OpenGLRenderer.cpp revision 3380cfdc77100e87aa8390386ccf390834dea171
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    interrupt();
453    detachFunctor(functor);
454
455    mCaches.enableScissor();
456    if (mDirtyClip) {
457        setScissorFromClip();
458        setStencilFromClip();
459    }
460
461    Rect clip(*mSnapshot->clipRect);
462    clip.snapToPixelBoundaries();
463
464    // Since we don't know what the functor will draw, let's dirty
465    // tne entire clip region
466    if (hasLayer()) {
467        dirtyLayerUnchecked(clip, getRegion());
468    }
469
470    DrawGlInfo info;
471    info.clipLeft = clip.left;
472    info.clipTop = clip.top;
473    info.clipRight = clip.right;
474    info.clipBottom = clip.bottom;
475    info.isLayer = hasLayer();
476    info.width = getSnapshot()->viewport.getWidth();
477    info.height = getSnapshot()->height;
478    getSnapshot()->transform->copyTo(&info.transform[0]);
479
480    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
481
482    if (result != DrawGlInfo::kStatusDone) {
483        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
484        dirty.unionWith(localDirty);
485
486        if (result & DrawGlInfo::kStatusInvoke) {
487            mFunctors.add(functor);
488        }
489    }
490
491    resume();
492    return result | DrawGlInfo::kStatusDrew;
493}
494
495///////////////////////////////////////////////////////////////////////////////
496// Debug
497///////////////////////////////////////////////////////////////////////////////
498
499void OpenGLRenderer::eventMark(const char* name) const {
500    mCaches.eventMark(0, name);
501}
502
503void OpenGLRenderer::startMark(const char* name) const {
504    mCaches.startMark(0, name);
505}
506
507void OpenGLRenderer::endMark() const {
508    mCaches.endMark();
509}
510
511void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
512    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
513        if (clear) {
514            mCaches.disableScissor();
515            mCaches.stencil.clear();
516        }
517        if (enable) {
518            mCaches.stencil.enableDebugWrite();
519        } else {
520            mCaches.stencil.disable();
521        }
522    }
523}
524
525void OpenGLRenderer::renderOverdraw() {
526    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
527        const Rect* clip = &mTilingClip;
528
529        mCaches.enableScissor();
530        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
531                clip->right - clip->left, clip->bottom - clip->top);
532
533        mCaches.stencil.enableDebugTest(2);
534        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
535        mCaches.stencil.enableDebugTest(3);
536        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
537        mCaches.stencil.enableDebugTest(4);
538        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
539        mCaches.stencil.enableDebugTest(4, true);
540        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
541        mCaches.stencil.disable();
542    }
543}
544
545void OpenGLRenderer::countOverdraw() {
546    size_t count = mWidth * mHeight;
547    uint32_t* buffer = new uint32_t[count];
548    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
549
550    size_t total = 0;
551    for (size_t i = 0; i < count; i++) {
552        total += buffer[i] & 0xff;
553    }
554
555    mOverdraw = total / float(count);
556
557    delete[] buffer;
558}
559
560///////////////////////////////////////////////////////////////////////////////
561// Layers
562///////////////////////////////////////////////////////////////////////////////
563
564bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
565    if (layer->deferredUpdateScheduled && layer->renderer &&
566            layer->displayList && layer->displayList->isRenderable()) {
567        ATRACE_CALL();
568
569        Rect& dirty = layer->dirtyRect;
570
571        if (inFrame) {
572            endTiling();
573            debugOverdraw(false, false);
574        }
575
576        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
577            layer->render();
578        } else {
579            layer->defer();
580        }
581
582        if (inFrame) {
583            resumeAfterLayer();
584            startTiling(mSnapshot);
585        }
586
587        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
588        layer->hasDrawnSinceUpdate = false;
589
590        return true;
591    }
592
593    return false;
594}
595
596void OpenGLRenderer::updateLayers() {
597    // If draw deferring is enabled this method will simply defer
598    // the display list of each individual layer. The layers remain
599    // in the layer updates list which will be cleared by flushLayers().
600    int count = mLayerUpdates.size();
601    if (count > 0) {
602        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
603            startMark("Layer Updates");
604        } else {
605            startMark("Defer Layer Updates");
606        }
607
608        // Note: it is very important to update the layers in order
609        for (int i = 0; i < count; i++) {
610            Layer* layer = mLayerUpdates.itemAt(i);
611            updateLayer(layer, false);
612            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
613                mCaches.resourceCache.decrementRefcount(layer);
614            }
615        }
616
617        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
618            mLayerUpdates.clear();
619            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
620        }
621        endMark();
622    }
623}
624
625void OpenGLRenderer::flushLayers() {
626    int count = mLayerUpdates.size();
627    if (count > 0) {
628        startMark("Apply Layer Updates");
629        char layerName[12];
630
631        // Note: it is very important to update the layers in order
632        for (int i = 0; i < count; i++) {
633            sprintf(layerName, "Layer #%d", i);
634            startMark(layerName);
635
636            ATRACE_BEGIN("flushLayer");
637            Layer* layer = mLayerUpdates.itemAt(i);
638            layer->flush();
639            ATRACE_END();
640
641            mCaches.resourceCache.decrementRefcount(layer);
642
643            endMark();
644        }
645
646        mLayerUpdates.clear();
647        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
648
649        endMark();
650    }
651}
652
653void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
654    if (layer) {
655        // Make sure we don't introduce duplicates.
656        // SortedVector would do this automatically but we need to respect
657        // the insertion order. The linear search is not an issue since
658        // this list is usually very short (typically one item, at most a few)
659        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
660            if (mLayerUpdates.itemAt(i) == layer) {
661                return;
662            }
663        }
664        mLayerUpdates.push_back(layer);
665        mCaches.resourceCache.incrementRefcount(layer);
666    }
667}
668
669void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
670    if (layer) {
671        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
672            if (mLayerUpdates.itemAt(i) == layer) {
673                mLayerUpdates.removeAt(i);
674                mCaches.resourceCache.decrementRefcount(layer);
675                break;
676            }
677        }
678    }
679}
680
681void OpenGLRenderer::clearLayerUpdates() {
682    size_t count = mLayerUpdates.size();
683    if (count > 0) {
684        mCaches.resourceCache.lock();
685        for (size_t i = 0; i < count; i++) {
686            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
687        }
688        mCaches.resourceCache.unlock();
689        mLayerUpdates.clear();
690    }
691}
692
693void OpenGLRenderer::flushLayerUpdates() {
694    syncState();
695    updateLayers();
696    flushLayers();
697    // Wait for all the layer updates to be executed
698    AutoFence fence;
699}
700
701///////////////////////////////////////////////////////////////////////////////
702// State management
703///////////////////////////////////////////////////////////////////////////////
704
705int OpenGLRenderer::getSaveCount() const {
706    return mSaveCount;
707}
708
709int OpenGLRenderer::save(int flags) {
710    return saveSnapshot(flags);
711}
712
713void OpenGLRenderer::restore() {
714    if (mSaveCount > 1) {
715        restoreSnapshot();
716    }
717}
718
719void OpenGLRenderer::restoreToCount(int saveCount) {
720    if (saveCount < 1) saveCount = 1;
721
722    while (mSaveCount > saveCount) {
723        restoreSnapshot();
724    }
725}
726
727int OpenGLRenderer::saveSnapshot(int flags) {
728    mSnapshot = new Snapshot(mSnapshot, flags);
729    return mSaveCount++;
730}
731
732bool OpenGLRenderer::restoreSnapshot() {
733    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
734    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
735    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
736
737    sp<Snapshot> current = mSnapshot;
738    sp<Snapshot> previous = mSnapshot->previous;
739
740    if (restoreOrtho) {
741        Rect& r = previous->viewport;
742        glViewport(r.left, r.top, r.right, r.bottom);
743        mOrthoMatrix.load(current->orthoMatrix);
744    }
745
746    mSaveCount--;
747    mSnapshot = previous;
748
749    if (restoreClip) {
750        dirtyClip();
751    }
752
753    if (restoreLayer) {
754        endMark(); // Savelayer
755        startMark("ComposeLayer");
756        composeLayer(current, previous);
757        endMark();
758    }
759
760    return restoreClip;
761}
762
763///////////////////////////////////////////////////////////////////////////////
764// Layers
765///////////////////////////////////////////////////////////////////////////////
766
767int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
768        int alpha, SkXfermode::Mode mode, int flags) {
769    const GLuint previousFbo = mSnapshot->fbo;
770    const int count = saveSnapshot(flags);
771
772    if (!mSnapshot->isIgnored()) {
773        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
774    }
775
776    return count;
777}
778
779void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
780    const Rect untransformedBounds(bounds);
781
782    currentTransform().mapRect(bounds);
783
784    // Layers only make sense if they are in the framebuffer's bounds
785    if (bounds.intersect(*mSnapshot->clipRect)) {
786        // We cannot work with sub-pixels in this case
787        bounds.snapToPixelBoundaries();
788
789        // When the layer is not an FBO, we may use glCopyTexImage so we
790        // need to make sure the layer does not extend outside the bounds
791        // of the framebuffer
792        if (!bounds.intersect(mSnapshot->previous->viewport)) {
793            bounds.setEmpty();
794        } else if (fboLayer) {
795            clip.set(bounds);
796            mat4 inverse;
797            inverse.loadInverse(currentTransform());
798            inverse.mapRect(clip);
799            clip.snapToPixelBoundaries();
800            if (clip.intersect(untransformedBounds)) {
801                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
802                bounds.set(untransformedBounds);
803            } else {
804                clip.setEmpty();
805            }
806        }
807    } else {
808        bounds.setEmpty();
809    }
810}
811
812void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
813        bool fboLayer, int alpha) {
814    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
815            bounds.getHeight() > mCaches.maxTextureSize ||
816            (fboLayer && clip.isEmpty())) {
817        mSnapshot->empty = fboLayer;
818    } else {
819        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
820    }
821}
822
823int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
824        int alpha, SkXfermode::Mode mode, int flags) {
825    const GLuint previousFbo = mSnapshot->fbo;
826    const int count = saveSnapshot(flags);
827
828    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
829        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
830        // operations will be able to store and restore the current clip and transform info, and
831        // quick rejection will be correct (for display lists)
832
833        Rect bounds(left, top, right, bottom);
834        Rect clip;
835        calculateLayerBoundsAndClip(bounds, clip, true);
836        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
837
838        if (!mSnapshot->isIgnored()) {
839            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
840            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
841            mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
842        }
843    }
844
845    return count;
846}
847
848
849/**
850 * Layers are viewed by Skia are slightly different than layers in image editing
851 * programs (for instance.) When a layer is created, previously created layers
852 * and the frame buffer still receive every drawing command. For instance, if a
853 * layer is created and a shape intersecting the bounds of the layers and the
854 * framebuffer is draw, the shape will be drawn on both (unless the layer was
855 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
856 *
857 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
858 * texture. Unfortunately, this is inefficient as it requires every primitive to
859 * be drawn n + 1 times, where n is the number of active layers. In practice this
860 * means, for every primitive:
861 *   - Switch active frame buffer
862 *   - Change viewport, clip and projection matrix
863 *   - Issue the drawing
864 *
865 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
866 * To avoid this, layers are implemented in a different way here, at least in the
867 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
868 * is set. When this flag is set we can redirect all drawing operations into a
869 * single FBO.
870 *
871 * This implementation relies on the frame buffer being at least RGBA 8888. When
872 * a layer is created, only a texture is created, not an FBO. The content of the
873 * frame buffer contained within the layer's bounds is copied into this texture
874 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
875 * buffer and drawing continues as normal. This technique therefore treats the
876 * frame buffer as a scratch buffer for the layers.
877 *
878 * To compose the layers back onto the frame buffer, each layer texture
879 * (containing the original frame buffer data) is drawn as a simple quad over
880 * the frame buffer. The trick is that the quad is set as the composition
881 * destination in the blending equation, and the frame buffer becomes the source
882 * of the composition.
883 *
884 * Drawing layers with an alpha value requires an extra step before composition.
885 * An empty quad is drawn over the layer's region in the frame buffer. This quad
886 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
887 * quad is used to multiply the colors in the frame buffer. This is achieved by
888 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
889 * GL_ZERO, GL_SRC_ALPHA.
890 *
891 * Because glCopyTexImage2D() can be slow, an alternative implementation might
892 * be use to draw a single clipped layer. The implementation described above
893 * is correct in every case.
894 *
895 * (1) The frame buffer is actually not cleared right away. To allow the GPU
896 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
897 *     buffer is left untouched until the first drawing operation. Only when
898 *     something actually gets drawn are the layers regions cleared.
899 */
900bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
901        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
902    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
903    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
904
905    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
906
907    // Window coordinates of the layer
908    Rect clip;
909    Rect bounds(left, top, right, bottom);
910    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
911    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
912
913    // Bail out if we won't draw in this snapshot
914    if (mSnapshot->isIgnored()) {
915        return false;
916    }
917
918    mCaches.activeTexture(0);
919    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
920    if (!layer) {
921        return false;
922    }
923
924    layer->setAlpha(alpha, mode);
925    layer->layer.set(bounds);
926    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
927            bounds.getWidth() / float(layer->getWidth()), 0.0f);
928    layer->setColorFilter(mDrawModifiers.mColorFilter);
929    layer->setBlend(true);
930    layer->setDirty(false);
931
932    // Save the layer in the snapshot
933    mSnapshot->flags |= Snapshot::kFlagIsLayer;
934    mSnapshot->layer = layer;
935
936    startMark("SaveLayer");
937    if (fboLayer) {
938        return createFboLayer(layer, bounds, clip, previousFbo);
939    } else {
940        // Copy the framebuffer into the layer
941        layer->bindTexture();
942        if (!bounds.isEmpty()) {
943            if (layer->isEmpty()) {
944                // Workaround for some GL drivers. When reading pixels lying outside
945                // of the window we should get undefined values for those pixels.
946                // Unfortunately some drivers will turn the entire target texture black
947                // when reading outside of the window.
948                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
949                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
950                layer->setEmpty(false);
951            }
952
953            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
954                    mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
955
956            // Enqueue the buffer coordinates to clear the corresponding region later
957            mLayers.push(new Rect(bounds));
958        }
959    }
960
961    return true;
962}
963
964bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
965    layer->clipRect.set(clip);
966    layer->setFbo(mCaches.fboCache.get());
967
968    mSnapshot->region = &mSnapshot->layer->region;
969    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
970            Snapshot::kFlagDirtyOrtho;
971    mSnapshot->fbo = layer->getFbo();
972    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
973    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
974    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
975    mSnapshot->height = bounds.getHeight();
976    mSnapshot->orthoMatrix.load(mOrthoMatrix);
977
978    endTiling();
979    debugOverdraw(false, false);
980    // Bind texture to FBO
981    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
982    layer->bindTexture();
983
984    // Initialize the texture if needed
985    if (layer->isEmpty()) {
986        layer->allocateTexture();
987        layer->setEmpty(false);
988    }
989
990    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
991            layer->getTexture(), 0);
992
993    startTiling(mSnapshot, true);
994
995    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
996    mCaches.enableScissor();
997    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
998            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
999    glClear(GL_COLOR_BUFFER_BIT);
1000
1001    dirtyClip();
1002
1003    // Change the ortho projection
1004    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
1005    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
1006
1007    return true;
1008}
1009
1010/**
1011 * Read the documentation of createLayer() before doing anything in this method.
1012 */
1013void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
1014    if (!current->layer) {
1015        ALOGE("Attempting to compose a layer that does not exist");
1016        return;
1017    }
1018
1019    Layer* layer = current->layer;
1020    const Rect& rect = layer->layer;
1021    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
1022
1023    bool clipRequired = false;
1024    quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected
1025    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1026
1027    if (fboLayer) {
1028        endTiling();
1029
1030        // Detach the texture from the FBO
1031        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1032
1033        layer->removeFbo(false);
1034
1035        // Unbind current FBO and restore previous one
1036        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
1037        debugOverdraw(true, false);
1038
1039        startTiling(previous);
1040    }
1041
1042    if (!fboLayer && layer->getAlpha() < 255) {
1043        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1044                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1045        // Required below, composeLayerRect() will divide by 255
1046        layer->setAlpha(255);
1047    }
1048
1049    mCaches.unbindMeshBuffer();
1050
1051    mCaches.activeTexture(0);
1052
1053    // When the layer is stored in an FBO, we can save a bit of fillrate by
1054    // drawing only the dirty region
1055    if (fboLayer) {
1056        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1057        if (layer->getColorFilter()) {
1058            setupColorFilter(layer->getColorFilter());
1059        }
1060        composeLayerRegion(layer, rect);
1061        if (layer->getColorFilter()) {
1062            resetColorFilter();
1063        }
1064    } else if (!rect.isEmpty()) {
1065        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1066        composeLayerRect(layer, rect, true);
1067    }
1068
1069    dirtyClip();
1070
1071    // Failing to add the layer to the cache should happen only if the layer is too large
1072    if (!mCaches.layerCache.put(layer)) {
1073        LAYER_LOGD("Deleting layer");
1074        Caches::getInstance().resourceCache.decrementRefcount(layer);
1075    }
1076}
1077
1078void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1079    float alpha = getLayerAlpha(layer);
1080
1081    setupDraw();
1082    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1083        setupDrawWithTexture();
1084    } else {
1085        setupDrawWithExternalTexture();
1086    }
1087    setupDrawTextureTransform();
1088    setupDrawColor(alpha, alpha, alpha, alpha);
1089    setupDrawColorFilter();
1090    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1091    setupDrawProgram();
1092    setupDrawPureColorUniforms();
1093    setupDrawColorFilterUniforms();
1094    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1095        setupDrawTexture(layer->getTexture());
1096    } else {
1097        setupDrawExternalTexture(layer->getTexture());
1098    }
1099    if (currentTransform().isPureTranslate() &&
1100            layer->getWidth() == (uint32_t) rect.getWidth() &&
1101            layer->getHeight() == (uint32_t) rect.getHeight()) {
1102        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1103        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1104
1105        layer->setFilter(GL_NEAREST);
1106        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1107    } else {
1108        layer->setFilter(GL_LINEAR);
1109        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1110    }
1111    setupDrawTextureTransformUniforms(layer->getTexTransform());
1112    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
1113
1114    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1115}
1116
1117void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1118    if (!layer->isTextureLayer()) {
1119        const Rect& texCoords = layer->texCoords;
1120        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1121                texCoords.right, texCoords.bottom);
1122
1123        float x = rect.left;
1124        float y = rect.top;
1125        bool simpleTransform = currentTransform().isPureTranslate() &&
1126                layer->getWidth() == (uint32_t) rect.getWidth() &&
1127                layer->getHeight() == (uint32_t) rect.getHeight();
1128
1129        if (simpleTransform) {
1130            // When we're swapping, the layer is already in screen coordinates
1131            if (!swap) {
1132                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1133                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1134            }
1135
1136            layer->setFilter(GL_NEAREST, true);
1137        } else {
1138            layer->setFilter(GL_LINEAR, true);
1139        }
1140
1141        float alpha = getLayerAlpha(layer);
1142        bool blend = layer->isBlend() || alpha < 1.0f;
1143        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1144                layer->getTexture(), alpha, layer->getMode(), blend,
1145                &mMeshVertices[0].x, &mMeshVertices[0].u,
1146                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1147
1148        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1149    } else {
1150        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1151        drawTextureLayer(layer, rect);
1152        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1153    }
1154}
1155
1156/**
1157 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1158 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1159 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1160 * by saveLayer's restore
1161 */
1162#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1163        DRAW_COMMAND;                                                            \
1164        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1165            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1166            DRAW_COMMAND;                                                        \
1167            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1168        }                                                                        \
1169    }
1170
1171#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1172
1173void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1174    if (layer->region.isRect()) {
1175        layer->setRegionAsRect();
1176
1177        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1178
1179        layer->region.clear();
1180        return;
1181    }
1182
1183    if (CC_LIKELY(!layer->region.isEmpty())) {
1184        size_t count;
1185        const android::Rect* rects;
1186        Region safeRegion;
1187        if (CC_LIKELY(hasRectToRectTransform())) {
1188            rects = layer->region.getArray(&count);
1189        } else {
1190            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1191            rects = safeRegion.getArray(&count);
1192        }
1193
1194        const float alpha = getLayerAlpha(layer);
1195        const float texX = 1.0f / float(layer->getWidth());
1196        const float texY = 1.0f / float(layer->getHeight());
1197        const float height = rect.getHeight();
1198
1199        setupDraw();
1200
1201        // We must get (and therefore bind) the region mesh buffer
1202        // after we setup drawing in case we need to mess with the
1203        // stencil buffer in setupDraw()
1204        TextureVertex* mesh = mCaches.getRegionMesh();
1205        uint32_t numQuads = 0;
1206
1207        setupDrawWithTexture();
1208        setupDrawColor(alpha, alpha, alpha, alpha);
1209        setupDrawColorFilter();
1210        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1211        setupDrawProgram();
1212        setupDrawDirtyRegionsDisabled();
1213        setupDrawPureColorUniforms();
1214        setupDrawColorFilterUniforms();
1215        setupDrawTexture(layer->getTexture());
1216        if (currentTransform().isPureTranslate()) {
1217            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1218            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1219
1220            layer->setFilter(GL_NEAREST);
1221            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1222        } else {
1223            layer->setFilter(GL_LINEAR);
1224            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1225        }
1226        setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1227
1228        for (size_t i = 0; i < count; i++) {
1229            const android::Rect* r = &rects[i];
1230
1231            const float u1 = r->left * texX;
1232            const float v1 = (height - r->top) * texY;
1233            const float u2 = r->right * texX;
1234            const float v2 = (height - r->bottom) * texY;
1235
1236            // TODO: Reject quads outside of the clip
1237            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1238            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1239            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1240            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1241
1242            numQuads++;
1243
1244            if (numQuads >= gMaxNumberOfQuads) {
1245                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1246                                GL_UNSIGNED_SHORT, NULL));
1247                numQuads = 0;
1248                mesh = mCaches.getRegionMesh();
1249            }
1250        }
1251
1252        if (numQuads > 0) {
1253            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1254                            GL_UNSIGNED_SHORT, NULL));
1255        }
1256
1257#if DEBUG_LAYERS_AS_REGIONS
1258        drawRegionRects(layer->region);
1259#endif
1260
1261        layer->region.clear();
1262    }
1263}
1264
1265void OpenGLRenderer::drawRegionRects(const Region& region) {
1266#if DEBUG_LAYERS_AS_REGIONS
1267    size_t count;
1268    const android::Rect* rects = region.getArray(&count);
1269
1270    uint32_t colors[] = {
1271            0x7fff0000, 0x7f00ff00,
1272            0x7f0000ff, 0x7fff00ff,
1273    };
1274
1275    int offset = 0;
1276    int32_t top = rects[0].top;
1277
1278    for (size_t i = 0; i < count; i++) {
1279        if (top != rects[i].top) {
1280            offset ^= 0x2;
1281            top = rects[i].top;
1282        }
1283
1284        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1285        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1286                SkXfermode::kSrcOver_Mode);
1287    }
1288#endif
1289}
1290
1291void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1292        SkXfermode::Mode mode, bool dirty) {
1293    Vector<float> rects;
1294
1295    SkRegion::Iterator it(region);
1296    while (!it.done()) {
1297        const SkIRect& r = it.rect();
1298        rects.push(r.fLeft);
1299        rects.push(r.fTop);
1300        rects.push(r.fRight);
1301        rects.push(r.fBottom);
1302        it.next();
1303    }
1304
1305    drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1306}
1307
1308void OpenGLRenderer::dirtyLayer(const float left, const float top,
1309        const float right, const float bottom, const mat4 transform) {
1310    if (hasLayer()) {
1311        Rect bounds(left, top, right, bottom);
1312        transform.mapRect(bounds);
1313        dirtyLayerUnchecked(bounds, getRegion());
1314    }
1315}
1316
1317void OpenGLRenderer::dirtyLayer(const float left, const float top,
1318        const float right, const float bottom) {
1319    if (hasLayer()) {
1320        Rect bounds(left, top, right, bottom);
1321        dirtyLayerUnchecked(bounds, getRegion());
1322    }
1323}
1324
1325void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1326    if (bounds.intersect(*mSnapshot->clipRect)) {
1327        bounds.snapToPixelBoundaries();
1328        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1329        if (!dirty.isEmpty()) {
1330            region->orSelf(dirty);
1331        }
1332    }
1333}
1334
1335void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) {
1336    GLsizei elementsCount = quadsCount * 6;
1337    while (elementsCount > 0) {
1338        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1339
1340        setupDrawIndexedVertices(&mesh[0].x);
1341        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1342
1343        elementsCount -= drawCount;
1344        // Though there are 4 vertices in a quad, we use 6 indices per
1345        // quad to draw with GL_TRIANGLES
1346        mesh += (drawCount / 6) * 4;
1347    }
1348}
1349
1350void OpenGLRenderer::clearLayerRegions() {
1351    const size_t count = mLayers.size();
1352    if (count == 0) return;
1353
1354    if (!mSnapshot->isIgnored()) {
1355        // Doing several glScissor/glClear here can negatively impact
1356        // GPUs with a tiler architecture, instead we draw quads with
1357        // the Clear blending mode
1358
1359        // The list contains bounds that have already been clipped
1360        // against their initial clip rect, and the current clip
1361        // is likely different so we need to disable clipping here
1362        bool scissorChanged = mCaches.disableScissor();
1363
1364        Vertex mesh[count * 4];
1365        Vertex* vertex = mesh;
1366
1367        for (uint32_t i = 0; i < count; i++) {
1368            Rect* bounds = mLayers.itemAt(i);
1369
1370            Vertex::set(vertex++, bounds->left, bounds->top);
1371            Vertex::set(vertex++, bounds->right, bounds->top);
1372            Vertex::set(vertex++, bounds->left, bounds->bottom);
1373            Vertex::set(vertex++, bounds->right, bounds->bottom);
1374
1375            delete bounds;
1376        }
1377        // We must clear the list of dirty rects before we
1378        // call setupDraw() to prevent stencil setup to do
1379        // the same thing again
1380        mLayers.clear();
1381
1382        setupDraw(false);
1383        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1384        setupDrawBlending(true, SkXfermode::kClear_Mode);
1385        setupDrawProgram();
1386        setupDrawPureColorUniforms();
1387        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1388
1389        drawIndexedQuads(&mesh[0], count);
1390
1391        if (scissorChanged) mCaches.enableScissor();
1392    } else {
1393        for (uint32_t i = 0; i < count; i++) {
1394            delete mLayers.itemAt(i);
1395        }
1396        mLayers.clear();
1397    }
1398}
1399
1400///////////////////////////////////////////////////////////////////////////////
1401// State Deferral
1402///////////////////////////////////////////////////////////////////////////////
1403
1404bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1405    const Rect& currentClip = *(mSnapshot->clipRect);
1406    const mat4& currentMatrix = *(mSnapshot->transform);
1407
1408    if (stateDeferFlags & kStateDeferFlag_Draw) {
1409        // state has bounds initialized in local coordinates
1410        if (!state.mBounds.isEmpty()) {
1411            currentMatrix.mapRect(state.mBounds);
1412            Rect clippedBounds(state.mBounds);
1413            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1414            // is used, it should more closely duplicate the quickReject logic (in how it uses
1415            // snapToPixelBoundaries)
1416
1417            if(!clippedBounds.intersect(currentClip)) {
1418                // quick rejected
1419                return true;
1420            }
1421
1422            state.mClipSideFlags = kClipSide_None;
1423            if (!currentClip.contains(state.mBounds)) {
1424                int& flags = state.mClipSideFlags;
1425                // op partially clipped, so record which sides are clipped for clip-aware merging
1426                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1427                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1428                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1429                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1430            }
1431            state.mBounds.set(clippedBounds);
1432        } else {
1433            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1434            // overdraw avoidance (since we don't know what it overlaps)
1435            state.mClipSideFlags = kClipSide_ConservativeFull;
1436            state.mBounds.set(currentClip);
1437        }
1438    }
1439
1440    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1441    if (state.mClipValid) {
1442        state.mClip.set(currentClip);
1443    }
1444
1445    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1446    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1447    state.mMatrix.load(currentMatrix);
1448    state.mDrawModifiers = mDrawModifiers;
1449    state.mAlpha = mSnapshot->alpha;
1450    return false;
1451}
1452
1453void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1454    currentTransform().load(state.mMatrix);
1455    mDrawModifiers = state.mDrawModifiers;
1456    mSnapshot->alpha = state.mAlpha;
1457
1458    if (state.mClipValid && !skipClipRestore) {
1459        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1460                state.mClip.right, state.mClip.bottom);
1461        dirtyClip();
1462    }
1463}
1464
1465/**
1466 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1467 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1468 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1469 *
1470 * This method should be called when restoreDisplayState() won't be restoring the clip
1471 */
1472void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1473    if (clipRect != NULL) {
1474        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1475    } else {
1476        mSnapshot->setClip(0, 0, mWidth, mHeight);
1477    }
1478    dirtyClip();
1479    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1480}
1481
1482///////////////////////////////////////////////////////////////////////////////
1483// Transforms
1484///////////////////////////////////////////////////////////////////////////////
1485
1486void OpenGLRenderer::translate(float dx, float dy) {
1487    currentTransform().translate(dx, dy);
1488}
1489
1490void OpenGLRenderer::rotate(float degrees) {
1491    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1492}
1493
1494void OpenGLRenderer::scale(float sx, float sy) {
1495    currentTransform().scale(sx, sy, 1.0f);
1496}
1497
1498void OpenGLRenderer::skew(float sx, float sy) {
1499    currentTransform().skew(sx, sy);
1500}
1501
1502void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1503    if (matrix) {
1504        currentTransform().load(*matrix);
1505    } else {
1506        currentTransform().loadIdentity();
1507    }
1508}
1509
1510bool OpenGLRenderer::hasRectToRectTransform() {
1511    return CC_LIKELY(currentTransform().rectToRect());
1512}
1513
1514void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1515    currentTransform().copyTo(*matrix);
1516}
1517
1518void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1519    SkMatrix transform;
1520    currentTransform().copyTo(transform);
1521    transform.preConcat(*matrix);
1522    currentTransform().load(transform);
1523}
1524
1525///////////////////////////////////////////////////////////////////////////////
1526// Clipping
1527///////////////////////////////////////////////////////////////////////////////
1528
1529void OpenGLRenderer::setScissorFromClip() {
1530    Rect clip(*mSnapshot->clipRect);
1531    clip.snapToPixelBoundaries();
1532
1533    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1534            clip.getWidth(), clip.getHeight())) {
1535        mDirtyClip = false;
1536    }
1537}
1538
1539void OpenGLRenderer::ensureStencilBuffer() {
1540    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1541    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1542    // just hope we have one when hasLayer() returns false.
1543    if (hasLayer()) {
1544        attachStencilBufferToLayer(mSnapshot->layer);
1545    }
1546}
1547
1548void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1549    // The layer's FBO is already bound when we reach this stage
1550    if (!layer->getStencilRenderBuffer()) {
1551        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1552        // is attached after we initiated tiling. We must turn it off,
1553        // attach the new render buffer then turn tiling back on
1554        endTiling();
1555
1556        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1557                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1558        layer->setStencilRenderBuffer(buffer);
1559
1560        startTiling(layer->clipRect, layer->layer.getHeight());
1561    }
1562}
1563
1564void OpenGLRenderer::setStencilFromClip() {
1565    if (!mCaches.debugOverdraw) {
1566        if (!mSnapshot->clipRegion->isEmpty()) {
1567            // NOTE: The order here is important, we must set dirtyClip to false
1568            //       before any draw call to avoid calling back into this method
1569            mDirtyClip = false;
1570
1571            ensureStencilBuffer();
1572
1573            mCaches.stencil.enableWrite();
1574
1575            // Clear the stencil but first make sure we restrict drawing
1576            // to the region's bounds
1577            bool resetScissor = mCaches.enableScissor();
1578            if (resetScissor) {
1579                // The scissor was not set so we now need to update it
1580                setScissorFromClip();
1581            }
1582            mCaches.stencil.clear();
1583            if (resetScissor) mCaches.disableScissor();
1584
1585            // NOTE: We could use the region contour path to generate a smaller mesh
1586            //       Since we are using the stencil we could use the red book path
1587            //       drawing technique. It might increase bandwidth usage though.
1588
1589            // The last parameter is important: we are not drawing in the color buffer
1590            // so we don't want to dirty the current layer, if any
1591            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1592
1593            mCaches.stencil.enableTest();
1594
1595            // Draw the region used to generate the stencil if the appropriate debug
1596            // mode is enabled
1597            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1598                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1599            }
1600        } else {
1601            mCaches.stencil.disable();
1602        }
1603    }
1604}
1605
1606const Rect& OpenGLRenderer::getClipBounds() {
1607    return mSnapshot->getLocalClip();
1608}
1609
1610bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1611        bool snapOut, bool* clipRequired) {
1612    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1613        return true;
1614    }
1615
1616    Rect r(left, top, right, bottom);
1617    currentTransform().mapRect(r);
1618
1619    if (snapOut) {
1620        // snapOut is generally used to account for 1 pixel ramp (in window coordinates)
1621        // outside of the provided rect boundaries in tessellated AA geometry
1622        r.snapOutToPixelBoundaries();
1623    } else {
1624        r.snapToPixelBoundaries();
1625    }
1626
1627    Rect clipRect(*mSnapshot->clipRect);
1628    clipRect.snapToPixelBoundaries();
1629
1630    if (!clipRect.intersects(r)) return true;
1631
1632    if (clipRequired) *clipRequired = !clipRect.contains(r);
1633    return false;
1634}
1635
1636bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1637        SkPaint* paint) {
1638    // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out
1639    // the final mapped rect to ensure correct clipping behavior for the ramp.
1640    bool snapOut = paint->isAntiAlias();
1641
1642    if (paint->getStyle() != SkPaint::kFill_Style) {
1643        float outset = paint->getStrokeWidth() * 0.5f;
1644        return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut);
1645    } else {
1646        return quickReject(left, top, right, bottom, snapOut);
1647    }
1648}
1649
1650bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) {
1651    bool clipRequired = false;
1652    if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) {
1653        return true;
1654    }
1655
1656    if (!isDeferred()) {
1657        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1658    }
1659    return false;
1660}
1661
1662void OpenGLRenderer::debugClip() {
1663#if DEBUG_CLIP_REGIONS
1664    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1665        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1666    }
1667#endif
1668}
1669
1670bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1671    if (CC_LIKELY(currentTransform().rectToRect())) {
1672        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1673        if (clipped) {
1674            dirtyClip();
1675        }
1676        return !mSnapshot->clipRect->isEmpty();
1677    }
1678
1679    SkPath path;
1680    path.addRect(left, top, right, bottom);
1681
1682    return OpenGLRenderer::clipPath(&path, op);
1683}
1684
1685bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1686    SkMatrix transform;
1687    currentTransform().copyTo(transform);
1688
1689    SkPath transformed;
1690    path->transform(transform, &transformed);
1691
1692    SkRegion clip;
1693    if (!mSnapshot->previous->clipRegion->isEmpty()) {
1694        clip.setRegion(*mSnapshot->previous->clipRegion);
1695    } else {
1696        if (mSnapshot->previous == mFirstSnapshot) {
1697            clip.setRect(0, 0, mWidth, mHeight);
1698        } else {
1699            Rect* bounds = mSnapshot->previous->clipRect;
1700            clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1701        }
1702    }
1703
1704    SkRegion region;
1705    region.setPath(transformed, clip);
1706
1707    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1708    if (clipped) {
1709        dirtyClip();
1710    }
1711    return !mSnapshot->clipRect->isEmpty();
1712}
1713
1714bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1715    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1716    if (clipped) {
1717        dirtyClip();
1718    }
1719    return !mSnapshot->clipRect->isEmpty();
1720}
1721
1722Rect* OpenGLRenderer::getClipRect() {
1723    return mSnapshot->clipRect;
1724}
1725
1726///////////////////////////////////////////////////////////////////////////////
1727// Drawing commands
1728///////////////////////////////////////////////////////////////////////////////
1729
1730void OpenGLRenderer::setupDraw(bool clear) {
1731    // TODO: It would be best if we could do this before quickReject()
1732    //       changes the scissor test state
1733    if (clear) clearLayerRegions();
1734    // Make sure setScissor & setStencil happen at the beginning of
1735    // this method
1736    if (mDirtyClip) {
1737        if (mCaches.scissorEnabled) {
1738            setScissorFromClip();
1739        }
1740        setStencilFromClip();
1741    }
1742
1743    mDescription.reset();
1744
1745    mSetShaderColor = false;
1746    mColorSet = false;
1747    mColorA = mColorR = mColorG = mColorB = 0.0f;
1748    mTextureUnit = 0;
1749    mTrackDirtyRegions = true;
1750
1751    // Enable debug highlight when what we're about to draw is tested against
1752    // the stencil buffer and if stencil highlight debugging is on
1753    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1754            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1755            mCaches.stencil.isTestEnabled();
1756
1757    mDescription.emulateStencil = mCountOverdraw;
1758}
1759
1760void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1761    mDescription.hasTexture = true;
1762    mDescription.hasAlpha8Texture = isAlpha8;
1763}
1764
1765void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1766    mDescription.hasTexture = true;
1767    mDescription.hasColors = true;
1768    mDescription.hasAlpha8Texture = isAlpha8;
1769}
1770
1771void OpenGLRenderer::setupDrawWithExternalTexture() {
1772    mDescription.hasExternalTexture = true;
1773}
1774
1775void OpenGLRenderer::setupDrawNoTexture() {
1776    mCaches.disableTexCoordsVertexArray();
1777}
1778
1779void OpenGLRenderer::setupDrawAA() {
1780    mDescription.isAA = true;
1781}
1782
1783void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1784    mColorA = alpha / 255.0f;
1785    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1786    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1787    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1788    mColorSet = true;
1789    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1790}
1791
1792void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1793    mColorA = alpha / 255.0f;
1794    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1795    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1796    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1797    mColorSet = true;
1798    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1799}
1800
1801void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1802    mCaches.fontRenderer->describe(mDescription, paint);
1803}
1804
1805void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1806    mColorA = a;
1807    mColorR = r;
1808    mColorG = g;
1809    mColorB = b;
1810    mColorSet = true;
1811    mSetShaderColor = mDescription.setColor(r, g, b, a);
1812}
1813
1814void OpenGLRenderer::setupDrawShader() {
1815    if (mDrawModifiers.mShader) {
1816        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1817    }
1818}
1819
1820void OpenGLRenderer::setupDrawColorFilter() {
1821    if (mDrawModifiers.mColorFilter) {
1822        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1823    }
1824}
1825
1826void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1827    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1828        mColorA = 1.0f;
1829        mColorR = mColorG = mColorB = 0.0f;
1830        mSetShaderColor = mDescription.modulate = true;
1831    }
1832}
1833
1834void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1835    // When the blending mode is kClear_Mode, we need to use a modulate color
1836    // argb=1,0,0,0
1837    accountForClear(mode);
1838    bool blend = (mColorSet && mColorA < 1.0f) ||
1839            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1840    chooseBlending(blend, mode, mDescription, swapSrcDst);
1841}
1842
1843void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1844    // When the blending mode is kClear_Mode, we need to use a modulate color
1845    // argb=1,0,0,0
1846    accountForClear(mode);
1847    blend |= (mColorSet && mColorA < 1.0f) ||
1848            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1849            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1850    chooseBlending(blend, mode, mDescription, swapSrcDst);
1851}
1852
1853void OpenGLRenderer::setupDrawProgram() {
1854    useProgram(mCaches.programCache.get(mDescription));
1855}
1856
1857void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1858    mTrackDirtyRegions = false;
1859}
1860
1861void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1862        bool ignoreTransform) {
1863    mModelView.loadTranslate(left, top, 0.0f);
1864    if (!ignoreTransform) {
1865        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1866        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1867    } else {
1868        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1869        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1870    }
1871}
1872
1873void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1874    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1875}
1876
1877void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1878        bool ignoreTransform, bool ignoreModelView) {
1879    if (!ignoreModelView) {
1880        mModelView.loadTranslate(left, top, 0.0f);
1881        mModelView.scale(right - left, bottom - top, 1.0f);
1882    } else {
1883        mModelView.loadIdentity();
1884    }
1885    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1886    if (!ignoreTransform) {
1887        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1888        if (mTrackDirtyRegions && dirty) {
1889            dirtyLayer(left, top, right, bottom, currentTransform());
1890        }
1891    } else {
1892        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1893        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1894    }
1895}
1896
1897void OpenGLRenderer::setupDrawColorUniforms() {
1898    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1899        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1900    }
1901}
1902
1903void OpenGLRenderer::setupDrawPureColorUniforms() {
1904    if (mSetShaderColor) {
1905        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1906    }
1907}
1908
1909void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1910    if (mDrawModifiers.mShader) {
1911        if (ignoreTransform) {
1912            mModelView.loadInverse(currentTransform());
1913        }
1914        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1915                mModelView, *mSnapshot, &mTextureUnit);
1916    }
1917}
1918
1919void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1920    if (mDrawModifiers.mShader) {
1921        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1922                mat4::identity(), *mSnapshot, &mTextureUnit);
1923    }
1924}
1925
1926void OpenGLRenderer::setupDrawColorFilterUniforms() {
1927    if (mDrawModifiers.mColorFilter) {
1928        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1929    }
1930}
1931
1932void OpenGLRenderer::setupDrawTextGammaUniforms() {
1933    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1934}
1935
1936void OpenGLRenderer::setupDrawSimpleMesh() {
1937    bool force = mCaches.bindMeshBuffer();
1938    mCaches.bindPositionVertexPointer(force, 0);
1939    mCaches.unbindIndicesBuffer();
1940}
1941
1942void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1943    if (texture) bindTexture(texture);
1944    mTextureUnit++;
1945    mCaches.enableTexCoordsVertexArray();
1946}
1947
1948void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1949    bindExternalTexture(texture);
1950    mTextureUnit++;
1951    mCaches.enableTexCoordsVertexArray();
1952}
1953
1954void OpenGLRenderer::setupDrawTextureTransform() {
1955    mDescription.hasTextureTransform = true;
1956}
1957
1958void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1959    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1960            GL_FALSE, &transform.data[0]);
1961}
1962
1963void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1964    bool force = false;
1965    if (!vertices || vbo) {
1966        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1967    } else {
1968        force = mCaches.unbindMeshBuffer();
1969    }
1970
1971    mCaches.bindPositionVertexPointer(force, vertices);
1972    if (mCaches.currentProgram->texCoords >= 0) {
1973        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1974    }
1975
1976    mCaches.unbindIndicesBuffer();
1977}
1978
1979void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1980    bool force = mCaches.unbindMeshBuffer();
1981    GLsizei stride = sizeof(ColorTextureVertex);
1982
1983    mCaches.bindPositionVertexPointer(force, vertices, stride);
1984    if (mCaches.currentProgram->texCoords >= 0) {
1985        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1986    }
1987    int slot = mCaches.currentProgram->getAttrib("colors");
1988    if (slot >= 0) {
1989        glEnableVertexAttribArray(slot);
1990        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1991    }
1992
1993    mCaches.unbindIndicesBuffer();
1994}
1995
1996void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1997    bool force = false;
1998    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1999    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
2000    // use the default VBO found in Caches
2001    if (!vertices || vbo) {
2002        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
2003    } else {
2004        force = mCaches.unbindMeshBuffer();
2005    }
2006    mCaches.bindIndicesBuffer();
2007
2008    mCaches.bindPositionVertexPointer(force, vertices);
2009    if (mCaches.currentProgram->texCoords >= 0) {
2010        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2011    }
2012}
2013
2014void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2015    bool force = mCaches.unbindMeshBuffer();
2016    mCaches.bindIndicesBuffer();
2017    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
2018}
2019
2020///////////////////////////////////////////////////////////////////////////////
2021// Drawing
2022///////////////////////////////////////////////////////////////////////////////
2023
2024status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2025        int32_t replayFlags) {
2026    status_t status;
2027    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
2028    // will be performed by the display list itself
2029    if (displayList && displayList->isRenderable()) {
2030        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2031            status = startFrame();
2032            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2033            displayList->replay(replayStruct, 0);
2034            return status | replayStruct.mDrawGlStatus;
2035        }
2036
2037        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2038        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2039        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2040        displayList->defer(deferStruct, 0);
2041
2042        flushLayers();
2043        status = startFrame();
2044
2045        return status | deferredList.flush(*this, dirty);
2046    }
2047
2048    return DrawGlInfo::kStatusDone;
2049}
2050
2051void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2052    if (displayList) {
2053        displayList->output(1);
2054    }
2055}
2056
2057void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2058    int alpha;
2059    SkXfermode::Mode mode;
2060    getAlphaAndMode(paint, &alpha, &mode);
2061
2062    int color = paint != NULL ? paint->getColor() : 0;
2063
2064    float x = left;
2065    float y = top;
2066
2067    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2068
2069    bool ignoreTransform = false;
2070    if (currentTransform().isPureTranslate()) {
2071        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2072        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2073        ignoreTransform = true;
2074
2075        texture->setFilter(GL_NEAREST, true);
2076    } else {
2077        texture->setFilter(FILTER(paint), true);
2078    }
2079
2080    // No need to check for a UV mapper on the texture object, only ARGB_8888
2081    // bitmaps get packed in the atlas
2082    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2083            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2084            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2085}
2086
2087/**
2088 * Important note: this method is intended to draw batches of bitmaps and
2089 * will not set the scissor enable or dirty the current layer, if any.
2090 * The caller is responsible for properly dirtying the current layer.
2091 */
2092status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2093        TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) {
2094    mCaches.activeTexture(0);
2095    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2096    if (!texture) return DrawGlInfo::kStatusDone;
2097
2098    const AutoTexture autoCleanup(texture);
2099
2100    int alpha;
2101    SkXfermode::Mode mode;
2102    getAlphaAndMode(paint, &alpha, &mode);
2103
2104    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2105    texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true);
2106
2107    const float x = (int) floorf(bounds.left + 0.5f);
2108    const float y = (int) floorf(bounds.top + 0.5f);
2109    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2110        int color = paint != NULL ? paint->getColor() : 0;
2111        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2112                texture->id, paint != NULL, color, alpha, mode,
2113                &vertices[0].x, &vertices[0].u,
2114                GL_TRIANGLES, bitmapCount * 6, true, true, false);
2115    } else {
2116        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2117                texture->id, alpha / 255.0f, mode, texture->blend,
2118                &vertices[0].x, &vertices[0].u,
2119                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false);
2120    }
2121
2122    return DrawGlInfo::kStatusDrew;
2123}
2124
2125status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2126    const float right = left + bitmap->width();
2127    const float bottom = top + bitmap->height();
2128
2129    if (quickReject(left, top, right, bottom)) {
2130        return DrawGlInfo::kStatusDone;
2131    }
2132
2133    mCaches.activeTexture(0);
2134    Texture* texture = getTexture(bitmap);
2135    if (!texture) return DrawGlInfo::kStatusDone;
2136    const AutoTexture autoCleanup(texture);
2137
2138    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2139        drawAlphaBitmap(texture, left, top, paint);
2140    } else {
2141        drawTextureRect(left, top, right, bottom, texture, paint);
2142    }
2143
2144    return DrawGlInfo::kStatusDrew;
2145}
2146
2147status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2148    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2149    const mat4 transform(*matrix);
2150    transform.mapRect(r);
2151
2152    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2153        return DrawGlInfo::kStatusDone;
2154    }
2155
2156    mCaches.activeTexture(0);
2157    Texture* texture = getTexture(bitmap);
2158    if (!texture) return DrawGlInfo::kStatusDone;
2159    const AutoTexture autoCleanup(texture);
2160
2161    // This could be done in a cheaper way, all we need is pass the matrix
2162    // to the vertex shader. The save/restore is a bit overkill.
2163    save(SkCanvas::kMatrix_SaveFlag);
2164    concatMatrix(matrix);
2165    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2166        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2167    } else {
2168        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2169    }
2170    restore();
2171
2172    return DrawGlInfo::kStatusDrew;
2173}
2174
2175status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2176    const float right = left + bitmap->width();
2177    const float bottom = top + bitmap->height();
2178
2179    if (quickReject(left, top, right, bottom)) {
2180        return DrawGlInfo::kStatusDone;
2181    }
2182
2183    mCaches.activeTexture(0);
2184    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2185    const AutoTexture autoCleanup(texture);
2186
2187    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2188        drawAlphaBitmap(texture, left, top, paint);
2189    } else {
2190        drawTextureRect(left, top, right, bottom, texture, paint);
2191    }
2192
2193    return DrawGlInfo::kStatusDrew;
2194}
2195
2196status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2197        float* vertices, int* colors, SkPaint* paint) {
2198    if (!vertices || mSnapshot->isIgnored()) {
2199        return DrawGlInfo::kStatusDone;
2200    }
2201
2202    // TODO: use quickReject on bounds from vertices
2203    mCaches.enableScissor();
2204
2205    float left = FLT_MAX;
2206    float top = FLT_MAX;
2207    float right = FLT_MIN;
2208    float bottom = FLT_MIN;
2209
2210    const uint32_t count = meshWidth * meshHeight * 6;
2211
2212    ColorTextureVertex mesh[count];
2213    ColorTextureVertex* vertex = mesh;
2214
2215    bool cleanupColors = false;
2216    if (!colors) {
2217        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2218        colors = new int[colorsCount];
2219        memset(colors, 0xff, colorsCount * sizeof(int));
2220        cleanupColors = true;
2221    }
2222
2223    mCaches.activeTexture(0);
2224    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2225    const UvMapper& mapper(getMapper(texture));
2226
2227    for (int32_t y = 0; y < meshHeight; y++) {
2228        for (int32_t x = 0; x < meshWidth; x++) {
2229            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2230
2231            float u1 = float(x) / meshWidth;
2232            float u2 = float(x + 1) / meshWidth;
2233            float v1 = float(y) / meshHeight;
2234            float v2 = float(y + 1) / meshHeight;
2235
2236            mapper.map(u1, v1, u2, v2);
2237
2238            int ax = i + (meshWidth + 1) * 2;
2239            int ay = ax + 1;
2240            int bx = i;
2241            int by = bx + 1;
2242            int cx = i + 2;
2243            int cy = cx + 1;
2244            int dx = i + (meshWidth + 1) * 2 + 2;
2245            int dy = dx + 1;
2246
2247            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2248            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2249            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2250
2251            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2252            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2253            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2254
2255            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2256            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2257            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2258            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2259        }
2260    }
2261
2262    if (quickReject(left, top, right, bottom)) {
2263        if (cleanupColors) delete[] colors;
2264        return DrawGlInfo::kStatusDone;
2265    }
2266
2267    if (!texture) {
2268        texture = mCaches.textureCache.get(bitmap);
2269        if (!texture) {
2270            if (cleanupColors) delete[] colors;
2271            return DrawGlInfo::kStatusDone;
2272        }
2273    }
2274    const AutoTexture autoCleanup(texture);
2275
2276    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2277    texture->setFilter(FILTER(paint), true);
2278
2279    int alpha;
2280    SkXfermode::Mode mode;
2281    getAlphaAndMode(paint, &alpha, &mode);
2282
2283    float a = alpha / 255.0f;
2284
2285    if (hasLayer()) {
2286        dirtyLayer(left, top, right, bottom, currentTransform());
2287    }
2288
2289    setupDraw();
2290    setupDrawWithTextureAndColor();
2291    setupDrawColor(a, a, a, a);
2292    setupDrawColorFilter();
2293    setupDrawBlending(true, mode, false);
2294    setupDrawProgram();
2295    setupDrawDirtyRegionsDisabled();
2296    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2297    setupDrawTexture(texture->id);
2298    setupDrawPureColorUniforms();
2299    setupDrawColorFilterUniforms();
2300    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2301
2302    glDrawArrays(GL_TRIANGLES, 0, count);
2303
2304    int slot = mCaches.currentProgram->getAttrib("colors");
2305    if (slot >= 0) {
2306        glDisableVertexAttribArray(slot);
2307    }
2308
2309    if (cleanupColors) delete[] colors;
2310
2311    return DrawGlInfo::kStatusDrew;
2312}
2313
2314status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2315         float srcLeft, float srcTop, float srcRight, float srcBottom,
2316         float dstLeft, float dstTop, float dstRight, float dstBottom,
2317         SkPaint* paint) {
2318    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2319        return DrawGlInfo::kStatusDone;
2320    }
2321
2322    mCaches.activeTexture(0);
2323    Texture* texture = getTexture(bitmap);
2324    if (!texture) return DrawGlInfo::kStatusDone;
2325    const AutoTexture autoCleanup(texture);
2326
2327    const float width = texture->width;
2328    const float height = texture->height;
2329
2330    float u1 = fmax(0.0f, srcLeft / width);
2331    float v1 = fmax(0.0f, srcTop / height);
2332    float u2 = fmin(1.0f, srcRight / width);
2333    float v2 = fmin(1.0f, srcBottom / height);
2334
2335    getMapper(texture).map(u1, v1, u2, v2);
2336
2337    mCaches.unbindMeshBuffer();
2338    resetDrawTextureTexCoords(u1, v1, u2, v2);
2339
2340    int alpha;
2341    SkXfermode::Mode mode;
2342    getAlphaAndMode(paint, &alpha, &mode);
2343
2344    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2345
2346    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2347    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2348
2349    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2350    // Apply a scale transform on the canvas only when a shader is in use
2351    // Skia handles the ratio between the dst and src rects as a scale factor
2352    // when a shader is set
2353    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2354    bool ignoreTransform = false;
2355
2356    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2357        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2358        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2359
2360        dstRight = x + (dstRight - dstLeft);
2361        dstBottom = y + (dstBottom - dstTop);
2362
2363        dstLeft = x;
2364        dstTop = y;
2365
2366        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2367        ignoreTransform = true;
2368    } else {
2369        texture->setFilter(FILTER(paint), true);
2370    }
2371
2372    if (CC_UNLIKELY(useScaleTransform)) {
2373        save(SkCanvas::kMatrix_SaveFlag);
2374        translate(dstLeft, dstTop);
2375        scale(scaleX, scaleY);
2376
2377        dstLeft = 0.0f;
2378        dstTop = 0.0f;
2379
2380        dstRight = srcRight - srcLeft;
2381        dstBottom = srcBottom - srcTop;
2382    }
2383
2384    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2385        int color = paint ? paint->getColor() : 0;
2386        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2387                texture->id, paint != NULL, color, alpha, mode,
2388                &mMeshVertices[0].x, &mMeshVertices[0].u,
2389                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2390    } else {
2391        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2392                texture->id, alpha / 255.0f, mode, texture->blend,
2393                &mMeshVertices[0].x, &mMeshVertices[0].u,
2394                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2395    }
2396
2397    if (CC_UNLIKELY(useScaleTransform)) {
2398        restore();
2399    }
2400
2401    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2402
2403    return DrawGlInfo::kStatusDrew;
2404}
2405
2406status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2407        float left, float top, float right, float bottom, SkPaint* paint) {
2408    if (quickReject(left, top, right, bottom)) {
2409        return DrawGlInfo::kStatusDone;
2410    }
2411
2412    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2413    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2414            right - left, bottom - top, patch);
2415
2416    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2417}
2418
2419status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2420        float left, float top, float right, float bottom, SkPaint* paint) {
2421    if (quickReject(left, top, right, bottom)) {
2422        return DrawGlInfo::kStatusDone;
2423    }
2424
2425    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2426        mCaches.activeTexture(0);
2427        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2428        if (!texture) return DrawGlInfo::kStatusDone;
2429        const AutoTexture autoCleanup(texture);
2430
2431        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2432        texture->setFilter(GL_LINEAR, true);
2433
2434        int alpha;
2435        SkXfermode::Mode mode;
2436        getAlphaAndMode(paint, &alpha, &mode);
2437
2438        const bool pureTranslate = currentTransform().isPureTranslate();
2439        // Mark the current layer dirty where we are going to draw the patch
2440        if (hasLayer() && mesh->hasEmptyQuads) {
2441            const float offsetX = left + currentTransform().getTranslateX();
2442            const float offsetY = top + currentTransform().getTranslateY();
2443            const size_t count = mesh->quads.size();
2444            for (size_t i = 0; i < count; i++) {
2445                const Rect& bounds = mesh->quads.itemAt(i);
2446                if (CC_LIKELY(pureTranslate)) {
2447                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2448                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2449                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2450                } else {
2451                    dirtyLayer(left + bounds.left, top + bounds.top,
2452                            left + bounds.right, top + bounds.bottom, currentTransform());
2453                }
2454            }
2455        }
2456
2457        if (CC_LIKELY(pureTranslate)) {
2458            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2459            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2460
2461            right = x + right - left;
2462            bottom = y + bottom - top;
2463            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2464                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2465                    GL_TRIANGLES, mesh->indexCount, false, true,
2466                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2467        } else {
2468            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2469                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2470                    GL_TRIANGLES, mesh->indexCount, false, false,
2471                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2472        }
2473    }
2474
2475    return DrawGlInfo::kStatusDrew;
2476}
2477
2478/**
2479 * Important note: this method is intended to draw batches of 9-patch objects and
2480 * will not set the scissor enable or dirty the current layer, if any.
2481 * The caller is responsible for properly dirtying the current layer.
2482 */
2483status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2484        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2485    mCaches.activeTexture(0);
2486    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2487    if (!texture) return DrawGlInfo::kStatusDone;
2488    const AutoTexture autoCleanup(texture);
2489
2490    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2491    texture->setFilter(GL_LINEAR, true);
2492
2493    int alpha;
2494    SkXfermode::Mode mode;
2495    getAlphaAndMode(paint, &alpha, &mode);
2496
2497    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2498            mode, texture->blend, &vertices[0].x, &vertices[0].u,
2499            GL_TRIANGLES, indexCount, false, true, 0, true, false);
2500
2501    return DrawGlInfo::kStatusDrew;
2502}
2503
2504status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2505        bool useOffset) {
2506    if (!vertexBuffer.getVertexCount()) {
2507        // no vertices to draw
2508        return DrawGlInfo::kStatusDone;
2509    }
2510
2511    int color = paint->getColor();
2512    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2513    bool isAA = paint->isAntiAlias();
2514
2515    setupDraw();
2516    setupDrawNoTexture();
2517    if (isAA) setupDrawAA();
2518    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2519    setupDrawColorFilter();
2520    setupDrawShader();
2521    setupDrawBlending(isAA, mode);
2522    setupDrawProgram();
2523    setupDrawModelViewIdentity(useOffset);
2524    setupDrawColorUniforms();
2525    setupDrawColorFilterUniforms();
2526    setupDrawShaderIdentityUniforms();
2527
2528    void* vertices = vertexBuffer.getBuffer();
2529    bool force = mCaches.unbindMeshBuffer();
2530    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2531    mCaches.resetTexCoordsVertexPointer();
2532    mCaches.unbindIndicesBuffer();
2533
2534    int alphaSlot = -1;
2535    if (isAA) {
2536        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2537        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2538
2539        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2540        glEnableVertexAttribArray(alphaSlot);
2541        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2542    }
2543
2544    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2545
2546    if (isAA) {
2547        glDisableVertexAttribArray(alphaSlot);
2548    }
2549
2550    return DrawGlInfo::kStatusDrew;
2551}
2552
2553/**
2554 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2555 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2556 * screen space in all directions. However, instead of using a fragment shader to compute the
2557 * translucency of the color from its position, we simply use a varying parameter to define how far
2558 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2559 *
2560 * Doesn't yet support joins, caps, or path effects.
2561 */
2562status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2563    VertexBuffer vertexBuffer;
2564    // TODO: try clipping large paths to viewport
2565    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2566
2567    if (hasLayer()) {
2568        SkRect bounds = path.getBounds();
2569        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2570        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2571    }
2572
2573    return drawVertexBuffer(vertexBuffer, paint);
2574}
2575
2576/**
2577 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2578 * and additional geometry for defining an alpha slope perimeter.
2579 *
2580 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2581 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2582 * in-shader alpha region, but found it to be taxing on some GPUs.
2583 *
2584 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2585 * memory transfer by removing need for degenerate vertices.
2586 */
2587status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2588    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2589
2590    count &= ~0x3; // round down to nearest four
2591
2592    VertexBuffer buffer;
2593    SkRect bounds;
2594    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2595
2596    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2597        return DrawGlInfo::kStatusDone;
2598    }
2599
2600    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2601
2602    bool useOffset = !paint->isAntiAlias();
2603    return drawVertexBuffer(buffer, paint, useOffset);
2604}
2605
2606status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2607    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2608
2609    count &= ~0x1; // round down to nearest two
2610
2611    VertexBuffer buffer;
2612    SkRect bounds;
2613    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2614
2615    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2616        return DrawGlInfo::kStatusDone;
2617    }
2618
2619    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2620
2621    bool useOffset = !paint->isAntiAlias();
2622    return drawVertexBuffer(buffer, paint, useOffset);
2623}
2624
2625status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2626    // No need to check against the clip, we fill the clip region
2627    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2628
2629    Rect& clip(*mSnapshot->clipRect);
2630    clip.snapToPixelBoundaries();
2631
2632    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2633
2634    return DrawGlInfo::kStatusDrew;
2635}
2636
2637status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2638        SkPaint* paint) {
2639    if (!texture) return DrawGlInfo::kStatusDone;
2640    const AutoTexture autoCleanup(texture);
2641
2642    const float x = left + texture->left - texture->offset;
2643    const float y = top + texture->top - texture->offset;
2644
2645    drawPathTexture(texture, x, y, paint);
2646
2647    return DrawGlInfo::kStatusDrew;
2648}
2649
2650status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2651        float rx, float ry, SkPaint* p) {
2652    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2653            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2654        return DrawGlInfo::kStatusDone;
2655    }
2656
2657    if (p->getPathEffect() != 0) {
2658        mCaches.activeTexture(0);
2659        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2660                right - left, bottom - top, rx, ry, p);
2661        return drawShape(left, top, texture, p);
2662    }
2663
2664    SkPath path;
2665    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2666    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2667        float outset = p->getStrokeWidth() / 2;
2668        rect.outset(outset, outset);
2669        rx += outset;
2670        ry += outset;
2671    }
2672    path.addRoundRect(rect, rx, ry);
2673    return drawConvexPath(path, p);
2674}
2675
2676status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2677    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2678            x + radius, y + radius, p) ||
2679            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2680        return DrawGlInfo::kStatusDone;
2681    }
2682    if (p->getPathEffect() != 0) {
2683        mCaches.activeTexture(0);
2684        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2685        return drawShape(x - radius, y - radius, texture, p);
2686    }
2687
2688    SkPath path;
2689    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2690        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2691    } else {
2692        path.addCircle(x, y, radius);
2693    }
2694    return drawConvexPath(path, p);
2695}
2696
2697status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2698        SkPaint* p) {
2699    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2700            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2701        return DrawGlInfo::kStatusDone;
2702    }
2703
2704    if (p->getPathEffect() != 0) {
2705        mCaches.activeTexture(0);
2706        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2707        return drawShape(left, top, texture, p);
2708    }
2709
2710    SkPath path;
2711    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2712    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2713        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2714    }
2715    path.addOval(rect);
2716    return drawConvexPath(path, p);
2717}
2718
2719status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2720        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2721    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2722            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2723        return DrawGlInfo::kStatusDone;
2724    }
2725
2726    if (fabs(sweepAngle) >= 360.0f) {
2727        return drawOval(left, top, right, bottom, p);
2728    }
2729
2730    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2731    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2732        mCaches.activeTexture(0);
2733        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2734                startAngle, sweepAngle, useCenter, p);
2735        return drawShape(left, top, texture, p);
2736    }
2737
2738    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2739    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2740        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2741    }
2742
2743    SkPath path;
2744    if (useCenter) {
2745        path.moveTo(rect.centerX(), rect.centerY());
2746    }
2747    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2748    if (useCenter) {
2749        path.close();
2750    }
2751    return drawConvexPath(path, p);
2752}
2753
2754// See SkPaintDefaults.h
2755#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2756
2757status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2758    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2759            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2760        return DrawGlInfo::kStatusDone;
2761    }
2762
2763    if (p->getStyle() != SkPaint::kFill_Style) {
2764        // only fill style is supported by drawConvexPath, since others have to handle joins
2765        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2766                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2767            mCaches.activeTexture(0);
2768            const PathTexture* texture =
2769                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2770            return drawShape(left, top, texture, p);
2771        }
2772
2773        SkPath path;
2774        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2775        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2776            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2777        }
2778        path.addRect(rect);
2779        return drawConvexPath(path, p);
2780    }
2781
2782    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2783        SkPath path;
2784        path.addRect(left, top, right, bottom);
2785        return drawConvexPath(path, p);
2786    } else {
2787        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2788        return DrawGlInfo::kStatusDrew;
2789    }
2790}
2791
2792void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2793        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2794        float x, float y) {
2795    mCaches.activeTexture(0);
2796
2797    // NOTE: The drop shadow will not perform gamma correction
2798    //       if shader-based correction is enabled
2799    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2800    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2801            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2802    // If the drop shadow exceeds the max texture size or couldn't be
2803    // allocated, skip drawing
2804    if (!shadow) return;
2805    const AutoTexture autoCleanup(shadow);
2806
2807    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2808    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2809
2810    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2811    int shadowColor = mDrawModifiers.mShadowColor;
2812    if (mDrawModifiers.mShader) {
2813        shadowColor = 0xffffffff;
2814    }
2815
2816    setupDraw();
2817    setupDrawWithTexture(true);
2818    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2819    setupDrawColorFilter();
2820    setupDrawShader();
2821    setupDrawBlending(true, mode);
2822    setupDrawProgram();
2823    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2824    setupDrawTexture(shadow->id);
2825    setupDrawPureColorUniforms();
2826    setupDrawColorFilterUniforms();
2827    setupDrawShaderUniforms();
2828    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2829
2830    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2831}
2832
2833bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2834    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2835    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2836}
2837
2838status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2839        const float* positions, SkPaint* paint) {
2840    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2841        return DrawGlInfo::kStatusDone;
2842    }
2843
2844    // NOTE: Skia does not support perspective transform on drawPosText yet
2845    if (!currentTransform().isSimple()) {
2846        return DrawGlInfo::kStatusDone;
2847    }
2848
2849    mCaches.enableScissor();
2850
2851    float x = 0.0f;
2852    float y = 0.0f;
2853    const bool pureTranslate = currentTransform().isPureTranslate();
2854    if (pureTranslate) {
2855        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2856        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2857    }
2858
2859    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2860    fontRenderer.setFont(paint, mat4::identity());
2861
2862    int alpha;
2863    SkXfermode::Mode mode;
2864    getAlphaAndMode(paint, &alpha, &mode);
2865
2866    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2867        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2868                alpha, mode, 0.0f, 0.0f);
2869    }
2870
2871    // Pick the appropriate texture filtering
2872    bool linearFilter = currentTransform().changesBounds();
2873    if (pureTranslate && !linearFilter) {
2874        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2875    }
2876    fontRenderer.setTextureFiltering(linearFilter);
2877
2878    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2879    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2880
2881    const bool hasActiveLayer = hasLayer();
2882
2883    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2884    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2885            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2886        if (hasActiveLayer) {
2887            if (!pureTranslate) {
2888                currentTransform().mapRect(bounds);
2889            }
2890            dirtyLayerUnchecked(bounds, getRegion());
2891        }
2892    }
2893
2894    return DrawGlInfo::kStatusDrew;
2895}
2896
2897mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2898    mat4 fontTransform;
2899    if (CC_LIKELY(transform.isPureTranslate())) {
2900        fontTransform = mat4::identity();
2901    } else {
2902        if (CC_UNLIKELY(transform.isPerspective())) {
2903            fontTransform = mat4::identity();
2904        } else {
2905            float sx, sy;
2906            currentTransform().decomposeScale(sx, sy);
2907            fontTransform.loadScale(sx, sy, 1.0f);
2908        }
2909    }
2910    return fontTransform;
2911}
2912
2913status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2914        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2915        DrawOpMode drawOpMode) {
2916
2917    if (drawOpMode == kDrawOpMode_Immediate) {
2918        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2919        // drawing as ops from DeferredDisplayList are already filtered for these
2920        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2921                quickReject(bounds)) {
2922            return DrawGlInfo::kStatusDone;
2923        }
2924    }
2925
2926    const float oldX = x;
2927    const float oldY = y;
2928
2929    const mat4& transform = currentTransform();
2930    const bool pureTranslate = transform.isPureTranslate();
2931
2932    if (CC_LIKELY(pureTranslate)) {
2933        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2934        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2935    }
2936
2937    int alpha;
2938    SkXfermode::Mode mode;
2939    getAlphaAndMode(paint, &alpha, &mode);
2940
2941    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2942
2943    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2944        fontRenderer.setFont(paint, mat4::identity());
2945        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2946                alpha, mode, oldX, oldY);
2947    }
2948
2949    const bool hasActiveLayer = hasLayer();
2950
2951    // We only pass a partial transform to the font renderer. That partial
2952    // matrix defines how glyphs are rasterized. Typically we want glyphs
2953    // to be rasterized at their final size on screen, which means the partial
2954    // matrix needs to take the scale factor into account.
2955    // When a partial matrix is used to transform glyphs during rasterization,
2956    // the mesh is generated with the inverse transform (in the case of scale,
2957    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2958    // apply the full transform matrix at draw time in the vertex shader.
2959    // Applying the full matrix in the shader is the easiest way to handle
2960    // rotation and perspective and allows us to always generated quads in the
2961    // font renderer which greatly simplifies the code, clipping in particular.
2962    mat4 fontTransform = findBestFontTransform(transform);
2963    fontRenderer.setFont(paint, fontTransform);
2964
2965    // Pick the appropriate texture filtering
2966    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2967    fontRenderer.setTextureFiltering(linearFilter);
2968
2969    // TODO: Implement better clipping for scaled/rotated text
2970    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2971    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2972
2973    bool status;
2974    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2975
2976    // don't call issuedrawcommand, do it at end of batch
2977    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2978    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2979        SkPaint paintCopy(*paint);
2980        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2981        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2982                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2983    } else {
2984        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2985                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2986    }
2987
2988    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2989        if (!pureTranslate) {
2990            transform.mapRect(layerBounds);
2991        }
2992        dirtyLayerUnchecked(layerBounds, getRegion());
2993    }
2994
2995    drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint);
2996
2997    return DrawGlInfo::kStatusDrew;
2998}
2999
3000status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3001        float hOffset, float vOffset, SkPaint* paint) {
3002    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
3003        return DrawGlInfo::kStatusDone;
3004    }
3005
3006    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
3007    mCaches.enableScissor();
3008
3009    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3010    fontRenderer.setFont(paint, mat4::identity());
3011    fontRenderer.setTextureFiltering(true);
3012
3013    int alpha;
3014    SkXfermode::Mode mode;
3015    getAlphaAndMode(paint, &alpha, &mode);
3016    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
3017
3018    const Rect* clip = &mSnapshot->getLocalClip();
3019    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3020
3021    const bool hasActiveLayer = hasLayer();
3022
3023    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3024            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
3025        if (hasActiveLayer) {
3026            currentTransform().mapRect(bounds);
3027            dirtyLayerUnchecked(bounds, getRegion());
3028        }
3029    }
3030
3031    return DrawGlInfo::kStatusDrew;
3032}
3033
3034status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3035    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3036
3037    mCaches.activeTexture(0);
3038
3039    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3040    if (!texture) return DrawGlInfo::kStatusDone;
3041    const AutoTexture autoCleanup(texture);
3042
3043    const float x = texture->left - texture->offset;
3044    const float y = texture->top - texture->offset;
3045
3046    drawPathTexture(texture, x, y, paint);
3047
3048    return DrawGlInfo::kStatusDrew;
3049}
3050
3051status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3052    if (!layer) {
3053        return DrawGlInfo::kStatusDone;
3054    }
3055
3056    mat4* transform = NULL;
3057    if (layer->isTextureLayer()) {
3058        transform = &layer->getTransform();
3059        if (!transform->isIdentity()) {
3060            save(0);
3061            currentTransform().multiply(*transform);
3062        }
3063    }
3064
3065    bool clipRequired = false;
3066    const bool rejected = quickRejectNoScissor(x, y,
3067            x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired);
3068
3069    if (rejected) {
3070        if (transform && !transform->isIdentity()) {
3071            restore();
3072        }
3073        return DrawGlInfo::kStatusDone;
3074    }
3075
3076    updateLayer(layer, true);
3077
3078    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
3079    mCaches.activeTexture(0);
3080
3081    if (CC_LIKELY(!layer->region.isEmpty())) {
3082        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3083        mDrawModifiers.mColorFilter = layer->getColorFilter();
3084
3085        if (layer->region.isRect()) {
3086            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3087                    composeLayerRect(layer, layer->regionRect));
3088        } else if (layer->mesh) {
3089            const float a = getLayerAlpha(layer);
3090            setupDraw();
3091            setupDrawWithTexture();
3092            setupDrawColor(a, a, a, a);
3093            setupDrawColorFilter();
3094            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3095            setupDrawProgram();
3096            setupDrawPureColorUniforms();
3097            setupDrawColorFilterUniforms();
3098            setupDrawTexture(layer->getTexture());
3099            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3100                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3101                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3102
3103                layer->setFilter(GL_NEAREST);
3104                setupDrawModelViewTranslate(tx, ty,
3105                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3106            } else {
3107                layer->setFilter(GL_LINEAR);
3108                setupDrawModelViewTranslate(x, y,
3109                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3110            }
3111
3112            TextureVertex* mesh = &layer->mesh[0];
3113            GLsizei elementsCount = layer->meshElementCount;
3114
3115            while (elementsCount > 0) {
3116                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3117
3118                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3119                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3120                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3121
3122                elementsCount -= drawCount;
3123                // Though there are 4 vertices in a quad, we use 6 indices per
3124                // quad to draw with GL_TRIANGLES
3125                mesh += (drawCount / 6) * 4;
3126            }
3127
3128#if DEBUG_LAYERS_AS_REGIONS
3129            drawRegionRects(layer->region);
3130#endif
3131        }
3132
3133        mDrawModifiers.mColorFilter = oldFilter;
3134
3135        if (layer->debugDrawUpdate) {
3136            layer->debugDrawUpdate = false;
3137            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3138                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3139        }
3140    }
3141    layer->hasDrawnSinceUpdate = true;
3142
3143    if (transform && !transform->isIdentity()) {
3144        restore();
3145    }
3146
3147    return DrawGlInfo::kStatusDrew;
3148}
3149
3150///////////////////////////////////////////////////////////////////////////////
3151// Shaders
3152///////////////////////////////////////////////////////////////////////////////
3153
3154void OpenGLRenderer::resetShader() {
3155    mDrawModifiers.mShader = NULL;
3156}
3157
3158void OpenGLRenderer::setupShader(SkiaShader* shader) {
3159    mDrawModifiers.mShader = shader;
3160    if (mDrawModifiers.mShader) {
3161        mDrawModifiers.mShader->setCaches(mCaches);
3162    }
3163}
3164
3165///////////////////////////////////////////////////////////////////////////////
3166// Color filters
3167///////////////////////////////////////////////////////////////////////////////
3168
3169void OpenGLRenderer::resetColorFilter() {
3170    mDrawModifiers.mColorFilter = NULL;
3171}
3172
3173void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3174    mDrawModifiers.mColorFilter = filter;
3175}
3176
3177///////////////////////////////////////////////////////////////////////////////
3178// Drop shadow
3179///////////////////////////////////////////////////////////////////////////////
3180
3181void OpenGLRenderer::resetShadow() {
3182    mDrawModifiers.mHasShadow = false;
3183}
3184
3185void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3186    mDrawModifiers.mHasShadow = true;
3187    mDrawModifiers.mShadowRadius = radius;
3188    mDrawModifiers.mShadowDx = dx;
3189    mDrawModifiers.mShadowDy = dy;
3190    mDrawModifiers.mShadowColor = color;
3191}
3192
3193///////////////////////////////////////////////////////////////////////////////
3194// Draw filters
3195///////////////////////////////////////////////////////////////////////////////
3196
3197void OpenGLRenderer::resetPaintFilter() {
3198    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3199    // comparison, see MergingDrawBatch::canMergeWith
3200    mDrawModifiers.mHasDrawFilter = false;
3201    mDrawModifiers.mPaintFilterClearBits = 0;
3202    mDrawModifiers.mPaintFilterSetBits = 0;
3203}
3204
3205void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3206    mDrawModifiers.mHasDrawFilter = true;
3207    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3208    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3209}
3210
3211SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3212    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3213        return paint;
3214    }
3215
3216    uint32_t flags = paint->getFlags();
3217
3218    mFilteredPaint = *paint;
3219    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3220            mDrawModifiers.mPaintFilterSetBits);
3221
3222    return &mFilteredPaint;
3223}
3224
3225///////////////////////////////////////////////////////////////////////////////
3226// Drawing implementation
3227///////////////////////////////////////////////////////////////////////////////
3228
3229Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3230    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3231    if (!texture) {
3232        return mCaches.textureCache.get(bitmap);
3233    }
3234    return texture;
3235}
3236
3237void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3238        float x, float y, SkPaint* paint) {
3239    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3240        return;
3241    }
3242
3243    int alpha;
3244    SkXfermode::Mode mode;
3245    getAlphaAndMode(paint, &alpha, &mode);
3246
3247    setupDraw();
3248    setupDrawWithTexture(true);
3249    setupDrawAlpha8Color(paint->getColor(), alpha);
3250    setupDrawColorFilter();
3251    setupDrawShader();
3252    setupDrawBlending(true, mode);
3253    setupDrawProgram();
3254    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3255    setupDrawTexture(texture->id);
3256    setupDrawPureColorUniforms();
3257    setupDrawColorFilterUniforms();
3258    setupDrawShaderUniforms();
3259    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3260
3261    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3262}
3263
3264// Same values used by Skia
3265#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3266#define kStdUnderline_Offset    (1.0f / 9.0f)
3267#define kStdUnderline_Thickness (1.0f / 18.0f)
3268
3269void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3270        float x, float y, SkPaint* paint) {
3271    // Handle underline and strike-through
3272    uint32_t flags = paint->getFlags();
3273    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3274        SkPaint paintCopy(*paint);
3275
3276        if (CC_LIKELY(underlineWidth > 0.0f)) {
3277            const float textSize = paintCopy.getTextSize();
3278            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3279
3280            const float left = x;
3281            float top = 0.0f;
3282
3283            int linesCount = 0;
3284            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3285            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3286
3287            const int pointsCount = 4 * linesCount;
3288            float points[pointsCount];
3289            int currentPoint = 0;
3290
3291            if (flags & SkPaint::kUnderlineText_Flag) {
3292                top = y + textSize * kStdUnderline_Offset;
3293                points[currentPoint++] = left;
3294                points[currentPoint++] = top;
3295                points[currentPoint++] = left + underlineWidth;
3296                points[currentPoint++] = top;
3297            }
3298
3299            if (flags & SkPaint::kStrikeThruText_Flag) {
3300                top = y + textSize * kStdStrikeThru_Offset;
3301                points[currentPoint++] = left;
3302                points[currentPoint++] = top;
3303                points[currentPoint++] = left + underlineWidth;
3304                points[currentPoint++] = top;
3305            }
3306
3307            paintCopy.setStrokeWidth(strokeWidth);
3308
3309            drawLines(&points[0], pointsCount, &paintCopy);
3310        }
3311    }
3312}
3313
3314status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3315    if (mSnapshot->isIgnored()) {
3316        return DrawGlInfo::kStatusDone;
3317    }
3318
3319    int color = paint->getColor();
3320    // If a shader is set, preserve only the alpha
3321    if (mDrawModifiers.mShader) {
3322        color |= 0x00ffffff;
3323    }
3324    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3325
3326    return drawColorRects(rects, count, color, mode);
3327}
3328
3329status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3330        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3331    if (count == 0) {
3332        return DrawGlInfo::kStatusDone;
3333    }
3334
3335    float left = FLT_MAX;
3336    float top = FLT_MAX;
3337    float right = FLT_MIN;
3338    float bottom = FLT_MIN;
3339
3340    Vertex mesh[count];
3341    Vertex* vertex = mesh;
3342
3343    for (int index = 0; index < count; index += 4) {
3344        float l = rects[index + 0];
3345        float t = rects[index + 1];
3346        float r = rects[index + 2];
3347        float b = rects[index + 3];
3348
3349        Vertex::set(vertex++, l, t);
3350        Vertex::set(vertex++, r, t);
3351        Vertex::set(vertex++, l, b);
3352        Vertex::set(vertex++, r, b);
3353
3354        left = fminf(left, l);
3355        top = fminf(top, t);
3356        right = fmaxf(right, r);
3357        bottom = fmaxf(bottom, b);
3358    }
3359
3360    if (clip && quickReject(left, top, right, bottom)) {
3361        return DrawGlInfo::kStatusDone;
3362    }
3363
3364    setupDraw();
3365    setupDrawNoTexture();
3366    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3367    setupDrawShader();
3368    setupDrawColorFilter();
3369    setupDrawBlending(mode);
3370    setupDrawProgram();
3371    setupDrawDirtyRegionsDisabled();
3372    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3373    setupDrawColorUniforms();
3374    setupDrawShaderUniforms();
3375    setupDrawColorFilterUniforms();
3376
3377    if (dirty && hasLayer()) {
3378        dirtyLayer(left, top, right, bottom, currentTransform());
3379    }
3380
3381    drawIndexedQuads(&mesh[0], count / 4);
3382
3383    return DrawGlInfo::kStatusDrew;
3384}
3385
3386void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3387        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3388    // If a shader is set, preserve only the alpha
3389    if (mDrawModifiers.mShader) {
3390        color |= 0x00ffffff;
3391    }
3392
3393    setupDraw();
3394    setupDrawNoTexture();
3395    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3396    setupDrawShader();
3397    setupDrawColorFilter();
3398    setupDrawBlending(mode);
3399    setupDrawProgram();
3400    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3401    setupDrawColorUniforms();
3402    setupDrawShaderUniforms(ignoreTransform);
3403    setupDrawColorFilterUniforms();
3404    setupDrawSimpleMesh();
3405
3406    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3407}
3408
3409void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3410        Texture* texture, SkPaint* paint) {
3411    int alpha;
3412    SkXfermode::Mode mode;
3413    getAlphaAndMode(paint, &alpha, &mode);
3414
3415    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3416
3417    GLvoid* vertices = (GLvoid*) NULL;
3418    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3419
3420    if (texture->uvMapper) {
3421        vertices = &mMeshVertices[0].x;
3422        texCoords = &mMeshVertices[0].u;
3423
3424        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3425        texture->uvMapper->map(uvs);
3426
3427        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3428    }
3429
3430    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3431        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3432        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3433
3434        texture->setFilter(GL_NEAREST, true);
3435        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3436                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3437                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3438    } else {
3439        texture->setFilter(FILTER(paint), true);
3440        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3441                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3442    }
3443
3444    if (texture->uvMapper) {
3445        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3446    }
3447}
3448
3449void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3450        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3451    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3452            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3453}
3454
3455void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3456        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3457        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3458        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3459
3460    setupDraw();
3461    setupDrawWithTexture();
3462    setupDrawColor(alpha, alpha, alpha, alpha);
3463    setupDrawColorFilter();
3464    setupDrawBlending(blend, mode, swapSrcDst);
3465    setupDrawProgram();
3466    if (!dirty) setupDrawDirtyRegionsDisabled();
3467    if (!ignoreScale) {
3468        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3469    } else {
3470        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3471    }
3472    setupDrawTexture(texture);
3473    setupDrawPureColorUniforms();
3474    setupDrawColorFilterUniforms();
3475    setupDrawMesh(vertices, texCoords, vbo);
3476
3477    glDrawArrays(drawMode, 0, elementsCount);
3478}
3479
3480void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3481        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3482        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3483        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3484
3485    setupDraw();
3486    setupDrawWithTexture();
3487    setupDrawColor(alpha, alpha, alpha, alpha);
3488    setupDrawColorFilter();
3489    setupDrawBlending(blend, mode, swapSrcDst);
3490    setupDrawProgram();
3491    if (!dirty) setupDrawDirtyRegionsDisabled();
3492    if (!ignoreScale) {
3493        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3494    } else {
3495        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3496    }
3497    setupDrawTexture(texture);
3498    setupDrawPureColorUniforms();
3499    setupDrawColorFilterUniforms();
3500    setupDrawMeshIndices(vertices, texCoords, vbo);
3501
3502    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3503}
3504
3505void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3506        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3507        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3508        bool ignoreTransform, bool ignoreScale, bool dirty) {
3509
3510    setupDraw();
3511    setupDrawWithTexture(true);
3512    if (hasColor) {
3513        setupDrawAlpha8Color(color, alpha);
3514    }
3515    setupDrawColorFilter();
3516    setupDrawShader();
3517    setupDrawBlending(true, mode);
3518    setupDrawProgram();
3519    if (!dirty) setupDrawDirtyRegionsDisabled();
3520    if (!ignoreScale) {
3521        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3522    } else {
3523        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3524    }
3525    setupDrawTexture(texture);
3526    setupDrawPureColorUniforms();
3527    setupDrawColorFilterUniforms();
3528    setupDrawShaderUniforms();
3529    setupDrawMesh(vertices, texCoords);
3530
3531    glDrawArrays(drawMode, 0, elementsCount);
3532}
3533
3534void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3535        ProgramDescription& description, bool swapSrcDst) {
3536    if (mCountOverdraw) {
3537        if (!mCaches.blend) glEnable(GL_BLEND);
3538        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3539            glBlendFunc(GL_ONE, GL_ONE);
3540        }
3541
3542        mCaches.blend = true;
3543        mCaches.lastSrcMode = GL_ONE;
3544        mCaches.lastDstMode = GL_ONE;
3545
3546        return;
3547    }
3548
3549    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3550
3551    if (blend) {
3552        // These blend modes are not supported by OpenGL directly and have
3553        // to be implemented using shaders. Since the shader will perform
3554        // the blending, turn blending off here
3555        // If the blend mode cannot be implemented using shaders, fall
3556        // back to the default SrcOver blend mode instead
3557        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3558            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3559                description.framebufferMode = mode;
3560                description.swapSrcDst = swapSrcDst;
3561
3562                if (mCaches.blend) {
3563                    glDisable(GL_BLEND);
3564                    mCaches.blend = false;
3565                }
3566
3567                return;
3568            } else {
3569                mode = SkXfermode::kSrcOver_Mode;
3570            }
3571        }
3572
3573        if (!mCaches.blend) {
3574            glEnable(GL_BLEND);
3575        }
3576
3577        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3578        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3579
3580        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3581            glBlendFunc(sourceMode, destMode);
3582            mCaches.lastSrcMode = sourceMode;
3583            mCaches.lastDstMode = destMode;
3584        }
3585    } else if (mCaches.blend) {
3586        glDisable(GL_BLEND);
3587    }
3588    mCaches.blend = blend;
3589}
3590
3591bool OpenGLRenderer::useProgram(Program* program) {
3592    if (!program->isInUse()) {
3593        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3594        program->use();
3595        mCaches.currentProgram = program;
3596        return false;
3597    }
3598    return true;
3599}
3600
3601void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3602    TextureVertex* v = &mMeshVertices[0];
3603    TextureVertex::setUV(v++, u1, v1);
3604    TextureVertex::setUV(v++, u2, v1);
3605    TextureVertex::setUV(v++, u1, v2);
3606    TextureVertex::setUV(v++, u2, v2);
3607}
3608
3609void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3610    getAlphaAndModeDirect(paint, alpha,  mode);
3611    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3612        // if drawing a layer, ignore the paint's alpha
3613        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3614    }
3615    *alpha *= mSnapshot->alpha;
3616}
3617
3618float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3619    float alpha;
3620    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3621        alpha = mDrawModifiers.mOverrideLayerAlpha;
3622    } else {
3623        alpha = layer->getAlpha() / 255.0f;
3624    }
3625    return alpha * mSnapshot->alpha;
3626}
3627
3628}; // namespace uirenderer
3629}; // namespace android
3630