OpenGLRenderer.cpp revision a798b95a9ef328720febec72d01462cd97e3d4c7
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48#define ALPHA_THRESHOLD 0
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106///////////////////////////////////////////////////////////////////////////////
107// Constructors/destructor
108///////////////////////////////////////////////////////////////////////////////
109
110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
111    mShader = NULL;
112    mColorFilter = NULL;
113    mHasShadow = false;
114    mHasDrawFilter = false;
115
116    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
117
118    mFirstSnapshot = new Snapshot;
119}
120
121OpenGLRenderer::~OpenGLRenderer() {
122    // The context has already been destroyed at this point, do not call
123    // GL APIs. All GL state should be kept in Caches.h
124}
125
126///////////////////////////////////////////////////////////////////////////////
127// Debug
128///////////////////////////////////////////////////////////////////////////////
129
130void OpenGLRenderer::startMark(const char* name) const {
131    mCaches.startMark(0, name);
132}
133
134void OpenGLRenderer::endMark() const {
135    mCaches.endMark();
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142uint32_t OpenGLRenderer::getStencilSize() {
143    return STENCIL_BUFFER_SIZE;
144}
145
146bool OpenGLRenderer::isDeferred() {
147    return false;
148}
149
150void OpenGLRenderer::setViewport(int width, int height) {
151    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
152
153    mWidth = width;
154    mHeight = height;
155
156    mFirstSnapshot->height = height;
157    mFirstSnapshot->viewport.set(0, 0, width, height);
158
159    glDisable(GL_DITHER);
160    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
161
162    glEnableVertexAttribArray(Program::kBindingPosition);
163}
164
165int OpenGLRenderer::prepare(bool opaque) {
166    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
167}
168
169int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
170    mCaches.clearGarbage();
171
172    mSnapshot = new Snapshot(mFirstSnapshot,
173            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
174    mSnapshot->fbo = getTargetFbo();
175    mSaveCount = 1;
176
177    mSnapshot->setClip(left, top, right, bottom);
178    mDirtyClip = opaque;
179
180    syncState();
181
182    if (!opaque) {
183        mCaches.enableScissor();
184        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
185        glClear(GL_COLOR_BUFFER_BIT);
186        return DrawGlInfo::kStatusDrew;
187    } else {
188        mCaches.resetScissor();
189    }
190
191    return DrawGlInfo::kStatusDone;
192}
193
194void OpenGLRenderer::syncState() {
195    glViewport(0, 0, mWidth, mHeight);
196
197    if (mCaches.blend) {
198        glEnable(GL_BLEND);
199    } else {
200        glDisable(GL_BLEND);
201    }
202}
203
204void OpenGLRenderer::finish() {
205#if DEBUG_OPENGL
206    GLenum status = GL_NO_ERROR;
207    while ((status = glGetError()) != GL_NO_ERROR) {
208        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
209        switch (status) {
210            case GL_INVALID_ENUM:
211                ALOGE("  GL_INVALID_ENUM");
212                break;
213            case GL_INVALID_VALUE:
214                ALOGE("  GL_INVALID_VALUE");
215                break;
216            case GL_INVALID_OPERATION:
217                ALOGE("  GL_INVALID_OPERATION");
218                break;
219            case GL_OUT_OF_MEMORY:
220                ALOGE("  Out of memory!");
221                break;
222        }
223    }
224#endif
225#if DEBUG_MEMORY_USAGE
226    mCaches.dumpMemoryUsage();
227#else
228    if (mCaches.getDebugLevel() & kDebugMemory) {
229        mCaches.dumpMemoryUsage();
230    }
231#endif
232}
233
234void OpenGLRenderer::interrupt() {
235    if (mCaches.currentProgram) {
236        if (mCaches.currentProgram->isInUse()) {
237            mCaches.currentProgram->remove();
238            mCaches.currentProgram = NULL;
239        }
240    }
241    mCaches.unbindMeshBuffer();
242    mCaches.unbindIndicesBuffer();
243    mCaches.resetVertexPointers();
244    mCaches.disbaleTexCoordsVertexArray();
245}
246
247void OpenGLRenderer::resume() {
248    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
249
250    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
251    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
252
253    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
254    mCaches.enableScissor();
255    mCaches.resetScissor();
256    dirtyClip();
257
258    mCaches.activeTexture(0);
259    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
260
261    mCaches.blend = true;
262    glEnable(GL_BLEND);
263    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
264    glBlendEquation(GL_FUNC_ADD);
265}
266
267void OpenGLRenderer::detachFunctor(Functor* functor) {
268    mFunctors.remove(functor);
269}
270
271void OpenGLRenderer::attachFunctor(Functor* functor) {
272    mFunctors.add(functor);
273}
274
275status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
276    status_t result = DrawGlInfo::kStatusDone;
277    size_t count = mFunctors.size();
278
279    if (count > 0) {
280        SortedVector<Functor*> functors(mFunctors);
281        mFunctors.clear();
282
283        DrawGlInfo info;
284        info.clipLeft = 0;
285        info.clipTop = 0;
286        info.clipRight = 0;
287        info.clipBottom = 0;
288        info.isLayer = false;
289        info.width = 0;
290        info.height = 0;
291        memset(info.transform, 0, sizeof(float) * 16);
292
293        for (size_t i = 0; i < count; i++) {
294            Functor* f = functors.itemAt(i);
295            result |= (*f)(DrawGlInfo::kModeProcess, &info);
296
297            if (result & DrawGlInfo::kStatusDraw) {
298                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
299                dirty.unionWith(localDirty);
300            }
301
302            if (result & DrawGlInfo::kStatusInvoke) {
303                mFunctors.add(f);
304            }
305        }
306    }
307
308    mCaches.activeTexture(0);
309
310    return result;
311}
312
313status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
314    interrupt();
315    detachFunctor(functor);
316
317    mCaches.enableScissor();
318    if (mDirtyClip) {
319        setScissorFromClip();
320    }
321
322    Rect clip(*mSnapshot->clipRect);
323    clip.snapToPixelBoundaries();
324
325    // Since we don't know what the functor will draw, let's dirty
326    // tne entire clip region
327    if (hasLayer()) {
328        dirtyLayerUnchecked(clip, getRegion());
329    }
330
331    DrawGlInfo info;
332    info.clipLeft = clip.left;
333    info.clipTop = clip.top;
334    info.clipRight = clip.right;
335    info.clipBottom = clip.bottom;
336    info.isLayer = hasLayer();
337    info.width = getSnapshot()->viewport.getWidth();
338    info.height = getSnapshot()->height;
339    getSnapshot()->transform->copyTo(&info.transform[0]);
340
341    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
342
343    if (result != DrawGlInfo::kStatusDone) {
344        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
345        dirty.unionWith(localDirty);
346
347        if (result & DrawGlInfo::kStatusInvoke) {
348            mFunctors.add(functor);
349        }
350    }
351
352    resume();
353    return result;
354}
355
356///////////////////////////////////////////////////////////////////////////////
357// State management
358///////////////////////////////////////////////////////////////////////////////
359
360int OpenGLRenderer::getSaveCount() const {
361    return mSaveCount;
362}
363
364int OpenGLRenderer::save(int flags) {
365    return saveSnapshot(flags);
366}
367
368void OpenGLRenderer::restore() {
369    if (mSaveCount > 1) {
370        restoreSnapshot();
371    }
372}
373
374void OpenGLRenderer::restoreToCount(int saveCount) {
375    if (saveCount < 1) saveCount = 1;
376
377    while (mSaveCount > saveCount) {
378        restoreSnapshot();
379    }
380}
381
382int OpenGLRenderer::saveSnapshot(int flags) {
383    mSnapshot = new Snapshot(mSnapshot, flags);
384    return mSaveCount++;
385}
386
387bool OpenGLRenderer::restoreSnapshot() {
388    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
389    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
390    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
391
392    sp<Snapshot> current = mSnapshot;
393    sp<Snapshot> previous = mSnapshot->previous;
394
395    if (restoreOrtho) {
396        Rect& r = previous->viewport;
397        glViewport(r.left, r.top, r.right, r.bottom);
398        mOrthoMatrix.load(current->orthoMatrix);
399    }
400
401    mSaveCount--;
402    mSnapshot = previous;
403
404    if (restoreClip) {
405        dirtyClip();
406    }
407
408    if (restoreLayer) {
409        composeLayer(current, previous);
410    }
411
412    return restoreClip;
413}
414
415///////////////////////////////////////////////////////////////////////////////
416// Layers
417///////////////////////////////////////////////////////////////////////////////
418
419int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
420        SkPaint* p, int flags) {
421    const GLuint previousFbo = mSnapshot->fbo;
422    const int count = saveSnapshot(flags);
423
424    if (!mSnapshot->isIgnored()) {
425        int alpha = 255;
426        SkXfermode::Mode mode;
427
428        if (p) {
429            alpha = p->getAlpha();
430            if (!mCaches.extensions.hasFramebufferFetch()) {
431                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
432                if (!isMode) {
433                    // Assume SRC_OVER
434                    mode = SkXfermode::kSrcOver_Mode;
435                }
436            } else {
437                mode = getXfermode(p->getXfermode());
438            }
439        } else {
440            mode = SkXfermode::kSrcOver_Mode;
441        }
442
443        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
444    }
445
446    return count;
447}
448
449int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
450        int alpha, int flags) {
451    if (alpha >= 255) {
452        return saveLayer(left, top, right, bottom, NULL, flags);
453    } else {
454        SkPaint paint;
455        paint.setAlpha(alpha);
456        return saveLayer(left, top, right, bottom, &paint, flags);
457    }
458}
459
460/**
461 * Layers are viewed by Skia are slightly different than layers in image editing
462 * programs (for instance.) When a layer is created, previously created layers
463 * and the frame buffer still receive every drawing command. For instance, if a
464 * layer is created and a shape intersecting the bounds of the layers and the
465 * framebuffer is draw, the shape will be drawn on both (unless the layer was
466 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
467 *
468 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
469 * texture. Unfortunately, this is inefficient as it requires every primitive to
470 * be drawn n + 1 times, where n is the number of active layers. In practice this
471 * means, for every primitive:
472 *   - Switch active frame buffer
473 *   - Change viewport, clip and projection matrix
474 *   - Issue the drawing
475 *
476 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
477 * To avoid this, layers are implemented in a different way here, at least in the
478 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
479 * is set. When this flag is set we can redirect all drawing operations into a
480 * single FBO.
481 *
482 * This implementation relies on the frame buffer being at least RGBA 8888. When
483 * a layer is created, only a texture is created, not an FBO. The content of the
484 * frame buffer contained within the layer's bounds is copied into this texture
485 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
486 * buffer and drawing continues as normal. This technique therefore treats the
487 * frame buffer as a scratch buffer for the layers.
488 *
489 * To compose the layers back onto the frame buffer, each layer texture
490 * (containing the original frame buffer data) is drawn as a simple quad over
491 * the frame buffer. The trick is that the quad is set as the composition
492 * destination in the blending equation, and the frame buffer becomes the source
493 * of the composition.
494 *
495 * Drawing layers with an alpha value requires an extra step before composition.
496 * An empty quad is drawn over the layer's region in the frame buffer. This quad
497 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
498 * quad is used to multiply the colors in the frame buffer. This is achieved by
499 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
500 * GL_ZERO, GL_SRC_ALPHA.
501 *
502 * Because glCopyTexImage2D() can be slow, an alternative implementation might
503 * be use to draw a single clipped layer. The implementation described above
504 * is correct in every case.
505 *
506 * (1) The frame buffer is actually not cleared right away. To allow the GPU
507 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
508 *     buffer is left untouched until the first drawing operation. Only when
509 *     something actually gets drawn are the layers regions cleared.
510 */
511bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
512        float right, float bottom, int alpha, SkXfermode::Mode mode,
513        int flags, GLuint previousFbo) {
514    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
515    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
516
517    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
518
519    // Window coordinates of the layer
520    Rect bounds(left, top, right, bottom);
521    if (!fboLayer) {
522        mSnapshot->transform->mapRect(bounds);
523
524        // Layers only make sense if they are in the framebuffer's bounds
525        if (bounds.intersect(*snapshot->clipRect)) {
526            // We cannot work with sub-pixels in this case
527            bounds.snapToPixelBoundaries();
528
529            // When the layer is not an FBO, we may use glCopyTexImage so we
530            // need to make sure the layer does not extend outside the bounds
531            // of the framebuffer
532            if (!bounds.intersect(snapshot->previous->viewport)) {
533                bounds.setEmpty();
534            }
535        } else {
536            bounds.setEmpty();
537        }
538    }
539
540    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
541            bounds.getHeight() > mCaches.maxTextureSize) {
542        snapshot->empty = fboLayer;
543    } else {
544        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
545    }
546
547    // Bail out if we won't draw in this snapshot
548    if (snapshot->invisible || snapshot->empty) {
549        return false;
550    }
551
552    mCaches.activeTexture(0);
553    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
554    if (!layer) {
555        return false;
556    }
557
558    layer->setAlpha(alpha, mode);
559    layer->layer.set(bounds);
560    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
561            bounds.getWidth() / float(layer->getWidth()), 0.0f);
562    layer->setColorFilter(mColorFilter);
563    layer->setBlend(true);
564
565    // Save the layer in the snapshot
566    snapshot->flags |= Snapshot::kFlagIsLayer;
567    snapshot->layer = layer;
568
569    if (fboLayer) {
570        return createFboLayer(layer, bounds, snapshot, previousFbo);
571    } else {
572        // Copy the framebuffer into the layer
573        layer->bindTexture();
574        if (!bounds.isEmpty()) {
575            if (layer->isEmpty()) {
576                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
577                        bounds.left, snapshot->height - bounds.bottom,
578                        layer->getWidth(), layer->getHeight(), 0);
579                layer->setEmpty(false);
580            } else {
581                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
582                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
583            }
584
585            // Enqueue the buffer coordinates to clear the corresponding region later
586            mLayers.push(new Rect(bounds));
587        }
588    }
589
590    return true;
591}
592
593bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
594        GLuint previousFbo) {
595    layer->setFbo(mCaches.fboCache.get());
596
597    snapshot->region = &snapshot->layer->region;
598    snapshot->flags |= Snapshot::kFlagFboTarget;
599
600    Rect clip(bounds);
601    snapshot->transform->mapRect(clip);
602    clip.intersect(*snapshot->clipRect);
603    clip.snapToPixelBoundaries();
604    clip.intersect(snapshot->previous->viewport);
605
606    mat4 inverse;
607    inverse.loadInverse(*mSnapshot->transform);
608
609    inverse.mapRect(clip);
610    clip.snapToPixelBoundaries();
611    clip.intersect(bounds);
612    clip.translate(-bounds.left, -bounds.top);
613
614    snapshot->flags |= Snapshot::kFlagIsFboLayer;
615    snapshot->fbo = layer->getFbo();
616    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
617    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
618    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
619    snapshot->height = bounds.getHeight();
620    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
621    snapshot->orthoMatrix.load(mOrthoMatrix);
622
623    // Bind texture to FBO
624    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
625    layer->bindTexture();
626
627    // Initialize the texture if needed
628    if (layer->isEmpty()) {
629        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
630        layer->setEmpty(false);
631    }
632
633    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
634            layer->getTexture(), 0);
635
636#if DEBUG_LAYERS_AS_REGIONS
637    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
638    if (status != GL_FRAMEBUFFER_COMPLETE) {
639        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
640
641        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
642        layer->deleteTexture();
643        mCaches.fboCache.put(layer->getFbo());
644
645        delete layer;
646
647        return false;
648    }
649#endif
650
651    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
652    mCaches.enableScissor();
653    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
654            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
655    glClear(GL_COLOR_BUFFER_BIT);
656
657    dirtyClip();
658
659    // Change the ortho projection
660    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
661    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
662
663    return true;
664}
665
666/**
667 * Read the documentation of createLayer() before doing anything in this method.
668 */
669void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
670    if (!current->layer) {
671        ALOGE("Attempting to compose a layer that does not exist");
672        return;
673    }
674
675    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
676
677    if (fboLayer) {
678        // Detach the texture from the FBO
679        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
680
681        // Unbind current FBO and restore previous one
682        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
683    }
684
685    Layer* layer = current->layer;
686    const Rect& rect = layer->layer;
687
688    if (!fboLayer && layer->getAlpha() < 255) {
689        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
690                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
691        // Required below, composeLayerRect() will divide by 255
692        layer->setAlpha(255);
693    }
694
695    mCaches.unbindMeshBuffer();
696
697    mCaches.activeTexture(0);
698
699    // When the layer is stored in an FBO, we can save a bit of fillrate by
700    // drawing only the dirty region
701    if (fboLayer) {
702        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
703        if (layer->getColorFilter()) {
704            setupColorFilter(layer->getColorFilter());
705        }
706        composeLayerRegion(layer, rect);
707        if (layer->getColorFilter()) {
708            resetColorFilter();
709        }
710    } else if (!rect.isEmpty()) {
711        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
712        composeLayerRect(layer, rect, true);
713    }
714
715    if (fboLayer) {
716        // Note: No need to use glDiscardFramebufferEXT() since we never
717        //       create/compose layers that are not on screen with this
718        //       code path
719        // See LayerRenderer::destroyLayer(Layer*)
720
721        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
722        mCaches.fboCache.put(current->fbo);
723        layer->setFbo(0);
724    }
725
726    dirtyClip();
727
728    // Failing to add the layer to the cache should happen only if the layer is too large
729    if (!mCaches.layerCache.put(layer)) {
730        LAYER_LOGD("Deleting layer");
731        layer->deleteTexture();
732        delete layer;
733    }
734}
735
736void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
737    float alpha = layer->getAlpha() / 255.0f;
738
739    mat4& transform = layer->getTransform();
740    if (!transform.isIdentity()) {
741        save(0);
742        mSnapshot->transform->multiply(transform);
743    }
744
745    setupDraw();
746    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
747        setupDrawWithTexture();
748    } else {
749        setupDrawWithExternalTexture();
750    }
751    setupDrawTextureTransform();
752    setupDrawColor(alpha, alpha, alpha, alpha);
753    setupDrawColorFilter();
754    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
755    setupDrawProgram();
756    setupDrawPureColorUniforms();
757    setupDrawColorFilterUniforms();
758    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
759        setupDrawTexture(layer->getTexture());
760    } else {
761        setupDrawExternalTexture(layer->getTexture());
762    }
763    if (mSnapshot->transform->isPureTranslate() &&
764            layer->getWidth() == (uint32_t) rect.getWidth() &&
765            layer->getHeight() == (uint32_t) rect.getHeight()) {
766        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
767        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
768
769        layer->setFilter(GL_NEAREST);
770        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
771    } else {
772        layer->setFilter(GL_LINEAR);
773        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
774    }
775    setupDrawTextureTransformUniforms(layer->getTexTransform());
776    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
777
778    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
779
780    finishDrawTexture();
781
782    if (!transform.isIdentity()) {
783        restore();
784    }
785}
786
787void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
788    if (!layer->isTextureLayer()) {
789        const Rect& texCoords = layer->texCoords;
790        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
791                texCoords.right, texCoords.bottom);
792
793        float x = rect.left;
794        float y = rect.top;
795        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
796                layer->getWidth() == (uint32_t) rect.getWidth() &&
797                layer->getHeight() == (uint32_t) rect.getHeight();
798
799        if (simpleTransform) {
800            // When we're swapping, the layer is already in screen coordinates
801            if (!swap) {
802                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
803                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
804            }
805
806            layer->setFilter(GL_NEAREST, true);
807        } else {
808            layer->setFilter(GL_LINEAR, true);
809        }
810
811        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
812                layer->getTexture(), layer->getAlpha() / 255.0f,
813                layer->getMode(), layer->isBlend(),
814                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
815                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
816
817        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
818    } else {
819        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
820        drawTextureLayer(layer, rect);
821        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
822    }
823}
824
825void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
826    if (layer->region.isRect()) {
827        layer->setRegionAsRect();
828
829        composeLayerRect(layer, layer->regionRect);
830
831        layer->region.clear();
832        return;
833    }
834
835    // TODO: See LayerRenderer.cpp::generateMesh() for important
836    //       information about this implementation
837    if (CC_LIKELY(!layer->region.isEmpty())) {
838        size_t count;
839        const android::Rect* rects = layer->region.getArray(&count);
840
841        const float alpha = layer->getAlpha() / 255.0f;
842        const float texX = 1.0f / float(layer->getWidth());
843        const float texY = 1.0f / float(layer->getHeight());
844        const float height = rect.getHeight();
845
846        TextureVertex* mesh = mCaches.getRegionMesh();
847        GLsizei numQuads = 0;
848
849        setupDraw();
850        setupDrawWithTexture();
851        setupDrawColor(alpha, alpha, alpha, alpha);
852        setupDrawColorFilter();
853        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
854        setupDrawProgram();
855        setupDrawDirtyRegionsDisabled();
856        setupDrawPureColorUniforms();
857        setupDrawColorFilterUniforms();
858        setupDrawTexture(layer->getTexture());
859        if (mSnapshot->transform->isPureTranslate()) {
860            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
861            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
862
863            layer->setFilter(GL_NEAREST);
864            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
865        } else {
866            layer->setFilter(GL_LINEAR);
867            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
868        }
869        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
870
871        for (size_t i = 0; i < count; i++) {
872            const android::Rect* r = &rects[i];
873
874            const float u1 = r->left * texX;
875            const float v1 = (height - r->top) * texY;
876            const float u2 = r->right * texX;
877            const float v2 = (height - r->bottom) * texY;
878
879            // TODO: Reject quads outside of the clip
880            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
881            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
882            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
883            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
884
885            numQuads++;
886
887            if (numQuads >= REGION_MESH_QUAD_COUNT) {
888                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
889                numQuads = 0;
890                mesh = mCaches.getRegionMesh();
891            }
892        }
893
894        if (numQuads > 0) {
895            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
896        }
897
898        finishDrawTexture();
899
900#if DEBUG_LAYERS_AS_REGIONS
901        drawRegionRects(layer->region);
902#endif
903
904        layer->region.clear();
905    }
906}
907
908void OpenGLRenderer::drawRegionRects(const Region& region) {
909#if DEBUG_LAYERS_AS_REGIONS
910    size_t count;
911    const android::Rect* rects = region.getArray(&count);
912
913    uint32_t colors[] = {
914            0x7fff0000, 0x7f00ff00,
915            0x7f0000ff, 0x7fff00ff,
916    };
917
918    int offset = 0;
919    int32_t top = rects[0].top;
920
921    for (size_t i = 0; i < count; i++) {
922        if (top != rects[i].top) {
923            offset ^= 0x2;
924            top = rects[i].top;
925        }
926
927        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
928        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
929                SkXfermode::kSrcOver_Mode);
930    }
931#endif
932}
933
934void OpenGLRenderer::dirtyLayer(const float left, const float top,
935        const float right, const float bottom, const mat4 transform) {
936    if (hasLayer()) {
937        Rect bounds(left, top, right, bottom);
938        transform.mapRect(bounds);
939        dirtyLayerUnchecked(bounds, getRegion());
940    }
941}
942
943void OpenGLRenderer::dirtyLayer(const float left, const float top,
944        const float right, const float bottom) {
945    if (hasLayer()) {
946        Rect bounds(left, top, right, bottom);
947        dirtyLayerUnchecked(bounds, getRegion());
948    }
949}
950
951void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
952    if (bounds.intersect(*mSnapshot->clipRect)) {
953        bounds.snapToPixelBoundaries();
954        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
955        if (!dirty.isEmpty()) {
956            region->orSelf(dirty);
957        }
958    }
959}
960
961void OpenGLRenderer::clearLayerRegions() {
962    const size_t count = mLayers.size();
963    if (count == 0) return;
964
965    if (!mSnapshot->isIgnored()) {
966        // Doing several glScissor/glClear here can negatively impact
967        // GPUs with a tiler architecture, instead we draw quads with
968        // the Clear blending mode
969
970        // The list contains bounds that have already been clipped
971        // against their initial clip rect, and the current clip
972        // is likely different so we need to disable clipping here
973        bool scissorChanged = mCaches.disableScissor();
974
975        Vertex mesh[count * 6];
976        Vertex* vertex = mesh;
977
978        for (uint32_t i = 0; i < count; i++) {
979            Rect* bounds = mLayers.itemAt(i);
980
981            Vertex::set(vertex++, bounds->left, bounds->bottom);
982            Vertex::set(vertex++, bounds->left, bounds->top);
983            Vertex::set(vertex++, bounds->right, bounds->top);
984            Vertex::set(vertex++, bounds->left, bounds->bottom);
985            Vertex::set(vertex++, bounds->right, bounds->top);
986            Vertex::set(vertex++, bounds->right, bounds->bottom);
987
988            delete bounds;
989        }
990
991        setupDraw(false);
992        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
993        setupDrawBlending(true, SkXfermode::kClear_Mode);
994        setupDrawProgram();
995        setupDrawPureColorUniforms();
996        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
997        setupDrawVertices(&mesh[0].position[0]);
998
999        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1000
1001        if (scissorChanged) mCaches.enableScissor();
1002    } else {
1003        for (uint32_t i = 0; i < count; i++) {
1004            delete mLayers.itemAt(i);
1005        }
1006    }
1007
1008    mLayers.clear();
1009}
1010
1011///////////////////////////////////////////////////////////////////////////////
1012// Transforms
1013///////////////////////////////////////////////////////////////////////////////
1014
1015void OpenGLRenderer::translate(float dx, float dy) {
1016    mSnapshot->transform->translate(dx, dy, 0.0f);
1017}
1018
1019void OpenGLRenderer::rotate(float degrees) {
1020    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1021}
1022
1023void OpenGLRenderer::scale(float sx, float sy) {
1024    mSnapshot->transform->scale(sx, sy, 1.0f);
1025}
1026
1027void OpenGLRenderer::skew(float sx, float sy) {
1028    mSnapshot->transform->skew(sx, sy);
1029}
1030
1031void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1032    if (matrix) {
1033        mSnapshot->transform->load(*matrix);
1034    } else {
1035        mSnapshot->transform->loadIdentity();
1036    }
1037}
1038
1039void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1040    mSnapshot->transform->copyTo(*matrix);
1041}
1042
1043void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1044    SkMatrix transform;
1045    mSnapshot->transform->copyTo(transform);
1046    transform.preConcat(*matrix);
1047    mSnapshot->transform->load(transform);
1048}
1049
1050///////////////////////////////////////////////////////////////////////////////
1051// Clipping
1052///////////////////////////////////////////////////////////////////////////////
1053
1054void OpenGLRenderer::setScissorFromClip() {
1055    Rect clip(*mSnapshot->clipRect);
1056    clip.snapToPixelBoundaries();
1057
1058    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1059            clip.getWidth(), clip.getHeight())) {
1060        mDirtyClip = false;
1061    }
1062}
1063
1064const Rect& OpenGLRenderer::getClipBounds() {
1065    return mSnapshot->getLocalClip();
1066}
1067
1068bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1069    if (mSnapshot->isIgnored()) {
1070        return true;
1071    }
1072
1073    Rect r(left, top, right, bottom);
1074    mSnapshot->transform->mapRect(r);
1075    r.snapToPixelBoundaries();
1076
1077    Rect clipRect(*mSnapshot->clipRect);
1078    clipRect.snapToPixelBoundaries();
1079
1080    return !clipRect.intersects(r);
1081}
1082
1083bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1084    if (mSnapshot->isIgnored()) {
1085        return true;
1086    }
1087
1088    Rect r(left, top, right, bottom);
1089    mSnapshot->transform->mapRect(r);
1090    r.snapToPixelBoundaries();
1091
1092    Rect clipRect(*mSnapshot->clipRect);
1093    clipRect.snapToPixelBoundaries();
1094
1095    bool rejected = !clipRect.intersects(r);
1096    if (!isDeferred() && !rejected) {
1097        mCaches.setScissorEnabled(!clipRect.contains(r));
1098    }
1099
1100    return rejected;
1101}
1102
1103bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1104    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1105    if (clipped) {
1106        dirtyClip();
1107    }
1108    return !mSnapshot->clipRect->isEmpty();
1109}
1110
1111Rect* OpenGLRenderer::getClipRect() {
1112    return mSnapshot->clipRect;
1113}
1114
1115///////////////////////////////////////////////////////////////////////////////
1116// Drawing commands
1117///////////////////////////////////////////////////////////////////////////////
1118
1119void OpenGLRenderer::setupDraw(bool clear) {
1120    // TODO: It would be best if we could do this before quickReject()
1121    //       changes the scissor test state
1122    if (clear) clearLayerRegions();
1123    if (mDirtyClip) {
1124        setScissorFromClip();
1125    }
1126    mDescription.reset();
1127    mSetShaderColor = false;
1128    mColorSet = false;
1129    mColorA = mColorR = mColorG = mColorB = 0.0f;
1130    mTextureUnit = 0;
1131    mTrackDirtyRegions = true;
1132}
1133
1134void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1135    mDescription.hasTexture = true;
1136    mDescription.hasAlpha8Texture = isAlpha8;
1137}
1138
1139void OpenGLRenderer::setupDrawWithExternalTexture() {
1140    mDescription.hasExternalTexture = true;
1141}
1142
1143void OpenGLRenderer::setupDrawNoTexture() {
1144    mCaches.disbaleTexCoordsVertexArray();
1145}
1146
1147void OpenGLRenderer::setupDrawAALine() {
1148    mDescription.isAA = true;
1149}
1150
1151void OpenGLRenderer::setupDrawPoint(float pointSize) {
1152    mDescription.isPoint = true;
1153    mDescription.pointSize = pointSize;
1154}
1155
1156void OpenGLRenderer::setupDrawColor(int color) {
1157    setupDrawColor(color, (color >> 24) & 0xFF);
1158}
1159
1160void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1161    mColorA = alpha / 255.0f;
1162    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1163    // the rgb values by a instead of also dividing by 255
1164    const float a = mColorA / 255.0f;
1165    mColorR = a * ((color >> 16) & 0xFF);
1166    mColorG = a * ((color >>  8) & 0xFF);
1167    mColorB = a * ((color      ) & 0xFF);
1168    mColorSet = true;
1169    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1170}
1171
1172void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1173    mColorA = alpha / 255.0f;
1174    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1175    // the rgb values by a instead of also dividing by 255
1176    const float a = mColorA / 255.0f;
1177    mColorR = a * ((color >> 16) & 0xFF);
1178    mColorG = a * ((color >>  8) & 0xFF);
1179    mColorB = a * ((color      ) & 0xFF);
1180    mColorSet = true;
1181    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1182}
1183
1184void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1185    mCaches.fontRenderer->describe(mDescription, paint);
1186}
1187
1188void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1189    mColorA = a;
1190    mColorR = r;
1191    mColorG = g;
1192    mColorB = b;
1193    mColorSet = true;
1194    mSetShaderColor = mDescription.setColor(r, g, b, a);
1195}
1196
1197void OpenGLRenderer::setupDrawShader() {
1198    if (mShader) {
1199        mShader->describe(mDescription, mCaches.extensions);
1200    }
1201}
1202
1203void OpenGLRenderer::setupDrawColorFilter() {
1204    if (mColorFilter) {
1205        mColorFilter->describe(mDescription, mCaches.extensions);
1206    }
1207}
1208
1209void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1210    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1211        mColorA = 1.0f;
1212        mColorR = mColorG = mColorB = 0.0f;
1213        mSetShaderColor = mDescription.modulate = true;
1214    }
1215}
1216
1217void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1218    // When the blending mode is kClear_Mode, we need to use a modulate color
1219    // argb=1,0,0,0
1220    accountForClear(mode);
1221    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1222            mDescription, swapSrcDst);
1223}
1224
1225void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1226    // When the blending mode is kClear_Mode, we need to use a modulate color
1227    // argb=1,0,0,0
1228    accountForClear(mode);
1229    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1230            mDescription, swapSrcDst);
1231}
1232
1233void OpenGLRenderer::setupDrawProgram() {
1234    useProgram(mCaches.programCache.get(mDescription));
1235}
1236
1237void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1238    mTrackDirtyRegions = false;
1239}
1240
1241void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1242        bool ignoreTransform) {
1243    mModelView.loadTranslate(left, top, 0.0f);
1244    if (!ignoreTransform) {
1245        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1246        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1247    } else {
1248        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1249        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1250    }
1251}
1252
1253void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1254    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1255}
1256
1257void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1258        bool ignoreTransform, bool ignoreModelView) {
1259    if (!ignoreModelView) {
1260        mModelView.loadTranslate(left, top, 0.0f);
1261        mModelView.scale(right - left, bottom - top, 1.0f);
1262    } else {
1263        mModelView.loadIdentity();
1264    }
1265    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1266    if (!ignoreTransform) {
1267        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1268        if (mTrackDirtyRegions && dirty) {
1269            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1270        }
1271    } else {
1272        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1273        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1274    }
1275}
1276
1277void OpenGLRenderer::setupDrawPointUniforms() {
1278    int slot = mCaches.currentProgram->getUniform("pointSize");
1279    glUniform1f(slot, mDescription.pointSize);
1280}
1281
1282void OpenGLRenderer::setupDrawColorUniforms() {
1283    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1284        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1285    }
1286}
1287
1288void OpenGLRenderer::setupDrawPureColorUniforms() {
1289    if (mSetShaderColor) {
1290        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1291    }
1292}
1293
1294void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1295    if (mShader) {
1296        if (ignoreTransform) {
1297            mModelView.loadInverse(*mSnapshot->transform);
1298        }
1299        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1300    }
1301}
1302
1303void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1304    if (mShader) {
1305        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1306    }
1307}
1308
1309void OpenGLRenderer::setupDrawColorFilterUniforms() {
1310    if (mColorFilter) {
1311        mColorFilter->setupProgram(mCaches.currentProgram);
1312    }
1313}
1314
1315void OpenGLRenderer::setupDrawTextGammaUniforms() {
1316    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1317}
1318
1319void OpenGLRenderer::setupDrawSimpleMesh() {
1320    bool force = mCaches.bindMeshBuffer();
1321    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1322    mCaches.unbindIndicesBuffer();
1323}
1324
1325void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1326    bindTexture(texture);
1327    mTextureUnit++;
1328    mCaches.enableTexCoordsVertexArray();
1329}
1330
1331void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1332    bindExternalTexture(texture);
1333    mTextureUnit++;
1334    mCaches.enableTexCoordsVertexArray();
1335}
1336
1337void OpenGLRenderer::setupDrawTextureTransform() {
1338    mDescription.hasTextureTransform = true;
1339}
1340
1341void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1342    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1343            GL_FALSE, &transform.data[0]);
1344}
1345
1346void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1347    bool force = false;
1348    if (!vertices) {
1349        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1350    } else {
1351        force = mCaches.unbindMeshBuffer();
1352    }
1353
1354    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1355    if (mCaches.currentProgram->texCoords >= 0) {
1356        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1357    }
1358
1359    mCaches.unbindIndicesBuffer();
1360}
1361
1362void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1363    bool force = mCaches.unbindMeshBuffer();
1364    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1365    if (mCaches.currentProgram->texCoords >= 0) {
1366        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1367    }
1368}
1369
1370void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1371    bool force = mCaches.unbindMeshBuffer();
1372    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1373            vertices, gVertexStride);
1374    mCaches.unbindIndicesBuffer();
1375}
1376
1377/**
1378 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1379 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1380 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1381 * attributes (one per vertex) are values from zero to one that tells the fragment
1382 * shader where the fragment is in relation to the line width/length overall; these values are
1383 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1384 * region of the line.
1385 * Note that we only pass down the width values in this setup function. The length coordinates
1386 * are set up for each individual segment.
1387 */
1388void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1389        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1390    bool force = mCaches.unbindMeshBuffer();
1391    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1392            vertices, gAAVertexStride);
1393    mCaches.resetTexCoordsVertexPointer();
1394    mCaches.unbindIndicesBuffer();
1395
1396    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1397    glEnableVertexAttribArray(widthSlot);
1398    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1399
1400    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1401    glEnableVertexAttribArray(lengthSlot);
1402    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1403
1404    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1405    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1406}
1407
1408void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1409    glDisableVertexAttribArray(widthSlot);
1410    glDisableVertexAttribArray(lengthSlot);
1411}
1412
1413void OpenGLRenderer::finishDrawTexture() {
1414}
1415
1416///////////////////////////////////////////////////////////////////////////////
1417// Drawing
1418///////////////////////////////////////////////////////////////////////////////
1419
1420status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1421        Rect& dirty, int32_t flags, uint32_t level) {
1422
1423    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1424    // will be performed by the display list itself
1425    if (displayList && displayList->isRenderable()) {
1426        return displayList->replay(*this, dirty, flags, level);
1427    }
1428
1429    return DrawGlInfo::kStatusDone;
1430}
1431
1432void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1433    if (displayList) {
1434        displayList->output(*this, level);
1435    }
1436}
1437
1438void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1439    int alpha;
1440    SkXfermode::Mode mode;
1441    getAlphaAndMode(paint, &alpha, &mode);
1442
1443    float x = left;
1444    float y = top;
1445
1446    GLenum filter = GL_LINEAR;
1447    bool ignoreTransform = false;
1448    if (mSnapshot->transform->isPureTranslate()) {
1449        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1450        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1451        ignoreTransform = true;
1452        filter = GL_NEAREST;
1453    } else {
1454        filter = FILTER(paint);
1455    }
1456
1457    setupDraw();
1458    setupDrawWithTexture(true);
1459    if (paint) {
1460        setupDrawAlpha8Color(paint->getColor(), alpha);
1461    }
1462    setupDrawColorFilter();
1463    setupDrawShader();
1464    setupDrawBlending(true, mode);
1465    setupDrawProgram();
1466    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1467
1468    setupDrawTexture(texture->id);
1469    texture->setWrap(GL_CLAMP_TO_EDGE);
1470    texture->setFilter(filter);
1471
1472    setupDrawPureColorUniforms();
1473    setupDrawColorFilterUniforms();
1474    setupDrawShaderUniforms();
1475    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1476
1477    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1478
1479    finishDrawTexture();
1480}
1481
1482status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1483    const float right = left + bitmap->width();
1484    const float bottom = top + bitmap->height();
1485
1486    if (quickReject(left, top, right, bottom)) {
1487        return DrawGlInfo::kStatusDone;
1488    }
1489
1490    mCaches.activeTexture(0);
1491    Texture* texture = mCaches.textureCache.get(bitmap);
1492    if (!texture) return DrawGlInfo::kStatusDone;
1493    const AutoTexture autoCleanup(texture);
1494
1495    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1496        drawAlphaBitmap(texture, left, top, paint);
1497    } else {
1498        drawTextureRect(left, top, right, bottom, texture, paint);
1499    }
1500
1501    return DrawGlInfo::kStatusDrew;
1502}
1503
1504status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1505    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1506    const mat4 transform(*matrix);
1507    transform.mapRect(r);
1508
1509    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1510        return DrawGlInfo::kStatusDone;
1511    }
1512
1513    mCaches.activeTexture(0);
1514    Texture* texture = mCaches.textureCache.get(bitmap);
1515    if (!texture) return DrawGlInfo::kStatusDone;
1516    const AutoTexture autoCleanup(texture);
1517
1518    // This could be done in a cheaper way, all we need is pass the matrix
1519    // to the vertex shader. The save/restore is a bit overkill.
1520    save(SkCanvas::kMatrix_SaveFlag);
1521    concatMatrix(matrix);
1522    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1523    restore();
1524
1525    return DrawGlInfo::kStatusDrew;
1526}
1527
1528status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1529    const float right = left + bitmap->width();
1530    const float bottom = top + bitmap->height();
1531
1532    if (quickReject(left, top, right, bottom)) {
1533        return DrawGlInfo::kStatusDone;
1534    }
1535
1536    mCaches.activeTexture(0);
1537    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1538    const AutoTexture autoCleanup(texture);
1539
1540    drawTextureRect(left, top, right, bottom, texture, paint);
1541
1542    return DrawGlInfo::kStatusDrew;
1543}
1544
1545status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1546        float* vertices, int* colors, SkPaint* paint) {
1547    // TODO: Do a quickReject
1548    if (!vertices || mSnapshot->isIgnored()) {
1549        return DrawGlInfo::kStatusDone;
1550    }
1551
1552    mCaches.activeTexture(0);
1553    Texture* texture = mCaches.textureCache.get(bitmap);
1554    if (!texture) return DrawGlInfo::kStatusDone;
1555    const AutoTexture autoCleanup(texture);
1556
1557    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1558    texture->setFilter(FILTER(paint), true);
1559
1560    int alpha;
1561    SkXfermode::Mode mode;
1562    getAlphaAndMode(paint, &alpha, &mode);
1563
1564    const uint32_t count = meshWidth * meshHeight * 6;
1565
1566    float left = FLT_MAX;
1567    float top = FLT_MAX;
1568    float right = FLT_MIN;
1569    float bottom = FLT_MIN;
1570
1571    const bool hasActiveLayer = hasLayer();
1572
1573    // TODO: Support the colors array
1574    TextureVertex mesh[count];
1575    TextureVertex* vertex = mesh;
1576    for (int32_t y = 0; y < meshHeight; y++) {
1577        for (int32_t x = 0; x < meshWidth; x++) {
1578            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1579
1580            float u1 = float(x) / meshWidth;
1581            float u2 = float(x + 1) / meshWidth;
1582            float v1 = float(y) / meshHeight;
1583            float v2 = float(y + 1) / meshHeight;
1584
1585            int ax = i + (meshWidth + 1) * 2;
1586            int ay = ax + 1;
1587            int bx = i;
1588            int by = bx + 1;
1589            int cx = i + 2;
1590            int cy = cx + 1;
1591            int dx = i + (meshWidth + 1) * 2 + 2;
1592            int dy = dx + 1;
1593
1594            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1595            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1596            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1597
1598            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1599            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1600            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1601
1602            if (hasActiveLayer) {
1603                // TODO: This could be optimized to avoid unnecessary ops
1604                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1605                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1606                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1607                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1608            }
1609        }
1610    }
1611
1612    if (hasActiveLayer) {
1613        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1614    }
1615
1616    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1617            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1618            GL_TRIANGLES, count, false, false, 0, false, false);
1619
1620    return DrawGlInfo::kStatusDrew;
1621}
1622
1623status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1624         float srcLeft, float srcTop, float srcRight, float srcBottom,
1625         float dstLeft, float dstTop, float dstRight, float dstBottom,
1626         SkPaint* paint) {
1627    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1628        return DrawGlInfo::kStatusDone;
1629    }
1630
1631    mCaches.activeTexture(0);
1632    Texture* texture = mCaches.textureCache.get(bitmap);
1633    if (!texture) return DrawGlInfo::kStatusDone;
1634    const AutoTexture autoCleanup(texture);
1635
1636    const float width = texture->width;
1637    const float height = texture->height;
1638
1639    const float u1 = fmax(0.0f, srcLeft / width);
1640    const float v1 = fmax(0.0f, srcTop / height);
1641    const float u2 = fmin(1.0f, srcRight / width);
1642    const float v2 = fmin(1.0f, srcBottom / height);
1643
1644    mCaches.unbindMeshBuffer();
1645    resetDrawTextureTexCoords(u1, v1, u2, v2);
1646
1647    int alpha;
1648    SkXfermode::Mode mode;
1649    getAlphaAndMode(paint, &alpha, &mode);
1650
1651    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1652
1653    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1654        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1655        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1656
1657        GLenum filter = GL_NEAREST;
1658        // Enable linear filtering if the source rectangle is scaled
1659        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1660            filter = FILTER(paint);
1661        }
1662
1663        texture->setFilter(filter, true);
1664        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1665                texture->id, alpha / 255.0f, mode, texture->blend,
1666                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1667                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1668    } else {
1669        texture->setFilter(FILTER(paint), true);
1670        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1671                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1672                GL_TRIANGLE_STRIP, gMeshCount);
1673    }
1674
1675    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1676
1677    return DrawGlInfo::kStatusDrew;
1678}
1679
1680status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1681        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1682        float left, float top, float right, float bottom, SkPaint* paint) {
1683    int alpha;
1684    SkXfermode::Mode mode;
1685    getAlphaAndModeDirect(paint, &alpha, &mode);
1686
1687    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
1688            left, top, right, bottom, alpha, mode);
1689}
1690
1691status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1692        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1693        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
1694    if (quickReject(left, top, right, bottom)) {
1695        return DrawGlInfo::kStatusDone;
1696    }
1697
1698    alpha *= mSnapshot->alpha;
1699
1700    mCaches.activeTexture(0);
1701    Texture* texture = mCaches.textureCache.get(bitmap);
1702    if (!texture) return DrawGlInfo::kStatusDone;
1703    const AutoTexture autoCleanup(texture);
1704    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1705    texture->setFilter(GL_LINEAR, true);
1706
1707    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1708            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1709
1710    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1711        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1712        // Mark the current layer dirty where we are going to draw the patch
1713        if (hasLayer() && mesh->hasEmptyQuads) {
1714            const float offsetX = left + mSnapshot->transform->getTranslateX();
1715            const float offsetY = top + mSnapshot->transform->getTranslateY();
1716            const size_t count = mesh->quads.size();
1717            for (size_t i = 0; i < count; i++) {
1718                const Rect& bounds = mesh->quads.itemAt(i);
1719                if (CC_LIKELY(pureTranslate)) {
1720                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1721                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1722                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1723                } else {
1724                    dirtyLayer(left + bounds.left, top + bounds.top,
1725                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1726                }
1727            }
1728        }
1729
1730        if (CC_LIKELY(pureTranslate)) {
1731            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1732            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1733
1734            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1735                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1736                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1737                    true, !mesh->hasEmptyQuads);
1738        } else {
1739            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1740                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1741                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1742                    true, !mesh->hasEmptyQuads);
1743        }
1744    }
1745
1746    return DrawGlInfo::kStatusDrew;
1747}
1748
1749/**
1750 * This function uses a similar approach to that of AA lines in the drawLines() function.
1751 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1752 * shader to compute the translucency of the color, determined by whether a given pixel is
1753 * within that boundary region and how far into the region it is.
1754 */
1755void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1756        int color, SkXfermode::Mode mode) {
1757    float inverseScaleX = 1.0f;
1758    float inverseScaleY = 1.0f;
1759
1760    // The quad that we use needs to account for scaling.
1761    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1762        Matrix4 *mat = mSnapshot->transform;
1763        float m00 = mat->data[Matrix4::kScaleX];
1764        float m01 = mat->data[Matrix4::kSkewY];
1765        float m02 = mat->data[2];
1766        float m10 = mat->data[Matrix4::kSkewX];
1767        float m11 = mat->data[Matrix4::kScaleX];
1768        float m12 = mat->data[6];
1769        float scaleX = sqrt(m00 * m00 + m01 * m01);
1770        float scaleY = sqrt(m10 * m10 + m11 * m11);
1771        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1772        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1773    }
1774
1775    float boundarySizeX = .5 * inverseScaleX;
1776    float boundarySizeY = .5 * inverseScaleY;
1777
1778    // Adjust the rect by the AA boundary padding
1779    left -= boundarySizeX;
1780    right += boundarySizeX;
1781    top -= boundarySizeY;
1782    bottom += boundarySizeY;
1783
1784    if (!quickReject(left, top, right, bottom)) {
1785        setupDraw();
1786        setupDrawNoTexture();
1787        setupDrawAALine();
1788        setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
1789        setupDrawColorFilter();
1790        setupDrawShader();
1791        setupDrawBlending(true, mode);
1792        setupDrawProgram();
1793        setupDrawModelViewIdentity(true);
1794        setupDrawColorUniforms();
1795        setupDrawColorFilterUniforms();
1796        setupDrawShaderIdentityUniforms();
1797
1798        AAVertex rects[4];
1799        AAVertex* aaVertices = &rects[0];
1800        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1801        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1802
1803        int widthSlot;
1804        int lengthSlot;
1805
1806        float width = right - left;
1807        float height = bottom - top;
1808
1809        float boundaryWidthProportion = .5 - ((width != 0) ? (2 * boundarySizeX) / width : 0);
1810        float boundaryHeightProportion = .5 - ((height != 0) ? (2 * boundarySizeY) / height : 0);
1811        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1812                boundaryWidthProportion, widthSlot, lengthSlot);
1813
1814        int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1815        glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1816
1817        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1818        AAVertex::set(aaVertices++, left, top, 1, 0);
1819        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1820        AAVertex::set(aaVertices++, right, top, 0, 0);
1821        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1822
1823        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1824
1825        finishDrawAALine(widthSlot, lengthSlot);
1826    }
1827}
1828
1829/**
1830 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1831 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1832 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1833 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1834 * of the line. Hairlines are more involved because we need to account for transform scaling
1835 * to end up with a one-pixel-wide line in screen space..
1836 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1837 * in combination with values that we calculate and pass down in this method. The basic approach
1838 * is that the quad we create contains both the core line area plus a bounding area in which
1839 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1840 * proportion of the width and the length of a given segment is represented by the boundary
1841 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1842 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1843 * on the inside). This ends up giving the result we want, with pixels that are completely
1844 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1845 * how far into the boundary region they are, which is determined by shader interpolation.
1846 */
1847status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1848    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
1849
1850    const bool isAA = paint->isAntiAlias();
1851    // We use half the stroke width here because we're going to position the quad
1852    // corner vertices half of the width away from the line endpoints
1853    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1854    // A stroke width of 0 has a special meaning in Skia:
1855    // it draws a line 1 px wide regardless of current transform
1856    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1857
1858    float inverseScaleX = 1.0f;
1859    float inverseScaleY = 1.0f;
1860    bool scaled = false;
1861
1862    int alpha;
1863    SkXfermode::Mode mode;
1864
1865    int generatedVerticesCount = 0;
1866    int verticesCount = count;
1867    if (count > 4) {
1868        // Polyline: account for extra vertices needed for continuous tri-strip
1869        verticesCount += (count - 4);
1870    }
1871
1872    if (isHairLine || isAA) {
1873        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1874        // the line on the screen should always be one pixel wide regardless of scale. For
1875        // AA lines, we only want one pixel of translucent boundary around the quad.
1876        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1877            Matrix4 *mat = mSnapshot->transform;
1878            float m00 = mat->data[Matrix4::kScaleX];
1879            float m01 = mat->data[Matrix4::kSkewY];
1880            float m02 = mat->data[2];
1881            float m10 = mat->data[Matrix4::kSkewX];
1882            float m11 = mat->data[Matrix4::kScaleX];
1883            float m12 = mat->data[6];
1884
1885            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1886            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1887
1888            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1889            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1890
1891            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1892                scaled = true;
1893            }
1894        }
1895    }
1896
1897    getAlphaAndMode(paint, &alpha, &mode);
1898
1899    mCaches.enableScissor();
1900
1901    setupDraw();
1902    setupDrawNoTexture();
1903    if (isAA) {
1904        setupDrawAALine();
1905    }
1906    setupDrawColor(paint->getColor(), alpha);
1907    setupDrawColorFilter();
1908    setupDrawShader();
1909    setupDrawBlending(isAA, mode);
1910    setupDrawProgram();
1911    setupDrawModelViewIdentity(true);
1912    setupDrawColorUniforms();
1913    setupDrawColorFilterUniforms();
1914    setupDrawShaderIdentityUniforms();
1915
1916    if (isHairLine) {
1917        // Set a real stroke width to be used in quad construction
1918        halfStrokeWidth = isAA? 1 : .5;
1919    } else if (isAA && !scaled) {
1920        // Expand boundary to enable AA calculations on the quad border
1921        halfStrokeWidth += .5f;
1922    }
1923
1924    int widthSlot;
1925    int lengthSlot;
1926
1927    Vertex lines[verticesCount];
1928    Vertex* vertices = &lines[0];
1929
1930    AAVertex wLines[verticesCount];
1931    AAVertex* aaVertices = &wLines[0];
1932
1933    if (CC_UNLIKELY(!isAA)) {
1934        setupDrawVertices(vertices);
1935    } else {
1936        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1937        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1938        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1939        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1940        // This value is used in the fragment shader to determine how to fill fragments.
1941        // We will need to calculate the actual width proportion on each segment for
1942        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1943        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1944        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1945                boundaryWidthProportion, widthSlot, lengthSlot);
1946    }
1947
1948    AAVertex* prevAAVertex = NULL;
1949    Vertex* prevVertex = NULL;
1950
1951    int boundaryLengthSlot = -1;
1952    int boundaryWidthSlot = -1;
1953
1954    for (int i = 0; i < count; i += 4) {
1955        // a = start point, b = end point
1956        vec2 a(points[i], points[i + 1]);
1957        vec2 b(points[i + 2], points[i + 3]);
1958
1959        float length = 0;
1960        float boundaryLengthProportion = 0;
1961        float boundaryWidthProportion = 0;
1962
1963        // Find the normal to the line
1964        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1965        if (isHairLine) {
1966            if (isAA) {
1967                float wideningFactor;
1968                if (fabs(n.x) >= fabs(n.y)) {
1969                    wideningFactor = fabs(1.0f / n.x);
1970                } else {
1971                    wideningFactor = fabs(1.0f / n.y);
1972                }
1973                n *= wideningFactor;
1974            }
1975
1976            if (scaled) {
1977                n.x *= inverseScaleX;
1978                n.y *= inverseScaleY;
1979            }
1980        } else if (scaled) {
1981            // Extend n by .5 pixel on each side, post-transform
1982            vec2 extendedN = n.copyNormalized();
1983            extendedN /= 2;
1984            extendedN.x *= inverseScaleX;
1985            extendedN.y *= inverseScaleY;
1986
1987            float extendedNLength = extendedN.length();
1988            // We need to set this value on the shader prior to drawing
1989            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1990            n += extendedN;
1991        }
1992
1993        float x = n.x;
1994        n.x = -n.y;
1995        n.y = x;
1996
1997        // aa lines expand the endpoint vertices to encompass the AA boundary
1998        if (isAA) {
1999            vec2 abVector = (b - a);
2000            length = abVector.length();
2001            abVector.normalize();
2002
2003            if (scaled) {
2004                abVector.x *= inverseScaleX;
2005                abVector.y *= inverseScaleY;
2006                float abLength = abVector.length();
2007                boundaryLengthProportion = abLength / (length + abLength);
2008            } else {
2009                boundaryLengthProportion = .5 / (length + 1);
2010            }
2011
2012            abVector /= 2;
2013            a -= abVector;
2014            b += abVector;
2015        }
2016
2017        // Four corners of the rectangle defining a thick line
2018        vec2 p1 = a - n;
2019        vec2 p2 = a + n;
2020        vec2 p3 = b + n;
2021        vec2 p4 = b - n;
2022
2023
2024        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2025        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2026        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2027        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2028
2029        if (!quickRejectNoScissor(left, top, right, bottom)) {
2030            if (!isAA) {
2031                if (prevVertex != NULL) {
2032                    // Issue two repeat vertices to create degenerate triangles to bridge
2033                    // between the previous line and the new one. This is necessary because
2034                    // we are creating a single triangle_strip which will contain
2035                    // potentially discontinuous line segments.
2036                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2037                    Vertex::set(vertices++, p1.x, p1.y);
2038                    generatedVerticesCount += 2;
2039                }
2040
2041                Vertex::set(vertices++, p1.x, p1.y);
2042                Vertex::set(vertices++, p2.x, p2.y);
2043                Vertex::set(vertices++, p4.x, p4.y);
2044                Vertex::set(vertices++, p3.x, p3.y);
2045
2046                prevVertex = vertices - 1;
2047                generatedVerticesCount += 4;
2048            } else {
2049                if (!isHairLine && scaled) {
2050                    // Must set width proportions per-segment for scaled non-hairlines to use the
2051                    // correct AA boundary dimensions
2052                    if (boundaryWidthSlot < 0) {
2053                        boundaryWidthSlot =
2054                                mCaches.currentProgram->getUniform("boundaryWidth");
2055                    }
2056
2057                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2058                }
2059
2060                if (boundaryLengthSlot < 0) {
2061                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2062                }
2063
2064                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2065
2066                if (prevAAVertex != NULL) {
2067                    // Issue two repeat vertices to create degenerate triangles to bridge
2068                    // between the previous line and the new one. This is necessary because
2069                    // we are creating a single triangle_strip which will contain
2070                    // potentially discontinuous line segments.
2071                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2072                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2073                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2074                    generatedVerticesCount += 2;
2075                }
2076
2077                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2078                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2079                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2080                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2081
2082                prevAAVertex = aaVertices - 1;
2083                generatedVerticesCount += 4;
2084            }
2085
2086            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2087                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2088                    *mSnapshot->transform);
2089        }
2090    }
2091
2092    if (generatedVerticesCount > 0) {
2093       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2094    }
2095
2096    if (isAA) {
2097        finishDrawAALine(widthSlot, lengthSlot);
2098    }
2099
2100    return DrawGlInfo::kStatusDrew;
2101}
2102
2103status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2104    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2105
2106    // TODO: The paint's cap style defines whether the points are square or circular
2107    // TODO: Handle AA for round points
2108
2109    // A stroke width of 0 has a special meaning in Skia:
2110    // it draws an unscaled 1px point
2111    float strokeWidth = paint->getStrokeWidth();
2112    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2113    if (isHairLine) {
2114        // Now that we know it's hairline, we can set the effective width, to be used later
2115        strokeWidth = 1.0f;
2116    }
2117    const float halfWidth = strokeWidth / 2;
2118    int alpha;
2119    SkXfermode::Mode mode;
2120    getAlphaAndMode(paint, &alpha, &mode);
2121
2122    int verticesCount = count >> 1;
2123    int generatedVerticesCount = 0;
2124
2125    TextureVertex pointsData[verticesCount];
2126    TextureVertex* vertex = &pointsData[0];
2127
2128    // TODO: We should optimize this method to not generate vertices for points
2129    // that lie outside of the clip.
2130    mCaches.enableScissor();
2131
2132    setupDraw();
2133    setupDrawNoTexture();
2134    setupDrawPoint(strokeWidth);
2135    setupDrawColor(paint->getColor(), alpha);
2136    setupDrawColorFilter();
2137    setupDrawShader();
2138    setupDrawBlending(mode);
2139    setupDrawProgram();
2140    setupDrawModelViewIdentity(true);
2141    setupDrawColorUniforms();
2142    setupDrawColorFilterUniforms();
2143    setupDrawPointUniforms();
2144    setupDrawShaderIdentityUniforms();
2145    setupDrawMesh(vertex);
2146
2147    for (int i = 0; i < count; i += 2) {
2148        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2149        generatedVerticesCount++;
2150
2151        float left = points[i] - halfWidth;
2152        float right = points[i] + halfWidth;
2153        float top = points[i + 1] - halfWidth;
2154        float bottom = points [i + 1] + halfWidth;
2155
2156        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2157    }
2158
2159    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2160
2161    return DrawGlInfo::kStatusDrew;
2162}
2163
2164status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2165    // No need to check against the clip, we fill the clip region
2166    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2167
2168    Rect& clip(*mSnapshot->clipRect);
2169    clip.snapToPixelBoundaries();
2170
2171    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2172
2173    return DrawGlInfo::kStatusDrew;
2174}
2175
2176status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2177        SkPaint* paint) {
2178    if (!texture) return DrawGlInfo::kStatusDone;
2179    const AutoTexture autoCleanup(texture);
2180
2181    const float x = left + texture->left - texture->offset;
2182    const float y = top + texture->top - texture->offset;
2183
2184    drawPathTexture(texture, x, y, paint);
2185
2186    return DrawGlInfo::kStatusDrew;
2187}
2188
2189status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2190        float rx, float ry, SkPaint* paint) {
2191    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2192
2193    mCaches.activeTexture(0);
2194    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2195            right - left, bottom - top, rx, ry, paint);
2196    return drawShape(left, top, texture, paint);
2197}
2198
2199status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2200    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2201
2202    mCaches.activeTexture(0);
2203    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2204    return drawShape(x - radius, y - radius, texture, paint);
2205}
2206
2207status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2208        SkPaint* paint) {
2209    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2210
2211    mCaches.activeTexture(0);
2212    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2213    return drawShape(left, top, texture, paint);
2214}
2215
2216status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2217        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2218    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2219
2220    if (fabs(sweepAngle) >= 360.0f) {
2221        return drawOval(left, top, right, bottom, paint);
2222    }
2223
2224    mCaches.activeTexture(0);
2225    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2226            startAngle, sweepAngle, useCenter, paint);
2227    return drawShape(left, top, texture, paint);
2228}
2229
2230status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2231        SkPaint* paint) {
2232    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2233
2234    mCaches.activeTexture(0);
2235    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2236    return drawShape(left, top, texture, paint);
2237}
2238
2239status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2240    if (p->getStyle() != SkPaint::kFill_Style) {
2241        return drawRectAsShape(left, top, right, bottom, p);
2242    }
2243
2244    if (quickReject(left, top, right, bottom)) {
2245        return DrawGlInfo::kStatusDone;
2246    }
2247
2248    SkXfermode::Mode mode;
2249    if (!mCaches.extensions.hasFramebufferFetch()) {
2250        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2251        if (!isMode) {
2252            // Assume SRC_OVER
2253            mode = SkXfermode::kSrcOver_Mode;
2254        }
2255    } else {
2256        mode = getXfermode(p->getXfermode());
2257    }
2258
2259    int color = p->getColor();
2260    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2261        drawAARect(left, top, right, bottom, color, mode);
2262    } else {
2263        drawColorRect(left, top, right, bottom, color, mode);
2264    }
2265
2266    return DrawGlInfo::kStatusDrew;
2267}
2268
2269void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2270        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2271        float x, float y) {
2272    mCaches.activeTexture(0);
2273
2274    // NOTE: The drop shadow will not perform gamma correction
2275    //       if shader-based correction is enabled
2276    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2277    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2278            paint, text, bytesCount, count, mShadowRadius, positions);
2279    const AutoTexture autoCleanup(shadow);
2280
2281    const float sx = x - shadow->left + mShadowDx;
2282    const float sy = y - shadow->top + mShadowDy;
2283
2284    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2285    int shadowColor = mShadowColor;
2286    if (mShader) {
2287        shadowColor = 0xffffffff;
2288    }
2289
2290    setupDraw();
2291    setupDrawWithTexture(true);
2292    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2293    setupDrawColorFilter();
2294    setupDrawShader();
2295    setupDrawBlending(true, mode);
2296    setupDrawProgram();
2297    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2298    setupDrawTexture(shadow->id);
2299    setupDrawPureColorUniforms();
2300    setupDrawColorFilterUniforms();
2301    setupDrawShaderUniforms();
2302    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2303
2304    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2305}
2306
2307status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2308        const float* positions, SkPaint* paint) {
2309    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2310            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2311        return DrawGlInfo::kStatusDone;
2312    }
2313
2314    // NOTE: Skia does not support perspective transform on drawPosText yet
2315    if (!mSnapshot->transform->isSimple()) {
2316        return DrawGlInfo::kStatusDone;
2317    }
2318
2319    float x = 0.0f;
2320    float y = 0.0f;
2321    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2322    if (pureTranslate) {
2323        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2324        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2325    }
2326
2327    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2328    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2329            paint->getTextSize());
2330
2331    int alpha;
2332    SkXfermode::Mode mode;
2333    getAlphaAndMode(paint, &alpha, &mode);
2334
2335    if (CC_UNLIKELY(mHasShadow)) {
2336        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2337                0.0f, 0.0f);
2338    }
2339
2340    // Pick the appropriate texture filtering
2341    bool linearFilter = mSnapshot->transform->changesBounds();
2342    if (pureTranslate && !linearFilter) {
2343        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2344    }
2345
2346    mCaches.activeTexture(0);
2347    setupDraw();
2348    setupDrawTextGamma(paint);
2349    setupDrawDirtyRegionsDisabled();
2350    setupDrawWithTexture(true);
2351    setupDrawAlpha8Color(paint->getColor(), alpha);
2352    setupDrawColorFilter();
2353    setupDrawShader();
2354    setupDrawBlending(true, mode);
2355    setupDrawProgram();
2356    setupDrawModelView(x, y, x, y, pureTranslate, true);
2357    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2358    setupDrawPureColorUniforms();
2359    setupDrawColorFilterUniforms();
2360    setupDrawShaderUniforms(pureTranslate);
2361    setupDrawTextGammaUniforms();
2362
2363    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2364    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2365
2366    const bool hasActiveLayer = hasLayer();
2367
2368    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2369            positions, hasActiveLayer ? &bounds : NULL)) {
2370        if (hasActiveLayer) {
2371            if (!pureTranslate) {
2372                mSnapshot->transform->mapRect(bounds);
2373            }
2374            dirtyLayerUnchecked(bounds, getRegion());
2375        }
2376    }
2377
2378    return DrawGlInfo::kStatusDrew;
2379}
2380
2381status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2382        float x, float y, const float* positions, SkPaint* paint, float length) {
2383    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2384            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2385        return DrawGlInfo::kStatusDone;
2386    }
2387
2388    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2389    switch (paint->getTextAlign()) {
2390        case SkPaint::kCenter_Align:
2391            x -= length / 2.0f;
2392            break;
2393        case SkPaint::kRight_Align:
2394            x -= length;
2395            break;
2396        default:
2397            break;
2398    }
2399
2400    SkPaint::FontMetrics metrics;
2401    paint->getFontMetrics(&metrics, 0.0f);
2402    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2403        return DrawGlInfo::kStatusDone;
2404    }
2405
2406    const float oldX = x;
2407    const float oldY = y;
2408    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2409    if (CC_LIKELY(pureTranslate)) {
2410        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2411        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2412    }
2413
2414#if DEBUG_GLYPHS
2415    ALOGD("OpenGLRenderer drawText() with FontID=%d",
2416            SkTypeface::UniqueID(paint->getTypeface()));
2417#endif
2418
2419    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2420    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2421            paint->getTextSize());
2422
2423    int alpha;
2424    SkXfermode::Mode mode;
2425    getAlphaAndMode(paint, &alpha, &mode);
2426
2427    if (CC_UNLIKELY(mHasShadow)) {
2428        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2429                oldX, oldY);
2430    }
2431
2432    // Pick the appropriate texture filtering
2433    bool linearFilter = mSnapshot->transform->changesBounds();
2434    if (pureTranslate && !linearFilter) {
2435        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2436    }
2437
2438    // The font renderer will always use texture unit 0
2439    mCaches.activeTexture(0);
2440    setupDraw();
2441    setupDrawTextGamma(paint);
2442    setupDrawDirtyRegionsDisabled();
2443    setupDrawWithTexture(true);
2444    setupDrawAlpha8Color(paint->getColor(), alpha);
2445    setupDrawColorFilter();
2446    setupDrawShader();
2447    setupDrawBlending(true, mode);
2448    setupDrawProgram();
2449    setupDrawModelView(x, y, x, y, pureTranslate, true);
2450    // See comment above; the font renderer must use texture unit 0
2451    // assert(mTextureUnit == 0)
2452    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2453    setupDrawPureColorUniforms();
2454    setupDrawColorFilterUniforms();
2455    setupDrawShaderUniforms(pureTranslate);
2456    setupDrawTextGammaUniforms();
2457
2458    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2459    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2460
2461    const bool hasActiveLayer = hasLayer();
2462
2463    bool status;
2464    if (paint->getTextAlign() != SkPaint::kLeft_Align) {
2465        SkPaint paintCopy(*paint);
2466        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2467        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2468            positions, hasActiveLayer ? &bounds : NULL);
2469    } else {
2470        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2471            positions, hasActiveLayer ? &bounds : NULL);
2472    }
2473
2474    if (status && hasActiveLayer) {
2475        if (!pureTranslate) {
2476            mSnapshot->transform->mapRect(bounds);
2477        }
2478        dirtyLayerUnchecked(bounds, getRegion());
2479    }
2480
2481    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2482
2483    return DrawGlInfo::kStatusDrew;
2484}
2485
2486status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2487        float hOffset, float vOffset, SkPaint* paint) {
2488    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2489            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2490        return DrawGlInfo::kStatusDone;
2491    }
2492
2493    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2494    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2495            paint->getTextSize());
2496
2497    int alpha;
2498    SkXfermode::Mode mode;
2499    getAlphaAndMode(paint, &alpha, &mode);
2500
2501    mCaches.activeTexture(0);
2502    setupDraw();
2503    setupDrawTextGamma(paint);
2504    setupDrawDirtyRegionsDisabled();
2505    setupDrawWithTexture(true);
2506    setupDrawAlpha8Color(paint->getColor(), alpha);
2507    setupDrawColorFilter();
2508    setupDrawShader();
2509    setupDrawBlending(true, mode);
2510    setupDrawProgram();
2511    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2512    setupDrawTexture(fontRenderer.getTexture(true));
2513    setupDrawPureColorUniforms();
2514    setupDrawColorFilterUniforms();
2515    setupDrawShaderUniforms(false);
2516    setupDrawTextGammaUniforms();
2517
2518    const Rect* clip = &mSnapshot->getLocalClip();
2519    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2520
2521    const bool hasActiveLayer = hasLayer();
2522
2523    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2524            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2525        if (hasActiveLayer) {
2526            mSnapshot->transform->mapRect(bounds);
2527            dirtyLayerUnchecked(bounds, getRegion());
2528        }
2529    }
2530
2531    return DrawGlInfo::kStatusDrew;
2532}
2533
2534status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2535    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2536
2537    mCaches.activeTexture(0);
2538
2539    // TODO: Perform early clip test before we rasterize the path
2540    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2541    if (!texture) return DrawGlInfo::kStatusDone;
2542    const AutoTexture autoCleanup(texture);
2543
2544    const float x = texture->left - texture->offset;
2545    const float y = texture->top - texture->offset;
2546
2547    drawPathTexture(texture, x, y, paint);
2548
2549    return DrawGlInfo::kStatusDrew;
2550}
2551
2552status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2553    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2554        return DrawGlInfo::kStatusDone;
2555    }
2556
2557    bool debugLayerUpdate = false;
2558
2559    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2560        OpenGLRenderer* renderer = layer->renderer;
2561        Rect& dirty = layer->dirtyRect;
2562
2563        interrupt();
2564        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2565        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2566        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2567        renderer->finish();
2568        resume();
2569
2570        dirty.setEmpty();
2571        layer->deferredUpdateScheduled = false;
2572        layer->renderer = NULL;
2573        layer->displayList = NULL;
2574
2575        debugLayerUpdate = mCaches.debugLayersUpdates;
2576    }
2577
2578    mCaches.activeTexture(0);
2579
2580    int alpha;
2581    SkXfermode::Mode mode;
2582    getAlphaAndMode(paint, &alpha, &mode);
2583
2584    layer->setAlpha(alpha, mode);
2585
2586    if (CC_LIKELY(!layer->region.isEmpty())) {
2587        if (layer->region.isRect()) {
2588            composeLayerRect(layer, layer->regionRect);
2589        } else if (layer->mesh) {
2590            const float a = alpha / 255.0f;
2591
2592            setupDraw();
2593            setupDrawWithTexture();
2594            setupDrawColor(a, a, a, a);
2595            setupDrawColorFilter();
2596            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2597            setupDrawProgram();
2598            setupDrawPureColorUniforms();
2599            setupDrawColorFilterUniforms();
2600            setupDrawTexture(layer->getTexture());
2601            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2602                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2603                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2604
2605                layer->setFilter(GL_NEAREST);
2606                setupDrawModelViewTranslate(tx, ty,
2607                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2608            } else {
2609                layer->setFilter(GL_LINEAR);
2610                setupDrawModelViewTranslate(x, y,
2611                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2612            }
2613            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2614
2615            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2616                    GL_UNSIGNED_SHORT, layer->meshIndices);
2617
2618            finishDrawTexture();
2619
2620#if DEBUG_LAYERS_AS_REGIONS
2621            drawRegionRects(layer->region);
2622#endif
2623        }
2624
2625        if (debugLayerUpdate) {
2626            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2627                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2628        }
2629    }
2630
2631    return DrawGlInfo::kStatusDrew;
2632}
2633
2634///////////////////////////////////////////////////////////////////////////////
2635// Shaders
2636///////////////////////////////////////////////////////////////////////////////
2637
2638void OpenGLRenderer::resetShader() {
2639    mShader = NULL;
2640}
2641
2642void OpenGLRenderer::setupShader(SkiaShader* shader) {
2643    mShader = shader;
2644    if (mShader) {
2645        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2646    }
2647}
2648
2649///////////////////////////////////////////////////////////////////////////////
2650// Color filters
2651///////////////////////////////////////////////////////////////////////////////
2652
2653void OpenGLRenderer::resetColorFilter() {
2654    mColorFilter = NULL;
2655}
2656
2657void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2658    mColorFilter = filter;
2659}
2660
2661///////////////////////////////////////////////////////////////////////////////
2662// Drop shadow
2663///////////////////////////////////////////////////////////////////////////////
2664
2665void OpenGLRenderer::resetShadow() {
2666    mHasShadow = false;
2667}
2668
2669void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2670    mHasShadow = true;
2671    mShadowRadius = radius;
2672    mShadowDx = dx;
2673    mShadowDy = dy;
2674    mShadowColor = color;
2675}
2676
2677///////////////////////////////////////////////////////////////////////////////
2678// Draw filters
2679///////////////////////////////////////////////////////////////////////////////
2680
2681void OpenGLRenderer::resetPaintFilter() {
2682    mHasDrawFilter = false;
2683}
2684
2685void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2686    mHasDrawFilter = true;
2687    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2688    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2689}
2690
2691SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2692    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2693
2694    uint32_t flags = paint->getFlags();
2695
2696    mFilteredPaint = *paint;
2697    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2698
2699    return &mFilteredPaint;
2700}
2701
2702///////////////////////////////////////////////////////////////////////////////
2703// Drawing implementation
2704///////////////////////////////////////////////////////////////////////////////
2705
2706void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2707        float x, float y, SkPaint* paint) {
2708    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2709        return;
2710    }
2711
2712    int alpha;
2713    SkXfermode::Mode mode;
2714    getAlphaAndMode(paint, &alpha, &mode);
2715
2716    setupDraw();
2717    setupDrawWithTexture(true);
2718    setupDrawAlpha8Color(paint->getColor(), alpha);
2719    setupDrawColorFilter();
2720    setupDrawShader();
2721    setupDrawBlending(true, mode);
2722    setupDrawProgram();
2723    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2724    setupDrawTexture(texture->id);
2725    setupDrawPureColorUniforms();
2726    setupDrawColorFilterUniforms();
2727    setupDrawShaderUniforms();
2728    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2729
2730    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2731
2732    finishDrawTexture();
2733}
2734
2735// Same values used by Skia
2736#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2737#define kStdUnderline_Offset    (1.0f / 9.0f)
2738#define kStdUnderline_Thickness (1.0f / 18.0f)
2739
2740void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2741        float x, float y, SkPaint* paint) {
2742    // Handle underline and strike-through
2743    uint32_t flags = paint->getFlags();
2744    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2745        SkPaint paintCopy(*paint);
2746        float underlineWidth = length;
2747        // If length is > 0.0f, we already measured the text for the text alignment
2748        if (length <= 0.0f) {
2749            underlineWidth = paintCopy.measureText(text, bytesCount);
2750        }
2751
2752        if (CC_LIKELY(underlineWidth > 0.0f)) {
2753            const float textSize = paintCopy.getTextSize();
2754            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2755
2756            const float left = x;
2757            float top = 0.0f;
2758
2759            int linesCount = 0;
2760            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2761            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2762
2763            const int pointsCount = 4 * linesCount;
2764            float points[pointsCount];
2765            int currentPoint = 0;
2766
2767            if (flags & SkPaint::kUnderlineText_Flag) {
2768                top = y + textSize * kStdUnderline_Offset;
2769                points[currentPoint++] = left;
2770                points[currentPoint++] = top;
2771                points[currentPoint++] = left + underlineWidth;
2772                points[currentPoint++] = top;
2773            }
2774
2775            if (flags & SkPaint::kStrikeThruText_Flag) {
2776                top = y + textSize * kStdStrikeThru_Offset;
2777                points[currentPoint++] = left;
2778                points[currentPoint++] = top;
2779                points[currentPoint++] = left + underlineWidth;
2780                points[currentPoint++] = top;
2781            }
2782
2783            paintCopy.setStrokeWidth(strokeWidth);
2784
2785            drawLines(&points[0], pointsCount, &paintCopy);
2786        }
2787    }
2788}
2789
2790void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2791        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2792    // If a shader is set, preserve only the alpha
2793    if (mShader) {
2794        color |= 0x00ffffff;
2795    }
2796
2797    setupDraw();
2798    setupDrawNoTexture();
2799    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2800    setupDrawShader();
2801    setupDrawColorFilter();
2802    setupDrawBlending(mode);
2803    setupDrawProgram();
2804    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2805    setupDrawColorUniforms();
2806    setupDrawShaderUniforms(ignoreTransform);
2807    setupDrawColorFilterUniforms();
2808    setupDrawSimpleMesh();
2809
2810    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2811}
2812
2813void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2814        Texture* texture, SkPaint* paint) {
2815    int alpha;
2816    SkXfermode::Mode mode;
2817    getAlphaAndMode(paint, &alpha, &mode);
2818
2819    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2820
2821    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2822        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2823        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2824
2825        texture->setFilter(GL_NEAREST, true);
2826        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2827                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2828                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2829    } else {
2830        texture->setFilter(FILTER(paint), true);
2831        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2832                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2833                GL_TRIANGLE_STRIP, gMeshCount);
2834    }
2835}
2836
2837void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2838        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2839    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2840            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2841}
2842
2843void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2844        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2845        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2846        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2847
2848    setupDraw();
2849    setupDrawWithTexture();
2850    setupDrawColor(alpha, alpha, alpha, alpha);
2851    setupDrawColorFilter();
2852    setupDrawBlending(blend, mode, swapSrcDst);
2853    setupDrawProgram();
2854    if (!dirty) {
2855        setupDrawDirtyRegionsDisabled();
2856    }
2857    if (!ignoreScale) {
2858        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2859    } else {
2860        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2861    }
2862    setupDrawPureColorUniforms();
2863    setupDrawColorFilterUniforms();
2864    setupDrawTexture(texture);
2865    setupDrawMesh(vertices, texCoords, vbo);
2866
2867    glDrawArrays(drawMode, 0, elementsCount);
2868
2869    finishDrawTexture();
2870}
2871
2872void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2873        ProgramDescription& description, bool swapSrcDst) {
2874    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2875
2876    if (blend) {
2877        // These blend modes are not supported by OpenGL directly and have
2878        // to be implemented using shaders. Since the shader will perform
2879        // the blending, turn blending off here
2880        // If the blend mode cannot be implemented using shaders, fall
2881        // back to the default SrcOver blend mode instead
2882        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
2883            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2884                description.framebufferMode = mode;
2885                description.swapSrcDst = swapSrcDst;
2886
2887                if (mCaches.blend) {
2888                    glDisable(GL_BLEND);
2889                    mCaches.blend = false;
2890                }
2891
2892                return;
2893            } else {
2894                mode = SkXfermode::kSrcOver_Mode;
2895            }
2896        }
2897
2898        if (!mCaches.blend) {
2899            glEnable(GL_BLEND);
2900        }
2901
2902        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2903        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2904
2905        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2906            glBlendFunc(sourceMode, destMode);
2907            mCaches.lastSrcMode = sourceMode;
2908            mCaches.lastDstMode = destMode;
2909        }
2910    } else if (mCaches.blend) {
2911        glDisable(GL_BLEND);
2912    }
2913    mCaches.blend = blend;
2914}
2915
2916bool OpenGLRenderer::useProgram(Program* program) {
2917    if (!program->isInUse()) {
2918        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2919        program->use();
2920        mCaches.currentProgram = program;
2921        return false;
2922    }
2923    return true;
2924}
2925
2926void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2927    TextureVertex* v = &mMeshVertices[0];
2928    TextureVertex::setUV(v++, u1, v1);
2929    TextureVertex::setUV(v++, u2, v1);
2930    TextureVertex::setUV(v++, u1, v2);
2931    TextureVertex::setUV(v++, u2, v2);
2932}
2933
2934void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2935    getAlphaAndModeDirect(paint, alpha,  mode);
2936    *alpha *= mSnapshot->alpha;
2937}
2938
2939}; // namespace uirenderer
2940}; // namespace android
2941