OpenGLRenderer.cpp revision 33fa1f774c8e7289fd7c39fbc2c65b9361f2c2c4
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48#define ALPHA_THRESHOLD 0
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106///////////////////////////////////////////////////////////////////////////////
107// Constructors/destructor
108///////////////////////////////////////////////////////////////////////////////
109
110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
111    mShader = NULL;
112    mColorFilter = NULL;
113    mHasShadow = false;
114    mHasDrawFilter = false;
115
116    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
117
118    mFirstSnapshot = new Snapshot;
119}
120
121OpenGLRenderer::~OpenGLRenderer() {
122    // The context has already been destroyed at this point, do not call
123    // GL APIs. All GL state should be kept in Caches.h
124}
125
126///////////////////////////////////////////////////////////////////////////////
127// Debug
128///////////////////////////////////////////////////////////////////////////////
129
130void OpenGLRenderer::startMark(const char* name) const {
131    mCaches.startMark(0, name);
132}
133
134void OpenGLRenderer::endMark() const {
135    mCaches.endMark();
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142uint32_t OpenGLRenderer::getStencilSize() {
143    return STENCIL_BUFFER_SIZE;
144}
145
146bool OpenGLRenderer::isDeferred() {
147    return false;
148}
149
150void OpenGLRenderer::setViewport(int width, int height) {
151    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
152
153    mWidth = width;
154    mHeight = height;
155
156    mFirstSnapshot->height = height;
157    mFirstSnapshot->viewport.set(0, 0, width, height);
158
159    glDisable(GL_DITHER);
160    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
161
162    glEnableVertexAttribArray(Program::kBindingPosition);
163}
164
165int OpenGLRenderer::prepare(bool opaque) {
166    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
167}
168
169int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
170    mCaches.clearGarbage();
171
172    mSnapshot = new Snapshot(mFirstSnapshot,
173            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
174    mSnapshot->fbo = getTargetFbo();
175    mSaveCount = 1;
176
177    mSnapshot->setClip(left, top, right, bottom);
178    mDirtyClip = opaque;
179
180    syncState();
181
182    if (!opaque) {
183        mCaches.enableScissor();
184        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
185        glClear(GL_COLOR_BUFFER_BIT);
186        return DrawGlInfo::kStatusDrew;
187    } else {
188        mCaches.resetScissor();
189    }
190
191    return DrawGlInfo::kStatusDone;
192}
193
194void OpenGLRenderer::syncState() {
195    glViewport(0, 0, mWidth, mHeight);
196
197    if (mCaches.blend) {
198        glEnable(GL_BLEND);
199    } else {
200        glDisable(GL_BLEND);
201    }
202}
203
204void OpenGLRenderer::finish() {
205#if DEBUG_OPENGL
206    GLenum status = GL_NO_ERROR;
207    while ((status = glGetError()) != GL_NO_ERROR) {
208        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
209        switch (status) {
210            case GL_INVALID_ENUM:
211                ALOGE("  GL_INVALID_ENUM");
212                break;
213            case GL_INVALID_VALUE:
214                ALOGE("  GL_INVALID_VALUE");
215                break;
216            case GL_INVALID_OPERATION:
217                ALOGE("  GL_INVALID_OPERATION");
218                break;
219            case GL_OUT_OF_MEMORY:
220                ALOGE("  Out of memory!");
221                break;
222        }
223    }
224#endif
225#if DEBUG_MEMORY_USAGE
226    mCaches.dumpMemoryUsage();
227#else
228    if (mCaches.getDebugLevel() & kDebugMemory) {
229        mCaches.dumpMemoryUsage();
230    }
231#endif
232}
233
234void OpenGLRenderer::interrupt() {
235    if (mCaches.currentProgram) {
236        if (mCaches.currentProgram->isInUse()) {
237            mCaches.currentProgram->remove();
238            mCaches.currentProgram = NULL;
239        }
240    }
241    mCaches.unbindMeshBuffer();
242    mCaches.unbindIndicesBuffer();
243    mCaches.resetVertexPointers();
244    mCaches.disbaleTexCoordsVertexArray();
245}
246
247void OpenGLRenderer::resume() {
248    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
249
250    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
251    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
252
253    mCaches.enableScissor();
254    mCaches.resetScissor();
255    dirtyClip();
256
257    mCaches.activeTexture(0);
258    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
259
260    mCaches.blend = true;
261    glEnable(GL_BLEND);
262    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
263    glBlendEquation(GL_FUNC_ADD);
264}
265
266void OpenGLRenderer::detachFunctor(Functor* functor) {
267    mFunctors.remove(functor);
268}
269
270void OpenGLRenderer::attachFunctor(Functor* functor) {
271    mFunctors.add(functor);
272}
273
274status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
275    status_t result = DrawGlInfo::kStatusDone;
276    size_t count = mFunctors.size();
277
278    if (count > 0) {
279        SortedVector<Functor*> functors(mFunctors);
280        mFunctors.clear();
281
282        DrawGlInfo info;
283        info.clipLeft = 0;
284        info.clipTop = 0;
285        info.clipRight = 0;
286        info.clipBottom = 0;
287        info.isLayer = false;
288        info.width = 0;
289        info.height = 0;
290        memset(info.transform, 0, sizeof(float) * 16);
291
292        for (size_t i = 0; i < count; i++) {
293            Functor* f = functors.itemAt(i);
294            result |= (*f)(DrawGlInfo::kModeProcess, &info);
295
296            if (result & DrawGlInfo::kStatusDraw) {
297                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
298                dirty.unionWith(localDirty);
299            }
300
301            if (result & DrawGlInfo::kStatusInvoke) {
302                mFunctors.add(f);
303            }
304        }
305    }
306
307    mCaches.activeTexture(0);
308
309    return result;
310}
311
312status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
313    interrupt();
314    detachFunctor(functor);
315
316    mCaches.enableScissor();
317    if (mDirtyClip) {
318        setScissorFromClip();
319    }
320
321    Rect clip(*mSnapshot->clipRect);
322    clip.snapToPixelBoundaries();
323
324    // Since we don't know what the functor will draw, let's dirty
325    // tne entire clip region
326    if (hasLayer()) {
327        dirtyLayerUnchecked(clip, getRegion());
328    }
329
330    DrawGlInfo info;
331    info.clipLeft = clip.left;
332    info.clipTop = clip.top;
333    info.clipRight = clip.right;
334    info.clipBottom = clip.bottom;
335    info.isLayer = hasLayer();
336    info.width = getSnapshot()->viewport.getWidth();
337    info.height = getSnapshot()->height;
338    getSnapshot()->transform->copyTo(&info.transform[0]);
339
340    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
341
342    if (result != DrawGlInfo::kStatusDone) {
343        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
344        dirty.unionWith(localDirty);
345
346        if (result & DrawGlInfo::kStatusInvoke) {
347            mFunctors.add(functor);
348        }
349    }
350
351    resume();
352    return result;
353}
354
355///////////////////////////////////////////////////////////////////////////////
356// State management
357///////////////////////////////////////////////////////////////////////////////
358
359int OpenGLRenderer::getSaveCount() const {
360    return mSaveCount;
361}
362
363int OpenGLRenderer::save(int flags) {
364    return saveSnapshot(flags);
365}
366
367void OpenGLRenderer::restore() {
368    if (mSaveCount > 1) {
369        restoreSnapshot();
370    }
371}
372
373void OpenGLRenderer::restoreToCount(int saveCount) {
374    if (saveCount < 1) saveCount = 1;
375
376    while (mSaveCount > saveCount) {
377        restoreSnapshot();
378    }
379}
380
381int OpenGLRenderer::saveSnapshot(int flags) {
382    mSnapshot = new Snapshot(mSnapshot, flags);
383    return mSaveCount++;
384}
385
386bool OpenGLRenderer::restoreSnapshot() {
387    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
388    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
389    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
390
391    sp<Snapshot> current = mSnapshot;
392    sp<Snapshot> previous = mSnapshot->previous;
393
394    if (restoreOrtho) {
395        Rect& r = previous->viewport;
396        glViewport(r.left, r.top, r.right, r.bottom);
397        mOrthoMatrix.load(current->orthoMatrix);
398    }
399
400    mSaveCount--;
401    mSnapshot = previous;
402
403    if (restoreClip) {
404        dirtyClip();
405    }
406
407    if (restoreLayer) {
408        composeLayer(current, previous);
409    }
410
411    return restoreClip;
412}
413
414///////////////////////////////////////////////////////////////////////////////
415// Layers
416///////////////////////////////////////////////////////////////////////////////
417
418int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
419        SkPaint* p, int flags) {
420    const GLuint previousFbo = mSnapshot->fbo;
421    const int count = saveSnapshot(flags);
422
423    if (!mSnapshot->isIgnored()) {
424        int alpha = 255;
425        SkXfermode::Mode mode;
426
427        if (p) {
428            alpha = p->getAlpha();
429            if (!mCaches.extensions.hasFramebufferFetch()) {
430                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
431                if (!isMode) {
432                    // Assume SRC_OVER
433                    mode = SkXfermode::kSrcOver_Mode;
434                }
435            } else {
436                mode = getXfermode(p->getXfermode());
437            }
438        } else {
439            mode = SkXfermode::kSrcOver_Mode;
440        }
441
442        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
443    }
444
445    return count;
446}
447
448int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
449        int alpha, int flags) {
450    if (alpha >= 255) {
451        return saveLayer(left, top, right, bottom, NULL, flags);
452    } else {
453        SkPaint paint;
454        paint.setAlpha(alpha);
455        return saveLayer(left, top, right, bottom, &paint, flags);
456    }
457}
458
459/**
460 * Layers are viewed by Skia are slightly different than layers in image editing
461 * programs (for instance.) When a layer is created, previously created layers
462 * and the frame buffer still receive every drawing command. For instance, if a
463 * layer is created and a shape intersecting the bounds of the layers and the
464 * framebuffer is draw, the shape will be drawn on both (unless the layer was
465 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
466 *
467 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
468 * texture. Unfortunately, this is inefficient as it requires every primitive to
469 * be drawn n + 1 times, where n is the number of active layers. In practice this
470 * means, for every primitive:
471 *   - Switch active frame buffer
472 *   - Change viewport, clip and projection matrix
473 *   - Issue the drawing
474 *
475 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
476 * To avoid this, layers are implemented in a different way here, at least in the
477 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
478 * is set. When this flag is set we can redirect all drawing operations into a
479 * single FBO.
480 *
481 * This implementation relies on the frame buffer being at least RGBA 8888. When
482 * a layer is created, only a texture is created, not an FBO. The content of the
483 * frame buffer contained within the layer's bounds is copied into this texture
484 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
485 * buffer and drawing continues as normal. This technique therefore treats the
486 * frame buffer as a scratch buffer for the layers.
487 *
488 * To compose the layers back onto the frame buffer, each layer texture
489 * (containing the original frame buffer data) is drawn as a simple quad over
490 * the frame buffer. The trick is that the quad is set as the composition
491 * destination in the blending equation, and the frame buffer becomes the source
492 * of the composition.
493 *
494 * Drawing layers with an alpha value requires an extra step before composition.
495 * An empty quad is drawn over the layer's region in the frame buffer. This quad
496 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
497 * quad is used to multiply the colors in the frame buffer. This is achieved by
498 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
499 * GL_ZERO, GL_SRC_ALPHA.
500 *
501 * Because glCopyTexImage2D() can be slow, an alternative implementation might
502 * be use to draw a single clipped layer. The implementation described above
503 * is correct in every case.
504 *
505 * (1) The frame buffer is actually not cleared right away. To allow the GPU
506 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
507 *     buffer is left untouched until the first drawing operation. Only when
508 *     something actually gets drawn are the layers regions cleared.
509 */
510bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
511        float right, float bottom, int alpha, SkXfermode::Mode mode,
512        int flags, GLuint previousFbo) {
513    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
514    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
515
516    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
517
518    // Window coordinates of the layer
519    Rect bounds(left, top, right, bottom);
520    if (!fboLayer) {
521        mSnapshot->transform->mapRect(bounds);
522
523        // Layers only make sense if they are in the framebuffer's bounds
524        if (bounds.intersect(*snapshot->clipRect)) {
525            // We cannot work with sub-pixels in this case
526            bounds.snapToPixelBoundaries();
527
528            // When the layer is not an FBO, we may use glCopyTexImage so we
529            // need to make sure the layer does not extend outside the bounds
530            // of the framebuffer
531            if (!bounds.intersect(snapshot->previous->viewport)) {
532                bounds.setEmpty();
533            }
534        } else {
535            bounds.setEmpty();
536        }
537    }
538
539    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
540            bounds.getHeight() > mCaches.maxTextureSize) {
541        snapshot->empty = fboLayer;
542    } else {
543        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
544    }
545
546    // Bail out if we won't draw in this snapshot
547    if (snapshot->invisible || snapshot->empty) {
548        return false;
549    }
550
551    mCaches.activeTexture(0);
552    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
553    if (!layer) {
554        return false;
555    }
556
557    layer->setAlpha(alpha, mode);
558    layer->layer.set(bounds);
559    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
560            bounds.getWidth() / float(layer->getWidth()), 0.0f);
561    layer->setColorFilter(mColorFilter);
562    layer->setBlend(true);
563
564    // Save the layer in the snapshot
565    snapshot->flags |= Snapshot::kFlagIsLayer;
566    snapshot->layer = layer;
567
568    if (fboLayer) {
569        return createFboLayer(layer, bounds, snapshot, previousFbo);
570    } else {
571        // Copy the framebuffer into the layer
572        layer->bindTexture();
573        if (!bounds.isEmpty()) {
574            if (layer->isEmpty()) {
575                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
576                        bounds.left, snapshot->height - bounds.bottom,
577                        layer->getWidth(), layer->getHeight(), 0);
578                layer->setEmpty(false);
579            } else {
580                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
581                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
582            }
583
584            // Enqueue the buffer coordinates to clear the corresponding region later
585            mLayers.push(new Rect(bounds));
586        }
587    }
588
589    return true;
590}
591
592bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
593        GLuint previousFbo) {
594    layer->setFbo(mCaches.fboCache.get());
595
596    snapshot->region = &snapshot->layer->region;
597    snapshot->flags |= Snapshot::kFlagFboTarget;
598
599    Rect clip(bounds);
600    snapshot->transform->mapRect(clip);
601    clip.intersect(*snapshot->clipRect);
602    clip.snapToPixelBoundaries();
603    clip.intersect(snapshot->previous->viewport);
604
605    mat4 inverse;
606    inverse.loadInverse(*mSnapshot->transform);
607
608    inverse.mapRect(clip);
609    clip.snapToPixelBoundaries();
610    clip.intersect(bounds);
611    clip.translate(-bounds.left, -bounds.top);
612
613    snapshot->flags |= Snapshot::kFlagIsFboLayer;
614    snapshot->fbo = layer->getFbo();
615    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
616    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
617    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
618    snapshot->height = bounds.getHeight();
619    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
620    snapshot->orthoMatrix.load(mOrthoMatrix);
621
622    // Bind texture to FBO
623    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
624    layer->bindTexture();
625
626    // Initialize the texture if needed
627    if (layer->isEmpty()) {
628        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
629        layer->setEmpty(false);
630    }
631
632    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
633            layer->getTexture(), 0);
634
635#if DEBUG_LAYERS_AS_REGIONS
636    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
637    if (status != GL_FRAMEBUFFER_COMPLETE) {
638        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
639
640        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
641        layer->deleteTexture();
642        mCaches.fboCache.put(layer->getFbo());
643
644        delete layer;
645
646        return false;
647    }
648#endif
649
650    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
651    mCaches.enableScissor();
652    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
653            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
654    glClear(GL_COLOR_BUFFER_BIT);
655
656    dirtyClip();
657
658    // Change the ortho projection
659    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
660    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
661
662    return true;
663}
664
665/**
666 * Read the documentation of createLayer() before doing anything in this method.
667 */
668void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
669    if (!current->layer) {
670        ALOGE("Attempting to compose a layer that does not exist");
671        return;
672    }
673
674    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
675
676    if (fboLayer) {
677        // Detach the texture from the FBO
678        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
679
680        // Unbind current FBO and restore previous one
681        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
682    }
683
684    Layer* layer = current->layer;
685    const Rect& rect = layer->layer;
686
687    if (!fboLayer && layer->getAlpha() < 255) {
688        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
689                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
690        // Required below, composeLayerRect() will divide by 255
691        layer->setAlpha(255);
692    }
693
694    mCaches.unbindMeshBuffer();
695
696    mCaches.activeTexture(0);
697
698    // When the layer is stored in an FBO, we can save a bit of fillrate by
699    // drawing only the dirty region
700    if (fboLayer) {
701        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
702        if (layer->getColorFilter()) {
703            setupColorFilter(layer->getColorFilter());
704        }
705        composeLayerRegion(layer, rect);
706        if (layer->getColorFilter()) {
707            resetColorFilter();
708        }
709    } else if (!rect.isEmpty()) {
710        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
711        composeLayerRect(layer, rect, true);
712    }
713
714    if (fboLayer) {
715        // Note: No need to use glDiscardFramebufferEXT() since we never
716        //       create/compose layers that are not on screen with this
717        //       code path
718        // See LayerRenderer::destroyLayer(Layer*)
719
720        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
721        mCaches.fboCache.put(current->fbo);
722        layer->setFbo(0);
723    }
724
725    dirtyClip();
726
727    // Failing to add the layer to the cache should happen only if the layer is too large
728    if (!mCaches.layerCache.put(layer)) {
729        LAYER_LOGD("Deleting layer");
730        layer->deleteTexture();
731        delete layer;
732    }
733}
734
735void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
736    float alpha = layer->getAlpha() / 255.0f;
737
738    mat4& transform = layer->getTransform();
739    if (!transform.isIdentity()) {
740        save(0);
741        mSnapshot->transform->multiply(transform);
742    }
743
744    setupDraw();
745    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
746        setupDrawWithTexture();
747    } else {
748        setupDrawWithExternalTexture();
749    }
750    setupDrawTextureTransform();
751    setupDrawColor(alpha, alpha, alpha, alpha);
752    setupDrawColorFilter();
753    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
754    setupDrawProgram();
755    setupDrawPureColorUniforms();
756    setupDrawColorFilterUniforms();
757    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
758        setupDrawTexture(layer->getTexture());
759    } else {
760        setupDrawExternalTexture(layer->getTexture());
761    }
762    if (mSnapshot->transform->isPureTranslate() &&
763            layer->getWidth() == (uint32_t) rect.getWidth() &&
764            layer->getHeight() == (uint32_t) rect.getHeight()) {
765        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
766        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
767
768        layer->setFilter(GL_NEAREST);
769        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
770    } else {
771        layer->setFilter(GL_LINEAR);
772        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
773    }
774    setupDrawTextureTransformUniforms(layer->getTexTransform());
775    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
776
777    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
778
779    finishDrawTexture();
780
781    if (!transform.isIdentity()) {
782        restore();
783    }
784}
785
786void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
787    if (!layer->isTextureLayer()) {
788        const Rect& texCoords = layer->texCoords;
789        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
790                texCoords.right, texCoords.bottom);
791
792        float x = rect.left;
793        float y = rect.top;
794        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
795                layer->getWidth() == (uint32_t) rect.getWidth() &&
796                layer->getHeight() == (uint32_t) rect.getHeight();
797
798        if (simpleTransform) {
799            // When we're swapping, the layer is already in screen coordinates
800            if (!swap) {
801                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
802                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
803            }
804
805            layer->setFilter(GL_NEAREST, true);
806        } else {
807            layer->setFilter(GL_LINEAR, true);
808        }
809
810        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
811                layer->getTexture(), layer->getAlpha() / 255.0f,
812                layer->getMode(), layer->isBlend(),
813                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
814                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
815
816        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
817    } else {
818        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
819        drawTextureLayer(layer, rect);
820        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
821    }
822}
823
824void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
825    if (layer->region.isRect()) {
826        layer->setRegionAsRect();
827
828        composeLayerRect(layer, layer->regionRect);
829
830        layer->region.clear();
831        return;
832    }
833
834    // TODO: See LayerRenderer.cpp::generateMesh() for important
835    //       information about this implementation
836    if (CC_LIKELY(!layer->region.isEmpty())) {
837        size_t count;
838        const android::Rect* rects = layer->region.getArray(&count);
839
840        const float alpha = layer->getAlpha() / 255.0f;
841        const float texX = 1.0f / float(layer->getWidth());
842        const float texY = 1.0f / float(layer->getHeight());
843        const float height = rect.getHeight();
844
845        TextureVertex* mesh = mCaches.getRegionMesh();
846        GLsizei numQuads = 0;
847
848        setupDraw();
849        setupDrawWithTexture();
850        setupDrawColor(alpha, alpha, alpha, alpha);
851        setupDrawColorFilter();
852        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
853        setupDrawProgram();
854        setupDrawDirtyRegionsDisabled();
855        setupDrawPureColorUniforms();
856        setupDrawColorFilterUniforms();
857        setupDrawTexture(layer->getTexture());
858        if (mSnapshot->transform->isPureTranslate()) {
859            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
860            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
861
862            layer->setFilter(GL_NEAREST);
863            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
864        } else {
865            layer->setFilter(GL_LINEAR);
866            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
867        }
868        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
869
870        for (size_t i = 0; i < count; i++) {
871            const android::Rect* r = &rects[i];
872
873            const float u1 = r->left * texX;
874            const float v1 = (height - r->top) * texY;
875            const float u2 = r->right * texX;
876            const float v2 = (height - r->bottom) * texY;
877
878            // TODO: Reject quads outside of the clip
879            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
880            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
881            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
882            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
883
884            numQuads++;
885
886            if (numQuads >= REGION_MESH_QUAD_COUNT) {
887                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
888                numQuads = 0;
889                mesh = mCaches.getRegionMesh();
890            }
891        }
892
893        if (numQuads > 0) {
894            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
895        }
896
897        finishDrawTexture();
898
899#if DEBUG_LAYERS_AS_REGIONS
900        drawRegionRects(layer->region);
901#endif
902
903        layer->region.clear();
904    }
905}
906
907void OpenGLRenderer::drawRegionRects(const Region& region) {
908#if DEBUG_LAYERS_AS_REGIONS
909    size_t count;
910    const android::Rect* rects = region.getArray(&count);
911
912    uint32_t colors[] = {
913            0x7fff0000, 0x7f00ff00,
914            0x7f0000ff, 0x7fff00ff,
915    };
916
917    int offset = 0;
918    int32_t top = rects[0].top;
919
920    for (size_t i = 0; i < count; i++) {
921        if (top != rects[i].top) {
922            offset ^= 0x2;
923            top = rects[i].top;
924        }
925
926        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
927        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
928                SkXfermode::kSrcOver_Mode);
929    }
930#endif
931}
932
933void OpenGLRenderer::dirtyLayer(const float left, const float top,
934        const float right, const float bottom, const mat4 transform) {
935    if (hasLayer()) {
936        Rect bounds(left, top, right, bottom);
937        transform.mapRect(bounds);
938        dirtyLayerUnchecked(bounds, getRegion());
939    }
940}
941
942void OpenGLRenderer::dirtyLayer(const float left, const float top,
943        const float right, const float bottom) {
944    if (hasLayer()) {
945        Rect bounds(left, top, right, bottom);
946        dirtyLayerUnchecked(bounds, getRegion());
947    }
948}
949
950void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
951    if (bounds.intersect(*mSnapshot->clipRect)) {
952        bounds.snapToPixelBoundaries();
953        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
954        if (!dirty.isEmpty()) {
955            region->orSelf(dirty);
956        }
957    }
958}
959
960void OpenGLRenderer::clearLayerRegions() {
961    const size_t count = mLayers.size();
962    if (count == 0) return;
963
964    if (!mSnapshot->isIgnored()) {
965        // Doing several glScissor/glClear here can negatively impact
966        // GPUs with a tiler architecture, instead we draw quads with
967        // the Clear blending mode
968
969        // The list contains bounds that have already been clipped
970        // against their initial clip rect, and the current clip
971        // is likely different so we need to disable clipping here
972        bool scissorChanged = mCaches.disableScissor();
973
974        Vertex mesh[count * 6];
975        Vertex* vertex = mesh;
976
977        for (uint32_t i = 0; i < count; i++) {
978            Rect* bounds = mLayers.itemAt(i);
979
980            Vertex::set(vertex++, bounds->left, bounds->bottom);
981            Vertex::set(vertex++, bounds->left, bounds->top);
982            Vertex::set(vertex++, bounds->right, bounds->top);
983            Vertex::set(vertex++, bounds->left, bounds->bottom);
984            Vertex::set(vertex++, bounds->right, bounds->top);
985            Vertex::set(vertex++, bounds->right, bounds->bottom);
986
987            delete bounds;
988        }
989
990        setupDraw(false);
991        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
992        setupDrawBlending(true, SkXfermode::kClear_Mode);
993        setupDrawProgram();
994        setupDrawPureColorUniforms();
995        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
996        setupDrawVertices(&mesh[0].position[0]);
997
998        glDrawArrays(GL_TRIANGLES, 0, count * 6);
999
1000        if (scissorChanged) mCaches.enableScissor();
1001    } else {
1002        for (uint32_t i = 0; i < count; i++) {
1003            delete mLayers.itemAt(i);
1004        }
1005    }
1006
1007    mLayers.clear();
1008}
1009
1010///////////////////////////////////////////////////////////////////////////////
1011// Transforms
1012///////////////////////////////////////////////////////////////////////////////
1013
1014void OpenGLRenderer::translate(float dx, float dy) {
1015    mSnapshot->transform->translate(dx, dy, 0.0f);
1016}
1017
1018void OpenGLRenderer::rotate(float degrees) {
1019    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1020}
1021
1022void OpenGLRenderer::scale(float sx, float sy) {
1023    mSnapshot->transform->scale(sx, sy, 1.0f);
1024}
1025
1026void OpenGLRenderer::skew(float sx, float sy) {
1027    mSnapshot->transform->skew(sx, sy);
1028}
1029
1030void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1031    if (matrix) {
1032        mSnapshot->transform->load(*matrix);
1033    } else {
1034        mSnapshot->transform->loadIdentity();
1035    }
1036}
1037
1038void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1039    mSnapshot->transform->copyTo(*matrix);
1040}
1041
1042void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1043    SkMatrix transform;
1044    mSnapshot->transform->copyTo(transform);
1045    transform.preConcat(*matrix);
1046    mSnapshot->transform->load(transform);
1047}
1048
1049///////////////////////////////////////////////////////////////////////////////
1050// Clipping
1051///////////////////////////////////////////////////////////////////////////////
1052
1053void OpenGLRenderer::setScissorFromClip() {
1054    Rect clip(*mSnapshot->clipRect);
1055    clip.snapToPixelBoundaries();
1056
1057    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1058            clip.getWidth(), clip.getHeight())) {
1059        mDirtyClip = false;
1060    }
1061}
1062
1063const Rect& OpenGLRenderer::getClipBounds() {
1064    return mSnapshot->getLocalClip();
1065}
1066
1067bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1068    if (mSnapshot->isIgnored()) {
1069        return true;
1070    }
1071
1072    Rect r(left, top, right, bottom);
1073    mSnapshot->transform->mapRect(r);
1074    r.snapToPixelBoundaries();
1075
1076    Rect clipRect(*mSnapshot->clipRect);
1077    clipRect.snapToPixelBoundaries();
1078
1079    return !clipRect.intersects(r);
1080}
1081
1082bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1083    if (mSnapshot->isIgnored()) {
1084        return true;
1085    }
1086
1087    Rect r(left, top, right, bottom);
1088    mSnapshot->transform->mapRect(r);
1089    r.snapToPixelBoundaries();
1090
1091    Rect clipRect(*mSnapshot->clipRect);
1092    clipRect.snapToPixelBoundaries();
1093
1094    bool rejected = !clipRect.intersects(r);
1095    if (!isDeferred() && !rejected) {
1096        mCaches.setScissorEnabled(!clipRect.contains(r));
1097    }
1098
1099    return rejected;
1100}
1101
1102bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1103    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1104    if (clipped) {
1105        dirtyClip();
1106    }
1107    return !mSnapshot->clipRect->isEmpty();
1108}
1109
1110Rect* OpenGLRenderer::getClipRect() {
1111    return mSnapshot->clipRect;
1112}
1113
1114///////////////////////////////////////////////////////////////////////////////
1115// Drawing commands
1116///////////////////////////////////////////////////////////////////////////////
1117
1118void OpenGLRenderer::setupDraw(bool clear) {
1119    // TODO: It would be best if we could do this before quickReject()
1120    //       changes the scissor test state
1121    if (clear) clearLayerRegions();
1122    if (mDirtyClip) {
1123        setScissorFromClip();
1124    }
1125    mDescription.reset();
1126    mSetShaderColor = false;
1127    mColorSet = false;
1128    mColorA = mColorR = mColorG = mColorB = 0.0f;
1129    mTextureUnit = 0;
1130    mTrackDirtyRegions = true;
1131}
1132
1133void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1134    mDescription.hasTexture = true;
1135    mDescription.hasAlpha8Texture = isAlpha8;
1136}
1137
1138void OpenGLRenderer::setupDrawWithExternalTexture() {
1139    mDescription.hasExternalTexture = true;
1140}
1141
1142void OpenGLRenderer::setupDrawNoTexture() {
1143    mCaches.disbaleTexCoordsVertexArray();
1144}
1145
1146void OpenGLRenderer::setupDrawAALine() {
1147    mDescription.isAA = true;
1148}
1149
1150void OpenGLRenderer::setupDrawPoint(float pointSize) {
1151    mDescription.isPoint = true;
1152    mDescription.pointSize = pointSize;
1153}
1154
1155void OpenGLRenderer::setupDrawColor(int color) {
1156    setupDrawColor(color, (color >> 24) & 0xFF);
1157}
1158
1159void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1160    mColorA = alpha / 255.0f;
1161    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1162    // the rgb values by a instead of also dividing by 255
1163    const float a = mColorA / 255.0f;
1164    mColorR = a * ((color >> 16) & 0xFF);
1165    mColorG = a * ((color >>  8) & 0xFF);
1166    mColorB = a * ((color      ) & 0xFF);
1167    mColorSet = true;
1168    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1169}
1170
1171void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1172    mColorA = alpha / 255.0f;
1173    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1174    // the rgb values by a instead of also dividing by 255
1175    const float a = mColorA / 255.0f;
1176    mColorR = a * ((color >> 16) & 0xFF);
1177    mColorG = a * ((color >>  8) & 0xFF);
1178    mColorB = a * ((color      ) & 0xFF);
1179    mColorSet = true;
1180    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1181}
1182
1183void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1184    mCaches.fontRenderer->describe(mDescription, paint);
1185}
1186
1187void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1188    mColorA = a;
1189    mColorR = r;
1190    mColorG = g;
1191    mColorB = b;
1192    mColorSet = true;
1193    mSetShaderColor = mDescription.setColor(r, g, b, a);
1194}
1195
1196void OpenGLRenderer::setupDrawShader() {
1197    if (mShader) {
1198        mShader->describe(mDescription, mCaches.extensions);
1199    }
1200}
1201
1202void OpenGLRenderer::setupDrawColorFilter() {
1203    if (mColorFilter) {
1204        mColorFilter->describe(mDescription, mCaches.extensions);
1205    }
1206}
1207
1208void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1209    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1210        mColorA = 1.0f;
1211        mColorR = mColorG = mColorB = 0.0f;
1212        mSetShaderColor = mDescription.modulate = true;
1213    }
1214}
1215
1216void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1217    // When the blending mode is kClear_Mode, we need to use a modulate color
1218    // argb=1,0,0,0
1219    accountForClear(mode);
1220    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1221            mDescription, swapSrcDst);
1222}
1223
1224void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1225    // When the blending mode is kClear_Mode, we need to use a modulate color
1226    // argb=1,0,0,0
1227    accountForClear(mode);
1228    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1229            mDescription, swapSrcDst);
1230}
1231
1232void OpenGLRenderer::setupDrawProgram() {
1233    useProgram(mCaches.programCache.get(mDescription));
1234}
1235
1236void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1237    mTrackDirtyRegions = false;
1238}
1239
1240void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1241        bool ignoreTransform) {
1242    mModelView.loadTranslate(left, top, 0.0f);
1243    if (!ignoreTransform) {
1244        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1245        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1246    } else {
1247        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1248        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1249    }
1250}
1251
1252void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1253    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1254}
1255
1256void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1257        bool ignoreTransform, bool ignoreModelView) {
1258    if (!ignoreModelView) {
1259        mModelView.loadTranslate(left, top, 0.0f);
1260        mModelView.scale(right - left, bottom - top, 1.0f);
1261    } else {
1262        mModelView.loadIdentity();
1263    }
1264    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1265    if (!ignoreTransform) {
1266        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1267        if (mTrackDirtyRegions && dirty) {
1268            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1269        }
1270    } else {
1271        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1272        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1273    }
1274}
1275
1276void OpenGLRenderer::setupDrawPointUniforms() {
1277    int slot = mCaches.currentProgram->getUniform("pointSize");
1278    glUniform1f(slot, mDescription.pointSize);
1279}
1280
1281void OpenGLRenderer::setupDrawColorUniforms() {
1282    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1283        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1284    }
1285}
1286
1287void OpenGLRenderer::setupDrawPureColorUniforms() {
1288    if (mSetShaderColor) {
1289        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1290    }
1291}
1292
1293void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1294    if (mShader) {
1295        if (ignoreTransform) {
1296            mModelView.loadInverse(*mSnapshot->transform);
1297        }
1298        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1299    }
1300}
1301
1302void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1303    if (mShader) {
1304        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1305    }
1306}
1307
1308void OpenGLRenderer::setupDrawColorFilterUniforms() {
1309    if (mColorFilter) {
1310        mColorFilter->setupProgram(mCaches.currentProgram);
1311    }
1312}
1313
1314void OpenGLRenderer::setupDrawTextGammaUniforms() {
1315    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1316}
1317
1318void OpenGLRenderer::setupDrawSimpleMesh() {
1319    bool force = mCaches.bindMeshBuffer();
1320    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1321    mCaches.unbindIndicesBuffer();
1322}
1323
1324void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1325    bindTexture(texture);
1326    mTextureUnit++;
1327    mCaches.enableTexCoordsVertexArray();
1328}
1329
1330void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1331    bindExternalTexture(texture);
1332    mTextureUnit++;
1333    mCaches.enableTexCoordsVertexArray();
1334}
1335
1336void OpenGLRenderer::setupDrawTextureTransform() {
1337    mDescription.hasTextureTransform = true;
1338}
1339
1340void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1341    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1342            GL_FALSE, &transform.data[0]);
1343}
1344
1345void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1346    bool force = false;
1347    if (!vertices) {
1348        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1349    } else {
1350        force = mCaches.unbindMeshBuffer();
1351    }
1352
1353    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1354    if (mCaches.currentProgram->texCoords >= 0) {
1355        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1356    }
1357
1358    mCaches.unbindIndicesBuffer();
1359}
1360
1361void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1362    bool force = mCaches.unbindMeshBuffer();
1363    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1364    if (mCaches.currentProgram->texCoords >= 0) {
1365        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1366    }
1367}
1368
1369void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1370    bool force = mCaches.unbindMeshBuffer();
1371    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1372            vertices, gVertexStride);
1373    mCaches.unbindIndicesBuffer();
1374}
1375
1376/**
1377 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1378 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1379 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1380 * attributes (one per vertex) are values from zero to one that tells the fragment
1381 * shader where the fragment is in relation to the line width/length overall; these values are
1382 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1383 * region of the line.
1384 * Note that we only pass down the width values in this setup function. The length coordinates
1385 * are set up for each individual segment.
1386 */
1387void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1388        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1389    bool force = mCaches.unbindMeshBuffer();
1390    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1391            vertices, gAAVertexStride);
1392    mCaches.resetTexCoordsVertexPointer();
1393    mCaches.unbindIndicesBuffer();
1394
1395    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1396    glEnableVertexAttribArray(widthSlot);
1397    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1398
1399    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1400    glEnableVertexAttribArray(lengthSlot);
1401    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1402
1403    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1404    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1405
1406    // Setting the inverse value saves computations per-fragment in the shader
1407    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1408    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1409}
1410
1411void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1412    glDisableVertexAttribArray(widthSlot);
1413    glDisableVertexAttribArray(lengthSlot);
1414}
1415
1416void OpenGLRenderer::finishDrawTexture() {
1417}
1418
1419///////////////////////////////////////////////////////////////////////////////
1420// Drawing
1421///////////////////////////////////////////////////////////////////////////////
1422
1423status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1424        Rect& dirty, int32_t flags, uint32_t level) {
1425
1426    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1427    // will be performed by the display list itself
1428    if (displayList && displayList->isRenderable()) {
1429        return displayList->replay(*this, dirty, flags, level);
1430    }
1431
1432    return DrawGlInfo::kStatusDone;
1433}
1434
1435void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1436    if (displayList) {
1437        displayList->output(*this, level);
1438    }
1439}
1440
1441void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1442    int alpha;
1443    SkXfermode::Mode mode;
1444    getAlphaAndMode(paint, &alpha, &mode);
1445
1446    float x = left;
1447    float y = top;
1448
1449    GLenum filter = GL_LINEAR;
1450    bool ignoreTransform = false;
1451    if (mSnapshot->transform->isPureTranslate()) {
1452        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1453        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1454        ignoreTransform = true;
1455        filter = GL_NEAREST;
1456    } else {
1457        filter = FILTER(paint);
1458    }
1459
1460    setupDraw();
1461    setupDrawWithTexture(true);
1462    if (paint) {
1463        setupDrawAlpha8Color(paint->getColor(), alpha);
1464    }
1465    setupDrawColorFilter();
1466    setupDrawShader();
1467    setupDrawBlending(true, mode);
1468    setupDrawProgram();
1469    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1470
1471    setupDrawTexture(texture->id);
1472    texture->setWrap(GL_CLAMP_TO_EDGE);
1473    texture->setFilter(filter);
1474
1475    setupDrawPureColorUniforms();
1476    setupDrawColorFilterUniforms();
1477    setupDrawShaderUniforms();
1478    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1479
1480    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1481
1482    finishDrawTexture();
1483}
1484
1485status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1486    const float right = left + bitmap->width();
1487    const float bottom = top + bitmap->height();
1488
1489    if (quickReject(left, top, right, bottom)) {
1490        return DrawGlInfo::kStatusDone;
1491    }
1492
1493    mCaches.activeTexture(0);
1494    Texture* texture = mCaches.textureCache.get(bitmap);
1495    if (!texture) return DrawGlInfo::kStatusDone;
1496    const AutoTexture autoCleanup(texture);
1497
1498    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1499        drawAlphaBitmap(texture, left, top, paint);
1500    } else {
1501        drawTextureRect(left, top, right, bottom, texture, paint);
1502    }
1503
1504    return DrawGlInfo::kStatusDrew;
1505}
1506
1507status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1508    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1509    const mat4 transform(*matrix);
1510    transform.mapRect(r);
1511
1512    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1513        return DrawGlInfo::kStatusDone;
1514    }
1515
1516    mCaches.activeTexture(0);
1517    Texture* texture = mCaches.textureCache.get(bitmap);
1518    if (!texture) return DrawGlInfo::kStatusDone;
1519    const AutoTexture autoCleanup(texture);
1520
1521    // This could be done in a cheaper way, all we need is pass the matrix
1522    // to the vertex shader. The save/restore is a bit overkill.
1523    save(SkCanvas::kMatrix_SaveFlag);
1524    concatMatrix(matrix);
1525    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1526    restore();
1527
1528    return DrawGlInfo::kStatusDrew;
1529}
1530
1531status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1532    const float right = left + bitmap->width();
1533    const float bottom = top + bitmap->height();
1534
1535    if (quickReject(left, top, right, bottom)) {
1536        return DrawGlInfo::kStatusDone;
1537    }
1538
1539    mCaches.activeTexture(0);
1540    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1541    const AutoTexture autoCleanup(texture);
1542
1543    drawTextureRect(left, top, right, bottom, texture, paint);
1544
1545    return DrawGlInfo::kStatusDrew;
1546}
1547
1548status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1549        float* vertices, int* colors, SkPaint* paint) {
1550    // TODO: Do a quickReject
1551    if (!vertices || mSnapshot->isIgnored()) {
1552        return DrawGlInfo::kStatusDone;
1553    }
1554
1555    mCaches.activeTexture(0);
1556    Texture* texture = mCaches.textureCache.get(bitmap);
1557    if (!texture) return DrawGlInfo::kStatusDone;
1558    const AutoTexture autoCleanup(texture);
1559
1560    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1561    texture->setFilter(FILTER(paint), true);
1562
1563    int alpha;
1564    SkXfermode::Mode mode;
1565    getAlphaAndMode(paint, &alpha, &mode);
1566
1567    const uint32_t count = meshWidth * meshHeight * 6;
1568
1569    float left = FLT_MAX;
1570    float top = FLT_MAX;
1571    float right = FLT_MIN;
1572    float bottom = FLT_MIN;
1573
1574    const bool hasActiveLayer = hasLayer();
1575
1576    // TODO: Support the colors array
1577    TextureVertex mesh[count];
1578    TextureVertex* vertex = mesh;
1579    for (int32_t y = 0; y < meshHeight; y++) {
1580        for (int32_t x = 0; x < meshWidth; x++) {
1581            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1582
1583            float u1 = float(x) / meshWidth;
1584            float u2 = float(x + 1) / meshWidth;
1585            float v1 = float(y) / meshHeight;
1586            float v2 = float(y + 1) / meshHeight;
1587
1588            int ax = i + (meshWidth + 1) * 2;
1589            int ay = ax + 1;
1590            int bx = i;
1591            int by = bx + 1;
1592            int cx = i + 2;
1593            int cy = cx + 1;
1594            int dx = i + (meshWidth + 1) * 2 + 2;
1595            int dy = dx + 1;
1596
1597            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1598            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1599            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1600
1601            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1602            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1603            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1604
1605            if (hasActiveLayer) {
1606                // TODO: This could be optimized to avoid unnecessary ops
1607                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1608                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1609                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1610                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1611            }
1612        }
1613    }
1614
1615    if (hasActiveLayer) {
1616        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1617    }
1618
1619    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1620            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1621            GL_TRIANGLES, count, false, false, 0, false, false);
1622
1623    return DrawGlInfo::kStatusDrew;
1624}
1625
1626status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1627         float srcLeft, float srcTop, float srcRight, float srcBottom,
1628         float dstLeft, float dstTop, float dstRight, float dstBottom,
1629         SkPaint* paint) {
1630    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1631        return DrawGlInfo::kStatusDone;
1632    }
1633
1634    mCaches.activeTexture(0);
1635    Texture* texture = mCaches.textureCache.get(bitmap);
1636    if (!texture) return DrawGlInfo::kStatusDone;
1637    const AutoTexture autoCleanup(texture);
1638
1639    const float width = texture->width;
1640    const float height = texture->height;
1641
1642    const float u1 = fmax(0.0f, srcLeft / width);
1643    const float v1 = fmax(0.0f, srcTop / height);
1644    const float u2 = fmin(1.0f, srcRight / width);
1645    const float v2 = fmin(1.0f, srcBottom / height);
1646
1647    mCaches.unbindMeshBuffer();
1648    resetDrawTextureTexCoords(u1, v1, u2, v2);
1649
1650    int alpha;
1651    SkXfermode::Mode mode;
1652    getAlphaAndMode(paint, &alpha, &mode);
1653
1654    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1655
1656    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1657        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1658        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1659
1660        GLenum filter = GL_NEAREST;
1661        // Enable linear filtering if the source rectangle is scaled
1662        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1663            filter = FILTER(paint);
1664        }
1665
1666        texture->setFilter(filter, true);
1667        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1668                texture->id, alpha / 255.0f, mode, texture->blend,
1669                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1670                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1671    } else {
1672        texture->setFilter(FILTER(paint), true);
1673        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1674                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1675                GL_TRIANGLE_STRIP, gMeshCount);
1676    }
1677
1678    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1679
1680    return DrawGlInfo::kStatusDrew;
1681}
1682
1683status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1684        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1685        float left, float top, float right, float bottom, SkPaint* paint) {
1686    int alpha;
1687    SkXfermode::Mode mode;
1688    getAlphaAndModeDirect(paint, &alpha, &mode);
1689
1690    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
1691            left, top, right, bottom, alpha, mode);
1692}
1693
1694status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1695        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1696        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
1697    if (quickReject(left, top, right, bottom)) {
1698        return DrawGlInfo::kStatusDone;
1699    }
1700
1701    alpha *= mSnapshot->alpha;
1702
1703    mCaches.activeTexture(0);
1704    Texture* texture = mCaches.textureCache.get(bitmap);
1705    if (!texture) return DrawGlInfo::kStatusDone;
1706    const AutoTexture autoCleanup(texture);
1707    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1708    texture->setFilter(GL_LINEAR, true);
1709
1710    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1711            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1712
1713    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1714        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1715        // Mark the current layer dirty where we are going to draw the patch
1716        if (hasLayer() && mesh->hasEmptyQuads) {
1717            const float offsetX = left + mSnapshot->transform->getTranslateX();
1718            const float offsetY = top + mSnapshot->transform->getTranslateY();
1719            const size_t count = mesh->quads.size();
1720            for (size_t i = 0; i < count; i++) {
1721                const Rect& bounds = mesh->quads.itemAt(i);
1722                if (CC_LIKELY(pureTranslate)) {
1723                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1724                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1725                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1726                } else {
1727                    dirtyLayer(left + bounds.left, top + bounds.top,
1728                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1729                }
1730            }
1731        }
1732
1733        if (CC_LIKELY(pureTranslate)) {
1734            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1735            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1736
1737            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1738                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1739                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1740                    true, !mesh->hasEmptyQuads);
1741        } else {
1742            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1743                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1744                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1745                    true, !mesh->hasEmptyQuads);
1746        }
1747    }
1748
1749    return DrawGlInfo::kStatusDrew;
1750}
1751
1752/**
1753 * This function uses a similar approach to that of AA lines in the drawLines() function.
1754 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1755 * shader to compute the translucency of the color, determined by whether a given pixel is
1756 * within that boundary region and how far into the region it is.
1757 */
1758void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1759        int color, SkXfermode::Mode mode) {
1760    float inverseScaleX = 1.0f;
1761    float inverseScaleY = 1.0f;
1762
1763    // The quad that we use needs to account for scaling.
1764    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1765        Matrix4 *mat = mSnapshot->transform;
1766        float m00 = mat->data[Matrix4::kScaleX];
1767        float m01 = mat->data[Matrix4::kSkewY];
1768        float m02 = mat->data[2];
1769        float m10 = mat->data[Matrix4::kSkewX];
1770        float m11 = mat->data[Matrix4::kScaleX];
1771        float m12 = mat->data[6];
1772        float scaleX = sqrt(m00 * m00 + m01 * m01);
1773        float scaleY = sqrt(m10 * m10 + m11 * m11);
1774        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1775        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1776    }
1777
1778    float boundarySizeX = .5 * inverseScaleX;
1779    float boundarySizeY = .5 * inverseScaleY;
1780
1781    // Adjust the rect by the AA boundary padding
1782    left -= boundarySizeX;
1783    right += boundarySizeX;
1784    top -= boundarySizeY;
1785    bottom += boundarySizeY;
1786
1787    if (!quickReject(left, top, right, bottom)) {
1788        setupDraw();
1789        setupDrawNoTexture();
1790        setupDrawAALine();
1791        setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
1792        setupDrawColorFilter();
1793        setupDrawShader();
1794        setupDrawBlending(true, mode);
1795        setupDrawProgram();
1796        setupDrawModelViewIdentity(true);
1797        setupDrawColorUniforms();
1798        setupDrawColorFilterUniforms();
1799        setupDrawShaderIdentityUniforms();
1800
1801        AAVertex rects[4];
1802        AAVertex* aaVertices = &rects[0];
1803        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1804        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1805
1806        int widthSlot;
1807        int lengthSlot;
1808
1809        float width = right - left;
1810        float height = bottom - top;
1811
1812        float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1813        float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1814        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1815                boundaryWidthProportion, widthSlot, lengthSlot);
1816
1817        int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1818        int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1819        glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1820        glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1821
1822        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1823        AAVertex::set(aaVertices++, left, top, 1, 0);
1824        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1825        AAVertex::set(aaVertices++, right, top, 0, 0);
1826        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1827
1828        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1829
1830        finishDrawAALine(widthSlot, lengthSlot);
1831    }
1832}
1833
1834/**
1835 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1836 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1837 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1838 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1839 * of the line. Hairlines are more involved because we need to account for transform scaling
1840 * to end up with a one-pixel-wide line in screen space..
1841 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1842 * in combination with values that we calculate and pass down in this method. The basic approach
1843 * is that the quad we create contains both the core line area plus a bounding area in which
1844 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1845 * proportion of the width and the length of a given segment is represented by the boundary
1846 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1847 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1848 * on the inside). This ends up giving the result we want, with pixels that are completely
1849 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1850 * how far into the boundary region they are, which is determined by shader interpolation.
1851 */
1852status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1853    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
1854
1855    const bool isAA = paint->isAntiAlias();
1856    // We use half the stroke width here because we're going to position the quad
1857    // corner vertices half of the width away from the line endpoints
1858    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1859    // A stroke width of 0 has a special meaning in Skia:
1860    // it draws a line 1 px wide regardless of current transform
1861    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1862
1863    float inverseScaleX = 1.0f;
1864    float inverseScaleY = 1.0f;
1865    bool scaled = false;
1866
1867    int alpha;
1868    SkXfermode::Mode mode;
1869
1870    int generatedVerticesCount = 0;
1871    int verticesCount = count;
1872    if (count > 4) {
1873        // Polyline: account for extra vertices needed for continuous tri-strip
1874        verticesCount += (count - 4);
1875    }
1876
1877    if (isHairLine || isAA) {
1878        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1879        // the line on the screen should always be one pixel wide regardless of scale. For
1880        // AA lines, we only want one pixel of translucent boundary around the quad.
1881        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1882            Matrix4 *mat = mSnapshot->transform;
1883            float m00 = mat->data[Matrix4::kScaleX];
1884            float m01 = mat->data[Matrix4::kSkewY];
1885            float m02 = mat->data[2];
1886            float m10 = mat->data[Matrix4::kSkewX];
1887            float m11 = mat->data[Matrix4::kScaleX];
1888            float m12 = mat->data[6];
1889
1890            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1891            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1892
1893            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1894            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1895
1896            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1897                scaled = true;
1898            }
1899        }
1900    }
1901
1902    getAlphaAndMode(paint, &alpha, &mode);
1903
1904    mCaches.enableScissor();
1905
1906    setupDraw();
1907    setupDrawNoTexture();
1908    if (isAA) {
1909        setupDrawAALine();
1910    }
1911    setupDrawColor(paint->getColor(), alpha);
1912    setupDrawColorFilter();
1913    setupDrawShader();
1914    setupDrawBlending(isAA, mode);
1915    setupDrawProgram();
1916    setupDrawModelViewIdentity(true);
1917    setupDrawColorUniforms();
1918    setupDrawColorFilterUniforms();
1919    setupDrawShaderIdentityUniforms();
1920
1921    if (isHairLine) {
1922        // Set a real stroke width to be used in quad construction
1923        halfStrokeWidth = isAA? 1 : .5;
1924    } else if (isAA && !scaled) {
1925        // Expand boundary to enable AA calculations on the quad border
1926        halfStrokeWidth += .5f;
1927    }
1928
1929    int widthSlot;
1930    int lengthSlot;
1931
1932    Vertex lines[verticesCount];
1933    Vertex* vertices = &lines[0];
1934
1935    AAVertex wLines[verticesCount];
1936    AAVertex* aaVertices = &wLines[0];
1937
1938    if (CC_UNLIKELY(!isAA)) {
1939        setupDrawVertices(vertices);
1940    } else {
1941        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1942        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1943        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1944        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1945        // This value is used in the fragment shader to determine how to fill fragments.
1946        // We will need to calculate the actual width proportion on each segment for
1947        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1948        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1949        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1950                boundaryWidthProportion, widthSlot, lengthSlot);
1951    }
1952
1953    AAVertex* prevAAVertex = NULL;
1954    Vertex* prevVertex = NULL;
1955
1956    int boundaryLengthSlot = -1;
1957    int inverseBoundaryLengthSlot = -1;
1958    int boundaryWidthSlot = -1;
1959    int inverseBoundaryWidthSlot = -1;
1960
1961    for (int i = 0; i < count; i += 4) {
1962        // a = start point, b = end point
1963        vec2 a(points[i], points[i + 1]);
1964        vec2 b(points[i + 2], points[i + 3]);
1965
1966        float length = 0;
1967        float boundaryLengthProportion = 0;
1968        float boundaryWidthProportion = 0;
1969
1970        // Find the normal to the line
1971        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1972        if (isHairLine) {
1973            if (isAA) {
1974                float wideningFactor;
1975                if (fabs(n.x) >= fabs(n.y)) {
1976                    wideningFactor = fabs(1.0f / n.x);
1977                } else {
1978                    wideningFactor = fabs(1.0f / n.y);
1979                }
1980                n *= wideningFactor;
1981            }
1982
1983            if (scaled) {
1984                n.x *= inverseScaleX;
1985                n.y *= inverseScaleY;
1986            }
1987        } else if (scaled) {
1988            // Extend n by .5 pixel on each side, post-transform
1989            vec2 extendedN = n.copyNormalized();
1990            extendedN /= 2;
1991            extendedN.x *= inverseScaleX;
1992            extendedN.y *= inverseScaleY;
1993
1994            float extendedNLength = extendedN.length();
1995            // We need to set this value on the shader prior to drawing
1996            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1997            n += extendedN;
1998        }
1999
2000        float x = n.x;
2001        n.x = -n.y;
2002        n.y = x;
2003
2004        // aa lines expand the endpoint vertices to encompass the AA boundary
2005        if (isAA) {
2006            vec2 abVector = (b - a);
2007            length = abVector.length();
2008            abVector.normalize();
2009
2010            if (scaled) {
2011                abVector.x *= inverseScaleX;
2012                abVector.y *= inverseScaleY;
2013                float abLength = abVector.length();
2014                boundaryLengthProportion = abLength / (length + abLength);
2015            } else {
2016                boundaryLengthProportion = .5 / (length + 1);
2017            }
2018
2019            abVector /= 2;
2020            a -= abVector;
2021            b += abVector;
2022        }
2023
2024        // Four corners of the rectangle defining a thick line
2025        vec2 p1 = a - n;
2026        vec2 p2 = a + n;
2027        vec2 p3 = b + n;
2028        vec2 p4 = b - n;
2029
2030
2031        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2032        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2033        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2034        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2035
2036        if (!quickRejectNoScissor(left, top, right, bottom)) {
2037            if (!isAA) {
2038                if (prevVertex != NULL) {
2039                    // Issue two repeat vertices to create degenerate triangles to bridge
2040                    // between the previous line and the new one. This is necessary because
2041                    // we are creating a single triangle_strip which will contain
2042                    // potentially discontinuous line segments.
2043                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2044                    Vertex::set(vertices++, p1.x, p1.y);
2045                    generatedVerticesCount += 2;
2046                }
2047
2048                Vertex::set(vertices++, p1.x, p1.y);
2049                Vertex::set(vertices++, p2.x, p2.y);
2050                Vertex::set(vertices++, p4.x, p4.y);
2051                Vertex::set(vertices++, p3.x, p3.y);
2052
2053                prevVertex = vertices - 1;
2054                generatedVerticesCount += 4;
2055            } else {
2056                if (!isHairLine && scaled) {
2057                    // Must set width proportions per-segment for scaled non-hairlines to use the
2058                    // correct AA boundary dimensions
2059                    if (boundaryWidthSlot < 0) {
2060                        boundaryWidthSlot =
2061                                mCaches.currentProgram->getUniform("boundaryWidth");
2062                        inverseBoundaryWidthSlot =
2063                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
2064                    }
2065
2066                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2067                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
2068                }
2069
2070                if (boundaryLengthSlot < 0) {
2071                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2072                    inverseBoundaryLengthSlot =
2073                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2074                }
2075
2076                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2077                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2078
2079                if (prevAAVertex != NULL) {
2080                    // Issue two repeat vertices to create degenerate triangles to bridge
2081                    // between the previous line and the new one. This is necessary because
2082                    // we are creating a single triangle_strip which will contain
2083                    // potentially discontinuous line segments.
2084                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2085                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2086                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2087                    generatedVerticesCount += 2;
2088                }
2089
2090                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2091                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2092                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2093                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2094
2095                prevAAVertex = aaVertices - 1;
2096                generatedVerticesCount += 4;
2097            }
2098
2099            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2100                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2101                    *mSnapshot->transform);
2102        }
2103    }
2104
2105    if (generatedVerticesCount > 0) {
2106       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2107    }
2108
2109    if (isAA) {
2110        finishDrawAALine(widthSlot, lengthSlot);
2111    }
2112
2113    return DrawGlInfo::kStatusDrew;
2114}
2115
2116status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2117    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2118
2119    // TODO: The paint's cap style defines whether the points are square or circular
2120    // TODO: Handle AA for round points
2121
2122    // A stroke width of 0 has a special meaning in Skia:
2123    // it draws an unscaled 1px point
2124    float strokeWidth = paint->getStrokeWidth();
2125    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2126    if (isHairLine) {
2127        // Now that we know it's hairline, we can set the effective width, to be used later
2128        strokeWidth = 1.0f;
2129    }
2130    const float halfWidth = strokeWidth / 2;
2131    int alpha;
2132    SkXfermode::Mode mode;
2133    getAlphaAndMode(paint, &alpha, &mode);
2134
2135    int verticesCount = count >> 1;
2136    int generatedVerticesCount = 0;
2137
2138    TextureVertex pointsData[verticesCount];
2139    TextureVertex* vertex = &pointsData[0];
2140
2141    // TODO: We should optimize this method to not generate vertices for points
2142    // that lie outside of the clip.
2143    mCaches.enableScissor();
2144
2145    setupDraw();
2146    setupDrawNoTexture();
2147    setupDrawPoint(strokeWidth);
2148    setupDrawColor(paint->getColor(), alpha);
2149    setupDrawColorFilter();
2150    setupDrawShader();
2151    setupDrawBlending(mode);
2152    setupDrawProgram();
2153    setupDrawModelViewIdentity(true);
2154    setupDrawColorUniforms();
2155    setupDrawColorFilterUniforms();
2156    setupDrawPointUniforms();
2157    setupDrawShaderIdentityUniforms();
2158    setupDrawMesh(vertex);
2159
2160    for (int i = 0; i < count; i += 2) {
2161        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2162        generatedVerticesCount++;
2163
2164        float left = points[i] - halfWidth;
2165        float right = points[i] + halfWidth;
2166        float top = points[i + 1] - halfWidth;
2167        float bottom = points [i + 1] + halfWidth;
2168
2169        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2170    }
2171
2172    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2173
2174    return DrawGlInfo::kStatusDrew;
2175}
2176
2177status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2178    // No need to check against the clip, we fill the clip region
2179    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2180
2181    Rect& clip(*mSnapshot->clipRect);
2182    clip.snapToPixelBoundaries();
2183
2184    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2185
2186    return DrawGlInfo::kStatusDrew;
2187}
2188
2189status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2190        SkPaint* paint) {
2191    if (!texture) return DrawGlInfo::kStatusDone;
2192    const AutoTexture autoCleanup(texture);
2193
2194    const float x = left + texture->left - texture->offset;
2195    const float y = top + texture->top - texture->offset;
2196
2197    drawPathTexture(texture, x, y, paint);
2198
2199    return DrawGlInfo::kStatusDrew;
2200}
2201
2202status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2203        float rx, float ry, SkPaint* paint) {
2204    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2205
2206    mCaches.activeTexture(0);
2207    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2208            right - left, bottom - top, rx, ry, paint);
2209    return drawShape(left, top, texture, paint);
2210}
2211
2212status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2213    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2214
2215    mCaches.activeTexture(0);
2216    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2217    return drawShape(x - radius, y - radius, texture, paint);
2218}
2219
2220status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2221        SkPaint* paint) {
2222    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2223
2224    mCaches.activeTexture(0);
2225    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2226    return drawShape(left, top, texture, paint);
2227}
2228
2229status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2230        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2231    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2232
2233    if (fabs(sweepAngle) >= 360.0f) {
2234        return drawOval(left, top, right, bottom, paint);
2235    }
2236
2237    mCaches.activeTexture(0);
2238    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2239            startAngle, sweepAngle, useCenter, paint);
2240    return drawShape(left, top, texture, paint);
2241}
2242
2243status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2244        SkPaint* paint) {
2245    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2246
2247    mCaches.activeTexture(0);
2248    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2249    return drawShape(left, top, texture, paint);
2250}
2251
2252status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2253    if (p->getStyle() != SkPaint::kFill_Style) {
2254        return drawRectAsShape(left, top, right, bottom, p);
2255    }
2256
2257    if (quickReject(left, top, right, bottom)) {
2258        return DrawGlInfo::kStatusDone;
2259    }
2260
2261    SkXfermode::Mode mode;
2262    if (!mCaches.extensions.hasFramebufferFetch()) {
2263        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2264        if (!isMode) {
2265            // Assume SRC_OVER
2266            mode = SkXfermode::kSrcOver_Mode;
2267        }
2268    } else {
2269        mode = getXfermode(p->getXfermode());
2270    }
2271
2272    int color = p->getColor();
2273    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2274        drawAARect(left, top, right, bottom, color, mode);
2275    } else {
2276        drawColorRect(left, top, right, bottom, color, mode);
2277    }
2278
2279    return DrawGlInfo::kStatusDrew;
2280}
2281
2282void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2283        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2284        float x, float y) {
2285    mCaches.activeTexture(0);
2286
2287    // NOTE: The drop shadow will not perform gamma correction
2288    //       if shader-based correction is enabled
2289    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2290    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2291            paint, text, bytesCount, count, mShadowRadius, positions);
2292    const AutoTexture autoCleanup(shadow);
2293
2294    const float sx = x - shadow->left + mShadowDx;
2295    const float sy = y - shadow->top + mShadowDy;
2296
2297    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2298    int shadowColor = mShadowColor;
2299    if (mShader) {
2300        shadowColor = 0xffffffff;
2301    }
2302
2303    setupDraw();
2304    setupDrawWithTexture(true);
2305    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2306    setupDrawColorFilter();
2307    setupDrawShader();
2308    setupDrawBlending(true, mode);
2309    setupDrawProgram();
2310    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2311    setupDrawTexture(shadow->id);
2312    setupDrawPureColorUniforms();
2313    setupDrawColorFilterUniforms();
2314    setupDrawShaderUniforms();
2315    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2316
2317    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2318}
2319
2320status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2321        const float* positions, SkPaint* paint) {
2322    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2323            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2324        return DrawGlInfo::kStatusDone;
2325    }
2326
2327    // NOTE: Skia does not support perspective transform on drawPosText yet
2328    if (!mSnapshot->transform->isSimple()) {
2329        return DrawGlInfo::kStatusDone;
2330    }
2331
2332    float x = 0.0f;
2333    float y = 0.0f;
2334    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2335    if (pureTranslate) {
2336        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2337        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2338    }
2339
2340    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2341    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2342            paint->getTextSize());
2343
2344    int alpha;
2345    SkXfermode::Mode mode;
2346    getAlphaAndMode(paint, &alpha, &mode);
2347
2348    if (CC_UNLIKELY(mHasShadow)) {
2349        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2350                0.0f, 0.0f);
2351    }
2352
2353    // Pick the appropriate texture filtering
2354    bool linearFilter = mSnapshot->transform->changesBounds();
2355    if (pureTranslate && !linearFilter) {
2356        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2357    }
2358
2359    mCaches.activeTexture(0);
2360    setupDraw();
2361    setupDrawTextGamma(paint);
2362    setupDrawDirtyRegionsDisabled();
2363    setupDrawWithTexture(true);
2364    setupDrawAlpha8Color(paint->getColor(), alpha);
2365    setupDrawColorFilter();
2366    setupDrawShader();
2367    setupDrawBlending(true, mode);
2368    setupDrawProgram();
2369    setupDrawModelView(x, y, x, y, pureTranslate, true);
2370    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2371    setupDrawPureColorUniforms();
2372    setupDrawColorFilterUniforms();
2373    setupDrawShaderUniforms(pureTranslate);
2374    setupDrawTextGammaUniforms();
2375
2376    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2377    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2378
2379    const bool hasActiveLayer = hasLayer();
2380
2381    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2382            positions, hasActiveLayer ? &bounds : NULL)) {
2383        if (hasActiveLayer) {
2384            if (!pureTranslate) {
2385                mSnapshot->transform->mapRect(bounds);
2386            }
2387            dirtyLayerUnchecked(bounds, getRegion());
2388        }
2389    }
2390
2391    return DrawGlInfo::kStatusDrew;
2392}
2393
2394status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2395        float x, float y, const float* positions, SkPaint* paint, float length) {
2396    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2397            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2398        return DrawGlInfo::kStatusDone;
2399    }
2400
2401    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2402    switch (paint->getTextAlign()) {
2403        case SkPaint::kCenter_Align:
2404            x -= length / 2.0f;
2405            break;
2406        case SkPaint::kRight_Align:
2407            x -= length;
2408            break;
2409        default:
2410            break;
2411    }
2412
2413    SkPaint::FontMetrics metrics;
2414    paint->getFontMetrics(&metrics, 0.0f);
2415    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2416        return DrawGlInfo::kStatusDone;
2417    }
2418
2419    const float oldX = x;
2420    const float oldY = y;
2421    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2422    if (CC_LIKELY(pureTranslate)) {
2423        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2424        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2425    }
2426
2427#if DEBUG_GLYPHS
2428    ALOGD("OpenGLRenderer drawText() with FontID=%d",
2429            SkTypeface::UniqueID(paint->getTypeface()));
2430#endif
2431
2432    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2433    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2434            paint->getTextSize());
2435
2436    int alpha;
2437    SkXfermode::Mode mode;
2438    getAlphaAndMode(paint, &alpha, &mode);
2439
2440    if (CC_UNLIKELY(mHasShadow)) {
2441        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2442                oldX, oldY);
2443    }
2444
2445    // Pick the appropriate texture filtering
2446    bool linearFilter = mSnapshot->transform->changesBounds();
2447    if (pureTranslate && !linearFilter) {
2448        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2449    }
2450
2451    // The font renderer will always use texture unit 0
2452    mCaches.activeTexture(0);
2453    setupDraw();
2454    setupDrawTextGamma(paint);
2455    setupDrawDirtyRegionsDisabled();
2456    setupDrawWithTexture(true);
2457    setupDrawAlpha8Color(paint->getColor(), alpha);
2458    setupDrawColorFilter();
2459    setupDrawShader();
2460    setupDrawBlending(true, mode);
2461    setupDrawProgram();
2462    setupDrawModelView(x, y, x, y, pureTranslate, true);
2463    // See comment above; the font renderer must use texture unit 0
2464    // assert(mTextureUnit == 0)
2465    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2466    setupDrawPureColorUniforms();
2467    setupDrawColorFilterUniforms();
2468    setupDrawShaderUniforms(pureTranslate);
2469    setupDrawTextGammaUniforms();
2470
2471    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2472    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2473
2474    const bool hasActiveLayer = hasLayer();
2475
2476    bool status;
2477    if (paint->getTextAlign() != SkPaint::kLeft_Align) {
2478        SkPaint paintCopy(*paint);
2479        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2480        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2481            positions, hasActiveLayer ? &bounds : NULL);
2482    } else {
2483        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2484            positions, hasActiveLayer ? &bounds : NULL);
2485    }
2486
2487    if (status && hasActiveLayer) {
2488        if (!pureTranslate) {
2489            mSnapshot->transform->mapRect(bounds);
2490        }
2491        dirtyLayerUnchecked(bounds, getRegion());
2492    }
2493
2494    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2495
2496    return DrawGlInfo::kStatusDrew;
2497}
2498
2499status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2500        float hOffset, float vOffset, SkPaint* paint) {
2501    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2502            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2503        return DrawGlInfo::kStatusDone;
2504    }
2505
2506    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2507    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2508            paint->getTextSize());
2509
2510    int alpha;
2511    SkXfermode::Mode mode;
2512    getAlphaAndMode(paint, &alpha, &mode);
2513
2514    mCaches.activeTexture(0);
2515    setupDraw();
2516    setupDrawTextGamma(paint);
2517    setupDrawDirtyRegionsDisabled();
2518    setupDrawWithTexture(true);
2519    setupDrawAlpha8Color(paint->getColor(), alpha);
2520    setupDrawColorFilter();
2521    setupDrawShader();
2522    setupDrawBlending(true, mode);
2523    setupDrawProgram();
2524    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2525    setupDrawTexture(fontRenderer.getTexture(true));
2526    setupDrawPureColorUniforms();
2527    setupDrawColorFilterUniforms();
2528    setupDrawShaderUniforms(false);
2529    setupDrawTextGammaUniforms();
2530
2531    const Rect* clip = &mSnapshot->getLocalClip();
2532    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2533
2534    const bool hasActiveLayer = hasLayer();
2535
2536    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2537            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2538        if (hasActiveLayer) {
2539            mSnapshot->transform->mapRect(bounds);
2540            dirtyLayerUnchecked(bounds, getRegion());
2541        }
2542    }
2543
2544    return DrawGlInfo::kStatusDrew;
2545}
2546
2547status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2548    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2549
2550    mCaches.activeTexture(0);
2551
2552    // TODO: Perform early clip test before we rasterize the path
2553    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2554    if (!texture) return DrawGlInfo::kStatusDone;
2555    const AutoTexture autoCleanup(texture);
2556
2557    const float x = texture->left - texture->offset;
2558    const float y = texture->top - texture->offset;
2559
2560    drawPathTexture(texture, x, y, paint);
2561
2562    return DrawGlInfo::kStatusDrew;
2563}
2564
2565status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2566    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2567        return DrawGlInfo::kStatusDone;
2568    }
2569
2570    bool debugLayerUpdate = false;
2571
2572    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2573        OpenGLRenderer* renderer = layer->renderer;
2574        Rect& dirty = layer->dirtyRect;
2575
2576        interrupt();
2577        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2578        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2579        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2580        renderer->finish();
2581        resume();
2582
2583        dirty.setEmpty();
2584        layer->deferredUpdateScheduled = false;
2585        layer->renderer = NULL;
2586        layer->displayList = NULL;
2587
2588        debugLayerUpdate = mCaches.debugLayersUpdates;
2589    }
2590
2591    mCaches.activeTexture(0);
2592
2593    int alpha;
2594    SkXfermode::Mode mode;
2595    getAlphaAndMode(paint, &alpha, &mode);
2596
2597    layer->setAlpha(alpha, mode);
2598
2599    if (CC_LIKELY(!layer->region.isEmpty())) {
2600        if (layer->region.isRect()) {
2601            composeLayerRect(layer, layer->regionRect);
2602        } else if (layer->mesh) {
2603            const float a = alpha / 255.0f;
2604
2605            setupDraw();
2606            setupDrawWithTexture();
2607            setupDrawColor(a, a, a, a);
2608            setupDrawColorFilter();
2609            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2610            setupDrawProgram();
2611            setupDrawPureColorUniforms();
2612            setupDrawColorFilterUniforms();
2613            setupDrawTexture(layer->getTexture());
2614            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2615                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2616                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2617
2618                layer->setFilter(GL_NEAREST);
2619                setupDrawModelViewTranslate(tx, ty,
2620                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2621            } else {
2622                layer->setFilter(GL_LINEAR);
2623                setupDrawModelViewTranslate(x, y,
2624                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2625            }
2626            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2627
2628            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2629                    GL_UNSIGNED_SHORT, layer->meshIndices);
2630
2631            finishDrawTexture();
2632
2633#if DEBUG_LAYERS_AS_REGIONS
2634            drawRegionRects(layer->region);
2635#endif
2636        }
2637
2638        if (debugLayerUpdate) {
2639            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2640                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2641        }
2642    }
2643
2644    return DrawGlInfo::kStatusDrew;
2645}
2646
2647///////////////////////////////////////////////////////////////////////////////
2648// Shaders
2649///////////////////////////////////////////////////////////////////////////////
2650
2651void OpenGLRenderer::resetShader() {
2652    mShader = NULL;
2653}
2654
2655void OpenGLRenderer::setupShader(SkiaShader* shader) {
2656    mShader = shader;
2657    if (mShader) {
2658        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2659    }
2660}
2661
2662///////////////////////////////////////////////////////////////////////////////
2663// Color filters
2664///////////////////////////////////////////////////////////////////////////////
2665
2666void OpenGLRenderer::resetColorFilter() {
2667    mColorFilter = NULL;
2668}
2669
2670void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2671    mColorFilter = filter;
2672}
2673
2674///////////////////////////////////////////////////////////////////////////////
2675// Drop shadow
2676///////////////////////////////////////////////////////////////////////////////
2677
2678void OpenGLRenderer::resetShadow() {
2679    mHasShadow = false;
2680}
2681
2682void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2683    mHasShadow = true;
2684    mShadowRadius = radius;
2685    mShadowDx = dx;
2686    mShadowDy = dy;
2687    mShadowColor = color;
2688}
2689
2690///////////////////////////////////////////////////////////////////////////////
2691// Draw filters
2692///////////////////////////////////////////////////////////////////////////////
2693
2694void OpenGLRenderer::resetPaintFilter() {
2695    mHasDrawFilter = false;
2696}
2697
2698void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2699    mHasDrawFilter = true;
2700    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2701    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2702}
2703
2704SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2705    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2706
2707    uint32_t flags = paint->getFlags();
2708
2709    mFilteredPaint = *paint;
2710    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2711
2712    return &mFilteredPaint;
2713}
2714
2715///////////////////////////////////////////////////////////////////////////////
2716// Drawing implementation
2717///////////////////////////////////////////////////////////////////////////////
2718
2719void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2720        float x, float y, SkPaint* paint) {
2721    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2722        return;
2723    }
2724
2725    int alpha;
2726    SkXfermode::Mode mode;
2727    getAlphaAndMode(paint, &alpha, &mode);
2728
2729    setupDraw();
2730    setupDrawWithTexture(true);
2731    setupDrawAlpha8Color(paint->getColor(), alpha);
2732    setupDrawColorFilter();
2733    setupDrawShader();
2734    setupDrawBlending(true, mode);
2735    setupDrawProgram();
2736    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2737    setupDrawTexture(texture->id);
2738    setupDrawPureColorUniforms();
2739    setupDrawColorFilterUniforms();
2740    setupDrawShaderUniforms();
2741    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2742
2743    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2744
2745    finishDrawTexture();
2746}
2747
2748// Same values used by Skia
2749#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2750#define kStdUnderline_Offset    (1.0f / 9.0f)
2751#define kStdUnderline_Thickness (1.0f / 18.0f)
2752
2753void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2754        float x, float y, SkPaint* paint) {
2755    // Handle underline and strike-through
2756    uint32_t flags = paint->getFlags();
2757    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2758        SkPaint paintCopy(*paint);
2759        float underlineWidth = length;
2760        // If length is > 0.0f, we already measured the text for the text alignment
2761        if (length <= 0.0f) {
2762            underlineWidth = paintCopy.measureText(text, bytesCount);
2763        }
2764
2765        if (CC_LIKELY(underlineWidth > 0.0f)) {
2766            const float textSize = paintCopy.getTextSize();
2767            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2768
2769            const float left = x;
2770            float top = 0.0f;
2771
2772            int linesCount = 0;
2773            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2774            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2775
2776            const int pointsCount = 4 * linesCount;
2777            float points[pointsCount];
2778            int currentPoint = 0;
2779
2780            if (flags & SkPaint::kUnderlineText_Flag) {
2781                top = y + textSize * kStdUnderline_Offset;
2782                points[currentPoint++] = left;
2783                points[currentPoint++] = top;
2784                points[currentPoint++] = left + underlineWidth;
2785                points[currentPoint++] = top;
2786            }
2787
2788            if (flags & SkPaint::kStrikeThruText_Flag) {
2789                top = y + textSize * kStdStrikeThru_Offset;
2790                points[currentPoint++] = left;
2791                points[currentPoint++] = top;
2792                points[currentPoint++] = left + underlineWidth;
2793                points[currentPoint++] = top;
2794            }
2795
2796            paintCopy.setStrokeWidth(strokeWidth);
2797
2798            drawLines(&points[0], pointsCount, &paintCopy);
2799        }
2800    }
2801}
2802
2803void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2804        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2805    // If a shader is set, preserve only the alpha
2806    if (mShader) {
2807        color |= 0x00ffffff;
2808    }
2809
2810    setupDraw();
2811    setupDrawNoTexture();
2812    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2813    setupDrawShader();
2814    setupDrawColorFilter();
2815    setupDrawBlending(mode);
2816    setupDrawProgram();
2817    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2818    setupDrawColorUniforms();
2819    setupDrawShaderUniforms(ignoreTransform);
2820    setupDrawColorFilterUniforms();
2821    setupDrawSimpleMesh();
2822
2823    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2824}
2825
2826void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2827        Texture* texture, SkPaint* paint) {
2828    int alpha;
2829    SkXfermode::Mode mode;
2830    getAlphaAndMode(paint, &alpha, &mode);
2831
2832    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2833
2834    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2835        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2836        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2837
2838        texture->setFilter(GL_NEAREST, true);
2839        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2840                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2841                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2842    } else {
2843        texture->setFilter(FILTER(paint), true);
2844        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2845                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2846                GL_TRIANGLE_STRIP, gMeshCount);
2847    }
2848}
2849
2850void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2851        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2852    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2853            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2854}
2855
2856void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2857        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2858        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2859        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2860
2861    setupDraw();
2862    setupDrawWithTexture();
2863    setupDrawColor(alpha, alpha, alpha, alpha);
2864    setupDrawColorFilter();
2865    setupDrawBlending(blend, mode, swapSrcDst);
2866    setupDrawProgram();
2867    if (!dirty) {
2868        setupDrawDirtyRegionsDisabled();
2869    }
2870    if (!ignoreScale) {
2871        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2872    } else {
2873        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2874    }
2875    setupDrawPureColorUniforms();
2876    setupDrawColorFilterUniforms();
2877    setupDrawTexture(texture);
2878    setupDrawMesh(vertices, texCoords, vbo);
2879
2880    glDrawArrays(drawMode, 0, elementsCount);
2881
2882    finishDrawTexture();
2883}
2884
2885void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2886        ProgramDescription& description, bool swapSrcDst) {
2887    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2888
2889    if (blend) {
2890        // These blend modes are not supported by OpenGL directly and have
2891        // to be implemented using shaders. Since the shader will perform
2892        // the blending, turn blending off here
2893        // If the blend mode cannot be implemented using shaders, fall
2894        // back to the default SrcOver blend mode instead
2895        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
2896            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2897                description.framebufferMode = mode;
2898                description.swapSrcDst = swapSrcDst;
2899
2900                if (mCaches.blend) {
2901                    glDisable(GL_BLEND);
2902                    mCaches.blend = false;
2903                }
2904
2905                return;
2906            } else {
2907                mode = SkXfermode::kSrcOver_Mode;
2908            }
2909        }
2910
2911        if (!mCaches.blend) {
2912            glEnable(GL_BLEND);
2913        }
2914
2915        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2916        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2917
2918        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2919            glBlendFunc(sourceMode, destMode);
2920            mCaches.lastSrcMode = sourceMode;
2921            mCaches.lastDstMode = destMode;
2922        }
2923    } else if (mCaches.blend) {
2924        glDisable(GL_BLEND);
2925    }
2926    mCaches.blend = blend;
2927}
2928
2929bool OpenGLRenderer::useProgram(Program* program) {
2930    if (!program->isInUse()) {
2931        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2932        program->use();
2933        mCaches.currentProgram = program;
2934        return false;
2935    }
2936    return true;
2937}
2938
2939void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2940    TextureVertex* v = &mMeshVertices[0];
2941    TextureVertex::setUV(v++, u1, v1);
2942    TextureVertex::setUV(v++, u2, v1);
2943    TextureVertex::setUV(v++, u1, v2);
2944    TextureVertex::setUV(v++, u2, v2);
2945}
2946
2947void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2948    getAlphaAndModeDirect(paint, alpha,  mode);
2949    *alpha *= mSnapshot->alpha;
2950}
2951
2952}; // namespace uirenderer
2953}; // namespace android
2954