OpenGLRenderer.cpp revision 9c0b188e4231bcb967234f3646c178d22d8a9f50
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    glEnable(GL_SCISSOR_TEST);
161    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
162
163    glEnableVertexAttribArray(Program::kBindingPosition);
164}
165
166int OpenGLRenderer::prepare(bool opaque) {
167    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
168}
169
170int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
171    mCaches.clearGarbage();
172
173    mSnapshot = new Snapshot(mFirstSnapshot,
174            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
175    mSnapshot->fbo = getTargetFbo();
176    mSaveCount = 1;
177
178    mSnapshot->setClip(left, top, right, bottom);
179    mDirtyClip = opaque;
180
181    syncState();
182
183    if (!opaque) {
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    glEnable(GL_SCISSOR_TEST);
254    mCaches.resetScissor();
255    dirtyClip();
256
257    mCaches.activeTexture(0);
258    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
259
260    mCaches.blend = true;
261    glEnable(GL_BLEND);
262    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
263    glBlendEquation(GL_FUNC_ADD);
264}
265
266void OpenGLRenderer::detachFunctor(Functor* functor) {
267    mFunctors.remove(functor);
268}
269
270void OpenGLRenderer::attachFunctor(Functor* functor) {
271    mFunctors.add(functor);
272}
273
274status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
275    status_t result = DrawGlInfo::kStatusDone;
276    size_t count = mFunctors.size();
277
278    if (count > 0) {
279        SortedVector<Functor*> functors(mFunctors);
280        mFunctors.clear();
281
282        DrawGlInfo info;
283        info.clipLeft = 0;
284        info.clipTop = 0;
285        info.clipRight = 0;
286        info.clipBottom = 0;
287        info.isLayer = false;
288        info.width = 0;
289        info.height = 0;
290        memset(info.transform, 0, sizeof(float) * 16);
291
292        for (size_t i = 0; i < count; i++) {
293            Functor* f = functors.itemAt(i);
294            result |= (*f)(DrawGlInfo::kModeProcess, &info);
295
296            if (result & DrawGlInfo::kStatusDraw) {
297                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
298                dirty.unionWith(localDirty);
299            }
300
301            if (result & DrawGlInfo::kStatusInvoke) {
302                mFunctors.add(f);
303            }
304        }
305    }
306
307    mCaches.activeTexture(0);
308
309    return result;
310}
311
312status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
313    interrupt();
314    detachFunctor(functor);
315
316    if (mDirtyClip) {
317        setScissorFromClip();
318    }
319
320    Rect clip(*mSnapshot->clipRect);
321    clip.snapToPixelBoundaries();
322
323#if RENDER_LAYERS_AS_REGIONS
324    // Since we don't know what the functor will draw, let's dirty
325    // tne entire clip region
326    if (hasLayer()) {
327        dirtyLayerUnchecked(clip, getRegion());
328    }
329#endif
330
331    DrawGlInfo info;
332    info.clipLeft = clip.left;
333    info.clipTop = clip.top;
334    info.clipRight = clip.right;
335    info.clipBottom = clip.bottom;
336    info.isLayer = hasLayer();
337    info.width = getSnapshot()->viewport.getWidth();
338    info.height = getSnapshot()->height;
339    getSnapshot()->transform->copyTo(&info.transform[0]);
340
341    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
342
343    if (result != DrawGlInfo::kStatusDone) {
344        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
345        dirty.unionWith(localDirty);
346
347        if (result & DrawGlInfo::kStatusInvoke) {
348            mFunctors.add(functor);
349        }
350    }
351
352    resume();
353    return result;
354}
355
356///////////////////////////////////////////////////////////////////////////////
357// State management
358///////////////////////////////////////////////////////////////////////////////
359
360int OpenGLRenderer::getSaveCount() const {
361    return mSaveCount;
362}
363
364int OpenGLRenderer::save(int flags) {
365    return saveSnapshot(flags);
366}
367
368void OpenGLRenderer::restore() {
369    if (mSaveCount > 1) {
370        restoreSnapshot();
371    }
372}
373
374void OpenGLRenderer::restoreToCount(int saveCount) {
375    if (saveCount < 1) saveCount = 1;
376
377    while (mSaveCount > saveCount) {
378        restoreSnapshot();
379    }
380}
381
382int OpenGLRenderer::saveSnapshot(int flags) {
383    mSnapshot = new Snapshot(mSnapshot, flags);
384    return mSaveCount++;
385}
386
387bool OpenGLRenderer::restoreSnapshot() {
388    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
389    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
390    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
391
392    sp<Snapshot> current = mSnapshot;
393    sp<Snapshot> previous = mSnapshot->previous;
394
395    if (restoreOrtho) {
396        Rect& r = previous->viewport;
397        glViewport(r.left, r.top, r.right, r.bottom);
398        mOrthoMatrix.load(current->orthoMatrix);
399    }
400
401    mSaveCount--;
402    mSnapshot = previous;
403
404    if (restoreClip) {
405        dirtyClip();
406    }
407
408    if (restoreLayer) {
409        composeLayer(current, previous);
410    }
411
412    return restoreClip;
413}
414
415///////////////////////////////////////////////////////////////////////////////
416// Layers
417///////////////////////////////////////////////////////////////////////////////
418
419int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
420        SkPaint* p, int flags) {
421    const GLuint previousFbo = mSnapshot->fbo;
422    const int count = saveSnapshot(flags);
423
424    if (!mSnapshot->isIgnored()) {
425        int alpha = 255;
426        SkXfermode::Mode mode;
427
428        if (p) {
429            alpha = p->getAlpha();
430            if (!mCaches.extensions.hasFramebufferFetch()) {
431                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
432                if (!isMode) {
433                    // Assume SRC_OVER
434                    mode = SkXfermode::kSrcOver_Mode;
435                }
436            } else {
437                mode = getXfermode(p->getXfermode());
438            }
439        } else {
440            mode = SkXfermode::kSrcOver_Mode;
441        }
442
443        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
444    }
445
446    return count;
447}
448
449int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
450        int alpha, int flags) {
451    if (alpha >= 255) {
452        return saveLayer(left, top, right, bottom, NULL, flags);
453    } else {
454        SkPaint paint;
455        paint.setAlpha(alpha);
456        return saveLayer(left, top, right, bottom, &paint, flags);
457    }
458}
459
460/**
461 * Layers are viewed by Skia are slightly different than layers in image editing
462 * programs (for instance.) When a layer is created, previously created layers
463 * and the frame buffer still receive every drawing command. For instance, if a
464 * layer is created and a shape intersecting the bounds of the layers and the
465 * framebuffer is draw, the shape will be drawn on both (unless the layer was
466 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
467 *
468 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
469 * texture. Unfortunately, this is inefficient as it requires every primitive to
470 * be drawn n + 1 times, where n is the number of active layers. In practice this
471 * means, for every primitive:
472 *   - Switch active frame buffer
473 *   - Change viewport, clip and projection matrix
474 *   - Issue the drawing
475 *
476 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
477 * To avoid this, layers are implemented in a different way here, at least in the
478 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
479 * is set. When this flag is set we can redirect all drawing operations into a
480 * single FBO.
481 *
482 * This implementation relies on the frame buffer being at least RGBA 8888. When
483 * a layer is created, only a texture is created, not an FBO. The content of the
484 * frame buffer contained within the layer's bounds is copied into this texture
485 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
486 * buffer and drawing continues as normal. This technique therefore treats the
487 * frame buffer as a scratch buffer for the layers.
488 *
489 * To compose the layers back onto the frame buffer, each layer texture
490 * (containing the original frame buffer data) is drawn as a simple quad over
491 * the frame buffer. The trick is that the quad is set as the composition
492 * destination in the blending equation, and the frame buffer becomes the source
493 * of the composition.
494 *
495 * Drawing layers with an alpha value requires an extra step before composition.
496 * An empty quad is drawn over the layer's region in the frame buffer. This quad
497 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
498 * quad is used to multiply the colors in the frame buffer. This is achieved by
499 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
500 * GL_ZERO, GL_SRC_ALPHA.
501 *
502 * Because glCopyTexImage2D() can be slow, an alternative implementation might
503 * be use to draw a single clipped layer. The implementation described above
504 * is correct in every case.
505 *
506 * (1) The frame buffer is actually not cleared right away. To allow the GPU
507 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
508 *     buffer is left untouched until the first drawing operation. Only when
509 *     something actually gets drawn are the layers regions cleared.
510 */
511bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
512        float right, float bottom, int alpha, SkXfermode::Mode mode,
513        int flags, GLuint previousFbo) {
514    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
515    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
516
517    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
518
519    // Window coordinates of the layer
520    Rect bounds(left, top, right, bottom);
521    if (!fboLayer) {
522        mSnapshot->transform->mapRect(bounds);
523
524        // Layers only make sense if they are in the framebuffer's bounds
525        if (bounds.intersect(*snapshot->clipRect)) {
526            // We cannot work with sub-pixels in this case
527            bounds.snapToPixelBoundaries();
528
529            // When the layer is not an FBO, we may use glCopyTexImage so we
530            // need to make sure the layer does not extend outside the bounds
531            // of the framebuffer
532            if (!bounds.intersect(snapshot->previous->viewport)) {
533                bounds.setEmpty();
534            }
535        } else {
536            bounds.setEmpty();
537        }
538    }
539
540    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
541            bounds.getHeight() > mCaches.maxTextureSize) {
542        snapshot->empty = fboLayer;
543    } else {
544        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
545    }
546
547    // Bail out if we won't draw in this snapshot
548    if (snapshot->invisible || snapshot->empty) {
549        return false;
550    }
551
552    mCaches.activeTexture(0);
553    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
554    if (!layer) {
555        return false;
556    }
557
558    layer->setAlpha(alpha, mode);
559    layer->layer.set(bounds);
560    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
561            bounds.getWidth() / float(layer->getWidth()), 0.0f);
562    layer->setColorFilter(mColorFilter);
563    layer->setBlend(true);
564
565    // Save the layer in the snapshot
566    snapshot->flags |= Snapshot::kFlagIsLayer;
567    snapshot->layer = layer;
568
569    if (fboLayer) {
570        return createFboLayer(layer, bounds, snapshot, previousFbo);
571    } else {
572        // Copy the framebuffer into the layer
573        layer->bindTexture();
574        if (!bounds.isEmpty()) {
575            if (layer->isEmpty()) {
576                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
577                        bounds.left, snapshot->height - bounds.bottom,
578                        layer->getWidth(), layer->getHeight(), 0);
579                layer->setEmpty(false);
580            } else {
581                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
582                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
583            }
584
585            // Enqueue the buffer coordinates to clear the corresponding region later
586            mLayers.push(new Rect(bounds));
587        }
588    }
589
590    return true;
591}
592
593bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
594        GLuint previousFbo) {
595    layer->setFbo(mCaches.fboCache.get());
596
597#if RENDER_LAYERS_AS_REGIONS
598    snapshot->region = &snapshot->layer->region;
599    snapshot->flags |= Snapshot::kFlagFboTarget;
600#endif
601
602    Rect clip(bounds);
603    snapshot->transform->mapRect(clip);
604    clip.intersect(*snapshot->clipRect);
605    clip.snapToPixelBoundaries();
606    clip.intersect(snapshot->previous->viewport);
607
608    mat4 inverse;
609    inverse.loadInverse(*mSnapshot->transform);
610
611    inverse.mapRect(clip);
612    clip.snapToPixelBoundaries();
613    clip.intersect(bounds);
614    clip.translate(-bounds.left, -bounds.top);
615
616    snapshot->flags |= Snapshot::kFlagIsFboLayer;
617    snapshot->fbo = layer->getFbo();
618    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
619    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
620    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
621    snapshot->height = bounds.getHeight();
622    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
623    snapshot->orthoMatrix.load(mOrthoMatrix);
624
625    // Bind texture to FBO
626    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
627    layer->bindTexture();
628
629    // Initialize the texture if needed
630    if (layer->isEmpty()) {
631        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
632        layer->setEmpty(false);
633    }
634
635    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
636            layer->getTexture(), 0);
637
638#if DEBUG_LAYERS_AS_REGIONS
639    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
640    if (status != GL_FRAMEBUFFER_COMPLETE) {
641        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
642
643        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
644        layer->deleteTexture();
645        mCaches.fboCache.put(layer->getFbo());
646
647        delete layer;
648
649        return false;
650    }
651#endif
652
653    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
654    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
655            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
656    glClear(GL_COLOR_BUFFER_BIT);
657
658    dirtyClip();
659
660    // Change the ortho projection
661    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
662    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
663
664    return true;
665}
666
667/**
668 * Read the documentation of createLayer() before doing anything in this method.
669 */
670void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
671    if (!current->layer) {
672        ALOGE("Attempting to compose a layer that does not exist");
673        return;
674    }
675
676    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
677
678    if (fboLayer) {
679        // Detach the texture from the FBO
680        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
681
682        // Unbind current FBO and restore previous one
683        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
684    }
685
686    Layer* layer = current->layer;
687    const Rect& rect = layer->layer;
688
689    if (!fboLayer && layer->getAlpha() < 255) {
690        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
691                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
692        // Required below, composeLayerRect() will divide by 255
693        layer->setAlpha(255);
694    }
695
696    mCaches.unbindMeshBuffer();
697
698    mCaches.activeTexture(0);
699
700    // When the layer is stored in an FBO, we can save a bit of fillrate by
701    // drawing only the dirty region
702    if (fboLayer) {
703        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
704        if (layer->getColorFilter()) {
705            setupColorFilter(layer->getColorFilter());
706        }
707        composeLayerRegion(layer, rect);
708        if (layer->getColorFilter()) {
709            resetColorFilter();
710        }
711    } else if (!rect.isEmpty()) {
712        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
713        composeLayerRect(layer, rect, true);
714    }
715
716    if (fboLayer) {
717        // Note: No need to use glDiscardFramebufferEXT() since we never
718        //       create/compose layers that are not on screen with this
719        //       code path
720        // See LayerRenderer::destroyLayer(Layer*)
721
722        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
723        mCaches.fboCache.put(current->fbo);
724        layer->setFbo(0);
725    }
726
727    dirtyClip();
728
729    // Failing to add the layer to the cache should happen only if the layer is too large
730    if (!mCaches.layerCache.put(layer)) {
731        LAYER_LOGD("Deleting layer");
732        layer->deleteTexture();
733        delete layer;
734    }
735}
736
737void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
738    float alpha = layer->getAlpha() / 255.0f;
739
740    mat4& transform = layer->getTransform();
741    if (!transform.isIdentity()) {
742        save(0);
743        mSnapshot->transform->multiply(transform);
744    }
745
746    setupDraw();
747    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
748        setupDrawWithTexture();
749    } else {
750        setupDrawWithExternalTexture();
751    }
752    setupDrawTextureTransform();
753    setupDrawColor(alpha, alpha, alpha, alpha);
754    setupDrawColorFilter();
755    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
756    setupDrawProgram();
757    setupDrawPureColorUniforms();
758    setupDrawColorFilterUniforms();
759    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
760        setupDrawTexture(layer->getTexture());
761    } else {
762        setupDrawExternalTexture(layer->getTexture());
763    }
764    if (mSnapshot->transform->isPureTranslate() &&
765            layer->getWidth() == (uint32_t) rect.getWidth() &&
766            layer->getHeight() == (uint32_t) rect.getHeight()) {
767        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
768        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
769
770        layer->setFilter(GL_NEAREST);
771        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
772    } else {
773        layer->setFilter(GL_LINEAR);
774        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
775    }
776    setupDrawTextureTransformUniforms(layer->getTexTransform());
777    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
778
779    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
780
781    finishDrawTexture();
782
783    if (!transform.isIdentity()) {
784        restore();
785    }
786}
787
788void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
789    if (!layer->isTextureLayer()) {
790        const Rect& texCoords = layer->texCoords;
791        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
792                texCoords.right, texCoords.bottom);
793
794        float x = rect.left;
795        float y = rect.top;
796        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
797                layer->getWidth() == (uint32_t) rect.getWidth() &&
798                layer->getHeight() == (uint32_t) rect.getHeight();
799
800        if (simpleTransform) {
801            // When we're swapping, the layer is already in screen coordinates
802            if (!swap) {
803                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
804                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
805            }
806
807            layer->setFilter(GL_NEAREST, true);
808        } else {
809            layer->setFilter(GL_LINEAR, true);
810        }
811
812        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
813                layer->getTexture(), layer->getAlpha() / 255.0f,
814                layer->getMode(), layer->isBlend(),
815                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
816                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
817
818        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
819    } else {
820        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
821        drawTextureLayer(layer, rect);
822        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
823    }
824}
825
826void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
827#if RENDER_LAYERS_AS_REGIONS
828    if (layer->region.isRect()) {
829        layer->setRegionAsRect();
830
831        composeLayerRect(layer, layer->regionRect);
832
833        layer->region.clear();
834        return;
835    }
836
837    // TODO: See LayerRenderer.cpp::generateMesh() for important
838    //       information about this implementation
839    if (CC_LIKELY(!layer->region.isEmpty())) {
840        size_t count;
841        const android::Rect* rects = layer->region.getArray(&count);
842
843        const float alpha = layer->getAlpha() / 255.0f;
844        const float texX = 1.0f / float(layer->getWidth());
845        const float texY = 1.0f / float(layer->getHeight());
846        const float height = rect.getHeight();
847
848        TextureVertex* mesh = mCaches.getRegionMesh();
849        GLsizei numQuads = 0;
850
851        setupDraw();
852        setupDrawWithTexture();
853        setupDrawColor(alpha, alpha, alpha, alpha);
854        setupDrawColorFilter();
855        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
856        setupDrawProgram();
857        setupDrawDirtyRegionsDisabled();
858        setupDrawPureColorUniforms();
859        setupDrawColorFilterUniforms();
860        setupDrawTexture(layer->getTexture());
861        if (mSnapshot->transform->isPureTranslate()) {
862            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
863            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
864
865            layer->setFilter(GL_NEAREST);
866            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
867        } else {
868            layer->setFilter(GL_LINEAR);
869            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
870        }
871        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
872
873        for (size_t i = 0; i < count; i++) {
874            const android::Rect* r = &rects[i];
875
876            const float u1 = r->left * texX;
877            const float v1 = (height - r->top) * texY;
878            const float u2 = r->right * texX;
879            const float v2 = (height - r->bottom) * texY;
880
881            // TODO: Reject quads outside of the clip
882            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
883            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
884            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
885            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
886
887            numQuads++;
888
889            if (numQuads >= REGION_MESH_QUAD_COUNT) {
890                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
891                numQuads = 0;
892                mesh = mCaches.getRegionMesh();
893            }
894        }
895
896        if (numQuads > 0) {
897            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
898        }
899
900        finishDrawTexture();
901
902#if DEBUG_LAYERS_AS_REGIONS
903        drawRegionRects(layer->region);
904#endif
905
906        layer->region.clear();
907    }
908#else
909    composeLayerRect(layer, rect);
910#endif
911}
912
913void OpenGLRenderer::drawRegionRects(const Region& region) {
914#if DEBUG_LAYERS_AS_REGIONS
915    size_t count;
916    const android::Rect* rects = region.getArray(&count);
917
918    uint32_t colors[] = {
919            0x7fff0000, 0x7f00ff00,
920            0x7f0000ff, 0x7fff00ff,
921    };
922
923    int offset = 0;
924    int32_t top = rects[0].top;
925
926    for (size_t i = 0; i < count; i++) {
927        if (top != rects[i].top) {
928            offset ^= 0x2;
929            top = rects[i].top;
930        }
931
932        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
933        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
934                SkXfermode::kSrcOver_Mode);
935    }
936#endif
937}
938
939void OpenGLRenderer::dirtyLayer(const float left, const float top,
940        const float right, const float bottom, const mat4 transform) {
941#if RENDER_LAYERS_AS_REGIONS
942    if (hasLayer()) {
943        Rect bounds(left, top, right, bottom);
944        transform.mapRect(bounds);
945        dirtyLayerUnchecked(bounds, getRegion());
946    }
947#endif
948}
949
950void OpenGLRenderer::dirtyLayer(const float left, const float top,
951        const float right, const float bottom) {
952#if RENDER_LAYERS_AS_REGIONS
953    if (hasLayer()) {
954        Rect bounds(left, top, right, bottom);
955        dirtyLayerUnchecked(bounds, getRegion());
956    }
957#endif
958}
959
960void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
961#if RENDER_LAYERS_AS_REGIONS
962    if (bounds.intersect(*mSnapshot->clipRect)) {
963        bounds.snapToPixelBoundaries();
964        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
965        if (!dirty.isEmpty()) {
966            region->orSelf(dirty);
967        }
968    }
969#endif
970}
971
972void OpenGLRenderer::clearLayerRegions() {
973    const size_t count = mLayers.size();
974    if (count == 0) return;
975
976    if (!mSnapshot->isIgnored()) {
977        // Doing several glScissor/glClear here can negatively impact
978        // GPUs with a tiler architecture, instead we draw quads with
979        // the Clear blending mode
980
981        // The list contains bounds that have already been clipped
982        // against their initial clip rect, and the current clip
983        // is likely different so we need to disable clipping here
984        glDisable(GL_SCISSOR_TEST);
985
986        Vertex mesh[count * 6];
987        Vertex* vertex = mesh;
988
989        for (uint32_t i = 0; i < count; i++) {
990            Rect* bounds = mLayers.itemAt(i);
991
992            Vertex::set(vertex++, bounds->left, bounds->bottom);
993            Vertex::set(vertex++, bounds->left, bounds->top);
994            Vertex::set(vertex++, bounds->right, bounds->top);
995            Vertex::set(vertex++, bounds->left, bounds->bottom);
996            Vertex::set(vertex++, bounds->right, bounds->top);
997            Vertex::set(vertex++, bounds->right, bounds->bottom);
998
999            delete bounds;
1000        }
1001
1002        setupDraw(false);
1003        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1004        setupDrawBlending(true, SkXfermode::kClear_Mode);
1005        setupDrawProgram();
1006        setupDrawPureColorUniforms();
1007        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1008        setupDrawVertices(&mesh[0].position[0]);
1009
1010        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1011
1012        glEnable(GL_SCISSOR_TEST);
1013    } else {
1014        for (uint32_t i = 0; i < count; i++) {
1015            delete mLayers.itemAt(i);
1016        }
1017    }
1018
1019    mLayers.clear();
1020}
1021
1022///////////////////////////////////////////////////////////////////////////////
1023// Transforms
1024///////////////////////////////////////////////////////////////////////////////
1025
1026void OpenGLRenderer::translate(float dx, float dy) {
1027    mSnapshot->transform->translate(dx, dy, 0.0f);
1028}
1029
1030void OpenGLRenderer::rotate(float degrees) {
1031    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1032}
1033
1034void OpenGLRenderer::scale(float sx, float sy) {
1035    mSnapshot->transform->scale(sx, sy, 1.0f);
1036}
1037
1038void OpenGLRenderer::skew(float sx, float sy) {
1039    mSnapshot->transform->skew(sx, sy);
1040}
1041
1042void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1043    if (matrix) {
1044        mSnapshot->transform->load(*matrix);
1045    } else {
1046        mSnapshot->transform->loadIdentity();
1047    }
1048}
1049
1050void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1051    mSnapshot->transform->copyTo(*matrix);
1052}
1053
1054void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1055    SkMatrix transform;
1056    mSnapshot->transform->copyTo(transform);
1057    transform.preConcat(*matrix);
1058    mSnapshot->transform->load(transform);
1059}
1060
1061///////////////////////////////////////////////////////////////////////////////
1062// Clipping
1063///////////////////////////////////////////////////////////////////////////////
1064
1065void OpenGLRenderer::setScissorFromClip() {
1066    Rect clip(*mSnapshot->clipRect);
1067    clip.snapToPixelBoundaries();
1068
1069    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1070            clip.getWidth(), clip.getHeight());
1071
1072    mDirtyClip = false;
1073}
1074
1075const Rect& OpenGLRenderer::getClipBounds() {
1076    return mSnapshot->getLocalClip();
1077}
1078
1079bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1080    if (mSnapshot->isIgnored()) {
1081        return true;
1082    }
1083
1084    Rect r(left, top, right, bottom);
1085    mSnapshot->transform->mapRect(r);
1086    r.snapToPixelBoundaries();
1087
1088    Rect clipRect(*mSnapshot->clipRect);
1089    clipRect.snapToPixelBoundaries();
1090
1091    return !clipRect.intersects(r);
1092}
1093
1094bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1095    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1096    if (clipped) {
1097        dirtyClip();
1098    }
1099    return !mSnapshot->clipRect->isEmpty();
1100}
1101
1102Rect* OpenGLRenderer::getClipRect() {
1103    return mSnapshot->clipRect;
1104}
1105
1106///////////////////////////////////////////////////////////////////////////////
1107// Drawing commands
1108///////////////////////////////////////////////////////////////////////////////
1109
1110void OpenGLRenderer::setupDraw(bool clear) {
1111    if (clear) clearLayerRegions();
1112    if (mDirtyClip) {
1113        setScissorFromClip();
1114    }
1115    mDescription.reset();
1116    mSetShaderColor = false;
1117    mColorSet = false;
1118    mColorA = mColorR = mColorG = mColorB = 0.0f;
1119    mTextureUnit = 0;
1120    mTrackDirtyRegions = true;
1121}
1122
1123void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1124    mDescription.hasTexture = true;
1125    mDescription.hasAlpha8Texture = isAlpha8;
1126}
1127
1128void OpenGLRenderer::setupDrawWithExternalTexture() {
1129    mDescription.hasExternalTexture = true;
1130}
1131
1132void OpenGLRenderer::setupDrawNoTexture() {
1133    mCaches.disbaleTexCoordsVertexArray();
1134}
1135
1136void OpenGLRenderer::setupDrawAALine() {
1137    mDescription.isAA = true;
1138}
1139
1140void OpenGLRenderer::setupDrawPoint(float pointSize) {
1141    mDescription.isPoint = true;
1142    mDescription.pointSize = pointSize;
1143}
1144
1145void OpenGLRenderer::setupDrawColor(int color) {
1146    setupDrawColor(color, (color >> 24) & 0xFF);
1147}
1148
1149void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1150    mColorA = alpha / 255.0f;
1151    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1152    // the rgb values by a instead of also dividing by 255
1153    const float a = mColorA / 255.0f;
1154    mColorR = a * ((color >> 16) & 0xFF);
1155    mColorG = a * ((color >>  8) & 0xFF);
1156    mColorB = a * ((color      ) & 0xFF);
1157    mColorSet = true;
1158    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1159}
1160
1161void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1162    mColorA = alpha / 255.0f;
1163    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1164    // the rgb values by a instead of also dividing by 255
1165    const float a = mColorA / 255.0f;
1166    mColorR = a * ((color >> 16) & 0xFF);
1167    mColorG = a * ((color >>  8) & 0xFF);
1168    mColorB = a * ((color      ) & 0xFF);
1169    mColorSet = true;
1170    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1171}
1172
1173void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1174    mColorA = a;
1175    mColorR = r;
1176    mColorG = g;
1177    mColorB = b;
1178    mColorSet = true;
1179    mSetShaderColor = mDescription.setColor(r, g, b, a);
1180}
1181
1182void OpenGLRenderer::setupDrawShader() {
1183    if (mShader) {
1184        mShader->describe(mDescription, mCaches.extensions);
1185    }
1186}
1187
1188void OpenGLRenderer::setupDrawColorFilter() {
1189    if (mColorFilter) {
1190        mColorFilter->describe(mDescription, mCaches.extensions);
1191    }
1192}
1193
1194void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1195    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1196        mColorA = 1.0f;
1197        mColorR = mColorG = mColorB = 0.0f;
1198        mSetShaderColor = mDescription.modulate = true;
1199    }
1200}
1201
1202void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1203    // When the blending mode is kClear_Mode, we need to use a modulate color
1204    // argb=1,0,0,0
1205    accountForClear(mode);
1206    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1207            mDescription, swapSrcDst);
1208}
1209
1210void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1211    // When the blending mode is kClear_Mode, we need to use a modulate color
1212    // argb=1,0,0,0
1213    accountForClear(mode);
1214    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1215            mDescription, swapSrcDst);
1216}
1217
1218void OpenGLRenderer::setupDrawProgram() {
1219    useProgram(mCaches.programCache.get(mDescription));
1220}
1221
1222void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1223    mTrackDirtyRegions = false;
1224}
1225
1226void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1227        bool ignoreTransform) {
1228    mModelView.loadTranslate(left, top, 0.0f);
1229    if (!ignoreTransform) {
1230        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1231        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1232    } else {
1233        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1234        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1235    }
1236}
1237
1238void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1239    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1240}
1241
1242void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1243        bool ignoreTransform, bool ignoreModelView) {
1244    if (!ignoreModelView) {
1245        mModelView.loadTranslate(left, top, 0.0f);
1246        mModelView.scale(right - left, bottom - top, 1.0f);
1247    } else {
1248        mModelView.loadIdentity();
1249    }
1250    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1251    if (!ignoreTransform) {
1252        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1253        if (mTrackDirtyRegions && dirty) {
1254            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1255        }
1256    } else {
1257        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1258        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1259    }
1260}
1261
1262void OpenGLRenderer::setupDrawPointUniforms() {
1263    int slot = mCaches.currentProgram->getUniform("pointSize");
1264    glUniform1f(slot, mDescription.pointSize);
1265}
1266
1267void OpenGLRenderer::setupDrawColorUniforms() {
1268    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1269        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1270    }
1271}
1272
1273void OpenGLRenderer::setupDrawPureColorUniforms() {
1274    if (mSetShaderColor) {
1275        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1276    }
1277}
1278
1279void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1280    if (mShader) {
1281        if (ignoreTransform) {
1282            mModelView.loadInverse(*mSnapshot->transform);
1283        }
1284        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1285    }
1286}
1287
1288void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1289    if (mShader) {
1290        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1291    }
1292}
1293
1294void OpenGLRenderer::setupDrawColorFilterUniforms() {
1295    if (mColorFilter) {
1296        mColorFilter->setupProgram(mCaches.currentProgram);
1297    }
1298}
1299
1300void OpenGLRenderer::setupDrawSimpleMesh() {
1301    bool force = mCaches.bindMeshBuffer();
1302    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1303    mCaches.unbindIndicesBuffer();
1304}
1305
1306void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1307    bindTexture(texture);
1308    mTextureUnit++;
1309    mCaches.enableTexCoordsVertexArray();
1310}
1311
1312void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1313    bindExternalTexture(texture);
1314    mTextureUnit++;
1315    mCaches.enableTexCoordsVertexArray();
1316}
1317
1318void OpenGLRenderer::setupDrawTextureTransform() {
1319    mDescription.hasTextureTransform = true;
1320}
1321
1322void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1323    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1324            GL_FALSE, &transform.data[0]);
1325}
1326
1327void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1328    bool force = false;
1329    if (!vertices) {
1330        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1331    } else {
1332        force = mCaches.unbindMeshBuffer();
1333    }
1334
1335    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1336    if (mCaches.currentProgram->texCoords >= 0) {
1337        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1338    }
1339
1340    mCaches.unbindIndicesBuffer();
1341}
1342
1343void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1344    bool force = mCaches.unbindMeshBuffer();
1345    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1346    if (mCaches.currentProgram->texCoords >= 0) {
1347        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1348    }
1349}
1350
1351void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1352    bool force = mCaches.unbindMeshBuffer();
1353    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1354            vertices, gVertexStride);
1355    mCaches.unbindIndicesBuffer();
1356}
1357
1358/**
1359 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1360 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1361 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1362 * attributes (one per vertex) are values from zero to one that tells the fragment
1363 * shader where the fragment is in relation to the line width/length overall; these values are
1364 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1365 * region of the line.
1366 * Note that we only pass down the width values in this setup function. The length coordinates
1367 * are set up for each individual segment.
1368 */
1369void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1370        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1371    bool force = mCaches.unbindMeshBuffer();
1372    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1373            vertices, gAAVertexStride);
1374    mCaches.resetTexCoordsVertexPointer();
1375    mCaches.unbindIndicesBuffer();
1376
1377    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1378    glEnableVertexAttribArray(widthSlot);
1379    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1380
1381    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1382    glEnableVertexAttribArray(lengthSlot);
1383    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1384
1385    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1386    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1387
1388    // Setting the inverse value saves computations per-fragment in the shader
1389    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1390    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1391}
1392
1393void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1394    glDisableVertexAttribArray(widthSlot);
1395    glDisableVertexAttribArray(lengthSlot);
1396}
1397
1398void OpenGLRenderer::finishDrawTexture() {
1399}
1400
1401///////////////////////////////////////////////////////////////////////////////
1402// Drawing
1403///////////////////////////////////////////////////////////////////////////////
1404
1405status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1406        Rect& dirty, int32_t flags, uint32_t level) {
1407
1408    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1409    // will be performed by the display list itself
1410    if (displayList && displayList->isRenderable()) {
1411        return displayList->replay(*this, dirty, flags, level);
1412    }
1413
1414    return DrawGlInfo::kStatusDone;
1415}
1416
1417void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1418    if (displayList) {
1419        displayList->output(*this, level);
1420    }
1421}
1422
1423void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1424    int alpha;
1425    SkXfermode::Mode mode;
1426    getAlphaAndMode(paint, &alpha, &mode);
1427
1428    float x = left;
1429    float y = top;
1430
1431    GLenum filter = GL_LINEAR;
1432    bool ignoreTransform = false;
1433    if (mSnapshot->transform->isPureTranslate()) {
1434        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1435        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1436        ignoreTransform = true;
1437        filter = GL_NEAREST;
1438    } else {
1439        filter = FILTER(paint);
1440    }
1441
1442    setupDraw();
1443    setupDrawWithTexture(true);
1444    if (paint) {
1445        setupDrawAlpha8Color(paint->getColor(), alpha);
1446    }
1447    setupDrawColorFilter();
1448    setupDrawShader();
1449    setupDrawBlending(true, mode);
1450    setupDrawProgram();
1451    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1452
1453    setupDrawTexture(texture->id);
1454    texture->setWrap(GL_CLAMP_TO_EDGE);
1455    texture->setFilter(filter);
1456
1457    setupDrawPureColorUniforms();
1458    setupDrawColorFilterUniforms();
1459    setupDrawShaderUniforms();
1460    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1461
1462    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1463
1464    finishDrawTexture();
1465}
1466
1467status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1468    const float right = left + bitmap->width();
1469    const float bottom = top + bitmap->height();
1470
1471    if (quickReject(left, top, right, bottom)) {
1472        return DrawGlInfo::kStatusDone;
1473    }
1474
1475    mCaches.activeTexture(0);
1476    Texture* texture = mCaches.textureCache.get(bitmap);
1477    if (!texture) return DrawGlInfo::kStatusDone;
1478    const AutoTexture autoCleanup(texture);
1479
1480    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1481        drawAlphaBitmap(texture, left, top, paint);
1482    } else {
1483        drawTextureRect(left, top, right, bottom, texture, paint);
1484    }
1485
1486    return DrawGlInfo::kStatusDrew;
1487}
1488
1489status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1490    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1491    const mat4 transform(*matrix);
1492    transform.mapRect(r);
1493
1494    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1495        return DrawGlInfo::kStatusDone;
1496    }
1497
1498    mCaches.activeTexture(0);
1499    Texture* texture = mCaches.textureCache.get(bitmap);
1500    if (!texture) return DrawGlInfo::kStatusDone;
1501    const AutoTexture autoCleanup(texture);
1502
1503    // This could be done in a cheaper way, all we need is pass the matrix
1504    // to the vertex shader. The save/restore is a bit overkill.
1505    save(SkCanvas::kMatrix_SaveFlag);
1506    concatMatrix(matrix);
1507    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1508    restore();
1509
1510    return DrawGlInfo::kStatusDrew;
1511}
1512
1513status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1514    const float right = left + bitmap->width();
1515    const float bottom = top + bitmap->height();
1516
1517    if (quickReject(left, top, right, bottom)) {
1518        return DrawGlInfo::kStatusDone;
1519    }
1520
1521    mCaches.activeTexture(0);
1522    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1523    const AutoTexture autoCleanup(texture);
1524
1525    drawTextureRect(left, top, right, bottom, texture, paint);
1526
1527    return DrawGlInfo::kStatusDrew;
1528}
1529
1530status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1531        float* vertices, int* colors, SkPaint* paint) {
1532    // TODO: Do a quickReject
1533    if (!vertices || mSnapshot->isIgnored()) {
1534        return DrawGlInfo::kStatusDone;
1535    }
1536
1537    mCaches.activeTexture(0);
1538    Texture* texture = mCaches.textureCache.get(bitmap);
1539    if (!texture) return DrawGlInfo::kStatusDone;
1540    const AutoTexture autoCleanup(texture);
1541
1542    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1543    texture->setFilter(FILTER(paint), true);
1544
1545    int alpha;
1546    SkXfermode::Mode mode;
1547    getAlphaAndMode(paint, &alpha, &mode);
1548
1549    const uint32_t count = meshWidth * meshHeight * 6;
1550
1551    float left = FLT_MAX;
1552    float top = FLT_MAX;
1553    float right = FLT_MIN;
1554    float bottom = FLT_MIN;
1555
1556#if RENDER_LAYERS_AS_REGIONS
1557    const bool hasActiveLayer = hasLayer();
1558#else
1559    const bool hasActiveLayer = false;
1560#endif
1561
1562    // TODO: Support the colors array
1563    TextureVertex mesh[count];
1564    TextureVertex* vertex = mesh;
1565    for (int32_t y = 0; y < meshHeight; y++) {
1566        for (int32_t x = 0; x < meshWidth; x++) {
1567            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1568
1569            float u1 = float(x) / meshWidth;
1570            float u2 = float(x + 1) / meshWidth;
1571            float v1 = float(y) / meshHeight;
1572            float v2 = float(y + 1) / meshHeight;
1573
1574            int ax = i + (meshWidth + 1) * 2;
1575            int ay = ax + 1;
1576            int bx = i;
1577            int by = bx + 1;
1578            int cx = i + 2;
1579            int cy = cx + 1;
1580            int dx = i + (meshWidth + 1) * 2 + 2;
1581            int dy = dx + 1;
1582
1583            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1584            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1585            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1586
1587            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1588            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1589            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1590
1591#if RENDER_LAYERS_AS_REGIONS
1592            if (hasActiveLayer) {
1593                // TODO: This could be optimized to avoid unnecessary ops
1594                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1595                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1596                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1597                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1598            }
1599#endif
1600        }
1601    }
1602
1603#if RENDER_LAYERS_AS_REGIONS
1604    if (hasActiveLayer) {
1605        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1606    }
1607#endif
1608
1609    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1610            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1611            GL_TRIANGLES, count, false, false, 0, false, false);
1612
1613    return DrawGlInfo::kStatusDrew;
1614}
1615
1616status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1617         float srcLeft, float srcTop, float srcRight, float srcBottom,
1618         float dstLeft, float dstTop, float dstRight, float dstBottom,
1619         SkPaint* paint) {
1620    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1621        return DrawGlInfo::kStatusDone;
1622    }
1623
1624    mCaches.activeTexture(0);
1625    Texture* texture = mCaches.textureCache.get(bitmap);
1626    if (!texture) return DrawGlInfo::kStatusDone;
1627    const AutoTexture autoCleanup(texture);
1628
1629    const float width = texture->width;
1630    const float height = texture->height;
1631
1632    const float u1 = fmax(0.0f, srcLeft / width);
1633    const float v1 = fmax(0.0f, srcTop / height);
1634    const float u2 = fmin(1.0f, srcRight / width);
1635    const float v2 = fmin(1.0f, srcBottom / height);
1636
1637    mCaches.unbindMeshBuffer();
1638    resetDrawTextureTexCoords(u1, v1, u2, v2);
1639
1640    int alpha;
1641    SkXfermode::Mode mode;
1642    getAlphaAndMode(paint, &alpha, &mode);
1643
1644    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1645
1646    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1647        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1648        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1649
1650        GLenum filter = GL_NEAREST;
1651        // Enable linear filtering if the source rectangle is scaled
1652        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1653            filter = FILTER(paint);
1654        }
1655
1656        texture->setFilter(filter, true);
1657        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1658                texture->id, alpha / 255.0f, mode, texture->blend,
1659                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1660                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1661    } else {
1662        texture->setFilter(FILTER(paint), true);
1663        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1664                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1665                GL_TRIANGLE_STRIP, gMeshCount);
1666    }
1667
1668    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1669
1670    return DrawGlInfo::kStatusDrew;
1671}
1672
1673status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1674        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1675        float left, float top, float right, float bottom, SkPaint* paint) {
1676    if (quickReject(left, top, right, bottom)) {
1677        return DrawGlInfo::kStatusDone;
1678    }
1679
1680    mCaches.activeTexture(0);
1681    Texture* texture = mCaches.textureCache.get(bitmap);
1682    if (!texture) return DrawGlInfo::kStatusDone;
1683    const AutoTexture autoCleanup(texture);
1684    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1685    texture->setFilter(GL_LINEAR, true);
1686
1687    int alpha;
1688    SkXfermode::Mode mode;
1689    getAlphaAndMode(paint, &alpha, &mode);
1690
1691    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1692            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1693
1694    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1695        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1696#if RENDER_LAYERS_AS_REGIONS
1697        // Mark the current layer dirty where we are going to draw the patch
1698        if (hasLayer() && mesh->hasEmptyQuads) {
1699            const float offsetX = left + mSnapshot->transform->getTranslateX();
1700            const float offsetY = top + mSnapshot->transform->getTranslateY();
1701            const size_t count = mesh->quads.size();
1702            for (size_t i = 0; i < count; i++) {
1703                const Rect& bounds = mesh->quads.itemAt(i);
1704                if (CC_LIKELY(pureTranslate)) {
1705                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1706                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1707                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1708                } else {
1709                    dirtyLayer(left + bounds.left, top + bounds.top,
1710                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1711                }
1712            }
1713        }
1714#endif
1715
1716        if (CC_LIKELY(pureTranslate)) {
1717            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1718            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1719
1720            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1721                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1722                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1723                    true, !mesh->hasEmptyQuads);
1724        } else {
1725            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1726                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1727                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1728                    true, !mesh->hasEmptyQuads);
1729        }
1730    }
1731
1732    return DrawGlInfo::kStatusDrew;
1733}
1734
1735/**
1736 * This function uses a similar approach to that of AA lines in the drawLines() function.
1737 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1738 * shader to compute the translucency of the color, determined by whether a given pixel is
1739 * within that boundary region and how far into the region it is.
1740 */
1741void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1742        int color, SkXfermode::Mode mode) {
1743    float inverseScaleX = 1.0f;
1744    float inverseScaleY = 1.0f;
1745    // The quad that we use needs to account for scaling.
1746    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1747        Matrix4 *mat = mSnapshot->transform;
1748        float m00 = mat->data[Matrix4::kScaleX];
1749        float m01 = mat->data[Matrix4::kSkewY];
1750        float m02 = mat->data[2];
1751        float m10 = mat->data[Matrix4::kSkewX];
1752        float m11 = mat->data[Matrix4::kScaleX];
1753        float m12 = mat->data[6];
1754        float scaleX = sqrt(m00 * m00 + m01 * m01);
1755        float scaleY = sqrt(m10 * m10 + m11 * m11);
1756        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1757        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1758    }
1759
1760    setupDraw();
1761    setupDrawNoTexture();
1762    setupDrawAALine();
1763    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
1764    setupDrawColorFilter();
1765    setupDrawShader();
1766    setupDrawBlending(true, mode);
1767    setupDrawProgram();
1768    setupDrawModelViewIdentity(true);
1769    setupDrawColorUniforms();
1770    setupDrawColorFilterUniforms();
1771    setupDrawShaderIdentityUniforms();
1772
1773    AAVertex rects[4];
1774    AAVertex* aaVertices = &rects[0];
1775    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1776    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1777
1778    float boundarySizeX = .5 * inverseScaleX;
1779    float boundarySizeY = .5 * inverseScaleY;
1780
1781    // Adjust the rect by the AA boundary padding
1782    left -= boundarySizeX;
1783    right += boundarySizeX;
1784    top -= boundarySizeY;
1785    bottom += boundarySizeY;
1786
1787    float width = right - left;
1788    float height = bottom - top;
1789
1790    int widthSlot;
1791    int lengthSlot;
1792
1793    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1794    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1795    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1796            boundaryWidthProportion, widthSlot, lengthSlot);
1797
1798    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1799    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1800    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1801    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1802
1803    if (!quickReject(left, top, right, bottom)) {
1804        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1805        AAVertex::set(aaVertices++, left, top, 1, 0);
1806        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1807        AAVertex::set(aaVertices++, right, top, 0, 0);
1808        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1809        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1810    }
1811
1812    finishDrawAALine(widthSlot, lengthSlot);
1813}
1814
1815/**
1816 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1817 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1818 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1819 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1820 * of the line. Hairlines are more involved because we need to account for transform scaling
1821 * to end up with a one-pixel-wide line in screen space..
1822 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1823 * in combination with values that we calculate and pass down in this method. The basic approach
1824 * is that the quad we create contains both the core line area plus a bounding area in which
1825 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1826 * proportion of the width and the length of a given segment is represented by the boundary
1827 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1828 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1829 * on the inside). This ends up giving the result we want, with pixels that are completely
1830 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1831 * how far into the boundary region they are, which is determined by shader interpolation.
1832 */
1833status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1834    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
1835
1836    const bool isAA = paint->isAntiAlias();
1837    // We use half the stroke width here because we're going to position the quad
1838    // corner vertices half of the width away from the line endpoints
1839    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1840    // A stroke width of 0 has a special meaning in Skia:
1841    // it draws a line 1 px wide regardless of current transform
1842    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1843
1844    float inverseScaleX = 1.0f;
1845    float inverseScaleY = 1.0f;
1846    bool scaled = false;
1847
1848    int alpha;
1849    SkXfermode::Mode mode;
1850
1851    int generatedVerticesCount = 0;
1852    int verticesCount = count;
1853    if (count > 4) {
1854        // Polyline: account for extra vertices needed for continuous tri-strip
1855        verticesCount += (count - 4);
1856    }
1857
1858    if (isHairLine || isAA) {
1859        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1860        // the line on the screen should always be one pixel wide regardless of scale. For
1861        // AA lines, we only want one pixel of translucent boundary around the quad.
1862        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1863            Matrix4 *mat = mSnapshot->transform;
1864            float m00 = mat->data[Matrix4::kScaleX];
1865            float m01 = mat->data[Matrix4::kSkewY];
1866            float m02 = mat->data[2];
1867            float m10 = mat->data[Matrix4::kSkewX];
1868            float m11 = mat->data[Matrix4::kScaleX];
1869            float m12 = mat->data[6];
1870
1871            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1872            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1873
1874            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1875            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1876
1877            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1878                scaled = true;
1879            }
1880        }
1881    }
1882
1883    getAlphaAndMode(paint, &alpha, &mode);
1884    setupDraw();
1885    setupDrawNoTexture();
1886    if (isAA) {
1887        setupDrawAALine();
1888    }
1889    setupDrawColor(paint->getColor(), alpha);
1890    setupDrawColorFilter();
1891    setupDrawShader();
1892    setupDrawBlending(isAA, mode);
1893    setupDrawProgram();
1894    setupDrawModelViewIdentity(true);
1895    setupDrawColorUniforms();
1896    setupDrawColorFilterUniforms();
1897    setupDrawShaderIdentityUniforms();
1898
1899    if (isHairLine) {
1900        // Set a real stroke width to be used in quad construction
1901        halfStrokeWidth = isAA? 1 : .5;
1902    } else if (isAA && !scaled) {
1903        // Expand boundary to enable AA calculations on the quad border
1904        halfStrokeWidth += .5f;
1905    }
1906
1907    int widthSlot;
1908    int lengthSlot;
1909
1910    Vertex lines[verticesCount];
1911    Vertex* vertices = &lines[0];
1912
1913    AAVertex wLines[verticesCount];
1914    AAVertex* aaVertices = &wLines[0];
1915
1916    if (CC_UNLIKELY(!isAA)) {
1917        setupDrawVertices(vertices);
1918    } else {
1919        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1920        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1921        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1922        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1923        // This value is used in the fragment shader to determine how to fill fragments.
1924        // We will need to calculate the actual width proportion on each segment for
1925        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1926        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1927        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1928                boundaryWidthProportion, widthSlot, lengthSlot);
1929    }
1930
1931    AAVertex* prevAAVertex = NULL;
1932    Vertex* prevVertex = NULL;
1933
1934    int boundaryLengthSlot = -1;
1935    int inverseBoundaryLengthSlot = -1;
1936    int boundaryWidthSlot = -1;
1937    int inverseBoundaryWidthSlot = -1;
1938
1939    for (int i = 0; i < count; i += 4) {
1940        // a = start point, b = end point
1941        vec2 a(points[i], points[i + 1]);
1942        vec2 b(points[i + 2], points[i + 3]);
1943
1944        float length = 0;
1945        float boundaryLengthProportion = 0;
1946        float boundaryWidthProportion = 0;
1947
1948        // Find the normal to the line
1949        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1950        if (isHairLine) {
1951            if (isAA) {
1952                float wideningFactor;
1953                if (fabs(n.x) >= fabs(n.y)) {
1954                    wideningFactor = fabs(1.0f / n.x);
1955                } else {
1956                    wideningFactor = fabs(1.0f / n.y);
1957                }
1958                n *= wideningFactor;
1959            }
1960
1961            if (scaled) {
1962                n.x *= inverseScaleX;
1963                n.y *= inverseScaleY;
1964            }
1965        } else if (scaled) {
1966            // Extend n by .5 pixel on each side, post-transform
1967            vec2 extendedN = n.copyNormalized();
1968            extendedN /= 2;
1969            extendedN.x *= inverseScaleX;
1970            extendedN.y *= inverseScaleY;
1971
1972            float extendedNLength = extendedN.length();
1973            // We need to set this value on the shader prior to drawing
1974            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1975            n += extendedN;
1976        }
1977
1978        float x = n.x;
1979        n.x = -n.y;
1980        n.y = x;
1981
1982        // aa lines expand the endpoint vertices to encompass the AA boundary
1983        if (isAA) {
1984            vec2 abVector = (b - a);
1985            length = abVector.length();
1986            abVector.normalize();
1987
1988            if (scaled) {
1989                abVector.x *= inverseScaleX;
1990                abVector.y *= inverseScaleY;
1991                float abLength = abVector.length();
1992                boundaryLengthProportion = abLength / (length + abLength);
1993            } else {
1994                boundaryLengthProportion = .5 / (length + 1);
1995            }
1996
1997            abVector /= 2;
1998            a -= abVector;
1999            b += abVector;
2000        }
2001
2002        // Four corners of the rectangle defining a thick line
2003        vec2 p1 = a - n;
2004        vec2 p2 = a + n;
2005        vec2 p3 = b + n;
2006        vec2 p4 = b - n;
2007
2008
2009        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2010        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2011        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2012        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2013
2014        if (!quickReject(left, top, right, bottom)) {
2015            if (!isAA) {
2016                if (prevVertex != NULL) {
2017                    // Issue two repeat vertices to create degenerate triangles to bridge
2018                    // between the previous line and the new one. This is necessary because
2019                    // we are creating a single triangle_strip which will contain
2020                    // potentially discontinuous line segments.
2021                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2022                    Vertex::set(vertices++, p1.x, p1.y);
2023                    generatedVerticesCount += 2;
2024                }
2025
2026                Vertex::set(vertices++, p1.x, p1.y);
2027                Vertex::set(vertices++, p2.x, p2.y);
2028                Vertex::set(vertices++, p4.x, p4.y);
2029                Vertex::set(vertices++, p3.x, p3.y);
2030
2031                prevVertex = vertices - 1;
2032                generatedVerticesCount += 4;
2033            } else {
2034                if (!isHairLine && scaled) {
2035                    // Must set width proportions per-segment for scaled non-hairlines to use the
2036                    // correct AA boundary dimensions
2037                    if (boundaryWidthSlot < 0) {
2038                        boundaryWidthSlot =
2039                                mCaches.currentProgram->getUniform("boundaryWidth");
2040                        inverseBoundaryWidthSlot =
2041                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
2042                    }
2043
2044                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2045                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
2046                }
2047
2048                if (boundaryLengthSlot < 0) {
2049                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2050                    inverseBoundaryLengthSlot =
2051                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2052                }
2053
2054                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2055                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2056
2057                if (prevAAVertex != NULL) {
2058                    // Issue two repeat vertices to create degenerate triangles to bridge
2059                    // between the previous line and the new one. This is necessary because
2060                    // we are creating a single triangle_strip which will contain
2061                    // potentially discontinuous line segments.
2062                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2063                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2064                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2065                    generatedVerticesCount += 2;
2066                }
2067
2068                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2069                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2070                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2071                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2072
2073                prevAAVertex = aaVertices - 1;
2074                generatedVerticesCount += 4;
2075            }
2076
2077            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2078                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2079                    *mSnapshot->transform);
2080        }
2081    }
2082
2083    if (generatedVerticesCount > 0) {
2084       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2085    }
2086
2087    if (isAA) {
2088        finishDrawAALine(widthSlot, lengthSlot);
2089    }
2090
2091    return DrawGlInfo::kStatusDrew;
2092}
2093
2094status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2095    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2096
2097    // TODO: The paint's cap style defines whether the points are square or circular
2098    // TODO: Handle AA for round points
2099
2100    // A stroke width of 0 has a special meaning in Skia:
2101    // it draws an unscaled 1px point
2102    float strokeWidth = paint->getStrokeWidth();
2103    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2104    if (isHairLine) {
2105        // Now that we know it's hairline, we can set the effective width, to be used later
2106        strokeWidth = 1.0f;
2107    }
2108    const float halfWidth = strokeWidth / 2;
2109    int alpha;
2110    SkXfermode::Mode mode;
2111    getAlphaAndMode(paint, &alpha, &mode);
2112
2113    int verticesCount = count >> 1;
2114    int generatedVerticesCount = 0;
2115
2116    TextureVertex pointsData[verticesCount];
2117    TextureVertex* vertex = &pointsData[0];
2118
2119    setupDraw();
2120    setupDrawNoTexture();
2121    setupDrawPoint(strokeWidth);
2122    setupDrawColor(paint->getColor(), alpha);
2123    setupDrawColorFilter();
2124    setupDrawShader();
2125    setupDrawBlending(mode);
2126    setupDrawProgram();
2127    setupDrawModelViewIdentity(true);
2128    setupDrawColorUniforms();
2129    setupDrawColorFilterUniforms();
2130    setupDrawPointUniforms();
2131    setupDrawShaderIdentityUniforms();
2132    setupDrawMesh(vertex);
2133
2134    for (int i = 0; i < count; i += 2) {
2135        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2136        generatedVerticesCount++;
2137
2138        float left = points[i] - halfWidth;
2139        float right = points[i] + halfWidth;
2140        float top = points[i + 1] - halfWidth;
2141        float bottom = points [i + 1] + halfWidth;
2142
2143        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2144    }
2145
2146    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2147
2148    return DrawGlInfo::kStatusDrew;
2149}
2150
2151status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2152    // No need to check against the clip, we fill the clip region
2153    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2154
2155    Rect& clip(*mSnapshot->clipRect);
2156    clip.snapToPixelBoundaries();
2157
2158    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2159
2160    return DrawGlInfo::kStatusDrew;
2161}
2162
2163status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2164        SkPaint* paint) {
2165    if (!texture) return DrawGlInfo::kStatusDone;
2166    const AutoTexture autoCleanup(texture);
2167
2168    const float x = left + texture->left - texture->offset;
2169    const float y = top + texture->top - texture->offset;
2170
2171    drawPathTexture(texture, x, y, paint);
2172
2173    return DrawGlInfo::kStatusDrew;
2174}
2175
2176status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2177        float rx, float ry, SkPaint* paint) {
2178    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2179
2180    mCaches.activeTexture(0);
2181    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2182            right - left, bottom - top, rx, ry, paint);
2183    return drawShape(left, top, texture, paint);
2184}
2185
2186status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2187    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2188
2189    mCaches.activeTexture(0);
2190    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2191    return drawShape(x - radius, y - radius, texture, paint);
2192}
2193
2194status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2195        SkPaint* paint) {
2196    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2197
2198    mCaches.activeTexture(0);
2199    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2200    return drawShape(left, top, texture, paint);
2201}
2202
2203status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2204        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2205    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2206
2207    if (fabs(sweepAngle) >= 360.0f) {
2208        return drawOval(left, top, right, bottom, paint);
2209    }
2210
2211    mCaches.activeTexture(0);
2212    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2213            startAngle, sweepAngle, useCenter, paint);
2214    return drawShape(left, top, texture, paint);
2215}
2216
2217status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2218        SkPaint* paint) {
2219    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2220
2221    mCaches.activeTexture(0);
2222    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2223    return drawShape(left, top, texture, paint);
2224}
2225
2226status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2227    if (p->getStyle() != SkPaint::kFill_Style) {
2228        return drawRectAsShape(left, top, right, bottom, p);
2229    }
2230
2231    if (quickReject(left, top, right, bottom)) {
2232        return DrawGlInfo::kStatusDone;
2233    }
2234
2235    SkXfermode::Mode mode;
2236    if (!mCaches.extensions.hasFramebufferFetch()) {
2237        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2238        if (!isMode) {
2239            // Assume SRC_OVER
2240            mode = SkXfermode::kSrcOver_Mode;
2241        }
2242    } else {
2243        mode = getXfermode(p->getXfermode());
2244    }
2245
2246    int color = p->getColor();
2247    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2248        drawAARect(left, top, right, bottom, color, mode);
2249    } else {
2250        drawColorRect(left, top, right, bottom, color, mode);
2251    }
2252
2253    return DrawGlInfo::kStatusDrew;
2254}
2255
2256status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2257        const float* positions, SkPaint* paint) {
2258    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2259            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2260        return DrawGlInfo::kStatusDone;
2261    }
2262
2263    // NOTE: Skia does not support perspective transform on drawPosText yet
2264    if (!mSnapshot->transform->isSimple()) {
2265        return DrawGlInfo::kStatusDone;
2266    }
2267
2268    float x = 0.0f;
2269    float y = 0.0f;
2270    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2271    if (pureTranslate) {
2272        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2273        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2274    }
2275
2276    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2277    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2278            paint->getTextSize());
2279
2280    int alpha;
2281    SkXfermode::Mode mode;
2282    getAlphaAndMode(paint, &alpha, &mode);
2283
2284    // Pick the appropriate texture filtering
2285    bool linearFilter = mSnapshot->transform->changesBounds();
2286    if (pureTranslate && !linearFilter) {
2287        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2288    }
2289
2290    mCaches.activeTexture(0);
2291    setupDraw();
2292    setupDrawDirtyRegionsDisabled();
2293    setupDrawWithTexture(true);
2294    setupDrawAlpha8Color(paint->getColor(), alpha);
2295    setupDrawColorFilter();
2296    setupDrawShader();
2297    setupDrawBlending(true, mode);
2298    setupDrawProgram();
2299    setupDrawModelView(x, y, x, y, pureTranslate, true);
2300    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2301    setupDrawPureColorUniforms();
2302    setupDrawColorFilterUniforms();
2303    setupDrawShaderUniforms(pureTranslate);
2304
2305    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2306    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2307
2308#if RENDER_LAYERS_AS_REGIONS
2309    const bool hasActiveLayer = hasLayer();
2310#else
2311    const bool hasActiveLayer = false;
2312#endif
2313
2314    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2315            positions, hasActiveLayer ? &bounds : NULL)) {
2316#if RENDER_LAYERS_AS_REGIONS
2317        if (hasActiveLayer) {
2318            if (!pureTranslate) {
2319                mSnapshot->transform->mapRect(bounds);
2320            }
2321            dirtyLayerUnchecked(bounds, getRegion());
2322        }
2323#endif
2324    }
2325
2326    return DrawGlInfo::kStatusDrew;
2327}
2328
2329status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2330        float x, float y, SkPaint* paint, float length) {
2331    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2332            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2333        return DrawGlInfo::kStatusDone;
2334    }
2335
2336    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2337    switch (paint->getTextAlign()) {
2338        case SkPaint::kCenter_Align:
2339            x -= length / 2.0f;
2340            break;
2341        case SkPaint::kRight_Align:
2342            x -= length;
2343            break;
2344        default:
2345            break;
2346    }
2347
2348    SkPaint::FontMetrics metrics;
2349    paint->getFontMetrics(&metrics, 0.0f);
2350    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2351        return DrawGlInfo::kStatusDone;
2352    }
2353
2354    const float oldX = x;
2355    const float oldY = y;
2356    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2357    if (CC_LIKELY(pureTranslate)) {
2358        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2359        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2360    }
2361
2362#if DEBUG_GLYPHS
2363    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2364#endif
2365
2366    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2367    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2368            paint->getTextSize());
2369
2370    int alpha;
2371    SkXfermode::Mode mode;
2372    getAlphaAndMode(paint, &alpha, &mode);
2373
2374    if (CC_UNLIKELY(mHasShadow)) {
2375        mCaches.activeTexture(0);
2376
2377        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2378        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2379                paint, text, bytesCount, count, mShadowRadius);
2380        const AutoTexture autoCleanup(shadow);
2381
2382        const float sx = oldX - shadow->left + mShadowDx;
2383        const float sy = oldY - shadow->top + mShadowDy;
2384
2385        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2386        int shadowColor = mShadowColor;
2387        if (mShader) {
2388            shadowColor = 0xffffffff;
2389        }
2390
2391        setupDraw();
2392        setupDrawWithTexture(true);
2393        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2394        setupDrawColorFilter();
2395        setupDrawShader();
2396        setupDrawBlending(true, mode);
2397        setupDrawProgram();
2398        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2399        setupDrawTexture(shadow->id);
2400        setupDrawPureColorUniforms();
2401        setupDrawColorFilterUniforms();
2402        setupDrawShaderUniforms();
2403        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2404
2405        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2406    }
2407
2408    // Pick the appropriate texture filtering
2409    bool linearFilter = mSnapshot->transform->changesBounds();
2410    if (pureTranslate && !linearFilter) {
2411        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2412    }
2413
2414    // The font renderer will always use texture unit 0
2415    mCaches.activeTexture(0);
2416    setupDraw();
2417    setupDrawDirtyRegionsDisabled();
2418    setupDrawWithTexture(true);
2419    setupDrawAlpha8Color(paint->getColor(), alpha);
2420    setupDrawColorFilter();
2421    setupDrawShader();
2422    setupDrawBlending(true, mode);
2423    setupDrawProgram();
2424    setupDrawModelView(x, y, x, y, pureTranslate, true);
2425    // See comment above; the font renderer must use texture unit 0
2426    // assert(mTextureUnit == 0)
2427    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2428    setupDrawPureColorUniforms();
2429    setupDrawColorFilterUniforms();
2430    setupDrawShaderUniforms(pureTranslate);
2431
2432    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2433    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2434
2435#if RENDER_LAYERS_AS_REGIONS
2436    const bool hasActiveLayer = hasLayer();
2437#else
2438    const bool hasActiveLayer = false;
2439#endif
2440
2441    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2442            hasActiveLayer ? &bounds : NULL)) {
2443#if RENDER_LAYERS_AS_REGIONS
2444        if (hasActiveLayer) {
2445            if (!pureTranslate) {
2446                mSnapshot->transform->mapRect(bounds);
2447            }
2448            dirtyLayerUnchecked(bounds, getRegion());
2449        }
2450#endif
2451    }
2452
2453    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2454
2455    return DrawGlInfo::kStatusDrew;
2456}
2457
2458status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2459        float hOffset, float vOffset, SkPaint* paint) {
2460    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2461            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2462        return DrawGlInfo::kStatusDone;
2463    }
2464
2465    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2466    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2467            paint->getTextSize());
2468
2469    int alpha;
2470    SkXfermode::Mode mode;
2471    getAlphaAndMode(paint, &alpha, &mode);
2472
2473    mCaches.activeTexture(0);
2474    setupDraw();
2475    setupDrawDirtyRegionsDisabled();
2476    setupDrawWithTexture(true);
2477    setupDrawAlpha8Color(paint->getColor(), alpha);
2478    setupDrawColorFilter();
2479    setupDrawShader();
2480    setupDrawBlending(true, mode);
2481    setupDrawProgram();
2482    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2483    setupDrawTexture(fontRenderer.getTexture(true));
2484    setupDrawPureColorUniforms();
2485    setupDrawColorFilterUniforms();
2486    setupDrawShaderUniforms(false);
2487
2488    const Rect* clip = &mSnapshot->getLocalClip();
2489    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2490
2491#if RENDER_LAYERS_AS_REGIONS
2492    const bool hasActiveLayer = hasLayer();
2493#else
2494    const bool hasActiveLayer = false;
2495#endif
2496
2497    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2498            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2499#if RENDER_LAYERS_AS_REGIONS
2500        if (hasActiveLayer) {
2501            mSnapshot->transform->mapRect(bounds);
2502            dirtyLayerUnchecked(bounds, getRegion());
2503        }
2504#endif
2505    }
2506
2507    return DrawGlInfo::kStatusDrew;
2508}
2509
2510status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2511    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2512
2513    mCaches.activeTexture(0);
2514
2515    // TODO: Perform early clip test before we rasterize the path
2516    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2517    if (!texture) return DrawGlInfo::kStatusDone;
2518    const AutoTexture autoCleanup(texture);
2519
2520    const float x = texture->left - texture->offset;
2521    const float y = texture->top - texture->offset;
2522
2523    drawPathTexture(texture, x, y, paint);
2524
2525    return DrawGlInfo::kStatusDrew;
2526}
2527
2528status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2529    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2530        return DrawGlInfo::kStatusDone;
2531    }
2532
2533    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2534        OpenGLRenderer* renderer = layer->renderer;
2535        Rect& dirty = layer->dirtyRect;
2536
2537        interrupt();
2538        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2539        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2540        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2541        renderer->finish();
2542        resume();
2543
2544        dirty.setEmpty();
2545        layer->deferredUpdateScheduled = false;
2546        layer->renderer = NULL;
2547        layer->displayList = NULL;
2548    }
2549
2550    mCaches.activeTexture(0);
2551
2552    int alpha;
2553    SkXfermode::Mode mode;
2554    getAlphaAndMode(paint, &alpha, &mode);
2555
2556    layer->setAlpha(alpha, mode);
2557
2558#if RENDER_LAYERS_AS_REGIONS
2559    if (CC_LIKELY(!layer->region.isEmpty())) {
2560        if (layer->region.isRect()) {
2561            composeLayerRect(layer, layer->regionRect);
2562        } else if (layer->mesh) {
2563            const float a = alpha / 255.0f;
2564            const Rect& rect = layer->layer;
2565
2566            setupDraw();
2567            setupDrawWithTexture();
2568            setupDrawColor(a, a, a, a);
2569            setupDrawColorFilter();
2570            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2571            setupDrawProgram();
2572            setupDrawPureColorUniforms();
2573            setupDrawColorFilterUniforms();
2574            setupDrawTexture(layer->getTexture());
2575            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2576                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2577                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2578
2579                layer->setFilter(GL_NEAREST);
2580                setupDrawModelViewTranslate(x, y,
2581                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2582            } else {
2583                layer->setFilter(GL_LINEAR);
2584                setupDrawModelViewTranslate(x, y,
2585                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2586            }
2587            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2588
2589            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2590                    GL_UNSIGNED_SHORT, layer->meshIndices);
2591
2592            finishDrawTexture();
2593
2594#if DEBUG_LAYERS_AS_REGIONS
2595            drawRegionRects(layer->region);
2596#endif
2597        }
2598    }
2599#else
2600    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2601    composeLayerRect(layer, r);
2602#endif
2603
2604    return DrawGlInfo::kStatusDrew;
2605}
2606
2607///////////////////////////////////////////////////////////////////////////////
2608// Shaders
2609///////////////////////////////////////////////////////////////////////////////
2610
2611void OpenGLRenderer::resetShader() {
2612    mShader = NULL;
2613}
2614
2615void OpenGLRenderer::setupShader(SkiaShader* shader) {
2616    mShader = shader;
2617    if (mShader) {
2618        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2619    }
2620}
2621
2622///////////////////////////////////////////////////////////////////////////////
2623// Color filters
2624///////////////////////////////////////////////////////////////////////////////
2625
2626void OpenGLRenderer::resetColorFilter() {
2627    mColorFilter = NULL;
2628}
2629
2630void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2631    mColorFilter = filter;
2632}
2633
2634///////////////////////////////////////////////////////////////////////////////
2635// Drop shadow
2636///////////////////////////////////////////////////////////////////////////////
2637
2638void OpenGLRenderer::resetShadow() {
2639    mHasShadow = false;
2640}
2641
2642void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2643    mHasShadow = true;
2644    mShadowRadius = radius;
2645    mShadowDx = dx;
2646    mShadowDy = dy;
2647    mShadowColor = color;
2648}
2649
2650///////////////////////////////////////////////////////////////////////////////
2651// Draw filters
2652///////////////////////////////////////////////////////////////////////////////
2653
2654void OpenGLRenderer::resetPaintFilter() {
2655    mHasDrawFilter = false;
2656}
2657
2658void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2659    mHasDrawFilter = true;
2660    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2661    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2662}
2663
2664SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2665    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2666
2667    uint32_t flags = paint->getFlags();
2668
2669    mFilteredPaint = *paint;
2670    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2671
2672    return &mFilteredPaint;
2673}
2674
2675///////////////////////////////////////////////////////////////////////////////
2676// Drawing implementation
2677///////////////////////////////////////////////////////////////////////////////
2678
2679void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2680        float x, float y, SkPaint* paint) {
2681    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2682        return;
2683    }
2684
2685    int alpha;
2686    SkXfermode::Mode mode;
2687    getAlphaAndMode(paint, &alpha, &mode);
2688
2689    setupDraw();
2690    setupDrawWithTexture(true);
2691    setupDrawAlpha8Color(paint->getColor(), alpha);
2692    setupDrawColorFilter();
2693    setupDrawShader();
2694    setupDrawBlending(true, mode);
2695    setupDrawProgram();
2696    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2697    setupDrawTexture(texture->id);
2698    setupDrawPureColorUniforms();
2699    setupDrawColorFilterUniforms();
2700    setupDrawShaderUniforms();
2701    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2702
2703    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2704
2705    finishDrawTexture();
2706}
2707
2708// Same values used by Skia
2709#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2710#define kStdUnderline_Offset    (1.0f / 9.0f)
2711#define kStdUnderline_Thickness (1.0f / 18.0f)
2712
2713void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2714        float x, float y, SkPaint* paint) {
2715    // Handle underline and strike-through
2716    uint32_t flags = paint->getFlags();
2717    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2718        SkPaint paintCopy(*paint);
2719        float underlineWidth = length;
2720        // If length is > 0.0f, we already measured the text for the text alignment
2721        if (length <= 0.0f) {
2722            underlineWidth = paintCopy.measureText(text, bytesCount);
2723        }
2724
2725        float offsetX = 0;
2726        switch (paintCopy.getTextAlign()) {
2727            case SkPaint::kCenter_Align:
2728                offsetX = underlineWidth * 0.5f;
2729                break;
2730            case SkPaint::kRight_Align:
2731                offsetX = underlineWidth;
2732                break;
2733            default:
2734                break;
2735        }
2736
2737        if (CC_LIKELY(underlineWidth > 0.0f)) {
2738            const float textSize = paintCopy.getTextSize();
2739            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2740
2741            const float left = x - offsetX;
2742            float top = 0.0f;
2743
2744            int linesCount = 0;
2745            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2746            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2747
2748            const int pointsCount = 4 * linesCount;
2749            float points[pointsCount];
2750            int currentPoint = 0;
2751
2752            if (flags & SkPaint::kUnderlineText_Flag) {
2753                top = y + textSize * kStdUnderline_Offset;
2754                points[currentPoint++] = left;
2755                points[currentPoint++] = top;
2756                points[currentPoint++] = left + underlineWidth;
2757                points[currentPoint++] = top;
2758            }
2759
2760            if (flags & SkPaint::kStrikeThruText_Flag) {
2761                top = y + textSize * kStdStrikeThru_Offset;
2762                points[currentPoint++] = left;
2763                points[currentPoint++] = top;
2764                points[currentPoint++] = left + underlineWidth;
2765                points[currentPoint++] = top;
2766            }
2767
2768            paintCopy.setStrokeWidth(strokeWidth);
2769
2770            drawLines(&points[0], pointsCount, &paintCopy);
2771        }
2772    }
2773}
2774
2775void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2776        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2777    // If a shader is set, preserve only the alpha
2778    if (mShader) {
2779        color |= 0x00ffffff;
2780    }
2781
2782    setupDraw();
2783    setupDrawNoTexture();
2784    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2785    setupDrawShader();
2786    setupDrawColorFilter();
2787    setupDrawBlending(mode);
2788    setupDrawProgram();
2789    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2790    setupDrawColorUniforms();
2791    setupDrawShaderUniforms(ignoreTransform);
2792    setupDrawColorFilterUniforms();
2793    setupDrawSimpleMesh();
2794
2795    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2796}
2797
2798void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2799        Texture* texture, SkPaint* paint) {
2800    int alpha;
2801    SkXfermode::Mode mode;
2802    getAlphaAndMode(paint, &alpha, &mode);
2803
2804    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2805
2806    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2807        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2808        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2809
2810        texture->setFilter(GL_NEAREST, true);
2811        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2812                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2813                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2814    } else {
2815        texture->setFilter(FILTER(paint), true);
2816        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2817                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2818                GL_TRIANGLE_STRIP, gMeshCount);
2819    }
2820}
2821
2822void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2823        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2824    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2825            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2826}
2827
2828void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2829        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2830        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2831        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2832
2833    setupDraw();
2834    setupDrawWithTexture();
2835    setupDrawColor(alpha, alpha, alpha, alpha);
2836    setupDrawColorFilter();
2837    setupDrawBlending(blend, mode, swapSrcDst);
2838    setupDrawProgram();
2839    if (!dirty) {
2840        setupDrawDirtyRegionsDisabled();
2841    }
2842    if (!ignoreScale) {
2843        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2844    } else {
2845        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2846    }
2847    setupDrawPureColorUniforms();
2848    setupDrawColorFilterUniforms();
2849    setupDrawTexture(texture);
2850    setupDrawMesh(vertices, texCoords, vbo);
2851
2852    glDrawArrays(drawMode, 0, elementsCount);
2853
2854    finishDrawTexture();
2855}
2856
2857void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2858        ProgramDescription& description, bool swapSrcDst) {
2859    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2860
2861    if (blend) {
2862        // These blend modes are not supported by OpenGL directly and have
2863        // to be implemented using shaders. Since the shader will perform
2864        // the blending, turn blending off here
2865        // If the blend mode cannot be implemented using shaders, fall
2866        // back to the default SrcOver blend mode instead
2867        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2868            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2869                description.framebufferMode = mode;
2870                description.swapSrcDst = swapSrcDst;
2871
2872                if (mCaches.blend) {
2873                    glDisable(GL_BLEND);
2874                    mCaches.blend = false;
2875                }
2876
2877                return;
2878            } else {
2879                mode = SkXfermode::kSrcOver_Mode;
2880            }
2881        }
2882
2883        if (!mCaches.blend) {
2884            glEnable(GL_BLEND);
2885        }
2886
2887        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2888        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2889
2890        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2891            glBlendFunc(sourceMode, destMode);
2892            mCaches.lastSrcMode = sourceMode;
2893            mCaches.lastDstMode = destMode;
2894        }
2895    } else if (mCaches.blend) {
2896        glDisable(GL_BLEND);
2897    }
2898    mCaches.blend = blend;
2899}
2900
2901bool OpenGLRenderer::useProgram(Program* program) {
2902    if (!program->isInUse()) {
2903        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2904        program->use();
2905        mCaches.currentProgram = program;
2906        return false;
2907    }
2908    return true;
2909}
2910
2911void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2912    TextureVertex* v = &mMeshVertices[0];
2913    TextureVertex::setUV(v++, u1, v1);
2914    TextureVertex::setUV(v++, u2, v1);
2915    TextureVertex::setUV(v++, u1, v2);
2916    TextureVertex::setUV(v++, u2, v2);
2917}
2918
2919void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2920    if (paint) {
2921        *mode = getXfermode(paint->getXfermode());
2922
2923        // Skia draws using the color's alpha channel if < 255
2924        // Otherwise, it uses the paint's alpha
2925        int color = paint->getColor();
2926        *alpha = (color >> 24) & 0xFF;
2927        if (*alpha == 255) {
2928            *alpha = paint->getAlpha();
2929        }
2930    } else {
2931        *mode = SkXfermode::kSrcOver_Mode;
2932        *alpha = 255;
2933    }
2934    *alpha *= mSnapshot->alpha;
2935}
2936
2937SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2938    SkXfermode::Mode resultMode;
2939    if (!SkXfermode::AsMode(mode, &resultMode)) {
2940        resultMode = SkXfermode::kSrcOver_Mode;
2941    }
2942    return resultMode;
2943}
2944
2945}; // namespace uirenderer
2946}; // namespace android
2947