OpenGLRenderer.cpp revision 8025061c594e5171e1bf370d8fdd77e0e9a02b47
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.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
254    mCaches.enableScissor();
255    mCaches.resetScissor();
256    dirtyClip();
257
258    mCaches.activeTexture(0);
259    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
260
261    mCaches.blend = true;
262    glEnable(GL_BLEND);
263    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
264    glBlendEquation(GL_FUNC_ADD);
265}
266
267void OpenGLRenderer::detachFunctor(Functor* functor) {
268    mFunctors.remove(functor);
269}
270
271void OpenGLRenderer::attachFunctor(Functor* functor) {
272    mFunctors.add(functor);
273}
274
275status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
276    status_t result = DrawGlInfo::kStatusDone;
277    size_t count = mFunctors.size();
278
279    if (count > 0) {
280        SortedVector<Functor*> functors(mFunctors);
281        mFunctors.clear();
282
283        DrawGlInfo info;
284        info.clipLeft = 0;
285        info.clipTop = 0;
286        info.clipRight = 0;
287        info.clipBottom = 0;
288        info.isLayer = false;
289        info.width = 0;
290        info.height = 0;
291        memset(info.transform, 0, sizeof(float) * 16);
292
293        for (size_t i = 0; i < count; i++) {
294            Functor* f = functors.itemAt(i);
295            result |= (*f)(DrawGlInfo::kModeProcess, &info);
296
297            if (result & DrawGlInfo::kStatusDraw) {
298                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
299                dirty.unionWith(localDirty);
300            }
301
302            if (result & DrawGlInfo::kStatusInvoke) {
303                mFunctors.add(f);
304            }
305        }
306    }
307
308    mCaches.activeTexture(0);
309
310    return result;
311}
312
313status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
314    interrupt();
315    detachFunctor(functor);
316
317    mCaches.enableScissor();
318    if (mDirtyClip) {
319        setScissorFromClip();
320    }
321
322    Rect clip(*mSnapshot->clipRect);
323    clip.snapToPixelBoundaries();
324
325    // Since we don't know what the functor will draw, let's dirty
326    // tne entire clip region
327    if (hasLayer()) {
328        dirtyLayerUnchecked(clip, getRegion());
329    }
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    snapshot->region = &snapshot->layer->region;
598    snapshot->flags |= Snapshot::kFlagFboTarget;
599
600    Rect clip(bounds);
601    snapshot->transform->mapRect(clip);
602    clip.intersect(*snapshot->clipRect);
603    clip.snapToPixelBoundaries();
604    clip.intersect(snapshot->previous->viewport);
605
606    mat4 inverse;
607    inverse.loadInverse(*mSnapshot->transform);
608
609    inverse.mapRect(clip);
610    clip.snapToPixelBoundaries();
611    clip.intersect(bounds);
612    clip.translate(-bounds.left, -bounds.top);
613
614    snapshot->flags |= Snapshot::kFlagIsFboLayer;
615    snapshot->fbo = layer->getFbo();
616    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
617    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
618    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
619    snapshot->height = bounds.getHeight();
620    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
621    snapshot->orthoMatrix.load(mOrthoMatrix);
622
623    // Bind texture to FBO
624    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
625    layer->bindTexture();
626
627    // Initialize the texture if needed
628    if (layer->isEmpty()) {
629        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
630        layer->setEmpty(false);
631    }
632
633    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
634            layer->getTexture(), 0);
635
636#if DEBUG_LAYERS_AS_REGIONS
637    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
638    if (status != GL_FRAMEBUFFER_COMPLETE) {
639        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
640
641        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
642        layer->deleteTexture();
643        mCaches.fboCache.put(layer->getFbo());
644
645        delete layer;
646
647        return false;
648    }
649#endif
650
651    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
652    mCaches.enableScissor();
653    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
654            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
655    glClear(GL_COLOR_BUFFER_BIT);
656
657    dirtyClip();
658
659    // Change the ortho projection
660    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
661    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
662
663    return true;
664}
665
666/**
667 * Read the documentation of createLayer() before doing anything in this method.
668 */
669void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
670    if (!current->layer) {
671        ALOGE("Attempting to compose a layer that does not exist");
672        return;
673    }
674
675    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
676
677    if (fboLayer) {
678        // Detach the texture from the FBO
679        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
680
681        // Unbind current FBO and restore previous one
682        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
683    }
684
685    Layer* layer = current->layer;
686    const Rect& rect = layer->layer;
687
688    if (!fboLayer && layer->getAlpha() < 255) {
689        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
690                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
691        // Required below, composeLayerRect() will divide by 255
692        layer->setAlpha(255);
693    }
694
695    mCaches.unbindMeshBuffer();
696
697    mCaches.activeTexture(0);
698
699    // When the layer is stored in an FBO, we can save a bit of fillrate by
700    // drawing only the dirty region
701    if (fboLayer) {
702        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
703        if (layer->getColorFilter()) {
704            setupColorFilter(layer->getColorFilter());
705        }
706        composeLayerRegion(layer, rect);
707        if (layer->getColorFilter()) {
708            resetColorFilter();
709        }
710    } else if (!rect.isEmpty()) {
711        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
712        composeLayerRect(layer, rect, true);
713    }
714
715    if (fboLayer) {
716        // Note: No need to use glDiscardFramebufferEXT() since we never
717        //       create/compose layers that are not on screen with this
718        //       code path
719        // See LayerRenderer::destroyLayer(Layer*)
720
721        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
722        mCaches.fboCache.put(current->fbo);
723        layer->setFbo(0);
724    }
725
726    dirtyClip();
727
728    // Failing to add the layer to the cache should happen only if the layer is too large
729    if (!mCaches.layerCache.put(layer)) {
730        LAYER_LOGD("Deleting layer");
731        layer->deleteTexture();
732        delete layer;
733    }
734}
735
736void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
737    float alpha = layer->getAlpha() / 255.0f;
738
739    mat4& transform = layer->getTransform();
740    if (!transform.isIdentity()) {
741        save(0);
742        mSnapshot->transform->multiply(transform);
743    }
744
745    setupDraw();
746    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
747        setupDrawWithTexture();
748    } else {
749        setupDrawWithExternalTexture();
750    }
751    setupDrawTextureTransform();
752    setupDrawColor(alpha, alpha, alpha, alpha);
753    setupDrawColorFilter();
754    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
755    setupDrawProgram();
756    setupDrawPureColorUniforms();
757    setupDrawColorFilterUniforms();
758    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
759        setupDrawTexture(layer->getTexture());
760    } else {
761        setupDrawExternalTexture(layer->getTexture());
762    }
763    if (mSnapshot->transform->isPureTranslate() &&
764            layer->getWidth() == (uint32_t) rect.getWidth() &&
765            layer->getHeight() == (uint32_t) rect.getHeight()) {
766        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
767        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
768
769        layer->setFilter(GL_NEAREST);
770        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
771    } else {
772        layer->setFilter(GL_LINEAR);
773        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
774    }
775    setupDrawTextureTransformUniforms(layer->getTexTransform());
776    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
777
778    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
779
780    finishDrawTexture();
781
782    if (!transform.isIdentity()) {
783        restore();
784    }
785}
786
787void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
788    if (!layer->isTextureLayer()) {
789        const Rect& texCoords = layer->texCoords;
790        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
791                texCoords.right, texCoords.bottom);
792
793        float x = rect.left;
794        float y = rect.top;
795        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
796                layer->getWidth() == (uint32_t) rect.getWidth() &&
797                layer->getHeight() == (uint32_t) rect.getHeight();
798
799        if (simpleTransform) {
800            // When we're swapping, the layer is already in screen coordinates
801            if (!swap) {
802                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
803                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
804            }
805
806            layer->setFilter(GL_NEAREST, true);
807        } else {
808            layer->setFilter(GL_LINEAR, true);
809        }
810
811        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
812                layer->getTexture(), layer->getAlpha() / 255.0f,
813                layer->getMode(), layer->isBlend(),
814                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
815                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
816
817        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
818    } else {
819        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
820        drawTextureLayer(layer, rect);
821        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
822    }
823}
824
825void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
826    if (layer->region.isRect()) {
827        layer->setRegionAsRect();
828
829        composeLayerRect(layer, layer->regionRect);
830
831        layer->region.clear();
832        return;
833    }
834
835    // TODO: See LayerRenderer.cpp::generateMesh() for important
836    //       information about this implementation
837    if (CC_LIKELY(!layer->region.isEmpty())) {
838        size_t count;
839        const android::Rect* rects = layer->region.getArray(&count);
840
841        const float alpha = layer->getAlpha() / 255.0f;
842        const float texX = 1.0f / float(layer->getWidth());
843        const float texY = 1.0f / float(layer->getHeight());
844        const float height = rect.getHeight();
845
846        TextureVertex* mesh = mCaches.getRegionMesh();
847        GLsizei numQuads = 0;
848
849        setupDraw();
850        setupDrawWithTexture();
851        setupDrawColor(alpha, alpha, alpha, alpha);
852        setupDrawColorFilter();
853        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
854        setupDrawProgram();
855        setupDrawDirtyRegionsDisabled();
856        setupDrawPureColorUniforms();
857        setupDrawColorFilterUniforms();
858        setupDrawTexture(layer->getTexture());
859        if (mSnapshot->transform->isPureTranslate()) {
860            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
861            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
862
863            layer->setFilter(GL_NEAREST);
864            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
865        } else {
866            layer->setFilter(GL_LINEAR);
867            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
868        }
869        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
870
871        for (size_t i = 0; i < count; i++) {
872            const android::Rect* r = &rects[i];
873
874            const float u1 = r->left * texX;
875            const float v1 = (height - r->top) * texY;
876            const float u2 = r->right * texX;
877            const float v2 = (height - r->bottom) * texY;
878
879            // TODO: Reject quads outside of the clip
880            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
881            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
882            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
883            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
884
885            numQuads++;
886
887            if (numQuads >= REGION_MESH_QUAD_COUNT) {
888                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
889                numQuads = 0;
890                mesh = mCaches.getRegionMesh();
891            }
892        }
893
894        if (numQuads > 0) {
895            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
896        }
897
898        finishDrawTexture();
899
900#if DEBUG_LAYERS_AS_REGIONS
901        drawRegionRects(layer->region);
902#endif
903
904        layer->region.clear();
905    }
906}
907
908void OpenGLRenderer::drawRegionRects(const Region& region) {
909#if DEBUG_LAYERS_AS_REGIONS
910    size_t count;
911    const android::Rect* rects = region.getArray(&count);
912
913    uint32_t colors[] = {
914            0x7fff0000, 0x7f00ff00,
915            0x7f0000ff, 0x7fff00ff,
916    };
917
918    int offset = 0;
919    int32_t top = rects[0].top;
920
921    for (size_t i = 0; i < count; i++) {
922        if (top != rects[i].top) {
923            offset ^= 0x2;
924            top = rects[i].top;
925        }
926
927        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
928        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
929                SkXfermode::kSrcOver_Mode);
930    }
931#endif
932}
933
934void OpenGLRenderer::dirtyLayer(const float left, const float top,
935        const float right, const float bottom, const mat4 transform) {
936    if (hasLayer()) {
937        Rect bounds(left, top, right, bottom);
938        transform.mapRect(bounds);
939        dirtyLayerUnchecked(bounds, getRegion());
940    }
941}
942
943void OpenGLRenderer::dirtyLayer(const float left, const float top,
944        const float right, const float bottom) {
945    if (hasLayer()) {
946        Rect bounds(left, top, right, bottom);
947        dirtyLayerUnchecked(bounds, getRegion());
948    }
949}
950
951void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
952    if (bounds.intersect(*mSnapshot->clipRect)) {
953        bounds.snapToPixelBoundaries();
954        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
955        if (!dirty.isEmpty()) {
956            region->orSelf(dirty);
957        }
958    }
959}
960
961void OpenGLRenderer::clearLayerRegions() {
962    const size_t count = mLayers.size();
963    if (count == 0) return;
964
965    if (!mSnapshot->isIgnored()) {
966        // Doing several glScissor/glClear here can negatively impact
967        // GPUs with a tiler architecture, instead we draw quads with
968        // the Clear blending mode
969
970        // The list contains bounds that have already been clipped
971        // against their initial clip rect, and the current clip
972        // is likely different so we need to disable clipping here
973        bool scissorChanged = mCaches.disableScissor();
974
975        Vertex mesh[count * 6];
976        Vertex* vertex = mesh;
977
978        for (uint32_t i = 0; i < count; i++) {
979            Rect* bounds = mLayers.itemAt(i);
980
981            Vertex::set(vertex++, bounds->left, bounds->bottom);
982            Vertex::set(vertex++, bounds->left, bounds->top);
983            Vertex::set(vertex++, bounds->right, bounds->top);
984            Vertex::set(vertex++, bounds->left, bounds->bottom);
985            Vertex::set(vertex++, bounds->right, bounds->top);
986            Vertex::set(vertex++, bounds->right, bounds->bottom);
987
988            delete bounds;
989        }
990
991        setupDraw(false);
992        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
993        setupDrawBlending(true, SkXfermode::kClear_Mode);
994        setupDrawProgram();
995        setupDrawPureColorUniforms();
996        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
997        setupDrawVertices(&mesh[0].position[0]);
998
999        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1000
1001        if (scissorChanged) mCaches.enableScissor();
1002    } else {
1003        for (uint32_t i = 0; i < count; i++) {
1004            delete mLayers.itemAt(i);
1005        }
1006    }
1007
1008    mLayers.clear();
1009}
1010
1011///////////////////////////////////////////////////////////////////////////////
1012// Transforms
1013///////////////////////////////////////////////////////////////////////////////
1014
1015void OpenGLRenderer::translate(float dx, float dy) {
1016    mSnapshot->transform->translate(dx, dy, 0.0f);
1017}
1018
1019void OpenGLRenderer::rotate(float degrees) {
1020    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1021}
1022
1023void OpenGLRenderer::scale(float sx, float sy) {
1024    mSnapshot->transform->scale(sx, sy, 1.0f);
1025}
1026
1027void OpenGLRenderer::skew(float sx, float sy) {
1028    mSnapshot->transform->skew(sx, sy);
1029}
1030
1031void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1032    if (matrix) {
1033        mSnapshot->transform->load(*matrix);
1034    } else {
1035        mSnapshot->transform->loadIdentity();
1036    }
1037}
1038
1039void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1040    mSnapshot->transform->copyTo(*matrix);
1041}
1042
1043void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1044    SkMatrix transform;
1045    mSnapshot->transform->copyTo(transform);
1046    transform.preConcat(*matrix);
1047    mSnapshot->transform->load(transform);
1048}
1049
1050///////////////////////////////////////////////////////////////////////////////
1051// Clipping
1052///////////////////////////////////////////////////////////////////////////////
1053
1054void OpenGLRenderer::setScissorFromClip() {
1055    Rect clip(*mSnapshot->clipRect);
1056    clip.snapToPixelBoundaries();
1057
1058    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1059            clip.getWidth(), clip.getHeight())) {
1060        mDirtyClip = false;
1061    }
1062}
1063
1064const Rect& OpenGLRenderer::getClipBounds() {
1065    return mSnapshot->getLocalClip();
1066}
1067
1068bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1069    if (mSnapshot->isIgnored()) {
1070        return true;
1071    }
1072
1073    Rect r(left, top, right, bottom);
1074    mSnapshot->transform->mapRect(r);
1075    r.snapToPixelBoundaries();
1076
1077    Rect clipRect(*mSnapshot->clipRect);
1078    clipRect.snapToPixelBoundaries();
1079
1080    return !clipRect.intersects(r);
1081}
1082
1083bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1084    if (mSnapshot->isIgnored()) {
1085        return true;
1086    }
1087
1088    Rect r(left, top, right, bottom);
1089    mSnapshot->transform->mapRect(r);
1090    r.snapToPixelBoundaries();
1091
1092    Rect clipRect(*mSnapshot->clipRect);
1093    clipRect.snapToPixelBoundaries();
1094
1095    bool rejected = !clipRect.intersects(r);
1096    if (!isDeferred() && !rejected) {
1097        mCaches.setScissorEnabled(!clipRect.contains(r));
1098    }
1099
1100    return rejected;
1101}
1102
1103bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1104    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1105    if (clipped) {
1106        dirtyClip();
1107    }
1108    return !mSnapshot->clipRect->isEmpty();
1109}
1110
1111Rect* OpenGLRenderer::getClipRect() {
1112    return mSnapshot->clipRect;
1113}
1114
1115///////////////////////////////////////////////////////////////////////////////
1116// Drawing commands
1117///////////////////////////////////////////////////////////////////////////////
1118
1119void OpenGLRenderer::setupDraw(bool clear) {
1120    // TODO: It would be best if we could do this before quickReject()
1121    //       changes the scissor test state
1122    if (clear) clearLayerRegions();
1123    if (mDirtyClip) {
1124        setScissorFromClip();
1125    }
1126    mDescription.reset();
1127    mSetShaderColor = false;
1128    mColorSet = false;
1129    mColorA = mColorR = mColorG = mColorB = 0.0f;
1130    mTextureUnit = 0;
1131    mTrackDirtyRegions = true;
1132}
1133
1134void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1135    mDescription.hasTexture = true;
1136    mDescription.hasAlpha8Texture = isAlpha8;
1137}
1138
1139void OpenGLRenderer::setupDrawWithExternalTexture() {
1140    mDescription.hasExternalTexture = true;
1141}
1142
1143void OpenGLRenderer::setupDrawNoTexture() {
1144    mCaches.disbaleTexCoordsVertexArray();
1145}
1146
1147void OpenGLRenderer::setupDrawAALine() {
1148    mDescription.isAA = true;
1149}
1150
1151void OpenGLRenderer::setupDrawPoint(float pointSize) {
1152    mDescription.isPoint = true;
1153    mDescription.pointSize = pointSize;
1154}
1155
1156void OpenGLRenderer::setupDrawColor(int color) {
1157    setupDrawColor(color, (color >> 24) & 0xFF);
1158}
1159
1160void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1161    mColorA = alpha / 255.0f;
1162    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1163    // the rgb values by a instead of also dividing by 255
1164    const float a = mColorA / 255.0f;
1165    mColorR = a * ((color >> 16) & 0xFF);
1166    mColorG = a * ((color >>  8) & 0xFF);
1167    mColorB = a * ((color      ) & 0xFF);
1168    mColorSet = true;
1169    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1170}
1171
1172void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1173    mColorA = alpha / 255.0f;
1174    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1175    // the rgb values by a instead of also dividing by 255
1176    const float a = mColorA / 255.0f;
1177    mColorR = a * ((color >> 16) & 0xFF);
1178    mColorG = a * ((color >>  8) & 0xFF);
1179    mColorB = a * ((color      ) & 0xFF);
1180    mColorSet = true;
1181    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1182}
1183
1184void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1185    mCaches.fontRenderer->describe(mDescription, paint);
1186}
1187
1188void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1189    mColorA = a;
1190    mColorR = r;
1191    mColorG = g;
1192    mColorB = b;
1193    mColorSet = true;
1194    mSetShaderColor = mDescription.setColor(r, g, b, a);
1195}
1196
1197void OpenGLRenderer::setupDrawShader() {
1198    if (mShader) {
1199        mShader->describe(mDescription, mCaches.extensions);
1200    }
1201}
1202
1203void OpenGLRenderer::setupDrawColorFilter() {
1204    if (mColorFilter) {
1205        mColorFilter->describe(mDescription, mCaches.extensions);
1206    }
1207}
1208
1209void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1210    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1211        mColorA = 1.0f;
1212        mColorR = mColorG = mColorB = 0.0f;
1213        mSetShaderColor = mDescription.modulate = true;
1214    }
1215}
1216
1217void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1218    // When the blending mode is kClear_Mode, we need to use a modulate color
1219    // argb=1,0,0,0
1220    accountForClear(mode);
1221    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1222            mDescription, swapSrcDst);
1223}
1224
1225void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1226    // When the blending mode is kClear_Mode, we need to use a modulate color
1227    // argb=1,0,0,0
1228    accountForClear(mode);
1229    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1230            mDescription, swapSrcDst);
1231}
1232
1233void OpenGLRenderer::setupDrawProgram() {
1234    useProgram(mCaches.programCache.get(mDescription));
1235}
1236
1237void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1238    mTrackDirtyRegions = false;
1239}
1240
1241void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1242        bool ignoreTransform) {
1243    mModelView.loadTranslate(left, top, 0.0f);
1244    if (!ignoreTransform) {
1245        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1246        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1247    } else {
1248        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1249        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1250    }
1251}
1252
1253void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1254    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1255}
1256
1257void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1258        bool ignoreTransform, bool ignoreModelView) {
1259    if (!ignoreModelView) {
1260        mModelView.loadTranslate(left, top, 0.0f);
1261        mModelView.scale(right - left, bottom - top, 1.0f);
1262    } else {
1263        mModelView.loadIdentity();
1264    }
1265    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1266    if (!ignoreTransform) {
1267        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1268        if (mTrackDirtyRegions && dirty) {
1269            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1270        }
1271    } else {
1272        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1273        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1274    }
1275}
1276
1277void OpenGLRenderer::setupDrawPointUniforms() {
1278    int slot = mCaches.currentProgram->getUniform("pointSize");
1279    glUniform1f(slot, mDescription.pointSize);
1280}
1281
1282void OpenGLRenderer::setupDrawColorUniforms() {
1283    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1284        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1285    }
1286}
1287
1288void OpenGLRenderer::setupDrawPureColorUniforms() {
1289    if (mSetShaderColor) {
1290        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1291    }
1292}
1293
1294void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1295    if (mShader) {
1296        if (ignoreTransform) {
1297            mModelView.loadInverse(*mSnapshot->transform);
1298        }
1299        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1300    }
1301}
1302
1303void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1304    if (mShader) {
1305        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1306    }
1307}
1308
1309void OpenGLRenderer::setupDrawColorFilterUniforms() {
1310    if (mColorFilter) {
1311        mColorFilter->setupProgram(mCaches.currentProgram);
1312    }
1313}
1314
1315void OpenGLRenderer::setupDrawTextGammaUniforms() {
1316    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1317}
1318
1319void OpenGLRenderer::setupDrawSimpleMesh() {
1320    bool force = mCaches.bindMeshBuffer();
1321    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1322    mCaches.unbindIndicesBuffer();
1323}
1324
1325void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1326    bindTexture(texture);
1327    mTextureUnit++;
1328    mCaches.enableTexCoordsVertexArray();
1329}
1330
1331void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1332    bindExternalTexture(texture);
1333    mTextureUnit++;
1334    mCaches.enableTexCoordsVertexArray();
1335}
1336
1337void OpenGLRenderer::setupDrawTextureTransform() {
1338    mDescription.hasTextureTransform = true;
1339}
1340
1341void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1342    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1343            GL_FALSE, &transform.data[0]);
1344}
1345
1346void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1347    bool force = false;
1348    if (!vertices) {
1349        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1350    } else {
1351        force = mCaches.unbindMeshBuffer();
1352    }
1353
1354    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1355    if (mCaches.currentProgram->texCoords >= 0) {
1356        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1357    }
1358
1359    mCaches.unbindIndicesBuffer();
1360}
1361
1362void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1363    bool force = mCaches.unbindMeshBuffer();
1364    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1365    if (mCaches.currentProgram->texCoords >= 0) {
1366        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1367    }
1368}
1369
1370void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1371    bool force = mCaches.unbindMeshBuffer();
1372    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1373            vertices, gVertexStride);
1374    mCaches.unbindIndicesBuffer();
1375}
1376
1377/**
1378 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1379 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1380 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1381 * attributes (one per vertex) are values from zero to one that tells the fragment
1382 * shader where the fragment is in relation to the line width/length overall; these values are
1383 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1384 * region of the line.
1385 * Note that we only pass down the width values in this setup function. The length coordinates
1386 * are set up for each individual segment.
1387 */
1388void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1389        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1390    bool force = mCaches.unbindMeshBuffer();
1391    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1392            vertices, gAAVertexStride);
1393    mCaches.resetTexCoordsVertexPointer();
1394    mCaches.unbindIndicesBuffer();
1395
1396    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1397    glEnableVertexAttribArray(widthSlot);
1398    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1399
1400    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1401    glEnableVertexAttribArray(lengthSlot);
1402    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1403
1404    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1405    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1406
1407    // Setting the inverse value saves computations per-fragment in the shader
1408    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1409    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1410}
1411
1412void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1413    glDisableVertexAttribArray(widthSlot);
1414    glDisableVertexAttribArray(lengthSlot);
1415}
1416
1417void OpenGLRenderer::finishDrawTexture() {
1418}
1419
1420///////////////////////////////////////////////////////////////////////////////
1421// Drawing
1422///////////////////////////////////////////////////////////////////////////////
1423
1424status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1425        Rect& dirty, int32_t flags, uint32_t level) {
1426
1427    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1428    // will be performed by the display list itself
1429    if (displayList && displayList->isRenderable()) {
1430        return displayList->replay(*this, dirty, flags, level);
1431    }
1432
1433    return DrawGlInfo::kStatusDone;
1434}
1435
1436void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1437    if (displayList) {
1438        displayList->output(*this, level);
1439    }
1440}
1441
1442void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1443    int alpha;
1444    SkXfermode::Mode mode;
1445    getAlphaAndMode(paint, &alpha, &mode);
1446
1447    float x = left;
1448    float y = top;
1449
1450    GLenum filter = GL_LINEAR;
1451    bool ignoreTransform = false;
1452    if (mSnapshot->transform->isPureTranslate()) {
1453        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1454        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1455        ignoreTransform = true;
1456        filter = GL_NEAREST;
1457    } else {
1458        filter = FILTER(paint);
1459    }
1460
1461    setupDraw();
1462    setupDrawWithTexture(true);
1463    if (paint) {
1464        setupDrawAlpha8Color(paint->getColor(), alpha);
1465    }
1466    setupDrawColorFilter();
1467    setupDrawShader();
1468    setupDrawBlending(true, mode);
1469    setupDrawProgram();
1470    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1471
1472    setupDrawTexture(texture->id);
1473    texture->setWrap(GL_CLAMP_TO_EDGE);
1474    texture->setFilter(filter);
1475
1476    setupDrawPureColorUniforms();
1477    setupDrawColorFilterUniforms();
1478    setupDrawShaderUniforms();
1479    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1480
1481    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1482
1483    finishDrawTexture();
1484}
1485
1486status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1487    const float right = left + bitmap->width();
1488    const float bottom = top + bitmap->height();
1489
1490    if (quickReject(left, top, right, bottom)) {
1491        return DrawGlInfo::kStatusDone;
1492    }
1493
1494    mCaches.activeTexture(0);
1495    Texture* texture = mCaches.textureCache.get(bitmap);
1496    if (!texture) return DrawGlInfo::kStatusDone;
1497    const AutoTexture autoCleanup(texture);
1498
1499    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1500        drawAlphaBitmap(texture, left, top, paint);
1501    } else {
1502        drawTextureRect(left, top, right, bottom, texture, paint);
1503    }
1504
1505    return DrawGlInfo::kStatusDrew;
1506}
1507
1508status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1509    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1510    const mat4 transform(*matrix);
1511    transform.mapRect(r);
1512
1513    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1514        return DrawGlInfo::kStatusDone;
1515    }
1516
1517    mCaches.activeTexture(0);
1518    Texture* texture = mCaches.textureCache.get(bitmap);
1519    if (!texture) return DrawGlInfo::kStatusDone;
1520    const AutoTexture autoCleanup(texture);
1521
1522    // This could be done in a cheaper way, all we need is pass the matrix
1523    // to the vertex shader. The save/restore is a bit overkill.
1524    save(SkCanvas::kMatrix_SaveFlag);
1525    concatMatrix(matrix);
1526    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1527    restore();
1528
1529    return DrawGlInfo::kStatusDrew;
1530}
1531
1532status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1533    const float right = left + bitmap->width();
1534    const float bottom = top + bitmap->height();
1535
1536    if (quickReject(left, top, right, bottom)) {
1537        return DrawGlInfo::kStatusDone;
1538    }
1539
1540    mCaches.activeTexture(0);
1541    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1542    const AutoTexture autoCleanup(texture);
1543
1544    drawTextureRect(left, top, right, bottom, texture, paint);
1545
1546    return DrawGlInfo::kStatusDrew;
1547}
1548
1549status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1550        float* vertices, int* colors, SkPaint* paint) {
1551    // TODO: Do a quickReject
1552    if (!vertices || mSnapshot->isIgnored()) {
1553        return DrawGlInfo::kStatusDone;
1554    }
1555
1556    mCaches.activeTexture(0);
1557    Texture* texture = mCaches.textureCache.get(bitmap);
1558    if (!texture) return DrawGlInfo::kStatusDone;
1559    const AutoTexture autoCleanup(texture);
1560
1561    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1562    texture->setFilter(FILTER(paint), true);
1563
1564    int alpha;
1565    SkXfermode::Mode mode;
1566    getAlphaAndMode(paint, &alpha, &mode);
1567
1568    const uint32_t count = meshWidth * meshHeight * 6;
1569
1570    float left = FLT_MAX;
1571    float top = FLT_MAX;
1572    float right = FLT_MIN;
1573    float bottom = FLT_MIN;
1574
1575    const bool hasActiveLayer = hasLayer();
1576
1577    // TODO: Support the colors array
1578    TextureVertex mesh[count];
1579    TextureVertex* vertex = mesh;
1580    for (int32_t y = 0; y < meshHeight; y++) {
1581        for (int32_t x = 0; x < meshWidth; x++) {
1582            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1583
1584            float u1 = float(x) / meshWidth;
1585            float u2 = float(x + 1) / meshWidth;
1586            float v1 = float(y) / meshHeight;
1587            float v2 = float(y + 1) / meshHeight;
1588
1589            int ax = i + (meshWidth + 1) * 2;
1590            int ay = ax + 1;
1591            int bx = i;
1592            int by = bx + 1;
1593            int cx = i + 2;
1594            int cy = cx + 1;
1595            int dx = i + (meshWidth + 1) * 2 + 2;
1596            int dy = dx + 1;
1597
1598            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1599            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1600            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1601
1602            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1603            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1604            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1605
1606            if (hasActiveLayer) {
1607                // TODO: This could be optimized to avoid unnecessary ops
1608                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1609                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1610                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1611                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1612            }
1613        }
1614    }
1615
1616    if (hasActiveLayer) {
1617        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1618    }
1619
1620    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1621            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1622            GL_TRIANGLES, count, false, false, 0, false, false);
1623
1624    return DrawGlInfo::kStatusDrew;
1625}
1626
1627status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1628         float srcLeft, float srcTop, float srcRight, float srcBottom,
1629         float dstLeft, float dstTop, float dstRight, float dstBottom,
1630         SkPaint* paint) {
1631    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1632        return DrawGlInfo::kStatusDone;
1633    }
1634
1635    mCaches.activeTexture(0);
1636    Texture* texture = mCaches.textureCache.get(bitmap);
1637    if (!texture) return DrawGlInfo::kStatusDone;
1638    const AutoTexture autoCleanup(texture);
1639
1640    const float width = texture->width;
1641    const float height = texture->height;
1642
1643    const float u1 = fmax(0.0f, srcLeft / width);
1644    const float v1 = fmax(0.0f, srcTop / height);
1645    const float u2 = fmin(1.0f, srcRight / width);
1646    const float v2 = fmin(1.0f, srcBottom / height);
1647
1648    mCaches.unbindMeshBuffer();
1649    resetDrawTextureTexCoords(u1, v1, u2, v2);
1650
1651    int alpha;
1652    SkXfermode::Mode mode;
1653    getAlphaAndMode(paint, &alpha, &mode);
1654
1655    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1656
1657    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1658        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1659        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1660
1661        GLenum filter = GL_NEAREST;
1662        // Enable linear filtering if the source rectangle is scaled
1663        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1664            filter = FILTER(paint);
1665        }
1666
1667        texture->setFilter(filter, true);
1668        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1669                texture->id, alpha / 255.0f, mode, texture->blend,
1670                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1671                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1672    } else {
1673        texture->setFilter(FILTER(paint), true);
1674        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1675                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1676                GL_TRIANGLE_STRIP, gMeshCount);
1677    }
1678
1679    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1680
1681    return DrawGlInfo::kStatusDrew;
1682}
1683
1684status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1685        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1686        float left, float top, float right, float bottom, SkPaint* paint) {
1687    int alpha;
1688    SkXfermode::Mode mode;
1689    getAlphaAndModeDirect(paint, &alpha, &mode);
1690
1691    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
1692            left, top, right, bottom, alpha, mode);
1693}
1694
1695status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1696        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1697        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
1698    if (quickReject(left, top, right, bottom)) {
1699        return DrawGlInfo::kStatusDone;
1700    }
1701
1702    alpha *= mSnapshot->alpha;
1703
1704    mCaches.activeTexture(0);
1705    Texture* texture = mCaches.textureCache.get(bitmap);
1706    if (!texture) return DrawGlInfo::kStatusDone;
1707    const AutoTexture autoCleanup(texture);
1708    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1709    texture->setFilter(GL_LINEAR, true);
1710
1711    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1712            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1713
1714    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1715        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1716        // Mark the current layer dirty where we are going to draw the patch
1717        if (hasLayer() && mesh->hasEmptyQuads) {
1718            const float offsetX = left + mSnapshot->transform->getTranslateX();
1719            const float offsetY = top + mSnapshot->transform->getTranslateY();
1720            const size_t count = mesh->quads.size();
1721            for (size_t i = 0; i < count; i++) {
1722                const Rect& bounds = mesh->quads.itemAt(i);
1723                if (CC_LIKELY(pureTranslate)) {
1724                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1725                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1726                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1727                } else {
1728                    dirtyLayer(left + bounds.left, top + bounds.top,
1729                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1730                }
1731            }
1732        }
1733
1734        if (CC_LIKELY(pureTranslate)) {
1735            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1736            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1737
1738            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1739                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1740                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1741                    true, !mesh->hasEmptyQuads);
1742        } else {
1743            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1744                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1745                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1746                    true, !mesh->hasEmptyQuads);
1747        }
1748    }
1749
1750    return DrawGlInfo::kStatusDrew;
1751}
1752
1753/**
1754 * This function uses a similar approach to that of AA lines in the drawLines() function.
1755 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1756 * shader to compute the translucency of the color, determined by whether a given pixel is
1757 * within that boundary region and how far into the region it is.
1758 */
1759void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1760        int color, SkXfermode::Mode mode) {
1761    float inverseScaleX = 1.0f;
1762    float inverseScaleY = 1.0f;
1763
1764    // The quad that we use needs to account for scaling.
1765    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1766        Matrix4 *mat = mSnapshot->transform;
1767        float m00 = mat->data[Matrix4::kScaleX];
1768        float m01 = mat->data[Matrix4::kSkewY];
1769        float m02 = mat->data[2];
1770        float m10 = mat->data[Matrix4::kSkewX];
1771        float m11 = mat->data[Matrix4::kScaleX];
1772        float m12 = mat->data[6];
1773        float scaleX = sqrt(m00 * m00 + m01 * m01);
1774        float scaleY = sqrt(m10 * m10 + m11 * m11);
1775        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1776        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1777    }
1778
1779    float boundarySizeX = .5 * inverseScaleX;
1780    float boundarySizeY = .5 * inverseScaleY;
1781
1782    // Adjust the rect by the AA boundary padding
1783    left -= boundarySizeX;
1784    right += boundarySizeX;
1785    top -= boundarySizeY;
1786    bottom += boundarySizeY;
1787
1788    if (!quickReject(left, top, right, bottom)) {
1789        setupDraw();
1790        setupDrawNoTexture();
1791        setupDrawAALine();
1792        setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
1793        setupDrawColorFilter();
1794        setupDrawShader();
1795        setupDrawBlending(true, mode);
1796        setupDrawProgram();
1797        setupDrawModelViewIdentity(true);
1798        setupDrawColorUniforms();
1799        setupDrawColorFilterUniforms();
1800        setupDrawShaderIdentityUniforms();
1801
1802        AAVertex rects[4];
1803        AAVertex* aaVertices = &rects[0];
1804        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1805        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1806
1807        int widthSlot;
1808        int lengthSlot;
1809
1810        float width = right - left;
1811        float height = bottom - top;
1812
1813        float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1814        float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1815        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1816                boundaryWidthProportion, widthSlot, lengthSlot);
1817
1818        int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1819        int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1820        glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1821        glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1822
1823        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1824        AAVertex::set(aaVertices++, left, top, 1, 0);
1825        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1826        AAVertex::set(aaVertices++, right, top, 0, 0);
1827        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1828
1829        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1830
1831        finishDrawAALine(widthSlot, lengthSlot);
1832    }
1833}
1834
1835/**
1836 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1837 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1838 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1839 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1840 * of the line. Hairlines are more involved because we need to account for transform scaling
1841 * to end up with a one-pixel-wide line in screen space..
1842 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1843 * in combination with values that we calculate and pass down in this method. The basic approach
1844 * is that the quad we create contains both the core line area plus a bounding area in which
1845 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1846 * proportion of the width and the length of a given segment is represented by the boundary
1847 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1848 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1849 * on the inside). This ends up giving the result we want, with pixels that are completely
1850 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1851 * how far into the boundary region they are, which is determined by shader interpolation.
1852 */
1853status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1854    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
1855
1856    const bool isAA = paint->isAntiAlias();
1857    // We use half the stroke width here because we're going to position the quad
1858    // corner vertices half of the width away from the line endpoints
1859    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1860    // A stroke width of 0 has a special meaning in Skia:
1861    // it draws a line 1 px wide regardless of current transform
1862    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1863
1864    float inverseScaleX = 1.0f;
1865    float inverseScaleY = 1.0f;
1866    bool scaled = false;
1867
1868    int alpha;
1869    SkXfermode::Mode mode;
1870
1871    int generatedVerticesCount = 0;
1872    int verticesCount = count;
1873    if (count > 4) {
1874        // Polyline: account for extra vertices needed for continuous tri-strip
1875        verticesCount += (count - 4);
1876    }
1877
1878    if (isHairLine || isAA) {
1879        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1880        // the line on the screen should always be one pixel wide regardless of scale. For
1881        // AA lines, we only want one pixel of translucent boundary around the quad.
1882        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1883            Matrix4 *mat = mSnapshot->transform;
1884            float m00 = mat->data[Matrix4::kScaleX];
1885            float m01 = mat->data[Matrix4::kSkewY];
1886            float m02 = mat->data[2];
1887            float m10 = mat->data[Matrix4::kSkewX];
1888            float m11 = mat->data[Matrix4::kScaleX];
1889            float m12 = mat->data[6];
1890
1891            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1892            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1893
1894            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1895            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1896
1897            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1898                scaled = true;
1899            }
1900        }
1901    }
1902
1903    getAlphaAndMode(paint, &alpha, &mode);
1904
1905    mCaches.enableScissor();
1906
1907    setupDraw();
1908    setupDrawNoTexture();
1909    if (isAA) {
1910        setupDrawAALine();
1911    }
1912    setupDrawColor(paint->getColor(), alpha);
1913    setupDrawColorFilter();
1914    setupDrawShader();
1915    setupDrawBlending(isAA, mode);
1916    setupDrawProgram();
1917    setupDrawModelViewIdentity(true);
1918    setupDrawColorUniforms();
1919    setupDrawColorFilterUniforms();
1920    setupDrawShaderIdentityUniforms();
1921
1922    if (isHairLine) {
1923        // Set a real stroke width to be used in quad construction
1924        halfStrokeWidth = isAA? 1 : .5;
1925    } else if (isAA && !scaled) {
1926        // Expand boundary to enable AA calculations on the quad border
1927        halfStrokeWidth += .5f;
1928    }
1929
1930    int widthSlot;
1931    int lengthSlot;
1932
1933    Vertex lines[verticesCount];
1934    Vertex* vertices = &lines[0];
1935
1936    AAVertex wLines[verticesCount];
1937    AAVertex* aaVertices = &wLines[0];
1938
1939    if (CC_UNLIKELY(!isAA)) {
1940        setupDrawVertices(vertices);
1941    } else {
1942        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1943        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1944        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1945        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1946        // This value is used in the fragment shader to determine how to fill fragments.
1947        // We will need to calculate the actual width proportion on each segment for
1948        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1949        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1950        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1951                boundaryWidthProportion, widthSlot, lengthSlot);
1952    }
1953
1954    AAVertex* prevAAVertex = NULL;
1955    Vertex* prevVertex = NULL;
1956
1957    int boundaryLengthSlot = -1;
1958    int inverseBoundaryLengthSlot = -1;
1959    int boundaryWidthSlot = -1;
1960    int inverseBoundaryWidthSlot = -1;
1961
1962    for (int i = 0; i < count; i += 4) {
1963        // a = start point, b = end point
1964        vec2 a(points[i], points[i + 1]);
1965        vec2 b(points[i + 2], points[i + 3]);
1966
1967        float length = 0;
1968        float boundaryLengthProportion = 0;
1969        float boundaryWidthProportion = 0;
1970
1971        // Find the normal to the line
1972        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1973        if (isHairLine) {
1974            if (isAA) {
1975                float wideningFactor;
1976                if (fabs(n.x) >= fabs(n.y)) {
1977                    wideningFactor = fabs(1.0f / n.x);
1978                } else {
1979                    wideningFactor = fabs(1.0f / n.y);
1980                }
1981                n *= wideningFactor;
1982            }
1983
1984            if (scaled) {
1985                n.x *= inverseScaleX;
1986                n.y *= inverseScaleY;
1987            }
1988        } else if (scaled) {
1989            // Extend n by .5 pixel on each side, post-transform
1990            vec2 extendedN = n.copyNormalized();
1991            extendedN /= 2;
1992            extendedN.x *= inverseScaleX;
1993            extendedN.y *= inverseScaleY;
1994
1995            float extendedNLength = extendedN.length();
1996            // We need to set this value on the shader prior to drawing
1997            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1998            n += extendedN;
1999        }
2000
2001        float x = n.x;
2002        n.x = -n.y;
2003        n.y = x;
2004
2005        // aa lines expand the endpoint vertices to encompass the AA boundary
2006        if (isAA) {
2007            vec2 abVector = (b - a);
2008            length = abVector.length();
2009            abVector.normalize();
2010
2011            if (scaled) {
2012                abVector.x *= inverseScaleX;
2013                abVector.y *= inverseScaleY;
2014                float abLength = abVector.length();
2015                boundaryLengthProportion = abLength / (length + abLength);
2016            } else {
2017                boundaryLengthProportion = .5 / (length + 1);
2018            }
2019
2020            abVector /= 2;
2021            a -= abVector;
2022            b += abVector;
2023        }
2024
2025        // Four corners of the rectangle defining a thick line
2026        vec2 p1 = a - n;
2027        vec2 p2 = a + n;
2028        vec2 p3 = b + n;
2029        vec2 p4 = b - n;
2030
2031
2032        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2033        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2034        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2035        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2036
2037        if (!quickRejectNoScissor(left, top, right, bottom)) {
2038            if (!isAA) {
2039                if (prevVertex != NULL) {
2040                    // Issue two repeat vertices to create degenerate triangles to bridge
2041                    // between the previous line and the new one. This is necessary because
2042                    // we are creating a single triangle_strip which will contain
2043                    // potentially discontinuous line segments.
2044                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2045                    Vertex::set(vertices++, p1.x, p1.y);
2046                    generatedVerticesCount += 2;
2047                }
2048
2049                Vertex::set(vertices++, p1.x, p1.y);
2050                Vertex::set(vertices++, p2.x, p2.y);
2051                Vertex::set(vertices++, p4.x, p4.y);
2052                Vertex::set(vertices++, p3.x, p3.y);
2053
2054                prevVertex = vertices - 1;
2055                generatedVerticesCount += 4;
2056            } else {
2057                if (!isHairLine && scaled) {
2058                    // Must set width proportions per-segment for scaled non-hairlines to use the
2059                    // correct AA boundary dimensions
2060                    if (boundaryWidthSlot < 0) {
2061                        boundaryWidthSlot =
2062                                mCaches.currentProgram->getUniform("boundaryWidth");
2063                        inverseBoundaryWidthSlot =
2064                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
2065                    }
2066
2067                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2068                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
2069                }
2070
2071                if (boundaryLengthSlot < 0) {
2072                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2073                    inverseBoundaryLengthSlot =
2074                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2075                }
2076
2077                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2078                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2079
2080                if (prevAAVertex != NULL) {
2081                    // Issue two repeat vertices to create degenerate triangles to bridge
2082                    // between the previous line and the new one. This is necessary because
2083                    // we are creating a single triangle_strip which will contain
2084                    // potentially discontinuous line segments.
2085                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2086                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2087                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2088                    generatedVerticesCount += 2;
2089                }
2090
2091                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2092                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2093                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2094                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2095
2096                prevAAVertex = aaVertices - 1;
2097                generatedVerticesCount += 4;
2098            }
2099
2100            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2101                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2102                    *mSnapshot->transform);
2103        }
2104    }
2105
2106    if (generatedVerticesCount > 0) {
2107       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2108    }
2109
2110    if (isAA) {
2111        finishDrawAALine(widthSlot, lengthSlot);
2112    }
2113
2114    return DrawGlInfo::kStatusDrew;
2115}
2116
2117status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2118    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2119
2120    // TODO: The paint's cap style defines whether the points are square or circular
2121    // TODO: Handle AA for round points
2122
2123    // A stroke width of 0 has a special meaning in Skia:
2124    // it draws an unscaled 1px point
2125    float strokeWidth = paint->getStrokeWidth();
2126    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2127    if (isHairLine) {
2128        // Now that we know it's hairline, we can set the effective width, to be used later
2129        strokeWidth = 1.0f;
2130    }
2131    const float halfWidth = strokeWidth / 2;
2132    int alpha;
2133    SkXfermode::Mode mode;
2134    getAlphaAndMode(paint, &alpha, &mode);
2135
2136    int verticesCount = count >> 1;
2137    int generatedVerticesCount = 0;
2138
2139    TextureVertex pointsData[verticesCount];
2140    TextureVertex* vertex = &pointsData[0];
2141
2142    // TODO: We should optimize this method to not generate vertices for points
2143    // that lie outside of the clip.
2144    mCaches.enableScissor();
2145
2146    setupDraw();
2147    setupDrawNoTexture();
2148    setupDrawPoint(strokeWidth);
2149    setupDrawColor(paint->getColor(), alpha);
2150    setupDrawColorFilter();
2151    setupDrawShader();
2152    setupDrawBlending(mode);
2153    setupDrawProgram();
2154    setupDrawModelViewIdentity(true);
2155    setupDrawColorUniforms();
2156    setupDrawColorFilterUniforms();
2157    setupDrawPointUniforms();
2158    setupDrawShaderIdentityUniforms();
2159    setupDrawMesh(vertex);
2160
2161    for (int i = 0; i < count; i += 2) {
2162        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2163        generatedVerticesCount++;
2164
2165        float left = points[i] - halfWidth;
2166        float right = points[i] + halfWidth;
2167        float top = points[i + 1] - halfWidth;
2168        float bottom = points [i + 1] + halfWidth;
2169
2170        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2171    }
2172
2173    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2174
2175    return DrawGlInfo::kStatusDrew;
2176}
2177
2178status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2179    // No need to check against the clip, we fill the clip region
2180    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2181
2182    Rect& clip(*mSnapshot->clipRect);
2183    clip.snapToPixelBoundaries();
2184
2185    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2186
2187    return DrawGlInfo::kStatusDrew;
2188}
2189
2190status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2191        SkPaint* paint) {
2192    if (!texture) return DrawGlInfo::kStatusDone;
2193    const AutoTexture autoCleanup(texture);
2194
2195    const float x = left + texture->left - texture->offset;
2196    const float y = top + texture->top - texture->offset;
2197
2198    drawPathTexture(texture, x, y, paint);
2199
2200    return DrawGlInfo::kStatusDrew;
2201}
2202
2203status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2204        float rx, float ry, SkPaint* paint) {
2205    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2206
2207    mCaches.activeTexture(0);
2208    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2209            right - left, bottom - top, rx, ry, paint);
2210    return drawShape(left, top, texture, paint);
2211}
2212
2213status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2214    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2215
2216    mCaches.activeTexture(0);
2217    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2218    return drawShape(x - radius, y - radius, texture, paint);
2219}
2220
2221status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2222        SkPaint* paint) {
2223    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2224
2225    mCaches.activeTexture(0);
2226    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2227    return drawShape(left, top, texture, paint);
2228}
2229
2230status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2231        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2232    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2233
2234    if (fabs(sweepAngle) >= 360.0f) {
2235        return drawOval(left, top, right, bottom, paint);
2236    }
2237
2238    mCaches.activeTexture(0);
2239    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2240            startAngle, sweepAngle, useCenter, paint);
2241    return drawShape(left, top, texture, paint);
2242}
2243
2244status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2245        SkPaint* paint) {
2246    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2247
2248    mCaches.activeTexture(0);
2249    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2250    return drawShape(left, top, texture, paint);
2251}
2252
2253status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2254    if (p->getStyle() != SkPaint::kFill_Style) {
2255        return drawRectAsShape(left, top, right, bottom, p);
2256    }
2257
2258    if (quickReject(left, top, right, bottom)) {
2259        return DrawGlInfo::kStatusDone;
2260    }
2261
2262    SkXfermode::Mode mode;
2263    if (!mCaches.extensions.hasFramebufferFetch()) {
2264        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2265        if (!isMode) {
2266            // Assume SRC_OVER
2267            mode = SkXfermode::kSrcOver_Mode;
2268        }
2269    } else {
2270        mode = getXfermode(p->getXfermode());
2271    }
2272
2273    int color = p->getColor();
2274    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2275        drawAARect(left, top, right, bottom, color, mode);
2276    } else {
2277        drawColorRect(left, top, right, bottom, color, mode);
2278    }
2279
2280    return DrawGlInfo::kStatusDrew;
2281}
2282
2283void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2284        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2285        float x, float y) {
2286    mCaches.activeTexture(0);
2287
2288    // NOTE: The drop shadow will not perform gamma correction
2289    //       if shader-based correction is enabled
2290    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2291    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2292            paint, text, bytesCount, count, mShadowRadius, positions);
2293    const AutoTexture autoCleanup(shadow);
2294
2295    const float sx = x - shadow->left + mShadowDx;
2296    const float sy = y - shadow->top + mShadowDy;
2297
2298    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2299    int shadowColor = mShadowColor;
2300    if (mShader) {
2301        shadowColor = 0xffffffff;
2302    }
2303
2304    setupDraw();
2305    setupDrawWithTexture(true);
2306    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2307    setupDrawColorFilter();
2308    setupDrawShader();
2309    setupDrawBlending(true, mode);
2310    setupDrawProgram();
2311    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2312    setupDrawTexture(shadow->id);
2313    setupDrawPureColorUniforms();
2314    setupDrawColorFilterUniforms();
2315    setupDrawShaderUniforms();
2316    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2317
2318    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2319}
2320
2321status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2322        const float* positions, SkPaint* paint) {
2323    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2324            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2325        return DrawGlInfo::kStatusDone;
2326    }
2327
2328    // NOTE: Skia does not support perspective transform on drawPosText yet
2329    if (!mSnapshot->transform->isSimple()) {
2330        return DrawGlInfo::kStatusDone;
2331    }
2332
2333    float x = 0.0f;
2334    float y = 0.0f;
2335    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2336    if (pureTranslate) {
2337        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2338        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2339    }
2340
2341    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2342    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2343            paint->getTextSize());
2344
2345    int alpha;
2346    SkXfermode::Mode mode;
2347    getAlphaAndMode(paint, &alpha, &mode);
2348
2349    if (CC_UNLIKELY(mHasShadow)) {
2350        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2351                0.0f, 0.0f);
2352    }
2353
2354    // Pick the appropriate texture filtering
2355    bool linearFilter = mSnapshot->transform->changesBounds();
2356    if (pureTranslate && !linearFilter) {
2357        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2358    }
2359
2360    mCaches.activeTexture(0);
2361    setupDraw();
2362    setupDrawTextGamma(paint);
2363    setupDrawDirtyRegionsDisabled();
2364    setupDrawWithTexture(true);
2365    setupDrawAlpha8Color(paint->getColor(), alpha);
2366    setupDrawColorFilter();
2367    setupDrawShader();
2368    setupDrawBlending(true, mode);
2369    setupDrawProgram();
2370    setupDrawModelView(x, y, x, y, pureTranslate, true);
2371    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2372    setupDrawPureColorUniforms();
2373    setupDrawColorFilterUniforms();
2374    setupDrawShaderUniforms(pureTranslate);
2375    setupDrawTextGammaUniforms();
2376
2377    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2378    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2379
2380    const bool hasActiveLayer = hasLayer();
2381
2382    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2383            positions, hasActiveLayer ? &bounds : NULL)) {
2384        if (hasActiveLayer) {
2385            if (!pureTranslate) {
2386                mSnapshot->transform->mapRect(bounds);
2387            }
2388            dirtyLayerUnchecked(bounds, getRegion());
2389        }
2390    }
2391
2392    return DrawGlInfo::kStatusDrew;
2393}
2394
2395status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2396        float x, float y, const float* positions, SkPaint* paint, float length) {
2397    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2398            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2399        return DrawGlInfo::kStatusDone;
2400    }
2401
2402    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2403    switch (paint->getTextAlign()) {
2404        case SkPaint::kCenter_Align:
2405            x -= length / 2.0f;
2406            break;
2407        case SkPaint::kRight_Align:
2408            x -= length;
2409            break;
2410        default:
2411            break;
2412    }
2413
2414    SkPaint::FontMetrics metrics;
2415    paint->getFontMetrics(&metrics, 0.0f);
2416    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2417        return DrawGlInfo::kStatusDone;
2418    }
2419
2420    const float oldX = x;
2421    const float oldY = y;
2422    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2423    if (CC_LIKELY(pureTranslate)) {
2424        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2425        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2426    }
2427
2428#if DEBUG_GLYPHS
2429    ALOGD("OpenGLRenderer drawText() with FontID=%d",
2430            SkTypeface::UniqueID(paint->getTypeface()));
2431#endif
2432
2433    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2434    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2435            paint->getTextSize());
2436
2437    int alpha;
2438    SkXfermode::Mode mode;
2439    getAlphaAndMode(paint, &alpha, &mode);
2440
2441    if (CC_UNLIKELY(mHasShadow)) {
2442        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2443                oldX, oldY);
2444    }
2445
2446    // Pick the appropriate texture filtering
2447    bool linearFilter = mSnapshot->transform->changesBounds();
2448    if (pureTranslate && !linearFilter) {
2449        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2450    }
2451
2452    // The font renderer will always use texture unit 0
2453    mCaches.activeTexture(0);
2454    setupDraw();
2455    setupDrawTextGamma(paint);
2456    setupDrawDirtyRegionsDisabled();
2457    setupDrawWithTexture(true);
2458    setupDrawAlpha8Color(paint->getColor(), alpha);
2459    setupDrawColorFilter();
2460    setupDrawShader();
2461    setupDrawBlending(true, mode);
2462    setupDrawProgram();
2463    setupDrawModelView(x, y, x, y, pureTranslate, true);
2464    // See comment above; the font renderer must use texture unit 0
2465    // assert(mTextureUnit == 0)
2466    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2467    setupDrawPureColorUniforms();
2468    setupDrawColorFilterUniforms();
2469    setupDrawShaderUniforms(pureTranslate);
2470    setupDrawTextGammaUniforms();
2471
2472    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2473    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2474
2475    const bool hasActiveLayer = hasLayer();
2476
2477    bool status;
2478    if (paint->getTextAlign() != SkPaint::kLeft_Align) {
2479        SkPaint paintCopy(*paint);
2480        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2481        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2482            positions, hasActiveLayer ? &bounds : NULL);
2483    } else {
2484        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2485            positions, hasActiveLayer ? &bounds : NULL);
2486    }
2487
2488    if (status && hasActiveLayer) {
2489        if (!pureTranslate) {
2490            mSnapshot->transform->mapRect(bounds);
2491        }
2492        dirtyLayerUnchecked(bounds, getRegion());
2493    }
2494
2495    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2496
2497    return DrawGlInfo::kStatusDrew;
2498}
2499
2500status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2501        float hOffset, float vOffset, SkPaint* paint) {
2502    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2503            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2504        return DrawGlInfo::kStatusDone;
2505    }
2506
2507    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2508    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2509            paint->getTextSize());
2510
2511    int alpha;
2512    SkXfermode::Mode mode;
2513    getAlphaAndMode(paint, &alpha, &mode);
2514
2515    mCaches.activeTexture(0);
2516    setupDraw();
2517    setupDrawTextGamma(paint);
2518    setupDrawDirtyRegionsDisabled();
2519    setupDrawWithTexture(true);
2520    setupDrawAlpha8Color(paint->getColor(), alpha);
2521    setupDrawColorFilter();
2522    setupDrawShader();
2523    setupDrawBlending(true, mode);
2524    setupDrawProgram();
2525    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2526    setupDrawTexture(fontRenderer.getTexture(true));
2527    setupDrawPureColorUniforms();
2528    setupDrawColorFilterUniforms();
2529    setupDrawShaderUniforms(false);
2530    setupDrawTextGammaUniforms();
2531
2532    const Rect* clip = &mSnapshot->getLocalClip();
2533    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2534
2535    const bool hasActiveLayer = hasLayer();
2536
2537    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2538            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2539        if (hasActiveLayer) {
2540            mSnapshot->transform->mapRect(bounds);
2541            dirtyLayerUnchecked(bounds, getRegion());
2542        }
2543    }
2544
2545    return DrawGlInfo::kStatusDrew;
2546}
2547
2548status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2549    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2550
2551    mCaches.activeTexture(0);
2552
2553    // TODO: Perform early clip test before we rasterize the path
2554    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2555    if (!texture) return DrawGlInfo::kStatusDone;
2556    const AutoTexture autoCleanup(texture);
2557
2558    const float x = texture->left - texture->offset;
2559    const float y = texture->top - texture->offset;
2560
2561    drawPathTexture(texture, x, y, paint);
2562
2563    return DrawGlInfo::kStatusDrew;
2564}
2565
2566status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2567    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2568        return DrawGlInfo::kStatusDone;
2569    }
2570
2571    bool debugLayerUpdate = false;
2572
2573    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2574        OpenGLRenderer* renderer = layer->renderer;
2575        Rect& dirty = layer->dirtyRect;
2576
2577        interrupt();
2578        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2579        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2580        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2581        renderer->finish();
2582        resume();
2583
2584        dirty.setEmpty();
2585        layer->deferredUpdateScheduled = false;
2586        layer->renderer = NULL;
2587        layer->displayList = NULL;
2588
2589        debugLayerUpdate = mCaches.debugLayersUpdates;
2590    }
2591
2592    mCaches.activeTexture(0);
2593
2594    int alpha;
2595    SkXfermode::Mode mode;
2596    getAlphaAndMode(paint, &alpha, &mode);
2597
2598    layer->setAlpha(alpha, mode);
2599
2600    if (CC_LIKELY(!layer->region.isEmpty())) {
2601        if (layer->region.isRect()) {
2602            composeLayerRect(layer, layer->regionRect);
2603        } else if (layer->mesh) {
2604            const float a = alpha / 255.0f;
2605
2606            setupDraw();
2607            setupDrawWithTexture();
2608            setupDrawColor(a, a, a, a);
2609            setupDrawColorFilter();
2610            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2611            setupDrawProgram();
2612            setupDrawPureColorUniforms();
2613            setupDrawColorFilterUniforms();
2614            setupDrawTexture(layer->getTexture());
2615            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2616                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2617                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2618
2619                layer->setFilter(GL_NEAREST);
2620                setupDrawModelViewTranslate(tx, ty,
2621                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2622            } else {
2623                layer->setFilter(GL_LINEAR);
2624                setupDrawModelViewTranslate(x, y,
2625                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2626            }
2627            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2628
2629            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2630                    GL_UNSIGNED_SHORT, layer->meshIndices);
2631
2632            finishDrawTexture();
2633
2634#if DEBUG_LAYERS_AS_REGIONS
2635            drawRegionRects(layer->region);
2636#endif
2637        }
2638
2639        if (debugLayerUpdate) {
2640            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2641                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2642        }
2643    }
2644
2645    return DrawGlInfo::kStatusDrew;
2646}
2647
2648///////////////////////////////////////////////////////////////////////////////
2649// Shaders
2650///////////////////////////////////////////////////////////////////////////////
2651
2652void OpenGLRenderer::resetShader() {
2653    mShader = NULL;
2654}
2655
2656void OpenGLRenderer::setupShader(SkiaShader* shader) {
2657    mShader = shader;
2658    if (mShader) {
2659        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2660    }
2661}
2662
2663///////////////////////////////////////////////////////////////////////////////
2664// Color filters
2665///////////////////////////////////////////////////////////////////////////////
2666
2667void OpenGLRenderer::resetColorFilter() {
2668    mColorFilter = NULL;
2669}
2670
2671void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2672    mColorFilter = filter;
2673}
2674
2675///////////////////////////////////////////////////////////////////////////////
2676// Drop shadow
2677///////////////////////////////////////////////////////////////////////////////
2678
2679void OpenGLRenderer::resetShadow() {
2680    mHasShadow = false;
2681}
2682
2683void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2684    mHasShadow = true;
2685    mShadowRadius = radius;
2686    mShadowDx = dx;
2687    mShadowDy = dy;
2688    mShadowColor = color;
2689}
2690
2691///////////////////////////////////////////////////////////////////////////////
2692// Draw filters
2693///////////////////////////////////////////////////////////////////////////////
2694
2695void OpenGLRenderer::resetPaintFilter() {
2696    mHasDrawFilter = false;
2697}
2698
2699void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2700    mHasDrawFilter = true;
2701    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2702    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2703}
2704
2705SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2706    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2707
2708    uint32_t flags = paint->getFlags();
2709
2710    mFilteredPaint = *paint;
2711    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2712
2713    return &mFilteredPaint;
2714}
2715
2716///////////////////////////////////////////////////////////////////////////////
2717// Drawing implementation
2718///////////////////////////////////////////////////////////////////////////////
2719
2720void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2721        float x, float y, SkPaint* paint) {
2722    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2723        return;
2724    }
2725
2726    int alpha;
2727    SkXfermode::Mode mode;
2728    getAlphaAndMode(paint, &alpha, &mode);
2729
2730    setupDraw();
2731    setupDrawWithTexture(true);
2732    setupDrawAlpha8Color(paint->getColor(), alpha);
2733    setupDrawColorFilter();
2734    setupDrawShader();
2735    setupDrawBlending(true, mode);
2736    setupDrawProgram();
2737    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2738    setupDrawTexture(texture->id);
2739    setupDrawPureColorUniforms();
2740    setupDrawColorFilterUniforms();
2741    setupDrawShaderUniforms();
2742    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2743
2744    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2745
2746    finishDrawTexture();
2747}
2748
2749// Same values used by Skia
2750#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2751#define kStdUnderline_Offset    (1.0f / 9.0f)
2752#define kStdUnderline_Thickness (1.0f / 18.0f)
2753
2754void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2755        float x, float y, SkPaint* paint) {
2756    // Handle underline and strike-through
2757    uint32_t flags = paint->getFlags();
2758    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2759        SkPaint paintCopy(*paint);
2760        float underlineWidth = length;
2761        // If length is > 0.0f, we already measured the text for the text alignment
2762        if (length <= 0.0f) {
2763            underlineWidth = paintCopy.measureText(text, bytesCount);
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;
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