OpenGLRenderer.cpp revision f6049a5c55645d31002aad7336119b813034a6f6
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#include "OpenGLRenderer.h"
18
19#include "DeferredDisplayList.h"
20#include "GammaFontRenderer.h"
21#include "Glop.h"
22#include "GlopBuilder.h"
23#include "Patch.h"
24#include "PathTessellator.h"
25#include "Properties.h"
26#include "RenderNode.h"
27#include "renderstate/MeshState.h"
28#include "renderstate/RenderState.h"
29#include "ShadowTessellator.h"
30#include "SkiaShader.h"
31#include "Vector.h"
32#include "VertexBuffer.h"
33#include "utils/GLUtils.h"
34#include "utils/PaintUtils.h"
35#include "utils/TraceUtils.h"
36
37#include <stdlib.h>
38#include <stdint.h>
39#include <sys/types.h>
40
41#include <SkCanvas.h>
42#include <SkColor.h>
43#include <SkPathOps.h>
44#include <SkShader.h>
45#include <SkTypeface.h>
46
47#include <utils/Log.h>
48#include <utils/StopWatch.h>
49
50#include <private/hwui/DrawGlInfo.h>
51
52#include <ui/Rect.h>
53
54#if DEBUG_DETAILED_EVENTS
55    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
56#else
57    #define EVENT_LOGD(...)
58#endif
59
60namespace android {
61namespace uirenderer {
62
63///////////////////////////////////////////////////////////////////////////////
64// Constructors/destructor
65///////////////////////////////////////////////////////////////////////////////
66
67OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
68        : mState(*this)
69        , mCaches(Caches::getInstance())
70        , mRenderState(renderState)
71        , mFrameStarted(false)
72        , mScissorOptimizationDisabled(false)
73        , mDirty(false)
74        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
75        , mLightRadius(FLT_MIN)
76        , mAmbientShadowAlpha(0)
77        , mSpotShadowAlpha(0) {
78}
79
80OpenGLRenderer::~OpenGLRenderer() {
81    // The context has already been destroyed at this point, do not call
82    // GL APIs. All GL state should be kept in Caches.h
83}
84
85void OpenGLRenderer::initProperties() {
86    char property[PROPERTY_VALUE_MAX];
87    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
88        mScissorOptimizationDisabled = !strcasecmp(property, "true");
89        INIT_LOGD("  Scissor optimization %s",
90                mScissorOptimizationDisabled ? "disabled" : "enabled");
91    } else {
92        INIT_LOGD("  Scissor optimization enabled");
93    }
94}
95
96void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha,
97        uint8_t spotShadowAlpha) {
98    mLightRadius = lightRadius;
99    mAmbientShadowAlpha = ambientShadowAlpha;
100    mSpotShadowAlpha = spotShadowAlpha;
101}
102
103void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) {
104    mLightCenter = lightCenter;
105}
106
107///////////////////////////////////////////////////////////////////////////////
108// Setup
109///////////////////////////////////////////////////////////////////////////////
110
111void OpenGLRenderer::onViewportInitialized() {
112    glDisable(GL_DITHER);
113    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
114}
115
116void OpenGLRenderer::setupFrameState(int viewportWidth, int viewportHeight,
117        float left, float top, float right, float bottom, bool opaque) {
118    mCaches.clearGarbage();
119    mState.initializeSaveStack(viewportWidth, viewportHeight,
120            left, top, right, bottom, mLightCenter);
121    mOpaque = opaque;
122    mTilingClip.set(left, top, right, bottom);
123}
124
125void OpenGLRenderer::startFrame() {
126    if (mFrameStarted) return;
127    mFrameStarted = true;
128
129    mState.setDirtyClip(true);
130
131    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
132
133    mRenderState.setViewport(mState.getWidth(), mState.getHeight());
134
135    debugOverdraw(true, true);
136
137    clear(mTilingClip.left, mTilingClip.top,
138            mTilingClip.right, mTilingClip.bottom, mOpaque);
139}
140
141void OpenGLRenderer::prepareDirty(int viewportWidth, int viewportHeight,
142        float left, float top, float right, float bottom, bool opaque) {
143
144    setupFrameState(viewportWidth, viewportHeight, left, top, right, bottom, opaque);
145
146    // Layer renderers will start the frame immediately
147    // The framebuffer renderer will first defer the display list
148    // for each layer and wait until the first drawing command
149    // to start the frame
150    if (currentSnapshot()->fbo == 0) {
151        mRenderState.blend().syncEnabled();
152        updateLayers();
153    } else {
154        startFrame();
155    }
156}
157
158void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
159    // If we know that we are going to redraw the entire framebuffer,
160    // perform a discard to let the driver know we don't need to preserve
161    // the back buffer for this frame.
162    if (mCaches.extensions().hasDiscardFramebuffer() &&
163            left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) {
164        const bool isFbo = getTargetFbo() == 0;
165        const GLenum attachments[] = {
166                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
167                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
168        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
169    }
170}
171
172void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
173    if (!opaque) {
174        mRenderState.scissor().setEnabled(true);
175        mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top);
176        glClear(GL_COLOR_BUFFER_BIT);
177        mDirty = true;
178        return;
179    }
180
181    mRenderState.scissor().reset();
182}
183
184bool OpenGLRenderer::finish() {
185    renderOverdraw();
186    mTempPaths.clear();
187
188    // When finish() is invoked on FBO 0 we've reached the end
189    // of the current frame
190    if (getTargetFbo() == 0) {
191        mCaches.pathCache.trim();
192        mCaches.tessellationCache.trim();
193    }
194
195    if (!suppressErrorChecks()) {
196#if DEBUG_OPENGL
197        GLUtils::dumpGLErrors();
198#endif
199
200#if DEBUG_MEMORY_USAGE
201        mCaches.dumpMemoryUsage();
202#else
203        if (Properties::debugLevel & kDebugMemory) {
204            mCaches.dumpMemoryUsage();
205        }
206#endif
207    }
208
209    mFrameStarted = false;
210
211    return reportAndClearDirty();
212}
213
214void OpenGLRenderer::resumeAfterLayer() {
215    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
216    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
217    debugOverdraw(true, false);
218
219    mRenderState.scissor().reset();
220    dirtyClip();
221}
222
223void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
224    if (mState.currentlyIgnored()) return;
225
226    Rect clip(mState.currentClipRect());
227    clip.snapToPixelBoundaries();
228
229    // Since we don't know what the functor will draw, let's dirty
230    // the entire clip region
231    if (hasLayer()) {
232        dirtyLayerUnchecked(clip, getRegion());
233    }
234
235    DrawGlInfo info;
236    info.clipLeft = clip.left;
237    info.clipTop = clip.top;
238    info.clipRight = clip.right;
239    info.clipBottom = clip.bottom;
240    info.isLayer = hasLayer();
241    info.width = getViewportWidth();
242    info.height = getViewportHeight();
243    currentTransform()->copyTo(&info.transform[0]);
244
245    bool prevDirtyClip = mState.getDirtyClip();
246    // setup GL state for functor
247    if (mState.getDirtyClip()) {
248        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
249    }
250    if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) {
251        setScissorFromClip();
252    }
253
254    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
255    // Scissor may have been modified, reset dirty clip
256    dirtyClip();
257
258    mDirty = true;
259}
260
261///////////////////////////////////////////////////////////////////////////////
262// Debug
263///////////////////////////////////////////////////////////////////////////////
264
265void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
266#if DEBUG_DETAILED_EVENTS
267    const int BUFFER_SIZE = 256;
268    va_list ap;
269    char buf[BUFFER_SIZE];
270
271    va_start(ap, fmt);
272    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
273    va_end(ap);
274
275    eventMark(buf);
276#endif
277}
278
279
280void OpenGLRenderer::eventMark(const char* name) const {
281    mCaches.eventMark(0, name);
282}
283
284void OpenGLRenderer::startMark(const char* name) const {
285    mCaches.startMark(0, name);
286}
287
288void OpenGLRenderer::endMark() const {
289    mCaches.endMark();
290}
291
292void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
293    mRenderState.debugOverdraw(enable, clear);
294}
295
296void OpenGLRenderer::renderOverdraw() {
297    if (Properties::debugOverdraw && getTargetFbo() == 0) {
298        const Rect* clip = &mTilingClip;
299
300        mRenderState.scissor().setEnabled(true);
301        mRenderState.scissor().set(clip->left,
302                mState.firstSnapshot()->getViewportHeight() - clip->bottom,
303                clip->right - clip->left,
304                clip->bottom - clip->top);
305
306        // 1x overdraw
307        mRenderState.stencil().enableDebugTest(2);
308        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
309
310        // 2x overdraw
311        mRenderState.stencil().enableDebugTest(3);
312        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
313
314        // 3x overdraw
315        mRenderState.stencil().enableDebugTest(4);
316        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
317
318        // 4x overdraw and higher
319        mRenderState.stencil().enableDebugTest(4, true);
320        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
321
322        mRenderState.stencil().disable();
323    }
324}
325
326///////////////////////////////////////////////////////////////////////////////
327// Layers
328///////////////////////////////////////////////////////////////////////////////
329
330bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
331    if (layer->deferredUpdateScheduled && layer->renderer
332            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
333
334        if (inFrame) {
335            debugOverdraw(false, false);
336        }
337
338        if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) {
339            layer->render(*this);
340        } else {
341            layer->defer(*this);
342        }
343
344        if (inFrame) {
345            resumeAfterLayer();
346        }
347
348        layer->debugDrawUpdate = Properties::debugLayersUpdates;
349        layer->hasDrawnSinceUpdate = false;
350
351        return true;
352    }
353
354    return false;
355}
356
357void OpenGLRenderer::updateLayers() {
358    // If draw deferring is enabled this method will simply defer
359    // the display list of each individual layer. The layers remain
360    // in the layer updates list which will be cleared by flushLayers().
361    int count = mLayerUpdates.size();
362    if (count > 0) {
363        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
364            startMark("Layer Updates");
365        } else {
366            startMark("Defer Layer Updates");
367        }
368
369        // Note: it is very important to update the layers in order
370        for (int i = 0; i < count; i++) {
371            Layer* layer = mLayerUpdates[i].get();
372            updateLayer(layer, false);
373        }
374
375        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
376            mLayerUpdates.clear();
377            mRenderState.bindFramebuffer(getTargetFbo());
378        }
379        endMark();
380    }
381}
382
383void OpenGLRenderer::flushLayers() {
384    int count = mLayerUpdates.size();
385    if (count > 0) {
386        startMark("Apply Layer Updates");
387
388        // Note: it is very important to update the layers in order
389        for (int i = 0; i < count; i++) {
390            mLayerUpdates[i]->flush();
391        }
392
393        mLayerUpdates.clear();
394        mRenderState.bindFramebuffer(getTargetFbo());
395
396        endMark();
397    }
398}
399
400void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
401    if (layer) {
402        // Make sure we don't introduce duplicates.
403        // SortedVector would do this automatically but we need to respect
404        // the insertion order. The linear search is not an issue since
405        // this list is usually very short (typically one item, at most a few)
406        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
407            if (mLayerUpdates[i] == layer) {
408                return;
409            }
410        }
411        mLayerUpdates.push_back(layer);
412    }
413}
414
415void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
416    if (layer) {
417        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
418            if (mLayerUpdates[i] == layer) {
419                mLayerUpdates.erase(mLayerUpdates.begin() + i);
420                break;
421            }
422        }
423    }
424}
425
426void OpenGLRenderer::flushLayerUpdates() {
427    ATRACE_NAME("Update HW Layers");
428    mRenderState.blend().syncEnabled();
429    updateLayers();
430    flushLayers();
431    // Wait for all the layer updates to be executed
432    glFinish();
433}
434
435void OpenGLRenderer::markLayersAsBuildLayers() {
436    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
437        mLayerUpdates[i]->wasBuildLayered = true;
438    }
439}
440
441///////////////////////////////////////////////////////////////////////////////
442// State management
443///////////////////////////////////////////////////////////////////////////////
444
445void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
446    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
447    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
448    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
449
450    if (restoreViewport) {
451        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
452    }
453
454    if (restoreClip) {
455        dirtyClip();
456    }
457
458    if (restoreLayer) {
459        endMark(); // Savelayer
460        ATRACE_END(); // SaveLayer
461        startMark("ComposeLayer");
462        composeLayer(removed, restored);
463        endMark();
464    }
465}
466
467///////////////////////////////////////////////////////////////////////////////
468// Layers
469///////////////////////////////////////////////////////////////////////////////
470
471int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
472        const SkPaint* paint, int flags, const SkPath* convexMask) {
473    // force matrix/clip isolation for layer
474    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
475
476    const int count = mState.saveSnapshot(flags);
477
478    if (!mState.currentlyIgnored()) {
479        createLayer(left, top, right, bottom, paint, flags, convexMask);
480    }
481
482    return count;
483}
484
485void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
486    const Rect untransformedBounds(bounds);
487
488    currentTransform()->mapRect(bounds);
489
490    // Layers only make sense if they are in the framebuffer's bounds
491    if (bounds.intersect(mState.currentClipRect())) {
492        // We cannot work with sub-pixels in this case
493        bounds.snapToPixelBoundaries();
494
495        // When the layer is not an FBO, we may use glCopyTexImage so we
496        // need to make sure the layer does not extend outside the bounds
497        // of the framebuffer
498        const Snapshot& previous = *(currentSnapshot()->previous);
499        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
500        if (!bounds.intersect(previousViewport)) {
501            bounds.setEmpty();
502        } else if (fboLayer) {
503            clip.set(bounds);
504            mat4 inverse;
505            inverse.loadInverse(*currentTransform());
506            inverse.mapRect(clip);
507            clip.snapToPixelBoundaries();
508            if (clip.intersect(untransformedBounds)) {
509                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
510                bounds.set(untransformedBounds);
511            } else {
512                clip.setEmpty();
513            }
514        }
515    } else {
516        bounds.setEmpty();
517    }
518}
519
520void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
521        bool fboLayer, int alpha) {
522    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
523            bounds.getHeight() > mCaches.maxTextureSize ||
524            (fboLayer && clip.isEmpty())) {
525        writableSnapshot()->empty = fboLayer;
526    } else {
527        writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer);
528    }
529}
530
531int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
532        const SkPaint* paint, int flags) {
533    const int count = mState.saveSnapshot(flags);
534
535    if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
536        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
537        // operations will be able to store and restore the current clip and transform info, and
538        // quick rejection will be correct (for display lists)
539
540        Rect bounds(left, top, right, bottom);
541        Rect clip;
542        calculateLayerBoundsAndClip(bounds, clip, true);
543        updateSnapshotIgnoreForLayer(bounds, clip, true, PaintUtils::getAlphaDirect(paint));
544
545        if (!mState.currentlyIgnored()) {
546            writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
547            writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
548            writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
549            writableSnapshot()->roundRectClipState = nullptr;
550        }
551    }
552
553    return count;
554}
555
556/**
557 * Layers are viewed by Skia are slightly different than layers in image editing
558 * programs (for instance.) When a layer is created, previously created layers
559 * and the frame buffer still receive every drawing command. For instance, if a
560 * layer is created and a shape intersecting the bounds of the layers and the
561 * framebuffer is draw, the shape will be drawn on both (unless the layer was
562 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
563 *
564 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
565 * texture. Unfortunately, this is inefficient as it requires every primitive to
566 * be drawn n + 1 times, where n is the number of active layers. In practice this
567 * means, for every primitive:
568 *   - Switch active frame buffer
569 *   - Change viewport, clip and projection matrix
570 *   - Issue the drawing
571 *
572 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
573 * To avoid this, layers are implemented in a different way here, at least in the
574 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
575 * is set. When this flag is set we can redirect all drawing operations into a
576 * single FBO.
577 *
578 * This implementation relies on the frame buffer being at least RGBA 8888. When
579 * a layer is created, only a texture is created, not an FBO. The content of the
580 * frame buffer contained within the layer's bounds is copied into this texture
581 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
582 * buffer and drawing continues as normal. This technique therefore treats the
583 * frame buffer as a scratch buffer for the layers.
584 *
585 * To compose the layers back onto the frame buffer, each layer texture
586 * (containing the original frame buffer data) is drawn as a simple quad over
587 * the frame buffer. The trick is that the quad is set as the composition
588 * destination in the blending equation, and the frame buffer becomes the source
589 * of the composition.
590 *
591 * Drawing layers with an alpha value requires an extra step before composition.
592 * An empty quad is drawn over the layer's region in the frame buffer. This quad
593 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
594 * quad is used to multiply the colors in the frame buffer. This is achieved by
595 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
596 * GL_ZERO, GL_SRC_ALPHA.
597 *
598 * Because glCopyTexImage2D() can be slow, an alternative implementation might
599 * be use to draw a single clipped layer. The implementation described above
600 * is correct in every case.
601 *
602 * (1) The frame buffer is actually not cleared right away. To allow the GPU
603 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
604 *     buffer is left untouched until the first drawing operation. Only when
605 *     something actually gets drawn are the layers regions cleared.
606 */
607bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
608        const SkPaint* paint, int flags, const SkPath* convexMask) {
609    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
610    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
611
612    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
613
614    // Window coordinates of the layer
615    Rect clip;
616    Rect bounds(left, top, right, bottom);
617    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
618    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, PaintUtils::getAlphaDirect(paint));
619
620    // Bail out if we won't draw in this snapshot
621    if (mState.currentlyIgnored()) {
622        return false;
623    }
624
625    mCaches.textureState().activateTexture(0);
626    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
627    if (!layer) {
628        return false;
629    }
630
631    layer->setPaint(paint);
632    layer->layer.set(bounds);
633    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
634            bounds.getWidth() / float(layer->getWidth()), 0.0f);
635
636    layer->setBlend(true);
637    layer->setDirty(false);
638    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
639
640    // Save the layer in the snapshot
641    writableSnapshot()->flags |= Snapshot::kFlagIsLayer;
642    writableSnapshot()->layer = layer;
643
644    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
645            fboLayer ? "" : "unclipped ",
646            layer->getWidth(), layer->getHeight());
647    startMark("SaveLayer");
648    if (fboLayer) {
649        return createFboLayer(layer, bounds, clip);
650    } else {
651        // Copy the framebuffer into the layer
652        layer->bindTexture();
653        if (!bounds.isEmpty()) {
654            if (layer->isEmpty()) {
655                // Workaround for some GL drivers. When reading pixels lying outside
656                // of the window we should get undefined values for those pixels.
657                // Unfortunately some drivers will turn the entire target texture black
658                // when reading outside of the window.
659                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
660                        0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
661                layer->setEmpty(false);
662            }
663
664            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
665                    bounds.left, getViewportHeight() - bounds.bottom,
666                    bounds.getWidth(), bounds.getHeight());
667
668            // Enqueue the buffer coordinates to clear the corresponding region later
669            mLayers.push_back(Rect(bounds));
670        }
671    }
672
673    return true;
674}
675
676bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
677    layer->clipRect.set(clip);
678    layer->setFbo(mCaches.fboCache.get());
679
680    writableSnapshot()->region = &writableSnapshot()->layer->region;
681    writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
682    writableSnapshot()->fbo = layer->getFbo();
683    writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
684    writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
685    writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
686    writableSnapshot()->roundRectClipState = nullptr;
687
688    debugOverdraw(false, false);
689    // Bind texture to FBO
690    mRenderState.bindFramebuffer(layer->getFbo());
691    layer->bindTexture();
692
693    // Initialize the texture if needed
694    if (layer->isEmpty()) {
695        layer->allocateTexture();
696        layer->setEmpty(false);
697    }
698
699    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
700            layer->getTextureId(), 0);
701
702    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
703    mRenderState.scissor().setEnabled(true);
704    mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
705            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
706    glClear(GL_COLOR_BUFFER_BIT);
707
708    dirtyClip();
709
710    // Change the ortho projection
711    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
712    return true;
713}
714
715/**
716 * Read the documentation of createLayer() before doing anything in this method.
717 */
718void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
719    if (!removed.layer) {
720        ALOGE("Attempting to compose a layer that does not exist");
721        return;
722    }
723
724    Layer* layer = removed.layer;
725    const Rect& rect = layer->layer;
726    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
727
728    bool clipRequired = false;
729    mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
730            &clipRequired, nullptr, false); // safely ignore return, should never be rejected
731    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
732
733    if (fboLayer) {
734        // Detach the texture from the FBO
735        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
736
737        layer->removeFbo(false);
738
739        // Unbind current FBO and restore previous one
740        mRenderState.bindFramebuffer(restored.fbo);
741        debugOverdraw(true, false);
742    }
743
744    if (!fboLayer && layer->getAlpha() < 255) {
745        SkPaint layerPaint;
746        layerPaint.setAlpha(layer->getAlpha());
747        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
748        layerPaint.setColorFilter(layer->getColorFilter());
749
750        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
751        // Required below, composeLayerRect() will divide by 255
752        layer->setAlpha(255);
753    }
754
755    mRenderState.meshState().unbindMeshBuffer();
756
757    mCaches.textureState().activateTexture(0);
758
759    // When the layer is stored in an FBO, we can save a bit of fillrate by
760    // drawing only the dirty region
761    if (fboLayer) {
762        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
763        composeLayerRegion(layer, rect);
764    } else if (!rect.isEmpty()) {
765        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
766
767        save(0);
768        // the layer contains screen buffer content that shouldn't be alpha modulated
769        // (and any necessary alpha modulation was handled drawing into the layer)
770        writableSnapshot()->alpha = 1.0f;
771        composeLayerRectSwapped(layer, rect);
772        restore();
773    }
774
775    dirtyClip();
776
777    // Failing to add the layer to the cache should happen only if the layer is too large
778    layer->setConvexMask(nullptr);
779    if (!mCaches.layerCache.put(layer)) {
780        LAYER_LOGD("Deleting layer");
781        layer->decStrong(nullptr);
782    }
783}
784
785void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
786    const bool tryToSnap = !layer->getForceFilter()
787            && layer->getWidth() == (uint32_t) rect.getWidth()
788            && layer->getHeight() == (uint32_t) rect.getHeight();
789    Glop glop;
790    GlopBuilder(mRenderState, mCaches, &glop)
791            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
792            .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO
793            .setFillTextureLayer(*layer, getLayerAlpha(layer))
794            .setTransform(*currentSnapshot(), TransformFlags::None)
795            .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect)
796            .build();
797    renderGlop(glop);
798}
799
800void OpenGLRenderer::composeLayerRectSwapped(Layer* layer, const Rect& rect) {
801    Glop glop;
802    GlopBuilder(mRenderState, mCaches, &glop)
803            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
804            .setMeshTexturedUvQuad(nullptr, layer->texCoords)
805            .setFillLayer(layer->getTexture(), layer->getColorFilter(),
806                    getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::Swap)
807            .setTransform(*currentSnapshot(), TransformFlags::MeshIgnoresCanvasTransform)
808            .setModelViewMapUnitToRect(rect)
809            .build();
810    renderGlop(glop);
811}
812
813void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect) {
814    if (layer->isTextureLayer()) {
815        EVENT_LOGD("composeTextureLayerRect");
816        drawTextureLayer(layer, rect);
817    } else {
818        EVENT_LOGD("composeHardwareLayerRect");
819
820        const bool tryToSnap = layer->getWidth() == static_cast<uint32_t>(rect.getWidth())
821                && layer->getHeight() == static_cast<uint32_t>(rect.getHeight());
822        Glop glop;
823        GlopBuilder(mRenderState, mCaches, &glop)
824                .setRoundRectClipState(currentSnapshot()->roundRectClipState)
825                .setMeshTexturedUvQuad(nullptr, layer->texCoords)
826                .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
827                .setTransform(*currentSnapshot(), TransformFlags::None)
828                .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect)
829                .build();
830        renderGlop(glop);
831    }
832}
833
834/**
835 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
836 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
837 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
838 * by saveLayer's restore
839 */
840#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \
841        DRAW_COMMAND; \
842        if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && COND)) { \
843            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \
844            DRAW_COMMAND; \
845            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \
846        } \
847    }
848
849#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
850
851// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
852// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
853class LayerShader : public SkShader {
854public:
855    LayerShader(Layer* layer, const SkMatrix* localMatrix)
856    : INHERITED(localMatrix)
857    , mLayer(layer) {
858    }
859
860    virtual bool asACustomShader(void** data) const override {
861        if (data) {
862            *data = static_cast<void*>(mLayer);
863        }
864        return true;
865    }
866
867    virtual bool isOpaque() const override {
868        return !mLayer->isBlend();
869    }
870
871protected:
872    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
873        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
874    }
875
876    virtual void flatten(SkWriteBuffer&) const override {
877        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
878    }
879
880    virtual Factory getFactory() const override {
881        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
882        return nullptr;
883    }
884private:
885    // Unowned.
886    Layer* mLayer;
887    typedef SkShader INHERITED;
888};
889
890void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
891    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
892
893    if (layer->getConvexMask()) {
894        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
895
896        // clip to the area of the layer the mask can be larger
897        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
898
899        SkPaint paint;
900        paint.setAntiAlias(true);
901        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
902
903        // create LayerShader to map SaveLayer content into subsequent draw
904        SkMatrix shaderMatrix;
905        shaderMatrix.setTranslate(rect.left, rect.bottom);
906        shaderMatrix.preScale(1, -1);
907        LayerShader layerShader(layer, &shaderMatrix);
908        paint.setShader(&layerShader);
909
910        // Since the drawing primitive is defined in local drawing space,
911        // we don't need to modify the draw matrix
912        const SkPath* maskPath = layer->getConvexMask();
913        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
914
915        paint.setShader(nullptr);
916        restore();
917
918        return;
919    }
920
921    if (layer->region.isRect()) {
922        layer->setRegionAsRect();
923
924        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
925
926        layer->region.clear();
927        return;
928    }
929
930    EVENT_LOGD("composeLayerRegion");
931    // standard Region based draw
932    size_t count;
933    const android::Rect* rects;
934    Region safeRegion;
935    if (CC_LIKELY(hasRectToRectTransform())) {
936        rects = layer->region.getArray(&count);
937    } else {
938        safeRegion = Region::createTJunctionFreeRegion(layer->region);
939        rects = safeRegion.getArray(&count);
940    }
941
942    const float texX = 1.0f / float(layer->getWidth());
943    const float texY = 1.0f / float(layer->getHeight());
944    const float height = rect.getHeight();
945
946    TextureVertex quadVertices[count * 4];
947    TextureVertex* mesh = &quadVertices[0];
948    for (size_t i = 0; i < count; i++) {
949        const android::Rect* r = &rects[i];
950
951        const float u1 = r->left * texX;
952        const float v1 = (height - r->top) * texY;
953        const float u2 = r->right * texX;
954        const float v2 = (height - r->bottom) * texY;
955
956        // TODO: Reject quads outside of the clip
957        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
958        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
959        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
960        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
961    }
962    Rect modelRect = Rect(rect.getWidth(), rect.getHeight());
963    Glop glop;
964    GlopBuilder(mRenderState, mCaches, &glop)
965            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
966            .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6)
967            .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
968            .setTransform(*currentSnapshot(),  TransformFlags::None)
969            .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect)
970            .build();
971    DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop));
972
973#if DEBUG_LAYERS_AS_REGIONS
974    drawRegionRectsDebug(layer->region);
975#endif
976
977    layer->region.clear();
978}
979
980#if DEBUG_LAYERS_AS_REGIONS
981void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
982    size_t count;
983    const android::Rect* rects = region.getArray(&count);
984
985    uint32_t colors[] = {
986            0x7fff0000, 0x7f00ff00,
987            0x7f0000ff, 0x7fff00ff,
988    };
989
990    int offset = 0;
991    int32_t top = rects[0].top;
992
993    for (size_t i = 0; i < count; i++) {
994        if (top != rects[i].top) {
995            offset ^= 0x2;
996            top = rects[i].top;
997        }
998
999        SkPaint paint;
1000        paint.setColor(colors[offset + (i & 0x1)]);
1001        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1002        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1003    }
1004}
1005#endif
1006
1007void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1008    Vector<float> rects;
1009
1010    SkRegion::Iterator it(region);
1011    while (!it.done()) {
1012        const SkIRect& r = it.rect();
1013        rects.push(r.fLeft);
1014        rects.push(r.fTop);
1015        rects.push(r.fRight);
1016        rects.push(r.fBottom);
1017        it.next();
1018    }
1019
1020    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1021}
1022
1023void OpenGLRenderer::dirtyLayer(const float left, const float top,
1024        const float right, const float bottom, const Matrix4& transform) {
1025    if (hasLayer()) {
1026        Rect bounds(left, top, right, bottom);
1027        transform.mapRect(bounds);
1028        dirtyLayerUnchecked(bounds, getRegion());
1029    }
1030}
1031
1032void OpenGLRenderer::dirtyLayer(const float left, const float top,
1033        const float right, const float bottom) {
1034    if (hasLayer()) {
1035        Rect bounds(left, top, right, bottom);
1036        dirtyLayerUnchecked(bounds, getRegion());
1037    }
1038}
1039
1040void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1041    if (CC_LIKELY(!bounds.isEmpty() && bounds.intersect(mState.currentClipRect()))) {
1042        bounds.snapToPixelBoundaries();
1043        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1044        if (!dirty.isEmpty()) {
1045            region->orSelf(dirty);
1046        }
1047    }
1048}
1049
1050void OpenGLRenderer::clearLayerRegions() {
1051    const size_t quadCount = mLayers.size();
1052    if (quadCount == 0) return;
1053
1054    if (!mState.currentlyIgnored()) {
1055        EVENT_LOGD("clearLayerRegions");
1056        // Doing several glScissor/glClear here can negatively impact
1057        // GPUs with a tiler architecture, instead we draw quads with
1058        // the Clear blending mode
1059
1060        // The list contains bounds that have already been clipped
1061        // against their initial clip rect, and the current clip
1062        // is likely different so we need to disable clipping here
1063        bool scissorChanged = mRenderState.scissor().setEnabled(false);
1064
1065        Vertex mesh[quadCount * 4];
1066        Vertex* vertex = mesh;
1067
1068        for (uint32_t i = 0; i < quadCount; i++) {
1069            const Rect& bounds = mLayers[i];
1070
1071            Vertex::set(vertex++, bounds.left, bounds.top);
1072            Vertex::set(vertex++, bounds.right, bounds.top);
1073            Vertex::set(vertex++, bounds.left, bounds.bottom);
1074            Vertex::set(vertex++, bounds.right, bounds.bottom);
1075        }
1076        // We must clear the list of dirty rects before we
1077        // call clearLayerRegions() in renderGlop to prevent
1078        // stencil setup from doing the same thing again
1079        mLayers.clear();
1080
1081        const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1082        Glop glop;
1083        GlopBuilder(mRenderState, mCaches, &glop)
1084                .setRoundRectClipState(nullptr) // clear ignores clip state
1085                .setMeshIndexedQuads(&mesh[0], quadCount)
1086                .setFillClear()
1087                .setTransform(*currentSnapshot(), transformFlags)
1088                .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getClipRect()))
1089                .build();
1090        renderGlop(glop, GlopRenderType::LayerClear);
1091
1092        if (scissorChanged) mRenderState.scissor().setEnabled(true);
1093    } else {
1094        mLayers.clear();
1095    }
1096}
1097
1098///////////////////////////////////////////////////////////////////////////////
1099// State Deferral
1100///////////////////////////////////////////////////////////////////////////////
1101
1102bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1103    const Rect& currentClip = mState.currentClipRect();
1104    const mat4* currentMatrix = currentTransform();
1105
1106    if (stateDeferFlags & kStateDeferFlag_Draw) {
1107        // state has bounds initialized in local coordinates
1108        if (!state.mBounds.isEmpty()) {
1109            currentMatrix->mapRect(state.mBounds);
1110            Rect clippedBounds(state.mBounds);
1111            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1112            // is used, it should more closely duplicate the quickReject logic (in how it uses
1113            // snapToPixelBoundaries)
1114
1115            if (!clippedBounds.intersect(currentClip)) {
1116                // quick rejected
1117                return true;
1118            }
1119
1120            state.mClipSideFlags = kClipSide_None;
1121            if (!currentClip.contains(state.mBounds)) {
1122                int& flags = state.mClipSideFlags;
1123                // op partially clipped, so record which sides are clipped for clip-aware merging
1124                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1125                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1126                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1127                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1128            }
1129            state.mBounds.set(clippedBounds);
1130        } else {
1131            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1132            // overdraw avoidance (since we don't know what it overlaps)
1133            state.mClipSideFlags = kClipSide_ConservativeFull;
1134            state.mBounds.set(currentClip);
1135        }
1136    }
1137
1138    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1139    if (state.mClipValid) {
1140        state.mClip.set(currentClip);
1141    }
1142
1143    // Transform and alpha always deferred, since they are used by state operations
1144    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1145    state.mMatrix = *currentMatrix;
1146    state.mAlpha = currentSnapshot()->alpha;
1147
1148    // always store/restore, since these are just pointers
1149    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1150    state.mProjectionPathMask = currentSnapshot()->projectionPathMask;
1151    return false;
1152}
1153
1154void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1155    setGlobalMatrix(state.mMatrix);
1156    writableSnapshot()->alpha = state.mAlpha;
1157    writableSnapshot()->roundRectClipState = state.mRoundRectClipState;
1158    writableSnapshot()->projectionPathMask = state.mProjectionPathMask;
1159
1160    if (state.mClipValid && !skipClipRestore) {
1161        writableSnapshot()->setClip(state.mClip.left, state.mClip.top,
1162                state.mClip.right, state.mClip.bottom);
1163        dirtyClip();
1164    }
1165}
1166
1167/**
1168 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1169 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1170 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1171 *
1172 * This method should be called when restoreDisplayState() won't be restoring the clip
1173 */
1174void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1175    if (clipRect != nullptr) {
1176        writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1177    } else {
1178        writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight());
1179    }
1180    dirtyClip();
1181    bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled;
1182    mRenderState.scissor().setEnabled(enableScissor);
1183}
1184
1185///////////////////////////////////////////////////////////////////////////////
1186// Clipping
1187///////////////////////////////////////////////////////////////////////////////
1188
1189void OpenGLRenderer::setScissorFromClip() {
1190    Rect clip(mState.currentClipRect());
1191    clip.snapToPixelBoundaries();
1192
1193    if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom,
1194            clip.getWidth(), clip.getHeight())) {
1195        mState.setDirtyClip(false);
1196    }
1197}
1198
1199void OpenGLRenderer::ensureStencilBuffer() {
1200    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1201    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1202    // just hope we have one when hasLayer() returns false.
1203    if (hasLayer()) {
1204        attachStencilBufferToLayer(currentSnapshot()->layer);
1205    }
1206}
1207
1208void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1209    // The layer's FBO is already bound when we reach this stage
1210    if (!layer->getStencilRenderBuffer()) {
1211        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1212                Stencil::getLayerStencilFormat(),
1213                layer->getWidth(), layer->getHeight());
1214        layer->setStencilRenderBuffer(buffer);
1215    }
1216}
1217
1218static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform,
1219        float x, float y) {
1220    Vertex v;
1221    v.x = x;
1222    v.y = y;
1223    transform.mapPoint(v.x, v.y);
1224    rectangleVertices.push_back(v);
1225}
1226
1227static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) {
1228    Vertex v;
1229    v.x = x;
1230    v.y = y;
1231    rectangleVertices.push_back(v);
1232}
1233
1234void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) {
1235    int quadCount = rectangleList.getTransformedRectanglesCount();
1236    std::vector<Vertex> rectangleVertices(quadCount * 4);
1237    Rect scissorBox = rectangleList.calculateBounds();
1238    scissorBox.snapToPixelBoundaries();
1239    for (int i = 0; i < quadCount; ++i) {
1240        const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i));
1241        const Matrix4& transform = tr.getTransform();
1242        Rect bounds = tr.getBounds();
1243        if (transform.rectToRect()) {
1244            transform.mapRect(bounds);
1245            if (!bounds.intersect(scissorBox)) {
1246                bounds.setEmpty();
1247            } else {
1248                handlePointNoTransform(rectangleVertices, bounds.left, bounds.top);
1249                handlePointNoTransform(rectangleVertices, bounds.right, bounds.top);
1250                handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom);
1251                handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom);
1252            }
1253        } else {
1254            handlePoint(rectangleVertices, transform, bounds.left, bounds.top);
1255            handlePoint(rectangleVertices, transform, bounds.right, bounds.top);
1256            handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom);
1257            handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom);
1258        }
1259    }
1260
1261    mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom,
1262            scissorBox.getWidth(), scissorBox.getHeight());
1263    const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1264    Glop glop;
1265    Vertex* vertices = &rectangleVertices[0];
1266    GlopBuilder(mRenderState, mCaches, &glop)
1267            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1268            .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4)
1269            .setFillBlack()
1270            .setTransform(*currentSnapshot(), transformFlags)
1271            .setModelViewOffsetRect(0, 0, scissorBox)
1272            .build();
1273    renderGlop(glop);
1274}
1275
1276void OpenGLRenderer::setStencilFromClip() {
1277    if (!Properties::debugOverdraw) {
1278        if (!currentSnapshot()->clipIsSimple()) {
1279            int incrementThreshold;
1280            EVENT_LOGD("setStencilFromClip - enabling");
1281
1282            // NOTE: The order here is important, we must set dirtyClip to false
1283            //       before any draw call to avoid calling back into this method
1284            mState.setDirtyClip(false);
1285
1286            ensureStencilBuffer();
1287
1288            const ClipArea& clipArea = currentSnapshot()->getClipArea();
1289
1290            bool isRectangleList = clipArea.isRectangleList();
1291            if (isRectangleList) {
1292                incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount();
1293            } else {
1294                incrementThreshold = 0;
1295            }
1296
1297            mRenderState.stencil().enableWrite(incrementThreshold);
1298
1299            // Clean and update the stencil, but first make sure we restrict drawing
1300            // to the region's bounds
1301            bool resetScissor = mRenderState.scissor().setEnabled(true);
1302            if (resetScissor) {
1303                // The scissor was not set so we now need to update it
1304                setScissorFromClip();
1305            }
1306
1307            mRenderState.stencil().clear();
1308
1309            // stash and disable the outline clip state, since stencil doesn't account for outline
1310            bool storedSkipOutlineClip = mSkipOutlineClip;
1311            mSkipOutlineClip = true;
1312
1313            SkPaint paint;
1314            paint.setColor(SK_ColorBLACK);
1315            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1316
1317            if (isRectangleList) {
1318                drawRectangleList(clipArea.getRectangleList());
1319            } else {
1320                // NOTE: We could use the region contour path to generate a smaller mesh
1321                //       Since we are using the stencil we could use the red book path
1322                //       drawing technique. It might increase bandwidth usage though.
1323
1324                // The last parameter is important: we are not drawing in the color buffer
1325                // so we don't want to dirty the current layer, if any
1326                drawRegionRects(clipArea.getClipRegion(), paint, false);
1327            }
1328            if (resetScissor) mRenderState.scissor().setEnabled(false);
1329            mSkipOutlineClip = storedSkipOutlineClip;
1330
1331            mRenderState.stencil().enableTest(incrementThreshold);
1332
1333            // Draw the region used to generate the stencil if the appropriate debug
1334            // mode is enabled
1335            // TODO: Implement for rectangle list clip areas
1336            if (Properties::debugStencilClip == StencilClipDebug::ShowRegion
1337                    && !clipArea.isRectangleList()) {
1338                paint.setColor(0x7f0000ff);
1339                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1340                drawRegionRects(currentSnapshot()->getClipRegion(), paint);
1341            }
1342        } else {
1343            EVENT_LOGD("setStencilFromClip - disabling");
1344            mRenderState.stencil().disable();
1345        }
1346    }
1347}
1348
1349/**
1350 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1351 *
1352 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1353 *         style, and tessellated AA ramp
1354 */
1355bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1356        const SkPaint* paint) {
1357    bool snapOut = paint && paint->isAntiAlias();
1358
1359    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1360        float outset = paint->getStrokeWidth() * 0.5f;
1361        left -= outset;
1362        top -= outset;
1363        right += outset;
1364        bottom += outset;
1365    }
1366
1367    bool clipRequired = false;
1368    bool roundRectClipRequired = false;
1369    if (mState.calculateQuickRejectForScissor(left, top, right, bottom,
1370            &clipRequired, &roundRectClipRequired, snapOut)) {
1371        return true;
1372    }
1373
1374    // not quick rejected, so enable the scissor if clipRequired
1375    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
1376    mSkipOutlineClip = !roundRectClipRequired;
1377    return false;
1378}
1379
1380void OpenGLRenderer::debugClip() {
1381#if DEBUG_CLIP_REGIONS
1382    if (!currentSnapshot()->clipRegion->isEmpty()) {
1383        SkPaint paint;
1384        paint.setColor(0x7f00ff00);
1385        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1386
1387    }
1388#endif
1389}
1390
1391void OpenGLRenderer::renderGlop(const Glop& glop, GlopRenderType type) {
1392    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1393    //       changes the scissor test state
1394    if (type != GlopRenderType::LayerClear) {
1395        // Regular draws need to clear the dirty area on the layer before they start drawing on top
1396        // of it. If this draw *is* a layer clear, it skips the clear step (since it would
1397        // infinitely recurse)
1398        clearLayerRegions();
1399    }
1400
1401    if (mState.getDirtyClip()) {
1402        if (mRenderState.scissor().isEnabled()) {
1403            setScissorFromClip();
1404        }
1405
1406        setStencilFromClip();
1407    }
1408    mRenderState.render(glop, currentSnapshot()->getOrthoMatrix());
1409    if (type == GlopRenderType::Standard && !mRenderState.stencil().isWriteEnabled()) {
1410        // TODO: specify more clearly when a draw should dirty the layer.
1411        // is writing to the stencil the only time we should ignore this?
1412        dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom);
1413        mDirty = true;
1414    }
1415}
1416
1417///////////////////////////////////////////////////////////////////////////////
1418// Drawing
1419///////////////////////////////////////////////////////////////////////////////
1420
1421void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1422    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1423    // will be performed by the display list itself
1424    if (renderNode && renderNode->isRenderable()) {
1425        // compute 3d ordering
1426        renderNode->computeOrdering();
1427        if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
1428            startFrame();
1429            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1430            renderNode->replay(replayStruct, 0);
1431            return;
1432        }
1433
1434        DeferredDisplayList deferredList(mState.currentClipRect());
1435        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1436        renderNode->defer(deferStruct, 0);
1437
1438        flushLayers();
1439        startFrame();
1440
1441        deferredList.flush(*this, dirty);
1442    } else {
1443        // Even if there is no drawing command(Ex: invisible),
1444        // it still needs startFrame to clear buffer and start tiling.
1445        startFrame();
1446    }
1447}
1448
1449/**
1450 * Important note: this method is intended to draw batches of bitmaps and
1451 * will not set the scissor enable or dirty the current layer, if any.
1452 * The caller is responsible for properly dirtying the current layer.
1453 */
1454void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1455        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1456        const Rect& bounds, const SkPaint* paint) {
1457    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1458    if (!texture) return;
1459
1460    const AutoTexture autoCleanup(texture);
1461
1462    // TODO: remove layer dirty in multi-draw callers
1463    // TODO: snap doesn't need to touch transform, only texture filter.
1464    bool snap = pureTranslate;
1465    const float x = floorf(bounds.left + 0.5f);
1466    const float y = floorf(bounds.top + 0.5f);
1467
1468    const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
1469            ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
1470    const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1471    Glop glop;
1472    GlopBuilder(mRenderState, mCaches, &glop)
1473            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1474            .setMeshTexturedMesh(vertices, bitmapCount * 6)
1475            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1476            .setTransform(*currentSnapshot(), transformFlags)
1477            .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight()))
1478            .build();
1479    renderGlop(glop, GlopRenderType::Multi);
1480}
1481
1482void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1483    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1484        return;
1485    }
1486
1487    mCaches.textureState().activateTexture(0);
1488    Texture* texture = getTexture(bitmap);
1489    if (!texture) return;
1490    const AutoTexture autoCleanup(texture);
1491
1492    const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
1493            ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
1494    Glop glop;
1495    GlopBuilder(mRenderState, mCaches, &glop)
1496            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1497            .setMeshTexturedUnitQuad(texture->uvMapper)
1498            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1499            .setTransform(*currentSnapshot(),  TransformFlags::None)
1500            .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height))
1501            .build();
1502    renderGlop(glop);
1503}
1504
1505void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
1506        const float* vertices, const int* colors, const SkPaint* paint) {
1507    if (!vertices || mState.currentlyIgnored()) {
1508        return;
1509    }
1510
1511    float left = FLT_MAX;
1512    float top = FLT_MAX;
1513    float right = FLT_MIN;
1514    float bottom = FLT_MIN;
1515
1516    const uint32_t elementCount = meshWidth * meshHeight * 6;
1517
1518    std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]);
1519    ColorTextureVertex* vertex = &mesh[0];
1520
1521    std::unique_ptr<int[]> tempColors;
1522    if (!colors) {
1523        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
1524        tempColors.reset(new int[colorsCount]);
1525        memset(tempColors.get(), 0xff, colorsCount * sizeof(int));
1526        colors = tempColors.get();
1527    }
1528
1529    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
1530    const UvMapper& mapper(getMapper(texture));
1531
1532    for (int32_t y = 0; y < meshHeight; y++) {
1533        for (int32_t x = 0; x < meshWidth; x++) {
1534            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1535
1536            float u1 = float(x) / meshWidth;
1537            float u2 = float(x + 1) / meshWidth;
1538            float v1 = float(y) / meshHeight;
1539            float v2 = float(y + 1) / meshHeight;
1540
1541            mapper.map(u1, v1, u2, v2);
1542
1543            int ax = i + (meshWidth + 1) * 2;
1544            int ay = ax + 1;
1545            int bx = i;
1546            int by = bx + 1;
1547            int cx = i + 2;
1548            int cy = cx + 1;
1549            int dx = i + (meshWidth + 1) * 2 + 2;
1550            int dy = dx + 1;
1551
1552            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1553            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1554            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1555
1556            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1557            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1558            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
1559
1560            left = std::min(left, std::min(vertices[ax], std::min(vertices[bx], vertices[cx])));
1561            top = std::min(top, std::min(vertices[ay], std::min(vertices[by], vertices[cy])));
1562            right = std::max(right, std::max(vertices[ax], std::max(vertices[bx], vertices[cx])));
1563            bottom = std::max(bottom, std::max(vertices[ay], std::max(vertices[by], vertices[cy])));
1564        }
1565    }
1566
1567    if (quickRejectSetupScissor(left, top, right, bottom)) {
1568        return;
1569    }
1570
1571    if (!texture) {
1572        texture = mCaches.textureCache.get(bitmap);
1573        if (!texture) {
1574            return;
1575        }
1576    }
1577    const AutoTexture autoCleanup(texture);
1578
1579    /*
1580     * TODO: handle alpha_8 textures correctly by applying paint color, but *not*
1581     * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh.
1582     */
1583    const int textureFillFlags = TextureFillFlags::None;
1584    Glop glop;
1585    GlopBuilder(mRenderState, mCaches, &glop)
1586            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1587            .setMeshColoredTexturedMesh(mesh.get(), elementCount)
1588            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1589            .setTransform(*currentSnapshot(),  TransformFlags::None)
1590            .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
1591            .build();
1592    renderGlop(glop);
1593}
1594
1595void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) {
1596    if (quickRejectSetupScissor(dst)) {
1597        return;
1598    }
1599
1600    Texture* texture = getTexture(bitmap);
1601    if (!texture) return;
1602    const AutoTexture autoCleanup(texture);
1603
1604    Rect uv(std::max(0.0f, src.left / texture->width),
1605            std::max(0.0f, src.top / texture->height),
1606            std::min(1.0f, src.right / texture->width),
1607            std::min(1.0f, src.bottom / texture->height));
1608
1609    const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
1610            ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
1611    const bool tryToSnap = MathUtils::areEqual(src.getWidth(), dst.getWidth())
1612            && MathUtils::areEqual(src.getHeight(), dst.getHeight());
1613    Glop glop;
1614    GlopBuilder(mRenderState, mCaches, &glop)
1615            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1616            .setMeshTexturedUvQuad(texture->uvMapper, uv)
1617            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1618            .setTransform(*currentSnapshot(),  TransformFlags::None)
1619            .setModelViewMapUnitToRectOptionalSnap(tryToSnap, dst)
1620            .build();
1621    renderGlop(glop);
1622}
1623
1624void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
1625        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
1626        const SkPaint* paint) {
1627    if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) {
1628        return;
1629    }
1630
1631    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1632    if (!texture) return;
1633
1634    // 9 patches are built for stretching - always filter
1635    int textureFillFlags = TextureFillFlags::ForceFilter;
1636    if (bitmap->colorType() == kAlpha_8_SkColorType) {
1637        textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture;
1638    }
1639    Glop glop;
1640    GlopBuilder(mRenderState, mCaches, &glop)
1641            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1642            .setMeshPatchQuads(*mesh)
1643            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1644            .setTransform(*currentSnapshot(),  TransformFlags::None)
1645            .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch
1646            .build();
1647    renderGlop(glop);
1648}
1649
1650/**
1651 * Important note: this method is intended to draw batches of 9-patch objects and
1652 * will not set the scissor enable or dirty the current layer, if any.
1653 * The caller is responsible for properly dirtying the current layer.
1654 */
1655void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1656        TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) {
1657    mCaches.textureState().activateTexture(0);
1658    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1659    if (!texture) return;
1660    const AutoTexture autoCleanup(texture);
1661
1662    // TODO: get correct bounds from caller
1663    const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
1664    // 9 patches are built for stretching - always filter
1665    int textureFillFlags = TextureFillFlags::ForceFilter;
1666    if (bitmap->colorType() == kAlpha_8_SkColorType) {
1667        textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture;
1668    }
1669    Glop glop;
1670    GlopBuilder(mRenderState, mCaches, &glop)
1671            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1672            .setMeshTexturedIndexedQuads(vertices, elementCount)
1673            .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1674            .setTransform(*currentSnapshot(), transformFlags)
1675            .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0))
1676            .build();
1677    renderGlop(glop, GlopRenderType::Multi);
1678}
1679
1680void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
1681        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
1682    // not missing call to quickReject/dirtyLayer, always done at a higher level
1683    if (!vertexBuffer.getVertexCount()) {
1684        // no vertices to draw
1685        return;
1686    }
1687
1688    bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp;
1689    const int transformFlags = TransformFlags::OffsetByFudgeFactor;
1690    Glop glop;
1691    GlopBuilder(mRenderState, mCaches, &glop)
1692            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1693            .setMeshVertexBuffer(vertexBuffer, shadowInterp)
1694            .setFillPaint(*paint, currentSnapshot()->alpha)
1695            .setTransform(*currentSnapshot(), transformFlags)
1696            .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
1697            .build();
1698    renderGlop(glop);
1699}
1700
1701/**
1702 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
1703 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
1704 * screen space in all directions. However, instead of using a fragment shader to compute the
1705 * translucency of the color from its position, we simply use a varying parameter to define how far
1706 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
1707 *
1708 * Doesn't yet support joins, caps, or path effects.
1709 */
1710void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
1711    VertexBuffer vertexBuffer;
1712    // TODO: try clipping large paths to viewport
1713
1714    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
1715    drawVertexBuffer(vertexBuffer, paint);
1716}
1717
1718/**
1719 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
1720 * and additional geometry for defining an alpha slope perimeter.
1721 *
1722 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
1723 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
1724 * in-shader alpha region, but found it to be taxing on some GPUs.
1725 *
1726 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
1727 * memory transfer by removing need for degenerate vertices.
1728 */
1729void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
1730    if (mState.currentlyIgnored() || count < 4) return;
1731
1732    count &= ~0x3; // round down to nearest four
1733
1734    VertexBuffer buffer;
1735    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
1736    const Rect& bounds = buffer.getBounds();
1737
1738    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
1739        return;
1740    }
1741
1742    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
1743    drawVertexBuffer(buffer, paint, displayFlags);
1744}
1745
1746void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
1747    if (mState.currentlyIgnored() || count < 2) return;
1748
1749    count &= ~0x1; // round down to nearest two
1750
1751    VertexBuffer buffer;
1752    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
1753
1754    const Rect& bounds = buffer.getBounds();
1755    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
1756        return;
1757    }
1758
1759    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
1760    drawVertexBuffer(buffer, paint, displayFlags);
1761
1762    mDirty = true;
1763}
1764
1765void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1766    // No need to check against the clip, we fill the clip region
1767    if (mState.currentlyIgnored()) return;
1768
1769    Rect clip(mState.currentClipRect());
1770    clip.snapToPixelBoundaries();
1771
1772    SkPaint paint;
1773    paint.setColor(color);
1774    paint.setXfermodeMode(mode);
1775
1776    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
1777
1778    mDirty = true;
1779}
1780
1781void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture,
1782        const SkPaint* paint) {
1783    if (!texture) return;
1784    const AutoTexture autoCleanup(texture);
1785
1786    const float x = left + texture->left - texture->offset;
1787    const float y = top + texture->top - texture->offset;
1788
1789    drawPathTexture(texture, x, y, paint);
1790
1791    mDirty = true;
1792}
1793
1794void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1795        float rx, float ry, const SkPaint* p) {
1796    if (mState.currentlyIgnored()
1797            || quickRejectSetupScissor(left, top, right, bottom, p)
1798            || PaintUtils::paintWillNotDraw(*p)) {
1799        return;
1800    }
1801
1802    if (p->getPathEffect() != nullptr) {
1803        mCaches.textureState().activateTexture(0);
1804        PathTexture* texture = mCaches.pathCache.getRoundRect(
1805                right - left, bottom - top, rx, ry, p);
1806        drawShape(left, top, texture, p);
1807    } else {
1808        const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
1809                *currentTransform(), *p, right - left, bottom - top, rx, ry);
1810        drawVertexBuffer(left, top, *vertexBuffer, p);
1811    }
1812}
1813
1814void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
1815    if (mState.currentlyIgnored()
1816            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
1817            || PaintUtils::paintWillNotDraw(*p)) {
1818        return;
1819    }
1820
1821    if (p->getPathEffect() != nullptr) {
1822        mCaches.textureState().activateTexture(0);
1823        PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
1824        drawShape(x - radius, y - radius, texture, p);
1825        return;
1826    }
1827
1828    SkPath path;
1829    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1830        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
1831    } else {
1832        path.addCircle(x, y, radius);
1833    }
1834
1835    if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) {
1836        // mask ripples with projection mask
1837        SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask);
1838
1839        Matrix4 screenSpaceTransform;
1840        currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform);
1841
1842        Matrix4 totalTransform;
1843        totalTransform.loadInverse(screenSpaceTransform);
1844        totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform);
1845
1846        SkMatrix skTotalTransform;
1847        totalTransform.copyTo(skTotalTransform);
1848        maskPath.transform(skTotalTransform);
1849
1850        // Mask the ripple path by the projection mask, now that it's
1851        // in local space. Note that this can create CCW paths.
1852        Op(path, maskPath, kIntersect_SkPathOp, &path);
1853    }
1854    drawConvexPath(path, p);
1855}
1856
1857void OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
1858        const SkPaint* p) {
1859    if (mState.currentlyIgnored()
1860            || quickRejectSetupScissor(left, top, right, bottom, p)
1861            || PaintUtils::paintWillNotDraw(*p)) {
1862        return;
1863    }
1864
1865    if (p->getPathEffect() != nullptr) {
1866        mCaches.textureState().activateTexture(0);
1867        PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
1868        drawShape(left, top, texture, p);
1869    } else {
1870        SkPath path;
1871        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
1872        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1873            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
1874        }
1875        path.addOval(rect);
1876        drawConvexPath(path, p);
1877    }
1878}
1879
1880void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
1881        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
1882    if (mState.currentlyIgnored()
1883            || quickRejectSetupScissor(left, top, right, bottom, p)
1884            || PaintUtils::paintWillNotDraw(*p)) {
1885        return;
1886    }
1887
1888    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
1889    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) {
1890        mCaches.textureState().activateTexture(0);
1891        PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
1892                startAngle, sweepAngle, useCenter, p);
1893        drawShape(left, top, texture, p);
1894        return;
1895    }
1896    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
1897    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1898        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
1899    }
1900
1901    SkPath path;
1902    if (useCenter) {
1903        path.moveTo(rect.centerX(), rect.centerY());
1904    }
1905    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
1906    if (useCenter) {
1907        path.close();
1908    }
1909    drawConvexPath(path, p);
1910}
1911
1912// See SkPaintDefaults.h
1913#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
1914
1915void OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
1916        const SkPaint* p) {
1917    if (mState.currentlyIgnored()
1918            || quickRejectSetupScissor(left, top, right, bottom, p)
1919            || PaintUtils::paintWillNotDraw(*p)) {
1920        return;
1921    }
1922
1923    if (p->getStyle() != SkPaint::kFill_Style) {
1924        // only fill style is supported by drawConvexPath, since others have to handle joins
1925        if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join ||
1926                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
1927            mCaches.textureState().activateTexture(0);
1928            PathTexture* texture =
1929                    mCaches.pathCache.getRect(right - left, bottom - top, p);
1930            drawShape(left, top, texture, p);
1931        } else {
1932            SkPath path;
1933            SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
1934            if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
1935                rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
1936            }
1937            path.addRect(rect);
1938            drawConvexPath(path, p);
1939        }
1940    } else {
1941        if (p->isAntiAlias() && !currentTransform()->isSimple()) {
1942            SkPath path;
1943            path.addRect(left, top, right, bottom);
1944            drawConvexPath(path, p);
1945        } else {
1946            drawColorRect(left, top, right, bottom, p);
1947
1948            mDirty = true;
1949        }
1950    }
1951}
1952
1953void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
1954        int bytesCount, int count, const float* positions,
1955        FontRenderer& fontRenderer, int alpha, float x, float y) {
1956    mCaches.textureState().activateTexture(0);
1957
1958    PaintUtils::TextShadow textShadow;
1959    if (!PaintUtils::getTextShadow(paint, &textShadow)) {
1960        LOG_ALWAYS_FATAL("failed to query shadow attributes");
1961    }
1962
1963    // NOTE: The drop shadow will not perform gamma correction
1964    //       if shader-based correction is enabled
1965    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1966    ShadowTexture* texture = mCaches.dropShadowCache.get(
1967            paint, text, bytesCount, count, textShadow.radius, positions);
1968    // If the drop shadow exceeds the max texture size or couldn't be
1969    // allocated, skip drawing
1970    if (!texture) return;
1971    const AutoTexture autoCleanup(texture);
1972
1973    const float sx = x - texture->left + textShadow.dx;
1974    const float sy = y - texture->top + textShadow.dy;
1975
1976    Glop glop;
1977    GlopBuilder(mRenderState, mCaches, &glop)
1978            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
1979            .setMeshTexturedUnitQuad(nullptr)
1980            .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha)
1981            .setTransform(*currentSnapshot(),  TransformFlags::None)
1982            .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height))
1983            .build();
1984    renderGlop(glop);
1985}
1986
1987// TODO: remove this, once mState.currentlyIgnored captures snapshot alpha
1988bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
1989    float alpha = (PaintUtils::hasTextShadow(paint)
1990            ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha;
1991    return MathUtils::isZero(alpha)
1992            && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
1993}
1994
1995void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
1996        const float* positions, const SkPaint* paint) {
1997    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
1998        return;
1999    }
2000
2001    // NOTE: Skia does not support perspective transform on drawPosText yet
2002    if (!currentTransform()->isSimple()) {
2003        return;
2004    }
2005
2006    mRenderState.scissor().setEnabled(true);
2007
2008    float x = 0.0f;
2009    float y = 0.0f;
2010    const bool pureTranslate = currentTransform()->isPureTranslate();
2011    if (pureTranslate) {
2012        x = floorf(x + currentTransform()->getTranslateX() + 0.5f);
2013        y = floorf(y + currentTransform()->getTranslateY() + 0.5f);
2014    }
2015
2016    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer();
2017    fontRenderer.setFont(paint, SkMatrix::I());
2018
2019    int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha;
2020    SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint);
2021
2022    if (CC_UNLIKELY(PaintUtils::hasTextShadow(paint))) {
2023        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2024                alpha, 0.0f, 0.0f);
2025    }
2026
2027    // Pick the appropriate texture filtering
2028    bool linearFilter = currentTransform()->changesBounds();
2029    if (pureTranslate && !linearFilter) {
2030        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2031    }
2032    fontRenderer.setTextureFiltering(linearFilter);
2033
2034    const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip());
2035    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2036
2037    TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2038    if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y,
2039            positions, hasLayer() ? &bounds : nullptr, &functor)) {
2040        dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2041        mDirty = true;
2042    }
2043
2044}
2045
2046bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2047    if (CC_LIKELY(transform.isPureTranslate())) {
2048        outMatrix->setIdentity();
2049        return false;
2050    } else if (CC_UNLIKELY(transform.isPerspective())) {
2051        outMatrix->setIdentity();
2052        return true;
2053    }
2054
2055    /**
2056     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2057     * with values rounded to the nearest int.
2058     */
2059    float sx, sy;
2060    transform.decomposeScale(sx, sy);
2061    outMatrix->setScale(
2062            roundf(std::max(1.0f, sx)),
2063            roundf(std::max(1.0f, sy)));
2064    return true;
2065}
2066
2067int OpenGLRenderer::getSaveCount() const {
2068    return mState.getSaveCount();
2069}
2070
2071int OpenGLRenderer::save(int flags) {
2072    return mState.save(flags);
2073}
2074
2075void OpenGLRenderer::restore() {
2076    mState.restore();
2077}
2078
2079void OpenGLRenderer::restoreToCount(int saveCount) {
2080    mState.restoreToCount(saveCount);
2081}
2082
2083
2084void OpenGLRenderer::translate(float dx, float dy, float dz) {
2085    mState.translate(dx, dy, dz);
2086}
2087
2088void OpenGLRenderer::rotate(float degrees) {
2089    mState.rotate(degrees);
2090}
2091
2092void OpenGLRenderer::scale(float sx, float sy) {
2093    mState.scale(sx, sy);
2094}
2095
2096void OpenGLRenderer::skew(float sx, float sy) {
2097    mState.skew(sx, sy);
2098}
2099
2100void OpenGLRenderer::setLocalMatrix(const Matrix4& matrix) {
2101    mState.setMatrix(mBaseTransform);
2102    mState.concatMatrix(matrix);
2103}
2104
2105void OpenGLRenderer::setLocalMatrix(const SkMatrix& matrix) {
2106    mState.setMatrix(mBaseTransform);
2107    mState.concatMatrix(matrix);
2108}
2109
2110void OpenGLRenderer::concatMatrix(const Matrix4& matrix) {
2111    mState.concatMatrix(matrix);
2112}
2113
2114bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
2115    return mState.clipRect(left, top, right, bottom, op);
2116}
2117
2118bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
2119    return mState.clipPath(path, op);
2120}
2121
2122bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
2123    return mState.clipRegion(region, op);
2124}
2125
2126void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
2127    mState.setClippingOutline(allocator, outline);
2128}
2129
2130void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator,
2131        const Rect& rect, float radius, bool highPriority) {
2132    mState.setClippingRoundRect(allocator, rect, radius, highPriority);
2133}
2134
2135void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) {
2136    mState.setProjectionPathMask(allocator, path);
2137}
2138
2139void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2140        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2141        DrawOpMode drawOpMode) {
2142
2143    if (drawOpMode == DrawOpMode::kImmediate) {
2144        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2145        // drawing as ops from DeferredDisplayList are already filtered for these
2146        if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) ||
2147                quickRejectSetupScissor(bounds)) {
2148            return;
2149        }
2150    }
2151
2152    const float oldX = x;
2153    const float oldY = y;
2154
2155    const mat4& transform = *currentTransform();
2156    const bool pureTranslate = transform.isPureTranslate();
2157
2158    if (CC_LIKELY(pureTranslate)) {
2159        x = floorf(x + transform.getTranslateX() + 0.5f);
2160        y = floorf(y + transform.getTranslateY() + 0.5f);
2161    }
2162
2163    int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha;
2164    SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint);
2165
2166    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer();
2167
2168    if (CC_UNLIKELY(PaintUtils::hasTextShadow(paint))) {
2169        fontRenderer.setFont(paint, SkMatrix::I());
2170        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2171                alpha, oldX, oldY);
2172    }
2173
2174    const bool hasActiveLayer = hasLayer();
2175
2176    // We only pass a partial transform to the font renderer. That partial
2177    // matrix defines how glyphs are rasterized. Typically we want glyphs
2178    // to be rasterized at their final size on screen, which means the partial
2179    // matrix needs to take the scale factor into account.
2180    // When a partial matrix is used to transform glyphs during rasterization,
2181    // the mesh is generated with the inverse transform (in the case of scale,
2182    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2183    // apply the full transform matrix at draw time in the vertex shader.
2184    // Applying the full matrix in the shader is the easiest way to handle
2185    // rotation and perspective and allows us to always generated quads in the
2186    // font renderer which greatly simplifies the code, clipping in particular.
2187    SkMatrix fontTransform;
2188    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2189            || fabs(y - (int) y) > 0.0f
2190            || fabs(x - (int) x) > 0.0f;
2191    fontRenderer.setFont(paint, fontTransform);
2192    fontRenderer.setTextureFiltering(linearFilter);
2193
2194    // TODO: Implement better clipping for scaled/rotated text
2195    const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect();
2196    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2197
2198    bool status;
2199    TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2200
2201    // don't call issuedrawcommand, do it at end of batch
2202    bool forceFinish = (drawOpMode != DrawOpMode::kDefer);
2203    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2204        SkPaint paintCopy(*paint);
2205        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2206        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2207                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2208    } else {
2209        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2210                positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
2211    }
2212
2213    if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) {
2214        if (!pureTranslate) {
2215            transform.mapRect(layerBounds);
2216        }
2217        dirtyLayerUnchecked(layerBounds, getRegion());
2218    }
2219
2220    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2221
2222    mDirty = true;
2223}
2224
2225void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2226        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2227    if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2228        return;
2229    }
2230
2231    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2232    mRenderState.scissor().setEnabled(true);
2233
2234    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer();
2235    fontRenderer.setFont(paint, SkMatrix::I());
2236    fontRenderer.setTextureFiltering(true);
2237
2238    int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha;
2239    SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint);
2240    TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2241
2242    const Rect* clip = &writableSnapshot()->getLocalClip();
2243    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2244
2245    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2246            hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) {
2247        dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2248        mDirty = true;
2249    }
2250}
2251
2252void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2253    if (mState.currentlyIgnored()) return;
2254
2255    mCaches.textureState().activateTexture(0);
2256
2257    PathTexture* texture = mCaches.pathCache.get(path, paint);
2258    if (!texture) return;
2259    const AutoTexture autoCleanup(texture);
2260
2261    const float x = texture->left - texture->offset;
2262    const float y = texture->top - texture->offset;
2263
2264    drawPathTexture(texture, x, y, paint);
2265    mDirty = true;
2266}
2267
2268void OpenGLRenderer::drawLayer(Layer* layer) {
2269    if (!layer) {
2270        return;
2271    }
2272
2273    mat4* transform = nullptr;
2274    if (layer->isTextureLayer()) {
2275        transform = &layer->getTransform();
2276        if (!transform->isIdentity()) {
2277            save(SkCanvas::kMatrix_SaveFlag);
2278            concatMatrix(*transform);
2279        }
2280    }
2281
2282    bool clipRequired = false;
2283    const bool rejected = mState.calculateQuickRejectForScissor(
2284            0, 0, layer->layer.getWidth(), layer->layer.getHeight(),
2285            &clipRequired, nullptr, false);
2286
2287    if (rejected) {
2288        if (transform && !transform->isIdentity()) {
2289            restore();
2290        }
2291        return;
2292    }
2293
2294    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2295            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2296
2297    updateLayer(layer, true);
2298
2299    mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
2300    mCaches.textureState().activateTexture(0);
2301
2302    if (CC_LIKELY(!layer->region.isEmpty())) {
2303        if (layer->region.isRect()) {
2304            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2305                    composeLayerRect(layer, layer->regionRect));
2306        } else if (layer->mesh) {
2307            Glop glop;
2308            GlopBuilder(mRenderState, mCaches, &glop)
2309                    .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2310                    .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount)
2311                    .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
2312                    .setTransform(*currentSnapshot(),  TransformFlags::None)
2313                    .setModelViewOffsetRectSnap(0, 0, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight()))
2314                    .build();
2315            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop));
2316#if DEBUG_LAYERS_AS_REGIONS
2317            drawRegionRectsDebug(layer->region);
2318#endif
2319        }
2320
2321        if (layer->debugDrawUpdate) {
2322            layer->debugDrawUpdate = false;
2323
2324            SkPaint paint;
2325            paint.setColor(0x7f00ff00);
2326            drawColorRect(0, 0, layer->layer.getWidth(), layer->layer.getHeight(), &paint);
2327        }
2328    }
2329    layer->hasDrawnSinceUpdate = true;
2330
2331    if (transform && !transform->isIdentity()) {
2332        restore();
2333    }
2334
2335    mDirty = true;
2336}
2337
2338///////////////////////////////////////////////////////////////////////////////
2339// Draw filters
2340///////////////////////////////////////////////////////////////////////////////
2341void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) {
2342    // We should never get here since we apply the draw filter when stashing
2343    // the paints in the DisplayList.
2344    LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters");
2345}
2346
2347///////////////////////////////////////////////////////////////////////////////
2348// Drawing implementation
2349///////////////////////////////////////////////////////////////////////////////
2350
2351Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
2352    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
2353    if (!texture) {
2354        return mCaches.textureCache.get(bitmap);
2355    }
2356    return texture;
2357}
2358
2359void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y,
2360        const SkPaint* paint) {
2361    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
2362        return;
2363    }
2364
2365    Glop glop;
2366    GlopBuilder(mRenderState, mCaches, &glop)
2367            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2368            .setMeshTexturedUnitQuad(nullptr)
2369            .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha)
2370            .setTransform(*currentSnapshot(),  TransformFlags::None)
2371            .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height))
2372            .build();
2373    renderGlop(glop);
2374}
2375
2376// Same values used by Skia
2377#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2378#define kStdUnderline_Offset    (1.0f / 9.0f)
2379#define kStdUnderline_Thickness (1.0f / 18.0f)
2380
2381void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
2382        const SkPaint* paint) {
2383    // Handle underline and strike-through
2384    uint32_t flags = paint->getFlags();
2385    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2386        SkPaint paintCopy(*paint);
2387
2388        if (CC_LIKELY(underlineWidth > 0.0f)) {
2389            const float textSize = paintCopy.getTextSize();
2390            const float strokeWidth = std::max(textSize * kStdUnderline_Thickness, 1.0f);
2391
2392            const float left = x;
2393            float top = 0.0f;
2394
2395            int linesCount = 0;
2396            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2397            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2398
2399            const int pointsCount = 4 * linesCount;
2400            float points[pointsCount];
2401            int currentPoint = 0;
2402
2403            if (flags & SkPaint::kUnderlineText_Flag) {
2404                top = y + textSize * kStdUnderline_Offset;
2405                points[currentPoint++] = left;
2406                points[currentPoint++] = top;
2407                points[currentPoint++] = left + underlineWidth;
2408                points[currentPoint++] = top;
2409            }
2410
2411            if (flags & SkPaint::kStrikeThruText_Flag) {
2412                top = y + textSize * kStdStrikeThru_Offset;
2413                points[currentPoint++] = left;
2414                points[currentPoint++] = top;
2415                points[currentPoint++] = left + underlineWidth;
2416                points[currentPoint++] = top;
2417            }
2418
2419            paintCopy.setStrokeWidth(strokeWidth);
2420
2421            drawLines(&points[0], pointsCount, &paintCopy);
2422        }
2423    }
2424}
2425
2426void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
2427    if (mState.currentlyIgnored()) {
2428        return;
2429    }
2430
2431    drawColorRects(rects, count, paint, false, true, true);
2432}
2433
2434void OpenGLRenderer::drawShadow(float casterAlpha,
2435        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
2436    if (mState.currentlyIgnored()) return;
2437
2438    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
2439    mRenderState.scissor().setEnabled(true);
2440
2441    SkPaint paint;
2442    paint.setAntiAlias(true); // want to use AlphaVertex
2443
2444    // The caller has made sure casterAlpha > 0.
2445    float ambientShadowAlpha = mAmbientShadowAlpha;
2446    if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
2447        ambientShadowAlpha = Properties::overrideAmbientShadowStrength;
2448    }
2449    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
2450        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
2451        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
2452    }
2453
2454    float spotShadowAlpha = mSpotShadowAlpha;
2455    if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
2456        spotShadowAlpha = Properties::overrideSpotShadowStrength;
2457    }
2458    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
2459        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
2460        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
2461    }
2462
2463    mDirty=true;
2464}
2465
2466void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
2467        bool ignoreTransform, bool dirty, bool clip) {
2468    if (count == 0) {
2469        return;
2470    }
2471
2472    float left = FLT_MAX;
2473    float top = FLT_MAX;
2474    float right = FLT_MIN;
2475    float bottom = FLT_MIN;
2476
2477    Vertex mesh[count];
2478    Vertex* vertex = mesh;
2479
2480    for (int index = 0; index < count; index += 4) {
2481        float l = rects[index + 0];
2482        float t = rects[index + 1];
2483        float r = rects[index + 2];
2484        float b = rects[index + 3];
2485
2486        Vertex::set(vertex++, l, t);
2487        Vertex::set(vertex++, r, t);
2488        Vertex::set(vertex++, l, b);
2489        Vertex::set(vertex++, r, b);
2490
2491        left = std::min(left, l);
2492        top = std::min(top, t);
2493        right = std::max(right, r);
2494        bottom = std::max(bottom, b);
2495    }
2496
2497    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
2498        return;
2499    }
2500
2501    const int transformFlags = ignoreTransform
2502            ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None;
2503    Glop glop;
2504    GlopBuilder(mRenderState, mCaches, &glop)
2505            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2506            .setMeshIndexedQuads(&mesh[0], count / 4)
2507            .setFillPaint(*paint, currentSnapshot()->alpha)
2508            .setTransform(*currentSnapshot(), transformFlags)
2509            .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
2510            .build();
2511    renderGlop(glop);
2512}
2513
2514void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2515        const SkPaint* paint, bool ignoreTransform) {
2516    const int transformFlags = ignoreTransform
2517            ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None;
2518    Glop glop;
2519    GlopBuilder(mRenderState, mCaches, &glop)
2520            .setRoundRectClipState(currentSnapshot()->roundRectClipState)
2521            .setMeshUnitQuad()
2522            .setFillPaint(*paint, currentSnapshot()->alpha)
2523            .setTransform(*currentSnapshot(), transformFlags)
2524            .setModelViewMapUnitToRect(Rect(left, top, right, bottom))
2525            .build();
2526    renderGlop(glop);
2527}
2528
2529float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
2530    return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha;
2531}
2532
2533}; // namespace uirenderer
2534}; // namespace android
2535