OpenGLRenderer.cpp revision fd461edee007a654dc163b397445cd071f04caf9
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "RenderState.h"
40#include "PathTessellator.h"
41#include "Properties.h"
42#include "ShadowTessellator.h"
43#include "SkiaShader.h"
44#include "utils/GLUtils.h"
45#include "utils/TraceUtils.h"
46#include "Vector.h"
47#include "VertexBuffer.h"
48
49#if DEBUG_DETAILED_EVENTS
50    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
51#else
52    #define EVENT_LOGD(...)
53#endif
54
55namespace android {
56namespace uirenderer {
57
58static GLenum getFilter(const SkPaint* paint) {
59    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
60        return GL_LINEAR;
61    }
62    return GL_NEAREST;
63}
64
65///////////////////////////////////////////////////////////////////////////////
66// Globals
67///////////////////////////////////////////////////////////////////////////////
68
69/**
70 * Structure mapping Skia xfermodes to OpenGL blending factors.
71 */
72struct Blender {
73    SkXfermode::Mode mode;
74    GLenum src;
75    GLenum dst;
76}; // struct Blender
77
78// In this array, the index of each Blender equals the value of the first
79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
80static const Blender gBlends[] = {
81    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
83    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
84    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
85    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
86    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
87    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
88    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
89    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
91    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
92    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
94    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
95    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
96};
97
98// This array contains the swapped version of each SkXfermode. For instance
99// this array's SrcOver blending mode is actually DstOver. You can refer to
100// createLayer() for more information on the purpose of this array.
101static const Blender gBlendsSwap[] = {
102    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
104    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
105    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
106    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
107    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
108    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
109    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
110    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
111    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
112    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
113    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
114    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
115    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
116    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
117};
118
119///////////////////////////////////////////////////////////////////////////////
120// Functions
121///////////////////////////////////////////////////////////////////////////////
122
123template<typename T>
124static inline T min(T a, T b) {
125    return a < b ? a : b;
126}
127
128///////////////////////////////////////////////////////////////////////////////
129// Constructors/destructor
130///////////////////////////////////////////////////////////////////////////////
131
132OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
133        : mFrameStarted(false)
134        , mCaches(Caches::getInstance())
135        , mExtensions(Extensions::getInstance())
136        , mRenderState(renderState)
137        , mScissorOptimizationDisabled(false)
138        , mSuppressTiling(false)
139        , mFirstFrameAfterResize(true)
140        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
141        , mLightRadius(FLT_MIN)
142        , mAmbientShadowAlpha(0)
143        , mSpotShadowAlpha(0) {
144    // *set* draw modifiers to be 0
145    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
146    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
147
148    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
149}
150
151OpenGLRenderer::~OpenGLRenderer() {
152    // The context has already been destroyed at this point, do not call
153    // GL APIs. All GL state should be kept in Caches.h
154}
155
156void OpenGLRenderer::initProperties() {
157    char property[PROPERTY_VALUE_MAX];
158    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
159        mScissorOptimizationDisabled = !strcasecmp(property, "true");
160        INIT_LOGD("  Scissor optimization %s",
161                mScissorOptimizationDisabled ? "disabled" : "enabled");
162    } else {
163        INIT_LOGD("  Scissor optimization enabled");
164    }
165}
166
167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
168        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
169    mLightCenter = lightCenter;
170    mLightRadius = lightRadius;
171    mAmbientShadowAlpha = ambientShadowAlpha;
172    mSpotShadowAlpha = spotShadowAlpha;
173}
174
175///////////////////////////////////////////////////////////////////////////////
176// Setup
177///////////////////////////////////////////////////////////////////////////////
178
179void OpenGLRenderer::onViewportInitialized() {
180    glDisable(GL_DITHER);
181    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
182
183    glEnableVertexAttribArray(Program::kBindingPosition);
184    mFirstFrameAfterResize = true;
185}
186
187void OpenGLRenderer::setupFrameState(float left, float top,
188        float right, float bottom, bool opaque) {
189    mCaches.clearGarbage();
190    initializeSaveStack(left, top, right, bottom, mLightCenter);
191    mOpaque = opaque;
192    mTilingClip.set(left, top, right, bottom);
193}
194
195status_t OpenGLRenderer::startFrame() {
196    if (mFrameStarted) return DrawGlInfo::kStatusDone;
197    mFrameStarted = true;
198
199    mDirtyClip = true;
200
201    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
202
203    mRenderState.setViewport(getWidth(), getHeight());
204
205    // Functors break the tiling extension in pretty spectacular ways
206    // This ensures we don't use tiling when a functor is going to be
207    // invoked during the frame
208    mSuppressTiling = mCaches.hasRegisteredFunctors()
209            || mFirstFrameAfterResize;
210    mFirstFrameAfterResize = false;
211
212    startTilingCurrentClip(true);
213
214    debugOverdraw(true, true);
215
216    return clear(mTilingClip.left, mTilingClip.top,
217            mTilingClip.right, mTilingClip.bottom, mOpaque);
218}
219
220status_t OpenGLRenderer::prepareDirty(float left, float top,
221        float right, float bottom, bool opaque) {
222
223    setupFrameState(left, top, right, bottom, opaque);
224
225    // Layer renderers will start the frame immediately
226    // The framebuffer renderer will first defer the display list
227    // for each layer and wait until the first drawing command
228    // to start the frame
229    if (currentSnapshot()->fbo == 0) {
230        syncState();
231        updateLayers();
232    } else {
233        return startFrame();
234    }
235
236    return DrawGlInfo::kStatusDone;
237}
238
239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
240    // If we know that we are going to redraw the entire framebuffer,
241    // perform a discard to let the driver know we don't need to preserve
242    // the back buffer for this frame.
243    if (mExtensions.hasDiscardFramebuffer() &&
244            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
245        const bool isFbo = getTargetFbo() == 0;
246        const GLenum attachments[] = {
247                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
248                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
249        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
250    }
251}
252
253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
254    if (!opaque) {
255        mCaches.enableScissor();
256        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
257        glClear(GL_COLOR_BUFFER_BIT);
258        return DrawGlInfo::kStatusDrew;
259    }
260
261    mCaches.resetScissor();
262    return DrawGlInfo::kStatusDone;
263}
264
265void OpenGLRenderer::syncState() {
266    if (mCaches.blend) {
267        glEnable(GL_BLEND);
268    } else {
269        glDisable(GL_BLEND);
270    }
271}
272
273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
274    if (!mSuppressTiling) {
275        const Snapshot* snapshot = currentSnapshot();
276
277        const Rect* clip = &mTilingClip;
278        if (snapshot->flags & Snapshot::kFlagFboTarget) {
279            clip = &(snapshot->layer->clipRect);
280        }
281
282        startTiling(*clip, getViewportHeight(), opaque, expand);
283    }
284}
285
286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
287    if (!mSuppressTiling) {
288        if(expand) {
289            // Expand the startTiling region by 1
290            int leftNotZero = (clip.left > 0) ? 1 : 0;
291            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
292
293            mCaches.startTiling(
294                clip.left - leftNotZero,
295                windowHeight - clip.bottom - topNotZero,
296                clip.right - clip.left + leftNotZero + 1,
297                clip.bottom - clip.top + topNotZero + 1,
298                opaque);
299        } else {
300            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
301                clip.right - clip.left, clip.bottom - clip.top, opaque);
302        }
303    }
304}
305
306void OpenGLRenderer::endTiling() {
307    if (!mSuppressTiling) mCaches.endTiling();
308}
309
310void OpenGLRenderer::finish() {
311    renderOverdraw();
312    endTiling();
313
314    for (size_t i = 0; i < mTempPaths.size(); i++) {
315        delete mTempPaths[i];
316    }
317    mTempPaths.clear();
318
319    // When finish() is invoked on FBO 0 we've reached the end
320    // of the current frame
321    if (getTargetFbo() == 0) {
322        mCaches.pathCache.trim();
323        mCaches.tessellationCache.trim();
324    }
325
326    if (!suppressErrorChecks()) {
327#if DEBUG_OPENGL
328        GLUtils::dumpGLErrors();
329#endif
330
331#if DEBUG_MEMORY_USAGE
332        mCaches.dumpMemoryUsage();
333#else
334        if (mCaches.getDebugLevel() & kDebugMemory) {
335            mCaches.dumpMemoryUsage();
336        }
337#endif
338    }
339
340    mFrameStarted = false;
341}
342
343void OpenGLRenderer::resumeAfterLayer() {
344    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
345    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
346    debugOverdraw(true, false);
347
348    mCaches.resetScissor();
349    dirtyClip();
350}
351
352status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
353    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
354
355    Rect clip(*currentClipRect());
356    clip.snapToPixelBoundaries();
357
358    // Since we don't know what the functor will draw, let's dirty
359    // the entire clip region
360    if (hasLayer()) {
361        dirtyLayerUnchecked(clip, getRegion());
362    }
363
364    DrawGlInfo info;
365    info.clipLeft = clip.left;
366    info.clipTop = clip.top;
367    info.clipRight = clip.right;
368    info.clipBottom = clip.bottom;
369    info.isLayer = hasLayer();
370    info.width = getViewportWidth();
371    info.height = getViewportHeight();
372    currentTransform()->copyTo(&info.transform[0]);
373
374    bool prevDirtyClip = mDirtyClip;
375    // setup GL state for functor
376    if (mDirtyClip) {
377        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
378    }
379    if (mCaches.enableScissor() || prevDirtyClip) {
380        setScissorFromClip();
381    }
382
383    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
384    // Scissor may have been modified, reset dirty clip
385    dirtyClip();
386
387    return DrawGlInfo::kStatusDrew;
388}
389
390///////////////////////////////////////////////////////////////////////////////
391// Debug
392///////////////////////////////////////////////////////////////////////////////
393
394void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
395#if DEBUG_DETAILED_EVENTS
396    const int BUFFER_SIZE = 256;
397    va_list ap;
398    char buf[BUFFER_SIZE];
399
400    va_start(ap, fmt);
401    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
402    va_end(ap);
403
404    eventMark(buf);
405#else
406    (void)fmt;
407#endif
408}
409
410
411void OpenGLRenderer::eventMark(const char* name) const {
412    mCaches.eventMark(0, name);
413}
414
415void OpenGLRenderer::startMark(const char* name) const {
416    mCaches.startMark(0, name);
417}
418
419void OpenGLRenderer::endMark() const {
420    mCaches.endMark();
421}
422
423void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
424    mRenderState.debugOverdraw(enable, clear);
425}
426
427void OpenGLRenderer::renderOverdraw() {
428    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
429        const Rect* clip = &mTilingClip;
430
431        mCaches.enableScissor();
432        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
433                clip->right - clip->left, clip->bottom - clip->top);
434
435        // 1x overdraw
436        mCaches.stencil.enableDebugTest(2);
437        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
438
439        // 2x overdraw
440        mCaches.stencil.enableDebugTest(3);
441        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
442
443        // 3x overdraw
444        mCaches.stencil.enableDebugTest(4);
445        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
446
447        // 4x overdraw and higher
448        mCaches.stencil.enableDebugTest(4, true);
449        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
450
451        mCaches.stencil.disable();
452    }
453}
454
455///////////////////////////////////////////////////////////////////////////////
456// Layers
457///////////////////////////////////////////////////////////////////////////////
458
459bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
460    if (layer->deferredUpdateScheduled && layer->renderer
461            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
462
463        if (inFrame) {
464            endTiling();
465            debugOverdraw(false, false);
466        }
467
468        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
469            layer->render(*this);
470        } else {
471            layer->defer(*this);
472        }
473
474        if (inFrame) {
475            resumeAfterLayer();
476            startTilingCurrentClip();
477        }
478
479        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
480        layer->hasDrawnSinceUpdate = false;
481
482        return true;
483    }
484
485    return false;
486}
487
488void OpenGLRenderer::updateLayers() {
489    // If draw deferring is enabled this method will simply defer
490    // the display list of each individual layer. The layers remain
491    // in the layer updates list which will be cleared by flushLayers().
492    int count = mLayerUpdates.size();
493    if (count > 0) {
494        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
495            startMark("Layer Updates");
496        } else {
497            startMark("Defer Layer Updates");
498        }
499
500        // Note: it is very important to update the layers in order
501        for (int i = 0; i < count; i++) {
502            Layer* layer = mLayerUpdates.itemAt(i).get();
503            updateLayer(layer, false);
504        }
505
506        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
507            mLayerUpdates.clear();
508            mRenderState.bindFramebuffer(getTargetFbo());
509        }
510        endMark();
511    }
512}
513
514void OpenGLRenderer::flushLayers() {
515    int count = mLayerUpdates.size();
516    if (count > 0) {
517        startMark("Apply Layer Updates");
518
519        // Note: it is very important to update the layers in order
520        for (int i = 0; i < count; i++) {
521            mLayerUpdates.itemAt(i)->flush();
522        }
523
524        mLayerUpdates.clear();
525        mRenderState.bindFramebuffer(getTargetFbo());
526
527        endMark();
528    }
529}
530
531void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
532    if (layer) {
533        // Make sure we don't introduce duplicates.
534        // SortedVector would do this automatically but we need to respect
535        // the insertion order. The linear search is not an issue since
536        // this list is usually very short (typically one item, at most a few)
537        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
538            if (mLayerUpdates.itemAt(i) == layer) {
539                return;
540            }
541        }
542        mLayerUpdates.push_back(layer);
543    }
544}
545
546void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
547    if (layer) {
548        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
549            if (mLayerUpdates.itemAt(i) == layer) {
550                mLayerUpdates.removeAt(i);
551                break;
552            }
553        }
554    }
555}
556
557void OpenGLRenderer::flushLayerUpdates() {
558    ATRACE_NAME("Update HW Layers");
559    syncState();
560    updateLayers();
561    flushLayers();
562    // Wait for all the layer updates to be executed
563    AutoFence fence;
564}
565
566void OpenGLRenderer::markLayersAsBuildLayers() {
567    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
568        mLayerUpdates[i]->wasBuildLayered = true;
569    }
570}
571
572///////////////////////////////////////////////////////////////////////////////
573// State management
574///////////////////////////////////////////////////////////////////////////////
575
576void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
577    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
578    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
579    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
580
581    if (restoreViewport) {
582        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
583    }
584
585    if (restoreClip) {
586        dirtyClip();
587    }
588
589    if (restoreLayer) {
590        endMark(); // Savelayer
591        ATRACE_END(); // SaveLayer
592        startMark("ComposeLayer");
593        composeLayer(removed, restored);
594        endMark();
595    }
596}
597
598///////////////////////////////////////////////////////////////////////////////
599// Layers
600///////////////////////////////////////////////////////////////////////////////
601
602int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
603        const SkPaint* paint, int flags, const SkPath* convexMask) {
604    // force matrix/clip isolation for layer
605    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
606
607    const int count = saveSnapshot(flags);
608
609    if (!currentSnapshot()->isIgnored()) {
610        createLayer(left, top, right, bottom, paint, flags, convexMask);
611    }
612
613    return count;
614}
615
616void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
617    const Rect untransformedBounds(bounds);
618
619    currentTransform()->mapRect(bounds);
620
621    // Layers only make sense if they are in the framebuffer's bounds
622    if (bounds.intersect(*currentClipRect())) {
623        // We cannot work with sub-pixels in this case
624        bounds.snapToPixelBoundaries();
625
626        // When the layer is not an FBO, we may use glCopyTexImage so we
627        // need to make sure the layer does not extend outside the bounds
628        // of the framebuffer
629        const Snapshot& previous = *(currentSnapshot()->previous);
630        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
631        if (!bounds.intersect(previousViewport)) {
632            bounds.setEmpty();
633        } else if (fboLayer) {
634            clip.set(bounds);
635            mat4 inverse;
636            inverse.loadInverse(*currentTransform());
637            inverse.mapRect(clip);
638            clip.snapToPixelBoundaries();
639            if (clip.intersect(untransformedBounds)) {
640                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
641                bounds.set(untransformedBounds);
642            } else {
643                clip.setEmpty();
644            }
645        }
646    } else {
647        bounds.setEmpty();
648    }
649}
650
651void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
652        bool fboLayer, int alpha) {
653    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
654            bounds.getHeight() > mCaches.maxTextureSize ||
655            (fboLayer && clip.isEmpty())) {
656        mSnapshot->empty = fboLayer;
657    } else {
658        mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
659    }
660}
661
662int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
663        const SkPaint* paint, int flags) {
664    const int count = saveSnapshot(flags);
665
666    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
667        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
668        // operations will be able to store and restore the current clip and transform info, and
669        // quick rejection will be correct (for display lists)
670
671        Rect bounds(left, top, right, bottom);
672        Rect clip;
673        calculateLayerBoundsAndClip(bounds, clip, true);
674        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
675
676        if (!currentSnapshot()->isIgnored()) {
677            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
678            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
679            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
680            mSnapshot->roundRectClipState = NULL;
681        }
682    }
683
684    return count;
685}
686
687/**
688 * Layers are viewed by Skia are slightly different than layers in image editing
689 * programs (for instance.) When a layer is created, previously created layers
690 * and the frame buffer still receive every drawing command. For instance, if a
691 * layer is created and a shape intersecting the bounds of the layers and the
692 * framebuffer is draw, the shape will be drawn on both (unless the layer was
693 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
694 *
695 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
696 * texture. Unfortunately, this is inefficient as it requires every primitive to
697 * be drawn n + 1 times, where n is the number of active layers. In practice this
698 * means, for every primitive:
699 *   - Switch active frame buffer
700 *   - Change viewport, clip and projection matrix
701 *   - Issue the drawing
702 *
703 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
704 * To avoid this, layers are implemented in a different way here, at least in the
705 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
706 * is set. When this flag is set we can redirect all drawing operations into a
707 * single FBO.
708 *
709 * This implementation relies on the frame buffer being at least RGBA 8888. When
710 * a layer is created, only a texture is created, not an FBO. The content of the
711 * frame buffer contained within the layer's bounds is copied into this texture
712 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
713 * buffer and drawing continues as normal. This technique therefore treats the
714 * frame buffer as a scratch buffer for the layers.
715 *
716 * To compose the layers back onto the frame buffer, each layer texture
717 * (containing the original frame buffer data) is drawn as a simple quad over
718 * the frame buffer. The trick is that the quad is set as the composition
719 * destination in the blending equation, and the frame buffer becomes the source
720 * of the composition.
721 *
722 * Drawing layers with an alpha value requires an extra step before composition.
723 * An empty quad is drawn over the layer's region in the frame buffer. This quad
724 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
725 * quad is used to multiply the colors in the frame buffer. This is achieved by
726 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
727 * GL_ZERO, GL_SRC_ALPHA.
728 *
729 * Because glCopyTexImage2D() can be slow, an alternative implementation might
730 * be use to draw a single clipped layer. The implementation described above
731 * is correct in every case.
732 *
733 * (1) The frame buffer is actually not cleared right away. To allow the GPU
734 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
735 *     buffer is left untouched until the first drawing operation. Only when
736 *     something actually gets drawn are the layers regions cleared.
737 */
738bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
739        const SkPaint* paint, int flags, const SkPath* convexMask) {
740    if (kDebugLayers) {
741        ALOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
742        ALOGD("Layer cache size = %d", mCaches.layerCache.getSize());
743    }
744
745    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
746
747    // Window coordinates of the layer
748    Rect clip;
749    Rect bounds(left, top, right, bottom);
750    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
751    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
752
753    // Bail out if we won't draw in this snapshot
754    if (currentSnapshot()->isIgnored()) {
755        return false;
756    }
757
758    mCaches.activeTexture(0);
759    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
760    if (!layer) {
761        return false;
762    }
763
764    layer->setPaint(paint);
765    layer->layer.set(bounds);
766    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
767            bounds.getWidth() / float(layer->getWidth()), 0.0f);
768
769    layer->setBlend(true);
770    layer->setDirty(false);
771    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
772
773    // Save the layer in the snapshot
774    mSnapshot->flags |= Snapshot::kFlagIsLayer;
775    mSnapshot->layer = layer;
776
777    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
778            fboLayer ? "" : "unclipped ",
779            layer->getWidth(), layer->getHeight());
780    startMark("SaveLayer");
781    if (fboLayer) {
782        return createFboLayer(layer, bounds, clip);
783    } else {
784        // Copy the framebuffer into the layer
785        layer->bindTexture();
786        if (!bounds.isEmpty()) {
787            if (layer->isEmpty()) {
788                // Workaround for some GL drivers. When reading pixels lying outside
789                // of the window we should get undefined values for those pixels.
790                // Unfortunately some drivers will turn the entire target texture black
791                // when reading outside of the window.
792                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
793                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
794                layer->setEmpty(false);
795            }
796
797            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
798                    bounds.left, getViewportHeight() - bounds.bottom,
799                    bounds.getWidth(), bounds.getHeight());
800
801            // Enqueue the buffer coordinates to clear the corresponding region later
802            mLayers.push(new Rect(bounds));
803        }
804    }
805
806    return true;
807}
808
809bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
810    layer->clipRect.set(clip);
811    layer->setFbo(mCaches.fboCache.get());
812
813    mSnapshot->region = &mSnapshot->layer->region;
814    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
815    mSnapshot->fbo = layer->getFbo();
816    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
817    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
818    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
819    mSnapshot->roundRectClipState = NULL;
820
821    endTiling();
822    debugOverdraw(false, false);
823    // Bind texture to FBO
824    mRenderState.bindFramebuffer(layer->getFbo());
825    layer->bindTexture();
826
827    // Initialize the texture if needed
828    if (layer->isEmpty()) {
829        layer->allocateTexture();
830        layer->setEmpty(false);
831    }
832
833    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
834            layer->getTexture(), 0);
835
836    // Expand the startTiling region by 1
837    startTilingCurrentClip(true, true);
838
839    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
840    mCaches.enableScissor();
841    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
842            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
843    glClear(GL_COLOR_BUFFER_BIT);
844
845    dirtyClip();
846
847    // Change the ortho projection
848    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
849    return true;
850}
851
852/**
853 * Read the documentation of createLayer() before doing anything in this method.
854 */
855void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
856    if (!removed.layer) {
857        ALOGE("Attempting to compose a layer that does not exist");
858        return;
859    }
860
861    Layer* layer = removed.layer;
862    const Rect& rect = layer->layer;
863    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
864
865    bool clipRequired = false;
866    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
867            &clipRequired, NULL, false); // safely ignore return, should never be rejected
868    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
869
870    if (fboLayer) {
871        endTiling();
872
873        // Detach the texture from the FBO
874        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
875
876        layer->removeFbo(false);
877
878        // Unbind current FBO and restore previous one
879        mRenderState.bindFramebuffer(restored.fbo);
880        debugOverdraw(true, false);
881
882        startTilingCurrentClip();
883    }
884
885    if (!fboLayer && layer->getAlpha() < 255) {
886        SkPaint layerPaint;
887        layerPaint.setAlpha(layer->getAlpha());
888        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
889        layerPaint.setColorFilter(layer->getColorFilter());
890
891        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
892        // Required below, composeLayerRect() will divide by 255
893        layer->setAlpha(255);
894    }
895
896    mCaches.unbindMeshBuffer();
897
898    mCaches.activeTexture(0);
899
900    // When the layer is stored in an FBO, we can save a bit of fillrate by
901    // drawing only the dirty region
902    if (fboLayer) {
903        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
904        composeLayerRegion(layer, rect);
905    } else if (!rect.isEmpty()) {
906        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
907
908        save(0);
909        // the layer contains screen buffer content that shouldn't be alpha modulated
910        // (and any necessary alpha modulation was handled drawing into the layer)
911        mSnapshot->alpha = 1.0f;
912        composeLayerRect(layer, rect, true);
913        restore();
914    }
915
916    dirtyClip();
917
918    // Failing to add the layer to the cache should happen only if the layer is too large
919    layer->setConvexMask(NULL);
920    if (!mCaches.layerCache.put(layer)) {
921        if (kDebugLayers) {
922            ALOGD("Deleting layer");
923        }
924        layer->decStrong(0);
925    }
926}
927
928void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
929    float alpha = getLayerAlpha(layer);
930
931    setupDraw();
932    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
933        setupDrawWithTexture();
934    } else {
935        setupDrawWithExternalTexture();
936    }
937    setupDrawTextureTransform();
938    setupDrawColor(alpha, alpha, alpha, alpha);
939    setupDrawColorFilter(layer->getColorFilter());
940    setupDrawBlending(layer);
941    setupDrawProgram();
942    setupDrawPureColorUniforms();
943    setupDrawColorFilterUniforms(layer->getColorFilter());
944    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
945        setupDrawTexture(layer->getTexture());
946    } else {
947        setupDrawExternalTexture(layer->getTexture());
948    }
949    if (currentTransform()->isPureTranslate() &&
950            !layer->getForceFilter() &&
951            layer->getWidth() == (uint32_t) rect.getWidth() &&
952            layer->getHeight() == (uint32_t) rect.getHeight()) {
953        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
954        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
955
956        layer->setFilter(GL_NEAREST);
957        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
958                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
959    } else {
960        layer->setFilter(GL_LINEAR);
961        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
962                rect.left, rect.top, rect.right, rect.bottom);
963    }
964    setupDrawTextureTransformUniforms(layer->getTexTransform());
965    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
966
967    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
968}
969
970void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
971    if (layer->isTextureLayer()) {
972        EVENT_LOGD("composeTextureLayerRect");
973        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
974        drawTextureLayer(layer, rect);
975        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
976    } else {
977        EVENT_LOGD("composeHardwareLayerRect");
978        const Rect& texCoords = layer->texCoords;
979        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
980                texCoords.right, texCoords.bottom);
981
982        float x = rect.left;
983        float y = rect.top;
984        bool simpleTransform = currentTransform()->isPureTranslate() &&
985                layer->getWidth() == (uint32_t) rect.getWidth() &&
986                layer->getHeight() == (uint32_t) rect.getHeight();
987
988        if (simpleTransform) {
989            // When we're swapping, the layer is already in screen coordinates
990            if (!swap) {
991                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
992                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
993            }
994
995            layer->setFilter(GL_NEAREST, true);
996        } else {
997            layer->setFilter(GL_LINEAR, true);
998        }
999
1000        SkPaint layerPaint;
1001        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1002        layerPaint.setXfermodeMode(layer->getMode());
1003        layerPaint.setColorFilter(layer->getColorFilter());
1004
1005        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1006        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1007                layer->getTexture(), &layerPaint, blend,
1008                &mMeshVertices[0].x, &mMeshVertices[0].u,
1009                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1010
1011        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1012    }
1013}
1014
1015/**
1016 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1017 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1018 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1019 * by saveLayer's restore
1020 */
1021#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1022        DRAW_COMMAND;                                                            \
1023        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1024            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1025            DRAW_COMMAND;                                                        \
1026            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1027        }                                                                        \
1028    }
1029
1030#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1031
1032// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1033// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1034class LayerShader : public SkShader {
1035public:
1036    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1037    : INHERITED(localMatrix)
1038    , mLayer(layer) {
1039    }
1040
1041    virtual bool asACustomShader(void** data) const {
1042        if (data) {
1043            *data = static_cast<void*>(mLayer);
1044        }
1045        return true;
1046    }
1047
1048    virtual bool isOpaque() const {
1049        return !mLayer->isBlend();
1050    }
1051
1052protected:
1053    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1054        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1055    }
1056
1057    virtual void flatten(SkWriteBuffer&) const {
1058        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1059    }
1060
1061    virtual Factory getFactory() const {
1062        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1063        return NULL;
1064    }
1065private:
1066    // Unowned.
1067    Layer* mLayer;
1068    typedef SkShader INHERITED;
1069};
1070
1071void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1072    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1073
1074    if (layer->getConvexMask()) {
1075        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1076
1077        // clip to the area of the layer the mask can be larger
1078        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1079
1080        SkPaint paint;
1081        paint.setAntiAlias(true);
1082        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1083
1084        // create LayerShader to map SaveLayer content into subsequent draw
1085        SkMatrix shaderMatrix;
1086        shaderMatrix.setTranslate(rect.left, rect.bottom);
1087        shaderMatrix.preScale(1, -1);
1088        LayerShader layerShader(layer, &shaderMatrix);
1089        paint.setShader(&layerShader);
1090
1091        // Since the drawing primitive is defined in local drawing space,
1092        // we don't need to modify the draw matrix
1093        const SkPath* maskPath = layer->getConvexMask();
1094        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1095
1096        paint.setShader(NULL);
1097        restore();
1098
1099        return;
1100    }
1101
1102    if (layer->region.isRect()) {
1103        layer->setRegionAsRect();
1104
1105        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1106
1107        layer->region.clear();
1108        return;
1109    }
1110
1111    EVENT_LOGD("composeLayerRegion");
1112    // standard Region based draw
1113    size_t count;
1114    const android::Rect* rects;
1115    Region safeRegion;
1116    if (CC_LIKELY(hasRectToRectTransform())) {
1117        rects = layer->region.getArray(&count);
1118    } else {
1119        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1120        rects = safeRegion.getArray(&count);
1121    }
1122
1123    const float alpha = getLayerAlpha(layer);
1124    const float texX = 1.0f / float(layer->getWidth());
1125    const float texY = 1.0f / float(layer->getHeight());
1126    const float height = rect.getHeight();
1127
1128    setupDraw();
1129
1130    // We must get (and therefore bind) the region mesh buffer
1131    // after we setup drawing in case we need to mess with the
1132    // stencil buffer in setupDraw()
1133    TextureVertex* mesh = mCaches.getRegionMesh();
1134    uint32_t numQuads = 0;
1135
1136    setupDrawWithTexture();
1137    setupDrawColor(alpha, alpha, alpha, alpha);
1138    setupDrawColorFilter(layer->getColorFilter());
1139    setupDrawBlending(layer);
1140    setupDrawProgram();
1141    setupDrawDirtyRegionsDisabled();
1142    setupDrawPureColorUniforms();
1143    setupDrawColorFilterUniforms(layer->getColorFilter());
1144    setupDrawTexture(layer->getTexture());
1145    if (currentTransform()->isPureTranslate()) {
1146        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1147        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1148
1149        layer->setFilter(GL_NEAREST);
1150        setupDrawModelView(kModelViewMode_Translate, false,
1151                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1152    } else {
1153        layer->setFilter(GL_LINEAR);
1154        setupDrawModelView(kModelViewMode_Translate, false,
1155                rect.left, rect.top, rect.right, rect.bottom);
1156    }
1157    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1158
1159    for (size_t i = 0; i < count; i++) {
1160        const android::Rect* r = &rects[i];
1161
1162        const float u1 = r->left * texX;
1163        const float v1 = (height - r->top) * texY;
1164        const float u2 = r->right * texX;
1165        const float v2 = (height - r->bottom) * texY;
1166
1167        // TODO: Reject quads outside of the clip
1168        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1169        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1170        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1171        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1172
1173        numQuads++;
1174
1175        if (numQuads >= gMaxNumberOfQuads) {
1176            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1177                            GL_UNSIGNED_SHORT, NULL));
1178            numQuads = 0;
1179            mesh = mCaches.getRegionMesh();
1180        }
1181    }
1182
1183    if (numQuads > 0) {
1184        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1185                        GL_UNSIGNED_SHORT, NULL));
1186    }
1187
1188#if DEBUG_LAYERS_AS_REGIONS
1189    drawRegionRectsDebug(layer->region);
1190#endif
1191
1192    layer->region.clear();
1193}
1194
1195#if DEBUG_LAYERS_AS_REGIONS
1196void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1197    size_t count;
1198    const android::Rect* rects = region.getArray(&count);
1199
1200    uint32_t colors[] = {
1201            0x7fff0000, 0x7f00ff00,
1202            0x7f0000ff, 0x7fff00ff,
1203    };
1204
1205    int offset = 0;
1206    int32_t top = rects[0].top;
1207
1208    for (size_t i = 0; i < count; i++) {
1209        if (top != rects[i].top) {
1210            offset ^= 0x2;
1211            top = rects[i].top;
1212        }
1213
1214        SkPaint paint;
1215        paint.setColor(colors[offset + (i & 0x1)]);
1216        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1217        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1218    }
1219}
1220#endif
1221
1222void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1223    Vector<float> rects;
1224
1225    SkRegion::Iterator it(region);
1226    while (!it.done()) {
1227        const SkIRect& r = it.rect();
1228        rects.push(r.fLeft);
1229        rects.push(r.fTop);
1230        rects.push(r.fRight);
1231        rects.push(r.fBottom);
1232        it.next();
1233    }
1234
1235    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1236}
1237
1238void OpenGLRenderer::dirtyLayer(const float left, const float top,
1239        const float right, const float bottom, const mat4 transform) {
1240    if (hasLayer()) {
1241        Rect bounds(left, top, right, bottom);
1242        transform.mapRect(bounds);
1243        dirtyLayerUnchecked(bounds, getRegion());
1244    }
1245}
1246
1247void OpenGLRenderer::dirtyLayer(const float left, const float top,
1248        const float right, const float bottom) {
1249    if (hasLayer()) {
1250        Rect bounds(left, top, right, bottom);
1251        dirtyLayerUnchecked(bounds, getRegion());
1252    }
1253}
1254
1255void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1256    if (bounds.intersect(*currentClipRect())) {
1257        bounds.snapToPixelBoundaries();
1258        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1259        if (!dirty.isEmpty()) {
1260            region->orSelf(dirty);
1261        }
1262    }
1263}
1264
1265void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1266    GLsizei elementsCount = quadsCount * 6;
1267    while (elementsCount > 0) {
1268        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1269
1270        setupDrawIndexedVertices(&mesh[0].x);
1271        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1272
1273        elementsCount -= drawCount;
1274        // Though there are 4 vertices in a quad, we use 6 indices per
1275        // quad to draw with GL_TRIANGLES
1276        mesh += (drawCount / 6) * 4;
1277    }
1278}
1279
1280void OpenGLRenderer::clearLayerRegions() {
1281    const size_t count = mLayers.size();
1282    if (count == 0) return;
1283
1284    if (!currentSnapshot()->isIgnored()) {
1285        EVENT_LOGD("clearLayerRegions");
1286        // Doing several glScissor/glClear here can negatively impact
1287        // GPUs with a tiler architecture, instead we draw quads with
1288        // the Clear blending mode
1289
1290        // The list contains bounds that have already been clipped
1291        // against their initial clip rect, and the current clip
1292        // is likely different so we need to disable clipping here
1293        bool scissorChanged = mCaches.disableScissor();
1294
1295        Vertex mesh[count * 4];
1296        Vertex* vertex = mesh;
1297
1298        for (uint32_t i = 0; i < count; i++) {
1299            Rect* bounds = mLayers.itemAt(i);
1300
1301            Vertex::set(vertex++, bounds->left, bounds->top);
1302            Vertex::set(vertex++, bounds->right, bounds->top);
1303            Vertex::set(vertex++, bounds->left, bounds->bottom);
1304            Vertex::set(vertex++, bounds->right, bounds->bottom);
1305
1306            delete bounds;
1307        }
1308        // We must clear the list of dirty rects before we
1309        // call setupDraw() to prevent stencil setup to do
1310        // the same thing again
1311        mLayers.clear();
1312
1313        SkPaint clearPaint;
1314        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1315
1316        setupDraw(false);
1317        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1318        setupDrawBlending(&clearPaint, true);
1319        setupDrawProgram();
1320        setupDrawPureColorUniforms();
1321        setupDrawModelView(kModelViewMode_Translate, false,
1322                0.0f, 0.0f, 0.0f, 0.0f, true);
1323
1324        issueIndexedQuadDraw(&mesh[0], count);
1325
1326        if (scissorChanged) mCaches.enableScissor();
1327    } else {
1328        for (uint32_t i = 0; i < count; i++) {
1329            delete mLayers.itemAt(i);
1330        }
1331        mLayers.clear();
1332    }
1333}
1334
1335///////////////////////////////////////////////////////////////////////////////
1336// State Deferral
1337///////////////////////////////////////////////////////////////////////////////
1338
1339bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1340    const Rect* currentClip = currentClipRect();
1341    const mat4* currentMatrix = currentTransform();
1342
1343    if (stateDeferFlags & kStateDeferFlag_Draw) {
1344        // state has bounds initialized in local coordinates
1345        if (!state.mBounds.isEmpty()) {
1346            currentMatrix->mapRect(state.mBounds);
1347            Rect clippedBounds(state.mBounds);
1348            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1349            // is used, it should more closely duplicate the quickReject logic (in how it uses
1350            // snapToPixelBoundaries)
1351
1352            if(!clippedBounds.intersect(*currentClip)) {
1353                // quick rejected
1354                return true;
1355            }
1356
1357            state.mClipSideFlags = kClipSide_None;
1358            if (!currentClip->contains(state.mBounds)) {
1359                int& flags = state.mClipSideFlags;
1360                // op partially clipped, so record which sides are clipped for clip-aware merging
1361                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1362                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1363                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1364                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1365            }
1366            state.mBounds.set(clippedBounds);
1367        } else {
1368            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1369            // overdraw avoidance (since we don't know what it overlaps)
1370            state.mClipSideFlags = kClipSide_ConservativeFull;
1371            state.mBounds.set(*currentClip);
1372        }
1373    }
1374
1375    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1376    if (state.mClipValid) {
1377        state.mClip.set(*currentClip);
1378    }
1379
1380    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1381    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1382    state.mMatrix.load(*currentMatrix);
1383    state.mDrawModifiers = mDrawModifiers;
1384    state.mAlpha = currentSnapshot()->alpha;
1385
1386    // always store/restore, since it's just a pointer
1387    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1388    return false;
1389}
1390
1391void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1392    setMatrix(state.mMatrix);
1393    mSnapshot->alpha = state.mAlpha;
1394    mDrawModifiers = state.mDrawModifiers;
1395    mSnapshot->roundRectClipState = state.mRoundRectClipState;
1396
1397    if (state.mClipValid && !skipClipRestore) {
1398        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1399                state.mClip.right, state.mClip.bottom);
1400        dirtyClip();
1401    }
1402}
1403
1404/**
1405 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1406 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1407 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1408 *
1409 * This method should be called when restoreDisplayState() won't be restoring the clip
1410 */
1411void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1412    if (clipRect != NULL) {
1413        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1414    } else {
1415        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1416    }
1417    dirtyClip();
1418    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1419}
1420
1421///////////////////////////////////////////////////////////////////////////////
1422// Clipping
1423///////////////////////////////////////////////////////////////////////////////
1424
1425void OpenGLRenderer::setScissorFromClip() {
1426    Rect clip(*currentClipRect());
1427    clip.snapToPixelBoundaries();
1428
1429    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1430            clip.getWidth(), clip.getHeight())) {
1431        mDirtyClip = false;
1432    }
1433}
1434
1435void OpenGLRenderer::ensureStencilBuffer() {
1436    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1437    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1438    // just hope we have one when hasLayer() returns false.
1439    if (hasLayer()) {
1440        attachStencilBufferToLayer(currentSnapshot()->layer);
1441    }
1442}
1443
1444void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1445    // The layer's FBO is already bound when we reach this stage
1446    if (!layer->getStencilRenderBuffer()) {
1447        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1448        // is attached after we initiated tiling. We must turn it off,
1449        // attach the new render buffer then turn tiling back on
1450        endTiling();
1451
1452        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1453                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1454        layer->setStencilRenderBuffer(buffer);
1455
1456        startTiling(layer->clipRect, layer->layer.getHeight());
1457    }
1458}
1459
1460void OpenGLRenderer::setStencilFromClip() {
1461    if (!mCaches.debugOverdraw) {
1462        if (!currentSnapshot()->clipRegion->isEmpty()) {
1463            EVENT_LOGD("setStencilFromClip - enabling");
1464
1465            // NOTE: The order here is important, we must set dirtyClip to false
1466            //       before any draw call to avoid calling back into this method
1467            mDirtyClip = false;
1468
1469            ensureStencilBuffer();
1470
1471            mCaches.stencil.enableWrite();
1472
1473            // Clear and update the stencil, but first make sure we restrict drawing
1474            // to the region's bounds
1475            bool resetScissor = mCaches.enableScissor();
1476            if (resetScissor) {
1477                // The scissor was not set so we now need to update it
1478                setScissorFromClip();
1479            }
1480            mCaches.stencil.clear();
1481
1482            // stash and disable the outline clip state, since stencil doesn't account for outline
1483            bool storedSkipOutlineClip = mSkipOutlineClip;
1484            mSkipOutlineClip = true;
1485
1486            SkPaint paint;
1487            paint.setColor(SK_ColorBLACK);
1488            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1489
1490            // NOTE: We could use the region contour path to generate a smaller mesh
1491            //       Since we are using the stencil we could use the red book path
1492            //       drawing technique. It might increase bandwidth usage though.
1493
1494            // The last parameter is important: we are not drawing in the color buffer
1495            // so we don't want to dirty the current layer, if any
1496            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1497            if (resetScissor) mCaches.disableScissor();
1498            mSkipOutlineClip = storedSkipOutlineClip;
1499
1500            mCaches.stencil.enableTest();
1501
1502            // Draw the region used to generate the stencil if the appropriate debug
1503            // mode is enabled
1504            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1505                paint.setColor(0x7f0000ff);
1506                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1507                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1508            }
1509        } else {
1510            EVENT_LOGD("setStencilFromClip - disabling");
1511            mCaches.stencil.disable();
1512        }
1513    }
1514}
1515
1516/**
1517 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1518 *
1519 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1520 *         style, and tessellated AA ramp
1521 */
1522bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1523        const SkPaint* paint) {
1524    bool snapOut = paint && paint->isAntiAlias();
1525
1526    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1527        float outset = paint->getStrokeWidth() * 0.5f;
1528        left -= outset;
1529        top -= outset;
1530        right += outset;
1531        bottom += outset;
1532    }
1533
1534    bool clipRequired = false;
1535    bool roundRectClipRequired = false;
1536    if (calculateQuickRejectForScissor(left, top, right, bottom,
1537            &clipRequired, &roundRectClipRequired, snapOut)) {
1538        return true;
1539    }
1540
1541    // not quick rejected, so enable the scissor if clipRequired
1542    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1543    mSkipOutlineClip = !roundRectClipRequired;
1544    return false;
1545}
1546
1547void OpenGLRenderer::debugClip() {
1548#if DEBUG_CLIP_REGIONS
1549    if (!currentSnapshot()->clipRegion->isEmpty()) {
1550        SkPaint paint;
1551        paint.setColor(0x7f00ff00);
1552        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1553
1554    }
1555#endif
1556}
1557
1558///////////////////////////////////////////////////////////////////////////////
1559// Drawing commands
1560///////////////////////////////////////////////////////////////////////////////
1561
1562void OpenGLRenderer::setupDraw(bool clearLayer) {
1563    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1564    //       changes the scissor test state
1565    if (clearLayer) clearLayerRegions();
1566    // Make sure setScissor & setStencil happen at the beginning of
1567    // this method
1568    if (mDirtyClip) {
1569        if (mCaches.scissorEnabled) {
1570            setScissorFromClip();
1571        }
1572
1573        setStencilFromClip();
1574    }
1575
1576    mDescription.reset();
1577
1578    mSetShaderColor = false;
1579    mColorSet = false;
1580    mColorA = mColorR = mColorG = mColorB = 0.0f;
1581    mTextureUnit = 0;
1582    mTrackDirtyRegions = true;
1583
1584    // Enable debug highlight when what we're about to draw is tested against
1585    // the stencil buffer and if stencil highlight debugging is on
1586    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1587            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1588            mCaches.stencil.isTestEnabled();
1589}
1590
1591void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1592    mDescription.hasTexture = true;
1593    mDescription.hasAlpha8Texture = isAlpha8;
1594}
1595
1596void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1597    mDescription.hasTexture = true;
1598    mDescription.hasColors = true;
1599    mDescription.hasAlpha8Texture = isAlpha8;
1600}
1601
1602void OpenGLRenderer::setupDrawWithExternalTexture() {
1603    mDescription.hasExternalTexture = true;
1604}
1605
1606void OpenGLRenderer::setupDrawNoTexture() {
1607    mCaches.disableTexCoordsVertexArray();
1608}
1609
1610void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1611    mDescription.hasVertexAlpha = true;
1612    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1613}
1614
1615void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1616    mColorA = alpha / 255.0f;
1617    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1618    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1619    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1620    mColorSet = true;
1621    mSetShaderColor = mDescription.setColorModulate(mColorA);
1622}
1623
1624void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1625    mColorA = alpha / 255.0f;
1626    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1627    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1628    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1629    mColorSet = true;
1630    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1631}
1632
1633void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1634    mCaches.fontRenderer->describe(mDescription, paint);
1635}
1636
1637void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1638    mColorA = a;
1639    mColorR = r;
1640    mColorG = g;
1641    mColorB = b;
1642    mColorSet = true;
1643    mSetShaderColor = mDescription.setColorModulate(a);
1644}
1645
1646void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1647    if (shader != NULL) {
1648        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1649    }
1650}
1651
1652void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1653    if (filter == NULL) {
1654        return;
1655    }
1656
1657    SkXfermode::Mode mode;
1658    if (filter->asColorMode(NULL, &mode)) {
1659        mDescription.colorOp = ProgramDescription::kColorBlend;
1660        mDescription.colorMode = mode;
1661    } else if (filter->asColorMatrix(NULL)) {
1662        mDescription.colorOp = ProgramDescription::kColorMatrix;
1663    }
1664}
1665
1666void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1667    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1668        mColorA = 1.0f;
1669        mColorR = mColorG = mColorB = 0.0f;
1670        mSetShaderColor = mDescription.modulate = true;
1671    }
1672}
1673
1674void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1675    SkXfermode::Mode mode = layer->getMode();
1676    // When the blending mode is kClear_Mode, we need to use a modulate color
1677    // argb=1,0,0,0
1678    accountForClear(mode);
1679    // TODO: check shader blending, once we have shader drawing support for layers.
1680    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1681            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1682    chooseBlending(blend, mode, mDescription, swapSrcDst);
1683}
1684
1685void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1686    SkXfermode::Mode mode = getXfermodeDirect(paint);
1687    // When the blending mode is kClear_Mode, we need to use a modulate color
1688    // argb=1,0,0,0
1689    accountForClear(mode);
1690    blend |= (mColorSet && mColorA < 1.0f) ||
1691            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1692            isBlendedColorFilter(getColorFilter(paint));
1693    chooseBlending(blend, mode, mDescription, swapSrcDst);
1694}
1695
1696void OpenGLRenderer::setupDrawProgram() {
1697    useProgram(mCaches.programCache.get(mDescription));
1698    if (mDescription.hasRoundRectClip) {
1699        // TODO: avoid doing this repeatedly, stashing state pointer in program
1700        const RoundRectClipState* state = mSnapshot->roundRectClipState;
1701        const Rect& innerRect = state->innerRect;
1702        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1703                innerRect.left, innerRect.top,
1704                innerRect.right, innerRect.bottom);
1705        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1706                1, GL_FALSE, &state->matrix.data[0]);
1707
1708        // add half pixel to round out integer rect space to cover pixel centers
1709        float roundedOutRadius = state->radius + 0.5f;
1710        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1711                roundedOutRadius);
1712    }
1713}
1714
1715void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1716    mTrackDirtyRegions = false;
1717}
1718
1719void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1720        float left, float top, float right, float bottom, bool ignoreTransform) {
1721    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1722    if (mode == kModelViewMode_TranslateAndScale) {
1723        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1724    }
1725
1726    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1727    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1728    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1729    if (dirty && mTrackDirtyRegions) {
1730        if (!ignoreTransform) {
1731            dirtyLayer(left, top, right, bottom, *currentTransform());
1732        } else {
1733            dirtyLayer(left, top, right, bottom);
1734        }
1735    }
1736}
1737
1738void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1739    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1740        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1741    }
1742}
1743
1744void OpenGLRenderer::setupDrawPureColorUniforms() {
1745    if (mSetShaderColor) {
1746        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1747    }
1748}
1749
1750void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1751    if (shader == NULL) {
1752        return;
1753    }
1754
1755    if (ignoreTransform) {
1756        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1757        // because it was built into modelView / the geometry, and the description needs to
1758        // compensate.
1759        mat4 modelViewWithoutTransform;
1760        modelViewWithoutTransform.loadInverse(*currentTransform());
1761        modelViewWithoutTransform.multiply(mModelViewMatrix);
1762        mModelViewMatrix.load(modelViewWithoutTransform);
1763    }
1764
1765    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1766}
1767
1768void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1769    if (NULL == filter) {
1770        return;
1771    }
1772
1773    SkColor color;
1774    SkXfermode::Mode mode;
1775    if (filter->asColorMode(&color, &mode)) {
1776        const int alpha = SkColorGetA(color);
1777        const GLfloat a = alpha / 255.0f;
1778        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1779        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1780        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1781        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1782        return;
1783    }
1784
1785    SkScalar srcColorMatrix[20];
1786    if (filter->asColorMatrix(srcColorMatrix)) {
1787
1788        float colorMatrix[16];
1789        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1790        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1791        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1792        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1793
1794        // Skia uses the range [0..255] for the addition vector, but we need
1795        // the [0..1] range to apply the vector in GLSL
1796        float colorVector[4];
1797        colorVector[0] = srcColorMatrix[4] / 255.0f;
1798        colorVector[1] = srcColorMatrix[9] / 255.0f;
1799        colorVector[2] = srcColorMatrix[14] / 255.0f;
1800        colorVector[3] = srcColorMatrix[19] / 255.0f;
1801
1802        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1803                GL_FALSE, colorMatrix);
1804        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1805        return;
1806    }
1807
1808    // it is an error if we ever get here
1809}
1810
1811void OpenGLRenderer::setupDrawTextGammaUniforms() {
1812    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1813}
1814
1815void OpenGLRenderer::setupDrawSimpleMesh() {
1816    bool force = mCaches.bindMeshBuffer();
1817    mCaches.bindPositionVertexPointer(force, 0);
1818    mCaches.unbindIndicesBuffer();
1819}
1820
1821void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1822    if (texture) bindTexture(texture);
1823    mTextureUnit++;
1824    mCaches.enableTexCoordsVertexArray();
1825}
1826
1827void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1828    bindExternalTexture(texture);
1829    mTextureUnit++;
1830    mCaches.enableTexCoordsVertexArray();
1831}
1832
1833void OpenGLRenderer::setupDrawTextureTransform() {
1834    mDescription.hasTextureTransform = true;
1835}
1836
1837void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1838    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1839            GL_FALSE, &transform.data[0]);
1840}
1841
1842void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1843        const GLvoid* texCoords, GLuint vbo) {
1844    bool force = false;
1845    if (!vertices || vbo) {
1846        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1847    } else {
1848        force = mCaches.unbindMeshBuffer();
1849    }
1850
1851    mCaches.bindPositionVertexPointer(force, vertices);
1852    if (mCaches.currentProgram->texCoords >= 0) {
1853        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1854    }
1855
1856    mCaches.unbindIndicesBuffer();
1857}
1858
1859void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1860        const GLvoid* texCoords, const GLvoid* colors) {
1861    bool force = mCaches.unbindMeshBuffer();
1862    GLsizei stride = sizeof(ColorTextureVertex);
1863
1864    mCaches.bindPositionVertexPointer(force, vertices, stride);
1865    if (mCaches.currentProgram->texCoords >= 0) {
1866        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1867    }
1868    int slot = mCaches.currentProgram->getAttrib("colors");
1869    if (slot >= 0) {
1870        glEnableVertexAttribArray(slot);
1871        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1872    }
1873
1874    mCaches.unbindIndicesBuffer();
1875}
1876
1877void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1878        const GLvoid* texCoords, GLuint vbo) {
1879    bool force = false;
1880    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1881    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1882    // use the default VBO found in Caches
1883    if (!vertices || vbo) {
1884        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1885    } else {
1886        force = mCaches.unbindMeshBuffer();
1887    }
1888    mCaches.bindQuadIndicesBuffer();
1889
1890    mCaches.bindPositionVertexPointer(force, vertices);
1891    if (mCaches.currentProgram->texCoords >= 0) {
1892        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1893    }
1894}
1895
1896void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1897    bool force = mCaches.unbindMeshBuffer();
1898    mCaches.bindQuadIndicesBuffer();
1899    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1900}
1901
1902///////////////////////////////////////////////////////////////////////////////
1903// Drawing
1904///////////////////////////////////////////////////////////////////////////////
1905
1906status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1907    status_t status;
1908    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1909    // will be performed by the display list itself
1910    if (renderNode && renderNode->isRenderable()) {
1911        // compute 3d ordering
1912        renderNode->computeOrdering();
1913        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1914            status = startFrame();
1915            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1916            renderNode->replay(replayStruct, 0);
1917            return status | replayStruct.mDrawGlStatus;
1918        }
1919
1920        // Don't avoid overdraw when visualizing, since that makes it harder to
1921        // debug where it's coming from, and when the problem occurs.
1922        bool avoidOverdraw = !mCaches.debugOverdraw;
1923        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1924        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1925        renderNode->defer(deferStruct, 0);
1926
1927        flushLayers();
1928        status = startFrame();
1929
1930        return deferredList.flush(*this, dirty) | status;
1931    }
1932
1933    // Even if there is no drawing command(Ex: invisible),
1934    // it still needs startFrame to clear buffer and start tiling.
1935    return startFrame();
1936}
1937
1938void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1939    float x = left;
1940    float y = top;
1941
1942    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1943
1944    bool ignoreTransform = false;
1945    if (currentTransform()->isPureTranslate()) {
1946        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1947        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1948        ignoreTransform = true;
1949
1950        texture->setFilter(GL_NEAREST, true);
1951    } else {
1952        texture->setFilter(getFilter(paint), true);
1953    }
1954
1955    // No need to check for a UV mapper on the texture object, only ARGB_8888
1956    // bitmaps get packed in the atlas
1957    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1958            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1959            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1960}
1961
1962/**
1963 * Important note: this method is intended to draw batches of bitmaps and
1964 * will not set the scissor enable or dirty the current layer, if any.
1965 * The caller is responsible for properly dirtying the current layer.
1966 */
1967status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1968        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1969        const Rect& bounds, const SkPaint* paint) {
1970    mCaches.activeTexture(0);
1971    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1972    if (!texture) return DrawGlInfo::kStatusDone;
1973
1974    const AutoTexture autoCleanup(texture);
1975
1976    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1977    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1978
1979    const float x = (int) floorf(bounds.left + 0.5f);
1980    const float y = (int) floorf(bounds.top + 0.5f);
1981    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1982        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1983                texture->id, paint, &vertices[0].x, &vertices[0].u,
1984                GL_TRIANGLES, bitmapCount * 6, true,
1985                kModelViewMode_Translate, false);
1986    } else {
1987        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1988                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1989                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1990                kModelViewMode_Translate, false);
1991    }
1992
1993    return DrawGlInfo::kStatusDrew;
1994}
1995
1996status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1997    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1998        return DrawGlInfo::kStatusDone;
1999    }
2000
2001    mCaches.activeTexture(0);
2002    Texture* texture = getTexture(bitmap);
2003    if (!texture) return DrawGlInfo::kStatusDone;
2004    const AutoTexture autoCleanup(texture);
2005
2006    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2007        drawAlphaBitmap(texture, 0, 0, paint);
2008    } else {
2009        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2010    }
2011
2012    return DrawGlInfo::kStatusDrew;
2013}
2014
2015status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2016    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2017        return DrawGlInfo::kStatusDone;
2018    }
2019
2020    mCaches.activeTexture(0);
2021    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2022    const AutoTexture autoCleanup(texture);
2023
2024    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2025        drawAlphaBitmap(texture, 0, 0, paint);
2026    } else {
2027        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2028    }
2029
2030    return DrawGlInfo::kStatusDrew;
2031}
2032
2033status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2034        const float* vertices, const int* colors, const SkPaint* paint) {
2035    if (!vertices || currentSnapshot()->isIgnored()) {
2036        return DrawGlInfo::kStatusDone;
2037    }
2038
2039    // TODO: use quickReject on bounds from vertices
2040    mCaches.enableScissor();
2041
2042    float left = FLT_MAX;
2043    float top = FLT_MAX;
2044    float right = FLT_MIN;
2045    float bottom = FLT_MIN;
2046
2047    const uint32_t count = meshWidth * meshHeight * 6;
2048
2049    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2050    mesh.setCapacity(count);
2051    ColorTextureVertex* vertex = mesh.editArray();
2052
2053    bool cleanupColors = false;
2054    if (!colors) {
2055        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2056        int* newColors = new int[colorsCount];
2057        memset(newColors, 0xff, colorsCount * sizeof(int));
2058        colors = newColors;
2059        cleanupColors = true;
2060    }
2061
2062    mCaches.activeTexture(0);
2063    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
2064    const UvMapper& mapper(getMapper(texture));
2065
2066    for (int32_t y = 0; y < meshHeight; y++) {
2067        for (int32_t x = 0; x < meshWidth; x++) {
2068            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2069
2070            float u1 = float(x) / meshWidth;
2071            float u2 = float(x + 1) / meshWidth;
2072            float v1 = float(y) / meshHeight;
2073            float v2 = float(y + 1) / meshHeight;
2074
2075            mapper.map(u1, v1, u2, v2);
2076
2077            int ax = i + (meshWidth + 1) * 2;
2078            int ay = ax + 1;
2079            int bx = i;
2080            int by = bx + 1;
2081            int cx = i + 2;
2082            int cy = cx + 1;
2083            int dx = i + (meshWidth + 1) * 2 + 2;
2084            int dy = dx + 1;
2085
2086            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2087            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2088            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2089
2090            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2091            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2092            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2093
2094            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2095            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2096            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2097            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2098        }
2099    }
2100
2101    if (quickRejectSetupScissor(left, top, right, bottom)) {
2102        if (cleanupColors) delete[] colors;
2103        return DrawGlInfo::kStatusDone;
2104    }
2105
2106    if (!texture) {
2107        texture = mCaches.textureCache.get(bitmap);
2108        if (!texture) {
2109            if (cleanupColors) delete[] colors;
2110            return DrawGlInfo::kStatusDone;
2111        }
2112    }
2113    const AutoTexture autoCleanup(texture);
2114
2115    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2116    texture->setFilter(getFilter(paint), true);
2117
2118    int alpha;
2119    SkXfermode::Mode mode;
2120    getAlphaAndMode(paint, &alpha, &mode);
2121
2122    float a = alpha / 255.0f;
2123
2124    if (hasLayer()) {
2125        dirtyLayer(left, top, right, bottom, *currentTransform());
2126    }
2127
2128    setupDraw();
2129    setupDrawWithTextureAndColor();
2130    setupDrawColor(a, a, a, a);
2131    setupDrawColorFilter(getColorFilter(paint));
2132    setupDrawBlending(paint, true);
2133    setupDrawProgram();
2134    setupDrawDirtyRegionsDisabled();
2135    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2136    setupDrawTexture(texture->id);
2137    setupDrawPureColorUniforms();
2138    setupDrawColorFilterUniforms(getColorFilter(paint));
2139    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2140
2141    glDrawArrays(GL_TRIANGLES, 0, count);
2142
2143    int slot = mCaches.currentProgram->getAttrib("colors");
2144    if (slot >= 0) {
2145        glDisableVertexAttribArray(slot);
2146    }
2147
2148    if (cleanupColors) delete[] colors;
2149
2150    return DrawGlInfo::kStatusDrew;
2151}
2152
2153status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2154         float srcLeft, float srcTop, float srcRight, float srcBottom,
2155         float dstLeft, float dstTop, float dstRight, float dstBottom,
2156         const SkPaint* paint) {
2157    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2158        return DrawGlInfo::kStatusDone;
2159    }
2160
2161    mCaches.activeTexture(0);
2162    Texture* texture = getTexture(bitmap);
2163    if (!texture) return DrawGlInfo::kStatusDone;
2164    const AutoTexture autoCleanup(texture);
2165
2166    const float width = texture->width;
2167    const float height = texture->height;
2168
2169    float u1 = fmax(0.0f, srcLeft / width);
2170    float v1 = fmax(0.0f, srcTop / height);
2171    float u2 = fmin(1.0f, srcRight / width);
2172    float v2 = fmin(1.0f, srcBottom / height);
2173
2174    getMapper(texture).map(u1, v1, u2, v2);
2175
2176    mCaches.unbindMeshBuffer();
2177    resetDrawTextureTexCoords(u1, v1, u2, v2);
2178
2179    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2180
2181    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2182    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2183
2184    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2185    // Apply a scale transform on the canvas only when a shader is in use
2186    // Skia handles the ratio between the dst and src rects as a scale factor
2187    // when a shader is set
2188    bool useScaleTransform = getShader(paint) && scaled;
2189    bool ignoreTransform = false;
2190
2191    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2192        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2193        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2194
2195        dstRight = x + (dstRight - dstLeft);
2196        dstBottom = y + (dstBottom - dstTop);
2197
2198        dstLeft = x;
2199        dstTop = y;
2200
2201        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2202        ignoreTransform = true;
2203    } else {
2204        texture->setFilter(getFilter(paint), true);
2205    }
2206
2207    if (CC_UNLIKELY(useScaleTransform)) {
2208        save(SkCanvas::kMatrix_SaveFlag);
2209        translate(dstLeft, dstTop);
2210        scale(scaleX, scaleY);
2211
2212        dstLeft = 0.0f;
2213        dstTop = 0.0f;
2214
2215        dstRight = srcRight - srcLeft;
2216        dstBottom = srcBottom - srcTop;
2217    }
2218
2219    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2220        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2221                texture->id, paint,
2222                &mMeshVertices[0].x, &mMeshVertices[0].u,
2223                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2224    } else {
2225        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2226                texture->id, paint, texture->blend,
2227                &mMeshVertices[0].x, &mMeshVertices[0].u,
2228                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2229    }
2230
2231    if (CC_UNLIKELY(useScaleTransform)) {
2232        restore();
2233    }
2234
2235    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2236
2237    return DrawGlInfo::kStatusDrew;
2238}
2239
2240status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2241        float left, float top, float right, float bottom, const SkPaint* paint) {
2242    if (quickRejectSetupScissor(left, top, right, bottom)) {
2243        return DrawGlInfo::kStatusDone;
2244    }
2245
2246    AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap);
2247    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2248            right - left, bottom - top, patch);
2249
2250    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2251}
2252
2253status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2254        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2255        const SkPaint* paint) {
2256    if (quickRejectSetupScissor(left, top, right, bottom)) {
2257        return DrawGlInfo::kStatusDone;
2258    }
2259
2260    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2261        mCaches.activeTexture(0);
2262        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2263        if (!texture) return DrawGlInfo::kStatusDone;
2264        const AutoTexture autoCleanup(texture);
2265
2266        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2267        texture->setFilter(GL_LINEAR, true);
2268
2269        const bool pureTranslate = currentTransform()->isPureTranslate();
2270        // Mark the current layer dirty where we are going to draw the patch
2271        if (hasLayer() && mesh->hasEmptyQuads) {
2272            const float offsetX = left + currentTransform()->getTranslateX();
2273            const float offsetY = top + currentTransform()->getTranslateY();
2274            const size_t count = mesh->quads.size();
2275            for (size_t i = 0; i < count; i++) {
2276                const Rect& bounds = mesh->quads.itemAt(i);
2277                if (CC_LIKELY(pureTranslate)) {
2278                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2279                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2280                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2281                } else {
2282                    dirtyLayer(left + bounds.left, top + bounds.top,
2283                            left + bounds.right, top + bounds.bottom, *currentTransform());
2284                }
2285            }
2286        }
2287
2288        bool ignoreTransform = false;
2289        if (CC_LIKELY(pureTranslate)) {
2290            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2291            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2292
2293            right = x + right - left;
2294            bottom = y + bottom - top;
2295            left = x;
2296            top = y;
2297            ignoreTransform = true;
2298        }
2299        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2300                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2301                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2302                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2303    }
2304
2305    return DrawGlInfo::kStatusDrew;
2306}
2307
2308/**
2309 * Important note: this method is intended to draw batches of 9-patch objects and
2310 * will not set the scissor enable or dirty the current layer, if any.
2311 * The caller is responsible for properly dirtying the current layer.
2312 */
2313status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2314        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2315    mCaches.activeTexture(0);
2316    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2317    if (!texture) return DrawGlInfo::kStatusDone;
2318    const AutoTexture autoCleanup(texture);
2319
2320    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2321    texture->setFilter(GL_LINEAR, true);
2322
2323    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2324            texture->blend, &vertices[0].x, &vertices[0].u,
2325            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2326
2327    return DrawGlInfo::kStatusDrew;
2328}
2329
2330status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2331        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2332    // not missing call to quickReject/dirtyLayer, always done at a higher level
2333    if (!vertexBuffer.getVertexCount()) {
2334        // no vertices to draw
2335        return DrawGlInfo::kStatusDone;
2336    }
2337
2338    Rect bounds(vertexBuffer.getBounds());
2339    bounds.translate(translateX, translateY);
2340    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2341
2342    int color = paint->getColor();
2343    bool isAA = paint->isAntiAlias();
2344
2345    setupDraw();
2346    setupDrawNoTexture();
2347    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2348    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2349    setupDrawColorFilter(getColorFilter(paint));
2350    setupDrawShader(getShader(paint));
2351    setupDrawBlending(paint, isAA);
2352    setupDrawProgram();
2353    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2354            translateX, translateY, 0, 0);
2355    setupDrawColorUniforms(getShader(paint));
2356    setupDrawColorFilterUniforms(getColorFilter(paint));
2357    setupDrawShaderUniforms(getShader(paint));
2358
2359    const void* vertices = vertexBuffer.getBuffer();
2360    mCaches.unbindMeshBuffer();
2361    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2362    mCaches.resetTexCoordsVertexPointer();
2363
2364    int alphaSlot = -1;
2365    if (isAA) {
2366        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2367        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2368        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2369        glEnableVertexAttribArray(alphaSlot);
2370        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2371    }
2372
2373    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2374    if (mode == VertexBuffer::kStandard) {
2375        mCaches.unbindIndicesBuffer();
2376        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2377    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2378        mCaches.bindShadowIndicesBuffer();
2379        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2380    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2381        mCaches.bindShadowIndicesBuffer();
2382        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2383    } else if (mode == VertexBuffer::kIndices) {
2384        mCaches.unbindIndicesBuffer();
2385        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2386                vertexBuffer.getIndices());
2387    }
2388
2389    if (isAA) {
2390        glDisableVertexAttribArray(alphaSlot);
2391    }
2392
2393    return DrawGlInfo::kStatusDrew;
2394}
2395
2396/**
2397 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2398 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2399 * screen space in all directions. However, instead of using a fragment shader to compute the
2400 * translucency of the color from its position, we simply use a varying parameter to define how far
2401 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2402 *
2403 * Doesn't yet support joins, caps, or path effects.
2404 */
2405status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2406    VertexBuffer vertexBuffer;
2407    // TODO: try clipping large paths to viewport
2408    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2409    return drawVertexBuffer(vertexBuffer, paint);
2410}
2411
2412/**
2413 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2414 * and additional geometry for defining an alpha slope perimeter.
2415 *
2416 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2417 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2418 * in-shader alpha region, but found it to be taxing on some GPUs.
2419 *
2420 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2421 * memory transfer by removing need for degenerate vertices.
2422 */
2423status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2424    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2425
2426    count &= ~0x3; // round down to nearest four
2427
2428    VertexBuffer buffer;
2429    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2430    const Rect& bounds = buffer.getBounds();
2431
2432    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2433        return DrawGlInfo::kStatusDone;
2434    }
2435
2436    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2437    return drawVertexBuffer(buffer, paint, displayFlags);
2438}
2439
2440status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2441    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2442
2443    count &= ~0x1; // round down to nearest two
2444
2445    VertexBuffer buffer;
2446    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2447
2448    const Rect& bounds = buffer.getBounds();
2449    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2450        return DrawGlInfo::kStatusDone;
2451    }
2452
2453    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2454    return drawVertexBuffer(buffer, paint, displayFlags);
2455}
2456
2457status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2458    // No need to check against the clip, we fill the clip region
2459    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2460
2461    Rect clip(*currentClipRect());
2462    clip.snapToPixelBoundaries();
2463
2464    SkPaint paint;
2465    paint.setColor(color);
2466    paint.setXfermodeMode(mode);
2467
2468    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2469
2470    return DrawGlInfo::kStatusDrew;
2471}
2472
2473status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2474        const SkPaint* paint) {
2475    if (!texture) return DrawGlInfo::kStatusDone;
2476    const AutoTexture autoCleanup(texture);
2477
2478    const float x = left + texture->left - texture->offset;
2479    const float y = top + texture->top - texture->offset;
2480
2481    drawPathTexture(texture, x, y, paint);
2482
2483    return DrawGlInfo::kStatusDrew;
2484}
2485
2486status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2487        float rx, float ry, const SkPaint* p) {
2488    if (currentSnapshot()->isIgnored()
2489            || quickRejectSetupScissor(left, top, right, bottom, p)
2490            || paintWillNotDraw(*p)) {
2491        return DrawGlInfo::kStatusDone;
2492    }
2493
2494    if (p->getPathEffect() != 0) {
2495        mCaches.activeTexture(0);
2496        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2497                right - left, bottom - top, rx, ry, p);
2498        return drawShape(left, top, texture, p);
2499    }
2500
2501    const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2502            *currentTransform(), *p, right - left, bottom - top, rx, ry);
2503    return drawVertexBuffer(left, top, *vertexBuffer, p);
2504}
2505
2506status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2507    if (currentSnapshot()->isIgnored()
2508            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2509            || paintWillNotDraw(*p)) {
2510        return DrawGlInfo::kStatusDone;
2511    }
2512    if (p->getPathEffect() != 0) {
2513        mCaches.activeTexture(0);
2514        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2515        return drawShape(x - radius, y - radius, texture, p);
2516    }
2517
2518    SkPath path;
2519    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2520        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2521    } else {
2522        path.addCircle(x, y, radius);
2523    }
2524    return drawConvexPath(path, p);
2525}
2526
2527status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2528        const SkPaint* p) {
2529    if (currentSnapshot()->isIgnored()
2530            || quickRejectSetupScissor(left, top, right, bottom, p)
2531            || paintWillNotDraw(*p)) {
2532        return DrawGlInfo::kStatusDone;
2533    }
2534
2535    if (p->getPathEffect() != 0) {
2536        mCaches.activeTexture(0);
2537        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2538        return drawShape(left, top, texture, p);
2539    }
2540
2541    SkPath path;
2542    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2543    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2544        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2545    }
2546    path.addOval(rect);
2547    return drawConvexPath(path, p);
2548}
2549
2550status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2551        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2552    if (currentSnapshot()->isIgnored()
2553            || quickRejectSetupScissor(left, top, right, bottom, p)
2554            || paintWillNotDraw(*p)) {
2555        return DrawGlInfo::kStatusDone;
2556    }
2557
2558    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2559    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2560        mCaches.activeTexture(0);
2561        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2562                startAngle, sweepAngle, useCenter, p);
2563        return drawShape(left, top, texture, p);
2564    }
2565
2566    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2567    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2568        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2569    }
2570
2571    SkPath path;
2572    if (useCenter) {
2573        path.moveTo(rect.centerX(), rect.centerY());
2574    }
2575    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2576    if (useCenter) {
2577        path.close();
2578    }
2579    return drawConvexPath(path, p);
2580}
2581
2582// See SkPaintDefaults.h
2583#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2584
2585status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2586        const SkPaint* p) {
2587    if (currentSnapshot()->isIgnored()
2588            || quickRejectSetupScissor(left, top, right, bottom, p)
2589            || paintWillNotDraw(*p)) {
2590        return DrawGlInfo::kStatusDone;
2591    }
2592
2593    if (p->getStyle() != SkPaint::kFill_Style) {
2594        // only fill style is supported by drawConvexPath, since others have to handle joins
2595        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2596                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2597            mCaches.activeTexture(0);
2598            const PathTexture* texture =
2599                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2600            return drawShape(left, top, texture, p);
2601        }
2602
2603        SkPath path;
2604        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2605        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2606            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2607        }
2608        path.addRect(rect);
2609        return drawConvexPath(path, p);
2610    }
2611
2612    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2613        SkPath path;
2614        path.addRect(left, top, right, bottom);
2615        return drawConvexPath(path, p);
2616    } else {
2617        drawColorRect(left, top, right, bottom, p);
2618        return DrawGlInfo::kStatusDrew;
2619    }
2620}
2621
2622void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2623        int bytesCount, int count, const float* positions,
2624        FontRenderer& fontRenderer, int alpha, float x, float y) {
2625    mCaches.activeTexture(0);
2626
2627    TextShadow textShadow;
2628    if (!getTextShadow(paint, &textShadow)) {
2629        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2630    }
2631
2632    // NOTE: The drop shadow will not perform gamma correction
2633    //       if shader-based correction is enabled
2634    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2635    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2636            paint, text, bytesCount, count, textShadow.radius, positions);
2637    // If the drop shadow exceeds the max texture size or couldn't be
2638    // allocated, skip drawing
2639    if (!shadow) return;
2640    const AutoTexture autoCleanup(shadow);
2641
2642    const float sx = x - shadow->left + textShadow.dx;
2643    const float sy = y - shadow->top + textShadow.dy;
2644
2645    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2646    if (getShader(paint)) {
2647        textShadow.color = SK_ColorWHITE;
2648    }
2649
2650    setupDraw();
2651    setupDrawWithTexture(true);
2652    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2653    setupDrawColorFilter(getColorFilter(paint));
2654    setupDrawShader(getShader(paint));
2655    setupDrawBlending(paint, true);
2656    setupDrawProgram();
2657    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2658            sx, sy, sx + shadow->width, sy + shadow->height);
2659    setupDrawTexture(shadow->id);
2660    setupDrawPureColorUniforms();
2661    setupDrawColorFilterUniforms(getColorFilter(paint));
2662    setupDrawShaderUniforms(getShader(paint));
2663    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2664
2665    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2666}
2667
2668bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2669    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2670    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2671}
2672
2673status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2674        const float* positions, const SkPaint* paint) {
2675    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2676        return DrawGlInfo::kStatusDone;
2677    }
2678
2679    // NOTE: Skia does not support perspective transform on drawPosText yet
2680    if (!currentTransform()->isSimple()) {
2681        return DrawGlInfo::kStatusDone;
2682    }
2683
2684    mCaches.enableScissor();
2685
2686    float x = 0.0f;
2687    float y = 0.0f;
2688    const bool pureTranslate = currentTransform()->isPureTranslate();
2689    if (pureTranslate) {
2690        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2691        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2692    }
2693
2694    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2695    fontRenderer.setFont(paint, SkMatrix::I());
2696
2697    int alpha;
2698    SkXfermode::Mode mode;
2699    getAlphaAndMode(paint, &alpha, &mode);
2700
2701    if (CC_UNLIKELY(hasTextShadow(paint))) {
2702        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2703                alpha, 0.0f, 0.0f);
2704    }
2705
2706    // Pick the appropriate texture filtering
2707    bool linearFilter = currentTransform()->changesBounds();
2708    if (pureTranslate && !linearFilter) {
2709        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2710    }
2711    fontRenderer.setTextureFiltering(linearFilter);
2712
2713    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2714    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2715
2716    const bool hasActiveLayer = hasLayer();
2717
2718    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2719    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2720            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2721        if (hasActiveLayer) {
2722            if (!pureTranslate) {
2723                currentTransform()->mapRect(bounds);
2724            }
2725            dirtyLayerUnchecked(bounds, getRegion());
2726        }
2727    }
2728
2729    return DrawGlInfo::kStatusDrew;
2730}
2731
2732bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2733    if (CC_LIKELY(transform.isPureTranslate())) {
2734        outMatrix->setIdentity();
2735        return false;
2736    } else if (CC_UNLIKELY(transform.isPerspective())) {
2737        outMatrix->setIdentity();
2738        return true;
2739    }
2740
2741    /**
2742     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2743     * with values rounded to the nearest int.
2744     */
2745    float sx, sy;
2746    transform.decomposeScale(sx, sy);
2747    outMatrix->setScale(
2748            roundf(fmaxf(1.0f, sx)),
2749            roundf(fmaxf(1.0f, sy)));
2750    return true;
2751}
2752
2753status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2754        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2755        DrawOpMode drawOpMode) {
2756
2757    if (drawOpMode == kDrawOpMode_Immediate) {
2758        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2759        // drawing as ops from DeferredDisplayList are already filtered for these
2760        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2761                quickRejectSetupScissor(bounds)) {
2762            return DrawGlInfo::kStatusDone;
2763        }
2764    }
2765
2766    const float oldX = x;
2767    const float oldY = y;
2768
2769    const mat4& transform = *currentTransform();
2770    const bool pureTranslate = transform.isPureTranslate();
2771
2772    if (CC_LIKELY(pureTranslate)) {
2773        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2774        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2775    }
2776
2777    int alpha;
2778    SkXfermode::Mode mode;
2779    getAlphaAndMode(paint, &alpha, &mode);
2780
2781    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2782
2783    if (CC_UNLIKELY(hasTextShadow(paint))) {
2784        fontRenderer.setFont(paint, SkMatrix::I());
2785        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2786                alpha, oldX, oldY);
2787    }
2788
2789    const bool hasActiveLayer = hasLayer();
2790
2791    // We only pass a partial transform to the font renderer. That partial
2792    // matrix defines how glyphs are rasterized. Typically we want glyphs
2793    // to be rasterized at their final size on screen, which means the partial
2794    // matrix needs to take the scale factor into account.
2795    // When a partial matrix is used to transform glyphs during rasterization,
2796    // the mesh is generated with the inverse transform (in the case of scale,
2797    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2798    // apply the full transform matrix at draw time in the vertex shader.
2799    // Applying the full matrix in the shader is the easiest way to handle
2800    // rotation and perspective and allows us to always generated quads in the
2801    // font renderer which greatly simplifies the code, clipping in particular.
2802    SkMatrix fontTransform;
2803    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2804            || fabs(y - (int) y) > 0.0f
2805            || fabs(x - (int) x) > 0.0f;
2806    fontRenderer.setFont(paint, fontTransform);
2807    fontRenderer.setTextureFiltering(linearFilter);
2808
2809    // TODO: Implement better clipping for scaled/rotated text
2810    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2811    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2812
2813    bool status;
2814    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2815
2816    // don't call issuedrawcommand, do it at end of batch
2817    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2818    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2819        SkPaint paintCopy(*paint);
2820        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2821        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2822                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2823    } else {
2824        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2825                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2826    }
2827
2828    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2829        if (!pureTranslate) {
2830            transform.mapRect(layerBounds);
2831        }
2832        dirtyLayerUnchecked(layerBounds, getRegion());
2833    }
2834
2835    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2836
2837    return DrawGlInfo::kStatusDrew;
2838}
2839
2840status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2841        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2842    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2843        return DrawGlInfo::kStatusDone;
2844    }
2845
2846    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2847    mCaches.enableScissor();
2848
2849    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2850    fontRenderer.setFont(paint, SkMatrix::I());
2851    fontRenderer.setTextureFiltering(true);
2852
2853    int alpha;
2854    SkXfermode::Mode mode;
2855    getAlphaAndMode(paint, &alpha, &mode);
2856    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2857
2858    const Rect* clip = &mSnapshot->getLocalClip();
2859    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2860
2861    const bool hasActiveLayer = hasLayer();
2862
2863    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2864            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2865        if (hasActiveLayer) {
2866            currentTransform()->mapRect(bounds);
2867            dirtyLayerUnchecked(bounds, getRegion());
2868        }
2869    }
2870
2871    return DrawGlInfo::kStatusDrew;
2872}
2873
2874status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2875    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2876
2877    mCaches.activeTexture(0);
2878
2879    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2880    if (!texture) return DrawGlInfo::kStatusDone;
2881    const AutoTexture autoCleanup(texture);
2882
2883    const float x = texture->left - texture->offset;
2884    const float y = texture->top - texture->offset;
2885
2886    drawPathTexture(texture, x, y, paint);
2887
2888    return DrawGlInfo::kStatusDrew;
2889}
2890
2891status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2892    if (!layer) {
2893        return DrawGlInfo::kStatusDone;
2894    }
2895
2896    mat4* transform = NULL;
2897    if (layer->isTextureLayer()) {
2898        transform = &layer->getTransform();
2899        if (!transform->isIdentity()) {
2900            save(SkCanvas::kMatrix_SaveFlag);
2901            concatMatrix(*transform);
2902        }
2903    }
2904
2905    bool clipRequired = false;
2906    const bool rejected = calculateQuickRejectForScissor(x, y,
2907            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2908
2909    if (rejected) {
2910        if (transform && !transform->isIdentity()) {
2911            restore();
2912        }
2913        return DrawGlInfo::kStatusDone;
2914    }
2915
2916    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2917            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2918
2919    updateLayer(layer, true);
2920
2921    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2922    mCaches.activeTexture(0);
2923
2924    if (CC_LIKELY(!layer->region.isEmpty())) {
2925        if (layer->region.isRect()) {
2926            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2927                    composeLayerRect(layer, layer->regionRect));
2928        } else if (layer->mesh) {
2929
2930            const float a = getLayerAlpha(layer);
2931            setupDraw();
2932            setupDrawWithTexture();
2933            setupDrawColor(a, a, a, a);
2934            setupDrawColorFilter(layer->getColorFilter());
2935            setupDrawBlending(layer);
2936            setupDrawProgram();
2937            setupDrawPureColorUniforms();
2938            setupDrawColorFilterUniforms(layer->getColorFilter());
2939            setupDrawTexture(layer->getTexture());
2940            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2941                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2942                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2943
2944                layer->setFilter(GL_NEAREST);
2945                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2946                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2947            } else {
2948                layer->setFilter(GL_LINEAR);
2949                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2950                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2951            }
2952
2953            TextureVertex* mesh = &layer->mesh[0];
2954            GLsizei elementsCount = layer->meshElementCount;
2955
2956            while (elementsCount > 0) {
2957                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2958
2959                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
2960                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2961                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
2962
2963                elementsCount -= drawCount;
2964                // Though there are 4 vertices in a quad, we use 6 indices per
2965                // quad to draw with GL_TRIANGLES
2966                mesh += (drawCount / 6) * 4;
2967            }
2968
2969#if DEBUG_LAYERS_AS_REGIONS
2970            drawRegionRectsDebug(layer->region);
2971#endif
2972        }
2973
2974        if (layer->debugDrawUpdate) {
2975            layer->debugDrawUpdate = false;
2976
2977            SkPaint paint;
2978            paint.setColor(0x7f00ff00);
2979            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
2980        }
2981    }
2982    layer->hasDrawnSinceUpdate = true;
2983
2984    if (transform && !transform->isIdentity()) {
2985        restore();
2986    }
2987
2988    return DrawGlInfo::kStatusDrew;
2989}
2990
2991///////////////////////////////////////////////////////////////////////////////
2992// Draw filters
2993///////////////////////////////////////////////////////////////////////////////
2994
2995void OpenGLRenderer::resetPaintFilter() {
2996    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
2997    // comparison, see MergingDrawBatch::canMergeWith
2998    mDrawModifiers.mHasDrawFilter = false;
2999    mDrawModifiers.mPaintFilterClearBits = 0;
3000    mDrawModifiers.mPaintFilterSetBits = 0;
3001}
3002
3003void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3004    // TODO: don't bother with boolean, it's redundant with clear/set bits
3005    mDrawModifiers.mHasDrawFilter = true;
3006    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3007    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3008}
3009
3010const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3011    // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3012    // to avoid clobbering 0x02 paint flag
3013
3014    // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3015    static const uint32_t sFilterBitmapFlag = 0x02;
3016
3017    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3018        return paint;
3019    }
3020
3021    const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3022    const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3023
3024    const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3025    mFilteredPaint = *paint;
3026    mFilteredPaint.setFlags(flags);
3027
3028    // check if paint filter trying to override bitmap filter
3029    if ((clearBits | setBits) & sFilterBitmapFlag) {
3030        mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3031                ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3032    }
3033
3034    return &mFilteredPaint;
3035}
3036
3037///////////////////////////////////////////////////////////////////////////////
3038// Drawing implementation
3039///////////////////////////////////////////////////////////////////////////////
3040
3041Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3042    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
3043    if (!texture) {
3044        return mCaches.textureCache.get(bitmap);
3045    }
3046    return texture;
3047}
3048
3049void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3050        float x, float y, const SkPaint* paint) {
3051    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3052        return;
3053    }
3054
3055    int alpha;
3056    SkXfermode::Mode mode;
3057    getAlphaAndMode(paint, &alpha, &mode);
3058
3059    setupDraw();
3060    setupDrawWithTexture(true);
3061    setupDrawAlpha8Color(paint->getColor(), alpha);
3062    setupDrawColorFilter(getColorFilter(paint));
3063    setupDrawShader(getShader(paint));
3064    setupDrawBlending(paint, true);
3065    setupDrawProgram();
3066    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3067            x, y, x + texture->width, y + texture->height);
3068    setupDrawTexture(texture->id);
3069    setupDrawPureColorUniforms();
3070    setupDrawColorFilterUniforms(getColorFilter(paint));
3071    setupDrawShaderUniforms(getShader(paint));
3072    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3073
3074    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3075}
3076
3077// Same values used by Skia
3078#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3079#define kStdUnderline_Offset    (1.0f / 9.0f)
3080#define kStdUnderline_Thickness (1.0f / 18.0f)
3081
3082void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3083        const SkPaint* paint) {
3084    // Handle underline and strike-through
3085    uint32_t flags = paint->getFlags();
3086    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3087        SkPaint paintCopy(*paint);
3088
3089        if (CC_LIKELY(underlineWidth > 0.0f)) {
3090            const float textSize = paintCopy.getTextSize();
3091            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3092
3093            const float left = x;
3094            float top = 0.0f;
3095
3096            int linesCount = 0;
3097            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3098            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3099
3100            const int pointsCount = 4 * linesCount;
3101            float points[pointsCount];
3102            int currentPoint = 0;
3103
3104            if (flags & SkPaint::kUnderlineText_Flag) {
3105                top = y + textSize * kStdUnderline_Offset;
3106                points[currentPoint++] = left;
3107                points[currentPoint++] = top;
3108                points[currentPoint++] = left + underlineWidth;
3109                points[currentPoint++] = top;
3110            }
3111
3112            if (flags & SkPaint::kStrikeThruText_Flag) {
3113                top = y + textSize * kStdStrikeThru_Offset;
3114                points[currentPoint++] = left;
3115                points[currentPoint++] = top;
3116                points[currentPoint++] = left + underlineWidth;
3117                points[currentPoint++] = top;
3118            }
3119
3120            paintCopy.setStrokeWidth(strokeWidth);
3121
3122            drawLines(&points[0], pointsCount, &paintCopy);
3123        }
3124    }
3125}
3126
3127status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3128    if (currentSnapshot()->isIgnored()) {
3129        return DrawGlInfo::kStatusDone;
3130    }
3131
3132    return drawColorRects(rects, count, paint, false, true, true);
3133}
3134
3135status_t OpenGLRenderer::drawShadow(float casterAlpha,
3136        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3137    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3138
3139    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3140    mCaches.enableScissor();
3141
3142    SkPaint paint;
3143    paint.setAntiAlias(true); // want to use AlphaVertex
3144
3145    // The caller has made sure casterAlpha > 0.
3146    float ambientShadowAlpha = mAmbientShadowAlpha;
3147    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3148        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3149    }
3150    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3151        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3152        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3153    }
3154
3155    float spotShadowAlpha = mSpotShadowAlpha;
3156    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3157        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3158    }
3159    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3160        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3161        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3162    }
3163
3164    return DrawGlInfo::kStatusDrew;
3165}
3166
3167status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3168        bool ignoreTransform, bool dirty, bool clip) {
3169    if (count == 0) {
3170        return DrawGlInfo::kStatusDone;
3171    }
3172
3173    int color = paint->getColor();
3174    // If a shader is set, preserve only the alpha
3175    if (getShader(paint)) {
3176        color |= 0x00ffffff;
3177    }
3178
3179    float left = FLT_MAX;
3180    float top = FLT_MAX;
3181    float right = FLT_MIN;
3182    float bottom = FLT_MIN;
3183
3184    Vertex mesh[count];
3185    Vertex* vertex = mesh;
3186
3187    for (int index = 0; index < count; index += 4) {
3188        float l = rects[index + 0];
3189        float t = rects[index + 1];
3190        float r = rects[index + 2];
3191        float b = rects[index + 3];
3192
3193        Vertex::set(vertex++, l, t);
3194        Vertex::set(vertex++, r, t);
3195        Vertex::set(vertex++, l, b);
3196        Vertex::set(vertex++, r, b);
3197
3198        left = fminf(left, l);
3199        top = fminf(top, t);
3200        right = fmaxf(right, r);
3201        bottom = fmaxf(bottom, b);
3202    }
3203
3204    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3205        return DrawGlInfo::kStatusDone;
3206    }
3207
3208    setupDraw();
3209    setupDrawNoTexture();
3210    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3211    setupDrawShader(getShader(paint));
3212    setupDrawColorFilter(getColorFilter(paint));
3213    setupDrawBlending(paint);
3214    setupDrawProgram();
3215    setupDrawDirtyRegionsDisabled();
3216    setupDrawModelView(kModelViewMode_Translate, false,
3217            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3218    setupDrawColorUniforms(getShader(paint));
3219    setupDrawShaderUniforms(getShader(paint));
3220    setupDrawColorFilterUniforms(getColorFilter(paint));
3221
3222    if (dirty && hasLayer()) {
3223        dirtyLayer(left, top, right, bottom, *currentTransform());
3224    }
3225
3226    issueIndexedQuadDraw(&mesh[0], count / 4);
3227
3228    return DrawGlInfo::kStatusDrew;
3229}
3230
3231void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3232        const SkPaint* paint, bool ignoreTransform) {
3233    int color = paint->getColor();
3234    // If a shader is set, preserve only the alpha
3235    if (getShader(paint)) {
3236        color |= 0x00ffffff;
3237    }
3238
3239    setupDraw();
3240    setupDrawNoTexture();
3241    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3242    setupDrawShader(getShader(paint));
3243    setupDrawColorFilter(getColorFilter(paint));
3244    setupDrawBlending(paint);
3245    setupDrawProgram();
3246    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3247            left, top, right, bottom, ignoreTransform);
3248    setupDrawColorUniforms(getShader(paint));
3249    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3250    setupDrawColorFilterUniforms(getColorFilter(paint));
3251    setupDrawSimpleMesh();
3252
3253    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3254}
3255
3256void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3257        Texture* texture, const SkPaint* paint) {
3258    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3259
3260    GLvoid* vertices = (GLvoid*) NULL;
3261    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3262
3263    if (texture->uvMapper) {
3264        vertices = &mMeshVertices[0].x;
3265        texCoords = &mMeshVertices[0].u;
3266
3267        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3268        texture->uvMapper->map(uvs);
3269
3270        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3271    }
3272
3273    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3274        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3275        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3276
3277        texture->setFilter(GL_NEAREST, true);
3278        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3279                paint, texture->blend, vertices, texCoords,
3280                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3281    } else {
3282        texture->setFilter(getFilter(paint), true);
3283        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3284                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3285    }
3286
3287    if (texture->uvMapper) {
3288        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3289    }
3290}
3291
3292void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3293        GLuint texture, const SkPaint* paint, bool blend,
3294        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3295        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3296        ModelViewMode modelViewMode, bool dirty) {
3297
3298    int a;
3299    SkXfermode::Mode mode;
3300    getAlphaAndMode(paint, &a, &mode);
3301    const float alpha = a / 255.0f;
3302
3303    setupDraw();
3304    setupDrawWithTexture();
3305    setupDrawColor(alpha, alpha, alpha, alpha);
3306    setupDrawColorFilter(getColorFilter(paint));
3307    setupDrawBlending(paint, blend, swapSrcDst);
3308    setupDrawProgram();
3309    if (!dirty) setupDrawDirtyRegionsDisabled();
3310    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3311    setupDrawTexture(texture);
3312    setupDrawPureColorUniforms();
3313    setupDrawColorFilterUniforms(getColorFilter(paint));
3314    setupDrawMesh(vertices, texCoords, vbo);
3315
3316    glDrawArrays(drawMode, 0, elementsCount);
3317}
3318
3319void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3320        GLuint texture, const SkPaint* paint, bool blend,
3321        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3322        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3323        ModelViewMode modelViewMode, bool dirty) {
3324
3325    int a;
3326    SkXfermode::Mode mode;
3327    getAlphaAndMode(paint, &a, &mode);
3328    const float alpha = a / 255.0f;
3329
3330    setupDraw();
3331    setupDrawWithTexture();
3332    setupDrawColor(alpha, alpha, alpha, alpha);
3333    setupDrawColorFilter(getColorFilter(paint));
3334    setupDrawBlending(paint, blend, swapSrcDst);
3335    setupDrawProgram();
3336    if (!dirty) setupDrawDirtyRegionsDisabled();
3337    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3338    setupDrawTexture(texture);
3339    setupDrawPureColorUniforms();
3340    setupDrawColorFilterUniforms(getColorFilter(paint));
3341    setupDrawMeshIndices(vertices, texCoords, vbo);
3342
3343    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3344}
3345
3346void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3347        GLuint texture, const SkPaint* paint,
3348        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3349        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3350
3351    int color = paint != NULL ? paint->getColor() : 0;
3352    int alpha;
3353    SkXfermode::Mode mode;
3354    getAlphaAndMode(paint, &alpha, &mode);
3355
3356    setupDraw();
3357    setupDrawWithTexture(true);
3358    if (paint != NULL) {
3359        setupDrawAlpha8Color(color, alpha);
3360    }
3361    setupDrawColorFilter(getColorFilter(paint));
3362    setupDrawShader(getShader(paint));
3363    setupDrawBlending(paint, true);
3364    setupDrawProgram();
3365    if (!dirty) setupDrawDirtyRegionsDisabled();
3366    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3367    setupDrawTexture(texture);
3368    setupDrawPureColorUniforms();
3369    setupDrawColorFilterUniforms(getColorFilter(paint));
3370    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3371    setupDrawMesh(vertices, texCoords);
3372
3373    glDrawArrays(drawMode, 0, elementsCount);
3374}
3375
3376void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3377        ProgramDescription& description, bool swapSrcDst) {
3378
3379    if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3380        blend = true;
3381        mDescription.hasRoundRectClip = true;
3382    }
3383    mSkipOutlineClip = true;
3384
3385    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3386
3387    if (blend) {
3388        // These blend modes are not supported by OpenGL directly and have
3389        // to be implemented using shaders. Since the shader will perform
3390        // the blending, turn blending off here
3391        // If the blend mode cannot be implemented using shaders, fall
3392        // back to the default SrcOver blend mode instead
3393        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3394            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3395                description.framebufferMode = mode;
3396                description.swapSrcDst = swapSrcDst;
3397
3398                if (mCaches.blend) {
3399                    glDisable(GL_BLEND);
3400                    mCaches.blend = false;
3401                }
3402
3403                return;
3404            } else {
3405                mode = SkXfermode::kSrcOver_Mode;
3406            }
3407        }
3408
3409        if (!mCaches.blend) {
3410            glEnable(GL_BLEND);
3411        }
3412
3413        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3414        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3415
3416        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3417            glBlendFunc(sourceMode, destMode);
3418            mCaches.lastSrcMode = sourceMode;
3419            mCaches.lastDstMode = destMode;
3420        }
3421    } else if (mCaches.blend) {
3422        glDisable(GL_BLEND);
3423    }
3424    mCaches.blend = blend;
3425}
3426
3427bool OpenGLRenderer::useProgram(Program* program) {
3428    if (!program->isInUse()) {
3429        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3430        program->use();
3431        mCaches.currentProgram = program;
3432        return false;
3433    }
3434    return true;
3435}
3436
3437void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3438    TextureVertex* v = &mMeshVertices[0];
3439    TextureVertex::setUV(v++, u1, v1);
3440    TextureVertex::setUV(v++, u2, v1);
3441    TextureVertex::setUV(v++, u1, v2);
3442    TextureVertex::setUV(v++, u2, v2);
3443}
3444
3445void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3446    getAlphaAndModeDirect(paint, alpha,  mode);
3447    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3448        // if drawing a layer, ignore the paint's alpha
3449        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3450    }
3451    *alpha *= currentSnapshot()->alpha;
3452}
3453
3454float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3455    float alpha;
3456    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3457        alpha = mDrawModifiers.mOverrideLayerAlpha;
3458    } else {
3459        alpha = layer->getAlpha() / 255.0f;
3460    }
3461    return alpha * currentSnapshot()->alpha;
3462}
3463
3464}; // namespace uirenderer
3465}; // namespace android
3466