void GrClipMaskManager::setPipelineBuilderStencil(GrPipelineBuilder* pipelineBuilder,
        GrPipelineBuilder::AutoRestoreStencil* ars) {
    // We make two copies of the StencilSettings here (except in the early
    // exit scenario. One copy from draw state to the stack var. Then another
    // from the stack var to the gpu. We could make this class hold a ptr to
    // GrGpu's fStencilSettings and eliminate the stack copy here.

    // use stencil for clipping if clipping is enabled and the clip
    // has been written into the stencil.
    GrStencilSettings settings;

    // The GrGpu client may not be using the stencil buffer but we may need to
    // enable it in order to respect a stencil clip.
    if (pipelineBuilder->getStencil().isDisabled()) {
        if (GrClipMaskManager::kRespectClip_StencilClipMode == fClipMode) {
            settings = basic_apply_stencil_clip_settings();
        } else {
            return;
        }
    } else {
        settings = pipelineBuilder->getStencil();
    }

    int stencilBits = 0;
    GrRenderTarget* rt = pipelineBuilder->getRenderTarget();
    GrStencilBuffer* stencilBuffer = rt->renderTargetPriv().attachStencilBuffer();
    if (stencilBuffer) {
        stencilBits = stencilBuffer->bits();
    }

    SkASSERT(fClipTarget->caps()->stencilWrapOpsSupport() || !settings.usesWrapOp());
    SkASSERT(fClipTarget->caps()->twoSidedStencilSupport() || !settings.isTwoSided());
    this->adjustStencilParams(&settings, fClipMode, stencilBits);
    ars->set(pipelineBuilder);
    pipelineBuilder->setStencil(settings);
}
示例#2
0
bool GrGpu::setupClipAndFlushState(GrPrimitiveType type) {
    const GrIRect* r = NULL;
    GrIRect clipRect;

    GrDrawState* drawState = this->drawState();
    const GrRenderTarget* rt = drawState->getRenderTarget();

    // GrDrawTarget should have filtered this for us
    GrAssert(NULL != rt);

    if (drawState->isClipState()) {

        GrRect bounds;
        GrRect rtRect;
        rtRect.setLTRB(0, 0,
                       GrIntToScalar(rt->width()), GrIntToScalar(rt->height()));
        if (fClip.hasConservativeBounds()) {
            bounds = fClip.getConservativeBounds();
            if (!bounds.intersect(rtRect)) {
                bounds.setEmpty();
            }
        } else {
            bounds = rtRect;
        }

        bounds.roundOut(&clipRect);
        if  (clipRect.isEmpty()) {
            clipRect.setLTRB(0,0,0,0);
        }
        r = &clipRect;

        // use the stencil clip if we can't represent the clip as a rectangle.
        fClipInStencil = !fClip.isRect() && !fClip.isEmpty() && 
                         !bounds.isEmpty();

        // TODO: dynamically attach a SB when needed.
        GrStencilBuffer* stencilBuffer = rt->getStencilBuffer();
        if (fClipInStencil && NULL == stencilBuffer) {
            return false;
        }

        if (fClipInStencil &&
            stencilBuffer->mustRenderClip(fClip, rt->width(), rt->height())) {

            stencilBuffer->setLastClip(fClip, rt->width(), rt->height());

            // we set the current clip to the bounds so that our recursive
            // draws are scissored to them. We use the copy of the complex clip
            // we just stashed on the SB to render from. We set it back after
            // we finish drawing it into the stencil.
            const GrClip& clip = stencilBuffer->getLastClip();
            fClip.setFromRect(bounds);

            AutoStateRestore asr(this);
            AutoGeometryPush agp(this);

            drawState->setViewMatrix(GrMatrix::I());
            this->flushScissor(NULL);
#if !VISUALIZE_COMPLEX_CLIP
            drawState->enableState(GrDrawState::kNoColorWrites_StateBit);
#else
            drawState->disableState(GrDrawState::kNoColorWrites_StateBit);
#endif
            int count = clip.getElementCount();
            int clipBit = stencilBuffer->bits();
            SkASSERT((clipBit <= 16) &&
                     "Ganesh only handles 16b or smaller stencil buffers");
            clipBit = (1 << (clipBit-1));
            
            bool clearToInside;
            GrSetOp startOp = kReplace_SetOp; // suppress warning
            int start = process_initial_clip_elements(clip,
                                                      rtRect,
                                                      &clearToInside,
                                                      &startOp);

            this->clearStencilClip(clipRect, clearToInside);

            // walk through each clip element and perform its set op
            // with the existing clip.
            for (int c = start; c < count; ++c) {
                GrPathFill fill;
                bool fillInverted;
                // enabled at bottom of loop
                drawState->disableState(kModifyStencilClip_StateBit);

                bool canRenderDirectToStencil; // can the clip element be drawn
                                               // directly to the stencil buffer
                                               // with a non-inverted fill rule
                                               // without extra passes to
                                               // resolve in/out status.

                GrPathRenderer* pr = NULL;
                const GrPath* clipPath = NULL;
                GrPathRenderer::AutoClearPath arp;
                if (kRect_ClipType == clip.getElementType(c)) {
                    canRenderDirectToStencil = true;
                    fill = kEvenOdd_PathFill;
                    fillInverted = false;
                    // there is no point in intersecting a screen filling
                    // rectangle.
                    if (kIntersect_SetOp == clip.getOp(c) &&
                        clip.getRect(c).contains(rtRect)) {
                        continue;
                    }
                } else {
                    fill = clip.getPathFill(c);
                    fillInverted = GrIsFillInverted(fill);
                    fill = GrNonInvertedFill(fill);
                    clipPath = &clip.getPath(c);
                    pr = this->getClipPathRenderer(*clipPath, fill);
                    if (NULL == pr) {
                        fClipInStencil = false;
                        fClip = clip;
                        return false;
                    }
                    canRenderDirectToStencil =
                        !pr->requiresStencilPass(this, *clipPath, fill);
                    arp.set(pr, this, clipPath, fill, false, NULL);
                }

                GrSetOp op = (c == start) ? startOp : clip.getOp(c);
                int passes;
                GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses];

                bool canDrawDirectToClip; // Given the renderer, the element,
                                          // fill rule, and set operation can
                                          // we render the element directly to
                                          // stencil bit used for clipping.
                canDrawDirectToClip =
                    GrStencilSettings::GetClipPasses(op,
                                                     canRenderDirectToStencil,
                                                     clipBit,
                                                     fillInverted,
                                                     &passes, stencilSettings);

                // draw the element to the client stencil bits if necessary
                if (!canDrawDirectToClip) {
                    GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil,
                        kIncClamp_StencilOp,
                        kIncClamp_StencilOp,
                        kAlways_StencilFunc,
                        0xffff,
                        0x0000,
                        0xffff);
                    SET_RANDOM_COLOR
                    if (kRect_ClipType == clip.getElementType(c)) {
                        *drawState->stencil() = gDrawToStencil;
                        this->drawSimpleRect(clip.getRect(c), NULL, 0);
                    } else {
                        if (canRenderDirectToStencil) {
                            *drawState->stencil() = gDrawToStencil;
                            pr->drawPath(0);
                        } else {
                            pr->drawPathToStencil();
                        }
                    }
                }

                // now we modify the clip bit by rendering either the clip
                // element directly or a bounding rect of the entire clip.
                drawState->enableState(kModifyStencilClip_StateBit);
                for (int p = 0; p < passes; ++p) {
                    *drawState->stencil() = stencilSettings[p];
                    if (canDrawDirectToClip) {
                        if (kRect_ClipType == clip.getElementType(c)) {
                            SET_RANDOM_COLOR
                            this->drawSimpleRect(clip.getRect(c), NULL, 0);
                        } else {
                            SET_RANDOM_COLOR
                            pr->drawPath(0);
                        }
                    } else {
                        SET_RANDOM_COLOR
                        this->drawSimpleRect(bounds, NULL, 0);
                    }
                }
            }
////////////////////////////////////////////////////////////////////////////////
// Create a 1-bit clip mask in the stencil buffer. 'devClipBounds' are in device
// (as opposed to canvas) coordinates
bool GrClipMaskManager::createStencilClipMask(InitialState initialState,
                                              const ElementList& elements,
                                              const SkIRect& clipSpaceIBounds,
                                              const SkIPoint& clipSpaceToStencilOffset) {

    GrAssert(kNone_ClipMaskType == fCurrClipMaskType);

    GrDrawState* drawState = fGpu->drawState();
    GrAssert(drawState->isClipState());

    GrRenderTarget* rt = drawState->getRenderTarget();
    GrAssert(NULL != rt);

    // TODO: dynamically attach a SB when needed.
    GrStencilBuffer* stencilBuffer = rt->getStencilBuffer();
    if (NULL == stencilBuffer) {
        return false;
    }
    int32_t genID = elements.tail()->getGenID();

    if (stencilBuffer->mustRenderClip(genID, clipSpaceIBounds, clipSpaceToStencilOffset)) {

        stencilBuffer->setLastClip(genID, clipSpaceIBounds, clipSpaceToStencilOffset);

        GrDrawTarget::AutoGeometryAndStatePush agasp(fGpu, GrDrawTarget::kReset_ASRInit);
        drawState = fGpu->drawState();
        drawState->setRenderTarget(rt);

        // We set the current clip to the bounds so that our recursive draws are scissored to them.
        SkIRect stencilSpaceIBounds(clipSpaceIBounds);
        stencilSpaceIBounds.offset(clipSpaceToStencilOffset);
        GrDrawTarget::AutoClipRestore acr(fGpu, stencilSpaceIBounds);
        drawState->enableState(GrDrawState::kClip_StateBit);

        // Set the matrix so that rendered clip elements are transformed from clip to stencil space.
        SkVector translate = {
            SkIntToScalar(clipSpaceToStencilOffset.fX),
            SkIntToScalar(clipSpaceToStencilOffset.fY)
        };
        drawState->viewMatrix()->setTranslate(translate);

#if !VISUALIZE_COMPLEX_CLIP
        drawState->enableState(GrDrawState::kNoColorWrites_StateBit);
#endif

        int clipBit = stencilBuffer->bits();
        SkASSERT((clipBit <= 16) && "Ganesh only handles 16b or smaller stencil buffers");
        clipBit = (1 << (clipBit-1));

        fGpu->clearStencilClip(stencilSpaceIBounds, kAllIn_InitialState == initialState);

        // walk through each clip element and perform its set op
        // with the existing clip.
        for (ElementList::Iter iter(elements.headIter()); NULL != iter.get(); iter.next()) {
            const Element* element = iter.get();
            bool fillInverted = false;
            // enabled at bottom of loop
            drawState->disableState(GrGpu::kModifyStencilClip_StateBit);
            // if the target is MSAA then we want MSAA enabled when the clip is soft
            if (rt->isMultisampled()) {
                drawState->setState(GrDrawState::kHWAntialias_StateBit, element->isAA());
            }

            // This will be used to determine whether the clip shape can be rendered into the
            // stencil with arbitrary stencil settings.
            GrPathRenderer::StencilSupport stencilSupport;

            SkStrokeRec stroke(SkStrokeRec::kFill_InitStyle);

            SkRegion::Op op = element->getOp();

            GrPathRenderer* pr = NULL;
            SkTCopyOnFirstWrite<SkPath> clipPath;
            if (Element::kRect_Type == element->getType()) {
                stencilSupport = GrPathRenderer::kNoRestriction_StencilSupport;
                fillInverted = false;
            } else {
                GrAssert(Element::kPath_Type == element->getType());
                clipPath.init(element->getPath());
                fillInverted = clipPath->isInverseFillType();
                if (fillInverted) {
                    clipPath.writable()->toggleInverseFillType();
                }
                pr = this->getContext()->getPathRenderer(*clipPath,
                                                         stroke,
                                                         fGpu,
                                                         false,
                                                         GrPathRendererChain::kStencilOnly_DrawType,
                                                         &stencilSupport);
                if (NULL == pr) {
                    return false;
                }
            }

            int passes;
            GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses];

            bool canRenderDirectToStencil =
                GrPathRenderer::kNoRestriction_StencilSupport == stencilSupport;
            bool canDrawDirectToClip; // Given the renderer, the element,
                                      // fill rule, and set operation can
                                      // we render the element directly to
                                      // stencil bit used for clipping.
            canDrawDirectToClip = GrStencilSettings::GetClipPasses(op,
                                                                   canRenderDirectToStencil,
                                                                   clipBit,
                                                                   fillInverted,
                                                                   &passes,
                                                                   stencilSettings);

            // draw the element to the client stencil bits if necessary
            if (!canDrawDirectToClip) {
                GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil,
                                             kIncClamp_StencilOp,
                                             kIncClamp_StencilOp,
                                             kAlways_StencilFunc,
                                             0xffff,
                                             0x0000,
                                             0xffff);
                SET_RANDOM_COLOR
                if (Element::kRect_Type == element->getType()) {
                    *drawState->stencil() = gDrawToStencil;
                    fGpu->drawSimpleRect(element->getRect(), NULL);
                } else {
                    GrAssert(Element::kPath_Type == element->getType());
                    if (canRenderDirectToStencil) {
                        *drawState->stencil() = gDrawToStencil;
                        pr->drawPath(*clipPath, stroke, fGpu, false);
                    } else {
                        pr->stencilPath(*clipPath, stroke, fGpu);
                    }
                }
            }

            // now we modify the clip bit by rendering either the clip
            // element directly or a bounding rect of the entire clip.
            drawState->enableState(GrGpu::kModifyStencilClip_StateBit);
            for (int p = 0; p < passes; ++p) {
                *drawState->stencil() = stencilSettings[p];
                if (canDrawDirectToClip) {
                    if (Element::kRect_Type == element->getType()) {
                        SET_RANDOM_COLOR
                        fGpu->drawSimpleRect(element->getRect(), NULL);
                    } else {
                        GrAssert(Element::kPath_Type == element->getType());
                        SET_RANDOM_COLOR
                        pr->drawPath(*clipPath, stroke, fGpu, false);
                    }
                } else {
                    SET_RANDOM_COLOR
                    // The view matrix is setup to do clip space -> stencil space translation, so
                    // draw rect in clip space.
                    fGpu->drawSimpleRect(SkRect::MakeFromIRect(clipSpaceIBounds), NULL);
                }
            }
        }
示例#4
0
////////////////////////////////////////////////////////////////////////////////
// Create a 1-bit clip mask in the stencil buffer. 'devClipBounds' are in device
// (as opposed to canvas) coordinates
bool GrClipMaskManager::createStencilClipMask(const GrClipData& clipDataIn,
                                              const GrIRect& devClipBounds) {

    GrAssert(kNone_ClipMaskType == fCurrClipMaskType);

    GrDrawState* drawState = fGpu->drawState();
    GrAssert(drawState->isClipState());

    GrRenderTarget* rt = drawState->getRenderTarget();
    GrAssert(NULL != rt);

    // TODO: dynamically attach a SB when needed.
    GrStencilBuffer* stencilBuffer = rt->getStencilBuffer();
    if (NULL == stencilBuffer) {
        return false;
    }

    if (stencilBuffer->mustRenderClip(clipDataIn, rt->width(), rt->height())) {

        stencilBuffer->setLastClip(clipDataIn, rt->width(), rt->height());

        // we set the current clip to the bounds so that our recursive
        // draws are scissored to them. We use the copy of the complex clip
        // we just stashed on the SB to render from. We set it back after
        // we finish drawing it into the stencil.
        const GrClipData* oldClipData = fGpu->getClip();

        // The origin of 'newClipData' is (0, 0) so it is okay to place
        // a device-coordinate bound in 'newClipStack'
        SkClipStack newClipStack(devClipBounds);
        GrClipData newClipData;
        newClipData.fClipStack = &newClipStack;

        fGpu->setClip(&newClipData);

        GrDrawTarget::AutoStateRestore asr(fGpu, GrDrawTarget::kReset_ASRInit);
        drawState = fGpu->drawState();
        drawState->setRenderTarget(rt);
        GrDrawTarget::AutoGeometryPush agp(fGpu);

        if (0 != clipDataIn.fOrigin.fX || 0 != clipDataIn.fOrigin.fY) {
            // Add the saveLayer's offset to the view matrix rather than
            // offset each individual draw
            drawState->viewMatrix()->setTranslate(
                           SkIntToScalar(-clipDataIn.fOrigin.fX),
                           SkIntToScalar(-clipDataIn.fOrigin.fY));
        }

#if !VISUALIZE_COMPLEX_CLIP
        drawState->enableState(GrDrawState::kNoColorWrites_StateBit);
#endif

        int clipBit = stencilBuffer->bits();
        SkASSERT((clipBit <= 16) &&
                    "Ganesh only handles 16b or smaller stencil buffers");
        clipBit = (1 << (clipBit-1));

        GrIRect devRTRect = GrIRect::MakeWH(rt->width(), rt->height());

        bool clearToInside;
        SkRegion::Op firstOp = SkRegion::kReplace_Op; // suppress warning

        SkClipStack::Iter iter(*oldClipData->fClipStack,
                               SkClipStack::Iter::kBottom_IterStart);
        const SkClipStack::Iter::Clip* clip = process_initial_clip_elements(&iter,
                                                  devRTRect,
                                                  &clearToInside,
                                                  &firstOp,
                                                  clipDataIn);

        fGpu->clearStencilClip(devClipBounds, clearToInside);
        bool first = true;

        // walk through each clip element and perform its set op
        // with the existing clip.
        for ( ; NULL != clip; clip = iter.nextCombined()) {
            GrPathFill fill;
            bool fillInverted = false;
            // enabled at bottom of loop
            drawState->disableState(GrGpu::kModifyStencilClip_StateBit);
            // if the target is MSAA then we want MSAA enabled when the clip is soft
            if (rt->isMultisampled()) {
                drawState->setState(GrDrawState::kHWAntialias_StateBit, clip->fDoAA);
            }

            // Can the clip element be drawn directly to the stencil buffer
            // with a non-inverted fill rule without extra passes to
            // resolve in/out status?
            bool canRenderDirectToStencil = false;

            SkRegion::Op op = clip->fOp;
            if (first) {
                first = false;
                op = firstOp;
            }

            GrPathRenderer* pr = NULL;
            const SkPath* clipPath = NULL;
            if (NULL != clip->fRect) {
                canRenderDirectToStencil = true;
                fill = kEvenOdd_GrPathFill;
                fillInverted = false;
                // there is no point in intersecting a screen filling
                // rectangle.
                if (SkRegion::kIntersect_Op == op &&
                    contains(*clip->fRect, devRTRect, oldClipData->fOrigin)) {
                    continue;
                }
            } else {
                GrAssert(NULL != clip->fPath);
                fill = get_path_fill(*clip->fPath);
                fillInverted = GrIsFillInverted(fill);
                fill = GrNonInvertedFill(fill);
                clipPath = clip->fPath;
                pr = this->getContext()->getPathRenderer(*clipPath, fill, fGpu, false, true);
                if (NULL == pr) {
                    fGpu->setClip(oldClipData);
                    return false;
                }
                canRenderDirectToStencil =
                    !pr->requiresStencilPass(*clipPath, fill, fGpu);
            }

            int passes;
            GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses];

            bool canDrawDirectToClip; // Given the renderer, the element,
                                        // fill rule, and set operation can
                                        // we render the element directly to
                                        // stencil bit used for clipping.
            canDrawDirectToClip =
                GrStencilSettings::GetClipPasses(op,
                                                 canRenderDirectToStencil,
                                                 clipBit,
                                                 fillInverted,
                                                 &passes,
                                                 stencilSettings);

            // draw the element to the client stencil bits if necessary
            if (!canDrawDirectToClip) {
                GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil,
                    kIncClamp_StencilOp,
                    kIncClamp_StencilOp,
                    kAlways_StencilFunc,
                    0xffff,
                    0x0000,
                    0xffff);
                SET_RANDOM_COLOR
                if (NULL != clip->fRect) {
                    *drawState->stencil() = gDrawToStencil;
                    fGpu->drawSimpleRect(*clip->fRect, NULL);
                } else {
                    if (canRenderDirectToStencil) {
                        *drawState->stencil() = gDrawToStencil;
                        pr->drawPath(*clipPath, fill, fGpu, false);
                    } else {
                        pr->drawPathToStencil(*clipPath, fill, fGpu);
                    }
                }
            }

            // now we modify the clip bit by rendering either the clip
            // element directly or a bounding rect of the entire clip.
            drawState->enableState(GrGpu::kModifyStencilClip_StateBit);
            for (int p = 0; p < passes; ++p) {
                *drawState->stencil() = stencilSettings[p];
                if (canDrawDirectToClip) {
                    if (NULL != clip->fRect) {
                        SET_RANDOM_COLOR
                        fGpu->drawSimpleRect(*clip->fRect, NULL);
                    } else {
                        SET_RANDOM_COLOR
                        pr->drawPath(*clipPath, fill, fGpu, false);
                    }
                } else {
                    SET_RANDOM_COLOR
                    // 'devClipBounds' is already in device coordinates so the
                    // translation in the view matrix is inappropriate.
                    // Convert it to canvas space so the drawn rect will
                    // be in the correct location
                    GrRect canvClipBounds;
                    canvClipBounds.set(devClipBounds);
                    device_to_canvas(&canvClipBounds, clipDataIn.fOrigin);
                    fGpu->drawSimpleRect(canvClipBounds, NULL);
                }
            }
        }
示例#5
0
////////////////////////////////////////////////////////////////////////////////
// Create a 1-bit clip mask in the stencil buffer
bool GrClipMaskManager::createStencilClipMask(GrGpu* gpu, 
                                              const GrClip& clipIn,
                                              const GrRect& bounds,
                                              ScissoringSettings* scissorSettings) {

    GrAssert(fClipMaskInStencil);

    GrDrawState* drawState = gpu->drawState();
    GrAssert(drawState->isClipState());

    GrRenderTarget* rt = drawState->getRenderTarget();
    GrAssert(NULL != rt);

    // TODO: dynamically attach a SB when needed.
    GrStencilBuffer* stencilBuffer = rt->getStencilBuffer();
    if (NULL == stencilBuffer) {
        return false;
    }

    if (stencilBuffer->mustRenderClip(clipIn, rt->width(), rt->height())) {

        stencilBuffer->setLastClip(clipIn, rt->width(), rt->height());

        // we set the current clip to the bounds so that our recursive
        // draws are scissored to them. We use the copy of the complex clip
        // we just stashed on the SB to render from. We set it back after
        // we finish drawing it into the stencil.
        const GrClip& clipCopy = stencilBuffer->getLastClip();
        gpu->setClip(GrClip(bounds));

        GrDrawTarget::AutoStateRestore asr(gpu, GrDrawTarget::kReset_ASRInit);
        drawState = gpu->drawState();
        drawState->setRenderTarget(rt);
        GrDrawTarget::AutoGeometryPush agp(gpu);

        gpu->disableScissor();
#if !VISUALIZE_COMPLEX_CLIP
        drawState->enableState(GrDrawState::kNoColorWrites_StateBit);
#endif

        int count = clipCopy.getElementCount();
        int clipBit = stencilBuffer->bits();
        SkASSERT((clipBit <= 16) &&
                    "Ganesh only handles 16b or smaller stencil buffers");
        clipBit = (1 << (clipBit-1));

        GrIRect rtRect = GrIRect::MakeWH(rt->width(), rt->height());

        bool clearToInside;
        SkRegion::Op startOp = SkRegion::kReplace_Op; // suppress warning
        int start = process_initial_clip_elements(clipCopy,
                                                    rtRect,
                                                    &clearToInside,
                                                    &startOp);

        gpu->clearStencilClip(scissorSettings->fScissorRect, clearToInside);

        // walk through each clip element and perform its set op
        // with the existing clip.
        for (int c = start; c < count; ++c) {
            GrPathFill fill;
            bool fillInverted;
            // enabled at bottom of loop
            drawState->disableState(GrGpu::kModifyStencilClip_StateBit);

            bool canRenderDirectToStencil; // can the clip element be drawn
                                           // directly to the stencil buffer
                                           // with a non-inverted fill rule
                                           // without extra passes to
                                           // resolve in/out status.

            SkRegion::Op op = (c == start) ? startOp : clipCopy.getOp(c);

            GrPathRenderer* pr = NULL;
            const SkPath* clipPath = NULL;
            if (kRect_ClipType == clipCopy.getElementType(c)) {
                canRenderDirectToStencil = true;
                fill = kEvenOdd_PathFill;
                fillInverted = false;
                // there is no point in intersecting a screen filling
                // rectangle.
                if (SkRegion::kIntersect_Op == op &&
                    contains(clipCopy.getRect(c), rtRect)) {
                    continue;
                }
            } else {
                fill = clipCopy.getPathFill(c);
                fillInverted = GrIsFillInverted(fill);
                fill = GrNonInvertedFill(fill);
                clipPath = &clipCopy.getPath(c);
                pr = this->getClipPathRenderer(gpu, *clipPath, fill, false);
                if (NULL == pr) {
                    fClipMaskInStencil = false;
                    gpu->setClip(clipCopy);     // restore to the original
                    return false;
                }
                canRenderDirectToStencil =
                    !pr->requiresStencilPass(*clipPath, fill, gpu);
            }

            int passes;
            GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses];

            bool canDrawDirectToClip; // Given the renderer, the element,
                                        // fill rule, and set operation can
                                        // we render the element directly to
                                        // stencil bit used for clipping.
            canDrawDirectToClip =
                GrStencilSettings::GetClipPasses(op,
                                                    canRenderDirectToStencil,
                                                    clipBit,
                                                    fillInverted,
                                                    &passes, stencilSettings);

            // draw the element to the client stencil bits if necessary
            if (!canDrawDirectToClip) {
                GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil,
                    kIncClamp_StencilOp,
                    kIncClamp_StencilOp,
                    kAlways_StencilFunc,
                    0xffff,
                    0x0000,
                    0xffff);
                SET_RANDOM_COLOR
                if (kRect_ClipType == clipCopy.getElementType(c)) {
                    *drawState->stencil() = gDrawToStencil;
                    gpu->drawSimpleRect(clipCopy.getRect(c), NULL, 0);
                } else {
                    if (canRenderDirectToStencil) {
                        *drawState->stencil() = gDrawToStencil;
                        pr->drawPath(*clipPath, fill, NULL, gpu, 0, false);
                    } else {
                        pr->drawPathToStencil(*clipPath, fill, gpu);
                    }
                }
            }

            // now we modify the clip bit by rendering either the clip
            // element directly or a bounding rect of the entire clip.
            drawState->enableState(GrGpu::kModifyStencilClip_StateBit);
            for (int p = 0; p < passes; ++p) {
                *drawState->stencil() = stencilSettings[p];
                if (canDrawDirectToClip) {
                    if (kRect_ClipType == clipCopy.getElementType(c)) {
                        SET_RANDOM_COLOR
                        gpu->drawSimpleRect(clipCopy.getRect(c), NULL, 0);
                    } else {
                        SET_RANDOM_COLOR
                        pr->drawPath(*clipPath, fill, NULL, gpu, 0, false);
                    }
                } else {
                    SET_RANDOM_COLOR
                    gpu->drawSimpleRect(bounds, NULL, 0);
                }
            }
        }
////////////////////////////////////////////////////////////////////////////////
// Create a 1-bit clip mask in the stencil buffer. 'devClipBounds' are in device
// (as opposed to canvas) coordinates
bool GrClipMaskManager::createStencilClipMask(GrRenderTarget* rt,
        int32_t elementsGenID,
        GrReducedClip::InitialState initialState,
        const GrReducedClip::ElementList& elements,
        const SkIRect& clipSpaceIBounds,
        const SkIPoint& clipSpaceToStencilOffset) {
    SkASSERT(kNone_ClipMaskType == fCurrClipMaskType);
    SkASSERT(rt);

    GrStencilBuffer* stencilBuffer = rt->renderTargetPriv().attachStencilBuffer();
    if (NULL == stencilBuffer) {
        return false;
    }

    if (stencilBuffer->mustRenderClip(elementsGenID, clipSpaceIBounds, clipSpaceToStencilOffset)) {
        stencilBuffer->setLastClip(elementsGenID, clipSpaceIBounds, clipSpaceToStencilOffset);
        // Set the matrix so that rendered clip elements are transformed from clip to stencil space.
        SkVector translate = {
            SkIntToScalar(clipSpaceToStencilOffset.fX),
            SkIntToScalar(clipSpaceToStencilOffset.fY)
        };
        SkMatrix viewMatrix;
        viewMatrix.setTranslate(translate);

        // We set the current clip to the bounds so that our recursive draws are scissored to them.
        SkIRect stencilSpaceIBounds(clipSpaceIBounds);
        stencilSpaceIBounds.offset(clipSpaceToStencilOffset);
        GrClip clip(stencilSpaceIBounds);

        int clipBit = stencilBuffer->bits();
        SkASSERT((clipBit <= 16) && "Ganesh only handles 16b or smaller stencil buffers");
        clipBit = (1 << (clipBit-1));

        fClipTarget->clearStencilClip(stencilSpaceIBounds,
                                      GrReducedClip::kAllIn_InitialState == initialState,
                                      rt);

        // walk through each clip element and perform its set op
        // with the existing clip.
        for (GrReducedClip::ElementList::Iter iter(elements.headIter()); iter.get(); iter.next()) {
            const Element* element = iter.get();

            GrPipelineBuilder pipelineBuilder;
            pipelineBuilder.setClip(clip);
            pipelineBuilder.setRenderTarget(rt);

            pipelineBuilder.setDisableColorXPFactory();

            // if the target is MSAA then we want MSAA enabled when the clip is soft
            if (rt->isMultisampled()) {
                pipelineBuilder.setState(GrPipelineBuilder::kHWAntialias_StateBit, element->isAA());
            }

            bool fillInverted = false;
            // enabled at bottom of loop
            fClipMode = kIgnoreClip_StencilClipMode;

            // This will be used to determine whether the clip shape can be rendered into the
            // stencil with arbitrary stencil settings.
            GrPathRenderer::StencilSupport stencilSupport;

            SkStrokeRec stroke(SkStrokeRec::kFill_InitStyle);
            SkRegion::Op op = element->getOp();

            GrPathRenderer* pr = NULL;
            SkPath clipPath;
            if (Element::kRect_Type == element->getType()) {
                stencilSupport = GrPathRenderer::kNoRestriction_StencilSupport;
                fillInverted = false;
            } else {
                element->asPath(&clipPath);
                fillInverted = clipPath.isInverseFillType();
                if (fillInverted) {
                    clipPath.toggleInverseFillType();
                }
                pr = this->getContext()->getPathRenderer(fClipTarget,
                        &pipelineBuilder,
                        viewMatrix,
                        clipPath,
                        stroke,
                        false,
                        GrPathRendererChain::kStencilOnly_DrawType,
                        &stencilSupport);
                if (NULL == pr) {
                    return false;
                }
            }

            int passes;
            GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses];

            bool canRenderDirectToStencil =
                GrPathRenderer::kNoRestriction_StencilSupport == stencilSupport;
            bool canDrawDirectToClip; // Given the renderer, the element,
            // fill rule, and set operation can
            // we render the element directly to
            // stencil bit used for clipping.
            canDrawDirectToClip = GrStencilSettings::GetClipPasses(op,
                                  canRenderDirectToStencil,
                                  clipBit,
                                  fillInverted,
                                  &passes,
                                  stencilSettings);

            // draw the element to the client stencil bits if necessary
            if (!canDrawDirectToClip) {
                GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil,
                                             kIncClamp_StencilOp,
                                             kIncClamp_StencilOp,
                                             kAlways_StencilFunc,
                                             0xffff,
                                             0x0000,
                                             0xffff);
                if (Element::kRect_Type == element->getType()) {
                    *pipelineBuilder.stencil() = gDrawToStencil;

                    // We need this AGP until everything is in GrBatch
                    GrDrawTarget::AutoGeometryPush agp(fClipTarget);
                    fClipTarget->drawSimpleRect(&pipelineBuilder,
                                                GrColor_WHITE,
                                                viewMatrix,
                                                element->getRect());
                } else {
                    if (!clipPath.isEmpty()) {
                        GrDrawTarget::AutoGeometryPush agp(fClipTarget);
                        if (canRenderDirectToStencil) {
                            *pipelineBuilder.stencil() = gDrawToStencil;
                            pr->drawPath(fClipTarget, &pipelineBuilder, GrColor_WHITE,
                                         viewMatrix, clipPath, stroke, false);
                        } else {
                            pr->stencilPath(fClipTarget, &pipelineBuilder, viewMatrix,
                                            clipPath, stroke);
                        }
                    }
                }
            }

            // now we modify the clip bit by rendering either the clip
            // element directly or a bounding rect of the entire clip.
            fClipMode = kModifyClip_StencilClipMode;
            for (int p = 0; p < passes; ++p) {
                GrPipelineBuilder pipelineBuilderCopy(pipelineBuilder);
                *pipelineBuilderCopy.stencil() = stencilSettings[p];

                if (canDrawDirectToClip) {
                    if (Element::kRect_Type == element->getType()) {
                        // We need this AGP until everything is in GrBatch
                        GrDrawTarget::AutoGeometryPush agp(fClipTarget);
                        fClipTarget->drawSimpleRect(&pipelineBuilderCopy,
                                                    GrColor_WHITE,
                                                    viewMatrix,
                                                    element->getRect());
                    } else {
                        GrDrawTarget::AutoGeometryPush agp(fClipTarget);
                        pr->drawPath(fClipTarget, &pipelineBuilderCopy, GrColor_WHITE,
                                     viewMatrix, clipPath, stroke, false);
                    }
                } else {
                    // We need this AGP until everything is in GrBatch
                    GrDrawTarget::AutoGeometryPush agp(fClipTarget);

                    // The view matrix is setup to do clip space -> stencil space translation, so
                    // draw rect in clip space.
                    fClipTarget->drawSimpleRect(&pipelineBuilderCopy,
                                                GrColor_WHITE,
                                                viewMatrix,
                                                SkRect::Make(clipSpaceIBounds));
                }
            }
        }
    }
    // set this last because recursive draws may overwrite it back to kNone.
    SkASSERT(kNone_ClipMaskType == fCurrClipMaskType);
    fCurrClipMaskType = kStencil_ClipMaskType;
    fClipMode = kRespectClip_StencilClipMode;
    return true;
}