OpenGLRenderer.cpp revision 32f05e343c5ffb17f3235942bcda651bd3b9f1d6
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 <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Functions
111///////////////////////////////////////////////////////////////////////////////
112
113template<typename T>
114static inline T min(T a, T b) {
115    return a < b ? a : b;
116}
117
118///////////////////////////////////////////////////////////////////////////////
119// Constructors/destructor
120///////////////////////////////////////////////////////////////////////////////
121
122OpenGLRenderer::OpenGLRenderer():
123        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
124    // *set* draw modifiers to be 0
125    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
126    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
127
128    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
129
130    mFirstSnapshot = new Snapshot;
131    mFrameStarted = false;
132    mCountOverdraw = false;
133
134    mScissorOptimizationDisabled = false;
135}
136
137OpenGLRenderer::~OpenGLRenderer() {
138    // The context has already been destroyed at this point, do not call
139    // GL APIs. All GL state should be kept in Caches.h
140}
141
142void OpenGLRenderer::initProperties() {
143    char property[PROPERTY_VALUE_MAX];
144    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
145        mScissorOptimizationDisabled = !strcasecmp(property, "true");
146        INIT_LOGD("  Scissor optimization %s",
147                mScissorOptimizationDisabled ? "disabled" : "enabled");
148    } else {
149        INIT_LOGD("  Scissor optimization enabled");
150    }
151}
152
153///////////////////////////////////////////////////////////////////////////////
154// Setup
155///////////////////////////////////////////////////////////////////////////////
156
157void OpenGLRenderer::setName(const char* name) {
158    if (name) {
159        mName.setTo(name);
160    } else {
161        mName.clear();
162    }
163}
164
165const char* OpenGLRenderer::getName() const {
166    return mName.string();
167}
168
169bool OpenGLRenderer::isDeferred() {
170    return false;
171}
172
173void OpenGLRenderer::setViewport(int width, int height) {
174    initViewport(width, height);
175
176    glDisable(GL_DITHER);
177    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
178
179    glEnableVertexAttribArray(Program::kBindingPosition);
180}
181
182void OpenGLRenderer::initViewport(int width, int height) {
183    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
184
185    mWidth = width;
186    mHeight = height;
187
188    mFirstSnapshot->height = height;
189    mFirstSnapshot->viewport.set(0, 0, width, height);
190}
191
192void OpenGLRenderer::setupFrameState(float left, float top,
193        float right, float bottom, bool opaque) {
194    mCaches.clearGarbage();
195
196    mOpaque = opaque;
197    mSnapshot = new Snapshot(mFirstSnapshot,
198            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
199    mSnapshot->fbo = getTargetFbo();
200    mSaveCount = 1;
201
202    mSnapshot->setClip(left, top, right, bottom);
203    mTilingClip.set(left, top, right, bottom);
204}
205
206status_t OpenGLRenderer::startFrame() {
207    if (mFrameStarted) return DrawGlInfo::kStatusDone;
208    mFrameStarted = true;
209
210    mDirtyClip = true;
211
212    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
213
214    glViewport(0, 0, mWidth, mHeight);
215
216    // Functors break the tiling extension in pretty spectacular ways
217    // This ensures we don't use tiling when a functor is going to be
218    // invoked during the frame
219    mSuppressTiling = mCaches.hasRegisteredFunctors();
220
221    startTiling(mSnapshot, true);
222
223    debugOverdraw(true, true);
224
225    return clear(mTilingClip.left, mTilingClip.top,
226            mTilingClip.right, mTilingClip.bottom, mOpaque);
227}
228
229status_t OpenGLRenderer::prepare(bool opaque) {
230    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
231}
232
233status_t OpenGLRenderer::prepareDirty(float left, float top,
234        float right, float bottom, bool opaque) {
235
236    setupFrameState(left, top, right, bottom, opaque);
237
238    // Layer renderers will start the frame immediately
239    // The framebuffer renderer will first defer the display list
240    // for each layer and wait until the first drawing command
241    // to start the frame
242    if (mSnapshot->fbo == 0) {
243        syncState();
244        updateLayers();
245    } else {
246        return startFrame();
247    }
248
249    return DrawGlInfo::kStatusDone;
250}
251
252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
253    // If we know that we are going to redraw the entire framebuffer,
254    // perform a discard to let the driver know we don't need to preserve
255    // the back buffer for this frame.
256    if (mExtensions.hasDiscardFramebuffer() &&
257            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
258        const bool isFbo = getTargetFbo() == 0;
259        const GLenum attachments[] = {
260                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
261                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
262        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
263    }
264}
265
266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
267    if (!opaque || mCountOverdraw) {
268        mCaches.enableScissor();
269        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
270        glClear(GL_COLOR_BUFFER_BIT);
271        return DrawGlInfo::kStatusDrew;
272    }
273
274    mCaches.resetScissor();
275    return DrawGlInfo::kStatusDone;
276}
277
278void OpenGLRenderer::syncState() {
279    if (mCaches.blend) {
280        glEnable(GL_BLEND);
281    } else {
282        glDisable(GL_BLEND);
283    }
284}
285
286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
287    if (!mSuppressTiling) {
288        Rect* clip = &mTilingClip;
289        if (s->flags & Snapshot::kFlagFboTarget) {
290            clip = &(s->layer->clipRect);
291        }
292
293        startTiling(*clip, s->height, opaque);
294    }
295}
296
297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
298    if (!mSuppressTiling) {
299        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
300                clip.right - clip.left, clip.bottom - clip.top, opaque);
301    }
302}
303
304void OpenGLRenderer::endTiling() {
305    if (!mSuppressTiling) mCaches.endTiling();
306}
307
308void OpenGLRenderer::finish() {
309    renderOverdraw();
310    endTiling();
311
312    // When finish() is invoked on FBO 0 we've reached the end
313    // of the current frame
314    if (getTargetFbo() == 0) {
315        mCaches.pathCache.trim();
316    }
317
318    if (!suppressErrorChecks()) {
319#if DEBUG_OPENGL
320        GLenum status = GL_NO_ERROR;
321        while ((status = glGetError()) != GL_NO_ERROR) {
322            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
323            switch (status) {
324                case GL_INVALID_ENUM:
325                    ALOGE("  GL_INVALID_ENUM");
326                    break;
327                case GL_INVALID_VALUE:
328                    ALOGE("  GL_INVALID_VALUE");
329                    break;
330                case GL_INVALID_OPERATION:
331                    ALOGE("  GL_INVALID_OPERATION");
332                    break;
333                case GL_OUT_OF_MEMORY:
334                    ALOGE("  Out of memory!");
335                    break;
336            }
337        }
338#endif
339
340#if DEBUG_MEMORY_USAGE
341        mCaches.dumpMemoryUsage();
342#else
343        if (mCaches.getDebugLevel() & kDebugMemory) {
344            mCaches.dumpMemoryUsage();
345        }
346#endif
347    }
348
349    if (mCountOverdraw) {
350        countOverdraw();
351    }
352
353    mFrameStarted = false;
354}
355
356void OpenGLRenderer::interrupt() {
357    if (mCaches.currentProgram) {
358        if (mCaches.currentProgram->isInUse()) {
359            mCaches.currentProgram->remove();
360            mCaches.currentProgram = NULL;
361        }
362    }
363    mCaches.resetActiveTexture();
364    mCaches.unbindMeshBuffer();
365    mCaches.unbindIndicesBuffer();
366    mCaches.resetVertexPointers();
367    mCaches.disableTexCoordsVertexArray();
368    debugOverdraw(false, false);
369}
370
371void OpenGLRenderer::resume() {
372    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
373    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
374    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
375    debugOverdraw(true, false);
376
377    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
378
379    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
380    mCaches.enableScissor();
381    mCaches.resetScissor();
382    dirtyClip();
383
384    mCaches.activeTexture(0);
385    mCaches.resetBoundTextures();
386
387    mCaches.blend = true;
388    glEnable(GL_BLEND);
389    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
390    glBlendEquation(GL_FUNC_ADD);
391}
392
393void OpenGLRenderer::resumeAfterLayer() {
394    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
395    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
396    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
397    debugOverdraw(true, false);
398
399    mCaches.resetScissor();
400    dirtyClip();
401}
402
403void OpenGLRenderer::detachFunctor(Functor* functor) {
404    mFunctors.remove(functor);
405}
406
407void OpenGLRenderer::attachFunctor(Functor* functor) {
408    mFunctors.add(functor);
409}
410
411status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
412    status_t result = DrawGlInfo::kStatusDone;
413    size_t count = mFunctors.size();
414
415    if (count > 0) {
416        interrupt();
417        SortedVector<Functor*> functors(mFunctors);
418        mFunctors.clear();
419
420        DrawGlInfo info;
421        info.clipLeft = 0;
422        info.clipTop = 0;
423        info.clipRight = 0;
424        info.clipBottom = 0;
425        info.isLayer = false;
426        info.width = 0;
427        info.height = 0;
428        memset(info.transform, 0, sizeof(float) * 16);
429
430        for (size_t i = 0; i < count; i++) {
431            Functor* f = functors.itemAt(i);
432            result |= (*f)(DrawGlInfo::kModeProcess, &info);
433
434            if (result & DrawGlInfo::kStatusDraw) {
435                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
436                dirty.unionWith(localDirty);
437            }
438
439            if (result & DrawGlInfo::kStatusInvoke) {
440                mFunctors.add(f);
441            }
442        }
443        resume();
444    }
445
446    return result;
447}
448
449status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
450    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
451
452    detachFunctor(functor);
453
454
455    Rect clip(*mSnapshot->clipRect);
456    clip.snapToPixelBoundaries();
457
458    // Since we don't know what the functor will draw, let's dirty
459    // tne entire clip region
460    if (hasLayer()) {
461        dirtyLayerUnchecked(clip, getRegion());
462    }
463
464    DrawGlInfo info;
465    info.clipLeft = clip.left;
466    info.clipTop = clip.top;
467    info.clipRight = clip.right;
468    info.clipBottom = clip.bottom;
469    info.isLayer = hasLayer();
470    info.width = getSnapshot()->viewport.getWidth();
471    info.height = getSnapshot()->height;
472    getSnapshot()->transform->copyTo(&info.transform[0]);
473
474    bool dirtyClip = mDirtyClip;
475    // setup GL state for functor
476    if (mDirtyClip) {
477        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
478    }
479    if (mCaches.enableScissor() || dirtyClip) {
480        setScissorFromClip();
481    }
482    interrupt();
483
484    // call functor immediately after GL state setup
485    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
486
487    if (result != DrawGlInfo::kStatusDone) {
488        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
489        dirty.unionWith(localDirty);
490
491        if (result & DrawGlInfo::kStatusInvoke) {
492            mFunctors.add(functor);
493        }
494    }
495
496    resume();
497    return result | DrawGlInfo::kStatusDrew;
498}
499
500///////////////////////////////////////////////////////////////////////////////
501// Debug
502///////////////////////////////////////////////////////////////////////////////
503
504void OpenGLRenderer::eventMark(const char* name) const {
505    mCaches.eventMark(0, name);
506}
507
508void OpenGLRenderer::startMark(const char* name) const {
509    mCaches.startMark(0, name);
510}
511
512void OpenGLRenderer::endMark() const {
513    mCaches.endMark();
514}
515
516void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
517    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
518        if (clear) {
519            mCaches.disableScissor();
520            mCaches.stencil.clear();
521        }
522        if (enable) {
523            mCaches.stencil.enableDebugWrite();
524        } else {
525            mCaches.stencil.disable();
526        }
527    }
528}
529
530void OpenGLRenderer::renderOverdraw() {
531    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
532        const Rect* clip = &mTilingClip;
533
534        mCaches.enableScissor();
535        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
536                clip->right - clip->left, clip->bottom - clip->top);
537
538        // 1x overdraw
539        mCaches.stencil.enableDebugTest(2);
540        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
541
542        // 2x overdraw
543        mCaches.stencil.enableDebugTest(3);
544        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
545
546        // 3x overdraw
547        mCaches.stencil.enableDebugTest(4);
548        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
549
550        // 4x overdraw and higher
551        mCaches.stencil.enableDebugTest(4, true);
552        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
553
554        mCaches.stencil.disable();
555    }
556}
557
558void OpenGLRenderer::countOverdraw() {
559    size_t count = mWidth * mHeight;
560    uint32_t* buffer = new uint32_t[count];
561    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
562
563    size_t total = 0;
564    for (size_t i = 0; i < count; i++) {
565        total += buffer[i] & 0xff;
566    }
567
568    mOverdraw = total / float(count);
569
570    delete[] buffer;
571}
572
573///////////////////////////////////////////////////////////////////////////////
574// Layers
575///////////////////////////////////////////////////////////////////////////////
576
577bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
578    if (layer->deferredUpdateScheduled && layer->renderer &&
579            layer->displayList && layer->displayList->isRenderable()) {
580        ATRACE_CALL();
581
582        Rect& dirty = layer->dirtyRect;
583
584        if (inFrame) {
585            endTiling();
586            debugOverdraw(false, false);
587        }
588
589        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
590            layer->render();
591        } else {
592            layer->defer();
593        }
594
595        if (inFrame) {
596            resumeAfterLayer();
597            startTiling(mSnapshot);
598        }
599
600        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
601        layer->hasDrawnSinceUpdate = false;
602
603        return true;
604    }
605
606    return false;
607}
608
609void OpenGLRenderer::updateLayers() {
610    // If draw deferring is enabled this method will simply defer
611    // the display list of each individual layer. The layers remain
612    // in the layer updates list which will be cleared by flushLayers().
613    int count = mLayerUpdates.size();
614    if (count > 0) {
615        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
616            startMark("Layer Updates");
617        } else {
618            startMark("Defer Layer Updates");
619        }
620
621        // Note: it is very important to update the layers in order
622        for (int i = 0; i < count; i++) {
623            Layer* layer = mLayerUpdates.itemAt(i);
624            updateLayer(layer, false);
625            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
626                mCaches.resourceCache.decrementRefcount(layer);
627            }
628        }
629
630        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
631            mLayerUpdates.clear();
632            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
633        }
634        endMark();
635    }
636}
637
638void OpenGLRenderer::flushLayers() {
639    int count = mLayerUpdates.size();
640    if (count > 0) {
641        startMark("Apply Layer Updates");
642        char layerName[12];
643
644        // Note: it is very important to update the layers in order
645        for (int i = 0; i < count; i++) {
646            sprintf(layerName, "Layer #%d", i);
647            startMark(layerName);
648
649            ATRACE_BEGIN("flushLayer");
650            Layer* layer = mLayerUpdates.itemAt(i);
651            layer->flush();
652            ATRACE_END();
653
654            mCaches.resourceCache.decrementRefcount(layer);
655
656            endMark();
657        }
658
659        mLayerUpdates.clear();
660        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
661
662        endMark();
663    }
664}
665
666void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
667    if (layer) {
668        // Make sure we don't introduce duplicates.
669        // SortedVector would do this automatically but we need to respect
670        // the insertion order. The linear search is not an issue since
671        // this list is usually very short (typically one item, at most a few)
672        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
673            if (mLayerUpdates.itemAt(i) == layer) {
674                return;
675            }
676        }
677        mLayerUpdates.push_back(layer);
678        mCaches.resourceCache.incrementRefcount(layer);
679    }
680}
681
682void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
683    if (layer) {
684        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
685            if (mLayerUpdates.itemAt(i) == layer) {
686                mLayerUpdates.removeAt(i);
687                mCaches.resourceCache.decrementRefcount(layer);
688                break;
689            }
690        }
691    }
692}
693
694void OpenGLRenderer::clearLayerUpdates() {
695    size_t count = mLayerUpdates.size();
696    if (count > 0) {
697        mCaches.resourceCache.lock();
698        for (size_t i = 0; i < count; i++) {
699            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
700        }
701        mCaches.resourceCache.unlock();
702        mLayerUpdates.clear();
703    }
704}
705
706void OpenGLRenderer::flushLayerUpdates() {
707    syncState();
708    updateLayers();
709    flushLayers();
710    // Wait for all the layer updates to be executed
711    AutoFence fence;
712}
713
714///////////////////////////////////////////////////////////////////////////////
715// State management
716///////////////////////////////////////////////////////////////////////////////
717
718int OpenGLRenderer::getSaveCount() const {
719    return mSaveCount;
720}
721
722int OpenGLRenderer::save(int flags) {
723    return saveSnapshot(flags);
724}
725
726void OpenGLRenderer::restore() {
727    if (mSaveCount > 1) {
728        restoreSnapshot();
729    }
730}
731
732void OpenGLRenderer::restoreToCount(int saveCount) {
733    if (saveCount < 1) saveCount = 1;
734
735    while (mSaveCount > saveCount) {
736        restoreSnapshot();
737    }
738}
739
740int OpenGLRenderer::saveSnapshot(int flags) {
741    mSnapshot = new Snapshot(mSnapshot, flags);
742    return mSaveCount++;
743}
744
745bool OpenGLRenderer::restoreSnapshot() {
746    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
747    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
748    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
749
750    sp<Snapshot> current = mSnapshot;
751    sp<Snapshot> previous = mSnapshot->previous;
752
753    if (restoreOrtho) {
754        Rect& r = previous->viewport;
755        glViewport(r.left, r.top, r.right, r.bottom);
756        mOrthoMatrix.load(current->orthoMatrix);
757    }
758
759    mSaveCount--;
760    mSnapshot = previous;
761
762    if (restoreClip) {
763        dirtyClip();
764    }
765
766    if (restoreLayer) {
767        endMark(); // Savelayer
768        startMark("ComposeLayer");
769        composeLayer(current, previous);
770        endMark();
771    }
772
773    return restoreClip;
774}
775
776///////////////////////////////////////////////////////////////////////////////
777// Layers
778///////////////////////////////////////////////////////////////////////////////
779
780int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
781        int alpha, SkXfermode::Mode mode, int flags) {
782    const GLuint previousFbo = mSnapshot->fbo;
783    const int count = saveSnapshot(flags);
784
785    if (!mSnapshot->isIgnored()) {
786        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
787    }
788
789    return count;
790}
791
792void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
793    const Rect untransformedBounds(bounds);
794
795    currentTransform().mapRect(bounds);
796
797    // Layers only make sense if they are in the framebuffer's bounds
798    if (bounds.intersect(*mSnapshot->clipRect)) {
799        // We cannot work with sub-pixels in this case
800        bounds.snapToPixelBoundaries();
801
802        // When the layer is not an FBO, we may use glCopyTexImage so we
803        // need to make sure the layer does not extend outside the bounds
804        // of the framebuffer
805        if (!bounds.intersect(mSnapshot->previous->viewport)) {
806            bounds.setEmpty();
807        } else if (fboLayer) {
808            clip.set(bounds);
809            mat4 inverse;
810            inverse.loadInverse(currentTransform());
811            inverse.mapRect(clip);
812            clip.snapToPixelBoundaries();
813            if (clip.intersect(untransformedBounds)) {
814                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
815                bounds.set(untransformedBounds);
816            } else {
817                clip.setEmpty();
818            }
819        }
820    } else {
821        bounds.setEmpty();
822    }
823}
824
825void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
826        bool fboLayer, int alpha) {
827    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
828            bounds.getHeight() > mCaches.maxTextureSize ||
829            (fboLayer && clip.isEmpty())) {
830        mSnapshot->empty = fboLayer;
831    } else {
832        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
833    }
834}
835
836int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
837        int alpha, SkXfermode::Mode mode, int flags) {
838    const GLuint previousFbo = mSnapshot->fbo;
839    const int count = saveSnapshot(flags);
840
841    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
842        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
843        // operations will be able to store and restore the current clip and transform info, and
844        // quick rejection will be correct (for display lists)
845
846        Rect bounds(left, top, right, bottom);
847        Rect clip;
848        calculateLayerBoundsAndClip(bounds, clip, true);
849        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
850
851        if (!mSnapshot->isIgnored()) {
852            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
853            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
854            mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
855        }
856    }
857
858    return count;
859}
860
861
862/**
863 * Layers are viewed by Skia are slightly different than layers in image editing
864 * programs (for instance.) When a layer is created, previously created layers
865 * and the frame buffer still receive every drawing command. For instance, if a
866 * layer is created and a shape intersecting the bounds of the layers and the
867 * framebuffer is draw, the shape will be drawn on both (unless the layer was
868 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
869 *
870 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
871 * texture. Unfortunately, this is inefficient as it requires every primitive to
872 * be drawn n + 1 times, where n is the number of active layers. In practice this
873 * means, for every primitive:
874 *   - Switch active frame buffer
875 *   - Change viewport, clip and projection matrix
876 *   - Issue the drawing
877 *
878 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
879 * To avoid this, layers are implemented in a different way here, at least in the
880 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
881 * is set. When this flag is set we can redirect all drawing operations into a
882 * single FBO.
883 *
884 * This implementation relies on the frame buffer being at least RGBA 8888. When
885 * a layer is created, only a texture is created, not an FBO. The content of the
886 * frame buffer contained within the layer's bounds is copied into this texture
887 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
888 * buffer and drawing continues as normal. This technique therefore treats the
889 * frame buffer as a scratch buffer for the layers.
890 *
891 * To compose the layers back onto the frame buffer, each layer texture
892 * (containing the original frame buffer data) is drawn as a simple quad over
893 * the frame buffer. The trick is that the quad is set as the composition
894 * destination in the blending equation, and the frame buffer becomes the source
895 * of the composition.
896 *
897 * Drawing layers with an alpha value requires an extra step before composition.
898 * An empty quad is drawn over the layer's region in the frame buffer. This quad
899 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
900 * quad is used to multiply the colors in the frame buffer. This is achieved by
901 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
902 * GL_ZERO, GL_SRC_ALPHA.
903 *
904 * Because glCopyTexImage2D() can be slow, an alternative implementation might
905 * be use to draw a single clipped layer. The implementation described above
906 * is correct in every case.
907 *
908 * (1) The frame buffer is actually not cleared right away. To allow the GPU
909 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
910 *     buffer is left untouched until the first drawing operation. Only when
911 *     something actually gets drawn are the layers regions cleared.
912 */
913bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
914        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
915    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
916    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
917
918    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
919
920    // Window coordinates of the layer
921    Rect clip;
922    Rect bounds(left, top, right, bottom);
923    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
924    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
925
926    // Bail out if we won't draw in this snapshot
927    if (mSnapshot->isIgnored()) {
928        return false;
929    }
930
931    mCaches.activeTexture(0);
932    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
933    if (!layer) {
934        return false;
935    }
936
937    layer->setAlpha(alpha, mode);
938    layer->layer.set(bounds);
939    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
940            bounds.getWidth() / float(layer->getWidth()), 0.0f);
941    layer->setColorFilter(mDrawModifiers.mColorFilter);
942    layer->setBlend(true);
943    layer->setDirty(false);
944
945    // Save the layer in the snapshot
946    mSnapshot->flags |= Snapshot::kFlagIsLayer;
947    mSnapshot->layer = layer;
948
949    startMark("SaveLayer");
950    if (fboLayer) {
951        return createFboLayer(layer, bounds, clip, previousFbo);
952    } else {
953        // Copy the framebuffer into the layer
954        layer->bindTexture();
955        if (!bounds.isEmpty()) {
956            if (layer->isEmpty()) {
957                // Workaround for some GL drivers. When reading pixels lying outside
958                // of the window we should get undefined values for those pixels.
959                // Unfortunately some drivers will turn the entire target texture black
960                // when reading outside of the window.
961                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
962                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
963                layer->setEmpty(false);
964            }
965
966            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
967                    mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
968
969            // Enqueue the buffer coordinates to clear the corresponding region later
970            mLayers.push(new Rect(bounds));
971        }
972    }
973
974    return true;
975}
976
977bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
978    layer->clipRect.set(clip);
979    layer->setFbo(mCaches.fboCache.get());
980
981    mSnapshot->region = &mSnapshot->layer->region;
982    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
983            Snapshot::kFlagDirtyOrtho;
984    mSnapshot->fbo = layer->getFbo();
985    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
986    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
987    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
988    mSnapshot->height = bounds.getHeight();
989    mSnapshot->orthoMatrix.load(mOrthoMatrix);
990
991    endTiling();
992    debugOverdraw(false, false);
993    // Bind texture to FBO
994    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
995    layer->bindTexture();
996
997    // Initialize the texture if needed
998    if (layer->isEmpty()) {
999        layer->allocateTexture();
1000        layer->setEmpty(false);
1001    }
1002
1003    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
1004            layer->getTexture(), 0);
1005
1006    startTiling(mSnapshot, true);
1007
1008    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
1009    mCaches.enableScissor();
1010    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
1011            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
1012    glClear(GL_COLOR_BUFFER_BIT);
1013
1014    dirtyClip();
1015
1016    // Change the ortho projection
1017    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
1018    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
1019
1020    return true;
1021}
1022
1023/**
1024 * Read the documentation of createLayer() before doing anything in this method.
1025 */
1026void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
1027    if (!current->layer) {
1028        ALOGE("Attempting to compose a layer that does not exist");
1029        return;
1030    }
1031
1032    Layer* layer = current->layer;
1033    const Rect& rect = layer->layer;
1034    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
1035
1036    bool clipRequired = false;
1037    quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected
1038    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1039
1040    if (fboLayer) {
1041        endTiling();
1042
1043        // Detach the texture from the FBO
1044        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1045
1046        layer->removeFbo(false);
1047
1048        // Unbind current FBO and restore previous one
1049        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
1050        debugOverdraw(true, false);
1051
1052        startTiling(previous);
1053    }
1054
1055    if (!fboLayer && layer->getAlpha() < 255) {
1056        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1057                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1058        // Required below, composeLayerRect() will divide by 255
1059        layer->setAlpha(255);
1060    }
1061
1062    mCaches.unbindMeshBuffer();
1063
1064    mCaches.activeTexture(0);
1065
1066    // When the layer is stored in an FBO, we can save a bit of fillrate by
1067    // drawing only the dirty region
1068    if (fboLayer) {
1069        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1070        if (layer->getColorFilter()) {
1071            setupColorFilter(layer->getColorFilter());
1072        }
1073        composeLayerRegion(layer, rect);
1074        if (layer->getColorFilter()) {
1075            resetColorFilter();
1076        }
1077    } else if (!rect.isEmpty()) {
1078        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1079        composeLayerRect(layer, rect, true);
1080    }
1081
1082    dirtyClip();
1083
1084    // Failing to add the layer to the cache should happen only if the layer is too large
1085    if (!mCaches.layerCache.put(layer)) {
1086        LAYER_LOGD("Deleting layer");
1087        Caches::getInstance().resourceCache.decrementRefcount(layer);
1088    }
1089}
1090
1091void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1092    float alpha = getLayerAlpha(layer);
1093
1094    setupDraw();
1095    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1096        setupDrawWithTexture();
1097    } else {
1098        setupDrawWithExternalTexture();
1099    }
1100    setupDrawTextureTransform();
1101    setupDrawColor(alpha, alpha, alpha, alpha);
1102    setupDrawColorFilter();
1103    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1104    setupDrawProgram();
1105    setupDrawPureColorUniforms();
1106    setupDrawColorFilterUniforms();
1107    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1108        setupDrawTexture(layer->getTexture());
1109    } else {
1110        setupDrawExternalTexture(layer->getTexture());
1111    }
1112    if (currentTransform().isPureTranslate() &&
1113            layer->getWidth() == (uint32_t) rect.getWidth() &&
1114            layer->getHeight() == (uint32_t) rect.getHeight()) {
1115        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1116        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1117
1118        layer->setFilter(GL_NEAREST);
1119        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1120    } else {
1121        layer->setFilter(GL_LINEAR);
1122        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1123    }
1124    setupDrawTextureTransformUniforms(layer->getTexTransform());
1125    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1126
1127    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1128}
1129
1130void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1131    if (!layer->isTextureLayer()) {
1132        const Rect& texCoords = layer->texCoords;
1133        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1134                texCoords.right, texCoords.bottom);
1135
1136        float x = rect.left;
1137        float y = rect.top;
1138        bool simpleTransform = currentTransform().isPureTranslate() &&
1139                layer->getWidth() == (uint32_t) rect.getWidth() &&
1140                layer->getHeight() == (uint32_t) rect.getHeight();
1141
1142        if (simpleTransform) {
1143            // When we're swapping, the layer is already in screen coordinates
1144            if (!swap) {
1145                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1146                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1147            }
1148
1149            layer->setFilter(GL_NEAREST, true);
1150        } else {
1151            layer->setFilter(GL_LINEAR, true);
1152        }
1153
1154        float alpha = getLayerAlpha(layer);
1155        bool blend = layer->isBlend() || alpha < 1.0f;
1156        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1157                layer->getTexture(), alpha, layer->getMode(), blend,
1158                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1159                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1160
1161        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1162    } else {
1163        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1164        drawTextureLayer(layer, rect);
1165        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1166    }
1167}
1168
1169/**
1170 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1171 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1172 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1173 * by saveLayer's restore
1174 */
1175#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1176        DRAW_COMMAND;                                                            \
1177        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1178            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1179            DRAW_COMMAND;                                                        \
1180            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1181        }                                                                        \
1182    }
1183
1184#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1185
1186void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1187    if (layer->region.isRect()) {
1188        layer->setRegionAsRect();
1189
1190        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1191
1192        layer->region.clear();
1193        return;
1194    }
1195
1196    if (CC_LIKELY(!layer->region.isEmpty())) {
1197        size_t count;
1198        const android::Rect* rects;
1199        Region safeRegion;
1200        if (CC_LIKELY(hasRectToRectTransform())) {
1201            rects = layer->region.getArray(&count);
1202        } else {
1203            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1204            rects = safeRegion.getArray(&count);
1205        }
1206
1207        const float alpha = getLayerAlpha(layer);
1208        const float texX = 1.0f / float(layer->getWidth());
1209        const float texY = 1.0f / float(layer->getHeight());
1210        const float height = rect.getHeight();
1211
1212        setupDraw();
1213
1214        // We must get (and therefore bind) the region mesh buffer
1215        // after we setup drawing in case we need to mess with the
1216        // stencil buffer in setupDraw()
1217        TextureVertex* mesh = mCaches.getRegionMesh();
1218        uint32_t numQuads = 0;
1219
1220        setupDrawWithTexture();
1221        setupDrawColor(alpha, alpha, alpha, alpha);
1222        setupDrawColorFilter();
1223        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1224        setupDrawProgram();
1225        setupDrawDirtyRegionsDisabled();
1226        setupDrawPureColorUniforms();
1227        setupDrawColorFilterUniforms();
1228        setupDrawTexture(layer->getTexture());
1229        if (currentTransform().isPureTranslate()) {
1230            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1231            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1232
1233            layer->setFilter(GL_NEAREST);
1234            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1235        } else {
1236            layer->setFilter(GL_LINEAR);
1237            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1238        }
1239        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1240
1241        for (size_t i = 0; i < count; i++) {
1242            const android::Rect* r = &rects[i];
1243
1244            const float u1 = r->left * texX;
1245            const float v1 = (height - r->top) * texY;
1246            const float u2 = r->right * texX;
1247            const float v2 = (height - r->bottom) * texY;
1248
1249            // TODO: Reject quads outside of the clip
1250            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1251            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1252            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1253            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1254
1255            numQuads++;
1256
1257            if (numQuads >= gMaxNumberOfQuads) {
1258                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1259                                GL_UNSIGNED_SHORT, NULL));
1260                numQuads = 0;
1261                mesh = mCaches.getRegionMesh();
1262            }
1263        }
1264
1265        if (numQuads > 0) {
1266            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1267                            GL_UNSIGNED_SHORT, NULL));
1268        }
1269
1270#if DEBUG_LAYERS_AS_REGIONS
1271        drawRegionRects(layer->region);
1272#endif
1273
1274        layer->region.clear();
1275    }
1276}
1277
1278void OpenGLRenderer::drawRegionRects(const Region& region) {
1279#if DEBUG_LAYERS_AS_REGIONS
1280    size_t count;
1281    const android::Rect* rects = region.getArray(&count);
1282
1283    uint32_t colors[] = {
1284            0x7fff0000, 0x7f00ff00,
1285            0x7f0000ff, 0x7fff00ff,
1286    };
1287
1288    int offset = 0;
1289    int32_t top = rects[0].top;
1290
1291    for (size_t i = 0; i < count; i++) {
1292        if (top != rects[i].top) {
1293            offset ^= 0x2;
1294            top = rects[i].top;
1295        }
1296
1297        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1298        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1299                SkXfermode::kSrcOver_Mode);
1300    }
1301#endif
1302}
1303
1304void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1305        SkXfermode::Mode mode, bool dirty) {
1306    Vector<float> rects;
1307
1308    SkRegion::Iterator it(region);
1309    while (!it.done()) {
1310        const SkIRect& r = it.rect();
1311        rects.push(r.fLeft);
1312        rects.push(r.fTop);
1313        rects.push(r.fRight);
1314        rects.push(r.fBottom);
1315        it.next();
1316    }
1317
1318    drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1319}
1320
1321void OpenGLRenderer::dirtyLayer(const float left, const float top,
1322        const float right, const float bottom, const mat4 transform) {
1323    if (hasLayer()) {
1324        Rect bounds(left, top, right, bottom);
1325        transform.mapRect(bounds);
1326        dirtyLayerUnchecked(bounds, getRegion());
1327    }
1328}
1329
1330void OpenGLRenderer::dirtyLayer(const float left, const float top,
1331        const float right, const float bottom) {
1332    if (hasLayer()) {
1333        Rect bounds(left, top, right, bottom);
1334        dirtyLayerUnchecked(bounds, getRegion());
1335    }
1336}
1337
1338void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1339    if (bounds.intersect(*mSnapshot->clipRect)) {
1340        bounds.snapToPixelBoundaries();
1341        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1342        if (!dirty.isEmpty()) {
1343            region->orSelf(dirty);
1344        }
1345    }
1346}
1347
1348void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) {
1349    GLsizei elementsCount = quadsCount * 6;
1350    while (elementsCount > 0) {
1351        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1352
1353        setupDrawIndexedVertices(&mesh[0].position[0]);
1354        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1355
1356        elementsCount -= drawCount;
1357        // Though there are 4 vertices in a quad, we use 6 indices per
1358        // quad to draw with GL_TRIANGLES
1359        mesh += (drawCount / 6) * 4;
1360    }
1361}
1362
1363void OpenGLRenderer::clearLayerRegions() {
1364    const size_t count = mLayers.size();
1365    if (count == 0) return;
1366
1367    if (!mSnapshot->isIgnored()) {
1368        // Doing several glScissor/glClear here can negatively impact
1369        // GPUs with a tiler architecture, instead we draw quads with
1370        // the Clear blending mode
1371
1372        // The list contains bounds that have already been clipped
1373        // against their initial clip rect, and the current clip
1374        // is likely different so we need to disable clipping here
1375        bool scissorChanged = mCaches.disableScissor();
1376
1377        Vertex mesh[count * 4];
1378        Vertex* vertex = mesh;
1379
1380        for (uint32_t i = 0; i < count; i++) {
1381            Rect* bounds = mLayers.itemAt(i);
1382
1383            Vertex::set(vertex++, bounds->left, bounds->top);
1384            Vertex::set(vertex++, bounds->right, bounds->top);
1385            Vertex::set(vertex++, bounds->left, bounds->bottom);
1386            Vertex::set(vertex++, bounds->right, bounds->bottom);
1387
1388            delete bounds;
1389        }
1390        // We must clear the list of dirty rects before we
1391        // call setupDraw() to prevent stencil setup to do
1392        // the same thing again
1393        mLayers.clear();
1394
1395        setupDraw(false);
1396        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1397        setupDrawBlending(true, SkXfermode::kClear_Mode);
1398        setupDrawProgram();
1399        setupDrawPureColorUniforms();
1400        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1401
1402        drawIndexedQuads(&mesh[0], count);
1403
1404        if (scissorChanged) mCaches.enableScissor();
1405    } else {
1406        for (uint32_t i = 0; i < count; i++) {
1407            delete mLayers.itemAt(i);
1408        }
1409        mLayers.clear();
1410    }
1411}
1412
1413///////////////////////////////////////////////////////////////////////////////
1414// State Deferral
1415///////////////////////////////////////////////////////////////////////////////
1416
1417bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1418    const Rect& currentClip = *(mSnapshot->clipRect);
1419    const mat4& currentMatrix = *(mSnapshot->transform);
1420
1421    if (stateDeferFlags & kStateDeferFlag_Draw) {
1422        // state has bounds initialized in local coordinates
1423        if (!state.mBounds.isEmpty()) {
1424            currentMatrix.mapRect(state.mBounds);
1425            Rect clippedBounds(state.mBounds);
1426            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1427            // is used, it should more closely duplicate the quickReject logic (in how it uses
1428            // snapToPixelBoundaries)
1429
1430            if(!clippedBounds.intersect(currentClip)) {
1431                // quick rejected
1432                return true;
1433            }
1434
1435            state.mClipSideFlags = kClipSide_None;
1436            if (!currentClip.contains(state.mBounds)) {
1437                int& flags = state.mClipSideFlags;
1438                // op partially clipped, so record which sides are clipped for clip-aware merging
1439                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1440                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1441                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1442                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1443            }
1444            state.mBounds.set(clippedBounds);
1445        } else {
1446            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1447            // overdraw avoidance (since we don't know what it overlaps)
1448            state.mClipSideFlags = kClipSide_ConservativeFull;
1449            state.mBounds.set(currentClip);
1450        }
1451    }
1452
1453    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1454    if (state.mClipValid) {
1455        state.mClip.set(currentClip);
1456    }
1457
1458    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1459    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1460    state.mMatrix.load(currentMatrix);
1461    state.mDrawModifiers = mDrawModifiers;
1462    state.mAlpha = mSnapshot->alpha;
1463    return false;
1464}
1465
1466void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1467    currentTransform().load(state.mMatrix);
1468    mDrawModifiers = state.mDrawModifiers;
1469    mSnapshot->alpha = state.mAlpha;
1470
1471    if (state.mClipValid && !skipClipRestore) {
1472        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1473                state.mClip.right, state.mClip.bottom);
1474        dirtyClip();
1475    }
1476}
1477
1478/**
1479 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1480 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1481 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1482 *
1483 * This method should be called when restoreDisplayState() won't be restoring the clip
1484 */
1485void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1486    if (clipRect != NULL) {
1487        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1488    } else {
1489        mSnapshot->setClip(0, 0, mWidth, mHeight);
1490    }
1491    dirtyClip();
1492    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1493}
1494
1495///////////////////////////////////////////////////////////////////////////////
1496// Transforms
1497///////////////////////////////////////////////////////////////////////////////
1498
1499void OpenGLRenderer::translate(float dx, float dy) {
1500    currentTransform().translate(dx, dy);
1501}
1502
1503void OpenGLRenderer::rotate(float degrees) {
1504    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1505}
1506
1507void OpenGLRenderer::scale(float sx, float sy) {
1508    currentTransform().scale(sx, sy, 1.0f);
1509}
1510
1511void OpenGLRenderer::skew(float sx, float sy) {
1512    currentTransform().skew(sx, sy);
1513}
1514
1515void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1516    if (matrix) {
1517        currentTransform().load(*matrix);
1518    } else {
1519        currentTransform().loadIdentity();
1520    }
1521}
1522
1523bool OpenGLRenderer::hasRectToRectTransform() {
1524    return CC_LIKELY(currentTransform().rectToRect());
1525}
1526
1527void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1528    currentTransform().copyTo(*matrix);
1529}
1530
1531void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1532    SkMatrix transform;
1533    currentTransform().copyTo(transform);
1534    transform.preConcat(*matrix);
1535    currentTransform().load(transform);
1536}
1537
1538///////////////////////////////////////////////////////////////////////////////
1539// Clipping
1540///////////////////////////////////////////////////////////////////////////////
1541
1542void OpenGLRenderer::setScissorFromClip() {
1543    Rect clip(*mSnapshot->clipRect);
1544    clip.snapToPixelBoundaries();
1545
1546    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1547            clip.getWidth(), clip.getHeight())) {
1548        mDirtyClip = false;
1549    }
1550}
1551
1552void OpenGLRenderer::ensureStencilBuffer() {
1553    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1554    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1555    // just hope we have one when hasLayer() returns false.
1556    if (hasLayer()) {
1557        attachStencilBufferToLayer(mSnapshot->layer);
1558    }
1559}
1560
1561void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1562    // The layer's FBO is already bound when we reach this stage
1563    if (!layer->getStencilRenderBuffer()) {
1564        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1565        // is attached after we initiated tiling. We must turn it off,
1566        // attach the new render buffer then turn tiling back on
1567        endTiling();
1568
1569        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1570                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1571        layer->setStencilRenderBuffer(buffer);
1572
1573        startTiling(layer->clipRect, layer->layer.getHeight());
1574    }
1575}
1576
1577void OpenGLRenderer::setStencilFromClip() {
1578    if (!mCaches.debugOverdraw) {
1579        if (!mSnapshot->clipRegion->isEmpty()) {
1580            // NOTE: The order here is important, we must set dirtyClip to false
1581            //       before any draw call to avoid calling back into this method
1582            mDirtyClip = false;
1583
1584            ensureStencilBuffer();
1585
1586            mCaches.stencil.enableWrite();
1587
1588            // Clear the stencil but first make sure we restrict drawing
1589            // to the region's bounds
1590            bool resetScissor = mCaches.enableScissor();
1591            if (resetScissor) {
1592                // The scissor was not set so we now need to update it
1593                setScissorFromClip();
1594            }
1595            mCaches.stencil.clear();
1596            if (resetScissor) mCaches.disableScissor();
1597
1598            // NOTE: We could use the region contour path to generate a smaller mesh
1599            //       Since we are using the stencil we could use the red book path
1600            //       drawing technique. It might increase bandwidth usage though.
1601
1602            // The last parameter is important: we are not drawing in the color buffer
1603            // so we don't want to dirty the current layer, if any
1604            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1605
1606            mCaches.stencil.enableTest();
1607
1608            // Draw the region used to generate the stencil if the appropriate debug
1609            // mode is enabled
1610            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1611                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1612            }
1613        } else {
1614            mCaches.stencil.disable();
1615        }
1616    }
1617}
1618
1619const Rect& OpenGLRenderer::getClipBounds() {
1620    return mSnapshot->getLocalClip();
1621}
1622
1623bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1624        bool snapOut, bool* clipRequired) {
1625    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1626        return true;
1627    }
1628
1629    Rect r(left, top, right, bottom);
1630    currentTransform().mapRect(r);
1631    r.snapGeometryToPixelBoundaries(snapOut);
1632
1633    Rect clipRect(*mSnapshot->clipRect);
1634    clipRect.snapToPixelBoundaries();
1635
1636    if (!clipRect.intersects(r)) return true;
1637
1638    if (clipRequired) *clipRequired = !clipRect.contains(r);
1639    return false;
1640}
1641
1642bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1643        SkPaint* paint) {
1644    // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out
1645    // the final mapped rect to ensure correct clipping behavior for the ramp.
1646    bool snapOut = paint->isAntiAlias();
1647
1648    if (paint->getStyle() != SkPaint::kFill_Style) {
1649        float outset = paint->getStrokeWidth() * 0.5f;
1650        return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut);
1651    } else {
1652        return quickReject(left, top, right, bottom, snapOut);
1653    }
1654}
1655
1656bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) {
1657    bool clipRequired = false;
1658    if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) {
1659        return true;
1660    }
1661
1662    if (!isDeferred()) {
1663        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1664    }
1665    return false;
1666}
1667
1668void OpenGLRenderer::debugClip() {
1669#if DEBUG_CLIP_REGIONS
1670    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1671        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1672    }
1673#endif
1674}
1675
1676bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1677    if (CC_LIKELY(currentTransform().rectToRect())) {
1678        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1679        if (clipped) {
1680            dirtyClip();
1681        }
1682        return !mSnapshot->clipRect->isEmpty();
1683    }
1684
1685    SkPath path;
1686    path.addRect(left, top, right, bottom);
1687
1688    return OpenGLRenderer::clipPath(&path, op);
1689}
1690
1691bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1692    SkMatrix transform;
1693    currentTransform().copyTo(transform);
1694
1695    SkPath transformed;
1696    path->transform(transform, &transformed);
1697
1698    SkRegion clip;
1699    if (!mSnapshot->previous->clipRegion->isEmpty()) {
1700        clip.setRegion(*mSnapshot->previous->clipRegion);
1701    } else {
1702        if (mSnapshot->previous == mFirstSnapshot) {
1703            clip.setRect(0, 0, mWidth, mHeight);
1704        } else {
1705            Rect* bounds = mSnapshot->previous->clipRect;
1706            clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1707        }
1708    }
1709
1710    SkRegion region;
1711    region.setPath(transformed, clip);
1712
1713    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1714    if (clipped) {
1715        dirtyClip();
1716    }
1717    return !mSnapshot->clipRect->isEmpty();
1718}
1719
1720bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1721    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1722    if (clipped) {
1723        dirtyClip();
1724    }
1725    return !mSnapshot->clipRect->isEmpty();
1726}
1727
1728Rect* OpenGLRenderer::getClipRect() {
1729    return mSnapshot->clipRect;
1730}
1731
1732///////////////////////////////////////////////////////////////////////////////
1733// Drawing commands
1734///////////////////////////////////////////////////////////////////////////////
1735
1736void OpenGLRenderer::setupDraw(bool clear) {
1737    // TODO: It would be best if we could do this before quickReject()
1738    //       changes the scissor test state
1739    if (clear) clearLayerRegions();
1740    // Make sure setScissor & setStencil happen at the beginning of
1741    // this method
1742    if (mDirtyClip) {
1743        if (mCaches.scissorEnabled) {
1744            setScissorFromClip();
1745        }
1746        setStencilFromClip();
1747    }
1748
1749    mDescription.reset();
1750
1751    mSetShaderColor = false;
1752    mColorSet = false;
1753    mColorA = mColorR = mColorG = mColorB = 0.0f;
1754    mTextureUnit = 0;
1755    mTrackDirtyRegions = true;
1756
1757    // Enable debug highlight when what we're about to draw is tested against
1758    // the stencil buffer and if stencil highlight debugging is on
1759    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1760            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1761            mCaches.stencil.isTestEnabled();
1762
1763    mDescription.emulateStencil = mCountOverdraw;
1764}
1765
1766void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1767    mDescription.hasTexture = true;
1768    mDescription.hasAlpha8Texture = isAlpha8;
1769}
1770
1771void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1772    mDescription.hasTexture = true;
1773    mDescription.hasColors = true;
1774    mDescription.hasAlpha8Texture = isAlpha8;
1775}
1776
1777void OpenGLRenderer::setupDrawWithExternalTexture() {
1778    mDescription.hasExternalTexture = true;
1779}
1780
1781void OpenGLRenderer::setupDrawNoTexture() {
1782    mCaches.disableTexCoordsVertexArray();
1783}
1784
1785void OpenGLRenderer::setupDrawAA() {
1786    mDescription.isAA = true;
1787}
1788
1789void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1790    mColorA = alpha / 255.0f;
1791    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1792    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1793    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1794    mColorSet = true;
1795    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1796}
1797
1798void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1799    mColorA = alpha / 255.0f;
1800    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1801    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1802    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1803    mColorSet = true;
1804    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1805}
1806
1807void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1808    mCaches.fontRenderer->describe(mDescription, paint);
1809}
1810
1811void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1812    mColorA = a;
1813    mColorR = r;
1814    mColorG = g;
1815    mColorB = b;
1816    mColorSet = true;
1817    mSetShaderColor = mDescription.setColor(r, g, b, a);
1818}
1819
1820void OpenGLRenderer::setupDrawShader() {
1821    if (mDrawModifiers.mShader) {
1822        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1823    }
1824}
1825
1826void OpenGLRenderer::setupDrawColorFilter() {
1827    if (mDrawModifiers.mColorFilter) {
1828        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1829    }
1830}
1831
1832void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1833    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1834        mColorA = 1.0f;
1835        mColorR = mColorG = mColorB = 0.0f;
1836        mSetShaderColor = mDescription.modulate = true;
1837    }
1838}
1839
1840void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1841    // When the blending mode is kClear_Mode, we need to use a modulate color
1842    // argb=1,0,0,0
1843    accountForClear(mode);
1844    bool blend = (mColorSet && mColorA < 1.0f) ||
1845            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1846    chooseBlending(blend, mode, mDescription, swapSrcDst);
1847}
1848
1849void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1850    // When the blending mode is kClear_Mode, we need to use a modulate color
1851    // argb=1,0,0,0
1852    accountForClear(mode);
1853    blend |= (mColorSet && mColorA < 1.0f) ||
1854            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1855            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1856    chooseBlending(blend, mode, mDescription, swapSrcDst);
1857}
1858
1859void OpenGLRenderer::setupDrawProgram() {
1860    useProgram(mCaches.programCache.get(mDescription));
1861}
1862
1863void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1864    mTrackDirtyRegions = false;
1865}
1866
1867void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1868        bool ignoreTransform) {
1869    mModelView.loadTranslate(left, top, 0.0f);
1870    if (!ignoreTransform) {
1871        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1872        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1873    } else {
1874        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1875        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1876    }
1877}
1878
1879void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1880    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1881}
1882
1883void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1884        bool ignoreTransform, bool ignoreModelView) {
1885    if (!ignoreModelView) {
1886        mModelView.loadTranslate(left, top, 0.0f);
1887        mModelView.scale(right - left, bottom - top, 1.0f);
1888    } else {
1889        mModelView.loadIdentity();
1890    }
1891    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1892    if (!ignoreTransform) {
1893        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1894        if (mTrackDirtyRegions && dirty) {
1895            dirtyLayer(left, top, right, bottom, currentTransform());
1896        }
1897    } else {
1898        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1899        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1900    }
1901}
1902
1903void OpenGLRenderer::setupDrawColorUniforms() {
1904    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1905        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1906    }
1907}
1908
1909void OpenGLRenderer::setupDrawPureColorUniforms() {
1910    if (mSetShaderColor) {
1911        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1912    }
1913}
1914
1915void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1916    if (mDrawModifiers.mShader) {
1917        if (ignoreTransform) {
1918            mModelView.loadInverse(currentTransform());
1919        }
1920        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1921                mModelView, *mSnapshot, &mTextureUnit);
1922    }
1923}
1924
1925void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1926    if (mDrawModifiers.mShader) {
1927        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1928                mat4::identity(), *mSnapshot, &mTextureUnit);
1929    }
1930}
1931
1932void OpenGLRenderer::setupDrawColorFilterUniforms() {
1933    if (mDrawModifiers.mColorFilter) {
1934        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1935    }
1936}
1937
1938void OpenGLRenderer::setupDrawTextGammaUniforms() {
1939    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1940}
1941
1942void OpenGLRenderer::setupDrawSimpleMesh() {
1943    bool force = mCaches.bindMeshBuffer();
1944    mCaches.bindPositionVertexPointer(force, 0);
1945    mCaches.unbindIndicesBuffer();
1946}
1947
1948void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1949    if (texture) bindTexture(texture);
1950    mTextureUnit++;
1951    mCaches.enableTexCoordsVertexArray();
1952}
1953
1954void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1955    bindExternalTexture(texture);
1956    mTextureUnit++;
1957    mCaches.enableTexCoordsVertexArray();
1958}
1959
1960void OpenGLRenderer::setupDrawTextureTransform() {
1961    mDescription.hasTextureTransform = true;
1962}
1963
1964void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1965    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1966            GL_FALSE, &transform.data[0]);
1967}
1968
1969void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1970    bool force = false;
1971    if (!vertices || vbo) {
1972        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1973    } else {
1974        force = mCaches.unbindMeshBuffer();
1975    }
1976
1977    mCaches.bindPositionVertexPointer(force, vertices);
1978    if (mCaches.currentProgram->texCoords >= 0) {
1979        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1980    }
1981
1982    mCaches.unbindIndicesBuffer();
1983}
1984
1985void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1986    bool force = mCaches.unbindMeshBuffer();
1987    GLsizei stride = sizeof(ColorTextureVertex);
1988
1989    mCaches.bindPositionVertexPointer(force, vertices, stride);
1990    if (mCaches.currentProgram->texCoords >= 0) {
1991        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1992    }
1993    int slot = mCaches.currentProgram->getAttrib("colors");
1994    if (slot >= 0) {
1995        glEnableVertexAttribArray(slot);
1996        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1997    }
1998
1999    mCaches.unbindIndicesBuffer();
2000}
2001
2002void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
2003    bool force = false;
2004    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
2005    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
2006    // use the default VBO found in Caches
2007    if (!vertices || vbo) {
2008        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
2009    } else {
2010        force = mCaches.unbindMeshBuffer();
2011    }
2012    mCaches.bindIndicesBuffer();
2013
2014    mCaches.bindPositionVertexPointer(force, vertices);
2015    if (mCaches.currentProgram->texCoords >= 0) {
2016        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2017    }
2018}
2019
2020void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2021    bool force = mCaches.unbindMeshBuffer();
2022    mCaches.bindIndicesBuffer();
2023    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
2024}
2025
2026///////////////////////////////////////////////////////////////////////////////
2027// Drawing
2028///////////////////////////////////////////////////////////////////////////////
2029
2030status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2031        int32_t replayFlags) {
2032    status_t status;
2033    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
2034    // will be performed by the display list itself
2035    if (displayList && displayList->isRenderable()) {
2036        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2037            status = startFrame();
2038            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2039            displayList->replay(replayStruct, 0);
2040            return status | replayStruct.mDrawGlStatus;
2041        }
2042
2043        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2044        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2045        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2046        displayList->defer(deferStruct, 0);
2047
2048        flushLayers();
2049        status = startFrame();
2050
2051        return status | deferredList.flush(*this, dirty);
2052    }
2053
2054    return DrawGlInfo::kStatusDone;
2055}
2056
2057void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2058    if (displayList) {
2059        displayList->output(1);
2060    }
2061}
2062
2063void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2064    int alpha;
2065    SkXfermode::Mode mode;
2066    getAlphaAndMode(paint, &alpha, &mode);
2067
2068    int color = paint != NULL ? paint->getColor() : 0;
2069
2070    float x = left;
2071    float y = top;
2072
2073    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2074
2075    bool ignoreTransform = false;
2076    if (currentTransform().isPureTranslate()) {
2077        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2078        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2079        ignoreTransform = true;
2080
2081        texture->setFilter(GL_NEAREST, true);
2082    } else {
2083        texture->setFilter(FILTER(paint), true);
2084    }
2085
2086    // No need to check for a UV mapper on the texture object, only ARGB_8888
2087    // bitmaps get packed in the atlas
2088    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2089            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2090            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2091}
2092
2093/**
2094 * Important note: this method is intended to draw batches of bitmaps and
2095 * will not set the scissor enable or dirty the current layer, if any.
2096 * The caller is responsible for properly dirtying the current layer.
2097 */
2098status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2099        TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) {
2100    mCaches.activeTexture(0);
2101    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2102    if (!texture) return DrawGlInfo::kStatusDone;
2103
2104    const AutoTexture autoCleanup(texture);
2105
2106    int alpha;
2107    SkXfermode::Mode mode;
2108    getAlphaAndMode(paint, &alpha, &mode);
2109
2110    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2111    texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true);
2112
2113    const float x = (int) floorf(bounds.left + 0.5f);
2114    const float y = (int) floorf(bounds.top + 0.5f);
2115    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2116        int color = paint != NULL ? paint->getColor() : 0;
2117        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2118                texture->id, paint != NULL, color, alpha, mode,
2119                &vertices[0].position[0], &vertices[0].texture[0],
2120                GL_TRIANGLES, bitmapCount * 6, true, true, false);
2121    } else {
2122        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2123                texture->id, alpha / 255.0f, mode, texture->blend,
2124                &vertices[0].position[0], &vertices[0].texture[0],
2125                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false);
2126    }
2127
2128    return DrawGlInfo::kStatusDrew;
2129}
2130
2131status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2132    const float right = left + bitmap->width();
2133    const float bottom = top + bitmap->height();
2134
2135    if (quickReject(left, top, right, bottom)) {
2136        return DrawGlInfo::kStatusDone;
2137    }
2138
2139    mCaches.activeTexture(0);
2140    Texture* texture = getTexture(bitmap);
2141    if (!texture) return DrawGlInfo::kStatusDone;
2142    const AutoTexture autoCleanup(texture);
2143
2144    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2145        drawAlphaBitmap(texture, left, top, paint);
2146    } else {
2147        drawTextureRect(left, top, right, bottom, texture, paint);
2148    }
2149
2150    return DrawGlInfo::kStatusDrew;
2151}
2152
2153status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2154    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2155    const mat4 transform(*matrix);
2156    transform.mapRect(r);
2157
2158    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2159        return DrawGlInfo::kStatusDone;
2160    }
2161
2162    mCaches.activeTexture(0);
2163    Texture* texture = getTexture(bitmap);
2164    if (!texture) return DrawGlInfo::kStatusDone;
2165    const AutoTexture autoCleanup(texture);
2166
2167    // This could be done in a cheaper way, all we need is pass the matrix
2168    // to the vertex shader. The save/restore is a bit overkill.
2169    save(SkCanvas::kMatrix_SaveFlag);
2170    concatMatrix(matrix);
2171    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2172        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2173    } else {
2174        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2175    }
2176    restore();
2177
2178    return DrawGlInfo::kStatusDrew;
2179}
2180
2181status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2182    const float right = left + bitmap->width();
2183    const float bottom = top + bitmap->height();
2184
2185    if (quickReject(left, top, right, bottom)) {
2186        return DrawGlInfo::kStatusDone;
2187    }
2188
2189    mCaches.activeTexture(0);
2190    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2191    const AutoTexture autoCleanup(texture);
2192
2193    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2194        drawAlphaBitmap(texture, left, top, paint);
2195    } else {
2196        drawTextureRect(left, top, right, bottom, texture, paint);
2197    }
2198
2199    return DrawGlInfo::kStatusDrew;
2200}
2201
2202status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2203        float* vertices, int* colors, SkPaint* paint) {
2204    if (!vertices || mSnapshot->isIgnored()) {
2205        return DrawGlInfo::kStatusDone;
2206    }
2207
2208    // TODO: use quickReject on bounds from vertices
2209    mCaches.enableScissor();
2210
2211    float left = FLT_MAX;
2212    float top = FLT_MAX;
2213    float right = FLT_MIN;
2214    float bottom = FLT_MIN;
2215
2216    const uint32_t count = meshWidth * meshHeight * 6;
2217
2218    ColorTextureVertex mesh[count];
2219    ColorTextureVertex* vertex = mesh;
2220
2221    bool cleanupColors = false;
2222    if (!colors) {
2223        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2224        colors = new int[colorsCount];
2225        memset(colors, 0xff, colorsCount * sizeof(int));
2226        cleanupColors = true;
2227    }
2228
2229    mCaches.activeTexture(0);
2230    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2231    const UvMapper& mapper(getMapper(texture));
2232
2233    for (int32_t y = 0; y < meshHeight; y++) {
2234        for (int32_t x = 0; x < meshWidth; x++) {
2235            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2236
2237            float u1 = float(x) / meshWidth;
2238            float u2 = float(x + 1) / meshWidth;
2239            float v1 = float(y) / meshHeight;
2240            float v2 = float(y + 1) / meshHeight;
2241
2242            mapper.map(u1, v1, u2, v2);
2243
2244            int ax = i + (meshWidth + 1) * 2;
2245            int ay = ax + 1;
2246            int bx = i;
2247            int by = bx + 1;
2248            int cx = i + 2;
2249            int cy = cx + 1;
2250            int dx = i + (meshWidth + 1) * 2 + 2;
2251            int dy = dx + 1;
2252
2253            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2254            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2255            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2256
2257            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2258            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2259            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2260
2261            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2262            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2263            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2264            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2265        }
2266    }
2267
2268    if (quickReject(left, top, right, bottom)) {
2269        if (cleanupColors) delete[] colors;
2270        return DrawGlInfo::kStatusDone;
2271    }
2272
2273    if (!texture) {
2274        texture = mCaches.textureCache.get(bitmap);
2275        if (!texture) {
2276            if (cleanupColors) delete[] colors;
2277            return DrawGlInfo::kStatusDone;
2278        }
2279    }
2280    const AutoTexture autoCleanup(texture);
2281
2282    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2283    texture->setFilter(FILTER(paint), true);
2284
2285    int alpha;
2286    SkXfermode::Mode mode;
2287    getAlphaAndMode(paint, &alpha, &mode);
2288
2289    float a = alpha / 255.0f;
2290
2291    if (hasLayer()) {
2292        dirtyLayer(left, top, right, bottom, currentTransform());
2293    }
2294
2295    setupDraw();
2296    setupDrawWithTextureAndColor();
2297    setupDrawColor(a, a, a, a);
2298    setupDrawColorFilter();
2299    setupDrawBlending(true, mode, false);
2300    setupDrawProgram();
2301    setupDrawDirtyRegionsDisabled();
2302    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2303    setupDrawTexture(texture->id);
2304    setupDrawPureColorUniforms();
2305    setupDrawColorFilterUniforms();
2306    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2307
2308    glDrawArrays(GL_TRIANGLES, 0, count);
2309
2310    int slot = mCaches.currentProgram->getAttrib("colors");
2311    if (slot >= 0) {
2312        glDisableVertexAttribArray(slot);
2313    }
2314
2315    if (cleanupColors) delete[] colors;
2316
2317    return DrawGlInfo::kStatusDrew;
2318}
2319
2320status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2321         float srcLeft, float srcTop, float srcRight, float srcBottom,
2322         float dstLeft, float dstTop, float dstRight, float dstBottom,
2323         SkPaint* paint) {
2324    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2325        return DrawGlInfo::kStatusDone;
2326    }
2327
2328    mCaches.activeTexture(0);
2329    Texture* texture = getTexture(bitmap);
2330    if (!texture) return DrawGlInfo::kStatusDone;
2331    const AutoTexture autoCleanup(texture);
2332
2333    const float width = texture->width;
2334    const float height = texture->height;
2335
2336    float u1 = fmax(0.0f, srcLeft / width);
2337    float v1 = fmax(0.0f, srcTop / height);
2338    float u2 = fmin(1.0f, srcRight / width);
2339    float v2 = fmin(1.0f, srcBottom / height);
2340
2341    getMapper(texture).map(u1, v1, u2, v2);
2342
2343    mCaches.unbindMeshBuffer();
2344    resetDrawTextureTexCoords(u1, v1, u2, v2);
2345
2346    int alpha;
2347    SkXfermode::Mode mode;
2348    getAlphaAndMode(paint, &alpha, &mode);
2349
2350    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2351
2352    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2353    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2354
2355    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2356    // Apply a scale transform on the canvas only when a shader is in use
2357    // Skia handles the ratio between the dst and src rects as a scale factor
2358    // when a shader is set
2359    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2360    bool ignoreTransform = false;
2361
2362    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2363        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2364        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2365
2366        dstRight = x + (dstRight - dstLeft);
2367        dstBottom = y + (dstBottom - dstTop);
2368
2369        dstLeft = x;
2370        dstTop = y;
2371
2372        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2373        ignoreTransform = true;
2374    } else {
2375        texture->setFilter(FILTER(paint), true);
2376    }
2377
2378    if (CC_UNLIKELY(useScaleTransform)) {
2379        save(SkCanvas::kMatrix_SaveFlag);
2380        translate(dstLeft, dstTop);
2381        scale(scaleX, scaleY);
2382
2383        dstLeft = 0.0f;
2384        dstTop = 0.0f;
2385
2386        dstRight = srcRight - srcLeft;
2387        dstBottom = srcBottom - srcTop;
2388    }
2389
2390    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2391        int color = paint ? paint->getColor() : 0;
2392        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2393                texture->id, paint != NULL, color, alpha, mode,
2394                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2395                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2396    } else {
2397        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2398                texture->id, alpha / 255.0f, mode, texture->blend,
2399                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2400                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2401    }
2402
2403    if (CC_UNLIKELY(useScaleTransform)) {
2404        restore();
2405    }
2406
2407    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2408
2409    return DrawGlInfo::kStatusDrew;
2410}
2411
2412status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2413        float left, float top, float right, float bottom, SkPaint* paint) {
2414    if (quickReject(left, top, right, bottom)) {
2415        return DrawGlInfo::kStatusDone;
2416    }
2417
2418    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2419    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2420            right - left, bottom - top, patch);
2421
2422    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2423}
2424
2425status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2426        float left, float top, float right, float bottom, SkPaint* paint) {
2427    if (quickReject(left, top, right, bottom)) {
2428        return DrawGlInfo::kStatusDone;
2429    }
2430
2431    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2432        mCaches.activeTexture(0);
2433        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2434        if (!texture) return DrawGlInfo::kStatusDone;
2435        const AutoTexture autoCleanup(texture);
2436
2437        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2438        texture->setFilter(GL_LINEAR, true);
2439
2440        int alpha;
2441        SkXfermode::Mode mode;
2442        getAlphaAndMode(paint, &alpha, &mode);
2443
2444        const bool pureTranslate = currentTransform().isPureTranslate();
2445        // Mark the current layer dirty where we are going to draw the patch
2446        if (hasLayer() && mesh->hasEmptyQuads) {
2447            const float offsetX = left + currentTransform().getTranslateX();
2448            const float offsetY = top + currentTransform().getTranslateY();
2449            const size_t count = mesh->quads.size();
2450            for (size_t i = 0; i < count; i++) {
2451                const Rect& bounds = mesh->quads.itemAt(i);
2452                if (CC_LIKELY(pureTranslate)) {
2453                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2454                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2455                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2456                } else {
2457                    dirtyLayer(left + bounds.left, top + bounds.top,
2458                            left + bounds.right, top + bounds.bottom, currentTransform());
2459                }
2460            }
2461        }
2462
2463        if (CC_LIKELY(pureTranslate)) {
2464            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2465            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2466
2467            right = x + right - left;
2468            bottom = y + bottom - top;
2469            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2470                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2471                    GL_TRIANGLES, mesh->indexCount, false, true,
2472                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2473        } else {
2474            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2475                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2476                    GL_TRIANGLES, mesh->indexCount, false, false,
2477                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2478        }
2479    }
2480
2481    return DrawGlInfo::kStatusDrew;
2482}
2483
2484/**
2485 * Important note: this method is intended to draw batches of 9-patch objects and
2486 * will not set the scissor enable or dirty the current layer, if any.
2487 * The caller is responsible for properly dirtying the current layer.
2488 */
2489status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2490        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2491    mCaches.activeTexture(0);
2492    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2493    if (!texture) return DrawGlInfo::kStatusDone;
2494    const AutoTexture autoCleanup(texture);
2495
2496    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2497    texture->setFilter(GL_LINEAR, true);
2498
2499    int alpha;
2500    SkXfermode::Mode mode;
2501    getAlphaAndMode(paint, &alpha, &mode);
2502
2503    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2504            mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0],
2505            GL_TRIANGLES, indexCount, false, true, 0, true, false);
2506
2507    return DrawGlInfo::kStatusDrew;
2508}
2509
2510status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2511        bool useOffset) {
2512    if (!vertexBuffer.getVertexCount()) {
2513        // no vertices to draw
2514        return DrawGlInfo::kStatusDone;
2515    }
2516
2517    int color = paint->getColor();
2518    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2519    bool isAA = paint->isAntiAlias();
2520
2521    setupDraw();
2522    setupDrawNoTexture();
2523    if (isAA) setupDrawAA();
2524    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2525    setupDrawColorFilter();
2526    setupDrawShader();
2527    setupDrawBlending(isAA, mode);
2528    setupDrawProgram();
2529    setupDrawModelViewIdentity(useOffset);
2530    setupDrawColorUniforms();
2531    setupDrawColorFilterUniforms();
2532    setupDrawShaderIdentityUniforms();
2533
2534    void* vertices = vertexBuffer.getBuffer();
2535    bool force = mCaches.unbindMeshBuffer();
2536    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2537    mCaches.resetTexCoordsVertexPointer();
2538    mCaches.unbindIndicesBuffer();
2539
2540    int alphaSlot = -1;
2541    if (isAA) {
2542        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2543        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2544
2545        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2546        glEnableVertexAttribArray(alphaSlot);
2547        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2548    }
2549
2550    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2551
2552    if (isAA) {
2553        glDisableVertexAttribArray(alphaSlot);
2554    }
2555
2556    return DrawGlInfo::kStatusDrew;
2557}
2558
2559/**
2560 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2561 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2562 * screen space in all directions. However, instead of using a fragment shader to compute the
2563 * translucency of the color from its position, we simply use a varying parameter to define how far
2564 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2565 *
2566 * Doesn't yet support joins, caps, or path effects.
2567 */
2568status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2569    VertexBuffer vertexBuffer;
2570    // TODO: try clipping large paths to viewport
2571    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2572
2573    if (hasLayer()) {
2574        SkRect bounds = path.getBounds();
2575        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2576        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2577    }
2578
2579    return drawVertexBuffer(vertexBuffer, paint);
2580}
2581
2582/**
2583 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2584 * and additional geometry for defining an alpha slope perimeter.
2585 *
2586 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2587 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2588 * in-shader alpha region, but found it to be taxing on some GPUs.
2589 *
2590 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2591 * memory transfer by removing need for degenerate vertices.
2592 */
2593status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2594    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2595
2596    count &= ~0x3; // round down to nearest four
2597
2598    VertexBuffer buffer;
2599    SkRect bounds;
2600    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2601
2602    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2603        return DrawGlInfo::kStatusDone;
2604    }
2605
2606    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2607
2608    bool useOffset = !paint->isAntiAlias();
2609    return drawVertexBuffer(buffer, paint, useOffset);
2610}
2611
2612status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2613    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2614
2615    count &= ~0x1; // round down to nearest two
2616
2617    VertexBuffer buffer;
2618    SkRect bounds;
2619    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2620
2621    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2622        return DrawGlInfo::kStatusDone;
2623    }
2624
2625    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2626
2627    bool useOffset = !paint->isAntiAlias();
2628    return drawVertexBuffer(buffer, paint, useOffset);
2629}
2630
2631status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2632    // No need to check against the clip, we fill the clip region
2633    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2634
2635    Rect& clip(*mSnapshot->clipRect);
2636    clip.snapToPixelBoundaries();
2637
2638    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2639
2640    return DrawGlInfo::kStatusDrew;
2641}
2642
2643status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2644        SkPaint* paint) {
2645    if (!texture) return DrawGlInfo::kStatusDone;
2646    const AutoTexture autoCleanup(texture);
2647
2648    const float x = left + texture->left - texture->offset;
2649    const float y = top + texture->top - texture->offset;
2650
2651    drawPathTexture(texture, x, y, paint);
2652
2653    return DrawGlInfo::kStatusDrew;
2654}
2655
2656status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2657        float rx, float ry, SkPaint* p) {
2658    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2659            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2660        return DrawGlInfo::kStatusDone;
2661    }
2662
2663    if (p->getPathEffect() != 0) {
2664        mCaches.activeTexture(0);
2665        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2666                right - left, bottom - top, rx, ry, p);
2667        return drawShape(left, top, texture, p);
2668    }
2669
2670    SkPath path;
2671    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2672    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2673        float outset = p->getStrokeWidth() / 2;
2674        rect.outset(outset, outset);
2675        rx += outset;
2676        ry += outset;
2677    }
2678    path.addRoundRect(rect, rx, ry);
2679    return drawConvexPath(path, p);
2680}
2681
2682status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2683    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2684            x + radius, y + radius, p) ||
2685            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2686        return DrawGlInfo::kStatusDone;
2687    }
2688    if (p->getPathEffect() != 0) {
2689        mCaches.activeTexture(0);
2690        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2691        return drawShape(x - radius, y - radius, texture, p);
2692    }
2693
2694    SkPath path;
2695    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2696        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2697    } else {
2698        path.addCircle(x, y, radius);
2699    }
2700    return drawConvexPath(path, p);
2701}
2702
2703status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2704        SkPaint* p) {
2705    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2706            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2707        return DrawGlInfo::kStatusDone;
2708    }
2709
2710    if (p->getPathEffect() != 0) {
2711        mCaches.activeTexture(0);
2712        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2713        return drawShape(left, top, texture, p);
2714    }
2715
2716    SkPath path;
2717    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2718    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2719        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2720    }
2721    path.addOval(rect);
2722    return drawConvexPath(path, p);
2723}
2724
2725status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2726        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2727    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2728            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2729        return DrawGlInfo::kStatusDone;
2730    }
2731
2732    if (fabs(sweepAngle) >= 360.0f) {
2733        return drawOval(left, top, right, bottom, p);
2734    }
2735
2736    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2737    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2738        mCaches.activeTexture(0);
2739        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2740                startAngle, sweepAngle, useCenter, p);
2741        return drawShape(left, top, texture, p);
2742    }
2743
2744    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2745    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2746        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2747    }
2748
2749    SkPath path;
2750    if (useCenter) {
2751        path.moveTo(rect.centerX(), rect.centerY());
2752    }
2753    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2754    if (useCenter) {
2755        path.close();
2756    }
2757    return drawConvexPath(path, p);
2758}
2759
2760// See SkPaintDefaults.h
2761#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2762
2763status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2764    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2765            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2766        return DrawGlInfo::kStatusDone;
2767    }
2768
2769    if (p->getStyle() != SkPaint::kFill_Style) {
2770        // only fill style is supported by drawConvexPath, since others have to handle joins
2771        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2772                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2773            mCaches.activeTexture(0);
2774            const PathTexture* texture =
2775                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2776            return drawShape(left, top, texture, p);
2777        }
2778
2779        SkPath path;
2780        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2781        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2782            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2783        }
2784        path.addRect(rect);
2785        return drawConvexPath(path, p);
2786    }
2787
2788    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2789        SkPath path;
2790        path.addRect(left, top, right, bottom);
2791        return drawConvexPath(path, p);
2792    } else {
2793        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2794        return DrawGlInfo::kStatusDrew;
2795    }
2796}
2797
2798void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2799        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2800        float x, float y) {
2801    mCaches.activeTexture(0);
2802
2803    // NOTE: The drop shadow will not perform gamma correction
2804    //       if shader-based correction is enabled
2805    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2806    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2807            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2808    // If the drop shadow exceeds the max texture size or couldn't be
2809    // allocated, skip drawing
2810    if (!shadow) return;
2811    const AutoTexture autoCleanup(shadow);
2812
2813    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2814    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2815
2816    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2817    int shadowColor = mDrawModifiers.mShadowColor;
2818    if (mDrawModifiers.mShader) {
2819        shadowColor = 0xffffffff;
2820    }
2821
2822    setupDraw();
2823    setupDrawWithTexture(true);
2824    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2825    setupDrawColorFilter();
2826    setupDrawShader();
2827    setupDrawBlending(true, mode);
2828    setupDrawProgram();
2829    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2830    setupDrawTexture(shadow->id);
2831    setupDrawPureColorUniforms();
2832    setupDrawColorFilterUniforms();
2833    setupDrawShaderUniforms();
2834    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2835
2836    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2837}
2838
2839bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2840    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2841    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2842}
2843
2844status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2845        const float* positions, SkPaint* paint) {
2846    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2847        return DrawGlInfo::kStatusDone;
2848    }
2849
2850    // NOTE: Skia does not support perspective transform on drawPosText yet
2851    if (!currentTransform().isSimple()) {
2852        return DrawGlInfo::kStatusDone;
2853    }
2854
2855    mCaches.enableScissor();
2856
2857    float x = 0.0f;
2858    float y = 0.0f;
2859    const bool pureTranslate = currentTransform().isPureTranslate();
2860    if (pureTranslate) {
2861        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2862        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2863    }
2864
2865    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2866    fontRenderer.setFont(paint, mat4::identity());
2867
2868    int alpha;
2869    SkXfermode::Mode mode;
2870    getAlphaAndMode(paint, &alpha, &mode);
2871
2872    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2873        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2874                alpha, mode, 0.0f, 0.0f);
2875    }
2876
2877    // Pick the appropriate texture filtering
2878    bool linearFilter = currentTransform().changesBounds();
2879    if (pureTranslate && !linearFilter) {
2880        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2881    }
2882    fontRenderer.setTextureFiltering(linearFilter);
2883
2884    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2885    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2886
2887    const bool hasActiveLayer = hasLayer();
2888
2889    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2890    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2891            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2892        if (hasActiveLayer) {
2893            if (!pureTranslate) {
2894                currentTransform().mapRect(bounds);
2895            }
2896            dirtyLayerUnchecked(bounds, getRegion());
2897        }
2898    }
2899
2900    return DrawGlInfo::kStatusDrew;
2901}
2902
2903mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2904    mat4 fontTransform;
2905    if (CC_LIKELY(transform.isPureTranslate())) {
2906        fontTransform = mat4::identity();
2907    } else {
2908        if (CC_UNLIKELY(transform.isPerspective())) {
2909            fontTransform = mat4::identity();
2910        } else {
2911            float sx, sy;
2912            currentTransform().decomposeScale(sx, sy);
2913            fontTransform.loadScale(sx, sy, 1.0f);
2914        }
2915    }
2916    return fontTransform;
2917}
2918
2919status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2920        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2921        DrawOpMode drawOpMode) {
2922
2923    if (drawOpMode == kDrawOpMode_Immediate) {
2924        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2925        // drawing as ops from DeferredDisplayList are already filtered for these
2926        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2927                quickReject(bounds)) {
2928            return DrawGlInfo::kStatusDone;
2929        }
2930    }
2931
2932    const float oldX = x;
2933    const float oldY = y;
2934
2935    const mat4& transform = currentTransform();
2936    const bool pureTranslate = transform.isPureTranslate();
2937
2938    if (CC_LIKELY(pureTranslate)) {
2939        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2940        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2941    }
2942
2943    int alpha;
2944    SkXfermode::Mode mode;
2945    getAlphaAndMode(paint, &alpha, &mode);
2946
2947    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2948
2949    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2950        fontRenderer.setFont(paint, mat4::identity());
2951        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2952                alpha, mode, oldX, oldY);
2953    }
2954
2955    const bool hasActiveLayer = hasLayer();
2956
2957    // We only pass a partial transform to the font renderer. That partial
2958    // matrix defines how glyphs are rasterized. Typically we want glyphs
2959    // to be rasterized at their final size on screen, which means the partial
2960    // matrix needs to take the scale factor into account.
2961    // When a partial matrix is used to transform glyphs during rasterization,
2962    // the mesh is generated with the inverse transform (in the case of scale,
2963    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2964    // apply the full transform matrix at draw time in the vertex shader.
2965    // Applying the full matrix in the shader is the easiest way to handle
2966    // rotation and perspective and allows us to always generated quads in the
2967    // font renderer which greatly simplifies the code, clipping in particular.
2968    mat4 fontTransform = findBestFontTransform(transform);
2969    fontRenderer.setFont(paint, fontTransform);
2970
2971    // Pick the appropriate texture filtering
2972    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2973    fontRenderer.setTextureFiltering(linearFilter);
2974
2975    // TODO: Implement better clipping for scaled/rotated text
2976    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2977    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2978
2979    bool status;
2980    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2981
2982    // don't call issuedrawcommand, do it at end of batch
2983    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2984    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2985        SkPaint paintCopy(*paint);
2986        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2987        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2988                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2989    } else {
2990        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2991                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2992    }
2993
2994    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2995        if (!pureTranslate) {
2996            transform.mapRect(layerBounds);
2997        }
2998        dirtyLayerUnchecked(layerBounds, getRegion());
2999    }
3000
3001    drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint);
3002
3003    return DrawGlInfo::kStatusDrew;
3004}
3005
3006status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3007        float hOffset, float vOffset, SkPaint* paint) {
3008    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
3009        return DrawGlInfo::kStatusDone;
3010    }
3011
3012    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
3013    mCaches.enableScissor();
3014
3015    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3016    fontRenderer.setFont(paint, mat4::identity());
3017    fontRenderer.setTextureFiltering(true);
3018
3019    int alpha;
3020    SkXfermode::Mode mode;
3021    getAlphaAndMode(paint, &alpha, &mode);
3022    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
3023
3024    const Rect* clip = &mSnapshot->getLocalClip();
3025    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3026
3027    const bool hasActiveLayer = hasLayer();
3028
3029    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3030            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
3031        if (hasActiveLayer) {
3032            currentTransform().mapRect(bounds);
3033            dirtyLayerUnchecked(bounds, getRegion());
3034        }
3035    }
3036
3037    return DrawGlInfo::kStatusDrew;
3038}
3039
3040status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3041    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3042
3043    mCaches.activeTexture(0);
3044
3045    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3046    if (!texture) return DrawGlInfo::kStatusDone;
3047    const AutoTexture autoCleanup(texture);
3048
3049    const float x = texture->left - texture->offset;
3050    const float y = texture->top - texture->offset;
3051
3052    drawPathTexture(texture, x, y, paint);
3053
3054    return DrawGlInfo::kStatusDrew;
3055}
3056
3057status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3058    if (!layer) {
3059        return DrawGlInfo::kStatusDone;
3060    }
3061
3062    mat4* transform = NULL;
3063    if (layer->isTextureLayer()) {
3064        transform = &layer->getTransform();
3065        if (!transform->isIdentity()) {
3066            save(0);
3067            currentTransform().multiply(*transform);
3068        }
3069    }
3070
3071    bool clipRequired = false;
3072    const bool rejected = quickRejectNoScissor(x, y,
3073            x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired);
3074
3075    if (rejected) {
3076        if (transform && !transform->isIdentity()) {
3077            restore();
3078        }
3079        return DrawGlInfo::kStatusDone;
3080    }
3081
3082    updateLayer(layer, true);
3083
3084    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
3085    mCaches.activeTexture(0);
3086
3087    if (CC_LIKELY(!layer->region.isEmpty())) {
3088        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3089        mDrawModifiers.mColorFilter = layer->getColorFilter();
3090
3091        if (layer->region.isRect()) {
3092            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3093                    composeLayerRect(layer, layer->regionRect));
3094        } else if (layer->mesh) {
3095            const float a = getLayerAlpha(layer);
3096            setupDraw();
3097            setupDrawWithTexture();
3098            setupDrawColor(a, a, a, a);
3099            setupDrawColorFilter();
3100            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3101            setupDrawProgram();
3102            setupDrawPureColorUniforms();
3103            setupDrawColorFilterUniforms();
3104            setupDrawTexture(layer->getTexture());
3105            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3106                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3107                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3108
3109                layer->setFilter(GL_NEAREST);
3110                setupDrawModelViewTranslate(tx, ty,
3111                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3112            } else {
3113                layer->setFilter(GL_LINEAR);
3114                setupDrawModelViewTranslate(x, y,
3115                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3116            }
3117
3118            TextureVertex* mesh = &layer->mesh[0];
3119            GLsizei elementsCount = layer->meshElementCount;
3120
3121            while (elementsCount > 0) {
3122                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3123
3124                setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
3125                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3126                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3127
3128                elementsCount -= drawCount;
3129                // Though there are 4 vertices in a quad, we use 6 indices per
3130                // quad to draw with GL_TRIANGLES
3131                mesh += (drawCount / 6) * 4;
3132            }
3133
3134#if DEBUG_LAYERS_AS_REGIONS
3135            drawRegionRects(layer->region);
3136#endif
3137        }
3138
3139        mDrawModifiers.mColorFilter = oldFilter;
3140
3141        if (layer->debugDrawUpdate) {
3142            layer->debugDrawUpdate = false;
3143            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3144                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3145        }
3146    }
3147    layer->hasDrawnSinceUpdate = true;
3148
3149    if (transform && !transform->isIdentity()) {
3150        restore();
3151    }
3152
3153    return DrawGlInfo::kStatusDrew;
3154}
3155
3156///////////////////////////////////////////////////////////////////////////////
3157// Shaders
3158///////////////////////////////////////////////////////////////////////////////
3159
3160void OpenGLRenderer::resetShader() {
3161    mDrawModifiers.mShader = NULL;
3162}
3163
3164void OpenGLRenderer::setupShader(SkiaShader* shader) {
3165    mDrawModifiers.mShader = shader;
3166    if (mDrawModifiers.mShader) {
3167        mDrawModifiers.mShader->setCaches(mCaches);
3168    }
3169}
3170
3171///////////////////////////////////////////////////////////////////////////////
3172// Color filters
3173///////////////////////////////////////////////////////////////////////////////
3174
3175void OpenGLRenderer::resetColorFilter() {
3176    mDrawModifiers.mColorFilter = NULL;
3177}
3178
3179void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3180    mDrawModifiers.mColorFilter = filter;
3181}
3182
3183///////////////////////////////////////////////////////////////////////////////
3184// Drop shadow
3185///////////////////////////////////////////////////////////////////////////////
3186
3187void OpenGLRenderer::resetShadow() {
3188    mDrawModifiers.mHasShadow = false;
3189}
3190
3191void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3192    mDrawModifiers.mHasShadow = true;
3193    mDrawModifiers.mShadowRadius = radius;
3194    mDrawModifiers.mShadowDx = dx;
3195    mDrawModifiers.mShadowDy = dy;
3196    mDrawModifiers.mShadowColor = color;
3197}
3198
3199///////////////////////////////////////////////////////////////////////////////
3200// Draw filters
3201///////////////////////////////////////////////////////////////////////////////
3202
3203void OpenGLRenderer::resetPaintFilter() {
3204    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3205    // comparison, see MergingDrawBatch::canMergeWith
3206    mDrawModifiers.mHasDrawFilter = false;
3207    mDrawModifiers.mPaintFilterClearBits = 0;
3208    mDrawModifiers.mPaintFilterSetBits = 0;
3209}
3210
3211void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3212    mDrawModifiers.mHasDrawFilter = true;
3213    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3214    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3215}
3216
3217SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3218    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3219        return paint;
3220    }
3221
3222    uint32_t flags = paint->getFlags();
3223
3224    mFilteredPaint = *paint;
3225    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3226            mDrawModifiers.mPaintFilterSetBits);
3227
3228    return &mFilteredPaint;
3229}
3230
3231///////////////////////////////////////////////////////////////////////////////
3232// Drawing implementation
3233///////////////////////////////////////////////////////////////////////////////
3234
3235Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3236    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3237    if (!texture) {
3238        return mCaches.textureCache.get(bitmap);
3239    }
3240    return texture;
3241}
3242
3243void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3244        float x, float y, SkPaint* paint) {
3245    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3246        return;
3247    }
3248
3249    int alpha;
3250    SkXfermode::Mode mode;
3251    getAlphaAndMode(paint, &alpha, &mode);
3252
3253    setupDraw();
3254    setupDrawWithTexture(true);
3255    setupDrawAlpha8Color(paint->getColor(), alpha);
3256    setupDrawColorFilter();
3257    setupDrawShader();
3258    setupDrawBlending(true, mode);
3259    setupDrawProgram();
3260    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3261    setupDrawTexture(texture->id);
3262    setupDrawPureColorUniforms();
3263    setupDrawColorFilterUniforms();
3264    setupDrawShaderUniforms();
3265    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3266
3267    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3268}
3269
3270// Same values used by Skia
3271#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3272#define kStdUnderline_Offset    (1.0f / 9.0f)
3273#define kStdUnderline_Thickness (1.0f / 18.0f)
3274
3275void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3276        float x, float y, SkPaint* paint) {
3277    // Handle underline and strike-through
3278    uint32_t flags = paint->getFlags();
3279    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3280        SkPaint paintCopy(*paint);
3281
3282        if (CC_LIKELY(underlineWidth > 0.0f)) {
3283            const float textSize = paintCopy.getTextSize();
3284            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3285
3286            const float left = x;
3287            float top = 0.0f;
3288
3289            int linesCount = 0;
3290            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3291            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3292
3293            const int pointsCount = 4 * linesCount;
3294            float points[pointsCount];
3295            int currentPoint = 0;
3296
3297            if (flags & SkPaint::kUnderlineText_Flag) {
3298                top = y + textSize * kStdUnderline_Offset;
3299                points[currentPoint++] = left;
3300                points[currentPoint++] = top;
3301                points[currentPoint++] = left + underlineWidth;
3302                points[currentPoint++] = top;
3303            }
3304
3305            if (flags & SkPaint::kStrikeThruText_Flag) {
3306                top = y + textSize * kStdStrikeThru_Offset;
3307                points[currentPoint++] = left;
3308                points[currentPoint++] = top;
3309                points[currentPoint++] = left + underlineWidth;
3310                points[currentPoint++] = top;
3311            }
3312
3313            paintCopy.setStrokeWidth(strokeWidth);
3314
3315            drawLines(&points[0], pointsCount, &paintCopy);
3316        }
3317    }
3318}
3319
3320status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3321    if (mSnapshot->isIgnored()) {
3322        return DrawGlInfo::kStatusDone;
3323    }
3324
3325    int color = paint->getColor();
3326    // If a shader is set, preserve only the alpha
3327    if (mDrawModifiers.mShader) {
3328        color |= 0x00ffffff;
3329    }
3330    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3331
3332    return drawColorRects(rects, count, color, mode);
3333}
3334
3335status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3336        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3337    if (count == 0) {
3338        return DrawGlInfo::kStatusDone;
3339    }
3340
3341    float left = FLT_MAX;
3342    float top = FLT_MAX;
3343    float right = FLT_MIN;
3344    float bottom = FLT_MIN;
3345
3346    Vertex mesh[count];
3347    Vertex* vertex = mesh;
3348
3349    for (int index = 0; index < count; index += 4) {
3350        float l = rects[index + 0];
3351        float t = rects[index + 1];
3352        float r = rects[index + 2];
3353        float b = rects[index + 3];
3354
3355        Vertex::set(vertex++, l, t);
3356        Vertex::set(vertex++, r, t);
3357        Vertex::set(vertex++, l, b);
3358        Vertex::set(vertex++, r, b);
3359
3360        left = fminf(left, l);
3361        top = fminf(top, t);
3362        right = fmaxf(right, r);
3363        bottom = fmaxf(bottom, b);
3364    }
3365
3366    if (clip && quickReject(left, top, right, bottom)) {
3367        return DrawGlInfo::kStatusDone;
3368    }
3369
3370    setupDraw();
3371    setupDrawNoTexture();
3372    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3373    setupDrawShader();
3374    setupDrawColorFilter();
3375    setupDrawBlending(mode);
3376    setupDrawProgram();
3377    setupDrawDirtyRegionsDisabled();
3378    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3379    setupDrawColorUniforms();
3380    setupDrawShaderUniforms();
3381    setupDrawColorFilterUniforms();
3382
3383    if (dirty && hasLayer()) {
3384        dirtyLayer(left, top, right, bottom, currentTransform());
3385    }
3386
3387    drawIndexedQuads(&mesh[0], count / 4);
3388
3389    return DrawGlInfo::kStatusDrew;
3390}
3391
3392void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3393        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3394    // If a shader is set, preserve only the alpha
3395    if (mDrawModifiers.mShader) {
3396        color |= 0x00ffffff;
3397    }
3398
3399    setupDraw();
3400    setupDrawNoTexture();
3401    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3402    setupDrawShader();
3403    setupDrawColorFilter();
3404    setupDrawBlending(mode);
3405    setupDrawProgram();
3406    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3407    setupDrawColorUniforms();
3408    setupDrawShaderUniforms(ignoreTransform);
3409    setupDrawColorFilterUniforms();
3410    setupDrawSimpleMesh();
3411
3412    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3413}
3414
3415void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3416        Texture* texture, SkPaint* paint) {
3417    int alpha;
3418    SkXfermode::Mode mode;
3419    getAlphaAndMode(paint, &alpha, &mode);
3420
3421    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3422
3423    GLvoid* vertices = (GLvoid*) NULL;
3424    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3425
3426    if (texture->uvMapper) {
3427        vertices = &mMeshVertices[0].position[0];
3428        texCoords = &mMeshVertices[0].texture[0];
3429
3430        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3431        texture->uvMapper->map(uvs);
3432
3433        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3434    }
3435
3436    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3437        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3438        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3439
3440        texture->setFilter(GL_NEAREST, true);
3441        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3442                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3443                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3444    } else {
3445        texture->setFilter(FILTER(paint), true);
3446        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3447                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3448    }
3449
3450    if (texture->uvMapper) {
3451        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3452    }
3453}
3454
3455void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3456        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3457    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3458            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3459}
3460
3461void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3462        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3463        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3464        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3465
3466    setupDraw();
3467    setupDrawWithTexture();
3468    setupDrawColor(alpha, alpha, alpha, alpha);
3469    setupDrawColorFilter();
3470    setupDrawBlending(blend, mode, swapSrcDst);
3471    setupDrawProgram();
3472    if (!dirty) setupDrawDirtyRegionsDisabled();
3473    if (!ignoreScale) {
3474        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3475    } else {
3476        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3477    }
3478    setupDrawTexture(texture);
3479    setupDrawPureColorUniforms();
3480    setupDrawColorFilterUniforms();
3481    setupDrawMesh(vertices, texCoords, vbo);
3482
3483    glDrawArrays(drawMode, 0, elementsCount);
3484}
3485
3486void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3487        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3488        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3489        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3490
3491    setupDraw();
3492    setupDrawWithTexture();
3493    setupDrawColor(alpha, alpha, alpha, alpha);
3494    setupDrawColorFilter();
3495    setupDrawBlending(blend, mode, swapSrcDst);
3496    setupDrawProgram();
3497    if (!dirty) setupDrawDirtyRegionsDisabled();
3498    if (!ignoreScale) {
3499        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3500    } else {
3501        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3502    }
3503    setupDrawTexture(texture);
3504    setupDrawPureColorUniforms();
3505    setupDrawColorFilterUniforms();
3506    setupDrawMeshIndices(vertices, texCoords, vbo);
3507
3508    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3509}
3510
3511void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3512        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3513        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3514        bool ignoreTransform, bool ignoreScale, bool dirty) {
3515
3516    setupDraw();
3517    setupDrawWithTexture(true);
3518    if (hasColor) {
3519        setupDrawAlpha8Color(color, alpha);
3520    }
3521    setupDrawColorFilter();
3522    setupDrawShader();
3523    setupDrawBlending(true, mode);
3524    setupDrawProgram();
3525    if (!dirty) setupDrawDirtyRegionsDisabled();
3526    if (!ignoreScale) {
3527        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3528    } else {
3529        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3530    }
3531    setupDrawTexture(texture);
3532    setupDrawPureColorUniforms();
3533    setupDrawColorFilterUniforms();
3534    setupDrawShaderUniforms();
3535    setupDrawMesh(vertices, texCoords);
3536
3537    glDrawArrays(drawMode, 0, elementsCount);
3538}
3539
3540void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3541        ProgramDescription& description, bool swapSrcDst) {
3542    if (mCountOverdraw) {
3543        if (!mCaches.blend) glEnable(GL_BLEND);
3544        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3545            glBlendFunc(GL_ONE, GL_ONE);
3546        }
3547
3548        mCaches.blend = true;
3549        mCaches.lastSrcMode = GL_ONE;
3550        mCaches.lastDstMode = GL_ONE;
3551
3552        return;
3553    }
3554
3555    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3556
3557    if (blend) {
3558        // These blend modes are not supported by OpenGL directly and have
3559        // to be implemented using shaders. Since the shader will perform
3560        // the blending, turn blending off here
3561        // If the blend mode cannot be implemented using shaders, fall
3562        // back to the default SrcOver blend mode instead
3563        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3564            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3565                description.framebufferMode = mode;
3566                description.swapSrcDst = swapSrcDst;
3567
3568                if (mCaches.blend) {
3569                    glDisable(GL_BLEND);
3570                    mCaches.blend = false;
3571                }
3572
3573                return;
3574            } else {
3575                mode = SkXfermode::kSrcOver_Mode;
3576            }
3577        }
3578
3579        if (!mCaches.blend) {
3580            glEnable(GL_BLEND);
3581        }
3582
3583        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3584        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3585
3586        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3587            glBlendFunc(sourceMode, destMode);
3588            mCaches.lastSrcMode = sourceMode;
3589            mCaches.lastDstMode = destMode;
3590        }
3591    } else if (mCaches.blend) {
3592        glDisable(GL_BLEND);
3593    }
3594    mCaches.blend = blend;
3595}
3596
3597bool OpenGLRenderer::useProgram(Program* program) {
3598    if (!program->isInUse()) {
3599        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3600        program->use();
3601        mCaches.currentProgram = program;
3602        return false;
3603    }
3604    return true;
3605}
3606
3607void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3608    TextureVertex* v = &mMeshVertices[0];
3609    TextureVertex::setUV(v++, u1, v1);
3610    TextureVertex::setUV(v++, u2, v1);
3611    TextureVertex::setUV(v++, u1, v2);
3612    TextureVertex::setUV(v++, u2, v2);
3613}
3614
3615void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3616    getAlphaAndModeDirect(paint, alpha,  mode);
3617    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3618        // if drawing a layer, ignore the paint's alpha
3619        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3620    }
3621    *alpha *= mSnapshot->alpha;
3622}
3623
3624float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3625    float alpha;
3626    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3627        alpha = mDrawModifiers.mOverrideLayerAlpha;
3628    } else {
3629        alpha = layer->getAlpha() / 255.0f;
3630    }
3631    return alpha * mSnapshot->alpha;
3632}
3633
3634}; // namespace uirenderer
3635}; // namespace android
3636