skia uses the range [0..255] for the addition vector, but we need
1790        // the [0..1] range to apply the vector in GLSL
1791        float colorVector[4];
1792        colorVector[0] = srcColorMatrix[4] / 255.0f;
1793        colorVector[1] = srcColorMatrix[9] / 255.0f;
1794        colorVector[2] = srcColorMatrix[14] / 255.0f;
1795        colorVector[3] = srcColorMatrix[19] / 255.0f;
1796
1797        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1798                GL_FALSE, colorMatrix);
1799        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1800        return;
1801    }
1802
1803    // it is an error if we ever get here
1804}
1805
1806void OpenGLRenderer::setupDrawTextGammaUniforms() {
1807    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1808}
1809
1810void OpenGLRenderer::setupDrawSimpleMesh() {
1811    bool force = mCaches.bindMeshBuffer();
1812    mCaches.bindPositionVertexPointer(force, 0);
1813    mCaches.unbindIndicesBuffer();
1814}
1815
1816void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1817    if (texture) bindTexture(texture);
1818    mTextureUnit++;
1819    mCaches.enableTexCoordsVertexArray();
1820}
1821
1822void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1823    bindExternalTexture(texture);
1824    mTextureUnit++;
1825    mCaches.enableTexCoordsVertexArray();
1826}
1827
1828void OpenGLRenderer::setupDrawTextureTransform() {
1829    mDescription.hasTextureTransform = true;
1830}
1831
1832void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1833    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1834            GL_FALSE, &transform.data[0]);
1835}
1836
1837void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1838        const GLvoid* texCoords, GLuint vbo) {
1839    bool force = false;
1840    if (!vertices || vbo) {
1841        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1842    } else {
1843        force = mCaches.unbindMeshBuffer();
1844    }
1845
1846    mCaches.bindPositionVertexPointer(force, vertices);
1847    if (mCaches.currentProgram->texCoords >= 0) {
1848        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1849    }
1850
1851    mCaches.unbindIndicesBuffer();
1852}
1853
1854void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1855        const GLvoid* texCoords, const GLvoid* colors) {
1856    bool force = mCaches.unbindMeshBuffer();
1857    GLsizei stride = sizeof(ColorTextureVertex);
1858
1859    mCaches.bindPositionVertexPointer(force, vertices, stride);
1860    if (mCaches.currentProgram->texCoords >= 0) {
1861        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1862    }
1863    int slot = mCaches.currentProgram->getAttrib("colors");
1864    if (slot >= 0) {
1865        glEnableVertexAttribArray(slot);
1866        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1867    }
1868
1869    mCaches.unbindIndicesBuffer();
1870}
1871
1872void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1873        const GLvoid* texCoords, GLuint vbo) {
1874    bool force = false;
1875    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1876    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1877    // use the default VBO found in Caches
1878    if (!vertices || vbo) {
1879        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1880    } else {
1881        force = mCaches.unbindMeshBuffer();
1882    }
1883    mCaches.bindQuadIndicesBuffer();
1884
1885    mCaches.bindPositionVertexPointer(force, vertices);
1886    if (mCaches.currentProgram->texCoords >= 0) {
1887        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1888    }
1889}
1890
1891void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1892    bool force = mCaches.unbindMeshBuffer();
1893    mCaches.bindQuadIndicesBuffer();
1894    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1895}
1896
1897///////////////////////////////////////////////////////////////////////////////
1898// Drawing
1899///////////////////////////////////////////////////////////////////////////////
1900
1901status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1902    status_t status;
1903    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1904    // will be performed by the display list itself
1905    if (renderNode && renderNode->isRenderable()) {
1906        // compute 3d ordering
1907        renderNode->computeOrdering();
1908        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1909            status = startFrame();
1910            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1911            renderNode->replay(replayStruct, 0);
1912            return status | replayStruct.mDrawGlStatus;
1913        }
1914
1915        DeferredDisplayList deferredList(*currentClipRect());
1916        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1917        renderNode->defer(deferStruct, 0);
1918
1919        flushLayers();
1920        status = startFrame();
1921
1922        return deferredList.flush(*this, dirty) | status;
1923    }
1924
1925    // Even if there is no drawing command(Ex: invisible),
1926    // it still needs startFrame to clear buffer and start tiling.
1927    return startFrame();
1928}
1929
1930void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1931    int color = paint != NULL ? paint->getColor() : 0;
1932
1933    float x = left;
1934    float y = top;
1935
1936    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1937
1938    bool ignoreTransform = false;
1939    if (currentTransform()->isPureTranslate()) {
1940        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1941        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1942        ignoreTransform = true;
1943
1944        texture->setFilter(GL_NEAREST, true);
1945    } else {
1946        texture->setFilter(getFilter(paint), true);
1947    }
1948
1949    // No need to check for a UV mapper on the texture object, only ARGB_8888
1950    // bitmaps get packed in the atlas
1951    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1952            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1953            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1954}
1955
1956/**
1957 * Important note: this method is intended to draw batches of bitmaps and
1958 * will not set the scissor enable or dirty the current layer, if any.
1959 * The caller is responsible for properly dirtying the current layer.
1960 */
1961status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1962        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1963        const Rect& bounds, const SkPaint* paint) {
1964    mCaches.activeTexture(0);
1965    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1966    if (!texture) return DrawGlInfo::kStatusDone;
1967
1968    const AutoTexture autoCleanup(texture);
1969
1970    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1971    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1972
1973    const float x = (int) floorf(bounds.left + 0.5f);
1974    const float y = (int) floorf(bounds.top + 0.5f);
1975    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1976        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1977                texture->id, paint, &vertices[0].x, &vertices[0].u,
1978                GL_TRIANGLES, bitmapCount * 6, true,
1979                kModelViewMode_Translate, false);
1980    } else {
1981        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1982                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1983                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1984                kModelViewMode_Translate, false);
1985    }
1986
1987    return DrawGlInfo::kStatusDrew;
1988}
1989
1990status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1991    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1992        return DrawGlInfo::kStatusDone;
1993    }
1994
1995    mCaches.activeTexture(0);
1996    Texture* texture = getTexture(bitmap);
1997    if (!texture) return DrawGlInfo::kStatusDone;
1998    const AutoTexture autoCleanup(texture);
1999
2000    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2001        drawAlphaBitmap(texture, 0, 0, paint);
2002    } else {
2003        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2004    }
2005
2006    return DrawGlInfo::kStatusDrew;
2007}
2008
2009status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2010    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2011        return DrawGlInfo::kStatusDone;
2012    }
2013
2014    mCaches.activeTexture(0);
2015    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2016    const AutoTexture autoCleanup(texture);
2017
2018    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2019        drawAlphaBitmap(texture, 0, 0, paint);
2020    } else {
2021        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2022    }
2023
2024    return DrawGlInfo::kStatusDrew;
2025}
2026
2027status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2028        const float* vertices, const int* colors, const SkPaint* paint) {
2029    if (!vertices || currentSnapshot()->isIgnored()) {
2030        return DrawGlInfo::kStatusDone;
2031    }
2032
2033    // TODO: use quickReject on bounds from vertices
2034    mCaches.enableScissor();
2035
2036    float left = FLT_MAX;
2037    float top = FLT_MAX;
2038    float right = FLT_MIN;
2039    float bottom = FLT_MIN;
2040
2041    const uint32_t count = meshWidth * meshHeight * 6;
2042
2043    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2044    mesh.setCapacity(count);
2045    ColorTextureVertex* vertex = mesh.editArray();
2046
2047    bool cleanupColors = false;
2048    if (!colors) {
2049        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2050        int* newColors = new int[colorsCount];
2051        memset(newColors, 0xff, colorsCount * sizeof(int));
2052        colors = newColors;
2053        cleanupColors = true;
2054    }
2055
2056    mCaches.activeTexture(0);
2057    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
2058    const UvMapper& mapper(getMapper(texture));
2059
2060    for (int32_t y = 0; y < meshHeight; y++) {
2061        for (int32_t x = 0; x < meshWidth; x++) {
2062            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2063
2064            float u1 = float(x) / meshWidth;
2065            float u2 = float(x + 1) / meshWidth;
2066            float v1 = float(y) / meshHeight;
2067            float v2 = float(y + 1) / meshHeight;
2068
2069            mapper.map(u1, v1, u2, v2);
2070
2071            int ax = i + (meshWidth + 1) * 2;
2072            int ay = ax + 1;
2073            int bx = i;
2074            int by = bx + 1;
2075            int cx = i + 2;
2076            int cy = cx + 1;
2077            int dx = i + (meshWidth + 1) * 2 + 2;
2078            int dy = dx + 1;
2079
2080            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2081            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2082            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2083
2084            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2085            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2086            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2087
2088            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2089            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2090            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2091            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2092        }
2093    }
2094
2095    if (quickRejectSetupScissor(left, top, right, bottom)) {
2096        if (cleanupColors) delete[] colors;
2097        return DrawGlInfo::kStatusDone;
2098    }
2099
2100    if (!texture) {
2101        texture = mCaches.textureCache.get(bitmap);
2102        if (!texture) {
2103            if (cleanupColors) delete[] colors;
2104            return DrawGlInfo::kStatusDone;
2105        }
2106    }
2107    const AutoTexture autoCleanup(texture);
2108
2109    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2110    texture->setFilter(getFilter(paint), true);
2111
2112    int alpha;
2113    SkXfermode::Mode mode;
2114    getAlphaAndMode(paint, &alpha, &mode);
2115
2116    float a = alpha / 255.0f;
2117
2118    if (hasLayer()) {
2119        dirtyLayer(left, top, right, bottom, *currentTransform());
2120    }
2121
2122    setupDraw();
2123    setupDrawWithTextureAndColor();
2124    setupDrawColor(a, a, a, a);
2125    setupDrawColorFilter(getColorFilter(paint));
2126    setupDrawBlending(paint, true);
2127    setupDrawProgram();
2128    setupDrawDirtyRegionsDisabled();
2129    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2130    setupDrawTexture(texture->id);
2131    setupDrawPureColorUniforms();
2132    setupDrawColorFilterUniforms(getColorFilter(paint));
2133    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2134
2135    glDrawArrays(GL_TRIANGLES, 0, count);
2136
2137    int slot = mCaches.currentProgram->getAttrib("colors");
2138    if (slot >= 0) {
2139        glDisableVertexAttribArray(slot);
2140    }
2141
2142    if (cleanupColors) delete[] colors;
2143
2144    return DrawGlInfo::kStatusDrew;
2145}
2146
2147status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2148         float srcLeft, float srcTop, float srcRight, float srcBottom,
2149         float dstLeft, float dstTop, float dstRight, float dstBottom,
2150         const SkPaint* paint) {
2151    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2152        return DrawGlInfo::kStatusDone;
2153    }
2154
2155    mCaches.activeTexture(0);
2156    Texture* texture = getTexture(bitmap);
2157    if (!texture) return DrawGlInfo::kStatusDone;
2158    const AutoTexture autoCleanup(texture);
2159
2160    const float width = texture->width;
2161    const float height = texture->height;
2162
2163    float u1 = fmax(0.0f, srcLeft / width);
2164    float v1 = fmax(0.0f, srcTop / height);
2165    float u2 = fmin(1.0f, srcRight / width);
2166    float v2 = fmin(1.0f, srcBottom / height);
2167
2168    getMapper(texture).map(u1, v1, u2, v2);
2169
2170    mCaches.unbindMeshBuffer();
2171    resetDrawTextureTexCoords(u1, v1, u2, v2);
2172
2173    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2174
2175    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2176    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2177
2178    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2179    // Apply a scale transform on the canvas only when a shader is in use
2180    // Skia handles the ratio between the dst and src rects as a scale factor
2181    // when a shader is set
2182    bool useScaleTransform = getShader(paint) && scaled;
2183    bool ignoreTransform = false;
2184
2185    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2186        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2187        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2188
2189        dstRight = x + (dstRight - dstLeft);
2190        dstBottom = y + (dstBottom - dstTop);
2191
2192        dstLeft = x;
2193        dstTop = y;
2194
2195        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2196        ignoreTransform = true;
2197    } else {
2198        texture->setFilter(getFilter(paint), true);
2199    }
2200
2201    if (CC_UNLIKELY(useScaleTransform)) {
2202        save(SkCanvas::kMatrix_SaveFlag);
2203        translate(dstLeft, dstTop);
2204        scale(scaleX, scaleY);
2205
2206        dstLeft = 0.0f;
2207        dstTop = 0.0f;
2208
2209        dstRight = srcRight - srcLeft;
2210        dstBottom = srcBottom - srcTop;
2211    }
2212
2213    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2214        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2215                texture->id, paint,
2216                &mMeshVertices[0].x, &mMeshVertices[0].u,
2217                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2218    } else {
2219        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2220                texture->id, paint, texture->blend,
2221                &mMeshVertices[0].x, &mMeshVertices[0].u,
2222                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2223    }
2224
2225    if (CC_UNLIKELY(useScaleTransform)) {
2226        restore();
2227    }
2228
2229    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2230
2231    return DrawGlInfo::kStatusDrew;
2232}
2233
2234status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2235        float left, float top, float right, float bottom, const SkPaint* paint) {
2236    if (quickRejectSetupScissor(left, top, right, bottom)) {
2237        return DrawGlInfo::kStatusDone;
2238    }
2239
2240    AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap);
2241    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2242            right - left, bottom - top, patch);
2243
2244    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2245}
2246
2247status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2248        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2249        const SkPaint* paint) {
2250    if (quickRejectSetupScissor(left, top, right, bottom)) {
2251        return DrawGlInfo::kStatusDone;
2252    }
2253
2254    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2255        mCaches.activeTexture(0);
2256        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2257        if (!texture) return DrawGlInfo::kStatusDone;
2258        const AutoTexture autoCleanup(texture);
2259
2260        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2261        texture->setFilter(GL_LINEAR, true);
2262
2263        const bool pureTranslate = currentTransform()->isPureTranslate();
2264        // Mark the current layer dirty where we are going to draw the patch
2265        if (hasLayer() && mesh->hasEmptyQuads) {
2266            const float offsetX = left + currentTransform()->getTranslateX();
2267            const float offsetY = top + currentTransform()->getTranslateY();
2268            const size_t count = mesh->quads.size();
2269            for (size_t i = 0; i < count; i++) {
2270                const Rect& bounds = mesh->quads.itemAt(i);
2271                if (CC_LIKELY(pureTranslate)) {
2272                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2273                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2274                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2275                } else {
2276                    dirtyLayer(left + bounds.left, top + bounds.top,
2277                            left + bounds.right, top + bounds.bottom, *currentTransform());
2278                }
2279            }
2280        }
2281
2282        bool ignoreTransform = false;
2283        if (CC_LIKELY(pureTranslate)) {
2284            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2285            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2286
2287            right = x + right - left;
2288            bottom = y + bottom - top;
2289            left = x;
2290            top = y;
2291            ignoreTransform = true;
2292        }
2293        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2294                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2295                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2296                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2297    }
2298
2299    return DrawGlInfo::kStatusDrew;
2300}
2301
2302/**
2303 * Important note: this method is intended to draw batches of 9-patch objects and
2304 * will not set the scissor enable or dirty the current layer, if any.
2305 * The caller is responsible for properly dirtying the current layer.
2306 */
2307status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2308        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2309    mCaches.activeTexture(0);
2310    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2311    if (!texture) return DrawGlInfo::kStatusDone;
2312    const AutoTexture autoCleanup(texture);
2313
2314    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2315    texture->setFilter(GL_LINEAR, true);
2316
2317    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2318            texture->blend, &vertices[0].x, &vertices[0].u,
2319            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2320
2321    return DrawGlInfo::kStatusDrew;
2322}
2323
2324status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2325        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2326    // not missing call to quickReject/dirtyLayer, always done at a higher level
2327    if (!vertexBuffer.getVertexCount()) {
2328        // no vertices to draw
2329        return DrawGlInfo::kStatusDone;
2330    }
2331
2332    Rect bounds(vertexBuffer.getBounds());
2333    bounds.translate(translateX, translateY);
2334    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2335
2336    int color = paint->getColor();
2337    bool isAA = paint->isAntiAlias();
2338
2339    setupDraw();
2340    setupDrawNoTexture();
2341    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2342    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2343    setupDrawColorFilter(getColorFilter(paint));
2344    setupDrawShader(getShader(paint));
2345    setupDrawBlending(paint, isAA);
2346    setupDrawProgram();
2347    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2348            translateX, translateY, 0, 0);
2349    setupDrawColorUniforms(getShader(paint));
2350    setupDrawColorFilterUniforms(getColorFilter(paint));
2351    setupDrawShaderUniforms(getShader(paint));
2352
2353    const void* vertices = vertexBuffer.getBuffer();
2354    bool force = mCaches.unbindMeshBuffer();
2355    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2356    mCaches.resetTexCoordsVertexPointer();
2357
2358    int alphaSlot = -1;
2359    if (isAA) {
2360        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2361        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2362        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2363        glEnableVertexAttribArray(alphaSlot);
2364        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2365    }
2366
2367    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2368    if (mode == VertexBuffer::kStandard) {
2369        mCaches.unbindIndicesBuffer();
2370        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2371    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2372        mCaches.bindShadowIndicesBuffer();
2373        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2374    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2375        mCaches.bindShadowIndicesBuffer();
2376        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2377    } else if (mode == VertexBuffer::kIndices) {
2378        mCaches.unbindIndicesBuffer();
2379        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2380                vertexBuffer.getIndices());
2381    }
2382
2383    if (isAA) {
2384        glDisableVertexAttribArray(alphaSlot);
2385    }
2386
2387    return DrawGlInfo::kStatusDrew;
2388}
2389
2390/**
2391 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2392 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2393 * screen space in all directions. However, instead of using a fragment shader to compute the
2394 * translucency of the color from its position, we simply use a varying parameter to define how far
2395 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2396 *
2397 * Doesn't yet support joins, caps, or path effects.
2398 */
2399status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2400    VertexBuffer vertexBuffer;
2401    // TODO: try clipping large paths to viewport
2402    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2403    return drawVertexBuffer(vertexBuffer, paint);
2404}
2405
2406/**
2407 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2408 * and additional geometry for defining an alpha slope perimeter.
2409 *
2410 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2411 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2412 * in-shader alpha region, but found it to be taxing on some GPUs.
2413 *
2414 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2415 * memory transfer by removing need for degenerate vertices.
2416 */
2417status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2418    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2419
2420    count &= ~0x3; // round down to nearest four
2421
2422    VertexBuffer buffer;
2423    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2424    const Rect& bounds = buffer.getBounds();
2425
2426    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2427        return DrawGlInfo::kStatusDone;
2428    }
2429
2430    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2431    return drawVertexBuffer(buffer, paint, displayFlags);
2432}
2433
2434status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2435    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2436
2437    count &= ~0x1; // round down to nearest two
2438
2439    VertexBuffer buffer;
2440    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2441
2442    const Rect& bounds = buffer.getBounds();
2443    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2444        return DrawGlInfo::kStatusDone;
2445    }
2446
2447    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2448    return drawVertexBuffer(buffer, paint, displayFlags);
2449}
2450
2451status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2452    // No need to check against the clip, we fill the clip region
2453    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2454
2455    Rect clip(*currentClipRect());
2456    clip.snapToPixelBoundaries();
2457
2458    SkPaint paint;
2459    paint.setColor(color);
2460    paint.setXfermodeMode(mode);
2461
2462    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2463
2464    return DrawGlInfo::kStatusDrew;
2465}
2466
2467status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2468        const SkPaint* paint) {
2469    if (!texture) return DrawGlInfo::kStatusDone;
2470    const AutoTexture autoCleanup(texture);
2471
2472    const float x = left + texture->left - texture->offset;
2473    const float y = top + texture->top - texture->offset;
2474
2475    drawPathTexture(texture, x, y, paint);
2476
2477    return DrawGlInfo::kStatusDrew;
2478}
2479
2480status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2481        float rx, float ry, const SkPaint* p) {
2482    if (currentSnapshot()->isIgnored()
2483            || quickRejectSetupScissor(left, top, right, bottom, p)
2484            || paintWillNotDraw(*p)) {
2485        return DrawGlInfo::kStatusDone;
2486    }
2487
2488    if (p->getPathEffect() != 0) {
2489        mCaches.activeTexture(0);
2490        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2491                right - left, bottom - top, rx, ry, p);
2492        return drawShape(left, top, texture, p);
2493    }
2494
2495    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2496            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2497    return drawVertexBuffer(left, top, *vertexBuffer, p);
2498}
2499
2500status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2501    if (currentSnapshot()->isIgnored()
2502            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2503            || paintWillNotDraw(*p)) {
2504        return DrawGlInfo::kStatusDone;
2505    }
2506    if (p->getPathEffect() != 0) {
2507        mCaches.activeTexture(0);
2508        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2509        return drawShape(x - radius, y - radius, texture, p);
2510    }
2511
2512    SkPath path;
2513    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2514        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2515    } else {
2516        path.addCircle(x, y, radius);
2517    }
2518    return drawConvexPath(path, p);
2519}
2520
2521status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2522        const SkPaint* p) {
2523    if (currentSnapshot()->isIgnored()
2524            || quickRejectSetupScissor(left, top, right, bottom, p)
2525            || paintWillNotDraw(*p)) {
2526        return DrawGlInfo::kStatusDone;
2527    }
2528
2529    if (p->getPathEffect() != 0) {
2530        mCaches.activeTexture(0);
2531        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2532        return drawShape(left, top, texture, p);
2533    }
2534
2535    SkPath path;
2536    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2537    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2538        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2539    }
2540    path.addOval(rect);
2541    return drawConvexPath(path, p);
2542}
2543
2544status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2545        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2546    if (currentSnapshot()->isIgnored()
2547            || quickRejectSetupScissor(left, top, right, bottom, p)
2548            || paintWillNotDraw(*p)) {
2549        return DrawGlInfo::kStatusDone;
2550    }
2551
2552    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2553    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2554        mCaches.activeTexture(0);
2555        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2556                startAngle, sweepAngle, useCenter, p);
2557        return drawShape(left, top, texture, p);
2558    }
2559
2560    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2561    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2562        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2563    }
2564
2565    SkPath path;
2566    if (useCenter) {
2567        path.moveTo(rect.centerX(), rect.centerY());
2568    }
2569    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2570    if (useCenter) {
2571        path.close();
2572    }
2573    return drawConvexPath(path, p);
2574}
2575
2576// See SkPaintDefaults.h
2577#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2578
2579status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2580        const SkPaint* p) {
2581    if (currentSnapshot()->isIgnored()
2582            || quickRejectSetupScissor(left, top, right, bottom, p)
2583            || paintWillNotDraw(*p)) {
2584        return DrawGlInfo::kStatusDone;
2585    }
2586
2587    if (p->getStyle() != SkPaint::kFill_Style) {
2588        // only fill style is supported by drawConvexPath, since others have to handle joins
2589        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2590                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2591            mCaches.activeTexture(0);
2592            const PathTexture* texture =
2593                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2594            return drawShape(left, top, texture, p);
2595        }
2596
2597        SkPath path;
2598        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2599        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2600            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2601        }
2602        path.addRect(rect);
2603        return drawConvexPath(path, p);
2604    }
2605
2606    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2607        SkPath path;
2608        path.addRect(left, top, right, bottom);
2609        return drawConvexPath(path, p);
2610    } else {
2611        drawColorRect(left, top, right, bottom, p);
2612        return DrawGlInfo::kStatusDrew;
2613    }
2614}
2615
2616void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2617        int bytesCount, int count, const float* positions,
2618        FontRenderer& fontRenderer, int alpha, float x, float y) {
2619    mCaches.activeTexture(0);
2620
2621    TextShadow textShadow;
2622    if (!getTextShadow(paint, &textShadow)) {
2623        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2624    }
2625
2626    // NOTE: The drop shadow will not perform gamma correction
2627    //       if shader-based correction is enabled
2628    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2629    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2630            paint, text, bytesCount, count, textShadow.radius, positions);
2631    // If the drop shadow exceeds the max texture size or couldn't be
2632    // allocated, skip drawing
2633    if (!shadow) return;
2634    const AutoTexture autoCleanup(shadow);
2635
2636    const float sx = x - shadow->left + textShadow.dx;
2637    const float sy = y - shadow->top + textShadow.dy;
2638
2639    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2640    if (getShader(paint)) {
2641        textShadow.color = SK_ColorWHITE;
2642    }
2643
2644    setupDraw();
2645    setupDrawWithTexture(true);
2646    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2647    setupDrawColorFilter(getColorFilter(paint));
2648    setupDrawShader(getShader(paint));
2649    setupDrawBlending(paint, true);
2650    setupDrawProgram();
2651    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2652            sx, sy, sx + shadow->width, sy + shadow->height);
2653    setupDrawTexture(shadow->id);
2654    setupDrawPureColorUniforms();
2655    setupDrawColorFilterUniforms(getColorFilter(paint));
2656    setupDrawShaderUniforms(getShader(paint));
2657    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2658
2659    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2660}
2661
2662bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2663    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2664    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2665}
2666
2667status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2668        const float* positions, const SkPaint* paint) {
2669    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2670        return DrawGlInfo::kStatusDone;
2671    }
2672
2673    // NOTE: Skia does not support perspective transform on drawPosText yet
2674    if (!currentTransform()->isSimple()) {
2675        return DrawGlInfo::kStatusDone;
2676    }
2677
2678    mCaches.enableScissor();
2679
2680    float x = 0.0f;
2681    float y = 0.0f;
2682    const bool pureTranslate = currentTransform()->isPureTranslate();
2683    if (pureTranslate) {
2684        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2685        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2686    }
2687
2688    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2689    fontRenderer.setFont(paint, SkMatrix::I());
2690
2691    int alpha;
2692    SkXfermode::Mode mode;
2693    getAlphaAndMode(paint, &alpha, &mode);
2694
2695    if (CC_UNLIKELY(hasTextShadow(paint))) {
2696        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2697                alpha, 0.0f, 0.0f);
2698    }
2699
2700    // Pick the appropriate texture filtering
2701    bool linearFilter = currentTransform()->changesBounds();
2702    if (pureTranslate && !linearFilter) {
2703        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2704    }
2705    fontRenderer.setTextureFiltering(linearFilter);
2706
2707    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2708    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2709
2710    const bool hasActiveLayer = hasLayer();
2711
2712    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2713    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2714            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2715        if (hasActiveLayer) {
2716            if (!pureTranslate) {
2717                currentTransform()->mapRect(bounds);
2718            }
2719            dirtyLayerUnchecked(bounds, getRegion());
2720        }
2721    }
2722
2723    return DrawGlInfo::kStatusDrew;
2724}
2725
2726bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2727    if (CC_LIKELY(transform.isPureTranslate())) {
2728        outMatrix->setIdentity();
2729        return false;
2730    } else if (CC_UNLIKELY(transform.isPerspective())) {
2731        outMatrix->setIdentity();
2732        return true;
2733    }
2734
2735    /**
2736     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2737     * with values rounded to the nearest int.
2738     */
2739    float sx, sy;
2740    transform.decomposeScale(sx, sy);
2741    outMatrix->setScale(
2742            roundf(fmaxf(1.0f, sx)),
2743            roundf(fmaxf(1.0f, sy)));
2744    return true;
2745}
2746
2747status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2748        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2749        DrawOpMode drawOpMode) {
2750
2751    if (drawOpMode == kDrawOpMode_Immediate) {
2752        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2753        // drawing as ops from DeferredDisplayList are already filtered for these
2754        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2755                quickRejectSetupScissor(bounds)) {
2756            return DrawGlInfo::kStatusDone;
2757        }
2758    }
2759
2760    const float oldX = x;
2761    const float oldY = y;
2762
2763    const mat4& transform = *currentTransform();
2764    const bool pureTranslate = transform.isPureTranslate();
2765
2766    if (CC_LIKELY(pureTranslate)) {
2767        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2768        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2769    }
2770
2771    int alpha;
2772    SkXfermode::Mode mode;
2773    getAlphaAndMode(paint, &alpha, &mode);
2774
2775    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2776
2777    if (CC_UNLIKELY(hasTextShadow(paint))) {
2778        fontRenderer.setFont(paint, SkMatrix::I());
2779        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2780                alpha, oldX, oldY);
2781    }
2782
2783    const bool hasActiveLayer = hasLayer();
2784
2785    // We only pass a partial transform to the font renderer. That partial
2786    // matrix defines how glyphs are rasterized. Typically we want glyphs
2787    // to be rasterized at their final size on screen, which means the partial
2788    // matrix needs to take the scale factor into account.
2789    // When a partial matrix is used to transform glyphs during rasterization,
2790    // the mesh is generated with the inverse transform (in the case of scale,
2791    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2792    // apply the full transform matrix at draw time in the vertex shader.
2793    // Applying the full matrix in the shader is the easiest way to handle
2794    // rotation and perspective and allows us to always generated quads in the
2795    // font renderer which greatly simplifies the code, clipping in particular.
2796    SkMatrix fontTransform;
2797    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2798            || fabs(y - (int) y) > 0.0f
2799            || fabs(x - (int) x) > 0.0f;
2800    fontRenderer.setFont(paint, fontTransform);
2801    fontRenderer.setTextureFiltering(linearFilter);
2802
2803    // TODO: Implement better clipping for scaled/rotated text
2804    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2805    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2806
2807    bool status;
2808    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2809
2810    // don't call issuedrawcommand, do it at end of batch
2811    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2812    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2813        SkPaint paintCopy(*paint);
2814        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2815        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2816                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2817    } else {
2818        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2819                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2820    }
2821
2822    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2823        if (!pureTranslate) {
2824            transform.mapRect(layerBounds);
2825        }
2826        dirtyLayerUnchecked(layerBounds, getRegion());
2827    }
2828
2829    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2830
2831    return DrawGlInfo::kStatusDrew;
2832}
2833
2834status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2835        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2836    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2837        return DrawGlInfo::kStatusDone;
2838    }
2839
2840    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2841    mCaches.enableScissor();
2842
2843    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2844    fontRenderer.setFont(paint, SkMatrix::I());
2845    fontRenderer.setTextureFiltering(true);
2846
2847    int alpha;
2848    SkXfermode::Mode mode;
2849    getAlphaAndMode(paint, &alpha, &mode);
2850    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2851
2852    const Rect* clip = &mSnapshot->getLocalClip();
2853    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2854
2855    const bool hasActiveLayer = hasLayer();
2856
2857    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2858            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2859        if (hasActiveLayer) {
2860            currentTransform()->mapRect(bounds);
2861            dirtyLayerUnchecked(bounds, getRegion());
2862        }
2863    }
2864
2865    return DrawGlInfo::kStatusDrew;
2866}
2867
2868status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2869    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2870
2871    mCaches.activeTexture(0);
2872
2873    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2874    if (!texture) return DrawGlInfo::kStatusDone;
2875    const AutoTexture autoCleanup(texture);
2876
2877    const float x = texture->left - texture->offset;
2878    const float y = texture->top - texture->offset;
2879
2880    drawPathTexture(texture, x, y, paint);
2881
2882    return DrawGlInfo::kStatusDrew;
2883}
2884
2885status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2886    if (!layer) {
2887        return DrawGlInfo::kStatusDone;
2888    }
2889
2890    mat4* transform = NULL;
2891    if (layer->isTextureLayer()) {
2892        transform = &layer->getTransform();
2893        if (!transform->isIdentity()) {
2894            save(SkCanvas::kMatrix_SaveFlag);
2895            concatMatrix(*transform);
2896        }
2897    }
2898
2899    bool clipRequired = false;
2900    const bool rejected = calculateQuickRejectForScissor(x, y,
2901            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2902
2903    if (rejected) {
2904        if (transform && !transform->isIdentity()) {
2905            restore();
2906        }
2907        return DrawGlInfo::kStatusDone;
2908    }
2909
2910    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2911            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2912
2913    updateLayer(layer, true);
2914
2915    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2916    mCaches.activeTexture(0);
2917
2918    if (CC_LIKELY(!layer->region.isEmpty())) {
2919        if (layer->region.isRect()) {
2920            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2921                    composeLayerRect(layer, layer->regionRect));
2922        } else if (layer->mesh) {
2923
2924            const float a = getLayerAlpha(layer);
2925            setupDraw();
2926            setupDrawWithTexture();
2927            setupDrawColor(a, a, a, a);
2928            setupDrawColorFilter(layer->getColorFilter());
2929            setupDrawBlending(layer);
2930            setupDrawProgram();
2931            setupDrawPureColorUniforms();
2932            setupDrawColorFilterUniforms(layer->getColorFilter());
2933            setupDrawTexture(layer->getTexture());
2934            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2935                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2936                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2937
2938                layer->setFilter(GL_NEAREST);
2939                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2940                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2941            } else {
2942                layer->setFilter(GL_LINEAR);
2943                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2944                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2945            }
2946
2947            TextureVertex* mesh = &layer->mesh[0];
2948            GLsizei elementsCount = layer->meshElementCount;
2949
2950            while (elementsCount > 0) {
2951                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2952
2953                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
2954                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2955                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
2956
2957                elementsCount -= drawCount;
2958                // Though there are 4 vertices in a quad, we use 6 indices per
2959                // quad to draw with GL_TRIANGLES
2960                mesh += (drawCount / 6) * 4;
2961            }
2962
2963#if DEBUG_LAYERS_AS_REGIONS
2964            drawRegionRectsDebug(layer->region);
2965#endif
2966        }
2967
2968        if (layer->debugDrawUpdate) {
2969            layer->debugDrawUpdate = false;
2970
2971            SkPaint paint;
2972            paint.setColor(0x7f00ff00);
2973            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
2974        }
2975    }
2976    layer->hasDrawnSinceUpdate = true;
2977
2978    if (transform && !transform->isIdentity()) {
2979        restore();
2980    }
2981
2982    return DrawGlInfo::kStatusDrew;
2983}
2984
2985///////////////////////////////////////////////////////////////////////////////
2986// Draw filters
2987///////////////////////////////////////////////////////////////////////////////
2988
2989void OpenGLRenderer::resetPaintFilter() {
2990    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
2991    // comparison, see MergingDrawBatch::canMergeWith
2992    mDrawModifiers.mHasDrawFilter = false;
2993    mDrawModifiers.mPaintFilterClearBits = 0;
2994    mDrawModifiers.mPaintFilterSetBits = 0;
2995}
2996
2997void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2998    // TODO: don't bother with boolean, it's redundant with clear/set bits
2999    mDrawModifiers.mHasDrawFilter = true;
3000    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3001    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3002}
3003
3004const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3005    // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3006    // to avoid clobbering 0x02 paint flag
3007
3008    // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3009    static const uint32_t sFilterBitmapFlag = 0x02;
3010
3011    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3012        return paint;
3013    }
3014
3015    const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3016    const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3017
3018    const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3019    mFilteredPaint = *paint;
3020    mFilteredPaint.setFlags(flags);
3021
3022    // check if paint filter trying to override bitmap filter
3023    if ((clearBits | setBits) & sFilterBitmapFlag) {
3024        mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3025                ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3026    }
3027
3028    return &mFilteredPaint;
3029}
3030
3031///////////////////////////////////////////////////////////////////////////////
3032// Drawing implementation
3033///////////////////////////////////////////////////////////////////////////////
3034
3035Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3036    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
3037    if (!texture) {
3038        return mCaches.textureCache.get(bitmap);
3039    }
3040    return texture;
3041}
3042
3043void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3044        float x, float y, const SkPaint* paint) {
3045    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3046        return;
3047    }
3048
3049    int alpha;
3050    SkXfermode::Mode mode;
3051    getAlphaAndMode(paint, &alpha, &mode);
3052
3053    setupDraw();
3054    setupDrawWithTexture(true);
3055    setupDrawAlpha8Color(paint->getColor(), alpha);
3056    setupDrawColorFilter(getColorFilter(paint));
3057    setupDrawShader(getShader(paint));
3058    setupDrawBlending(paint, true);
3059    setupDrawProgram();
3060    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3061            x, y, x + texture->width, y + texture->height);
3062    setupDrawTexture(texture->id);
3063    setupDrawPureColorUniforms();
3064    setupDrawColorFilterUniforms(getColorFilter(paint));
3065    setupDrawShaderUniforms(getShader(paint));
3066    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3067
3068    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3069}
3070
3071// Same values used by Skia
3072#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3073#define kStdUnderline_Offset    (1.0f / 9.0f)
3074#define kStdUnderline_Thickness (1.0f / 18.0f)
3075
3076void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3077        const SkPaint* paint) {
3078    // Handle underline and strike-through
3079    uint32_t flags = paint->getFlags();
3080    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3081        SkPaint paintCopy(*paint);
3082
3083        if (CC_LIKELY(underlineWidth > 0.0f)) {
3084            const float textSize = paintCopy.getTextSize();
3085            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3086
3087            const float left = x;
3088            float top = 0.0f;
3089
3090            int linesCount = 0;
3091            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3092            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3093
3094            const int pointsCount = 4 * linesCount;
3095            float points[pointsCount];
3096            int currentPoint = 0;
3097
3098            if (flags & SkPaint::kUnderlineText_Flag) {
3099                top = y + textSize * kStdUnderline_Offset;
3100                points[currentPoint++] = left;
3101                points[currentPoint++] = top;
3102                points[currentPoint++] = left + underlineWidth;
3103                points[currentPoint++] = top;
3104            }
3105
3106            if (flags & SkPaint::kStrikeThruText_Flag) {
3107                top = y + textSize * kStdStrikeThru_Offset;
3108                points[currentPoint++] = left;
3109                points[currentPoint++] = top;
3110                points[currentPoint++] = left + underlineWidth;
3111                points[currentPoint++] = top;
3112            }
3113
3114            paintCopy.setStrokeWidth(strokeWidth);
3115
3116            drawLines(&points[0], pointsCount, &paintCopy);
3117        }
3118    }
3119}
3120
3121status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3122    if (currentSnapshot()->isIgnored()) {
3123        return DrawGlInfo::kStatusDone;
3124    }
3125
3126    return drawColorRects(rects, count, paint, false, true, true);
3127}
3128
3129static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3130    // map z coordinate with true 3d matrix
3131    point.z = transformZ.mapZ(point);
3132
3133    // map x,y coordinates with draw/Skia matrix
3134    transformXY.mapPoint(point.x, point.y);
3135}
3136
3137status_t OpenGLRenderer::drawShadow(float casterAlpha,
3138        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3139    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3140
3141    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3142    mCaches.enableScissor();
3143
3144    SkPaint paint;
3145    paint.setAntiAlias(true); // want to use AlphaVertex
3146
3147    // The caller has made sure casterAlpha > 0.
3148    float ambientShadowAlpha = mAmbientShadowAlpha;
3149    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3150        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3151    }
3152    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3153        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3154        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3155    }
3156
3157    float spotShadowAlpha = mSpotShadowAlpha;
3158    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3159        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3160    }
3161    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3162        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3163        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3164    }
3165
3166    return DrawGlInfo::kStatusDrew;
3167}
3168
3169status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3170        bool ignoreTransform, bool dirty, bool clip) {
3171    if (count == 0) {
3172        return DrawGlInfo::kStatusDone;
3173    }
3174
3175    int color = paint->getColor();
3176    // If a shader is set, preserve only the alpha
3177    if (getShader(paint)) {
3178        color |= 0x00ffffff;
3179    }
3180
3181    float left = FLT_MAX;
3182    float top = FLT_MAX;
3183    float right = FLT_MIN;
3184    float bottom = FLT_MIN;
3185
3186    Vertex mesh[count];
3187    Vertex* vertex = mesh;
3188
3189    for (int index = 0; index < count; index += 4) {
3190        float l = rects[index + 0];
3191        float t = rects[index + 1];
3192        float r = rects[index + 2];
3193        float b = rects[index + 3];
3194
3195        Vertex::set(vertex++, l, t);
3196        Vertex::set(vertex++, r, t);
3197        Vertex::set(vertex++, l, b);
3198        Vertex::set(vertex++, r, b);
3199
3200        left = fminf(left, l);
3201        top = fminf(top, t);
3202        right = fmaxf(right, r);
3203        bottom = fmaxf(bottom, b);
3204    }
3205
3206    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3207        return DrawGlInfo::kStatusDone;
3208    }
3209
3210    setupDraw();
3211    setupDrawNoTexture();
3212    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3213    setupDrawShader(getShader(paint));
3214    setupDrawColorFilter(getColorFilter(paint));
3215    setupDrawBlending(paint);
3216    setupDrawProgram();
3217    setupDrawDirtyRegionsDisabled();
3218    setupDrawModelView(kModelViewMode_Translate, false,
3219            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3220    setupDrawColorUniforms(getShader(paint));
3221    setupDrawShaderUniforms(getShader(paint));
3222    setupDrawColorFilterUniforms(getColorFilter(paint));
3223
3224    if (dirty && hasLayer()) {
3225        dirtyLayer(left, top, right, bottom, *currentTransform());
3226    }
3227
3228    issueIndexedQuadDraw(&mesh[0], count / 4);
3229
3230    return DrawGlInfo::kStatusDrew;
3231}
3232
3233void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3234        const SkPaint* paint, bool ignoreTransform) {
3235    int color = paint->getColor();
3236    // If a shader is set, preserve only the alpha
3237    if (getShader(paint)) {
3238        color |= 0x00ffffff;
3239    }
3240
3241    setupDraw();
3242    setupDrawNoTexture();
3243    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3244    setupDrawShader(getShader(paint));
3245    setupDrawColorFilter(getColorFilter(paint));
3246    setupDrawBlending(paint);
3247    setupDrawProgram();
3248    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3249            left, top, right, bottom, ignoreTransform);
3250    setupDrawColorUniforms(getShader(paint));
3251    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3252    setupDrawColorFilterUniforms(getColorFilter(paint));
3253    setupDrawSimpleMesh();
3254
3255    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3256}
3257
3258void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3259        Texture* texture, const SkPaint* paint) {
3260    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3261
3262    GLvoid* vertices = (GLvoid*) NULL;
3263    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3264
3265    if (texture->uvMapper) {
3266        vertices = &mMeshVertices[0].x;
3267        texCoords = &mMeshVertices[0].u;
3268
3269        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3270        texture->uvMapper->map(uvs);
3271
3272        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3273    }
3274
3275    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3276        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3277        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3278
3279        texture->setFilter(GL_NEAREST, true);
3280        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3281                paint, texture->blend, vertices, texCoords,
3282                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3283    } else {
3284        texture->setFilter(getFilter(paint), true);
3285        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3286                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3287    }
3288
3289    if (texture->uvMapper) {
3290        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3291    }
3292}
3293
3294void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3295        GLuint texture, const SkPaint* paint, bool blend,
3296        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3297        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3298        ModelViewMode modelViewMode, bool dirty) {
3299
3300    int a;
3301    SkXfermode::Mode mode;
3302    getAlphaAndMode(paint, &a, &mode);
3303    const float alpha = a / 255.0f;
3304
3305    setupDraw();
3306    setupDrawWithTexture();
3307    setupDrawColor(alpha, alpha, alpha, alpha);
3308    setupDrawColorFilter(getColorFilter(paint));
3309    setupDrawBlending(paint, blend, swapSrcDst);
3310    setupDrawProgram();
3311    if (!dirty) setupDrawDirtyRegionsDisabled();
3312    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3313    setupDrawTexture(texture);
3314    setupDrawPureColorUniforms();
3315    setupDrawColorFilterUniforms(getColorFilter(paint));
3316    setupDrawMesh(vertices, texCoords, vbo);
3317
3318    glDrawArrays(drawMode, 0, elementsCount);
3319}
3320
3321void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3322        GLuint texture, const SkPaint* paint, bool blend,
3323        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3324        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3325        ModelViewMode modelViewMode, bool dirty) {
3326
3327    int a;
3328    SkXfermode::Mode mode;
3329    getAlphaAndMode(paint, &a, &mode);
3330    const float alpha = a / 255.0f;
3331
3332    setupDraw();
3333    setupDrawWithTexture();
3334    setupDrawColor(alpha, alpha, alpha, alpha);
3335    setupDrawColorFilter(getColorFilter(paint));
3336    setupDrawBlending(paint, blend, swapSrcDst);
3337    setupDrawProgram();
3338    if (!dirty) setupDrawDirtyRegionsDisabled();
3339    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3340    setupDrawTexture(texture);
3341    setupDrawPureColorUniforms();
3342    setupDrawColorFilterUniforms(getColorFilter(paint));
3343    setupDrawMeshIndices(vertices, texCoords, vbo);
3344
3345    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3346}
3347
3348void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3349        GLuint texture, const SkPaint* paint,
3350        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3351        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3352
3353    int color = paint != NULL ? paint->getColor() : 0;
3354    int alpha;
3355    SkXfermode::Mode mode;
3356    getAlphaAndMode(paint, &alpha, &mode);
3357
3358    setupDraw();
3359    setupDrawWithTexture(true);
3360    if (paint != NULL) {
3361        setupDrawAlpha8Color(color, alpha);
3362    }
3363    setupDrawColorFilter(getColorFilter(paint));
3364    setupDrawShader(getShader(paint));
3365    setupDrawBlending(paint, true);
3366    setupDrawProgram();
3367    if (!dirty) setupDrawDirtyRegionsDisabled();
3368    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3369    setupDrawTexture(texture);
3370    setupDrawPureColorUniforms();
3371    setupDrawColorFilterUniforms(getColorFilter(paint));
3372    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3373    setupDrawMesh(vertices, texCoords);
3374
3375    glDrawArrays(drawMode, 0, elementsCount);
3376}
3377
3378void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3379        ProgramDescription& description, bool swapSrcDst) {
3380
3381    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3382        blend = true;
3383        mDescription.hasRoundRectClip = true;
3384    }
3385    mSkipOutlineClip = true;
3386
3387    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3388
3389    if (blend) {
3390        // These blend modes are not supported by OpenGL directly and have
3391        // to be implemented using shaders. Since the shader will perform
3392        // the blending, turn blending off here
3393        // If the blend mode cannot be implemented using shaders, fall
3394        // back to the default SrcOver blend mode instead
3395        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3396            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3397                description.framebufferMode = mode;
3398                description.swapSrcDst = swapSrcDst;
3399
3400                if (mCaches.blend) {
3401                    glDisable(GL_BLEND);
3402                    mCaches.blend = false;
3403                }
3404
3405                return;
3406            } else {
3407                mode = SkXfermode::kSrcOver_Mode;
3408            }
3409        }
3410
3411        if (!mCaches.blend) {
3412            glEnable(GL_BLEND);
3413        }
3414
3415        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3416        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3417
3418        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3419            glBlendFunc(sourceMode, destMode);
3420            mCaches.lastSrcMode = sourceMode;
3421            mCaches.lastDstMode = destMode;
3422        }
3423    } else if (mCaches.blend) {
3424        glDisable(GL_BLEND);
3425    }
3426    mCaches.blend = blend;
3427}
3428
3429bool OpenGLRenderer::useProgram(Program* program) {
3430    if (!program->isInUse()) {
3431        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3432        program->use();
3433        mCaches.currentProgram = program;
3434        return false;
3435    }
3436    return true;
3437}
3438
3439void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3440    TextureVertex* v = &mMeshVertices[0];
3441    TextureVertex::setUV(v++, u1, v1);
3442    TextureVertex::setUV(v++, u2, v1);
3443    TextureVertex::setUV(v++, u1, v2);
3444    TextureVertex::setUV(v++, u2, v2);
3445}
3446
3447void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3448    getAlphaAndModeDirect(paint, alpha,  mode);
3449    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3450        // if drawing a layer, ignore the paint's alpha
3451        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3452    }
3453    *alpha *= currentSnapshot()->alpha;
3454}
3455
3456float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3457    float alpha;
3458    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3459        alpha = mDrawModifiers.mOverrideLayerAlpha;
3460    } else {
3461        alpha = layer->getAlpha() / 255.0f;
3462    }
3463    return alpha * currentSnapshot()->alpha;
3464}
3465
3466}; // namespace uirenderer
3467}; // namespace android
3468