OpenGLRenderer.cpp revision 4121063313ac0d6f69f6253cac821d0c1c122086
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48#define ALPHA_THRESHOLD 0
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106///////////////////////////////////////////////////////////////////////////////
107// Constructors/destructor
108///////////////////////////////////////////////////////////////////////////////
109
110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
111    mShader = NULL;
112    mColorFilter = NULL;
113    mHasShadow = false;
114    mHasDrawFilter = false;
115
116    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
117
118    mFirstSnapshot = new Snapshot;
119}
120
121OpenGLRenderer::~OpenGLRenderer() {
122    // The context has already been destroyed at this point, do not call
123    // GL APIs. All GL state should be kept in Caches.h
124}
125
126///////////////////////////////////////////////////////////////////////////////
127// Debug
128///////////////////////////////////////////////////////////////////////////////
129
130void OpenGLRenderer::startMark(const char* name) const {
131    mCaches.startMark(0, name);
132}
133
134void OpenGLRenderer::endMark() const {
135    mCaches.endMark();
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142uint32_t OpenGLRenderer::getStencilSize() {
143    return STENCIL_BUFFER_SIZE;
144}
145
146bool OpenGLRenderer::isDeferred() {
147    return false;
148}
149
150void OpenGLRenderer::setViewport(int width, int height) {
151    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
152
153    mWidth = width;
154    mHeight = height;
155
156    mFirstSnapshot->height = height;
157    mFirstSnapshot->viewport.set(0, 0, width, height);
158
159    glDisable(GL_DITHER);
160    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
161
162    glEnableVertexAttribArray(Program::kBindingPosition);
163}
164
165int OpenGLRenderer::prepare(bool opaque) {
166    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
167}
168
169int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
170    mCaches.clearGarbage();
171
172    mSnapshot = new Snapshot(mFirstSnapshot,
173            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
174    mSnapshot->fbo = getTargetFbo();
175    mSaveCount = 1;
176
177    mSnapshot->setClip(left, top, right, bottom);
178    mDirtyClip = opaque;
179
180    syncState();
181
182    if (!opaque) {
183        mCaches.enableScissor();
184        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
185        glClear(GL_COLOR_BUFFER_BIT);
186        return DrawGlInfo::kStatusDrew;
187    } else {
188        mCaches.resetScissor();
189    }
190
191    return DrawGlInfo::kStatusDone;
192}
193
194void OpenGLRenderer::syncState() {
195    glViewport(0, 0, mWidth, mHeight);
196
197    if (mCaches.blend) {
198        glEnable(GL_BLEND);
199    } else {
200        glDisable(GL_BLEND);
201    }
202}
203
204void OpenGLRenderer::finish() {
205#if DEBUG_OPENGL
206    GLenum status = GL_NO_ERROR;
207    while ((status = glGetError()) != GL_NO_ERROR) {
208        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
209        switch (status) {
210            case GL_INVALID_ENUM:
211                ALOGE("  GL_INVALID_ENUM");
212                break;
213            case GL_INVALID_VALUE:
214                ALOGE("  GL_INVALID_VALUE");
215                break;
216            case GL_INVALID_OPERATION:
217                ALOGE("  GL_INVALID_OPERATION");
218                break;
219            case GL_OUT_OF_MEMORY:
220                ALOGE("  Out of memory!");
221                break;
222        }
223    }
224#endif
225#if DEBUG_MEMORY_USAGE
226    mCaches.dumpMemoryUsage();
227#else
228    if (mCaches.getDebugLevel() & kDebugMemory) {
229        mCaches.dumpMemoryUsage();
230    }
231#endif
232}
233
234void OpenGLRenderer::interrupt() {
235    if (mCaches.currentProgram) {
236        if (mCaches.currentProgram->isInUse()) {
237            mCaches.currentProgram->remove();
238            mCaches.currentProgram = NULL;
239        }
240    }
241    mCaches.unbindMeshBuffer();
242    mCaches.unbindIndicesBuffer();
243    mCaches.resetVertexPointers();
244    mCaches.disbaleTexCoordsVertexArray();
245}
246
247void OpenGLRenderer::resume() {
248    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
249
250    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
251    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
252
253    mCaches.enableScissor();
254    mCaches.resetScissor();
255    dirtyClip();
256
257    mCaches.activeTexture(0);
258    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
259
260    mCaches.blend = true;
261    glEnable(GL_BLEND);
262    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
263    glBlendEquation(GL_FUNC_ADD);
264}
265
266void OpenGLRenderer::detachFunctor(Functor* functor) {
267    mFunctors.remove(functor);
268}
269
270void OpenGLRenderer::attachFunctor(Functor* functor) {
271    mFunctors.add(functor);
272}
273
274status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
275    status_t result = DrawGlInfo::kStatusDone;
276    size_t count = mFunctors.size();
277
278    if (count > 0) {
279        SortedVector<Functor*> functors(mFunctors);
280        mFunctors.clear();
281
282        DrawGlInfo info;
283        info.clipLeft = 0;
284        info.clipTop = 0;
285        info.clipRight = 0;
286        info.clipBottom = 0;
287        info.isLayer = false;
288        info.width = 0;
289        info.height = 0;
290        memset(info.transform, 0, sizeof(float) * 16);
291
292        for (size_t i = 0; i < count; i++) {
293            Functor* f = functors.itemAt(i);
294            result |= (*f)(DrawGlInfo::kModeProcess, &info);
295
296            if (result & DrawGlInfo::kStatusDraw) {
297                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
298                dirty.unionWith(localDirty);
299            }
300
301            if (result & DrawGlInfo::kStatusInvoke) {
302                mFunctors.add(f);
303            }
304        }
305    }
306
307    mCaches.activeTexture(0);
308
309    return result;
310}
311
312status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
313    interrupt();
314    detachFunctor(functor);
315
316    if (mDirtyClip) {
317        setScissorFromClip();
318    }
319
320    Rect clip(*mSnapshot->clipRect);
321    clip.snapToPixelBoundaries();
322
323#if RENDER_LAYERS_AS_REGIONS
324    // Since we don't know what the functor will draw, let's dirty
325    // tne entire clip region
326    if (hasLayer()) {
327        dirtyLayerUnchecked(clip, getRegion());
328    }
329#endif
330
331    DrawGlInfo info;
332    info.clipLeft = clip.left;
333    info.clipTop = clip.top;
334    info.clipRight = clip.right;
335    info.clipBottom = clip.bottom;
336    info.isLayer = hasLayer();
337    info.width = getSnapshot()->viewport.getWidth();
338    info.height = getSnapshot()->height;
339    getSnapshot()->transform->copyTo(&info.transform[0]);
340
341    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
342
343    if (result != DrawGlInfo::kStatusDone) {
344        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
345        dirty.unionWith(localDirty);
346
347        if (result & DrawGlInfo::kStatusInvoke) {
348            mFunctors.add(functor);
349        }
350    }
351
352    resume();
353    return result;
354}
355
356///////////////////////////////////////////////////////////////////////////////
357// State management
358///////////////////////////////////////////////////////////////////////////////
359
360int OpenGLRenderer::getSaveCount() const {
361    return mSaveCount;
362}
363
364int OpenGLRenderer::save(int flags) {
365    return saveSnapshot(flags);
366}
367
368void OpenGLRenderer::restore() {
369    if (mSaveCount > 1) {
370        restoreSnapshot();
371    }
372}
373
374void OpenGLRenderer::restoreToCount(int saveCount) {
375    if (saveCount < 1) saveCount = 1;
376
377    while (mSaveCount > saveCount) {
378        restoreSnapshot();
379    }
380}
381
382int OpenGLRenderer::saveSnapshot(int flags) {
383    mSnapshot = new Snapshot(mSnapshot, flags);
384    return mSaveCount++;
385}
386
387bool OpenGLRenderer::restoreSnapshot() {
388    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
389    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
390    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
391
392    sp<Snapshot> current = mSnapshot;
393    sp<Snapshot> previous = mSnapshot->previous;
394
395    if (restoreOrtho) {
396        Rect& r = previous->viewport;
397        glViewport(r.left, r.top, r.right, r.bottom);
398        mOrthoMatrix.load(current->orthoMatrix);
399    }
400
401    mSaveCount--;
402    mSnapshot = previous;
403
404    if (restoreClip) {
405        dirtyClip();
406    }
407
408    if (restoreLayer) {
409        composeLayer(current, previous);
410    }
411
412    return restoreClip;
413}
414
415///////////////////////////////////////////////////////////////////////////////
416// Layers
417///////////////////////////////////////////////////////////////////////////////
418
419int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
420        SkPaint* p, int flags) {
421    const GLuint previousFbo = mSnapshot->fbo;
422    const int count = saveSnapshot(flags);
423
424    if (!mSnapshot->isIgnored()) {
425        int alpha = 255;
426        SkXfermode::Mode mode;
427
428        if (p) {
429            alpha = p->getAlpha();
430            if (!mCaches.extensions.hasFramebufferFetch()) {
431                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
432                if (!isMode) {
433                    // Assume SRC_OVER
434                    mode = SkXfermode::kSrcOver_Mode;
435                }
436            } else {
437                mode = getXfermode(p->getXfermode());
438            }
439        } else {
440            mode = SkXfermode::kSrcOver_Mode;
441        }
442
443        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
444    }
445
446    return count;
447}
448
449int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
450        int alpha, int flags) {
451    if (alpha >= 255) {
452        return saveLayer(left, top, right, bottom, NULL, flags);
453    } else {
454        SkPaint paint;
455        paint.setAlpha(alpha);
456        return saveLayer(left, top, right, bottom, &paint, flags);
457    }
458}
459
460/**
461 * Layers are viewed by Skia are slightly different than layers in image editing
462 * programs (for instance.) When a layer is created, previously created layers
463 * and the frame buffer still receive every drawing command. For instance, if a
464 * layer is created and a shape intersecting the bounds of the layers and the
465 * framebuffer is draw, the shape will be drawn on both (unless the layer was
466 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
467 *
468 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
469 * texture. Unfortunately, this is inefficient as it requires every primitive to
470 * be drawn n + 1 times, where n is the number of active layers. In practice this
471 * means, for every primitive:
472 *   - Switch active frame buffer
473 *   - Change viewport, clip and projection matrix
474 *   - Issue the drawing
475 *
476 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
477 * To avoid this, layers are implemented in a different way here, at least in the
478 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
479 * is set. When this flag is set we can redirect all drawing operations into a
480 * single FBO.
481 *
482 * This implementation relies on the frame buffer being at least RGBA 8888. When
483 * a layer is created, only a texture is created, not an FBO. The content of the
484 * frame buffer contained within the layer's bounds is copied into this texture
485 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
486 * buffer and drawing continues as normal. This technique therefore treats the
487 * frame buffer as a scratch buffer for the layers.
488 *
489 * To compose the layers back onto the frame buffer, each layer texture
490 * (containing the original frame buffer data) is drawn as a simple quad over
491 * the frame buffer. The trick is that the quad is set as the composition
492 * destination in the blending equation, and the frame buffer becomes the source
493 * of the composition.
494 *
495 * Drawing layers with an alpha value requires an extra step before composition.
496 * An empty quad is drawn over the layer's region in the frame buffer. This quad
497 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
498 * quad is used to multiply the colors in the frame buffer. This is achieved by
499 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
500 * GL_ZERO, GL_SRC_ALPHA.
501 *
502 * Because glCopyTexImage2D() can be slow, an alternative implementation might
503 * be use to draw a single clipped layer. The implementation described above
504 * is correct in every case.
505 *
506 * (1) The frame buffer is actually not cleared right away. To allow the GPU
507 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
508 *     buffer is left untouched until the first drawing operation. Only when
509 *     something actually gets drawn are the layers regions cleared.
510 */
511bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
512        float right, float bottom, int alpha, SkXfermode::Mode mode,
513        int flags, GLuint previousFbo) {
514    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
515    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
516
517    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
518
519    // Window coordinates of the layer
520    Rect bounds(left, top, right, bottom);
521    if (!fboLayer) {
522        mSnapshot->transform->mapRect(bounds);
523
524        // Layers only make sense if they are in the framebuffer's bounds
525        if (bounds.intersect(*snapshot->clipRect)) {
526            // We cannot work with sub-pixels in this case
527            bounds.snapToPixelBoundaries();
528
529            // When the layer is not an FBO, we may use glCopyTexImage so we
530            // need to make sure the layer does not extend outside the bounds
531            // of the framebuffer
532            if (!bounds.intersect(snapshot->previous->viewport)) {
533                bounds.setEmpty();
534            }
535        } else {
536            bounds.setEmpty();
537        }
538    }
539
540    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
541            bounds.getHeight() > mCaches.maxTextureSize) {
542        snapshot->empty = fboLayer;
543    } else {
544        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
545    }
546
547    // Bail out if we won't draw in this snapshot
548    if (snapshot->invisible || snapshot->empty) {
549        return false;
550    }
551
552    mCaches.activeTexture(0);
553    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
554    if (!layer) {
555        return false;
556    }
557
558    layer->setAlpha(alpha, mode);
559    layer->layer.set(bounds);
560    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
561            bounds.getWidth() / float(layer->getWidth()), 0.0f);
562    layer->setColorFilter(mColorFilter);
563    layer->setBlend(true);
564
565    // Save the layer in the snapshot
566    snapshot->flags |= Snapshot::kFlagIsLayer;
567    snapshot->layer = layer;
568
569    if (fboLayer) {
570        return createFboLayer(layer, bounds, snapshot, previousFbo);
571    } else {
572        // Copy the framebuffer into the layer
573        layer->bindTexture();
574        if (!bounds.isEmpty()) {
575            if (layer->isEmpty()) {
576                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
577                        bounds.left, snapshot->height - bounds.bottom,
578                        layer->getWidth(), layer->getHeight(), 0);
579                layer->setEmpty(false);
580            } else {
581                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
582                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
583            }
584
585            // Enqueue the buffer coordinates to clear the corresponding region later
586            mLayers.push(new Rect(bounds));
587        }
588    }
589
590    return true;
591}
592
593bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
594        GLuint previousFbo) {
595    layer->setFbo(mCaches.fboCache.get());
596
597#if RENDER_LAYERS_AS_REGIONS
598    snapshot->region = &snapshot->layer->region;
599    snapshot->flags |= Snapshot::kFlagFboTarget;
600#endif
601
602    Rect clip(bounds);
603    snapshot->transform->mapRect(clip);
604    clip.intersect(*snapshot->clipRect);
605    clip.snapToPixelBoundaries();
606    clip.intersect(snapshot->previous->viewport);
607
608    mat4 inverse;
609    inverse.loadInverse(*mSnapshot->transform);
610
611    inverse.mapRect(clip);
612    clip.snapToPixelBoundaries();
613    clip.intersect(bounds);
614    clip.translate(-bounds.left, -bounds.top);
615
616    snapshot->flags |= Snapshot::kFlagIsFboLayer;
617    snapshot->fbo = layer->getFbo();
618    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
619    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
620    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
621    snapshot->height = bounds.getHeight();
622    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
623    snapshot->orthoMatrix.load(mOrthoMatrix);
624
625    // Bind texture to FBO
626    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
627    layer->bindTexture();
628
629    // Initialize the texture if needed
630    if (layer->isEmpty()) {
631        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
632        layer->setEmpty(false);
633    }
634
635    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
636            layer->getTexture(), 0);
637
638#if DEBUG_LAYERS_AS_REGIONS
639    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
640    if (status != GL_FRAMEBUFFER_COMPLETE) {
641        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
642
643        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
644        layer->deleteTexture();
645        mCaches.fboCache.put(layer->getFbo());
646
647        delete layer;
648
649        return false;
650    }
651#endif
652
653    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
654    mCaches.enableScissor();
655    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
656            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
657    glClear(GL_COLOR_BUFFER_BIT);
658
659    dirtyClip();
660
661    // Change the ortho projection
662    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
663    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
664
665    return true;
666}
667
668/**
669 * Read the documentation of createLayer() before doing anything in this method.
670 */
671void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
672    if (!current->layer) {
673        ALOGE("Attempting to compose a layer that does not exist");
674        return;
675    }
676
677    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
678
679    if (fboLayer) {
680        // Detach the texture from the FBO
681        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
682
683        // Unbind current FBO and restore previous one
684        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
685    }
686
687    Layer* layer = current->layer;
688    const Rect& rect = layer->layer;
689
690    if (!fboLayer && layer->getAlpha() < 255) {
691        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
692                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
693        // Required below, composeLayerRect() will divide by 255
694        layer->setAlpha(255);
695    }
696
697    mCaches.unbindMeshBuffer();
698
699    mCaches.activeTexture(0);
700
701    // When the layer is stored in an FBO, we can save a bit of fillrate by
702    // drawing only the dirty region
703    if (fboLayer) {
704        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
705        if (layer->getColorFilter()) {
706            setupColorFilter(layer->getColorFilter());
707        }
708        composeLayerRegion(layer, rect);
709        if (layer->getColorFilter()) {
710            resetColorFilter();
711        }
712    } else if (!rect.isEmpty()) {
713        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
714        composeLayerRect(layer, rect, true);
715    }
716
717    if (fboLayer) {
718        // Note: No need to use glDiscardFramebufferEXT() since we never
719        //       create/compose layers that are not on screen with this
720        //       code path
721        // See LayerRenderer::destroyLayer(Layer*)
722
723        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
724        mCaches.fboCache.put(current->fbo);
725        layer->setFbo(0);
726    }
727
728    dirtyClip();
729
730    // Failing to add the layer to the cache should happen only if the layer is too large
731    if (!mCaches.layerCache.put(layer)) {
732        LAYER_LOGD("Deleting layer");
733        layer->deleteTexture();
734        delete layer;
735    }
736}
737
738void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
739    float alpha = layer->getAlpha() / 255.0f;
740
741    mat4& transform = layer->getTransform();
742    if (!transform.isIdentity()) {
743        save(0);
744        mSnapshot->transform->multiply(transform);
745    }
746
747    setupDraw();
748    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
749        setupDrawWithTexture();
750    } else {
751        setupDrawWithExternalTexture();
752    }
753    setupDrawTextureTransform();
754    setupDrawColor(alpha, alpha, alpha, alpha);
755    setupDrawColorFilter();
756    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
757    setupDrawProgram();
758    setupDrawPureColorUniforms();
759    setupDrawColorFilterUniforms();
760    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
761        setupDrawTexture(layer->getTexture());
762    } else {
763        setupDrawExternalTexture(layer->getTexture());
764    }
765    if (mSnapshot->transform->isPureTranslate() &&
766            layer->getWidth() == (uint32_t) rect.getWidth() &&
767            layer->getHeight() == (uint32_t) rect.getHeight()) {
768        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
769        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
770
771        layer->setFilter(GL_NEAREST);
772        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
773    } else {
774        layer->setFilter(GL_LINEAR);
775        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
776    }
777    setupDrawTextureTransformUniforms(layer->getTexTransform());
778    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
779
780    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
781
782    finishDrawTexture();
783
784    if (!transform.isIdentity()) {
785        restore();
786    }
787}
788
789void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
790    if (!layer->isTextureLayer()) {
791        const Rect& texCoords = layer->texCoords;
792        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
793                texCoords.right, texCoords.bottom);
794
795        float x = rect.left;
796        float y = rect.top;
797        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
798                layer->getWidth() == (uint32_t) rect.getWidth() &&
799                layer->getHeight() == (uint32_t) rect.getHeight();
800
801        if (simpleTransform) {
802            // When we're swapping, the layer is already in screen coordinates
803            if (!swap) {
804                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
805                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
806            }
807
808            layer->setFilter(GL_NEAREST, true);
809        } else {
810            layer->setFilter(GL_LINEAR, true);
811        }
812
813        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
814                layer->getTexture(), layer->getAlpha() / 255.0f,
815                layer->getMode(), layer->isBlend(),
816                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
817                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
818
819        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
820    } else {
821        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
822        drawTextureLayer(layer, rect);
823        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
824    }
825}
826
827void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
828#if RENDER_LAYERS_AS_REGIONS
829    if (layer->region.isRect()) {
830        layer->setRegionAsRect();
831
832        composeLayerRect(layer, layer->regionRect);
833
834        layer->region.clear();
835        return;
836    }
837
838    // TODO: See LayerRenderer.cpp::generateMesh() for important
839    //       information about this implementation
840    if (CC_LIKELY(!layer->region.isEmpty())) {
841        size_t count;
842        const android::Rect* rects = layer->region.getArray(&count);
843
844        const float alpha = layer->getAlpha() / 255.0f;
845        const float texX = 1.0f / float(layer->getWidth());
846        const float texY = 1.0f / float(layer->getHeight());
847        const float height = rect.getHeight();
848
849        TextureVertex* mesh = mCaches.getRegionMesh();
850        GLsizei numQuads = 0;
851
852        setupDraw();
853        setupDrawWithTexture();
854        setupDrawColor(alpha, alpha, alpha, alpha);
855        setupDrawColorFilter();
856        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
857        setupDrawProgram();
858        setupDrawDirtyRegionsDisabled();
859        setupDrawPureColorUniforms();
860        setupDrawColorFilterUniforms();
861        setupDrawTexture(layer->getTexture());
862        if (mSnapshot->transform->isPureTranslate()) {
863            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
864            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
865
866            layer->setFilter(GL_NEAREST);
867            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
868        } else {
869            layer->setFilter(GL_LINEAR);
870            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
871        }
872        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
873
874        for (size_t i = 0; i < count; i++) {
875            const android::Rect* r = &rects[i];
876
877            const float u1 = r->left * texX;
878            const float v1 = (height - r->top) * texY;
879            const float u2 = r->right * texX;
880            const float v2 = (height - r->bottom) * texY;
881
882            // TODO: Reject quads outside of the clip
883            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
884            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
885            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
886            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
887
888            numQuads++;
889
890            if (numQuads >= REGION_MESH_QUAD_COUNT) {
891                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
892                numQuads = 0;
893                mesh = mCaches.getRegionMesh();
894            }
895        }
896
897        if (numQuads > 0) {
898            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
899        }
900
901        finishDrawTexture();
902
903#if DEBUG_LAYERS_AS_REGIONS
904        drawRegionRects(layer->region);
905#endif
906
907        layer->region.clear();
908    }
909#else
910    composeLayerRect(layer, rect);
911#endif
912}
913
914void OpenGLRenderer::drawRegionRects(const Region& region) {
915#if DEBUG_LAYERS_AS_REGIONS
916    size_t count;
917    const android::Rect* rects = region.getArray(&count);
918
919    uint32_t colors[] = {
920            0x7fff0000, 0x7f00ff00,
921            0x7f0000ff, 0x7fff00ff,
922    };
923
924    int offset = 0;
925    int32_t top = rects[0].top;
926
927    for (size_t i = 0; i < count; i++) {
928        if (top != rects[i].top) {
929            offset ^= 0x2;
930            top = rects[i].top;
931        }
932
933        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
934        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
935                SkXfermode::kSrcOver_Mode);
936    }
937#endif
938}
939
940void OpenGLRenderer::dirtyLayer(const float left, const float top,
941        const float right, const float bottom, const mat4 transform) {
942#if RENDER_LAYERS_AS_REGIONS
943    if (hasLayer()) {
944        Rect bounds(left, top, right, bottom);
945        transform.mapRect(bounds);
946        dirtyLayerUnchecked(bounds, getRegion());
947    }
948#endif
949}
950
951void OpenGLRenderer::dirtyLayer(const float left, const float top,
952        const float right, const float bottom) {
953#if RENDER_LAYERS_AS_REGIONS
954    if (hasLayer()) {
955        Rect bounds(left, top, right, bottom);
956        dirtyLayerUnchecked(bounds, getRegion());
957    }
958#endif
959}
960
961void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
962#if RENDER_LAYERS_AS_REGIONS
963    if (bounds.intersect(*mSnapshot->clipRect)) {
964        bounds.snapToPixelBoundaries();
965        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
966        if (!dirty.isEmpty()) {
967            region->orSelf(dirty);
968        }
969    }
970#endif
971}
972
973void OpenGLRenderer::clearLayerRegions() {
974    const size_t count = mLayers.size();
975    if (count == 0) return;
976
977    if (!mSnapshot->isIgnored()) {
978        // Doing several glScissor/glClear here can negatively impact
979        // GPUs with a tiler architecture, instead we draw quads with
980        // the Clear blending mode
981
982        // The list contains bounds that have already been clipped
983        // against their initial clip rect, and the current clip
984        // is likely different so we need to disable clipping here
985        mCaches.disableScissor();
986
987        Vertex mesh[count * 6];
988        Vertex* vertex = mesh;
989
990        for (uint32_t i = 0; i < count; i++) {
991            Rect* bounds = mLayers.itemAt(i);
992
993            Vertex::set(vertex++, bounds->left, bounds->bottom);
994            Vertex::set(vertex++, bounds->left, bounds->top);
995            Vertex::set(vertex++, bounds->right, bounds->top);
996            Vertex::set(vertex++, bounds->left, bounds->bottom);
997            Vertex::set(vertex++, bounds->right, bounds->top);
998            Vertex::set(vertex++, bounds->right, bounds->bottom);
999
1000            delete bounds;
1001        }
1002
1003        setupDraw(false);
1004        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1005        setupDrawBlending(true, SkXfermode::kClear_Mode);
1006        setupDrawProgram();
1007        setupDrawPureColorUniforms();
1008        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1009        setupDrawVertices(&mesh[0].position[0]);
1010
1011        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1012    } else {
1013        for (uint32_t i = 0; i < count; i++) {
1014            delete mLayers.itemAt(i);
1015        }
1016    }
1017
1018    mLayers.clear();
1019}
1020
1021///////////////////////////////////////////////////////////////////////////////
1022// Transforms
1023///////////////////////////////////////////////////////////////////////////////
1024
1025void OpenGLRenderer::translate(float dx, float dy) {
1026    mSnapshot->transform->translate(dx, dy, 0.0f);
1027}
1028
1029void OpenGLRenderer::rotate(float degrees) {
1030    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1031}
1032
1033void OpenGLRenderer::scale(float sx, float sy) {
1034    mSnapshot->transform->scale(sx, sy, 1.0f);
1035}
1036
1037void OpenGLRenderer::skew(float sx, float sy) {
1038    mSnapshot->transform->skew(sx, sy);
1039}
1040
1041void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1042    if (matrix) {
1043        mSnapshot->transform->load(*matrix);
1044    } else {
1045        mSnapshot->transform->loadIdentity();
1046    }
1047}
1048
1049void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1050    mSnapshot->transform->copyTo(*matrix);
1051}
1052
1053void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1054    SkMatrix transform;
1055    mSnapshot->transform->copyTo(transform);
1056    transform.preConcat(*matrix);
1057    mSnapshot->transform->load(transform);
1058}
1059
1060///////////////////////////////////////////////////////////////////////////////
1061// Clipping
1062///////////////////////////////////////////////////////////////////////////////
1063
1064void OpenGLRenderer::setScissorFromClip() {
1065    Rect clip(*mSnapshot->clipRect);
1066    clip.snapToPixelBoundaries();
1067
1068    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1069            clip.getWidth(), clip.getHeight());
1070
1071    mDirtyClip = false;
1072}
1073
1074const Rect& OpenGLRenderer::getClipBounds() {
1075    return mSnapshot->getLocalClip();
1076}
1077
1078bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1079    if (mSnapshot->isIgnored()) {
1080        return true;
1081    }
1082
1083    Rect r(left, top, right, bottom);
1084    mSnapshot->transform->mapRect(r);
1085    r.snapToPixelBoundaries();
1086
1087    Rect clipRect(*mSnapshot->clipRect);
1088    clipRect.snapToPixelBoundaries();
1089
1090    bool rejected = !clipRect.intersects(r);
1091    if (!isDeferred() && !rejected) {
1092        mCaches.setScissorEnabled(!clipRect.contains(r));
1093    }
1094
1095    return rejected;
1096}
1097
1098bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1099    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1100    if (clipped) {
1101        dirtyClip();
1102    }
1103    return !mSnapshot->clipRect->isEmpty();
1104}
1105
1106Rect* OpenGLRenderer::getClipRect() {
1107    return mSnapshot->clipRect;
1108}
1109
1110///////////////////////////////////////////////////////////////////////////////
1111// Drawing commands
1112///////////////////////////////////////////////////////////////////////////////
1113
1114void OpenGLRenderer::setupDraw(bool clear) {
1115    if (clear) clearLayerRegions();
1116    if (mDirtyClip) {
1117        setScissorFromClip();
1118    }
1119    mDescription.reset();
1120    mSetShaderColor = false;
1121    mColorSet = false;
1122    mColorA = mColorR = mColorG = mColorB = 0.0f;
1123    mTextureUnit = 0;
1124    mTrackDirtyRegions = true;
1125}
1126
1127void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1128    mDescription.hasTexture = true;
1129    mDescription.hasAlpha8Texture = isAlpha8;
1130}
1131
1132void OpenGLRenderer::setupDrawWithExternalTexture() {
1133    mDescription.hasExternalTexture = true;
1134}
1135
1136void OpenGLRenderer::setupDrawNoTexture() {
1137    mCaches.disbaleTexCoordsVertexArray();
1138}
1139
1140void OpenGLRenderer::setupDrawAALine() {
1141    mDescription.isAA = true;
1142}
1143
1144void OpenGLRenderer::setupDrawPoint(float pointSize) {
1145    mDescription.isPoint = true;
1146    mDescription.pointSize = pointSize;
1147}
1148
1149void OpenGLRenderer::setupDrawColor(int color) {
1150    setupDrawColor(color, (color >> 24) & 0xFF);
1151}
1152
1153void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1154    mColorA = alpha / 255.0f;
1155    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1156    // the rgb values by a instead of also dividing by 255
1157    const float a = mColorA / 255.0f;
1158    mColorR = a * ((color >> 16) & 0xFF);
1159    mColorG = a * ((color >>  8) & 0xFF);
1160    mColorB = a * ((color      ) & 0xFF);
1161    mColorSet = true;
1162    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1163}
1164
1165void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1166    mColorA = alpha / 255.0f;
1167    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1168    // the rgb values by a instead of also dividing by 255
1169    const float a = mColorA / 255.0f;
1170    mColorR = a * ((color >> 16) & 0xFF);
1171    mColorG = a * ((color >>  8) & 0xFF);
1172    mColorB = a * ((color      ) & 0xFF);
1173    mColorSet = true;
1174    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1175}
1176
1177void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1178    mCaches.fontRenderer->describe(mDescription, paint);
1179}
1180
1181void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1182    mColorA = a;
1183    mColorR = r;
1184    mColorG = g;
1185    mColorB = b;
1186    mColorSet = true;
1187    mSetShaderColor = mDescription.setColor(r, g, b, a);
1188}
1189
1190void OpenGLRenderer::setupDrawShader() {
1191    if (mShader) {
1192        mShader->describe(mDescription, mCaches.extensions);
1193    }
1194}
1195
1196void OpenGLRenderer::setupDrawColorFilter() {
1197    if (mColorFilter) {
1198        mColorFilter->describe(mDescription, mCaches.extensions);
1199    }
1200}
1201
1202void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1203    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1204        mColorA = 1.0f;
1205        mColorR = mColorG = mColorB = 0.0f;
1206        mSetShaderColor = mDescription.modulate = true;
1207    }
1208}
1209
1210void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1211    // When the blending mode is kClear_Mode, we need to use a modulate color
1212    // argb=1,0,0,0
1213    accountForClear(mode);
1214    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1215            mDescription, swapSrcDst);
1216}
1217
1218void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1219    // When the blending mode is kClear_Mode, we need to use a modulate color
1220    // argb=1,0,0,0
1221    accountForClear(mode);
1222    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1223            mDescription, swapSrcDst);
1224}
1225
1226void OpenGLRenderer::setupDrawProgram() {
1227    useProgram(mCaches.programCache.get(mDescription));
1228}
1229
1230void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1231    mTrackDirtyRegions = false;
1232}
1233
1234void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1235        bool ignoreTransform) {
1236    mModelView.loadTranslate(left, top, 0.0f);
1237    if (!ignoreTransform) {
1238        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1239        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1240    } else {
1241        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1242        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1243    }
1244}
1245
1246void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1247    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1248}
1249
1250void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1251        bool ignoreTransform, bool ignoreModelView) {
1252    if (!ignoreModelView) {
1253        mModelView.loadTranslate(left, top, 0.0f);
1254        mModelView.scale(right - left, bottom - top, 1.0f);
1255    } else {
1256        mModelView.loadIdentity();
1257    }
1258    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1259    if (!ignoreTransform) {
1260        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1261        if (mTrackDirtyRegions && dirty) {
1262            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1263        }
1264    } else {
1265        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1266        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1267    }
1268}
1269
1270void OpenGLRenderer::setupDrawPointUniforms() {
1271    int slot = mCaches.currentProgram->getUniform("pointSize");
1272    glUniform1f(slot, mDescription.pointSize);
1273}
1274
1275void OpenGLRenderer::setupDrawColorUniforms() {
1276    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1277        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1278    }
1279}
1280
1281void OpenGLRenderer::setupDrawPureColorUniforms() {
1282    if (mSetShaderColor) {
1283        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1284    }
1285}
1286
1287void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1288    if (mShader) {
1289        if (ignoreTransform) {
1290            mModelView.loadInverse(*mSnapshot->transform);
1291        }
1292        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1293    }
1294}
1295
1296void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1297    if (mShader) {
1298        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1299    }
1300}
1301
1302void OpenGLRenderer::setupDrawColorFilterUniforms() {
1303    if (mColorFilter) {
1304        mColorFilter->setupProgram(mCaches.currentProgram);
1305    }
1306}
1307
1308void OpenGLRenderer::setupDrawTextGammaUniforms() {
1309    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1310}
1311
1312void OpenGLRenderer::setupDrawSimpleMesh() {
1313    bool force = mCaches.bindMeshBuffer();
1314    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1315    mCaches.unbindIndicesBuffer();
1316}
1317
1318void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1319    bindTexture(texture);
1320    mTextureUnit++;
1321    mCaches.enableTexCoordsVertexArray();
1322}
1323
1324void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1325    bindExternalTexture(texture);
1326    mTextureUnit++;
1327    mCaches.enableTexCoordsVertexArray();
1328}
1329
1330void OpenGLRenderer::setupDrawTextureTransform() {
1331    mDescription.hasTextureTransform = true;
1332}
1333
1334void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1335    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1336            GL_FALSE, &transform.data[0]);
1337}
1338
1339void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1340    bool force = false;
1341    if (!vertices) {
1342        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1343    } else {
1344        force = mCaches.unbindMeshBuffer();
1345    }
1346
1347    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1348    if (mCaches.currentProgram->texCoords >= 0) {
1349        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1350    }
1351
1352    mCaches.unbindIndicesBuffer();
1353}
1354
1355void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1356    bool force = mCaches.unbindMeshBuffer();
1357    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1358    if (mCaches.currentProgram->texCoords >= 0) {
1359        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1360    }
1361}
1362
1363void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1364    bool force = mCaches.unbindMeshBuffer();
1365    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1366            vertices, gVertexStride);
1367    mCaches.unbindIndicesBuffer();
1368}
1369
1370/**
1371 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1372 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1373 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1374 * attributes (one per vertex) are values from zero to one that tells the fragment
1375 * shader where the fragment is in relation to the line width/length overall; these values are
1376 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1377 * region of the line.
1378 * Note that we only pass down the width values in this setup function. The length coordinates
1379 * are set up for each individual segment.
1380 */
1381void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1382        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1383    bool force = mCaches.unbindMeshBuffer();
1384    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1385            vertices, gAAVertexStride);
1386    mCaches.resetTexCoordsVertexPointer();
1387    mCaches.unbindIndicesBuffer();
1388
1389    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1390    glEnableVertexAttribArray(widthSlot);
1391    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1392
1393    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1394    glEnableVertexAttribArray(lengthSlot);
1395    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1396
1397    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1398    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1399
1400    // Setting the inverse value saves computations per-fragment in the shader
1401    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1402    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1403}
1404
1405void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1406    glDisableVertexAttribArray(widthSlot);
1407    glDisableVertexAttribArray(lengthSlot);
1408}
1409
1410void OpenGLRenderer::finishDrawTexture() {
1411}
1412
1413///////////////////////////////////////////////////////////////////////////////
1414// Drawing
1415///////////////////////////////////////////////////////////////////////////////
1416
1417status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1418        Rect& dirty, int32_t flags, uint32_t level) {
1419
1420    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1421    // will be performed by the display list itself
1422    if (displayList && displayList->isRenderable()) {
1423        return displayList->replay(*this, dirty, flags, level);
1424    }
1425
1426    return DrawGlInfo::kStatusDone;
1427}
1428
1429void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1430    if (displayList) {
1431        displayList->output(*this, level);
1432    }
1433}
1434
1435void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1436    int alpha;
1437    SkXfermode::Mode mode;
1438    getAlphaAndMode(paint, &alpha, &mode);
1439
1440    float x = left;
1441    float y = top;
1442
1443    GLenum filter = GL_LINEAR;
1444    bool ignoreTransform = false;
1445    if (mSnapshot->transform->isPureTranslate()) {
1446        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1447        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1448        ignoreTransform = true;
1449        filter = GL_NEAREST;
1450    } else {
1451        filter = FILTER(paint);
1452    }
1453
1454    setupDraw();
1455    setupDrawWithTexture(true);
1456    if (paint) {
1457        setupDrawAlpha8Color(paint->getColor(), alpha);
1458    }
1459    setupDrawColorFilter();
1460    setupDrawShader();
1461    setupDrawBlending(true, mode);
1462    setupDrawProgram();
1463    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1464
1465    setupDrawTexture(texture->id);
1466    texture->setWrap(GL_CLAMP_TO_EDGE);
1467    texture->setFilter(filter);
1468
1469    setupDrawPureColorUniforms();
1470    setupDrawColorFilterUniforms();
1471    setupDrawShaderUniforms();
1472    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1473
1474    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1475
1476    finishDrawTexture();
1477}
1478
1479status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1480    const float right = left + bitmap->width();
1481    const float bottom = top + bitmap->height();
1482
1483    if (quickReject(left, top, right, bottom)) {
1484        return DrawGlInfo::kStatusDone;
1485    }
1486
1487    mCaches.activeTexture(0);
1488    Texture* texture = mCaches.textureCache.get(bitmap);
1489    if (!texture) return DrawGlInfo::kStatusDone;
1490    const AutoTexture autoCleanup(texture);
1491
1492    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1493        drawAlphaBitmap(texture, left, top, paint);
1494    } else {
1495        drawTextureRect(left, top, right, bottom, texture, paint);
1496    }
1497
1498    return DrawGlInfo::kStatusDrew;
1499}
1500
1501status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1502    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1503    const mat4 transform(*matrix);
1504    transform.mapRect(r);
1505
1506    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1507        return DrawGlInfo::kStatusDone;
1508    }
1509
1510    mCaches.activeTexture(0);
1511    Texture* texture = mCaches.textureCache.get(bitmap);
1512    if (!texture) return DrawGlInfo::kStatusDone;
1513    const AutoTexture autoCleanup(texture);
1514
1515    // This could be done in a cheaper way, all we need is pass the matrix
1516    // to the vertex shader. The save/restore is a bit overkill.
1517    save(SkCanvas::kMatrix_SaveFlag);
1518    concatMatrix(matrix);
1519    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1520    restore();
1521
1522    return DrawGlInfo::kStatusDrew;
1523}
1524
1525status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1526    const float right = left + bitmap->width();
1527    const float bottom = top + bitmap->height();
1528
1529    if (quickReject(left, top, right, bottom)) {
1530        return DrawGlInfo::kStatusDone;
1531    }
1532
1533    mCaches.activeTexture(0);
1534    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1535    const AutoTexture autoCleanup(texture);
1536
1537    drawTextureRect(left, top, right, bottom, texture, paint);
1538
1539    return DrawGlInfo::kStatusDrew;
1540}
1541
1542status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1543        float* vertices, int* colors, SkPaint* paint) {
1544    // TODO: Do a quickReject
1545    if (!vertices || mSnapshot->isIgnored()) {
1546        return DrawGlInfo::kStatusDone;
1547    }
1548
1549    mCaches.activeTexture(0);
1550    Texture* texture = mCaches.textureCache.get(bitmap);
1551    if (!texture) return DrawGlInfo::kStatusDone;
1552    const AutoTexture autoCleanup(texture);
1553
1554    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1555    texture->setFilter(FILTER(paint), true);
1556
1557    int alpha;
1558    SkXfermode::Mode mode;
1559    getAlphaAndMode(paint, &alpha, &mode);
1560
1561    const uint32_t count = meshWidth * meshHeight * 6;
1562
1563    float left = FLT_MAX;
1564    float top = FLT_MAX;
1565    float right = FLT_MIN;
1566    float bottom = FLT_MIN;
1567
1568#if RENDER_LAYERS_AS_REGIONS
1569    const bool hasActiveLayer = hasLayer();
1570#else
1571    const bool hasActiveLayer = false;
1572#endif
1573
1574    // TODO: Support the colors array
1575    TextureVertex mesh[count];
1576    TextureVertex* vertex = mesh;
1577    for (int32_t y = 0; y < meshHeight; y++) {
1578        for (int32_t x = 0; x < meshWidth; x++) {
1579            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1580
1581            float u1 = float(x) / meshWidth;
1582            float u2 = float(x + 1) / meshWidth;
1583            float v1 = float(y) / meshHeight;
1584            float v2 = float(y + 1) / meshHeight;
1585
1586            int ax = i + (meshWidth + 1) * 2;
1587            int ay = ax + 1;
1588            int bx = i;
1589            int by = bx + 1;
1590            int cx = i + 2;
1591            int cy = cx + 1;
1592            int dx = i + (meshWidth + 1) * 2 + 2;
1593            int dy = dx + 1;
1594
1595            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1596            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1597            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1598
1599            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1600            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1601            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1602
1603#if RENDER_LAYERS_AS_REGIONS
1604            if (hasActiveLayer) {
1605                // TODO: This could be optimized to avoid unnecessary ops
1606                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1607                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1608                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1609                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1610            }
1611#endif
1612        }
1613    }
1614
1615#if RENDER_LAYERS_AS_REGIONS
1616    if (hasActiveLayer) {
1617        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1618    }
1619#endif
1620
1621    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1622            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1623            GL_TRIANGLES, count, false, false, 0, false, false);
1624
1625    return DrawGlInfo::kStatusDrew;
1626}
1627
1628status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1629         float srcLeft, float srcTop, float srcRight, float srcBottom,
1630         float dstLeft, float dstTop, float dstRight, float dstBottom,
1631         SkPaint* paint) {
1632    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1633        return DrawGlInfo::kStatusDone;
1634    }
1635
1636    mCaches.activeTexture(0);
1637    Texture* texture = mCaches.textureCache.get(bitmap);
1638    if (!texture) return DrawGlInfo::kStatusDone;
1639    const AutoTexture autoCleanup(texture);
1640
1641    const float width = texture->width;
1642    const float height = texture->height;
1643
1644    const float u1 = fmax(0.0f, srcLeft / width);
1645    const float v1 = fmax(0.0f, srcTop / height);
1646    const float u2 = fmin(1.0f, srcRight / width);
1647    const float v2 = fmin(1.0f, srcBottom / height);
1648
1649    mCaches.unbindMeshBuffer();
1650    resetDrawTextureTexCoords(u1, v1, u2, v2);
1651
1652    int alpha;
1653    SkXfermode::Mode mode;
1654    getAlphaAndMode(paint, &alpha, &mode);
1655
1656    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1657
1658    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1659        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1660        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1661
1662        GLenum filter = GL_NEAREST;
1663        // Enable linear filtering if the source rectangle is scaled
1664        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1665            filter = FILTER(paint);
1666        }
1667
1668        texture->setFilter(filter, true);
1669        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1670                texture->id, alpha / 255.0f, mode, texture->blend,
1671                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1672                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1673    } else {
1674        texture->setFilter(FILTER(paint), true);
1675        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1676                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1677                GL_TRIANGLE_STRIP, gMeshCount);
1678    }
1679
1680    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1681
1682    return DrawGlInfo::kStatusDrew;
1683}
1684
1685status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1686        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1687        float left, float top, float right, float bottom, SkPaint* paint) {
1688    int alpha;
1689    SkXfermode::Mode mode;
1690    getAlphaAndModeDirect(paint, &alpha, &mode);
1691
1692    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
1693            left, top, right, bottom, alpha, mode);
1694}
1695
1696status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1697        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1698        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
1699    if (quickReject(left, top, right, bottom)) {
1700        return DrawGlInfo::kStatusDone;
1701    }
1702
1703    alpha *= mSnapshot->alpha;
1704
1705    mCaches.activeTexture(0);
1706    Texture* texture = mCaches.textureCache.get(bitmap);
1707    if (!texture) return DrawGlInfo::kStatusDone;
1708    const AutoTexture autoCleanup(texture);
1709    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1710    texture->setFilter(GL_LINEAR, true);
1711
1712    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1713            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1714
1715    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1716        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1717#if RENDER_LAYERS_AS_REGIONS
1718        // Mark the current layer dirty where we are going to draw the patch
1719        if (hasLayer() && mesh->hasEmptyQuads) {
1720            const float offsetX = left + mSnapshot->transform->getTranslateX();
1721            const float offsetY = top + mSnapshot->transform->getTranslateY();
1722            const size_t count = mesh->quads.size();
1723            for (size_t i = 0; i < count; i++) {
1724                const Rect& bounds = mesh->quads.itemAt(i);
1725                if (CC_LIKELY(pureTranslate)) {
1726                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1727                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1728                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1729                } else {
1730                    dirtyLayer(left + bounds.left, top + bounds.top,
1731                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1732                }
1733            }
1734        }
1735#endif
1736
1737        if (CC_LIKELY(pureTranslate)) {
1738            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1739            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1740
1741            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1742                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1743                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1744                    true, !mesh->hasEmptyQuads);
1745        } else {
1746            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1747                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1748                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1749                    true, !mesh->hasEmptyQuads);
1750        }
1751    }
1752
1753    return DrawGlInfo::kStatusDrew;
1754}
1755
1756/**
1757 * This function uses a similar approach to that of AA lines in the drawLines() function.
1758 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1759 * shader to compute the translucency of the color, determined by whether a given pixel is
1760 * within that boundary region and how far into the region it is.
1761 */
1762void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1763        int color, SkXfermode::Mode mode) {
1764    float inverseScaleX = 1.0f;
1765    float inverseScaleY = 1.0f;
1766    // The quad that we use needs to account for scaling.
1767    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1768        Matrix4 *mat = mSnapshot->transform;
1769        float m00 = mat->data[Matrix4::kScaleX];
1770        float m01 = mat->data[Matrix4::kSkewY];
1771        float m02 = mat->data[2];
1772        float m10 = mat->data[Matrix4::kSkewX];
1773        float m11 = mat->data[Matrix4::kScaleX];
1774        float m12 = mat->data[6];
1775        float scaleX = sqrt(m00 * m00 + m01 * m01);
1776        float scaleY = sqrt(m10 * m10 + m11 * m11);
1777        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1778        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1779    }
1780
1781    setupDraw();
1782    setupDrawNoTexture();
1783    setupDrawAALine();
1784    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
1785    setupDrawColorFilter();
1786    setupDrawShader();
1787    setupDrawBlending(true, mode);
1788    setupDrawProgram();
1789    setupDrawModelViewIdentity(true);
1790    setupDrawColorUniforms();
1791    setupDrawColorFilterUniforms();
1792    setupDrawShaderIdentityUniforms();
1793
1794    AAVertex rects[4];
1795    AAVertex* aaVertices = &rects[0];
1796    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1797    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1798
1799    float boundarySizeX = .5 * inverseScaleX;
1800    float boundarySizeY = .5 * inverseScaleY;
1801
1802    // Adjust the rect by the AA boundary padding
1803    left -= boundarySizeX;
1804    right += boundarySizeX;
1805    top -= boundarySizeY;
1806    bottom += boundarySizeY;
1807
1808    float width = right - left;
1809    float height = bottom - top;
1810
1811    int widthSlot;
1812    int lengthSlot;
1813
1814    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1815    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1816    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1817            boundaryWidthProportion, widthSlot, lengthSlot);
1818
1819    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1820    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1821    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1822    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1823
1824    if (!quickReject(left, top, right, bottom)) {
1825        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1826        AAVertex::set(aaVertices++, left, top, 1, 0);
1827        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1828        AAVertex::set(aaVertices++, right, top, 0, 0);
1829        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1830        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1831    }
1832
1833    finishDrawAALine(widthSlot, lengthSlot);
1834}
1835
1836/**
1837 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1838 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1839 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1840 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1841 * of the line. Hairlines are more involved because we need to account for transform scaling
1842 * to end up with a one-pixel-wide line in screen space..
1843 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1844 * in combination with values that we calculate and pass down in this method. The basic approach
1845 * is that the quad we create contains both the core line area plus a bounding area in which
1846 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1847 * proportion of the width and the length of a given segment is represented by the boundary
1848 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1849 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1850 * on the inside). This ends up giving the result we want, with pixels that are completely
1851 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1852 * how far into the boundary region they are, which is determined by shader interpolation.
1853 */
1854status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1855    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
1856
1857    const bool isAA = paint->isAntiAlias();
1858    // We use half the stroke width here because we're going to position the quad
1859    // corner vertices half of the width away from the line endpoints
1860    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1861    // A stroke width of 0 has a special meaning in Skia:
1862    // it draws a line 1 px wide regardless of current transform
1863    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1864
1865    float inverseScaleX = 1.0f;
1866    float inverseScaleY = 1.0f;
1867    bool scaled = false;
1868
1869    int alpha;
1870    SkXfermode::Mode mode;
1871
1872    int generatedVerticesCount = 0;
1873    int verticesCount = count;
1874    if (count > 4) {
1875        // Polyline: account for extra vertices needed for continuous tri-strip
1876        verticesCount += (count - 4);
1877    }
1878
1879    if (isHairLine || isAA) {
1880        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1881        // the line on the screen should always be one pixel wide regardless of scale. For
1882        // AA lines, we only want one pixel of translucent boundary around the quad.
1883        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1884            Matrix4 *mat = mSnapshot->transform;
1885            float m00 = mat->data[Matrix4::kScaleX];
1886            float m01 = mat->data[Matrix4::kSkewY];
1887            float m02 = mat->data[2];
1888            float m10 = mat->data[Matrix4::kSkewX];
1889            float m11 = mat->data[Matrix4::kScaleX];
1890            float m12 = mat->data[6];
1891
1892            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1893            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1894
1895            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1896            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1897
1898            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1899                scaled = true;
1900            }
1901        }
1902    }
1903
1904    getAlphaAndMode(paint, &alpha, &mode);
1905    setupDraw();
1906    setupDrawNoTexture();
1907    if (isAA) {
1908        setupDrawAALine();
1909    }
1910    setupDrawColor(paint->getColor(), alpha);
1911    setupDrawColorFilter();
1912    setupDrawShader();
1913    setupDrawBlending(isAA, mode);
1914    setupDrawProgram();
1915    setupDrawModelViewIdentity(true);
1916    setupDrawColorUniforms();
1917    setupDrawColorFilterUniforms();
1918    setupDrawShaderIdentityUniforms();
1919
1920    if (isHairLine) {
1921        // Set a real stroke width to be used in quad construction
1922        halfStrokeWidth = isAA? 1 : .5;
1923    } else if (isAA && !scaled) {
1924        // Expand boundary to enable AA calculations on the quad border
1925        halfStrokeWidth += .5f;
1926    }
1927
1928    int widthSlot;
1929    int lengthSlot;
1930
1931    Vertex lines[verticesCount];
1932    Vertex* vertices = &lines[0];
1933
1934    AAVertex wLines[verticesCount];
1935    AAVertex* aaVertices = &wLines[0];
1936
1937    if (CC_UNLIKELY(!isAA)) {
1938        setupDrawVertices(vertices);
1939    } else {
1940        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1941        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1942        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1943        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1944        // This value is used in the fragment shader to determine how to fill fragments.
1945        // We will need to calculate the actual width proportion on each segment for
1946        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1947        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1948        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1949                boundaryWidthProportion, widthSlot, lengthSlot);
1950    }
1951
1952    AAVertex* prevAAVertex = NULL;
1953    Vertex* prevVertex = NULL;
1954
1955    int boundaryLengthSlot = -1;
1956    int inverseBoundaryLengthSlot = -1;
1957    int boundaryWidthSlot = -1;
1958    int inverseBoundaryWidthSlot = -1;
1959
1960    for (int i = 0; i < count; i += 4) {
1961        // a = start point, b = end point
1962        vec2 a(points[i], points[i + 1]);
1963        vec2 b(points[i + 2], points[i + 3]);
1964
1965        float length = 0;
1966        float boundaryLengthProportion = 0;
1967        float boundaryWidthProportion = 0;
1968
1969        // Find the normal to the line
1970        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1971        if (isHairLine) {
1972            if (isAA) {
1973                float wideningFactor;
1974                if (fabs(n.x) >= fabs(n.y)) {
1975                    wideningFactor = fabs(1.0f / n.x);
1976                } else {
1977                    wideningFactor = fabs(1.0f / n.y);
1978                }
1979                n *= wideningFactor;
1980            }
1981
1982            if (scaled) {
1983                n.x *= inverseScaleX;
1984                n.y *= inverseScaleY;
1985            }
1986        } else if (scaled) {
1987            // Extend n by .5 pixel on each side, post-transform
1988            vec2 extendedN = n.copyNormalized();
1989            extendedN /= 2;
1990            extendedN.x *= inverseScaleX;
1991            extendedN.y *= inverseScaleY;
1992
1993            float extendedNLength = extendedN.length();
1994            // We need to set this value on the shader prior to drawing
1995            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1996            n += extendedN;
1997        }
1998
1999        float x = n.x;
2000        n.x = -n.y;
2001        n.y = x;
2002
2003        // aa lines expand the endpoint vertices to encompass the AA boundary
2004        if (isAA) {
2005            vec2 abVector = (b - a);
2006            length = abVector.length();
2007            abVector.normalize();
2008
2009            if (scaled) {
2010                abVector.x *= inverseScaleX;
2011                abVector.y *= inverseScaleY;
2012                float abLength = abVector.length();
2013                boundaryLengthProportion = abLength / (length + abLength);
2014            } else {
2015                boundaryLengthProportion = .5 / (length + 1);
2016            }
2017
2018            abVector /= 2;
2019            a -= abVector;
2020            b += abVector;
2021        }
2022
2023        // Four corners of the rectangle defining a thick line
2024        vec2 p1 = a - n;
2025        vec2 p2 = a + n;
2026        vec2 p3 = b + n;
2027        vec2 p4 = b - n;
2028
2029
2030        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2031        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2032        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2033        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2034
2035        if (!quickReject(left, top, right, bottom)) {
2036            if (!isAA) {
2037                if (prevVertex != NULL) {
2038                    // Issue two repeat vertices to create degenerate triangles to bridge
2039                    // between the previous line and the new one. This is necessary because
2040                    // we are creating a single triangle_strip which will contain
2041                    // potentially discontinuous line segments.
2042                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2043                    Vertex::set(vertices++, p1.x, p1.y);
2044                    generatedVerticesCount += 2;
2045                }
2046
2047                Vertex::set(vertices++, p1.x, p1.y);
2048                Vertex::set(vertices++, p2.x, p2.y);
2049                Vertex::set(vertices++, p4.x, p4.y);
2050                Vertex::set(vertices++, p3.x, p3.y);
2051
2052                prevVertex = vertices - 1;
2053                generatedVerticesCount += 4;
2054            } else {
2055                if (!isHairLine && scaled) {
2056                    // Must set width proportions per-segment for scaled non-hairlines to use the
2057                    // correct AA boundary dimensions
2058                    if (boundaryWidthSlot < 0) {
2059                        boundaryWidthSlot =
2060                                mCaches.currentProgram->getUniform("boundaryWidth");
2061                        inverseBoundaryWidthSlot =
2062                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
2063                    }
2064
2065                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2066                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
2067                }
2068
2069                if (boundaryLengthSlot < 0) {
2070                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2071                    inverseBoundaryLengthSlot =
2072                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2073                }
2074
2075                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2076                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2077
2078                if (prevAAVertex != NULL) {
2079                    // Issue two repeat vertices to create degenerate triangles to bridge
2080                    // between the previous line and the new one. This is necessary because
2081                    // we are creating a single triangle_strip which will contain
2082                    // potentially discontinuous line segments.
2083                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2084                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2085                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2086                    generatedVerticesCount += 2;
2087                }
2088
2089                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2090                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2091                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2092                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2093
2094                prevAAVertex = aaVertices - 1;
2095                generatedVerticesCount += 4;
2096            }
2097
2098            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2099                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2100                    *mSnapshot->transform);
2101        }
2102    }
2103
2104    if (generatedVerticesCount > 0) {
2105       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2106    }
2107
2108    if (isAA) {
2109        finishDrawAALine(widthSlot, lengthSlot);
2110    }
2111
2112    return DrawGlInfo::kStatusDrew;
2113}
2114
2115status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2116    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2117
2118    // TODO: The paint's cap style defines whether the points are square or circular
2119    // TODO: Handle AA for round points
2120
2121    // A stroke width of 0 has a special meaning in Skia:
2122    // it draws an unscaled 1px point
2123    float strokeWidth = paint->getStrokeWidth();
2124    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2125    if (isHairLine) {
2126        // Now that we know it's hairline, we can set the effective width, to be used later
2127        strokeWidth = 1.0f;
2128    }
2129    const float halfWidth = strokeWidth / 2;
2130    int alpha;
2131    SkXfermode::Mode mode;
2132    getAlphaAndMode(paint, &alpha, &mode);
2133
2134    int verticesCount = count >> 1;
2135    int generatedVerticesCount = 0;
2136
2137    TextureVertex pointsData[verticesCount];
2138    TextureVertex* vertex = &pointsData[0];
2139
2140    setupDraw();
2141    setupDrawNoTexture();
2142    setupDrawPoint(strokeWidth);
2143    setupDrawColor(paint->getColor(), alpha);
2144    setupDrawColorFilter();
2145    setupDrawShader();
2146    setupDrawBlending(mode);
2147    setupDrawProgram();
2148    setupDrawModelViewIdentity(true);
2149    setupDrawColorUniforms();
2150    setupDrawColorFilterUniforms();
2151    setupDrawPointUniforms();
2152    setupDrawShaderIdentityUniforms();
2153    setupDrawMesh(vertex);
2154
2155    for (int i = 0; i < count; i += 2) {
2156        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2157        generatedVerticesCount++;
2158
2159        float left = points[i] - halfWidth;
2160        float right = points[i] + halfWidth;
2161        float top = points[i + 1] - halfWidth;
2162        float bottom = points [i + 1] + halfWidth;
2163
2164        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2165    }
2166
2167    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2168
2169    return DrawGlInfo::kStatusDrew;
2170}
2171
2172status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2173    // No need to check against the clip, we fill the clip region
2174    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2175
2176    Rect& clip(*mSnapshot->clipRect);
2177    clip.snapToPixelBoundaries();
2178
2179    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2180
2181    return DrawGlInfo::kStatusDrew;
2182}
2183
2184status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2185        SkPaint* paint) {
2186    if (!texture) return DrawGlInfo::kStatusDone;
2187    const AutoTexture autoCleanup(texture);
2188
2189    const float x = left + texture->left - texture->offset;
2190    const float y = top + texture->top - texture->offset;
2191
2192    drawPathTexture(texture, x, y, paint);
2193
2194    return DrawGlInfo::kStatusDrew;
2195}
2196
2197status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2198        float rx, float ry, SkPaint* paint) {
2199    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2200
2201    mCaches.activeTexture(0);
2202    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2203            right - left, bottom - top, rx, ry, paint);
2204    return drawShape(left, top, texture, paint);
2205}
2206
2207status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2208    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2209
2210    mCaches.activeTexture(0);
2211    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2212    return drawShape(x - radius, y - radius, texture, paint);
2213}
2214
2215status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2216        SkPaint* paint) {
2217    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2218
2219    mCaches.activeTexture(0);
2220    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2221    return drawShape(left, top, texture, paint);
2222}
2223
2224status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2225        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2226    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2227
2228    if (fabs(sweepAngle) >= 360.0f) {
2229        return drawOval(left, top, right, bottom, paint);
2230    }
2231
2232    mCaches.activeTexture(0);
2233    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2234            startAngle, sweepAngle, useCenter, paint);
2235    return drawShape(left, top, texture, paint);
2236}
2237
2238status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2239        SkPaint* paint) {
2240    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2241
2242    mCaches.activeTexture(0);
2243    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2244    return drawShape(left, top, texture, paint);
2245}
2246
2247status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2248    if (p->getStyle() != SkPaint::kFill_Style) {
2249        return drawRectAsShape(left, top, right, bottom, p);
2250    }
2251
2252    if (quickReject(left, top, right, bottom)) {
2253        return DrawGlInfo::kStatusDone;
2254    }
2255
2256    SkXfermode::Mode mode;
2257    if (!mCaches.extensions.hasFramebufferFetch()) {
2258        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2259        if (!isMode) {
2260            // Assume SRC_OVER
2261            mode = SkXfermode::kSrcOver_Mode;
2262        }
2263    } else {
2264        mode = getXfermode(p->getXfermode());
2265    }
2266
2267    int color = p->getColor();
2268    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2269        drawAARect(left, top, right, bottom, color, mode);
2270    } else {
2271        drawColorRect(left, top, right, bottom, color, mode);
2272    }
2273
2274    return DrawGlInfo::kStatusDrew;
2275}
2276
2277status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2278        const float* positions, SkPaint* paint) {
2279    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2280            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2281        return DrawGlInfo::kStatusDone;
2282    }
2283
2284    // NOTE: Skia does not support perspective transform on drawPosText yet
2285    if (!mSnapshot->transform->isSimple()) {
2286        return DrawGlInfo::kStatusDone;
2287    }
2288
2289    float x = 0.0f;
2290    float y = 0.0f;
2291    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2292    if (pureTranslate) {
2293        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2294        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2295    }
2296
2297    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2298    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2299            paint->getTextSize());
2300
2301    int alpha;
2302    SkXfermode::Mode mode;
2303    getAlphaAndMode(paint, &alpha, &mode);
2304
2305    // Pick the appropriate texture filtering
2306    bool linearFilter = mSnapshot->transform->changesBounds();
2307    if (pureTranslate && !linearFilter) {
2308        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2309    }
2310
2311    mCaches.activeTexture(0);
2312    setupDraw();
2313    setupDrawTextGamma(paint);
2314    setupDrawDirtyRegionsDisabled();
2315    setupDrawWithTexture(true);
2316    setupDrawAlpha8Color(paint->getColor(), alpha);
2317    setupDrawColorFilter();
2318    setupDrawShader();
2319    setupDrawBlending(true, mode);
2320    setupDrawProgram();
2321    setupDrawModelView(x, y, x, y, pureTranslate, true);
2322    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2323    setupDrawPureColorUniforms();
2324    setupDrawColorFilterUniforms();
2325    setupDrawShaderUniforms(pureTranslate);
2326    setupDrawTextGammaUniforms();
2327
2328    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2329    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2330
2331#if RENDER_LAYERS_AS_REGIONS
2332    const bool hasActiveLayer = hasLayer();
2333#else
2334    const bool hasActiveLayer = false;
2335#endif
2336
2337    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2338            positions, hasActiveLayer ? &bounds : NULL)) {
2339#if RENDER_LAYERS_AS_REGIONS
2340        if (hasActiveLayer) {
2341            if (!pureTranslate) {
2342                mSnapshot->transform->mapRect(bounds);
2343            }
2344            dirtyLayerUnchecked(bounds, getRegion());
2345        }
2346#endif
2347    }
2348
2349    return DrawGlInfo::kStatusDrew;
2350}
2351
2352status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2353        float x, float y, SkPaint* paint, float length) {
2354    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2355            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2356        return DrawGlInfo::kStatusDone;
2357    }
2358
2359    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2360    switch (paint->getTextAlign()) {
2361        case SkPaint::kCenter_Align:
2362            x -= length / 2.0f;
2363            break;
2364        case SkPaint::kRight_Align:
2365            x -= length;
2366            break;
2367        default:
2368            break;
2369    }
2370
2371    SkPaint::FontMetrics metrics;
2372    paint->getFontMetrics(&metrics, 0.0f);
2373    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2374        return DrawGlInfo::kStatusDone;
2375    }
2376
2377    const float oldX = x;
2378    const float oldY = y;
2379    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2380    if (CC_LIKELY(pureTranslate)) {
2381        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2382        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2383    }
2384
2385#if DEBUG_GLYPHS
2386    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2387#endif
2388
2389    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2390    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2391            paint->getTextSize());
2392
2393    int alpha;
2394    SkXfermode::Mode mode;
2395    getAlphaAndMode(paint, &alpha, &mode);
2396
2397    if (CC_UNLIKELY(mHasShadow)) {
2398        mCaches.activeTexture(0);
2399
2400        // NOTE: The drop shadow will not perform gamma correction
2401        //       if shader-based correction is enabled
2402        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2403        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2404                paint, text, bytesCount, count, mShadowRadius);
2405        const AutoTexture autoCleanup(shadow);
2406
2407        const float sx = oldX - shadow->left + mShadowDx;
2408        const float sy = oldY - shadow->top + mShadowDy;
2409
2410        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2411        int shadowColor = mShadowColor;
2412        if (mShader) {
2413            shadowColor = 0xffffffff;
2414        }
2415
2416        setupDraw();
2417        setupDrawWithTexture(true);
2418        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2419        setupDrawColorFilter();
2420        setupDrawShader();
2421        setupDrawBlending(true, mode);
2422        setupDrawProgram();
2423        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2424        setupDrawTexture(shadow->id);
2425        setupDrawPureColorUniforms();
2426        setupDrawColorFilterUniforms();
2427        setupDrawShaderUniforms();
2428        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2429
2430        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2431    }
2432
2433    // Pick the appropriate texture filtering
2434    bool linearFilter = mSnapshot->transform->changesBounds();
2435    if (pureTranslate && !linearFilter) {
2436        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2437    }
2438
2439    // The font renderer will always use texture unit 0
2440    mCaches.activeTexture(0);
2441    setupDraw();
2442    setupDrawTextGamma(paint);
2443    setupDrawDirtyRegionsDisabled();
2444    setupDrawWithTexture(true);
2445    setupDrawAlpha8Color(paint->getColor(), alpha);
2446    setupDrawColorFilter();
2447    setupDrawShader();
2448    setupDrawBlending(true, mode);
2449    setupDrawProgram();
2450    setupDrawModelView(x, y, x, y, pureTranslate, true);
2451    // See comment above; the font renderer must use texture unit 0
2452    // assert(mTextureUnit == 0)
2453    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2454    setupDrawPureColorUniforms();
2455    setupDrawColorFilterUniforms();
2456    setupDrawShaderUniforms(pureTranslate);
2457    setupDrawTextGammaUniforms();
2458
2459    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2460    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2461
2462#if RENDER_LAYERS_AS_REGIONS
2463    const bool hasActiveLayer = hasLayer();
2464#else
2465    const bool hasActiveLayer = false;
2466#endif
2467
2468    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2469            hasActiveLayer ? &bounds : NULL)) {
2470#if RENDER_LAYERS_AS_REGIONS
2471        if (hasActiveLayer) {
2472            if (!pureTranslate) {
2473                mSnapshot->transform->mapRect(bounds);
2474            }
2475            dirtyLayerUnchecked(bounds, getRegion());
2476        }
2477#endif
2478    }
2479
2480    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2481
2482    return DrawGlInfo::kStatusDrew;
2483}
2484
2485status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2486        float hOffset, float vOffset, SkPaint* paint) {
2487    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2488            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2489        return DrawGlInfo::kStatusDone;
2490    }
2491
2492    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2493    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2494            paint->getTextSize());
2495
2496    int alpha;
2497    SkXfermode::Mode mode;
2498    getAlphaAndMode(paint, &alpha, &mode);
2499
2500    mCaches.activeTexture(0);
2501    setupDraw();
2502    setupDrawTextGamma(paint);
2503    setupDrawDirtyRegionsDisabled();
2504    setupDrawWithTexture(true);
2505    setupDrawAlpha8Color(paint->getColor(), alpha);
2506    setupDrawColorFilter();
2507    setupDrawShader();
2508    setupDrawBlending(true, mode);
2509    setupDrawProgram();
2510    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2511    setupDrawTexture(fontRenderer.getTexture(true));
2512    setupDrawPureColorUniforms();
2513    setupDrawColorFilterUniforms();
2514    setupDrawShaderUniforms(false);
2515    setupDrawTextGammaUniforms();
2516
2517    const Rect* clip = &mSnapshot->getLocalClip();
2518    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2519
2520#if RENDER_LAYERS_AS_REGIONS
2521    const bool hasActiveLayer = hasLayer();
2522#else
2523    const bool hasActiveLayer = false;
2524#endif
2525
2526    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2527            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2528#if RENDER_LAYERS_AS_REGIONS
2529        if (hasActiveLayer) {
2530            mSnapshot->transform->mapRect(bounds);
2531            dirtyLayerUnchecked(bounds, getRegion());
2532        }
2533#endif
2534    }
2535
2536    return DrawGlInfo::kStatusDrew;
2537}
2538
2539status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2540    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2541
2542    mCaches.activeTexture(0);
2543
2544    // TODO: Perform early clip test before we rasterize the path
2545    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2546    if (!texture) return DrawGlInfo::kStatusDone;
2547    const AutoTexture autoCleanup(texture);
2548
2549    const float x = texture->left - texture->offset;
2550    const float y = texture->top - texture->offset;
2551
2552    drawPathTexture(texture, x, y, paint);
2553
2554    return DrawGlInfo::kStatusDrew;
2555}
2556
2557status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2558    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2559        return DrawGlInfo::kStatusDone;
2560    }
2561
2562    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2563        OpenGLRenderer* renderer = layer->renderer;
2564        Rect& dirty = layer->dirtyRect;
2565
2566        interrupt();
2567        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2568        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2569        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2570        renderer->finish();
2571        resume();
2572
2573        dirty.setEmpty();
2574        layer->deferredUpdateScheduled = false;
2575        layer->renderer = NULL;
2576        layer->displayList = NULL;
2577    }
2578
2579    mCaches.activeTexture(0);
2580
2581    int alpha;
2582    SkXfermode::Mode mode;
2583    getAlphaAndMode(paint, &alpha, &mode);
2584
2585    layer->setAlpha(alpha, mode);
2586
2587#if RENDER_LAYERS_AS_REGIONS
2588    if (CC_LIKELY(!layer->region.isEmpty())) {
2589        if (layer->region.isRect()) {
2590            composeLayerRect(layer, layer->regionRect);
2591        } else if (layer->mesh) {
2592            const float a = alpha / 255.0f;
2593            const Rect& rect = layer->layer;
2594
2595            setupDraw();
2596            setupDrawWithTexture();
2597            setupDrawColor(a, a, a, a);
2598            setupDrawColorFilter();
2599            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2600            setupDrawProgram();
2601            setupDrawPureColorUniforms();
2602            setupDrawColorFilterUniforms();
2603            setupDrawTexture(layer->getTexture());
2604            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2605                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2606                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2607
2608                layer->setFilter(GL_NEAREST);
2609                setupDrawModelViewTranslate(x, y,
2610                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2611            } else {
2612                layer->setFilter(GL_LINEAR);
2613                setupDrawModelViewTranslate(x, y,
2614                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2615            }
2616            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2617
2618            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2619                    GL_UNSIGNED_SHORT, layer->meshIndices);
2620
2621            finishDrawTexture();
2622
2623#if DEBUG_LAYERS_AS_REGIONS
2624            drawRegionRects(layer->region);
2625#endif
2626        }
2627    }
2628#else
2629    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2630    composeLayerRect(layer, r);
2631#endif
2632
2633    return DrawGlInfo::kStatusDrew;
2634}
2635
2636///////////////////////////////////////////////////////////////////////////////
2637// Shaders
2638///////////////////////////////////////////////////////////////////////////////
2639
2640void OpenGLRenderer::resetShader() {
2641    mShader = NULL;
2642}
2643
2644void OpenGLRenderer::setupShader(SkiaShader* shader) {
2645    mShader = shader;
2646    if (mShader) {
2647        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2648    }
2649}
2650
2651///////////////////////////////////////////////////////////////////////////////
2652// Color filters
2653///////////////////////////////////////////////////////////////////////////////
2654
2655void OpenGLRenderer::resetColorFilter() {
2656    mColorFilter = NULL;
2657}
2658
2659void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2660    mColorFilter = filter;
2661}
2662
2663///////////////////////////////////////////////////////////////////////////////
2664// Drop shadow
2665///////////////////////////////////////////////////////////////////////////////
2666
2667void OpenGLRenderer::resetShadow() {
2668    mHasShadow = false;
2669}
2670
2671void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2672    mHasShadow = true;
2673    mShadowRadius = radius;
2674    mShadowDx = dx;
2675    mShadowDy = dy;
2676    mShadowColor = color;
2677}
2678
2679///////////////////////////////////////////////////////////////////////////////
2680// Draw filters
2681///////////////////////////////////////////////////////////////////////////////
2682
2683void OpenGLRenderer::resetPaintFilter() {
2684    mHasDrawFilter = false;
2685}
2686
2687void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2688    mHasDrawFilter = true;
2689    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2690    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2691}
2692
2693SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2694    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2695
2696    uint32_t flags = paint->getFlags();
2697
2698    mFilteredPaint = *paint;
2699    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2700
2701    return &mFilteredPaint;
2702}
2703
2704///////////////////////////////////////////////////////////////////////////////
2705// Drawing implementation
2706///////////////////////////////////////////////////////////////////////////////
2707
2708void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2709        float x, float y, SkPaint* paint) {
2710    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2711        return;
2712    }
2713
2714    int alpha;
2715    SkXfermode::Mode mode;
2716    getAlphaAndMode(paint, &alpha, &mode);
2717
2718    setupDraw();
2719    setupDrawWithTexture(true);
2720    setupDrawAlpha8Color(paint->getColor(), alpha);
2721    setupDrawColorFilter();
2722    setupDrawShader();
2723    setupDrawBlending(true, mode);
2724    setupDrawProgram();
2725    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2726    setupDrawTexture(texture->id);
2727    setupDrawPureColorUniforms();
2728    setupDrawColorFilterUniforms();
2729    setupDrawShaderUniforms();
2730    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2731
2732    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2733
2734    finishDrawTexture();
2735}
2736
2737// Same values used by Skia
2738#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2739#define kStdUnderline_Offset    (1.0f / 9.0f)
2740#define kStdUnderline_Thickness (1.0f / 18.0f)
2741
2742void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2743        float x, float y, SkPaint* paint) {
2744    // Handle underline and strike-through
2745    uint32_t flags = paint->getFlags();
2746    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2747        SkPaint paintCopy(*paint);
2748        float underlineWidth = length;
2749        // If length is > 0.0f, we already measured the text for the text alignment
2750        if (length <= 0.0f) {
2751            underlineWidth = paintCopy.measureText(text, bytesCount);
2752        }
2753
2754        float offsetX = 0;
2755        switch (paintCopy.getTextAlign()) {
2756            case SkPaint::kCenter_Align:
2757                offsetX = underlineWidth * 0.5f;
2758                break;
2759            case SkPaint::kRight_Align:
2760                offsetX = underlineWidth;
2761                break;
2762            default:
2763                break;
2764        }
2765
2766        if (CC_LIKELY(underlineWidth > 0.0f)) {
2767            const float textSize = paintCopy.getTextSize();
2768            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2769
2770            const float left = x - offsetX;
2771            float top = 0.0f;
2772
2773            int linesCount = 0;
2774            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2775            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2776
2777            const int pointsCount = 4 * linesCount;
2778            float points[pointsCount];
2779            int currentPoint = 0;
2780
2781            if (flags & SkPaint::kUnderlineText_Flag) {
2782                top = y + textSize * kStdUnderline_Offset;
2783                points[currentPoint++] = left;
2784                points[currentPoint++] = top;
2785                points[currentPoint++] = left + underlineWidth;
2786                points[currentPoint++] = top;
2787            }
2788
2789            if (flags & SkPaint::kStrikeThruText_Flag) {
2790                top = y + textSize * kStdStrikeThru_Offset;
2791                points[currentPoint++] = left;
2792                points[currentPoint++] = top;
2793                points[currentPoint++] = left + underlineWidth;
2794                points[currentPoint++] = top;
2795            }
2796
2797            paintCopy.setStrokeWidth(strokeWidth);
2798
2799            drawLines(&points[0], pointsCount, &paintCopy);
2800        }
2801    }
2802}
2803
2804void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2805        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2806    // If a shader is set, preserve only the alpha
2807    if (mShader) {
2808        color |= 0x00ffffff;
2809    }
2810
2811    setupDraw();
2812    setupDrawNoTexture();
2813    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2814    setupDrawShader();
2815    setupDrawColorFilter();
2816    setupDrawBlending(mode);
2817    setupDrawProgram();
2818    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2819    setupDrawColorUniforms();
2820    setupDrawShaderUniforms(ignoreTransform);
2821    setupDrawColorFilterUniforms();
2822    setupDrawSimpleMesh();
2823
2824    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2825}
2826
2827void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2828        Texture* texture, SkPaint* paint) {
2829    int alpha;
2830    SkXfermode::Mode mode;
2831    getAlphaAndMode(paint, &alpha, &mode);
2832
2833    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2834
2835    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2836        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2837        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2838
2839        texture->setFilter(GL_NEAREST, true);
2840        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2841                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2842                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2843    } else {
2844        texture->setFilter(FILTER(paint), true);
2845        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2846                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2847                GL_TRIANGLE_STRIP, gMeshCount);
2848    }
2849}
2850
2851void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2852        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2853    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2854            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2855}
2856
2857void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2858        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2859        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2860        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2861
2862    setupDraw();
2863    setupDrawWithTexture();
2864    setupDrawColor(alpha, alpha, alpha, alpha);
2865    setupDrawColorFilter();
2866    setupDrawBlending(blend, mode, swapSrcDst);
2867    setupDrawProgram();
2868    if (!dirty) {
2869        setupDrawDirtyRegionsDisabled();
2870    }
2871    if (!ignoreScale) {
2872        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2873    } else {
2874        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2875    }
2876    setupDrawPureColorUniforms();
2877    setupDrawColorFilterUniforms();
2878    setupDrawTexture(texture);
2879    setupDrawMesh(vertices, texCoords, vbo);
2880
2881    glDrawArrays(drawMode, 0, elementsCount);
2882
2883    finishDrawTexture();
2884}
2885
2886void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2887        ProgramDescription& description, bool swapSrcDst) {
2888    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2889
2890    if (blend) {
2891        // These blend modes are not supported by OpenGL directly and have
2892        // to be implemented using shaders. Since the shader will perform
2893        // the blending, turn blending off here
2894        // If the blend mode cannot be implemented using shaders, fall
2895        // back to the default SrcOver blend mode instead
2896        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2897            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2898                description.framebufferMode = mode;
2899                description.swapSrcDst = swapSrcDst;
2900
2901                if (mCaches.blend) {
2902                    glDisable(GL_BLEND);
2903                    mCaches.blend = false;
2904                }
2905
2906                return;
2907            } else {
2908                mode = SkXfermode::kSrcOver_Mode;
2909            }
2910        }
2911
2912        if (!mCaches.blend) {
2913            glEnable(GL_BLEND);
2914        }
2915
2916        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2917        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2918
2919        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2920            glBlendFunc(sourceMode, destMode);
2921            mCaches.lastSrcMode = sourceMode;
2922            mCaches.lastDstMode = destMode;
2923        }
2924    } else if (mCaches.blend) {
2925        glDisable(GL_BLEND);
2926    }
2927    mCaches.blend = blend;
2928}
2929
2930bool OpenGLRenderer::useProgram(Program* program) {
2931    if (!program->isInUse()) {
2932        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2933        program->use();
2934        mCaches.currentProgram = program;
2935        return false;
2936    }
2937    return true;
2938}
2939
2940void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2941    TextureVertex* v = &mMeshVertices[0];
2942    TextureVertex::setUV(v++, u1, v1);
2943    TextureVertex::setUV(v++, u2, v1);
2944    TextureVertex::setUV(v++, u1, v2);
2945    TextureVertex::setUV(v++, u2, v2);
2946}
2947
2948void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2949    getAlphaAndModeDirect(paint, alpha,  mode);
2950    *alpha *= mSnapshot->alpha;
2951}
2952
2953}; // namespace uirenderer
2954}; // namespace android
2955