OpenGLRenderer.cpp revision f877308f77f7c6f3edd91618a092207dd3be9077
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48#define ALPHA_THRESHOLD 0
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106///////////////////////////////////////////////////////////////////////////////
107// Constructors/destructor
108///////////////////////////////////////////////////////////////////////////////
109
110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
111    mShader = NULL;
112    mColorFilter = NULL;
113    mHasShadow = false;
114    mHasDrawFilter = false;
115
116    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
117
118    mFirstSnapshot = new Snapshot;
119}
120
121OpenGLRenderer::~OpenGLRenderer() {
122    // The context has already been destroyed at this point, do not call
123    // GL APIs. All GL state should be kept in Caches.h
124}
125
126///////////////////////////////////////////////////////////////////////////////
127// Debug
128///////////////////////////////////////////////////////////////////////////////
129
130void OpenGLRenderer::startMark(const char* name) const {
131    mCaches.startMark(0, name);
132}
133
134void OpenGLRenderer::endMark() const {
135    mCaches.endMark();
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142uint32_t OpenGLRenderer::getStencilSize() {
143    return STENCIL_BUFFER_SIZE;
144}
145
146bool OpenGLRenderer::isDeferred() {
147    return false;
148}
149
150void OpenGLRenderer::setViewport(int width, int height) {
151    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
152
153    mWidth = width;
154    mHeight = height;
155
156    mFirstSnapshot->height = height;
157    mFirstSnapshot->viewport.set(0, 0, width, height);
158
159    glDisable(GL_DITHER);
160    glEnable(GL_SCISSOR_TEST);
161    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
162
163    glEnableVertexAttribArray(Program::kBindingPosition);
164}
165
166int OpenGLRenderer::prepare(bool opaque) {
167    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
168}
169
170int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
171    mCaches.clearGarbage();
172
173    mSnapshot = new Snapshot(mFirstSnapshot,
174            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
175    mSnapshot->fbo = getTargetFbo();
176    mSaveCount = 1;
177
178    mSnapshot->setClip(left, top, right, bottom);
179    mDirtyClip = opaque;
180
181    syncState();
182
183    if (!opaque) {
184        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
185        glClear(GL_COLOR_BUFFER_BIT);
186        return DrawGlInfo::kStatusDrew;
187    } else {
188        mCaches.resetScissor();
189    }
190
191    return DrawGlInfo::kStatusDone;
192}
193
194void OpenGLRenderer::syncState() {
195    glViewport(0, 0, mWidth, mHeight);
196
197    if (mCaches.blend) {
198        glEnable(GL_BLEND);
199    } else {
200        glDisable(GL_BLEND);
201    }
202}
203
204void OpenGLRenderer::finish() {
205#if DEBUG_OPENGL
206    GLenum status = GL_NO_ERROR;
207    while ((status = glGetError()) != GL_NO_ERROR) {
208        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
209        switch (status) {
210            case GL_INVALID_ENUM:
211                ALOGE("  GL_INVALID_ENUM");
212                break;
213            case GL_INVALID_VALUE:
214                ALOGE("  GL_INVALID_VALUE");
215                break;
216            case GL_INVALID_OPERATION:
217                ALOGE("  GL_INVALID_OPERATION");
218                break;
219            case GL_OUT_OF_MEMORY:
220                ALOGE("  Out of memory!");
221                break;
222        }
223    }
224#endif
225#if DEBUG_MEMORY_USAGE
226    mCaches.dumpMemoryUsage();
227#else
228    if (mCaches.getDebugLevel() & kDebugMemory) {
229        mCaches.dumpMemoryUsage();
230    }
231#endif
232}
233
234void OpenGLRenderer::interrupt() {
235    if (mCaches.currentProgram) {
236        if (mCaches.currentProgram->isInUse()) {
237            mCaches.currentProgram->remove();
238            mCaches.currentProgram = NULL;
239        }
240    }
241    mCaches.unbindMeshBuffer();
242    mCaches.unbindIndicesBuffer();
243    mCaches.resetVertexPointers();
244    mCaches.disbaleTexCoordsVertexArray();
245}
246
247void OpenGLRenderer::resume() {
248    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
249
250    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
251    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
252
253    glEnable(GL_SCISSOR_TEST);
254    mCaches.resetScissor();
255    dirtyClip();
256
257    mCaches.activeTexture(0);
258    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
259
260    mCaches.blend = true;
261    glEnable(GL_BLEND);
262    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
263    glBlendEquation(GL_FUNC_ADD);
264}
265
266void OpenGLRenderer::detachFunctor(Functor* functor) {
267    mFunctors.remove(functor);
268}
269
270void OpenGLRenderer::attachFunctor(Functor* functor) {
271    mFunctors.add(functor);
272}
273
274status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
275    status_t result = DrawGlInfo::kStatusDone;
276    size_t count = mFunctors.size();
277
278    if (count > 0) {
279        SortedVector<Functor*> functors(mFunctors);
280        mFunctors.clear();
281
282        DrawGlInfo info;
283        info.clipLeft = 0;
284        info.clipTop = 0;
285        info.clipRight = 0;
286        info.clipBottom = 0;
287        info.isLayer = false;
288        info.width = 0;
289        info.height = 0;
290        memset(info.transform, 0, sizeof(float) * 16);
291
292        for (size_t i = 0; i < count; i++) {
293            Functor* f = functors.itemAt(i);
294            result |= (*f)(DrawGlInfo::kModeProcess, &info);
295
296            if (result & DrawGlInfo::kStatusDraw) {
297                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
298                dirty.unionWith(localDirty);
299            }
300
301            if (result & DrawGlInfo::kStatusInvoke) {
302                mFunctors.add(f);
303            }
304        }
305    }
306
307    mCaches.activeTexture(0);
308
309    return result;
310}
311
312status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
313    interrupt();
314    detachFunctor(functor);
315
316    if (mDirtyClip) {
317        setScissorFromClip();
318    }
319
320    Rect clip(*mSnapshot->clipRect);
321    clip.snapToPixelBoundaries();
322
323#if RENDER_LAYERS_AS_REGIONS
324    // Since we don't know what the functor will draw, let's dirty
325    // tne entire clip region
326    if (hasLayer()) {
327        dirtyLayerUnchecked(clip, getRegion());
328    }
329#endif
330
331    DrawGlInfo info;
332    info.clipLeft = clip.left;
333    info.clipTop = clip.top;
334    info.clipRight = clip.right;
335    info.clipBottom = clip.bottom;
336    info.isLayer = hasLayer();
337    info.width = getSnapshot()->viewport.getWidth();
338    info.height = getSnapshot()->height;
339    getSnapshot()->transform->copyTo(&info.transform[0]);
340
341    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
342
343    if (result != DrawGlInfo::kStatusDone) {
344        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
345        dirty.unionWith(localDirty);
346
347        if (result & DrawGlInfo::kStatusInvoke) {
348            mFunctors.add(functor);
349        }
350    }
351
352    resume();
353    return result;
354}
355
356///////////////////////////////////////////////////////////////////////////////
357// State management
358///////////////////////////////////////////////////////////////////////////////
359
360int OpenGLRenderer::getSaveCount() const {
361    return mSaveCount;
362}
363
364int OpenGLRenderer::save(int flags) {
365    return saveSnapshot(flags);
366}
367
368void OpenGLRenderer::restore() {
369    if (mSaveCount > 1) {
370        restoreSnapshot();
371    }
372}
373
374void OpenGLRenderer::restoreToCount(int saveCount) {
375    if (saveCount < 1) saveCount = 1;
376
377    while (mSaveCount > saveCount) {
378        restoreSnapshot();
379    }
380}
381
382int OpenGLRenderer::saveSnapshot(int flags) {
383    mSnapshot = new Snapshot(mSnapshot, flags);
384    return mSaveCount++;
385}
386
387bool OpenGLRenderer::restoreSnapshot() {
388    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
389    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
390    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
391
392    sp<Snapshot> current = mSnapshot;
393    sp<Snapshot> previous = mSnapshot->previous;
394
395    if (restoreOrtho) {
396        Rect& r = previous->viewport;
397        glViewport(r.left, r.top, r.right, r.bottom);
398        mOrthoMatrix.load(current->orthoMatrix);
399    }
400
401    mSaveCount--;
402    mSnapshot = previous;
403
404    if (restoreClip) {
405        dirtyClip();
406    }
407
408    if (restoreLayer) {
409        composeLayer(current, previous);
410    }
411
412    return restoreClip;
413}
414
415///////////////////////////////////////////////////////////////////////////////
416// Layers
417///////////////////////////////////////////////////////////////////////////////
418
419int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
420        SkPaint* p, int flags) {
421    const GLuint previousFbo = mSnapshot->fbo;
422    const int count = saveSnapshot(flags);
423
424    if (!mSnapshot->isIgnored()) {
425        int alpha = 255;
426        SkXfermode::Mode mode;
427
428        if (p) {
429            alpha = p->getAlpha();
430            if (!mCaches.extensions.hasFramebufferFetch()) {
431                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
432                if (!isMode) {
433                    // Assume SRC_OVER
434                    mode = SkXfermode::kSrcOver_Mode;
435                }
436            } else {
437                mode = getXfermode(p->getXfermode());
438            }
439        } else {
440            mode = SkXfermode::kSrcOver_Mode;
441        }
442
443        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
444    }
445
446    return count;
447}
448
449int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
450        int alpha, int flags) {
451    if (alpha >= 255) {
452        return saveLayer(left, top, right, bottom, NULL, flags);
453    } else {
454        SkPaint paint;
455        paint.setAlpha(alpha);
456        return saveLayer(left, top, right, bottom, &paint, flags);
457    }
458}
459
460/**
461 * Layers are viewed by Skia are slightly different than layers in image editing
462 * programs (for instance.) When a layer is created, previously created layers
463 * and the frame buffer still receive every drawing command. For instance, if a
464 * layer is created and a shape intersecting the bounds of the layers and the
465 * framebuffer is draw, the shape will be drawn on both (unless the layer was
466 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
467 *
468 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
469 * texture. Unfortunately, this is inefficient as it requires every primitive to
470 * be drawn n + 1 times, where n is the number of active layers. In practice this
471 * means, for every primitive:
472 *   - Switch active frame buffer
473 *   - Change viewport, clip and projection matrix
474 *   - Issue the drawing
475 *
476 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
477 * To avoid this, layers are implemented in a different way here, at least in the
478 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
479 * is set. When this flag is set we can redirect all drawing operations into a
480 * single FBO.
481 *
482 * This implementation relies on the frame buffer being at least RGBA 8888. When
483 * a layer is created, only a texture is created, not an FBO. The content of the
484 * frame buffer contained within the layer's bounds is copied into this texture
485 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
486 * buffer and drawing continues as normal. This technique therefore treats the
487 * frame buffer as a scratch buffer for the layers.
488 *
489 * To compose the layers back onto the frame buffer, each layer texture
490 * (containing the original frame buffer data) is drawn as a simple quad over
491 * the frame buffer. The trick is that the quad is set as the composition
492 * destination in the blending equation, and the frame buffer becomes the source
493 * of the composition.
494 *
495 * Drawing layers with an alpha value requires an extra step before composition.
496 * An empty quad is drawn over the layer's region in the frame buffer. This quad
497 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
498 * quad is used to multiply the colors in the frame buffer. This is achieved by
499 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
500 * GL_ZERO, GL_SRC_ALPHA.
501 *
502 * Because glCopyTexImage2D() can be slow, an alternative implementation might
503 * be use to draw a single clipped layer. The implementation described above
504 * is correct in every case.
505 *
506 * (1) The frame buffer is actually not cleared right away. To allow the GPU
507 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
508 *     buffer is left untouched until the first drawing operation. Only when
509 *     something actually gets drawn are the layers regions cleared.
510 */
511bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
512        float right, float bottom, int alpha, SkXfermode::Mode mode,
513        int flags, GLuint previousFbo) {
514    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
515    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
516
517    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
518
519    // Window coordinates of the layer
520    Rect bounds(left, top, right, bottom);
521    if (!fboLayer) {
522        mSnapshot->transform->mapRect(bounds);
523
524        // Layers only make sense if they are in the framebuffer's bounds
525        if (bounds.intersect(*snapshot->clipRect)) {
526            // We cannot work with sub-pixels in this case
527            bounds.snapToPixelBoundaries();
528
529            // When the layer is not an FBO, we may use glCopyTexImage so we
530            // need to make sure the layer does not extend outside the bounds
531            // of the framebuffer
532            if (!bounds.intersect(snapshot->previous->viewport)) {
533                bounds.setEmpty();
534            }
535        } else {
536            bounds.setEmpty();
537        }
538    }
539
540    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
541            bounds.getHeight() > mCaches.maxTextureSize) {
542        snapshot->empty = fboLayer;
543    } else {
544        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
545    }
546
547    // Bail out if we won't draw in this snapshot
548    if (snapshot->invisible || snapshot->empty) {
549        return false;
550    }
551
552    mCaches.activeTexture(0);
553    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
554    if (!layer) {
555        return false;
556    }
557
558    layer->setAlpha(alpha, mode);
559    layer->layer.set(bounds);
560    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
561            bounds.getWidth() / float(layer->getWidth()), 0.0f);
562    layer->setColorFilter(mColorFilter);
563    layer->setBlend(true);
564
565    // Save the layer in the snapshot
566    snapshot->flags |= Snapshot::kFlagIsLayer;
567    snapshot->layer = layer;
568
569    if (fboLayer) {
570        return createFboLayer(layer, bounds, snapshot, previousFbo);
571    } else {
572        // Copy the framebuffer into the layer
573        layer->bindTexture();
574        if (!bounds.isEmpty()) {
575            if (layer->isEmpty()) {
576                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
577                        bounds.left, snapshot->height - bounds.bottom,
578                        layer->getWidth(), layer->getHeight(), 0);
579                layer->setEmpty(false);
580            } else {
581                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
582                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
583            }
584
585            // Enqueue the buffer coordinates to clear the corresponding region later
586            mLayers.push(new Rect(bounds));
587        }
588    }
589
590    return true;
591}
592
593bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
594        GLuint previousFbo) {
595    layer->setFbo(mCaches.fboCache.get());
596
597#if RENDER_LAYERS_AS_REGIONS
598    snapshot->region = &snapshot->layer->region;
599    snapshot->flags |= Snapshot::kFlagFboTarget;
600#endif
601
602    Rect clip(bounds);
603    snapshot->transform->mapRect(clip);
604    clip.intersect(*snapshot->clipRect);
605    clip.snapToPixelBoundaries();
606    clip.intersect(snapshot->previous->viewport);
607
608    mat4 inverse;
609    inverse.loadInverse(*mSnapshot->transform);
610
611    inverse.mapRect(clip);
612    clip.snapToPixelBoundaries();
613    clip.intersect(bounds);
614    clip.translate(-bounds.left, -bounds.top);
615
616    snapshot->flags |= Snapshot::kFlagIsFboLayer;
617    snapshot->fbo = layer->getFbo();
618    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
619    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
620    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
621    snapshot->height = bounds.getHeight();
622    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
623    snapshot->orthoMatrix.load(mOrthoMatrix);
624
625    // Bind texture to FBO
626    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
627    layer->bindTexture();
628
629    // Initialize the texture if needed
630    if (layer->isEmpty()) {
631        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
632        layer->setEmpty(false);
633    }
634
635    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
636            layer->getTexture(), 0);
637
638#if DEBUG_LAYERS_AS_REGIONS
639    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
640    if (status != GL_FRAMEBUFFER_COMPLETE) {
641        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
642
643        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
644        layer->deleteTexture();
645        mCaches.fboCache.put(layer->getFbo());
646
647        delete layer;
648
649        return false;
650    }
651#endif
652
653    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
654    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
655            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
656    glClear(GL_COLOR_BUFFER_BIT);
657
658    dirtyClip();
659
660    // Change the ortho projection
661    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
662    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
663
664    return true;
665}
666
667/**
668 * Read the documentation of createLayer() before doing anything in this method.
669 */
670void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
671    if (!current->layer) {
672        ALOGE("Attempting to compose a layer that does not exist");
673        return;
674    }
675
676    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
677
678    if (fboLayer) {
679        // Detach the texture from the FBO
680        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
681
682        // Unbind current FBO and restore previous one
683        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
684    }
685
686    Layer* layer = current->layer;
687    const Rect& rect = layer->layer;
688
689    if (!fboLayer && layer->getAlpha() < 255) {
690        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
691                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
692        // Required below, composeLayerRect() will divide by 255
693        layer->setAlpha(255);
694    }
695
696    mCaches.unbindMeshBuffer();
697
698    mCaches.activeTexture(0);
699
700    // When the layer is stored in an FBO, we can save a bit of fillrate by
701    // drawing only the dirty region
702    if (fboLayer) {
703        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
704        if (layer->getColorFilter()) {
705            setupColorFilter(layer->getColorFilter());
706        }
707        composeLayerRegion(layer, rect);
708        if (layer->getColorFilter()) {
709            resetColorFilter();
710        }
711    } else if (!rect.isEmpty()) {
712        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
713        composeLayerRect(layer, rect, true);
714    }
715
716    if (fboLayer) {
717        // Note: No need to use glDiscardFramebufferEXT() since we never
718        //       create/compose layers that are not on screen with this
719        //       code path
720        // See LayerRenderer::destroyLayer(Layer*)
721
722        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
723        mCaches.fboCache.put(current->fbo);
724        layer->setFbo(0);
725    }
726
727    dirtyClip();
728
729    // Failing to add the layer to the cache should happen only if the layer is too large
730    if (!mCaches.layerCache.put(layer)) {
731        LAYER_LOGD("Deleting layer");
732        layer->deleteTexture();
733        delete layer;
734    }
735}
736
737void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
738    float alpha = layer->getAlpha() / 255.0f;
739
740    mat4& transform = layer->getTransform();
741    if (!transform.isIdentity()) {
742        save(0);
743        mSnapshot->transform->multiply(transform);
744    }
745
746    setupDraw();
747    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
748        setupDrawWithTexture();
749    } else {
750        setupDrawWithExternalTexture();
751    }
752    setupDrawTextureTransform();
753    setupDrawColor(alpha, alpha, alpha, alpha);
754    setupDrawColorFilter();
755    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
756    setupDrawProgram();
757    setupDrawPureColorUniforms();
758    setupDrawColorFilterUniforms();
759    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
760        setupDrawTexture(layer->getTexture());
761    } else {
762        setupDrawExternalTexture(layer->getTexture());
763    }
764    if (mSnapshot->transform->isPureTranslate() &&
765            layer->getWidth() == (uint32_t) rect.getWidth() &&
766            layer->getHeight() == (uint32_t) rect.getHeight()) {
767        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
768        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
769
770        layer->setFilter(GL_NEAREST);
771        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
772    } else {
773        layer->setFilter(GL_LINEAR);
774        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
775    }
776    setupDrawTextureTransformUniforms(layer->getTexTransform());
777    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
778
779    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
780
781    finishDrawTexture();
782
783    if (!transform.isIdentity()) {
784        restore();
785    }
786}
787
788void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
789    if (!layer->isTextureLayer()) {
790        const Rect& texCoords = layer->texCoords;
791        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
792                texCoords.right, texCoords.bottom);
793
794        float x = rect.left;
795        float y = rect.top;
796        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
797                layer->getWidth() == (uint32_t) rect.getWidth() &&
798                layer->getHeight() == (uint32_t) rect.getHeight();
799
800        if (simpleTransform) {
801            // When we're swapping, the layer is already in screen coordinates
802            if (!swap) {
803                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
804                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
805            }
806
807            layer->setFilter(GL_NEAREST, true);
808        } else {
809            layer->setFilter(GL_LINEAR, true);
810        }
811
812        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
813                layer->getTexture(), layer->getAlpha() / 255.0f,
814                layer->getMode(), layer->isBlend(),
815                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
816                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
817
818        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
819    } else {
820        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
821        drawTextureLayer(layer, rect);
822        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
823    }
824}
825
826void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
827#if RENDER_LAYERS_AS_REGIONS
828    if (layer->region.isRect()) {
829        layer->setRegionAsRect();
830
831        composeLayerRect(layer, layer->regionRect);
832
833        layer->region.clear();
834        return;
835    }
836
837    // TODO: See LayerRenderer.cpp::generateMesh() for important
838    //       information about this implementation
839    if (CC_LIKELY(!layer->region.isEmpty())) {
840        size_t count;
841        const android::Rect* rects = layer->region.getArray(&count);
842
843        const float alpha = layer->getAlpha() / 255.0f;
844        const float texX = 1.0f / float(layer->getWidth());
845        const float texY = 1.0f / float(layer->getHeight());
846        const float height = rect.getHeight();
847
848        TextureVertex* mesh = mCaches.getRegionMesh();
849        GLsizei numQuads = 0;
850
851        setupDraw();
852        setupDrawWithTexture();
853        setupDrawColor(alpha, alpha, alpha, alpha);
854        setupDrawColorFilter();
855        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
856        setupDrawProgram();
857        setupDrawDirtyRegionsDisabled();
858        setupDrawPureColorUniforms();
859        setupDrawColorFilterUniforms();
860        setupDrawTexture(layer->getTexture());
861        if (mSnapshot->transform->isPureTranslate()) {
862            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
863            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
864
865            layer->setFilter(GL_NEAREST);
866            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
867        } else {
868            layer->setFilter(GL_LINEAR);
869            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
870        }
871        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
872
873        for (size_t i = 0; i < count; i++) {
874            const android::Rect* r = &rects[i];
875
876            const float u1 = r->left * texX;
877            const float v1 = (height - r->top) * texY;
878            const float u2 = r->right * texX;
879            const float v2 = (height - r->bottom) * texY;
880
881            // TODO: Reject quads outside of the clip
882            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
883            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
884            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
885            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
886
887            numQuads++;
888
889            if (numQuads >= REGION_MESH_QUAD_COUNT) {
890                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
891                numQuads = 0;
892                mesh = mCaches.getRegionMesh();
893            }
894        }
895
896        if (numQuads > 0) {
897            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
898        }
899
900        finishDrawTexture();
901
902#if DEBUG_LAYERS_AS_REGIONS
903        drawRegionRects(layer->region);
904#endif
905
906        layer->region.clear();
907    }
908#else
909    composeLayerRect(layer, rect);
910#endif
911}
912
913void OpenGLRenderer::drawRegionRects(const Region& region) {
914#if DEBUG_LAYERS_AS_REGIONS
915    size_t count;
916    const android::Rect* rects = region.getArray(&count);
917
918    uint32_t colors[] = {
919            0x7fff0000, 0x7f00ff00,
920            0x7f0000ff, 0x7fff00ff,
921    };
922
923    int offset = 0;
924    int32_t top = rects[0].top;
925
926    for (size_t i = 0; i < count; i++) {
927        if (top != rects[i].top) {
928            offset ^= 0x2;
929            top = rects[i].top;
930        }
931
932        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
933        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
934                SkXfermode::kSrcOver_Mode);
935    }
936#endif
937}
938
939void OpenGLRenderer::dirtyLayer(const float left, const float top,
940        const float right, const float bottom, const mat4 transform) {
941#if RENDER_LAYERS_AS_REGIONS
942    if (hasLayer()) {
943        Rect bounds(left, top, right, bottom);
944        transform.mapRect(bounds);
945        dirtyLayerUnchecked(bounds, getRegion());
946    }
947#endif
948}
949
950void OpenGLRenderer::dirtyLayer(const float left, const float top,
951        const float right, const float bottom) {
952#if RENDER_LAYERS_AS_REGIONS
953    if (hasLayer()) {
954        Rect bounds(left, top, right, bottom);
955        dirtyLayerUnchecked(bounds, getRegion());
956    }
957#endif
958}
959
960void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
961#if RENDER_LAYERS_AS_REGIONS
962    if (bounds.intersect(*mSnapshot->clipRect)) {
963        bounds.snapToPixelBoundaries();
964        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
965        if (!dirty.isEmpty()) {
966            region->orSelf(dirty);
967        }
968    }
969#endif
970}
971
972void OpenGLRenderer::clearLayerRegions() {
973    const size_t count = mLayers.size();
974    if (count == 0) return;
975
976    if (!mSnapshot->isIgnored()) {
977        // Doing several glScissor/glClear here can negatively impact
978        // GPUs with a tiler architecture, instead we draw quads with
979        // the Clear blending mode
980
981        // The list contains bounds that have already been clipped
982        // against their initial clip rect, and the current clip
983        // is likely different so we need to disable clipping here
984        glDisable(GL_SCISSOR_TEST);
985
986        Vertex mesh[count * 6];
987        Vertex* vertex = mesh;
988
989        for (uint32_t i = 0; i < count; i++) {
990            Rect* bounds = mLayers.itemAt(i);
991
992            Vertex::set(vertex++, bounds->left, bounds->bottom);
993            Vertex::set(vertex++, bounds->left, bounds->top);
994            Vertex::set(vertex++, bounds->right, bounds->top);
995            Vertex::set(vertex++, bounds->left, bounds->bottom);
996            Vertex::set(vertex++, bounds->right, bounds->top);
997            Vertex::set(vertex++, bounds->right, bounds->bottom);
998
999            delete bounds;
1000        }
1001
1002        setupDraw(false);
1003        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1004        setupDrawBlending(true, SkXfermode::kClear_Mode);
1005        setupDrawProgram();
1006        setupDrawPureColorUniforms();
1007        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1008        setupDrawVertices(&mesh[0].position[0]);
1009
1010        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1011
1012        glEnable(GL_SCISSOR_TEST);
1013    } else {
1014        for (uint32_t i = 0; i < count; i++) {
1015            delete mLayers.itemAt(i);
1016        }
1017    }
1018
1019    mLayers.clear();
1020}
1021
1022///////////////////////////////////////////////////////////////////////////////
1023// Transforms
1024///////////////////////////////////////////////////////////////////////////////
1025
1026void OpenGLRenderer::translate(float dx, float dy) {
1027    mSnapshot->transform->translate(dx, dy, 0.0f);
1028}
1029
1030void OpenGLRenderer::rotate(float degrees) {
1031    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1032}
1033
1034void OpenGLRenderer::scale(float sx, float sy) {
1035    mSnapshot->transform->scale(sx, sy, 1.0f);
1036}
1037
1038void OpenGLRenderer::skew(float sx, float sy) {
1039    mSnapshot->transform->skew(sx, sy);
1040}
1041
1042void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1043    if (matrix) {
1044        mSnapshot->transform->load(*matrix);
1045    } else {
1046        mSnapshot->transform->loadIdentity();
1047    }
1048}
1049
1050void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1051    mSnapshot->transform->copyTo(*matrix);
1052}
1053
1054void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1055    SkMatrix transform;
1056    mSnapshot->transform->copyTo(transform);
1057    transform.preConcat(*matrix);
1058    mSnapshot->transform->load(transform);
1059}
1060
1061///////////////////////////////////////////////////////////////////////////////
1062// Clipping
1063///////////////////////////////////////////////////////////////////////////////
1064
1065void OpenGLRenderer::setScissorFromClip() {
1066    Rect clip(*mSnapshot->clipRect);
1067    clip.snapToPixelBoundaries();
1068
1069    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1070            clip.getWidth(), clip.getHeight());
1071
1072    mDirtyClip = false;
1073}
1074
1075const Rect& OpenGLRenderer::getClipBounds() {
1076    return mSnapshot->getLocalClip();
1077}
1078
1079bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1080    if (mSnapshot->isIgnored()) {
1081        return true;
1082    }
1083
1084    Rect r(left, top, right, bottom);
1085    mSnapshot->transform->mapRect(r);
1086    r.snapToPixelBoundaries();
1087
1088    Rect clipRect(*mSnapshot->clipRect);
1089    clipRect.snapToPixelBoundaries();
1090
1091    return !clipRect.intersects(r);
1092}
1093
1094bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1095    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1096    if (clipped) {
1097        dirtyClip();
1098    }
1099    return !mSnapshot->clipRect->isEmpty();
1100}
1101
1102Rect* OpenGLRenderer::getClipRect() {
1103    return mSnapshot->clipRect;
1104}
1105
1106///////////////////////////////////////////////////////////////////////////////
1107// Drawing commands
1108///////////////////////////////////////////////////////////////////////////////
1109
1110void OpenGLRenderer::setupDraw(bool clear) {
1111    if (clear) clearLayerRegions();
1112    if (mDirtyClip) {
1113        setScissorFromClip();
1114    }
1115    mDescription.reset();
1116    mSetShaderColor = false;
1117    mColorSet = false;
1118    mColorA = mColorR = mColorG = mColorB = 0.0f;
1119    mTextureUnit = 0;
1120    mTrackDirtyRegions = true;
1121}
1122
1123void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1124    mDescription.hasTexture = true;
1125    mDescription.hasAlpha8Texture = isAlpha8;
1126}
1127
1128void OpenGLRenderer::setupDrawWithExternalTexture() {
1129    mDescription.hasExternalTexture = true;
1130}
1131
1132void OpenGLRenderer::setupDrawNoTexture() {
1133    mCaches.disbaleTexCoordsVertexArray();
1134}
1135
1136void OpenGLRenderer::setupDrawAALine() {
1137    mDescription.isAA = true;
1138}
1139
1140void OpenGLRenderer::setupDrawPoint(float pointSize) {
1141    mDescription.isPoint = true;
1142    mDescription.pointSize = pointSize;
1143}
1144
1145void OpenGLRenderer::setupDrawColor(int color) {
1146    setupDrawColor(color, (color >> 24) & 0xFF);
1147}
1148
1149void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1150    mColorA = alpha / 255.0f;
1151    mColorA *= mSnapshot->alpha;
1152    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1153    // the rgb values by a instead of also dividing by 255
1154    const float a = mColorA / 255.0f;
1155    mColorR = a * ((color >> 16) & 0xFF);
1156    mColorG = a * ((color >>  8) & 0xFF);
1157    mColorB = a * ((color      ) & 0xFF);
1158    mColorSet = true;
1159    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1160}
1161
1162void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1163    mColorA = alpha / 255.0f;
1164    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1165    // the rgb values by a instead of also dividing by 255
1166    const float a = mColorA / 255.0f;
1167    mColorR = a * ((color >> 16) & 0xFF);
1168    mColorG = a * ((color >>  8) & 0xFF);
1169    mColorB = a * ((color      ) & 0xFF);
1170    mColorSet = true;
1171    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1172}
1173
1174void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1175    mColorA = a;
1176    mColorR = r;
1177    mColorG = g;
1178    mColorB = b;
1179    mColorSet = true;
1180    mSetShaderColor = mDescription.setColor(r, g, b, a);
1181}
1182
1183void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1184    mColorA = a;
1185    mColorR = r;
1186    mColorG = g;
1187    mColorB = b;
1188    mColorSet = true;
1189    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1190}
1191
1192void OpenGLRenderer::setupDrawShader() {
1193    if (mShader) {
1194        mShader->describe(mDescription, mCaches.extensions);
1195    }
1196}
1197
1198void OpenGLRenderer::setupDrawColorFilter() {
1199    if (mColorFilter) {
1200        mColorFilter->describe(mDescription, mCaches.extensions);
1201    }
1202}
1203
1204void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1205    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1206        mColorA = 1.0f;
1207        mColorR = mColorG = mColorB = 0.0f;
1208        mSetShaderColor = mDescription.modulate = true;
1209    }
1210}
1211
1212void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1213    // When the blending mode is kClear_Mode, we need to use a modulate color
1214    // argb=1,0,0,0
1215    accountForClear(mode);
1216    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1217            mDescription, swapSrcDst);
1218}
1219
1220void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1221    // When the blending mode is kClear_Mode, we need to use a modulate color
1222    // argb=1,0,0,0
1223    accountForClear(mode);
1224    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1225            mDescription, swapSrcDst);
1226}
1227
1228void OpenGLRenderer::setupDrawProgram() {
1229    useProgram(mCaches.programCache.get(mDescription));
1230}
1231
1232void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1233    mTrackDirtyRegions = false;
1234}
1235
1236void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1237        bool ignoreTransform) {
1238    mModelView.loadTranslate(left, top, 0.0f);
1239    if (!ignoreTransform) {
1240        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1241        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1242    } else {
1243        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1244        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1245    }
1246}
1247
1248void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1249    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1250}
1251
1252void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1253        bool ignoreTransform, bool ignoreModelView) {
1254    if (!ignoreModelView) {
1255        mModelView.loadTranslate(left, top, 0.0f);
1256        mModelView.scale(right - left, bottom - top, 1.0f);
1257    } else {
1258        mModelView.loadIdentity();
1259    }
1260    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1261    if (!ignoreTransform) {
1262        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1263        if (mTrackDirtyRegions && dirty) {
1264            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1265        }
1266    } else {
1267        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1268        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1269    }
1270}
1271
1272void OpenGLRenderer::setupDrawPointUniforms() {
1273    int slot = mCaches.currentProgram->getUniform("pointSize");
1274    glUniform1f(slot, mDescription.pointSize);
1275}
1276
1277void OpenGLRenderer::setupDrawColorUniforms() {
1278    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1279        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1280    }
1281}
1282
1283void OpenGLRenderer::setupDrawPureColorUniforms() {
1284    if (mSetShaderColor) {
1285        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1286    }
1287}
1288
1289void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1290    if (mShader) {
1291        if (ignoreTransform) {
1292            mModelView.loadInverse(*mSnapshot->transform);
1293        }
1294        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1295    }
1296}
1297
1298void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1299    if (mShader) {
1300        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1301    }
1302}
1303
1304void OpenGLRenderer::setupDrawColorFilterUniforms() {
1305    if (mColorFilter) {
1306        mColorFilter->setupProgram(mCaches.currentProgram);
1307    }
1308}
1309
1310void OpenGLRenderer::setupDrawSimpleMesh() {
1311    bool force = mCaches.bindMeshBuffer();
1312    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1313    mCaches.unbindIndicesBuffer();
1314}
1315
1316void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1317    bindTexture(texture);
1318    mTextureUnit++;
1319    mCaches.enableTexCoordsVertexArray();
1320}
1321
1322void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1323    bindExternalTexture(texture);
1324    mTextureUnit++;
1325    mCaches.enableTexCoordsVertexArray();
1326}
1327
1328void OpenGLRenderer::setupDrawTextureTransform() {
1329    mDescription.hasTextureTransform = true;
1330}
1331
1332void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1333    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1334            GL_FALSE, &transform.data[0]);
1335}
1336
1337void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1338    bool force = false;
1339    if (!vertices) {
1340        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1341    } else {
1342        force = mCaches.unbindMeshBuffer();
1343    }
1344
1345    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1346    if (mCaches.currentProgram->texCoords >= 0) {
1347        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1348    }
1349
1350    mCaches.unbindIndicesBuffer();
1351}
1352
1353void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1354    bool force = mCaches.unbindMeshBuffer();
1355    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1356    if (mCaches.currentProgram->texCoords >= 0) {
1357        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1358    }
1359}
1360
1361void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1362    bool force = mCaches.unbindMeshBuffer();
1363    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1364            vertices, gVertexStride);
1365    mCaches.unbindIndicesBuffer();
1366}
1367
1368/**
1369 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1370 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1371 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1372 * attributes (one per vertex) are values from zero to one that tells the fragment
1373 * shader where the fragment is in relation to the line width/length overall; these values are
1374 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1375 * region of the line.
1376 * Note that we only pass down the width values in this setup function. The length coordinates
1377 * are set up for each individual segment.
1378 */
1379void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1380        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1381    bool force = mCaches.unbindMeshBuffer();
1382    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1383            vertices, gAAVertexStride);
1384    mCaches.resetTexCoordsVertexPointer();
1385    mCaches.unbindIndicesBuffer();
1386
1387    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1388    glEnableVertexAttribArray(widthSlot);
1389    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1390
1391    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1392    glEnableVertexAttribArray(lengthSlot);
1393    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1394
1395    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1396    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1397
1398    // Setting the inverse value saves computations per-fragment in the shader
1399    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1400    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1401}
1402
1403void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1404    glDisableVertexAttribArray(widthSlot);
1405    glDisableVertexAttribArray(lengthSlot);
1406}
1407
1408void OpenGLRenderer::finishDrawTexture() {
1409}
1410
1411///////////////////////////////////////////////////////////////////////////////
1412// Drawing
1413///////////////////////////////////////////////////////////////////////////////
1414
1415status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1416        Rect& dirty, int32_t flags, uint32_t level) {
1417
1418    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1419    // will be performed by the display list itself
1420    if (displayList && displayList->isRenderable()) {
1421        return displayList->replay(*this, dirty, flags, level);
1422    }
1423
1424    return DrawGlInfo::kStatusDone;
1425}
1426
1427void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1428    if (displayList) {
1429        displayList->output(*this, level);
1430    }
1431}
1432
1433void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1434    int alpha;
1435    SkXfermode::Mode mode;
1436    getAlphaAndMode(paint, &alpha, &mode);
1437
1438    float x = left;
1439    float y = top;
1440
1441    GLenum filter = GL_LINEAR;
1442    bool ignoreTransform = false;
1443    if (mSnapshot->transform->isPureTranslate()) {
1444        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1445        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1446        ignoreTransform = true;
1447        filter = GL_NEAREST;
1448    } else {
1449        filter = FILTER(paint);
1450    }
1451
1452    setupDraw();
1453    setupDrawWithTexture(true);
1454    if (paint) {
1455        setupDrawAlpha8Color(paint->getColor(), alpha);
1456    }
1457    setupDrawColorFilter();
1458    setupDrawShader();
1459    setupDrawBlending(true, mode);
1460    setupDrawProgram();
1461    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1462
1463    setupDrawTexture(texture->id);
1464    texture->setWrap(GL_CLAMP_TO_EDGE);
1465    texture->setFilter(filter);
1466
1467    setupDrawPureColorUniforms();
1468    setupDrawColorFilterUniforms();
1469    setupDrawShaderUniforms();
1470    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1471
1472    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1473
1474    finishDrawTexture();
1475}
1476
1477status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1478    const float right = left + bitmap->width();
1479    const float bottom = top + bitmap->height();
1480
1481    if (quickReject(left, top, right, bottom)) {
1482        return DrawGlInfo::kStatusDone;
1483    }
1484
1485    mCaches.activeTexture(0);
1486    Texture* texture = mCaches.textureCache.get(bitmap);
1487    if (!texture) return DrawGlInfo::kStatusDone;
1488    const AutoTexture autoCleanup(texture);
1489
1490    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1491        drawAlphaBitmap(texture, left, top, paint);
1492    } else {
1493        drawTextureRect(left, top, right, bottom, texture, paint);
1494    }
1495
1496    return DrawGlInfo::kStatusDrew;
1497}
1498
1499status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1500    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1501    const mat4 transform(*matrix);
1502    transform.mapRect(r);
1503
1504    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1505        return DrawGlInfo::kStatusDone;
1506    }
1507
1508    mCaches.activeTexture(0);
1509    Texture* texture = mCaches.textureCache.get(bitmap);
1510    if (!texture) return DrawGlInfo::kStatusDone;
1511    const AutoTexture autoCleanup(texture);
1512
1513    // This could be done in a cheaper way, all we need is pass the matrix
1514    // to the vertex shader. The save/restore is a bit overkill.
1515    save(SkCanvas::kMatrix_SaveFlag);
1516    concatMatrix(matrix);
1517    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1518    restore();
1519
1520    return DrawGlInfo::kStatusDrew;
1521}
1522
1523status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1524    const float right = left + bitmap->width();
1525    const float bottom = top + bitmap->height();
1526
1527    if (quickReject(left, top, right, bottom)) {
1528        return DrawGlInfo::kStatusDone;
1529    }
1530
1531    mCaches.activeTexture(0);
1532    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1533    const AutoTexture autoCleanup(texture);
1534
1535    drawTextureRect(left, top, right, bottom, texture, paint);
1536
1537    return DrawGlInfo::kStatusDrew;
1538}
1539
1540status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1541        float* vertices, int* colors, SkPaint* paint) {
1542    // TODO: Do a quickReject
1543    if (!vertices || mSnapshot->isIgnored()) {
1544        return DrawGlInfo::kStatusDone;
1545    }
1546
1547    mCaches.activeTexture(0);
1548    Texture* texture = mCaches.textureCache.get(bitmap);
1549    if (!texture) return DrawGlInfo::kStatusDone;
1550    const AutoTexture autoCleanup(texture);
1551
1552    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1553    texture->setFilter(FILTER(paint), true);
1554
1555    int alpha;
1556    SkXfermode::Mode mode;
1557    getAlphaAndMode(paint, &alpha, &mode);
1558
1559    const uint32_t count = meshWidth * meshHeight * 6;
1560
1561    float left = FLT_MAX;
1562    float top = FLT_MAX;
1563    float right = FLT_MIN;
1564    float bottom = FLT_MIN;
1565
1566#if RENDER_LAYERS_AS_REGIONS
1567    const bool hasActiveLayer = hasLayer();
1568#else
1569    const bool hasActiveLayer = false;
1570#endif
1571
1572    // TODO: Support the colors array
1573    TextureVertex mesh[count];
1574    TextureVertex* vertex = mesh;
1575    for (int32_t y = 0; y < meshHeight; y++) {
1576        for (int32_t x = 0; x < meshWidth; x++) {
1577            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1578
1579            float u1 = float(x) / meshWidth;
1580            float u2 = float(x + 1) / meshWidth;
1581            float v1 = float(y) / meshHeight;
1582            float v2 = float(y + 1) / meshHeight;
1583
1584            int ax = i + (meshWidth + 1) * 2;
1585            int ay = ax + 1;
1586            int bx = i;
1587            int by = bx + 1;
1588            int cx = i + 2;
1589            int cy = cx + 1;
1590            int dx = i + (meshWidth + 1) * 2 + 2;
1591            int dy = dx + 1;
1592
1593            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1594            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1595            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1596
1597            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1598            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1599            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1600
1601#if RENDER_LAYERS_AS_REGIONS
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#endif
1610        }
1611    }
1612
1613#if RENDER_LAYERS_AS_REGIONS
1614    if (hasActiveLayer) {
1615        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1616    }
1617#endif
1618
1619    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1620            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1621            GL_TRIANGLES, count, false, false, 0, false, false);
1622
1623    return DrawGlInfo::kStatusDrew;
1624}
1625
1626status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1627         float srcLeft, float srcTop, float srcRight, float srcBottom,
1628         float dstLeft, float dstTop, float dstRight, float dstBottom,
1629         SkPaint* paint) {
1630    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1631        return DrawGlInfo::kStatusDone;
1632    }
1633
1634    mCaches.activeTexture(0);
1635    Texture* texture = mCaches.textureCache.get(bitmap);
1636    if (!texture) return DrawGlInfo::kStatusDone;
1637    const AutoTexture autoCleanup(texture);
1638
1639    const float width = texture->width;
1640    const float height = texture->height;
1641
1642    const float u1 = fmax(0.0f, srcLeft / width);
1643    const float v1 = fmax(0.0f, srcTop / height);
1644    const float u2 = fmin(1.0f, srcRight / width);
1645    const float v2 = fmin(1.0f, srcBottom / height);
1646
1647    mCaches.unbindMeshBuffer();
1648    resetDrawTextureTexCoords(u1, v1, u2, v2);
1649
1650    int alpha;
1651    SkXfermode::Mode mode;
1652    getAlphaAndMode(paint, &alpha, &mode);
1653
1654    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1655
1656    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1657        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1658        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1659
1660        GLenum filter = GL_NEAREST;
1661        // Enable linear filtering if the source rectangle is scaled
1662        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1663            filter = FILTER(paint);
1664        }
1665
1666        texture->setFilter(filter, true);
1667        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1668                texture->id, alpha / 255.0f, mode, texture->blend,
1669                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1670                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1671    } else {
1672        texture->setFilter(FILTER(paint), true);
1673        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1674                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1675                GL_TRIANGLE_STRIP, gMeshCount);
1676    }
1677
1678    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1679
1680    return DrawGlInfo::kStatusDrew;
1681}
1682
1683status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1684        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1685        float left, float top, float right, float bottom, SkPaint* paint) {
1686    if (quickReject(left, top, right, bottom)) {
1687        return DrawGlInfo::kStatusDone;
1688    }
1689
1690    mCaches.activeTexture(0);
1691    Texture* texture = mCaches.textureCache.get(bitmap);
1692    if (!texture) return DrawGlInfo::kStatusDone;
1693    const AutoTexture autoCleanup(texture);
1694    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1695    texture->setFilter(GL_LINEAR, true);
1696
1697    int alpha;
1698    SkXfermode::Mode mode;
1699    getAlphaAndMode(paint, &alpha, &mode);
1700
1701    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1702            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1703
1704    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1705        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1706#if RENDER_LAYERS_AS_REGIONS
1707        // Mark the current layer dirty where we are going to draw the patch
1708        if (hasLayer() && mesh->hasEmptyQuads) {
1709            const float offsetX = left + mSnapshot->transform->getTranslateX();
1710            const float offsetY = top + mSnapshot->transform->getTranslateY();
1711            const size_t count = mesh->quads.size();
1712            for (size_t i = 0; i < count; i++) {
1713                const Rect& bounds = mesh->quads.itemAt(i);
1714                if (CC_LIKELY(pureTranslate)) {
1715                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1716                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1717                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1718                } else {
1719                    dirtyLayer(left + bounds.left, top + bounds.top,
1720                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1721                }
1722            }
1723        }
1724#endif
1725
1726        if (CC_LIKELY(pureTranslate)) {
1727            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1728            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1729
1730            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1731                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1732                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1733                    true, !mesh->hasEmptyQuads);
1734        } else {
1735            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1736                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1737                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1738                    true, !mesh->hasEmptyQuads);
1739        }
1740    }
1741
1742    return DrawGlInfo::kStatusDrew;
1743}
1744
1745/**
1746 * This function uses a similar approach to that of AA lines in the drawLines() function.
1747 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1748 * shader to compute the translucency of the color, determined by whether a given pixel is
1749 * within that boundary region and how far into the region it is.
1750 */
1751void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1752        int color, SkXfermode::Mode mode) {
1753    float inverseScaleX = 1.0f;
1754    float inverseScaleY = 1.0f;
1755    // The quad that we use needs to account for scaling.
1756    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1757        Matrix4 *mat = mSnapshot->transform;
1758        float m00 = mat->data[Matrix4::kScaleX];
1759        float m01 = mat->data[Matrix4::kSkewY];
1760        float m02 = mat->data[2];
1761        float m10 = mat->data[Matrix4::kSkewX];
1762        float m11 = mat->data[Matrix4::kScaleX];
1763        float m12 = mat->data[6];
1764        float scaleX = sqrt(m00 * m00 + m01 * m01);
1765        float scaleY = sqrt(m10 * m10 + m11 * m11);
1766        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1767        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1768    }
1769
1770    setupDraw();
1771    setupDrawNoTexture();
1772    setupDrawAALine();
1773    setupDrawColor(color);
1774    setupDrawColorFilter();
1775    setupDrawShader();
1776    setupDrawBlending(true, mode);
1777    setupDrawProgram();
1778    setupDrawModelViewIdentity(true);
1779    setupDrawColorUniforms();
1780    setupDrawColorFilterUniforms();
1781    setupDrawShaderIdentityUniforms();
1782
1783    AAVertex rects[4];
1784    AAVertex* aaVertices = &rects[0];
1785    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1786    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1787
1788    float boundarySizeX = .5 * inverseScaleX;
1789    float boundarySizeY = .5 * inverseScaleY;
1790
1791    // Adjust the rect by the AA boundary padding
1792    left -= boundarySizeX;
1793    right += boundarySizeX;
1794    top -= boundarySizeY;
1795    bottom += boundarySizeY;
1796
1797    float width = right - left;
1798    float height = bottom - top;
1799
1800    int widthSlot;
1801    int lengthSlot;
1802
1803    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1804    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1805    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1806            boundaryWidthProportion, widthSlot, lengthSlot);
1807
1808    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1809    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1810    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1811    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1812
1813    if (!quickReject(left, top, right, bottom)) {
1814        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1815        AAVertex::set(aaVertices++, left, top, 1, 0);
1816        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1817        AAVertex::set(aaVertices++, right, top, 0, 0);
1818        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1819        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1820    }
1821
1822    finishDrawAALine(widthSlot, lengthSlot);
1823}
1824
1825/**
1826 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1827 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1828 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1829 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1830 * of the line. Hairlines are more involved because we need to account for transform scaling
1831 * to end up with a one-pixel-wide line in screen space..
1832 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1833 * in combination with values that we calculate and pass down in this method. The basic approach
1834 * is that the quad we create contains both the core line area plus a bounding area in which
1835 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1836 * proportion of the width and the length of a given segment is represented by the boundary
1837 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1838 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1839 * on the inside). This ends up giving the result we want, with pixels that are completely
1840 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1841 * how far into the boundary region they are, which is determined by shader interpolation.
1842 */
1843status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1844    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
1845
1846    const bool isAA = paint->isAntiAlias();
1847    // We use half the stroke width here because we're going to position the quad
1848    // corner vertices half of the width away from the line endpoints
1849    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1850    // A stroke width of 0 has a special meaning in Skia:
1851    // it draws a line 1 px wide regardless of current transform
1852    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1853
1854    float inverseScaleX = 1.0f;
1855    float inverseScaleY = 1.0f;
1856    bool scaled = false;
1857
1858    int alpha;
1859    SkXfermode::Mode mode;
1860
1861    int generatedVerticesCount = 0;
1862    int verticesCount = count;
1863    if (count > 4) {
1864        // Polyline: account for extra vertices needed for continuous tri-strip
1865        verticesCount += (count - 4);
1866    }
1867
1868    if (isHairLine || isAA) {
1869        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1870        // the line on the screen should always be one pixel wide regardless of scale. For
1871        // AA lines, we only want one pixel of translucent boundary around the quad.
1872        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1873            Matrix4 *mat = mSnapshot->transform;
1874            float m00 = mat->data[Matrix4::kScaleX];
1875            float m01 = mat->data[Matrix4::kSkewY];
1876            float m02 = mat->data[2];
1877            float m10 = mat->data[Matrix4::kSkewX];
1878            float m11 = mat->data[Matrix4::kScaleX];
1879            float m12 = mat->data[6];
1880
1881            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1882            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1883
1884            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1885            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1886
1887            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1888                scaled = true;
1889            }
1890        }
1891    }
1892
1893    getAlphaAndMode(paint, &alpha, &mode);
1894    setupDraw();
1895    setupDrawNoTexture();
1896    if (isAA) {
1897        setupDrawAALine();
1898    }
1899    setupDrawColor(paint->getColor(), alpha);
1900    setupDrawColorFilter();
1901    setupDrawShader();
1902    setupDrawBlending(isAA, mode);
1903    setupDrawProgram();
1904    setupDrawModelViewIdentity(true);
1905    setupDrawColorUniforms();
1906    setupDrawColorFilterUniforms();
1907    setupDrawShaderIdentityUniforms();
1908
1909    if (isHairLine) {
1910        // Set a real stroke width to be used in quad construction
1911        halfStrokeWidth = isAA? 1 : .5;
1912    } else if (isAA && !scaled) {
1913        // Expand boundary to enable AA calculations on the quad border
1914        halfStrokeWidth += .5f;
1915    }
1916
1917    int widthSlot;
1918    int lengthSlot;
1919
1920    Vertex lines[verticesCount];
1921    Vertex* vertices = &lines[0];
1922
1923    AAVertex wLines[verticesCount];
1924    AAVertex* aaVertices = &wLines[0];
1925
1926    if (CC_UNLIKELY(!isAA)) {
1927        setupDrawVertices(vertices);
1928    } else {
1929        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1930        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1931        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1932        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1933        // This value is used in the fragment shader to determine how to fill fragments.
1934        // We will need to calculate the actual width proportion on each segment for
1935        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1936        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1937        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1938                boundaryWidthProportion, widthSlot, lengthSlot);
1939    }
1940
1941    AAVertex* prevAAVertex = NULL;
1942    Vertex* prevVertex = NULL;
1943
1944    int boundaryLengthSlot = -1;
1945    int inverseBoundaryLengthSlot = -1;
1946    int boundaryWidthSlot = -1;
1947    int inverseBoundaryWidthSlot = -1;
1948
1949    for (int i = 0; i < count; i += 4) {
1950        // a = start point, b = end point
1951        vec2 a(points[i], points[i + 1]);
1952        vec2 b(points[i + 2], points[i + 3]);
1953
1954        float length = 0;
1955        float boundaryLengthProportion = 0;
1956        float boundaryWidthProportion = 0;
1957
1958        // Find the normal to the line
1959        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1960        if (isHairLine) {
1961            if (isAA) {
1962                float wideningFactor;
1963                if (fabs(n.x) >= fabs(n.y)) {
1964                    wideningFactor = fabs(1.0f / n.x);
1965                } else {
1966                    wideningFactor = fabs(1.0f / n.y);
1967                }
1968                n *= wideningFactor;
1969            }
1970
1971            if (scaled) {
1972                n.x *= inverseScaleX;
1973                n.y *= inverseScaleY;
1974            }
1975        } else if (scaled) {
1976            // Extend n by .5 pixel on each side, post-transform
1977            vec2 extendedN = n.copyNormalized();
1978            extendedN /= 2;
1979            extendedN.x *= inverseScaleX;
1980            extendedN.y *= inverseScaleY;
1981
1982            float extendedNLength = extendedN.length();
1983            // We need to set this value on the shader prior to drawing
1984            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1985            n += extendedN;
1986        }
1987
1988        float x = n.x;
1989        n.x = -n.y;
1990        n.y = x;
1991
1992        // aa lines expand the endpoint vertices to encompass the AA boundary
1993        if (isAA) {
1994            vec2 abVector = (b - a);
1995            length = abVector.length();
1996            abVector.normalize();
1997
1998            if (scaled) {
1999                abVector.x *= inverseScaleX;
2000                abVector.y *= inverseScaleY;
2001                float abLength = abVector.length();
2002                boundaryLengthProportion = abLength / (length + abLength);
2003            } else {
2004                boundaryLengthProportion = .5 / (length + 1);
2005            }
2006
2007            abVector /= 2;
2008            a -= abVector;
2009            b += abVector;
2010        }
2011
2012        // Four corners of the rectangle defining a thick line
2013        vec2 p1 = a - n;
2014        vec2 p2 = a + n;
2015        vec2 p3 = b + n;
2016        vec2 p4 = b - n;
2017
2018
2019        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2020        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2021        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2022        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2023
2024        if (!quickReject(left, top, right, bottom)) {
2025            if (!isAA) {
2026                if (prevVertex != NULL) {
2027                    // Issue two repeat vertices to create degenerate triangles to bridge
2028                    // between the previous line and the new one. This is necessary because
2029                    // we are creating a single triangle_strip which will contain
2030                    // potentially discontinuous line segments.
2031                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2032                    Vertex::set(vertices++, p1.x, p1.y);
2033                    generatedVerticesCount += 2;
2034                }
2035
2036                Vertex::set(vertices++, p1.x, p1.y);
2037                Vertex::set(vertices++, p2.x, p2.y);
2038                Vertex::set(vertices++, p4.x, p4.y);
2039                Vertex::set(vertices++, p3.x, p3.y);
2040
2041                prevVertex = vertices - 1;
2042                generatedVerticesCount += 4;
2043            } else {
2044                if (!isHairLine && scaled) {
2045                    // Must set width proportions per-segment for scaled non-hairlines to use the
2046                    // correct AA boundary dimensions
2047                    if (boundaryWidthSlot < 0) {
2048                        boundaryWidthSlot =
2049                                mCaches.currentProgram->getUniform("boundaryWidth");
2050                        inverseBoundaryWidthSlot =
2051                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
2052                    }
2053
2054                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2055                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
2056                }
2057
2058                if (boundaryLengthSlot < 0) {
2059                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2060                    inverseBoundaryLengthSlot =
2061                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2062                }
2063
2064                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2065                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2066
2067                if (prevAAVertex != NULL) {
2068                    // Issue two repeat vertices to create degenerate triangles to bridge
2069                    // between the previous line and the new one. This is necessary because
2070                    // we are creating a single triangle_strip which will contain
2071                    // potentially discontinuous line segments.
2072                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2073                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2074                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2075                    generatedVerticesCount += 2;
2076                }
2077
2078                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2079                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2080                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2081                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2082
2083                prevAAVertex = aaVertices - 1;
2084                generatedVerticesCount += 4;
2085            }
2086
2087            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2088                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2089                    *mSnapshot->transform);
2090        }
2091    }
2092
2093    if (generatedVerticesCount > 0) {
2094       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2095    }
2096
2097    if (isAA) {
2098        finishDrawAALine(widthSlot, lengthSlot);
2099    }
2100
2101    return DrawGlInfo::kStatusDrew;
2102}
2103
2104status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2105    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2106
2107    // TODO: The paint's cap style defines whether the points are square or circular
2108    // TODO: Handle AA for round points
2109
2110    // A stroke width of 0 has a special meaning in Skia:
2111    // it draws an unscaled 1px point
2112    float strokeWidth = paint->getStrokeWidth();
2113    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2114    if (isHairLine) {
2115        // Now that we know it's hairline, we can set the effective width, to be used later
2116        strokeWidth = 1.0f;
2117    }
2118    const float halfWidth = strokeWidth / 2;
2119    int alpha;
2120    SkXfermode::Mode mode;
2121    getAlphaAndMode(paint, &alpha, &mode);
2122
2123    int verticesCount = count >> 1;
2124    int generatedVerticesCount = 0;
2125
2126    TextureVertex pointsData[verticesCount];
2127    TextureVertex* vertex = &pointsData[0];
2128
2129    setupDraw();
2130    setupDrawNoTexture();
2131    setupDrawPoint(strokeWidth);
2132    setupDrawColor(paint->getColor(), alpha);
2133    setupDrawColorFilter();
2134    setupDrawShader();
2135    setupDrawBlending(mode);
2136    setupDrawProgram();
2137    setupDrawModelViewIdentity(true);
2138    setupDrawColorUniforms();
2139    setupDrawColorFilterUniforms();
2140    setupDrawPointUniforms();
2141    setupDrawShaderIdentityUniforms();
2142    setupDrawMesh(vertex);
2143
2144    for (int i = 0; i < count; i += 2) {
2145        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2146        generatedVerticesCount++;
2147
2148        float left = points[i] - halfWidth;
2149        float right = points[i] + halfWidth;
2150        float top = points[i + 1] - halfWidth;
2151        float bottom = points [i + 1] + halfWidth;
2152
2153        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2154    }
2155
2156    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2157
2158    return DrawGlInfo::kStatusDrew;
2159}
2160
2161status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2162    // No need to check against the clip, we fill the clip region
2163    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2164
2165    Rect& clip(*mSnapshot->clipRect);
2166    clip.snapToPixelBoundaries();
2167
2168    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2169
2170    return DrawGlInfo::kStatusDrew;
2171}
2172
2173status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2174        SkPaint* paint) {
2175    if (!texture) return DrawGlInfo::kStatusDone;
2176    const AutoTexture autoCleanup(texture);
2177
2178    const float x = left + texture->left - texture->offset;
2179    const float y = top + texture->top - texture->offset;
2180
2181    drawPathTexture(texture, x, y, paint);
2182
2183    return DrawGlInfo::kStatusDrew;
2184}
2185
2186status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2187        float rx, float ry, SkPaint* paint) {
2188    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2189
2190    mCaches.activeTexture(0);
2191    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2192            right - left, bottom - top, rx, ry, paint);
2193    return drawShape(left, top, texture, paint);
2194}
2195
2196status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2197    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2198
2199    mCaches.activeTexture(0);
2200    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2201    return drawShape(x - radius, y - radius, texture, paint);
2202}
2203
2204status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2205        SkPaint* paint) {
2206    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2207
2208    mCaches.activeTexture(0);
2209    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2210    return drawShape(left, top, texture, paint);
2211}
2212
2213status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2214        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2215    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2216
2217    if (fabs(sweepAngle) >= 360.0f) {
2218        return drawOval(left, top, right, bottom, paint);
2219    }
2220
2221    mCaches.activeTexture(0);
2222    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2223            startAngle, sweepAngle, useCenter, paint);
2224    return drawShape(left, top, texture, paint);
2225}
2226
2227status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2228        SkPaint* paint) {
2229    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2230
2231    mCaches.activeTexture(0);
2232    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2233    return drawShape(left, top, texture, paint);
2234}
2235
2236status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2237    if (p->getStyle() != SkPaint::kFill_Style) {
2238        return drawRectAsShape(left, top, right, bottom, p);
2239    }
2240
2241    if (quickReject(left, top, right, bottom)) {
2242        return DrawGlInfo::kStatusDone;
2243    }
2244
2245    SkXfermode::Mode mode;
2246    if (!mCaches.extensions.hasFramebufferFetch()) {
2247        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2248        if (!isMode) {
2249            // Assume SRC_OVER
2250            mode = SkXfermode::kSrcOver_Mode;
2251        }
2252    } else {
2253        mode = getXfermode(p->getXfermode());
2254    }
2255
2256    int color = p->getColor();
2257    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2258        drawAARect(left, top, right, bottom, color, mode);
2259    } else {
2260        drawColorRect(left, top, right, bottom, color, mode);
2261    }
2262
2263    return DrawGlInfo::kStatusDrew;
2264}
2265
2266status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2267        const float* positions, SkPaint* paint) {
2268    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2269            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2270        return DrawGlInfo::kStatusDone;
2271    }
2272
2273    // NOTE: Skia does not support perspective transform on drawPosText yet
2274    if (!mSnapshot->transform->isSimple()) {
2275        return DrawGlInfo::kStatusDone;
2276    }
2277
2278    float x = 0.0f;
2279    float y = 0.0f;
2280    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2281    if (pureTranslate) {
2282        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2283        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2284    }
2285
2286    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2287    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2288            paint->getTextSize());
2289
2290    int alpha;
2291    SkXfermode::Mode mode;
2292    getAlphaAndMode(paint, &alpha, &mode);
2293
2294    // Pick the appropriate texture filtering
2295    bool linearFilter = mSnapshot->transform->changesBounds();
2296    if (pureTranslate && !linearFilter) {
2297        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2298    }
2299
2300    mCaches.activeTexture(0);
2301    setupDraw();
2302    setupDrawDirtyRegionsDisabled();
2303    setupDrawWithTexture(true);
2304    setupDrawAlpha8Color(paint->getColor(), alpha);
2305    setupDrawColorFilter();
2306    setupDrawShader();
2307    setupDrawBlending(true, mode);
2308    setupDrawProgram();
2309    setupDrawModelView(x, y, x, y, pureTranslate, true);
2310    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2311    setupDrawPureColorUniforms();
2312    setupDrawColorFilterUniforms();
2313    setupDrawShaderUniforms(pureTranslate);
2314
2315    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2316    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2317
2318#if RENDER_LAYERS_AS_REGIONS
2319    const bool hasActiveLayer = hasLayer();
2320#else
2321    const bool hasActiveLayer = false;
2322#endif
2323
2324    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2325            positions, hasActiveLayer ? &bounds : NULL)) {
2326#if RENDER_LAYERS_AS_REGIONS
2327        if (hasActiveLayer) {
2328            if (!pureTranslate) {
2329                mSnapshot->transform->mapRect(bounds);
2330            }
2331            dirtyLayerUnchecked(bounds, getRegion());
2332        }
2333#endif
2334    }
2335
2336    return DrawGlInfo::kStatusDrew;
2337}
2338
2339status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2340        float x, float y, SkPaint* paint, float length) {
2341    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2342            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2343        return DrawGlInfo::kStatusDone;
2344    }
2345
2346    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2347    switch (paint->getTextAlign()) {
2348        case SkPaint::kCenter_Align:
2349            x -= length / 2.0f;
2350            break;
2351        case SkPaint::kRight_Align:
2352            x -= length;
2353            break;
2354        default:
2355            break;
2356    }
2357
2358    SkPaint::FontMetrics metrics;
2359    paint->getFontMetrics(&metrics, 0.0f);
2360    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2361        return DrawGlInfo::kStatusDone;
2362    }
2363
2364    const float oldX = x;
2365    const float oldY = y;
2366    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2367    if (CC_LIKELY(pureTranslate)) {
2368        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2369        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2370    }
2371
2372#if DEBUG_GLYPHS
2373    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2374#endif
2375
2376    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2377    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2378            paint->getTextSize());
2379
2380    int alpha;
2381    SkXfermode::Mode mode;
2382    getAlphaAndMode(paint, &alpha, &mode);
2383
2384    if (CC_UNLIKELY(mHasShadow)) {
2385        mCaches.activeTexture(0);
2386
2387        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2388        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2389                paint, text, bytesCount, count, mShadowRadius);
2390        const AutoTexture autoCleanup(shadow);
2391
2392        const float sx = oldX - shadow->left + mShadowDx;
2393        const float sy = oldY - shadow->top + mShadowDy;
2394
2395        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2396        int shadowColor = mShadowColor;
2397        if (mShader) {
2398            shadowColor = 0xffffffff;
2399        }
2400
2401        setupDraw();
2402        setupDrawWithTexture(true);
2403        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2404        setupDrawColorFilter();
2405        setupDrawShader();
2406        setupDrawBlending(true, mode);
2407        setupDrawProgram();
2408        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2409        setupDrawTexture(shadow->id);
2410        setupDrawPureColorUniforms();
2411        setupDrawColorFilterUniforms();
2412        setupDrawShaderUniforms();
2413        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2414
2415        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2416    }
2417
2418    // Pick the appropriate texture filtering
2419    bool linearFilter = mSnapshot->transform->changesBounds();
2420    if (pureTranslate && !linearFilter) {
2421        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2422    }
2423
2424    // The font renderer will always use texture unit 0
2425    mCaches.activeTexture(0);
2426    setupDraw();
2427    setupDrawDirtyRegionsDisabled();
2428    setupDrawWithTexture(true);
2429    setupDrawAlpha8Color(paint->getColor(), alpha);
2430    setupDrawColorFilter();
2431    setupDrawShader();
2432    setupDrawBlending(true, mode);
2433    setupDrawProgram();
2434    setupDrawModelView(x, y, x, y, pureTranslate, true);
2435    // See comment above; the font renderer must use texture unit 0
2436    // assert(mTextureUnit == 0)
2437    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2438    setupDrawPureColorUniforms();
2439    setupDrawColorFilterUniforms();
2440    setupDrawShaderUniforms(pureTranslate);
2441
2442    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2443    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2444
2445#if RENDER_LAYERS_AS_REGIONS
2446    const bool hasActiveLayer = hasLayer();
2447#else
2448    const bool hasActiveLayer = false;
2449#endif
2450
2451    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2452            hasActiveLayer ? &bounds : NULL)) {
2453#if RENDER_LAYERS_AS_REGIONS
2454        if (hasActiveLayer) {
2455            if (!pureTranslate) {
2456                mSnapshot->transform->mapRect(bounds);
2457            }
2458            dirtyLayerUnchecked(bounds, getRegion());
2459        }
2460#endif
2461    }
2462
2463    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2464
2465    return DrawGlInfo::kStatusDrew;
2466}
2467
2468status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2469        float hOffset, float vOffset, SkPaint* paint) {
2470    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2471            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2472        return DrawGlInfo::kStatusDone;
2473    }
2474
2475    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2476    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2477            paint->getTextSize());
2478
2479    int alpha;
2480    SkXfermode::Mode mode;
2481    getAlphaAndMode(paint, &alpha, &mode);
2482
2483    mCaches.activeTexture(0);
2484    setupDraw();
2485    setupDrawDirtyRegionsDisabled();
2486    setupDrawWithTexture(true);
2487    setupDrawAlpha8Color(paint->getColor(), alpha);
2488    setupDrawColorFilter();
2489    setupDrawShader();
2490    setupDrawBlending(true, mode);
2491    setupDrawProgram();
2492    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2493    setupDrawTexture(fontRenderer.getTexture(true));
2494    setupDrawPureColorUniforms();
2495    setupDrawColorFilterUniforms();
2496    setupDrawShaderUniforms(false);
2497
2498    const Rect* clip = &mSnapshot->getLocalClip();
2499    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2500
2501#if RENDER_LAYERS_AS_REGIONS
2502    const bool hasActiveLayer = hasLayer();
2503#else
2504    const bool hasActiveLayer = false;
2505#endif
2506
2507    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2508            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2509#if RENDER_LAYERS_AS_REGIONS
2510        if (hasActiveLayer) {
2511            mSnapshot->transform->mapRect(bounds);
2512            dirtyLayerUnchecked(bounds, getRegion());
2513        }
2514#endif
2515    }
2516
2517    return DrawGlInfo::kStatusDrew;
2518}
2519
2520status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2521    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2522
2523    mCaches.activeTexture(0);
2524
2525    // TODO: Perform early clip test before we rasterize the path
2526    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2527    if (!texture) return DrawGlInfo::kStatusDone;
2528    const AutoTexture autoCleanup(texture);
2529
2530    const float x = texture->left - texture->offset;
2531    const float y = texture->top - texture->offset;
2532
2533    drawPathTexture(texture, x, y, paint);
2534
2535    return DrawGlInfo::kStatusDrew;
2536}
2537
2538status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2539    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2540        return DrawGlInfo::kStatusDone;
2541    }
2542
2543    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2544        OpenGLRenderer* renderer = layer->renderer;
2545        Rect& dirty = layer->dirtyRect;
2546
2547        interrupt();
2548        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2549        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2550        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2551        renderer->finish();
2552        resume();
2553
2554        dirty.setEmpty();
2555        layer->deferredUpdateScheduled = false;
2556        layer->renderer = NULL;
2557        layer->displayList = NULL;
2558    }
2559
2560    mCaches.activeTexture(0);
2561
2562    int alpha;
2563    SkXfermode::Mode mode;
2564    getAlphaAndMode(paint, &alpha, &mode);
2565
2566    layer->setAlpha(alpha, mode);
2567
2568#if RENDER_LAYERS_AS_REGIONS
2569    if (CC_LIKELY(!layer->region.isEmpty())) {
2570        if (layer->region.isRect()) {
2571            composeLayerRect(layer, layer->regionRect);
2572        } else if (layer->mesh) {
2573            const float a = alpha / 255.0f;
2574            const Rect& rect = layer->layer;
2575
2576            setupDraw();
2577            setupDrawWithTexture();
2578            setupDrawColor(a, a, a, a);
2579            setupDrawColorFilter();
2580            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2581            setupDrawProgram();
2582            setupDrawPureColorUniforms();
2583            setupDrawColorFilterUniforms();
2584            setupDrawTexture(layer->getTexture());
2585            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2586                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2587                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2588
2589                layer->setFilter(GL_NEAREST);
2590                setupDrawModelViewTranslate(x, y,
2591                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2592            } else {
2593                layer->setFilter(GL_LINEAR);
2594                setupDrawModelViewTranslate(x, y,
2595                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2596            }
2597            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2598
2599            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2600                    GL_UNSIGNED_SHORT, layer->meshIndices);
2601
2602            finishDrawTexture();
2603
2604#if DEBUG_LAYERS_AS_REGIONS
2605            drawRegionRects(layer->region);
2606#endif
2607        }
2608    }
2609#else
2610    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2611    composeLayerRect(layer, r);
2612#endif
2613
2614    return DrawGlInfo::kStatusDrew;
2615}
2616
2617///////////////////////////////////////////////////////////////////////////////
2618// Shaders
2619///////////////////////////////////////////////////////////////////////////////
2620
2621void OpenGLRenderer::resetShader() {
2622    mShader = NULL;
2623}
2624
2625void OpenGLRenderer::setupShader(SkiaShader* shader) {
2626    mShader = shader;
2627    if (mShader) {
2628        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2629    }
2630}
2631
2632///////////////////////////////////////////////////////////////////////////////
2633// Color filters
2634///////////////////////////////////////////////////////////////////////////////
2635
2636void OpenGLRenderer::resetColorFilter() {
2637    mColorFilter = NULL;
2638}
2639
2640void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2641    mColorFilter = filter;
2642}
2643
2644///////////////////////////////////////////////////////////////////////////////
2645// Drop shadow
2646///////////////////////////////////////////////////////////////////////////////
2647
2648void OpenGLRenderer::resetShadow() {
2649    mHasShadow = false;
2650}
2651
2652void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2653    mHasShadow = true;
2654    mShadowRadius = radius;
2655    mShadowDx = dx;
2656    mShadowDy = dy;
2657    mShadowColor = color;
2658}
2659
2660///////////////////////////////////////////////////////////////////////////////
2661// Draw filters
2662///////////////////////////////////////////////////////////////////////////////
2663
2664void OpenGLRenderer::resetPaintFilter() {
2665    mHasDrawFilter = false;
2666}
2667
2668void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2669    mHasDrawFilter = true;
2670    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2671    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2672}
2673
2674SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2675    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2676
2677    uint32_t flags = paint->getFlags();
2678
2679    mFilteredPaint = *paint;
2680    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2681
2682    return &mFilteredPaint;
2683}
2684
2685///////////////////////////////////////////////////////////////////////////////
2686// Drawing implementation
2687///////////////////////////////////////////////////////////////////////////////
2688
2689void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2690        float x, float y, SkPaint* paint) {
2691    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2692        return;
2693    }
2694
2695    int alpha;
2696    SkXfermode::Mode mode;
2697    getAlphaAndMode(paint, &alpha, &mode);
2698
2699    setupDraw();
2700    setupDrawWithTexture(true);
2701    setupDrawAlpha8Color(paint->getColor(), alpha);
2702    setupDrawColorFilter();
2703    setupDrawShader();
2704    setupDrawBlending(true, mode);
2705    setupDrawProgram();
2706    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2707    setupDrawTexture(texture->id);
2708    setupDrawPureColorUniforms();
2709    setupDrawColorFilterUniforms();
2710    setupDrawShaderUniforms();
2711    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2712
2713    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2714
2715    finishDrawTexture();
2716}
2717
2718// Same values used by Skia
2719#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2720#define kStdUnderline_Offset    (1.0f / 9.0f)
2721#define kStdUnderline_Thickness (1.0f / 18.0f)
2722
2723void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2724        float x, float y, SkPaint* paint) {
2725    // Handle underline and strike-through
2726    uint32_t flags = paint->getFlags();
2727    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2728        SkPaint paintCopy(*paint);
2729        float underlineWidth = length;
2730        // If length is > 0.0f, we already measured the text for the text alignment
2731        if (length <= 0.0f) {
2732            underlineWidth = paintCopy.measureText(text, bytesCount);
2733        }
2734
2735        float offsetX = 0;
2736        switch (paintCopy.getTextAlign()) {
2737            case SkPaint::kCenter_Align:
2738                offsetX = underlineWidth * 0.5f;
2739                break;
2740            case SkPaint::kRight_Align:
2741                offsetX = underlineWidth;
2742                break;
2743            default:
2744                break;
2745        }
2746
2747        if (CC_LIKELY(underlineWidth > 0.0f)) {
2748            const float textSize = paintCopy.getTextSize();
2749            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2750
2751            const float left = x - offsetX;
2752            float top = 0.0f;
2753
2754            int linesCount = 0;
2755            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2756            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2757
2758            const int pointsCount = 4 * linesCount;
2759            float points[pointsCount];
2760            int currentPoint = 0;
2761
2762            if (flags & SkPaint::kUnderlineText_Flag) {
2763                top = y + textSize * kStdUnderline_Offset;
2764                points[currentPoint++] = left;
2765                points[currentPoint++] = top;
2766                points[currentPoint++] = left + underlineWidth;
2767                points[currentPoint++] = top;
2768            }
2769
2770            if (flags & SkPaint::kStrikeThruText_Flag) {
2771                top = y + textSize * kStdStrikeThru_Offset;
2772                points[currentPoint++] = left;
2773                points[currentPoint++] = top;
2774                points[currentPoint++] = left + underlineWidth;
2775                points[currentPoint++] = top;
2776            }
2777
2778            paintCopy.setStrokeWidth(strokeWidth);
2779
2780            drawLines(&points[0], pointsCount, &paintCopy);
2781        }
2782    }
2783}
2784
2785void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2786        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2787    // If a shader is set, preserve only the alpha
2788    if (mShader) {
2789        color |= 0x00ffffff;
2790    }
2791
2792    setupDraw();
2793    setupDrawNoTexture();
2794    setupDrawColor(color);
2795    setupDrawShader();
2796    setupDrawColorFilter();
2797    setupDrawBlending(mode);
2798    setupDrawProgram();
2799    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2800    setupDrawColorUniforms();
2801    setupDrawShaderUniforms(ignoreTransform);
2802    setupDrawColorFilterUniforms();
2803    setupDrawSimpleMesh();
2804
2805    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2806}
2807
2808void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2809        Texture* texture, SkPaint* paint) {
2810    int alpha;
2811    SkXfermode::Mode mode;
2812    getAlphaAndMode(paint, &alpha, &mode);
2813
2814    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2815
2816    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2817        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2818        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2819
2820        texture->setFilter(GL_NEAREST, true);
2821        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2822                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2823                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2824    } else {
2825        texture->setFilter(FILTER(paint), true);
2826        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2827                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2828                GL_TRIANGLE_STRIP, gMeshCount);
2829    }
2830}
2831
2832void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2833        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2834    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2835            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2836}
2837
2838void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2839        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2840        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2841        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2842
2843    setupDraw();
2844    setupDrawWithTexture();
2845    setupDrawColor(alpha, alpha, alpha, alpha);
2846    setupDrawColorFilter();
2847    setupDrawBlending(blend, mode, swapSrcDst);
2848    setupDrawProgram();
2849    if (!dirty) {
2850        setupDrawDirtyRegionsDisabled();
2851    }
2852    if (!ignoreScale) {
2853        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2854    } else {
2855        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2856    }
2857    setupDrawPureColorUniforms();
2858    setupDrawColorFilterUniforms();
2859    setupDrawTexture(texture);
2860    setupDrawMesh(vertices, texCoords, vbo);
2861
2862    glDrawArrays(drawMode, 0, elementsCount);
2863
2864    finishDrawTexture();
2865}
2866
2867void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2868        ProgramDescription& description, bool swapSrcDst) {
2869    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2870
2871    if (blend) {
2872        // These blend modes are not supported by OpenGL directly and have
2873        // to be implemented using shaders. Since the shader will perform
2874        // the blending, turn blending off here
2875        // If the blend mode cannot be implemented using shaders, fall
2876        // back to the default SrcOver blend mode instead
2877        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2878            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2879                description.framebufferMode = mode;
2880                description.swapSrcDst = swapSrcDst;
2881
2882                if (mCaches.blend) {
2883                    glDisable(GL_BLEND);
2884                    mCaches.blend = false;
2885                }
2886
2887                return;
2888            } else {
2889                mode = SkXfermode::kSrcOver_Mode;
2890            }
2891        }
2892
2893        if (!mCaches.blend) {
2894            glEnable(GL_BLEND);
2895        }
2896
2897        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2898        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2899
2900        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2901            glBlendFunc(sourceMode, destMode);
2902            mCaches.lastSrcMode = sourceMode;
2903            mCaches.lastDstMode = destMode;
2904        }
2905    } else if (mCaches.blend) {
2906        glDisable(GL_BLEND);
2907    }
2908    mCaches.blend = blend;
2909}
2910
2911bool OpenGLRenderer::useProgram(Program* program) {
2912    if (!program->isInUse()) {
2913        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2914        program->use();
2915        mCaches.currentProgram = program;
2916        return false;
2917    }
2918    return true;
2919}
2920
2921void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2922    TextureVertex* v = &mMeshVertices[0];
2923    TextureVertex::setUV(v++, u1, v1);
2924    TextureVertex::setUV(v++, u2, v1);
2925    TextureVertex::setUV(v++, u1, v2);
2926    TextureVertex::setUV(v++, u2, v2);
2927}
2928
2929void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2930    if (paint) {
2931        *mode = getXfermode(paint->getXfermode());
2932
2933        // Skia draws using the color's alpha channel if < 255
2934        // Otherwise, it uses the paint's alpha
2935        int color = paint->getColor();
2936        *alpha = (color >> 24) & 0xFF;
2937        if (*alpha == 255) {
2938            *alpha = paint->getAlpha();
2939        }
2940    } else {
2941        *mode = SkXfermode::kSrcOver_Mode;
2942        *alpha = 255;
2943    }
2944    *alpha *= mSnapshot->alpha;
2945}
2946
2947SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2948    SkXfermode::Mode resultMode;
2949    if (!SkXfermode::AsMode(mode, &resultMode)) {
2950        resultMode = SkXfermode::kSrcOver_Mode;
2951    }
2952    return resultMode;
2953}
2954
2955}; // namespace uirenderer
2956}; // namespace android
2957