OpenGLRenderer.cpp revision 405436021da156fbe3c5d4de48bdefa564cf7fc0
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    // *set* draw modifiers to be 0
116    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
117    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
118
119    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
120
121    mFirstSnapshot = new Snapshot;
122    mFrameStarted = false;
123    mCountOverdraw = false;
124
125    mScissorOptimizationDisabled = false;
126}
127
128OpenGLRenderer::~OpenGLRenderer() {
129    // The context has already been destroyed at this point, do not call
130    // GL APIs. All GL state should be kept in Caches.h
131}
132
133void OpenGLRenderer::initProperties() {
134    char property[PROPERTY_VALUE_MAX];
135    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
136        mScissorOptimizationDisabled = !strcasecmp(property, "true");
137        INIT_LOGD("  Scissor optimization %s",
138                mScissorOptimizationDisabled ? "disabled" : "enabled");
139    } else {
140        INIT_LOGD("  Scissor optimization enabled");
141    }
142}
143
144///////////////////////////////////////////////////////////////////////////////
145// Setup
146///////////////////////////////////////////////////////////////////////////////
147
148void OpenGLRenderer::setName(const char* name) {
149    if (name) {
150        mName.setTo(name);
151    } else {
152        mName.clear();
153    }
154}
155
156const char* OpenGLRenderer::getName() const {
157    return mName.string();
158}
159
160bool OpenGLRenderer::isDeferred() {
161    return false;
162}
163
164void OpenGLRenderer::setViewport(int width, int height) {
165    initViewport(width, height);
166
167    glDisable(GL_DITHER);
168    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
169
170    glEnableVertexAttribArray(Program::kBindingPosition);
171}
172
173void OpenGLRenderer::initViewport(int width, int height) {
174    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
175
176    mWidth = width;
177    mHeight = height;
178
179    mFirstSnapshot->height = height;
180    mFirstSnapshot->viewport.set(0, 0, width, height);
181}
182
183void OpenGLRenderer::setupFrameState(float left, float top,
184        float right, float bottom, bool opaque) {
185    mCaches.clearGarbage();
186
187    mOpaque = opaque;
188    mSnapshot = new Snapshot(mFirstSnapshot,
189            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
190    mSnapshot->fbo = getTargetFbo();
191    mSaveCount = 1;
192
193    mSnapshot->setClip(left, top, right, bottom);
194    mTilingClip.set(left, top, right, bottom);
195}
196
197status_t OpenGLRenderer::startFrame() {
198    if (mFrameStarted) return DrawGlInfo::kStatusDone;
199    mFrameStarted = true;
200
201    mDirtyClip = true;
202
203    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
204
205    glViewport(0, 0, mWidth, mHeight);
206
207    // Functors break the tiling extension in pretty spectacular ways
208    // This ensures we don't use tiling when a functor is going to be
209    // invoked during the frame
210    mSuppressTiling = mCaches.hasRegisteredFunctors();
211
212    startTiling(mSnapshot, true);
213
214    debugOverdraw(true, true);
215
216    return clear(mTilingClip.left, mTilingClip.top,
217            mTilingClip.right, mTilingClip.bottom, mOpaque);
218}
219
220status_t OpenGLRenderer::prepare(bool opaque) {
221    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
222}
223
224status_t OpenGLRenderer::prepareDirty(float left, float top,
225        float right, float bottom, bool opaque) {
226
227    setupFrameState(left, top, right, bottom, opaque);
228
229    // Layer renderers will start the frame immediately
230    // The framebuffer renderer will first defer the display list
231    // for each layer and wait until the first drawing command
232    // to start the frame
233    if (mSnapshot->fbo == 0) {
234        syncState();
235        updateLayers();
236    } else {
237        return startFrame();
238    }
239
240    return DrawGlInfo::kStatusDone;
241}
242
243void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
244    // If we know that we are going to redraw the entire framebuffer,
245    // perform a discard to let the driver know we don't need to preserve
246    // the back buffer for this frame.
247    if (mExtensions.hasDiscardFramebuffer() &&
248            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
249        const bool isFbo = getTargetFbo() == 0;
250        const GLenum attachments[] = {
251                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
252                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
253        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
254    }
255}
256
257status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
258    if (!opaque || mCountOverdraw) {
259        mCaches.enableScissor();
260        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
261        glClear(GL_COLOR_BUFFER_BIT);
262        return DrawGlInfo::kStatusDrew;
263    }
264
265    mCaches.resetScissor();
266    return DrawGlInfo::kStatusDone;
267}
268
269void OpenGLRenderer::syncState() {
270    if (mCaches.blend) {
271        glEnable(GL_BLEND);
272    } else {
273        glDisable(GL_BLEND);
274    }
275}
276
277void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
278    if (!mSuppressTiling) {
279        Rect* clip = &mTilingClip;
280        if (s->flags & Snapshot::kFlagFboTarget) {
281            clip = &(s->layer->clipRect);
282        }
283
284        startTiling(*clip, s->height, opaque);
285    }
286}
287
288void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
289    if (!mSuppressTiling) {
290        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
291                clip.right - clip.left, clip.bottom - clip.top, opaque);
292    }
293}
294
295void OpenGLRenderer::endTiling() {
296    if (!mSuppressTiling) mCaches.endTiling();
297}
298
299void OpenGLRenderer::finish() {
300    renderOverdraw();
301    endTiling();
302
303    // When finish() is invoked on FBO 0 we've reached the end
304    // of the current frame
305    if (getTargetFbo() == 0) {
306        mCaches.pathCache.trim();
307    }
308
309    if (!suppressErrorChecks()) {
310#if DEBUG_OPENGL
311        GLenum status = GL_NO_ERROR;
312        while ((status = glGetError()) != GL_NO_ERROR) {
313            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
314            switch (status) {
315                case GL_INVALID_ENUM:
316                    ALOGE("  GL_INVALID_ENUM");
317                    break;
318                case GL_INVALID_VALUE:
319                    ALOGE("  GL_INVALID_VALUE");
320                    break;
321                case GL_INVALID_OPERATION:
322                    ALOGE("  GL_INVALID_OPERATION");
323                    break;
324                case GL_OUT_OF_MEMORY:
325                    ALOGE("  Out of memory!");
326                    break;
327            }
328        }
329#endif
330
331#if DEBUG_MEMORY_USAGE
332        mCaches.dumpMemoryUsage();
333#else
334        if (mCaches.getDebugLevel() & kDebugMemory) {
335            mCaches.dumpMemoryUsage();
336        }
337#endif
338    }
339
340    if (mCountOverdraw) {
341        countOverdraw();
342    }
343
344    mFrameStarted = false;
345}
346
347void OpenGLRenderer::interrupt() {
348    if (mCaches.currentProgram) {
349        if (mCaches.currentProgram->isInUse()) {
350            mCaches.currentProgram->remove();
351            mCaches.currentProgram = NULL;
352        }
353    }
354    mCaches.unbindMeshBuffer();
355    mCaches.unbindIndicesBuffer();
356    mCaches.resetVertexPointers();
357    mCaches.disableTexCoordsVertexArray();
358    debugOverdraw(false, false);
359}
360
361void OpenGLRenderer::resume() {
362    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
363    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
364    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
365    debugOverdraw(true, false);
366
367    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
368
369    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
370    mCaches.enableScissor();
371    mCaches.resetScissor();
372    dirtyClip();
373
374    mCaches.activeTexture(0);
375    mCaches.resetBoundTextures();
376
377    mCaches.blend = true;
378    glEnable(GL_BLEND);
379    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
380    glBlendEquation(GL_FUNC_ADD);
381}
382
383void OpenGLRenderer::resumeAfterLayer() {
384    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
385    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
386    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
387    debugOverdraw(true, false);
388
389    mCaches.resetScissor();
390    dirtyClip();
391}
392
393void OpenGLRenderer::detachFunctor(Functor* functor) {
394    mFunctors.remove(functor);
395}
396
397void OpenGLRenderer::attachFunctor(Functor* functor) {
398    mFunctors.add(functor);
399}
400
401status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
402    status_t result = DrawGlInfo::kStatusDone;
403    size_t count = mFunctors.size();
404
405    if (count > 0) {
406        interrupt();
407        SortedVector<Functor*> functors(mFunctors);
408        mFunctors.clear();
409
410        DrawGlInfo info;
411        info.clipLeft = 0;
412        info.clipTop = 0;
413        info.clipRight = 0;
414        info.clipBottom = 0;
415        info.isLayer = false;
416        info.width = 0;
417        info.height = 0;
418        memset(info.transform, 0, sizeof(float) * 16);
419
420        for (size_t i = 0; i < count; i++) {
421            Functor* f = functors.itemAt(i);
422            result |= (*f)(DrawGlInfo::kModeProcess, &info);
423
424            if (result & DrawGlInfo::kStatusDraw) {
425                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
426                dirty.unionWith(localDirty);
427            }
428
429            if (result & DrawGlInfo::kStatusInvoke) {
430                mFunctors.add(f);
431            }
432        }
433        resume();
434    }
435
436    return result;
437}
438
439status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
440    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
441
442    interrupt();
443    detachFunctor(functor);
444
445    mCaches.enableScissor();
446    if (mDirtyClip) {
447        setScissorFromClip();
448    }
449
450    Rect clip(*mSnapshot->clipRect);
451    clip.snapToPixelBoundaries();
452
453    // Since we don't know what the functor will draw, let's dirty
454    // tne entire clip region
455    if (hasLayer()) {
456        dirtyLayerUnchecked(clip, getRegion());
457    }
458
459    DrawGlInfo info;
460    info.clipLeft = clip.left;
461    info.clipTop = clip.top;
462    info.clipRight = clip.right;
463    info.clipBottom = clip.bottom;
464    info.isLayer = hasLayer();
465    info.width = getSnapshot()->viewport.getWidth();
466    info.height = getSnapshot()->height;
467    getSnapshot()->transform->copyTo(&info.transform[0]);
468
469    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
470
471    if (result != DrawGlInfo::kStatusDone) {
472        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
473        dirty.unionWith(localDirty);
474
475        if (result & DrawGlInfo::kStatusInvoke) {
476            mFunctors.add(functor);
477        }
478    }
479
480    resume();
481    return result | DrawGlInfo::kStatusDrew;
482}
483
484///////////////////////////////////////////////////////////////////////////////
485// Debug
486///////////////////////////////////////////////////////////////////////////////
487
488void OpenGLRenderer::eventMark(const char* name) const {
489    mCaches.eventMark(0, name);
490}
491
492void OpenGLRenderer::startMark(const char* name) const {
493    mCaches.startMark(0, name);
494}
495
496void OpenGLRenderer::endMark() const {
497    mCaches.endMark();
498}
499
500void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
501    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
502        if (clear) {
503            mCaches.disableScissor();
504            mCaches.stencil.clear();
505        }
506        if (enable) {
507            mCaches.stencil.enableDebugWrite();
508        } else {
509            mCaches.stencil.disable();
510        }
511    }
512}
513
514void OpenGLRenderer::renderOverdraw() {
515    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
516        const Rect* clip = &mTilingClip;
517
518        mCaches.enableScissor();
519        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
520                clip->right - clip->left, clip->bottom - clip->top);
521
522        mCaches.stencil.enableDebugTest(2);
523        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
524        mCaches.stencil.enableDebugTest(3);
525        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
526        mCaches.stencil.enableDebugTest(4);
527        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
528        mCaches.stencil.enableDebugTest(4, true);
529        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
530        mCaches.stencil.disable();
531    }
532}
533
534void OpenGLRenderer::countOverdraw() {
535    size_t count = mWidth * mHeight;
536    uint32_t* buffer = new uint32_t[count];
537    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
538
539    size_t total = 0;
540    for (size_t i = 0; i < count; i++) {
541        total += buffer[i] & 0xff;
542    }
543
544    mOverdraw = total / float(count);
545
546    delete[] buffer;
547}
548
549///////////////////////////////////////////////////////////////////////////////
550// Layers
551///////////////////////////////////////////////////////////////////////////////
552
553bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
554    if (layer->deferredUpdateScheduled && layer->renderer &&
555            layer->displayList && layer->displayList->isRenderable()) {
556        ATRACE_CALL();
557
558        Rect& dirty = layer->dirtyRect;
559
560        if (inFrame) {
561            endTiling();
562            debugOverdraw(false, false);
563        }
564
565        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
566            layer->render();
567        } else {
568            layer->defer();
569        }
570
571        if (inFrame) {
572            resumeAfterLayer();
573            startTiling(mSnapshot);
574        }
575
576        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
577        layer->hasDrawnSinceUpdate = false;
578
579        return true;
580    }
581
582    return false;
583}
584
585void OpenGLRenderer::updateLayers() {
586    // If draw deferring is enabled this method will simply defer
587    // the display list of each individual layer. The layers remain
588    // in the layer updates list which will be cleared by flushLayers().
589    int count = mLayerUpdates.size();
590    if (count > 0) {
591        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
592            startMark("Layer Updates");
593        } else {
594            startMark("Defer Layer Updates");
595        }
596
597        // Note: it is very important to update the layers in order
598        for (int i = 0; i < count; i++) {
599            Layer* layer = mLayerUpdates.itemAt(i);
600            updateLayer(layer, false);
601            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
602                mCaches.resourceCache.decrementRefcount(layer);
603            }
604        }
605
606        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
607            mLayerUpdates.clear();
608            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
609        }
610        endMark();
611    }
612}
613
614void OpenGLRenderer::flushLayers() {
615    int count = mLayerUpdates.size();
616    if (count > 0) {
617        startMark("Apply Layer Updates");
618        char layerName[12];
619
620        // Note: it is very important to update the layers in order
621        for (int i = 0; i < count; i++) {
622            sprintf(layerName, "Layer #%d", i);
623            startMark(layerName);
624
625            ATRACE_BEGIN("flushLayer");
626            Layer* layer = mLayerUpdates.itemAt(i);
627            layer->flush();
628            ATRACE_END();
629
630            mCaches.resourceCache.decrementRefcount(layer);
631
632            endMark();
633        }
634
635        mLayerUpdates.clear();
636        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
637
638        endMark();
639    }
640}
641
642void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
643    if (layer) {
644        // Make sure we don't introduce duplicates.
645        // SortedVector would do this automatically but we need to respect
646        // the insertion order. The linear search is not an issue since
647        // this list is usually very short (typically one item, at most a few)
648        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
649            if (mLayerUpdates.itemAt(i) == layer) {
650                return;
651            }
652        }
653        mLayerUpdates.push_back(layer);
654        mCaches.resourceCache.incrementRefcount(layer);
655    }
656}
657
658void OpenGLRenderer::clearLayerUpdates() {
659    size_t count = mLayerUpdates.size();
660    if (count > 0) {
661        mCaches.resourceCache.lock();
662        for (size_t i = 0; i < count; i++) {
663            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
664        }
665        mCaches.resourceCache.unlock();
666        mLayerUpdates.clear();
667    }
668}
669
670void OpenGLRenderer::flushLayerUpdates() {
671    syncState();
672    updateLayers();
673    flushLayers();
674    // Wait for all the layer updates to be executed
675    AutoFence fence;
676}
677
678///////////////////////////////////////////////////////////////////////////////
679// State management
680///////////////////////////////////////////////////////////////////////////////
681
682int OpenGLRenderer::getSaveCount() const {
683    return mSaveCount;
684}
685
686int OpenGLRenderer::save(int flags) {
687    return saveSnapshot(flags);
688}
689
690void OpenGLRenderer::restore() {
691    if (mSaveCount > 1) {
692        restoreSnapshot();
693    }
694}
695
696void OpenGLRenderer::restoreToCount(int saveCount) {
697    if (saveCount < 1) saveCount = 1;
698
699    while (mSaveCount > saveCount) {
700        restoreSnapshot();
701    }
702}
703
704int OpenGLRenderer::saveSnapshot(int flags) {
705    mSnapshot = new Snapshot(mSnapshot, flags);
706    return mSaveCount++;
707}
708
709bool OpenGLRenderer::restoreSnapshot() {
710    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
711    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
712    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
713
714    sp<Snapshot> current = mSnapshot;
715    sp<Snapshot> previous = mSnapshot->previous;
716
717    if (restoreOrtho) {
718        Rect& r = previous->viewport;
719        glViewport(r.left, r.top, r.right, r.bottom);
720        mOrthoMatrix.load(current->orthoMatrix);
721    }
722
723    mSaveCount--;
724    mSnapshot = previous;
725
726    if (restoreClip) {
727        dirtyClip();
728    }
729
730    if (restoreLayer) {
731        endMark(); // Savelayer
732        startMark("ComposeLayer");
733        composeLayer(current, previous);
734        endMark();
735    }
736
737    return restoreClip;
738}
739
740///////////////////////////////////////////////////////////////////////////////
741// Layers
742///////////////////////////////////////////////////////////////////////////////
743
744int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
745        int alpha, SkXfermode::Mode mode, int flags) {
746    const GLuint previousFbo = mSnapshot->fbo;
747    const int count = saveSnapshot(flags);
748
749    if (!mSnapshot->isIgnored()) {
750        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
751    }
752
753    return count;
754}
755
756void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
757    const Rect untransformedBounds(bounds);
758
759    currentTransform().mapRect(bounds);
760
761    // Layers only make sense if they are in the framebuffer's bounds
762    if (bounds.intersect(*mSnapshot->clipRect)) {
763        // We cannot work with sub-pixels in this case
764        bounds.snapToPixelBoundaries();
765
766        // When the layer is not an FBO, we may use glCopyTexImage so we
767        // need to make sure the layer does not extend outside the bounds
768        // of the framebuffer
769        if (!bounds.intersect(mSnapshot->previous->viewport)) {
770            bounds.setEmpty();
771        } else if (fboLayer) {
772            clip.set(bounds);
773            mat4 inverse;
774            inverse.loadInverse(currentTransform());
775            inverse.mapRect(clip);
776            clip.snapToPixelBoundaries();
777            if (clip.intersect(untransformedBounds)) {
778                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
779                bounds.set(untransformedBounds);
780            } else {
781                clip.setEmpty();
782            }
783        }
784    } else {
785        bounds.setEmpty();
786    }
787}
788
789void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
790        bool fboLayer, int alpha) {
791    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
792            bounds.getHeight() > mCaches.maxTextureSize ||
793            (fboLayer && clip.isEmpty())) {
794        mSnapshot->empty = fboLayer;
795    } else {
796        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
797    }
798}
799
800int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
801        int alpha, SkXfermode::Mode mode, int flags) {
802    const GLuint previousFbo = mSnapshot->fbo;
803    const int count = saveSnapshot(flags);
804
805    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
806        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
807        // operations will be able to store and restore the current clip and transform info, and
808        // quick rejection will be correct (for display lists)
809
810        Rect bounds(left, top, right, bottom);
811        Rect clip;
812        calculateLayerBoundsAndClip(bounds, clip, true);
813        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
814
815        if (!mSnapshot->isIgnored()) {
816            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
817            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
818        }
819    }
820
821    return count;
822}
823
824
825/**
826 * Layers are viewed by Skia are slightly different than layers in image editing
827 * programs (for instance.) When a layer is created, previously created layers
828 * and the frame buffer still receive every drawing command. For instance, if a
829 * layer is created and a shape intersecting the bounds of the layers and the
830 * framebuffer is draw, the shape will be drawn on both (unless the layer was
831 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
832 *
833 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
834 * texture. Unfortunately, this is inefficient as it requires every primitive to
835 * be drawn n + 1 times, where n is the number of active layers. In practice this
836 * means, for every primitive:
837 *   - Switch active frame buffer
838 *   - Change viewport, clip and projection matrix
839 *   - Issue the drawing
840 *
841 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
842 * To avoid this, layers are implemented in a different way here, at least in the
843 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
844 * is set. When this flag is set we can redirect all drawing operations into a
845 * single FBO.
846 *
847 * This implementation relies on the frame buffer being at least RGBA 8888. When
848 * a layer is created, only a texture is created, not an FBO. The content of the
849 * frame buffer contained within the layer's bounds is copied into this texture
850 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
851 * buffer and drawing continues as normal. This technique therefore treats the
852 * frame buffer as a scratch buffer for the layers.
853 *
854 * To compose the layers back onto the frame buffer, each layer texture
855 * (containing the original frame buffer data) is drawn as a simple quad over
856 * the frame buffer. The trick is that the quad is set as the composition
857 * destination in the blending equation, and the frame buffer becomes the source
858 * of the composition.
859 *
860 * Drawing layers with an alpha value requires an extra step before composition.
861 * An empty quad is drawn over the layer's region in the frame buffer. This quad
862 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
863 * quad is used to multiply the colors in the frame buffer. This is achieved by
864 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
865 * GL_ZERO, GL_SRC_ALPHA.
866 *
867 * Because glCopyTexImage2D() can be slow, an alternative implementation might
868 * be use to draw a single clipped layer. The implementation described above
869 * is correct in every case.
870 *
871 * (1) The frame buffer is actually not cleared right away. To allow the GPU
872 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
873 *     buffer is left untouched until the first drawing operation. Only when
874 *     something actually gets drawn are the layers regions cleared.
875 */
876bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
877        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
878    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
879    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
880
881    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
882
883    // Window coordinates of the layer
884    Rect clip;
885    Rect bounds(left, top, right, bottom);
886    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
887    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
888
889    // Bail out if we won't draw in this snapshot
890    if (mSnapshot->isIgnored()) {
891        return false;
892    }
893
894    mCaches.activeTexture(0);
895    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
896    if (!layer) {
897        return false;
898    }
899
900    layer->setAlpha(alpha, mode);
901    layer->layer.set(bounds);
902    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
903            bounds.getWidth() / float(layer->getWidth()), 0.0f);
904    layer->setColorFilter(mDrawModifiers.mColorFilter);
905    layer->setBlend(true);
906    layer->setDirty(false);
907
908    // Save the layer in the snapshot
909    mSnapshot->flags |= Snapshot::kFlagIsLayer;
910    mSnapshot->layer = layer;
911
912    startMark("SaveLayer");
913    if (fboLayer) {
914        return createFboLayer(layer, bounds, clip, previousFbo);
915    } else {
916        // Copy the framebuffer into the layer
917        layer->bindTexture();
918        if (!bounds.isEmpty()) {
919            if (layer->isEmpty()) {
920                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
921                        bounds.left, mSnapshot->height - bounds.bottom,
922                        layer->getWidth(), layer->getHeight(), 0);
923                layer->setEmpty(false);
924            } else {
925                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
926                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
927            }
928
929            // Enqueue the buffer coordinates to clear the corresponding region later
930            mLayers.push(new Rect(bounds));
931        }
932    }
933
934    return true;
935}
936
937bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
938    layer->clipRect.set(clip);
939    layer->setFbo(mCaches.fboCache.get());
940
941    mSnapshot->region = &mSnapshot->layer->region;
942    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
943            Snapshot::kFlagDirtyOrtho;
944    mSnapshot->fbo = layer->getFbo();
945    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
946    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
947    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
948    mSnapshot->height = bounds.getHeight();
949    mSnapshot->orthoMatrix.load(mOrthoMatrix);
950
951    endTiling();
952    debugOverdraw(false, false);
953    // Bind texture to FBO
954    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
955    layer->bindTexture();
956
957    // Initialize the texture if needed
958    if (layer->isEmpty()) {
959        layer->allocateTexture();
960        layer->setEmpty(false);
961    }
962
963    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
964            layer->getTexture(), 0);
965
966    startTiling(mSnapshot, true);
967
968    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
969    mCaches.enableScissor();
970    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
971            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
972    glClear(GL_COLOR_BUFFER_BIT);
973
974    dirtyClip();
975
976    // Change the ortho projection
977    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
978    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
979
980    return true;
981}
982
983/**
984 * Read the documentation of createLayer() before doing anything in this method.
985 */
986void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
987    if (!current->layer) {
988        ALOGE("Attempting to compose a layer that does not exist");
989        return;
990    }
991
992    Layer* layer = current->layer;
993    const Rect& rect = layer->layer;
994    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
995
996    if (fboLayer) {
997        endTiling();
998
999        // Detach the texture from the FBO
1000        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1001
1002        layer->removeFbo(false);
1003
1004        // Unbind current FBO and restore previous one
1005        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
1006        debugOverdraw(true, false);
1007
1008        startTiling(previous);
1009    }
1010
1011    if (!fboLayer && layer->getAlpha() < 255) {
1012        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1013                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1014        // Required below, composeLayerRect() will divide by 255
1015        layer->setAlpha(255);
1016    }
1017
1018    mCaches.unbindMeshBuffer();
1019
1020    mCaches.activeTexture(0);
1021
1022    // When the layer is stored in an FBO, we can save a bit of fillrate by
1023    // drawing only the dirty region
1024    if (fboLayer) {
1025        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1026        if (layer->getColorFilter()) {
1027            setupColorFilter(layer->getColorFilter());
1028        }
1029        composeLayerRegion(layer, rect);
1030        if (layer->getColorFilter()) {
1031            resetColorFilter();
1032        }
1033    } else if (!rect.isEmpty()) {
1034        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1035        composeLayerRect(layer, rect, true);
1036    }
1037
1038    dirtyClip();
1039
1040    // Failing to add the layer to the cache should happen only if the layer is too large
1041    if (!mCaches.layerCache.put(layer)) {
1042        LAYER_LOGD("Deleting layer");
1043        Caches::getInstance().resourceCache.decrementRefcount(layer);
1044    }
1045}
1046
1047void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1048    float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1049
1050    setupDraw();
1051    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1052        setupDrawWithTexture();
1053    } else {
1054        setupDrawWithExternalTexture();
1055    }
1056    setupDrawTextureTransform();
1057    setupDrawColor(alpha, alpha, alpha, alpha);
1058    setupDrawColorFilter();
1059    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1060    setupDrawProgram();
1061    setupDrawPureColorUniforms();
1062    setupDrawColorFilterUniforms();
1063    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1064        setupDrawTexture(layer->getTexture());
1065    } else {
1066        setupDrawExternalTexture(layer->getTexture());
1067    }
1068    if (currentTransform().isPureTranslate() &&
1069            layer->getWidth() == (uint32_t) rect.getWidth() &&
1070            layer->getHeight() == (uint32_t) rect.getHeight()) {
1071        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1072        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1073
1074        layer->setFilter(GL_NEAREST);
1075        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1076    } else {
1077        layer->setFilter(GL_LINEAR);
1078        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1079    }
1080    setupDrawTextureTransformUniforms(layer->getTexTransform());
1081    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1082
1083    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1084
1085    finishDrawTexture();
1086}
1087
1088void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1089    if (!layer->isTextureLayer()) {
1090        const Rect& texCoords = layer->texCoords;
1091        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1092                texCoords.right, texCoords.bottom);
1093
1094        float x = rect.left;
1095        float y = rect.top;
1096        bool simpleTransform = currentTransform().isPureTranslate() &&
1097                layer->getWidth() == (uint32_t) rect.getWidth() &&
1098                layer->getHeight() == (uint32_t) rect.getHeight();
1099
1100        if (simpleTransform) {
1101            // When we're swapping, the layer is already in screen coordinates
1102            if (!swap) {
1103                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1104                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1105            }
1106
1107            layer->setFilter(GL_NEAREST, true);
1108        } else {
1109            layer->setFilter(GL_LINEAR, true);
1110        }
1111
1112        float alpha = getLayerAlpha(layer);
1113        bool blend = layer->isBlend() || alpha < 1.0f;
1114        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1115                layer->getTexture(), alpha, layer->getMode(), blend,
1116                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1117                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1118
1119        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1120    } else {
1121        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1122        drawTextureLayer(layer, rect);
1123        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1124    }
1125}
1126
1127/**
1128 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1129 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1130 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1131 * by saveLayer's restore
1132 */
1133#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1134        DRAW_COMMAND;                                                            \
1135        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1136            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1137            DRAW_COMMAND;                                                        \
1138            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1139        }                                                                        \
1140    }
1141
1142#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1143
1144void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1145    if (layer->region.isRect()) {
1146        layer->setRegionAsRect();
1147
1148        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1149
1150        layer->region.clear();
1151        return;
1152    }
1153
1154    // TODO: See LayerRenderer.cpp::generateMesh() for important
1155    //       information about this implementation
1156    if (CC_LIKELY(!layer->region.isEmpty())) {
1157        size_t count;
1158        const android::Rect* rects;
1159        Region safeRegion;
1160        if (CC_LIKELY(hasRectToRectTransform())) {
1161            rects = layer->region.getArray(&count);
1162        } else {
1163            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1164            rects = safeRegion.getArray(&count);
1165        }
1166
1167        const float alpha = getLayerAlpha(layer);
1168        const float texX = 1.0f / float(layer->getWidth());
1169        const float texY = 1.0f / float(layer->getHeight());
1170        const float height = rect.getHeight();
1171
1172        setupDraw();
1173
1174        // We must get (and therefore bind) the region mesh buffer
1175        // after we setup drawing in case we need to mess with the
1176        // stencil buffer in setupDraw()
1177        TextureVertex* mesh = mCaches.getRegionMesh();
1178        GLsizei numQuads = 0;
1179
1180        setupDrawWithTexture();
1181        setupDrawColor(alpha, alpha, alpha, alpha);
1182        setupDrawColorFilter();
1183        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1184        setupDrawProgram();
1185        setupDrawDirtyRegionsDisabled();
1186        setupDrawPureColorUniforms();
1187        setupDrawColorFilterUniforms();
1188        setupDrawTexture(layer->getTexture());
1189        if (currentTransform().isPureTranslate()) {
1190            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1191            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1192
1193            layer->setFilter(GL_NEAREST);
1194            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1195        } else {
1196            layer->setFilter(GL_LINEAR);
1197            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1198        }
1199        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1200
1201        for (size_t i = 0; i < count; i++) {
1202            const android::Rect* r = &rects[i];
1203
1204            const float u1 = r->left * texX;
1205            const float v1 = (height - r->top) * texY;
1206            const float u2 = r->right * texX;
1207            const float v2 = (height - r->bottom) * texY;
1208
1209            // TODO: Reject quads outside of the clip
1210            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1211            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1212            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1213            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1214
1215            numQuads++;
1216
1217            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1218                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1219                                GL_UNSIGNED_SHORT, NULL));
1220                numQuads = 0;
1221                mesh = mCaches.getRegionMesh();
1222            }
1223        }
1224
1225        if (numQuads > 0) {
1226            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1227                            GL_UNSIGNED_SHORT, NULL));
1228        }
1229
1230        finishDrawTexture();
1231
1232#if DEBUG_LAYERS_AS_REGIONS
1233        drawRegionRects(layer->region);
1234#endif
1235
1236        layer->region.clear();
1237    }
1238}
1239
1240void OpenGLRenderer::drawRegionRects(const Region& region) {
1241#if DEBUG_LAYERS_AS_REGIONS
1242    size_t count;
1243    const android::Rect* rects = region.getArray(&count);
1244
1245    uint32_t colors[] = {
1246            0x7fff0000, 0x7f00ff00,
1247            0x7f0000ff, 0x7fff00ff,
1248    };
1249
1250    int offset = 0;
1251    int32_t top = rects[0].top;
1252
1253    for (size_t i = 0; i < count; i++) {
1254        if (top != rects[i].top) {
1255            offset ^= 0x2;
1256            top = rects[i].top;
1257        }
1258
1259        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1260        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1261                SkXfermode::kSrcOver_Mode);
1262    }
1263#endif
1264}
1265
1266void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1267        SkXfermode::Mode mode, bool dirty) {
1268    int count = 0;
1269    Vector<float> rects;
1270
1271    SkRegion::Iterator it(region);
1272    while (!it.done()) {
1273        const SkIRect& r = it.rect();
1274        rects.push(r.fLeft);
1275        rects.push(r.fTop);
1276        rects.push(r.fRight);
1277        rects.push(r.fBottom);
1278        count += 4;
1279        it.next();
1280    }
1281
1282    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1283}
1284
1285void OpenGLRenderer::dirtyLayer(const float left, const float top,
1286        const float right, const float bottom, const mat4 transform) {
1287    if (hasLayer()) {
1288        Rect bounds(left, top, right, bottom);
1289        transform.mapRect(bounds);
1290        dirtyLayerUnchecked(bounds, getRegion());
1291    }
1292}
1293
1294void OpenGLRenderer::dirtyLayer(const float left, const float top,
1295        const float right, const float bottom) {
1296    if (hasLayer()) {
1297        Rect bounds(left, top, right, bottom);
1298        dirtyLayerUnchecked(bounds, getRegion());
1299    }
1300}
1301
1302void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1303    if (bounds.intersect(*mSnapshot->clipRect)) {
1304        bounds.snapToPixelBoundaries();
1305        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1306        if (!dirty.isEmpty()) {
1307            region->orSelf(dirty);
1308        }
1309    }
1310}
1311
1312void OpenGLRenderer::clearLayerRegions() {
1313    const size_t count = mLayers.size();
1314    if (count == 0) return;
1315
1316    if (!mSnapshot->isIgnored()) {
1317        // Doing several glScissor/glClear here can negatively impact
1318        // GPUs with a tiler architecture, instead we draw quads with
1319        // the Clear blending mode
1320
1321        // The list contains bounds that have already been clipped
1322        // against their initial clip rect, and the current clip
1323        // is likely different so we need to disable clipping here
1324        bool scissorChanged = mCaches.disableScissor();
1325
1326        Vertex mesh[count * 6];
1327        Vertex* vertex = mesh;
1328
1329        for (uint32_t i = 0; i < count; i++) {
1330            Rect* bounds = mLayers.itemAt(i);
1331
1332            Vertex::set(vertex++, bounds->left, bounds->bottom);
1333            Vertex::set(vertex++, bounds->left, bounds->top);
1334            Vertex::set(vertex++, bounds->right, bounds->top);
1335            Vertex::set(vertex++, bounds->left, bounds->bottom);
1336            Vertex::set(vertex++, bounds->right, bounds->top);
1337            Vertex::set(vertex++, bounds->right, bounds->bottom);
1338
1339            delete bounds;
1340        }
1341        // We must clear the list of dirty rects before we
1342        // call setupDraw() to prevent stencil setup to do
1343        // the same thing again
1344        mLayers.clear();
1345
1346        setupDraw(false);
1347        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1348        setupDrawBlending(true, SkXfermode::kClear_Mode);
1349        setupDrawProgram();
1350        setupDrawPureColorUniforms();
1351        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1352        setupDrawVertices(&mesh[0].position[0]);
1353
1354        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1355
1356        if (scissorChanged) mCaches.enableScissor();
1357    } else {
1358        for (uint32_t i = 0; i < count; i++) {
1359            delete mLayers.itemAt(i);
1360        }
1361        mLayers.clear();
1362    }
1363}
1364
1365///////////////////////////////////////////////////////////////////////////////
1366// State Deferral
1367///////////////////////////////////////////////////////////////////////////////
1368
1369bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1370    const Rect& currentClip = *(mSnapshot->clipRect);
1371    const mat4& currentMatrix = *(mSnapshot->transform);
1372
1373    if (stateDeferFlags & kStateDeferFlag_Draw) {
1374        // state has bounds initialized in local coordinates
1375        if (!state.mBounds.isEmpty()) {
1376            currentMatrix.mapRect(state.mBounds);
1377            state.mClipped = !currentClip.contains(state.mBounds);
1378            if (!state.mBounds.intersect(currentClip)) {
1379                // quick rejected
1380                return true;
1381            }
1382        } else {
1383            // If we don't have bounds, let's assume we're clipped
1384            // to prevent merging
1385            state.mClipped = true;
1386            state.mBounds.set(currentClip);
1387        }
1388    }
1389
1390    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1391    if (state.mClipValid) {
1392        state.mClip.set(currentClip);
1393    }
1394
1395    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1396    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1397    state.mMatrix.load(currentMatrix);
1398    state.mDrawModifiers = mDrawModifiers;
1399    state.mAlpha = mSnapshot->alpha;
1400    return false;
1401}
1402
1403void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1404    currentTransform().load(state.mMatrix);
1405    mDrawModifiers = state.mDrawModifiers;
1406    mSnapshot->alpha = state.mAlpha;
1407
1408    if (state.mClipValid && !skipClipRestore) {
1409        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1410        dirtyClip();
1411    }
1412}
1413
1414void OpenGLRenderer::setFullScreenClip() {
1415    mSnapshot->setClip(0, 0, mWidth, mHeight);
1416    dirtyClip();
1417}
1418
1419///////////////////////////////////////////////////////////////////////////////
1420// Transforms
1421///////////////////////////////////////////////////////////////////////////////
1422
1423void OpenGLRenderer::translate(float dx, float dy) {
1424    currentTransform().translate(dx, dy);
1425}
1426
1427void OpenGLRenderer::rotate(float degrees) {
1428    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1429}
1430
1431void OpenGLRenderer::scale(float sx, float sy) {
1432    currentTransform().scale(sx, sy, 1.0f);
1433}
1434
1435void OpenGLRenderer::skew(float sx, float sy) {
1436    currentTransform().skew(sx, sy);
1437}
1438
1439void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1440    if (matrix) {
1441        currentTransform().load(*matrix);
1442    } else {
1443        currentTransform().loadIdentity();
1444    }
1445}
1446
1447bool OpenGLRenderer::hasRectToRectTransform() {
1448    return CC_LIKELY(currentTransform().rectToRect());
1449}
1450
1451void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1452    currentTransform().copyTo(*matrix);
1453}
1454
1455void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1456    SkMatrix transform;
1457    currentTransform().copyTo(transform);
1458    transform.preConcat(*matrix);
1459    currentTransform().load(transform);
1460}
1461
1462///////////////////////////////////////////////////////////////////////////////
1463// Clipping
1464///////////////////////////////////////////////////////////////////////////////
1465
1466void OpenGLRenderer::setScissorFromClip() {
1467    Rect clip(*mSnapshot->clipRect);
1468    clip.snapToPixelBoundaries();
1469
1470    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1471            clip.getWidth(), clip.getHeight())) {
1472        mDirtyClip = false;
1473    }
1474}
1475
1476void OpenGLRenderer::ensureStencilBuffer() {
1477    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1478    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1479    // just hope we have one when hasLayer() returns false.
1480    if (hasLayer()) {
1481        attachStencilBufferToLayer(mSnapshot->layer);
1482    }
1483}
1484
1485void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1486    // The layer's FBO is already bound when we reach this stage
1487    if (!layer->getStencilRenderBuffer()) {
1488        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1489        // is attached after we initiated tiling. We must turn it off,
1490        // attach the new render buffer then turn tiling back on
1491        endTiling();
1492
1493        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1494                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1495        layer->setStencilRenderBuffer(buffer);
1496
1497        startTiling(layer->clipRect, layer->layer.getHeight());
1498    }
1499}
1500
1501void OpenGLRenderer::setStencilFromClip() {
1502    if (!mCaches.debugOverdraw) {
1503        if (!mSnapshot->clipRegion->isEmpty()) {
1504            // NOTE: The order here is important, we must set dirtyClip to false
1505            //       before any draw call to avoid calling back into this method
1506            mDirtyClip = false;
1507
1508            ensureStencilBuffer();
1509
1510            mCaches.stencil.enableWrite();
1511
1512            // Clear the stencil but first make sure we restrict drawing
1513            // to the region's bounds
1514            bool resetScissor = mCaches.enableScissor();
1515            if (resetScissor) {
1516                // The scissor was not set so we now need to update it
1517                setScissorFromClip();
1518            }
1519            mCaches.stencil.clear();
1520            if (resetScissor) mCaches.disableScissor();
1521
1522            // NOTE: We could use the region contour path to generate a smaller mesh
1523            //       Since we are using the stencil we could use the red book path
1524            //       drawing technique. It might increase bandwidth usage though.
1525
1526            // The last parameter is important: we are not drawing in the color buffer
1527            // so we don't want to dirty the current layer, if any
1528            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1529
1530            mCaches.stencil.enableTest();
1531
1532            // Draw the region used to generate the stencil if the appropriate debug
1533            // mode is enabled
1534            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1535                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1536            }
1537        } else {
1538            mCaches.stencil.disable();
1539        }
1540    }
1541}
1542
1543const Rect& OpenGLRenderer::getClipBounds() {
1544    return mSnapshot->getLocalClip();
1545}
1546
1547bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1548    if (mSnapshot->isIgnored()) {
1549        return true;
1550    }
1551
1552    Rect r(left, top, right, bottom);
1553    currentTransform().mapRect(r);
1554    r.snapToPixelBoundaries();
1555
1556    Rect clipRect(*mSnapshot->clipRect);
1557    clipRect.snapToPixelBoundaries();
1558
1559    return !clipRect.intersects(r);
1560}
1561
1562bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1563        Rect& transformed, Rect& clip) {
1564    if (mSnapshot->isIgnored()) {
1565        return true;
1566    }
1567
1568    transformed.set(left, top, right, bottom);
1569    currentTransform().mapRect(transformed);
1570    transformed.snapToPixelBoundaries();
1571
1572    clip.set(*mSnapshot->clipRect);
1573    clip.snapToPixelBoundaries();
1574
1575    return !clip.intersects(transformed);
1576}
1577
1578bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1579        SkPaint* paint) {
1580    if (paint->getStyle() != SkPaint::kFill_Style) {
1581        float outset = paint->getStrokeWidth() * 0.5f;
1582        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1583    } else {
1584        return quickReject(left, top, right, bottom);
1585    }
1586}
1587
1588bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1589    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1590        return true;
1591    }
1592
1593    Rect r(left, top, right, bottom);
1594    currentTransform().mapRect(r);
1595    r.snapToPixelBoundaries();
1596
1597    Rect clipRect(*mSnapshot->clipRect);
1598    clipRect.snapToPixelBoundaries();
1599
1600    bool rejected = !clipRect.intersects(r);
1601    if (!isDeferred() && !rejected) {
1602        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1603    }
1604
1605    return rejected;
1606}
1607
1608void OpenGLRenderer::debugClip() {
1609#if DEBUG_CLIP_REGIONS
1610    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1611        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1612    }
1613#endif
1614}
1615
1616bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1617    if (CC_LIKELY(currentTransform().rectToRect())) {
1618        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1619        if (clipped) {
1620            dirtyClip();
1621        }
1622        return !mSnapshot->clipRect->isEmpty();
1623    }
1624
1625    SkPath path;
1626    path.addRect(left, top, right, bottom);
1627
1628    return clipPath(&path, op);
1629}
1630
1631bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1632    SkMatrix transform;
1633    currentTransform().copyTo(transform);
1634
1635    SkPath transformed;
1636    path->transform(transform, &transformed);
1637
1638    SkRegion clip;
1639    if (!mSnapshot->clipRegion->isEmpty()) {
1640        clip.setRegion(*mSnapshot->clipRegion);
1641    } else {
1642        Rect* bounds = mSnapshot->clipRect;
1643        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1644    }
1645
1646    SkRegion region;
1647    region.setPath(transformed, clip);
1648
1649    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1650    if (clipped) {
1651        dirtyClip();
1652    }
1653    return !mSnapshot->clipRect->isEmpty();
1654}
1655
1656bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1657    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1658    if (clipped) {
1659        dirtyClip();
1660    }
1661    return !mSnapshot->clipRect->isEmpty();
1662}
1663
1664Rect* OpenGLRenderer::getClipRect() {
1665    return mSnapshot->clipRect;
1666}
1667
1668///////////////////////////////////////////////////////////////////////////////
1669// Drawing commands
1670///////////////////////////////////////////////////////////////////////////////
1671
1672void OpenGLRenderer::setupDraw(bool clear) {
1673    // TODO: It would be best if we could do this before quickReject()
1674    //       changes the scissor test state
1675    if (clear) clearLayerRegions();
1676    // Make sure setScissor & setStencil happen at the beginning of
1677    // this method
1678    if (mDirtyClip) {
1679        if (mCaches.scissorEnabled) {
1680            setScissorFromClip();
1681        }
1682        setStencilFromClip();
1683    }
1684
1685    mDescription.reset();
1686
1687    mSetShaderColor = false;
1688    mColorSet = false;
1689    mColorA = mColorR = mColorG = mColorB = 0.0f;
1690    mTextureUnit = 0;
1691    mTrackDirtyRegions = true;
1692
1693    // Enable debug highlight when what we're about to draw is tested against
1694    // the stencil buffer and if stencil highlight debugging is on
1695    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1696            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1697            mCaches.stencil.isTestEnabled();
1698
1699    mDescription.emulateStencil = mCountOverdraw;
1700}
1701
1702void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1703    mDescription.hasTexture = true;
1704    mDescription.hasAlpha8Texture = isAlpha8;
1705}
1706
1707void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1708    mDescription.hasTexture = true;
1709    mDescription.hasColors = true;
1710    mDescription.hasAlpha8Texture = isAlpha8;
1711}
1712
1713void OpenGLRenderer::setupDrawWithExternalTexture() {
1714    mDescription.hasExternalTexture = true;
1715}
1716
1717void OpenGLRenderer::setupDrawNoTexture() {
1718    mCaches.disableTexCoordsVertexArray();
1719}
1720
1721void OpenGLRenderer::setupDrawAA() {
1722    mDescription.isAA = true;
1723}
1724
1725void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1726    mColorA = alpha / 255.0f;
1727    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1728    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1729    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1730    mColorSet = true;
1731    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1732}
1733
1734void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1735    mColorA = alpha / 255.0f;
1736    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1737    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1738    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1739    mColorSet = true;
1740    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1741}
1742
1743void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1744    mCaches.fontRenderer->describe(mDescription, paint);
1745}
1746
1747void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1748    mColorA = a;
1749    mColorR = r;
1750    mColorG = g;
1751    mColorB = b;
1752    mColorSet = true;
1753    mSetShaderColor = mDescription.setColor(r, g, b, a);
1754}
1755
1756void OpenGLRenderer::setupDrawShader() {
1757    if (mDrawModifiers.mShader) {
1758        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1759    }
1760}
1761
1762void OpenGLRenderer::setupDrawColorFilter() {
1763    if (mDrawModifiers.mColorFilter) {
1764        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1765    }
1766}
1767
1768void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1769    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1770        mColorA = 1.0f;
1771        mColorR = mColorG = mColorB = 0.0f;
1772        mSetShaderColor = mDescription.modulate = true;
1773    }
1774}
1775
1776void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1777    // When the blending mode is kClear_Mode, we need to use a modulate color
1778    // argb=1,0,0,0
1779    accountForClear(mode);
1780    bool blend = (mColorSet && mColorA < 1.0f) ||
1781            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1782    chooseBlending(blend, mode, mDescription, swapSrcDst);
1783}
1784
1785void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1786    // When the blending mode is kClear_Mode, we need to use a modulate color
1787    // argb=1,0,0,0
1788    accountForClear(mode);
1789    blend |= (mColorSet && mColorA < 1.0f) ||
1790            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1791            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1792    chooseBlending(blend, mode, mDescription, swapSrcDst);
1793}
1794
1795void OpenGLRenderer::setupDrawProgram() {
1796    useProgram(mCaches.programCache.get(mDescription));
1797}
1798
1799void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1800    mTrackDirtyRegions = false;
1801}
1802
1803void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1804        bool ignoreTransform) {
1805    mModelView.loadTranslate(left, top, 0.0f);
1806    if (!ignoreTransform) {
1807        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1808        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1809    } else {
1810        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1811        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1812    }
1813}
1814
1815void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1816    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1817}
1818
1819void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1820        bool ignoreTransform, bool ignoreModelView) {
1821    if (!ignoreModelView) {
1822        mModelView.loadTranslate(left, top, 0.0f);
1823        mModelView.scale(right - left, bottom - top, 1.0f);
1824    } else {
1825        mModelView.loadIdentity();
1826    }
1827    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1828    if (!ignoreTransform) {
1829        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1830        if (mTrackDirtyRegions && dirty) {
1831            dirtyLayer(left, top, right, bottom, currentTransform());
1832        }
1833    } else {
1834        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1835        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1836    }
1837}
1838
1839void OpenGLRenderer::setupDrawColorUniforms() {
1840    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1841        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1842    }
1843}
1844
1845void OpenGLRenderer::setupDrawPureColorUniforms() {
1846    if (mSetShaderColor) {
1847        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1848    }
1849}
1850
1851void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1852    if (mDrawModifiers.mShader) {
1853        if (ignoreTransform) {
1854            mModelView.loadInverse(currentTransform());
1855        }
1856        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1857                mModelView, *mSnapshot, &mTextureUnit);
1858    }
1859}
1860
1861void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1862    if (mDrawModifiers.mShader) {
1863        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1864                mat4::identity(), *mSnapshot, &mTextureUnit);
1865    }
1866}
1867
1868void OpenGLRenderer::setupDrawColorFilterUniforms() {
1869    if (mDrawModifiers.mColorFilter) {
1870        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1871    }
1872}
1873
1874void OpenGLRenderer::setupDrawTextGammaUniforms() {
1875    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1876}
1877
1878void OpenGLRenderer::setupDrawSimpleMesh() {
1879    bool force = mCaches.bindMeshBuffer();
1880    mCaches.bindPositionVertexPointer(force, 0);
1881    mCaches.unbindIndicesBuffer();
1882}
1883
1884void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1885    if (texture) bindTexture(texture);
1886    mTextureUnit++;
1887    mCaches.enableTexCoordsVertexArray();
1888}
1889
1890void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1891    bindExternalTexture(texture);
1892    mTextureUnit++;
1893    mCaches.enableTexCoordsVertexArray();
1894}
1895
1896void OpenGLRenderer::setupDrawTextureTransform() {
1897    mDescription.hasTextureTransform = true;
1898}
1899
1900void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1901    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1902            GL_FALSE, &transform.data[0]);
1903}
1904
1905void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1906    bool force = false;
1907    if (!vertices || vbo) {
1908        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1909    } else {
1910        force = mCaches.unbindMeshBuffer();
1911    }
1912
1913    mCaches.bindPositionVertexPointer(force, vertices);
1914    if (mCaches.currentProgram->texCoords >= 0) {
1915        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1916    }
1917
1918    mCaches.unbindIndicesBuffer();
1919}
1920
1921void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1922    bool force = mCaches.unbindMeshBuffer();
1923    GLsizei stride = sizeof(ColorTextureVertex);
1924
1925    mCaches.bindPositionVertexPointer(force, vertices, stride);
1926    if (mCaches.currentProgram->texCoords >= 0) {
1927        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1928    }
1929    int slot = mCaches.currentProgram->getAttrib("colors");
1930    if (slot >= 0) {
1931        glEnableVertexAttribArray(slot);
1932        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1933    }
1934
1935    mCaches.unbindIndicesBuffer();
1936}
1937
1938void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1939    bool force = false;
1940    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1941    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1942    // use the default VBO found in Caches
1943    if (!vertices || vbo) {
1944        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1945    } else {
1946        force = mCaches.unbindMeshBuffer();
1947    }
1948    mCaches.bindIndicesBuffer();
1949
1950    mCaches.bindPositionVertexPointer(force, vertices);
1951    if (mCaches.currentProgram->texCoords >= 0) {
1952        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1953    }
1954}
1955
1956void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1957    bool force = mCaches.unbindMeshBuffer();
1958    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1959    mCaches.unbindIndicesBuffer();
1960}
1961
1962void OpenGLRenderer::finishDrawTexture() {
1963}
1964
1965///////////////////////////////////////////////////////////////////////////////
1966// Drawing
1967///////////////////////////////////////////////////////////////////////////////
1968
1969status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1970        int32_t replayFlags) {
1971    status_t status;
1972    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1973    // will be performed by the display list itself
1974    if (displayList && displayList->isRenderable()) {
1975        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1976            status = startFrame();
1977            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1978            displayList->replay(replayStruct, 0);
1979            return status | replayStruct.mDrawGlStatus;
1980        }
1981
1982        DeferredDisplayList deferredList;
1983        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1984        displayList->defer(deferStruct, 0);
1985
1986        flushLayers();
1987        status = startFrame();
1988
1989        return status | deferredList.flush(*this, dirty);
1990    }
1991
1992    return DrawGlInfo::kStatusDone;
1993}
1994
1995void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1996    if (displayList) {
1997        displayList->output(1);
1998    }
1999}
2000
2001void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2002    int alpha;
2003    SkXfermode::Mode mode;
2004    getAlphaAndMode(paint, &alpha, &mode);
2005
2006    int color = paint != NULL ? paint->getColor() : 0;
2007
2008    float x = left;
2009    float y = top;
2010
2011    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2012
2013    bool ignoreTransform = false;
2014    if (currentTransform().isPureTranslate()) {
2015        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2016        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2017        ignoreTransform = true;
2018
2019        texture->setFilter(GL_NEAREST, true);
2020    } else {
2021        texture->setFilter(FILTER(paint), true);
2022    }
2023
2024    // No need to check for a UV mapper on the texture object, only ARGB_8888
2025    // bitmaps get packed in the atlas
2026    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2027            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2028            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2029}
2030
2031status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices,
2032        bool transformed, const Rect& bounds, SkPaint* paint) {
2033
2034    // merged draw operations don't need scissor, but clip should still be valid
2035    mCaches.setScissorEnabled(mScissorOptimizationDisabled);
2036
2037    mCaches.activeTexture(0);
2038    Texture* texture = getTexture(bitmap);
2039    if (!texture) return DrawGlInfo::kStatusDone;
2040
2041    const AutoTexture autoCleanup(texture);
2042
2043    int alpha;
2044    SkXfermode::Mode mode;
2045    getAlphaAndMode(paint, &alpha, &mode);
2046
2047    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2048    texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true);
2049
2050    const float x = (int) floorf(bounds.left + 0.5f);
2051    const float y = (int) floorf(bounds.top + 0.5f);
2052    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2053        int color = paint != NULL ? paint->getColor() : 0;
2054        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2055                texture->id, paint != NULL, color, alpha, mode,
2056                &vertices[0].position[0], &vertices[0].texture[0],
2057                GL_TRIANGLES, bitmapCount * 6, true, true);
2058    } else {
2059        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2060                texture->id, alpha / 255.0f, mode, texture->blend,
2061                &vertices[0].position[0], &vertices[0].texture[0],
2062                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true);
2063    }
2064
2065    return DrawGlInfo::kStatusDrew;
2066}
2067
2068status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2069    const float right = left + bitmap->width();
2070    const float bottom = top + bitmap->height();
2071
2072    if (quickReject(left, top, right, bottom)) {
2073        return DrawGlInfo::kStatusDone;
2074    }
2075
2076    mCaches.activeTexture(0);
2077    Texture* texture = getTexture(bitmap);
2078    if (!texture) return DrawGlInfo::kStatusDone;
2079    const AutoTexture autoCleanup(texture);
2080
2081    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2082        drawAlphaBitmap(texture, left, top, paint);
2083    } else {
2084        drawTextureRect(left, top, right, bottom, texture, paint);
2085    }
2086
2087    return DrawGlInfo::kStatusDrew;
2088}
2089
2090status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2091    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2092    const mat4 transform(*matrix);
2093    transform.mapRect(r);
2094
2095    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2096        return DrawGlInfo::kStatusDone;
2097    }
2098
2099    mCaches.activeTexture(0);
2100    Texture* texture = getTexture(bitmap);
2101    if (!texture) return DrawGlInfo::kStatusDone;
2102    const AutoTexture autoCleanup(texture);
2103
2104    // This could be done in a cheaper way, all we need is pass the matrix
2105    // to the vertex shader. The save/restore is a bit overkill.
2106    save(SkCanvas::kMatrix_SaveFlag);
2107    concatMatrix(matrix);
2108    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2109        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2110    } else {
2111        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2112    }
2113    restore();
2114
2115    return DrawGlInfo::kStatusDrew;
2116}
2117
2118status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2119    const float right = left + bitmap->width();
2120    const float bottom = top + bitmap->height();
2121
2122    if (quickReject(left, top, right, bottom)) {
2123        return DrawGlInfo::kStatusDone;
2124    }
2125
2126    mCaches.activeTexture(0);
2127    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2128    const AutoTexture autoCleanup(texture);
2129
2130    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2131        drawAlphaBitmap(texture, left, top, paint);
2132    } else {
2133        drawTextureRect(left, top, right, bottom, texture, paint);
2134    }
2135
2136    return DrawGlInfo::kStatusDrew;
2137}
2138
2139status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2140        float* vertices, int* colors, SkPaint* paint) {
2141    if (!vertices || mSnapshot->isIgnored()) {
2142        return DrawGlInfo::kStatusDone;
2143    }
2144
2145    float left = FLT_MAX;
2146    float top = FLT_MAX;
2147    float right = FLT_MIN;
2148    float bottom = FLT_MIN;
2149
2150    const uint32_t count = meshWidth * meshHeight * 6;
2151
2152    ColorTextureVertex mesh[count];
2153    ColorTextureVertex* vertex = mesh;
2154
2155    bool cleanupColors = false;
2156    if (!colors) {
2157        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2158        colors = new int[colorsCount];
2159        memset(colors, 0xff, colorsCount * sizeof(int));
2160        cleanupColors = true;
2161    }
2162
2163    mCaches.activeTexture(0);
2164    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2165    const UvMapper& mapper(getMapper(texture));
2166
2167    for (int32_t y = 0; y < meshHeight; y++) {
2168        for (int32_t x = 0; x < meshWidth; x++) {
2169            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2170
2171            float u1 = float(x) / meshWidth;
2172            float u2 = float(x + 1) / meshWidth;
2173            float v1 = float(y) / meshHeight;
2174            float v2 = float(y + 1) / meshHeight;
2175
2176            mapper.map(u1, v1, u2, v2);
2177
2178            int ax = i + (meshWidth + 1) * 2;
2179            int ay = ax + 1;
2180            int bx = i;
2181            int by = bx + 1;
2182            int cx = i + 2;
2183            int cy = cx + 1;
2184            int dx = i + (meshWidth + 1) * 2 + 2;
2185            int dy = dx + 1;
2186
2187            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2188            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2189            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2190
2191            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2192            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2193            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2194
2195            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2196            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2197            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2198            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2199        }
2200    }
2201
2202    if (quickReject(left, top, right, bottom)) {
2203        if (cleanupColors) delete[] colors;
2204        return DrawGlInfo::kStatusDone;
2205    }
2206
2207    if (!texture) {
2208        texture = mCaches.textureCache.get(bitmap);
2209        if (!texture) {
2210            if (cleanupColors) delete[] colors;
2211            return DrawGlInfo::kStatusDone;
2212        }
2213    }
2214    const AutoTexture autoCleanup(texture);
2215
2216    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2217    texture->setFilter(FILTER(paint), true);
2218
2219    int alpha;
2220    SkXfermode::Mode mode;
2221    getAlphaAndMode(paint, &alpha, &mode);
2222
2223    float a = alpha / 255.0f;
2224
2225    if (hasLayer()) {
2226        dirtyLayer(left, top, right, bottom, currentTransform());
2227    }
2228
2229    setupDraw();
2230    setupDrawWithTextureAndColor();
2231    setupDrawColor(a, a, a, a);
2232    setupDrawColorFilter();
2233    setupDrawBlending(true, mode, false);
2234    setupDrawProgram();
2235    setupDrawDirtyRegionsDisabled();
2236    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2237    setupDrawTexture(texture->id);
2238    setupDrawPureColorUniforms();
2239    setupDrawColorFilterUniforms();
2240    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2241
2242    glDrawArrays(GL_TRIANGLES, 0, count);
2243
2244    finishDrawTexture();
2245
2246    int slot = mCaches.currentProgram->getAttrib("colors");
2247    if (slot >= 0) {
2248        glDisableVertexAttribArray(slot);
2249    }
2250
2251    if (cleanupColors) delete[] colors;
2252
2253    return DrawGlInfo::kStatusDrew;
2254}
2255
2256status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2257         float srcLeft, float srcTop, float srcRight, float srcBottom,
2258         float dstLeft, float dstTop, float dstRight, float dstBottom,
2259         SkPaint* paint) {
2260    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2261        return DrawGlInfo::kStatusDone;
2262    }
2263
2264    mCaches.activeTexture(0);
2265    Texture* texture = getTexture(bitmap);
2266    if (!texture) return DrawGlInfo::kStatusDone;
2267    const AutoTexture autoCleanup(texture);
2268
2269    const float width = texture->width;
2270    const float height = texture->height;
2271
2272    float u1 = fmax(0.0f, srcLeft / width);
2273    float v1 = fmax(0.0f, srcTop / height);
2274    float u2 = fmin(1.0f, srcRight / width);
2275    float v2 = fmin(1.0f, srcBottom / height);
2276
2277    getMapper(texture).map(u1, v1, u2, v2);
2278
2279    mCaches.unbindMeshBuffer();
2280    resetDrawTextureTexCoords(u1, v1, u2, v2);
2281
2282    int alpha;
2283    SkXfermode::Mode mode;
2284    getAlphaAndMode(paint, &alpha, &mode);
2285
2286    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2287
2288    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2289    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2290
2291    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2292    // Apply a scale transform on the canvas only when a shader is in use
2293    // Skia handles the ratio between the dst and src rects as a scale factor
2294    // when a shader is set
2295    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2296    bool ignoreTransform = false;
2297
2298    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2299        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2300        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2301
2302        dstRight = x + (dstRight - dstLeft);
2303        dstBottom = y + (dstBottom - dstTop);
2304
2305        dstLeft = x;
2306        dstTop = y;
2307
2308        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2309        ignoreTransform = true;
2310    } else {
2311        texture->setFilter(FILTER(paint), true);
2312    }
2313
2314    if (CC_UNLIKELY(useScaleTransform)) {
2315        save(SkCanvas::kMatrix_SaveFlag);
2316        translate(dstLeft, dstTop);
2317        scale(scaleX, scaleY);
2318
2319        dstLeft = 0.0f;
2320        dstTop = 0.0f;
2321
2322        dstRight = srcRight - srcLeft;
2323        dstBottom = srcBottom - srcTop;
2324    }
2325
2326    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2327        int color = paint ? paint->getColor() : 0;
2328        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2329                texture->id, paint != NULL, color, alpha, mode,
2330                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2331                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2332    } else {
2333        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2334                texture->id, alpha / 255.0f, mode, texture->blend,
2335                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2336                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2337    }
2338
2339    if (CC_UNLIKELY(useScaleTransform)) {
2340        restore();
2341    }
2342
2343    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2344
2345    return DrawGlInfo::kStatusDrew;
2346}
2347
2348status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2349        float left, float top, float right, float bottom, SkPaint* paint) {
2350    int alpha;
2351    SkXfermode::Mode mode;
2352    getAlphaAndMode(paint, &alpha, &mode);
2353
2354    if (quickReject(left, top, right, bottom)) {
2355        return DrawGlInfo::kStatusDone;
2356    }
2357
2358    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2359    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2360            right - left, bottom - top, patch);
2361
2362    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, alpha, mode);
2363}
2364
2365status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh,
2366        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2367        int alpha, SkXfermode::Mode mode) {
2368
2369    if (quickReject(left, top, right, bottom)) {
2370        return DrawGlInfo::kStatusDone;
2371    }
2372
2373    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2374        mCaches.activeTexture(0);
2375        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2376        if (!texture) return DrawGlInfo::kStatusDone;
2377        const AutoTexture autoCleanup(texture);
2378
2379        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2380        texture->setFilter(GL_LINEAR, true);
2381
2382        const bool pureTranslate = currentTransform().isPureTranslate();
2383        // Mark the current layer dirty where we are going to draw the patch
2384        if (hasLayer() && mesh->hasEmptyQuads) {
2385            const float offsetX = left + currentTransform().getTranslateX();
2386            const float offsetY = top + currentTransform().getTranslateY();
2387            const size_t count = mesh->quads.size();
2388            for (size_t i = 0; i < count; i++) {
2389                const Rect& bounds = mesh->quads.itemAt(i);
2390                if (CC_LIKELY(pureTranslate)) {
2391                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2392                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2393                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2394                } else {
2395                    dirtyLayer(left + bounds.left, top + bounds.top,
2396                            left + bounds.right, top + bounds.bottom, currentTransform());
2397                }
2398            }
2399        }
2400
2401        alpha *= mSnapshot->alpha;
2402
2403        if (CC_LIKELY(pureTranslate)) {
2404            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2405            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2406
2407            right = x + right - left;
2408            bottom = y + bottom - top;
2409            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2410                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2411                    GL_TRIANGLES, mesh->indexCount, false, true,
2412                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2413        } else {
2414            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2415                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2416                    GL_TRIANGLES, mesh->indexCount, false, false,
2417                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2418        }
2419    }
2420
2421    return DrawGlInfo::kStatusDrew;
2422}
2423
2424status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2425        bool useOffset) {
2426    if (!vertexBuffer.getVertexCount()) {
2427        // no vertices to draw
2428        return DrawGlInfo::kStatusDone;
2429    }
2430
2431    int color = paint->getColor();
2432    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2433    bool isAA = paint->isAntiAlias();
2434
2435    setupDraw();
2436    setupDrawNoTexture();
2437    if (isAA) setupDrawAA();
2438    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2439    setupDrawColorFilter();
2440    setupDrawShader();
2441    setupDrawBlending(isAA, mode);
2442    setupDrawProgram();
2443    setupDrawModelViewIdentity(useOffset);
2444    setupDrawColorUniforms();
2445    setupDrawColorFilterUniforms();
2446    setupDrawShaderIdentityUniforms();
2447
2448    void* vertices = vertexBuffer.getBuffer();
2449    bool force = mCaches.unbindMeshBuffer();
2450    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2451    mCaches.resetTexCoordsVertexPointer();
2452    mCaches.unbindIndicesBuffer();
2453
2454    int alphaSlot = -1;
2455    if (isAA) {
2456        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2457        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2458
2459        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2460        glEnableVertexAttribArray(alphaSlot);
2461        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2462    }
2463
2464    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2465
2466    if (isAA) {
2467        glDisableVertexAttribArray(alphaSlot);
2468    }
2469
2470    return DrawGlInfo::kStatusDrew;
2471}
2472
2473/**
2474 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2475 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2476 * screen space in all directions. However, instead of using a fragment shader to compute the
2477 * translucency of the color from its position, we simply use a varying parameter to define how far
2478 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2479 *
2480 * Doesn't yet support joins, caps, or path effects.
2481 */
2482status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2483    VertexBuffer vertexBuffer;
2484    // TODO: try clipping large paths to viewport
2485    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2486
2487    if (hasLayer()) {
2488        SkRect bounds = path.getBounds();
2489        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2490        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2491    }
2492
2493    return drawVertexBuffer(vertexBuffer, paint);
2494}
2495
2496/**
2497 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2498 * and additional geometry for defining an alpha slope perimeter.
2499 *
2500 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2501 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2502 * in-shader alpha region, but found it to be taxing on some GPUs.
2503 *
2504 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2505 * memory transfer by removing need for degenerate vertices.
2506 */
2507status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2508    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2509
2510    count &= ~0x3; // round down to nearest four
2511
2512    VertexBuffer buffer;
2513    SkRect bounds;
2514    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2515
2516    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2517        return DrawGlInfo::kStatusDone;
2518    }
2519
2520    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2521
2522    bool useOffset = !paint->isAntiAlias();
2523    return drawVertexBuffer(buffer, paint, useOffset);
2524}
2525
2526status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2527    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2528
2529    count &= ~0x1; // round down to nearest two
2530
2531    VertexBuffer buffer;
2532    SkRect bounds;
2533    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2534
2535    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2536        return DrawGlInfo::kStatusDone;
2537    }
2538
2539    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2540
2541    bool useOffset = !paint->isAntiAlias();
2542    return drawVertexBuffer(buffer, paint, useOffset);
2543}
2544
2545status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2546    // No need to check against the clip, we fill the clip region
2547    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2548
2549    Rect& clip(*mSnapshot->clipRect);
2550    clip.snapToPixelBoundaries();
2551
2552    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2553
2554    return DrawGlInfo::kStatusDrew;
2555}
2556
2557status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2558        SkPaint* paint) {
2559    if (!texture) return DrawGlInfo::kStatusDone;
2560    const AutoTexture autoCleanup(texture);
2561
2562    const float x = left + texture->left - texture->offset;
2563    const float y = top + texture->top - texture->offset;
2564
2565    drawPathTexture(texture, x, y, paint);
2566
2567    return DrawGlInfo::kStatusDrew;
2568}
2569
2570status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2571        float rx, float ry, SkPaint* p) {
2572    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2573            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2574        return DrawGlInfo::kStatusDone;
2575    }
2576
2577    if (p->getPathEffect() != 0) {
2578        mCaches.activeTexture(0);
2579        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2580                right - left, bottom - top, rx, ry, p);
2581        return drawShape(left, top, texture, p);
2582    }
2583
2584    SkPath path;
2585    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2586    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2587        float outset = p->getStrokeWidth() / 2;
2588        rect.outset(outset, outset);
2589        rx += outset;
2590        ry += outset;
2591    }
2592    path.addRoundRect(rect, rx, ry);
2593    return drawConvexPath(path, p);
2594}
2595
2596status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2597    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2598            x + radius, y + radius, p) ||
2599            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2600        return DrawGlInfo::kStatusDone;
2601    }
2602    if (p->getPathEffect() != 0) {
2603        mCaches.activeTexture(0);
2604        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2605        return drawShape(x - radius, y - radius, texture, p);
2606    }
2607
2608    SkPath path;
2609    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2610        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2611    } else {
2612        path.addCircle(x, y, radius);
2613    }
2614    return drawConvexPath(path, p);
2615}
2616
2617status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2618        SkPaint* p) {
2619    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2620            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2621        return DrawGlInfo::kStatusDone;
2622    }
2623
2624    if (p->getPathEffect() != 0) {
2625        mCaches.activeTexture(0);
2626        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2627        return drawShape(left, top, texture, p);
2628    }
2629
2630    SkPath path;
2631    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2632    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2633        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2634    }
2635    path.addOval(rect);
2636    return drawConvexPath(path, p);
2637}
2638
2639status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2640        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2641    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2642            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2643        return DrawGlInfo::kStatusDone;
2644    }
2645
2646    if (fabs(sweepAngle) >= 360.0f) {
2647        return drawOval(left, top, right, bottom, p);
2648    }
2649
2650    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2651    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2652        mCaches.activeTexture(0);
2653        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2654                startAngle, sweepAngle, useCenter, p);
2655        return drawShape(left, top, texture, p);
2656    }
2657
2658    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2659    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2660        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2661    }
2662
2663    SkPath path;
2664    if (useCenter) {
2665        path.moveTo(rect.centerX(), rect.centerY());
2666    }
2667    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2668    if (useCenter) {
2669        path.close();
2670    }
2671    return drawConvexPath(path, p);
2672}
2673
2674// See SkPaintDefaults.h
2675#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2676
2677status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2678    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2679            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2680        return DrawGlInfo::kStatusDone;
2681    }
2682
2683    if (p->getStyle() != SkPaint::kFill_Style) {
2684        // only fill style is supported by drawConvexPath, since others have to handle joins
2685        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2686                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2687            mCaches.activeTexture(0);
2688            const PathTexture* texture =
2689                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2690            return drawShape(left, top, texture, p);
2691        }
2692
2693        SkPath path;
2694        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2695        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2696            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2697        }
2698        path.addRect(rect);
2699        return drawConvexPath(path, p);
2700    }
2701
2702    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2703        SkPath path;
2704        path.addRect(left, top, right, bottom);
2705        return drawConvexPath(path, p);
2706    } else {
2707        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2708        return DrawGlInfo::kStatusDrew;
2709    }
2710}
2711
2712void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2713        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2714        float x, float y) {
2715    mCaches.activeTexture(0);
2716
2717    // NOTE: The drop shadow will not perform gamma correction
2718    //       if shader-based correction is enabled
2719    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2720    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2721            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2722    // If the drop shadow exceeds the max texture size or couldn't be
2723    // allocated, skip drawing
2724    if (!shadow) return;
2725    const AutoTexture autoCleanup(shadow);
2726
2727    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2728    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2729
2730    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2731    int shadowColor = mDrawModifiers.mShadowColor;
2732    if (mDrawModifiers.mShader) {
2733        shadowColor = 0xffffffff;
2734    }
2735
2736    setupDraw();
2737    setupDrawWithTexture(true);
2738    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2739    setupDrawColorFilter();
2740    setupDrawShader();
2741    setupDrawBlending(true, mode);
2742    setupDrawProgram();
2743    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2744    setupDrawTexture(shadow->id);
2745    setupDrawPureColorUniforms();
2746    setupDrawColorFilterUniforms();
2747    setupDrawShaderUniforms();
2748    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2749
2750    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2751}
2752
2753bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2754    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2755    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2756}
2757
2758class TextSetupFunctor: public Functor {
2759public:
2760    TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2761            int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2762            renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2763            alpha(alpha), mode(mode), paint(paint) {
2764    }
2765    ~TextSetupFunctor() { }
2766
2767    status_t operator ()(int what, void* data) {
2768        renderer.setupDraw();
2769        renderer.setupDrawTextGamma(paint);
2770        renderer.setupDrawDirtyRegionsDisabled();
2771        renderer.setupDrawWithTexture(true);
2772        renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2773        renderer.setupDrawColorFilter();
2774        renderer.setupDrawShader();
2775        renderer.setupDrawBlending(true, mode);
2776        renderer.setupDrawProgram();
2777        renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2778        // Calling setupDrawTexture with the name 0 will enable the
2779        // uv attributes and increase the texture unit count
2780        // texture binding will be performed by the font renderer as
2781        // needed
2782        renderer.setupDrawTexture(0);
2783        renderer.setupDrawPureColorUniforms();
2784        renderer.setupDrawColorFilterUniforms();
2785        renderer.setupDrawShaderUniforms(pureTranslate);
2786        renderer.setupDrawTextGammaUniforms();
2787
2788        return NO_ERROR;
2789    }
2790
2791    OpenGLRenderer& renderer;
2792    float x;
2793    float y;
2794    bool pureTranslate;
2795    int alpha;
2796    SkXfermode::Mode mode;
2797    SkPaint* paint;
2798};
2799
2800status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2801        const float* positions, SkPaint* paint) {
2802    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2803        return DrawGlInfo::kStatusDone;
2804    }
2805
2806    // NOTE: Skia does not support perspective transform on drawPosText yet
2807    if (!currentTransform().isSimple()) {
2808        return DrawGlInfo::kStatusDone;
2809    }
2810
2811    float x = 0.0f;
2812    float y = 0.0f;
2813    const bool pureTranslate = currentTransform().isPureTranslate();
2814    if (pureTranslate) {
2815        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2816        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2817    }
2818
2819    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2820    fontRenderer.setFont(paint, mat4::identity());
2821
2822    int alpha;
2823    SkXfermode::Mode mode;
2824    getAlphaAndMode(paint, &alpha, &mode);
2825
2826    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2827        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2828                alpha, mode, 0.0f, 0.0f);
2829    }
2830
2831    // Pick the appropriate texture filtering
2832    bool linearFilter = currentTransform().changesBounds();
2833    if (pureTranslate && !linearFilter) {
2834        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2835    }
2836    fontRenderer.setTextureFiltering(linearFilter);
2837
2838    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2839    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2840
2841    const bool hasActiveLayer = hasLayer();
2842
2843    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2844    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2845            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2846        if (hasActiveLayer) {
2847            if (!pureTranslate) {
2848                currentTransform().mapRect(bounds);
2849            }
2850            dirtyLayerUnchecked(bounds, getRegion());
2851        }
2852    }
2853
2854    return DrawGlInfo::kStatusDrew;
2855}
2856
2857mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2858    mat4 fontTransform;
2859    if (CC_LIKELY(transform.isPureTranslate())) {
2860        fontTransform = mat4::identity();
2861    } else {
2862        if (CC_UNLIKELY(transform.isPerspective())) {
2863            fontTransform = mat4::identity();
2864        } else {
2865            float sx, sy;
2866            currentTransform().decomposeScale(sx, sy);
2867            fontTransform.loadScale(sx, sy, 1.0f);
2868        }
2869    }
2870    return fontTransform;
2871}
2872
2873status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2874        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2875        DrawOpMode drawOpMode) {
2876
2877    if (drawOpMode == kDrawOpMode_Immediate &&
2878            (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint))) {
2879        return DrawGlInfo::kStatusDone;
2880    }
2881
2882    if (drawOpMode == kDrawOpMode_Immediate) {
2883        if (quickReject(bounds)) return DrawGlInfo::kStatusDone;
2884    } else {
2885        // merged draw operations don't need scissor, but clip should still be valid
2886        mCaches.setScissorEnabled(mScissorOptimizationDisabled);
2887    }
2888
2889    const float oldX = x;
2890    const float oldY = y;
2891
2892    const mat4& transform = currentTransform();
2893    const bool pureTranslate = transform.isPureTranslate();
2894
2895    if (CC_LIKELY(pureTranslate)) {
2896        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2897        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2898    }
2899
2900    int alpha;
2901    SkXfermode::Mode mode;
2902    getAlphaAndMode(paint, &alpha, &mode);
2903
2904    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2905
2906    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2907        fontRenderer.setFont(paint, mat4::identity());
2908        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2909                alpha, mode, oldX, oldY);
2910    }
2911
2912    const bool hasActiveLayer = hasLayer();
2913
2914    // We only pass a partial transform to the font renderer. That partial
2915    // matrix defines how glyphs are rasterized. Typically we want glyphs
2916    // to be rasterized at their final size on screen, which means the partial
2917    // matrix needs to take the scale factor into account.
2918    // When a partial matrix is used to transform glyphs during rasterization,
2919    // the mesh is generated with the inverse transform (in the case of scale,
2920    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2921    // apply the full transform matrix at draw time in the vertex shader.
2922    // Applying the full matrix in the shader is the easiest way to handle
2923    // rotation and perspective and allows us to always generated quads in the
2924    // font renderer which greatly simplifies the code, clipping in particular.
2925    mat4 fontTransform = findBestFontTransform(transform);
2926    fontRenderer.setFont(paint, fontTransform);
2927
2928    // Pick the appropriate texture filtering
2929    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2930    fontRenderer.setTextureFiltering(linearFilter);
2931
2932    // TODO: Implement better clipping for scaled/rotated text
2933    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2934    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2935
2936    bool status;
2937    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2938
2939    // don't call issuedrawcommand, do it at end of batch
2940    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2941    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2942        SkPaint paintCopy(*paint);
2943        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2944        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2945                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2946    } else {
2947        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2948                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2949    }
2950
2951    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2952        if (!pureTranslate) {
2953            transform.mapRect(layerBounds);
2954        }
2955        dirtyLayerUnchecked(layerBounds, getRegion());
2956    }
2957
2958    drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint);
2959
2960    return DrawGlInfo::kStatusDrew;
2961}
2962
2963status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2964        float hOffset, float vOffset, SkPaint* paint) {
2965    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2966        return DrawGlInfo::kStatusDone;
2967    }
2968
2969    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2970    fontRenderer.setFont(paint, mat4::identity());
2971    fontRenderer.setTextureFiltering(true);
2972
2973    int alpha;
2974    SkXfermode::Mode mode;
2975    getAlphaAndMode(paint, &alpha, &mode);
2976
2977    setupDraw();
2978    setupDrawTextGamma(paint);
2979    setupDrawDirtyRegionsDisabled();
2980    setupDrawWithTexture(true);
2981    setupDrawAlpha8Color(paint->getColor(), alpha);
2982    setupDrawColorFilter();
2983    setupDrawShader();
2984    setupDrawBlending(true, mode);
2985    setupDrawProgram();
2986    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2987    // Calling setupDrawTexture with the name 0 will enable the
2988    // uv attributes and increase the texture unit count
2989    // texture binding will be performed by the font renderer as
2990    // needed
2991    setupDrawTexture(0);
2992    setupDrawPureColorUniforms();
2993    setupDrawColorFilterUniforms();
2994    setupDrawShaderUniforms(false);
2995    setupDrawTextGammaUniforms();
2996
2997    const Rect* clip = &mSnapshot->getLocalClip();
2998    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2999
3000    const bool hasActiveLayer = hasLayer();
3001
3002    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3003            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
3004        if (hasActiveLayer) {
3005            currentTransform().mapRect(bounds);
3006            dirtyLayerUnchecked(bounds, getRegion());
3007        }
3008    }
3009
3010    return DrawGlInfo::kStatusDrew;
3011}
3012
3013status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3014    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3015
3016    mCaches.activeTexture(0);
3017
3018    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3019    if (!texture) return DrawGlInfo::kStatusDone;
3020    const AutoTexture autoCleanup(texture);
3021
3022    const float x = texture->left - texture->offset;
3023    const float y = texture->top - texture->offset;
3024
3025    drawPathTexture(texture, x, y, paint);
3026
3027    return DrawGlInfo::kStatusDrew;
3028}
3029
3030status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3031    if (!layer) {
3032        return DrawGlInfo::kStatusDone;
3033    }
3034
3035    mat4* transform = NULL;
3036    if (layer->isTextureLayer()) {
3037        transform = &layer->getTransform();
3038        if (!transform->isIdentity()) {
3039            save(0);
3040            currentTransform().multiply(*transform);
3041        }
3042    }
3043
3044    Rect transformed;
3045    Rect clip;
3046    const bool rejected = quickRejectNoScissor(x, y,
3047            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
3048
3049    if (rejected) {
3050        if (transform && !transform->isIdentity()) {
3051            restore();
3052        }
3053        return DrawGlInfo::kStatusDone;
3054    }
3055
3056    updateLayer(layer, true);
3057
3058    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
3059    mCaches.activeTexture(0);
3060
3061    if (CC_LIKELY(!layer->region.isEmpty())) {
3062        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3063        mDrawModifiers.mColorFilter = layer->getColorFilter();
3064
3065        if (layer->region.isRect()) {
3066            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3067                    composeLayerRect(layer, layer->regionRect));
3068        } else if (layer->mesh) {
3069            const float a = getLayerAlpha(layer);
3070            setupDraw();
3071            setupDrawWithTexture();
3072            setupDrawColor(a, a, a, a);
3073            setupDrawColorFilter();
3074            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3075            setupDrawProgram();
3076            setupDrawPureColorUniforms();
3077            setupDrawColorFilterUniforms();
3078            setupDrawTexture(layer->getTexture());
3079            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3080                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3081                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3082
3083                layer->setFilter(GL_NEAREST);
3084                setupDrawModelViewTranslate(tx, ty,
3085                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3086            } else {
3087                layer->setFilter(GL_LINEAR);
3088                setupDrawModelViewTranslate(x, y,
3089                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3090            }
3091            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
3092
3093            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3094                    glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3095                            GL_UNSIGNED_SHORT, layer->meshIndices));
3096
3097            finishDrawTexture();
3098
3099#if DEBUG_LAYERS_AS_REGIONS
3100            drawRegionRects(layer->region);
3101#endif
3102        }
3103
3104        mDrawModifiers.mColorFilter = oldFilter;
3105
3106        if (layer->debugDrawUpdate) {
3107            layer->debugDrawUpdate = false;
3108            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3109                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3110        }
3111    }
3112    layer->hasDrawnSinceUpdate = true;
3113
3114    if (transform && !transform->isIdentity()) {
3115        restore();
3116    }
3117
3118    return DrawGlInfo::kStatusDrew;
3119}
3120
3121///////////////////////////////////////////////////////////////////////////////
3122// Shaders
3123///////////////////////////////////////////////////////////////////////////////
3124
3125void OpenGLRenderer::resetShader() {
3126    mDrawModifiers.mShader = NULL;
3127}
3128
3129void OpenGLRenderer::setupShader(SkiaShader* shader) {
3130    mDrawModifiers.mShader = shader;
3131    if (mDrawModifiers.mShader) {
3132        mDrawModifiers.mShader->setCaches(mCaches);
3133    }
3134}
3135
3136///////////////////////////////////////////////////////////////////////////////
3137// Color filters
3138///////////////////////////////////////////////////////////////////////////////
3139
3140void OpenGLRenderer::resetColorFilter() {
3141    mDrawModifiers.mColorFilter = NULL;
3142}
3143
3144void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3145    mDrawModifiers.mColorFilter = filter;
3146}
3147
3148///////////////////////////////////////////////////////////////////////////////
3149// Drop shadow
3150///////////////////////////////////////////////////////////////////////////////
3151
3152void OpenGLRenderer::resetShadow() {
3153    mDrawModifiers.mHasShadow = false;
3154}
3155
3156void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3157    mDrawModifiers.mHasShadow = true;
3158    mDrawModifiers.mShadowRadius = radius;
3159    mDrawModifiers.mShadowDx = dx;
3160    mDrawModifiers.mShadowDy = dy;
3161    mDrawModifiers.mShadowColor = color;
3162}
3163
3164///////////////////////////////////////////////////////////////////////////////
3165// Draw filters
3166///////////////////////////////////////////////////////////////////////////////
3167
3168void OpenGLRenderer::resetPaintFilter() {
3169    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3170    // comparison, see MergingDrawBatch::canMergeWith
3171    mDrawModifiers.mHasDrawFilter = false;
3172    mDrawModifiers.mPaintFilterClearBits = 0;
3173    mDrawModifiers.mPaintFilterSetBits = 0;
3174}
3175
3176void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3177    mDrawModifiers.mHasDrawFilter = true;
3178    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3179    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3180}
3181
3182SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3183    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3184        return paint;
3185    }
3186
3187    uint32_t flags = paint->getFlags();
3188
3189    mFilteredPaint = *paint;
3190    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3191            mDrawModifiers.mPaintFilterSetBits);
3192
3193    return &mFilteredPaint;
3194}
3195
3196///////////////////////////////////////////////////////////////////////////////
3197// Drawing implementation
3198///////////////////////////////////////////////////////////////////////////////
3199
3200Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3201    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3202    if (!texture) {
3203        return mCaches.textureCache.get(bitmap);
3204    }
3205    return texture;
3206}
3207
3208void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3209        float x, float y, SkPaint* paint) {
3210    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3211        return;
3212    }
3213
3214    int alpha;
3215    SkXfermode::Mode mode;
3216    getAlphaAndMode(paint, &alpha, &mode);
3217
3218    setupDraw();
3219    setupDrawWithTexture(true);
3220    setupDrawAlpha8Color(paint->getColor(), alpha);
3221    setupDrawColorFilter();
3222    setupDrawShader();
3223    setupDrawBlending(true, mode);
3224    setupDrawProgram();
3225    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3226    setupDrawTexture(texture->id);
3227    setupDrawPureColorUniforms();
3228    setupDrawColorFilterUniforms();
3229    setupDrawShaderUniforms();
3230    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3231
3232    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3233
3234    finishDrawTexture();
3235}
3236
3237// Same values used by Skia
3238#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3239#define kStdUnderline_Offset    (1.0f / 9.0f)
3240#define kStdUnderline_Thickness (1.0f / 18.0f)
3241
3242void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3243        float x, float y, SkPaint* paint) {
3244    // Handle underline and strike-through
3245    uint32_t flags = paint->getFlags();
3246    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3247        SkPaint paintCopy(*paint);
3248
3249        if (CC_LIKELY(underlineWidth > 0.0f)) {
3250            const float textSize = paintCopy.getTextSize();
3251            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3252
3253            const float left = x;
3254            float top = 0.0f;
3255
3256            int linesCount = 0;
3257            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3258            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3259
3260            const int pointsCount = 4 * linesCount;
3261            float points[pointsCount];
3262            int currentPoint = 0;
3263
3264            if (flags & SkPaint::kUnderlineText_Flag) {
3265                top = y + textSize * kStdUnderline_Offset;
3266                points[currentPoint++] = left;
3267                points[currentPoint++] = top;
3268                points[currentPoint++] = left + underlineWidth;
3269                points[currentPoint++] = top;
3270            }
3271
3272            if (flags & SkPaint::kStrikeThruText_Flag) {
3273                top = y + textSize * kStdStrikeThru_Offset;
3274                points[currentPoint++] = left;
3275                points[currentPoint++] = top;
3276                points[currentPoint++] = left + underlineWidth;
3277                points[currentPoint++] = top;
3278            }
3279
3280            paintCopy.setStrokeWidth(strokeWidth);
3281
3282            drawLines(&points[0], pointsCount, &paintCopy);
3283        }
3284    }
3285}
3286
3287status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3288    if (mSnapshot->isIgnored()) {
3289        return DrawGlInfo::kStatusDone;
3290    }
3291
3292    int color = paint->getColor();
3293    // If a shader is set, preserve only the alpha
3294    if (mDrawModifiers.mShader) {
3295        color |= 0x00ffffff;
3296    }
3297    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3298
3299    return drawColorRects(rects, count, color, mode);
3300}
3301
3302status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3303        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3304    if (count == 0) {
3305        return DrawGlInfo::kStatusDone;
3306    }
3307
3308    float left = FLT_MAX;
3309    float top = FLT_MAX;
3310    float right = FLT_MIN;
3311    float bottom = FLT_MIN;
3312
3313    int vertexCount = 0;
3314    Vertex mesh[count * 6];
3315    Vertex* vertex = mesh;
3316
3317    for (int index = 0; index < count; index += 4) {
3318        float l = rects[index + 0];
3319        float t = rects[index + 1];
3320        float r = rects[index + 2];
3321        float b = rects[index + 3];
3322
3323        Vertex::set(vertex++, l, b);
3324        Vertex::set(vertex++, l, t);
3325        Vertex::set(vertex++, r, t);
3326        Vertex::set(vertex++, l, b);
3327        Vertex::set(vertex++, r, t);
3328        Vertex::set(vertex++, r, b);
3329
3330        vertexCount += 6;
3331
3332        left = fminf(left, l);
3333        top = fminf(top, t);
3334        right = fmaxf(right, r);
3335        bottom = fmaxf(bottom, b);
3336    }
3337
3338    if (clip && quickReject(left, top, right, bottom)) {
3339        return DrawGlInfo::kStatusDone;
3340    }
3341
3342    setupDraw();
3343    setupDrawNoTexture();
3344    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3345    setupDrawShader();
3346    setupDrawColorFilter();
3347    setupDrawBlending(mode);
3348    setupDrawProgram();
3349    setupDrawDirtyRegionsDisabled();
3350    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3351    setupDrawColorUniforms();
3352    setupDrawShaderUniforms();
3353    setupDrawColorFilterUniforms();
3354    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3355
3356    if (dirty && hasLayer()) {
3357        dirtyLayer(left, top, right, bottom, currentTransform());
3358    }
3359
3360    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3361
3362    return DrawGlInfo::kStatusDrew;
3363}
3364
3365void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3366        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3367    // If a shader is set, preserve only the alpha
3368    if (mDrawModifiers.mShader) {
3369        color |= 0x00ffffff;
3370    }
3371
3372    setupDraw();
3373    setupDrawNoTexture();
3374    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3375    setupDrawShader();
3376    setupDrawColorFilter();
3377    setupDrawBlending(mode);
3378    setupDrawProgram();
3379    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3380    setupDrawColorUniforms();
3381    setupDrawShaderUniforms(ignoreTransform);
3382    setupDrawColorFilterUniforms();
3383    setupDrawSimpleMesh();
3384
3385    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3386}
3387
3388void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3389        Texture* texture, SkPaint* paint) {
3390    int alpha;
3391    SkXfermode::Mode mode;
3392    getAlphaAndMode(paint, &alpha, &mode);
3393
3394    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3395
3396    GLvoid* vertices = (GLvoid*) NULL;
3397    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3398
3399    if (texture->uvMapper) {
3400        vertices = &mMeshVertices[0].position[0];
3401        texCoords = &mMeshVertices[0].texture[0];
3402
3403        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3404        texture->uvMapper->map(uvs);
3405
3406        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3407    }
3408
3409    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3410        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3411        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3412
3413        texture->setFilter(GL_NEAREST, true);
3414        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3415                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3416                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3417    } else {
3418        texture->setFilter(FILTER(paint), true);
3419        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3420                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3421    }
3422
3423    if (texture->uvMapper) {
3424        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3425    }
3426}
3427
3428void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3429        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3430    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3431            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3432}
3433
3434void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3435        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3436        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3437        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3438
3439    setupDraw();
3440    setupDrawWithTexture();
3441    setupDrawColor(alpha, alpha, alpha, alpha);
3442    setupDrawColorFilter();
3443    setupDrawBlending(blend, mode, swapSrcDst);
3444    setupDrawProgram();
3445    if (!dirty) setupDrawDirtyRegionsDisabled();
3446    if (!ignoreScale) {
3447        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3448    } else {
3449        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3450    }
3451    setupDrawTexture(texture);
3452    setupDrawPureColorUniforms();
3453    setupDrawColorFilterUniforms();
3454    setupDrawMesh(vertices, texCoords, vbo);
3455
3456    glDrawArrays(drawMode, 0, elementsCount);
3457
3458    finishDrawTexture();
3459}
3460
3461void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3462        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3463        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3464        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3465
3466    setupDraw();
3467    setupDrawWithTexture();
3468    setupDrawColor(alpha, alpha, alpha, alpha);
3469    setupDrawColorFilter();
3470    setupDrawBlending(blend, mode, swapSrcDst);
3471    setupDrawProgram();
3472    if (!dirty) setupDrawDirtyRegionsDisabled();
3473    if (!ignoreScale) {
3474        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3475    } else {
3476        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3477    }
3478    setupDrawTexture(texture);
3479    setupDrawPureColorUniforms();
3480    setupDrawColorFilterUniforms();
3481    setupDrawMeshIndices(vertices, texCoords, vbo);
3482
3483    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3484
3485    finishDrawTexture();
3486}
3487
3488void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3489        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3490        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3491        bool ignoreTransform, bool ignoreScale, bool dirty) {
3492
3493    setupDraw();
3494    setupDrawWithTexture(true);
3495    if (hasColor) {
3496        setupDrawAlpha8Color(color, alpha);
3497    }
3498    setupDrawColorFilter();
3499    setupDrawShader();
3500    setupDrawBlending(true, mode);
3501    setupDrawProgram();
3502    if (!dirty) setupDrawDirtyRegionsDisabled();
3503    if (!ignoreScale) {
3504        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3505    } else {
3506        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3507    }
3508    setupDrawTexture(texture);
3509    setupDrawPureColorUniforms();
3510    setupDrawColorFilterUniforms();
3511    setupDrawShaderUniforms();
3512    setupDrawMesh(vertices, texCoords);
3513
3514    glDrawArrays(drawMode, 0, elementsCount);
3515
3516    finishDrawTexture();
3517}
3518
3519void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3520        ProgramDescription& description, bool swapSrcDst) {
3521    if (mCountOverdraw) {
3522        if (!mCaches.blend) glEnable(GL_BLEND);
3523        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3524            glBlendFunc(GL_ONE, GL_ONE);
3525        }
3526
3527        mCaches.blend = true;
3528        mCaches.lastSrcMode = GL_ONE;
3529        mCaches.lastDstMode = GL_ONE;
3530
3531        return;
3532    }
3533
3534    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3535
3536    if (blend) {
3537        // These blend modes are not supported by OpenGL directly and have
3538        // to be implemented using shaders. Since the shader will perform
3539        // the blending, turn blending off here
3540        // If the blend mode cannot be implemented using shaders, fall
3541        // back to the default SrcOver blend mode instead
3542        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3543            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3544                description.framebufferMode = mode;
3545                description.swapSrcDst = swapSrcDst;
3546
3547                if (mCaches.blend) {
3548                    glDisable(GL_BLEND);
3549                    mCaches.blend = false;
3550                }
3551
3552                return;
3553            } else {
3554                mode = SkXfermode::kSrcOver_Mode;
3555            }
3556        }
3557
3558        if (!mCaches.blend) {
3559            glEnable(GL_BLEND);
3560        }
3561
3562        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3563        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3564
3565        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3566            glBlendFunc(sourceMode, destMode);
3567            mCaches.lastSrcMode = sourceMode;
3568            mCaches.lastDstMode = destMode;
3569        }
3570    } else if (mCaches.blend) {
3571        glDisable(GL_BLEND);
3572    }
3573    mCaches.blend = blend;
3574}
3575
3576bool OpenGLRenderer::useProgram(Program* program) {
3577    if (!program->isInUse()) {
3578        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3579        program->use();
3580        mCaches.currentProgram = program;
3581        return false;
3582    }
3583    return true;
3584}
3585
3586void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3587    TextureVertex* v = &mMeshVertices[0];
3588    TextureVertex::setUV(v++, u1, v1);
3589    TextureVertex::setUV(v++, u2, v1);
3590    TextureVertex::setUV(v++, u1, v2);
3591    TextureVertex::setUV(v++, u2, v2);
3592}
3593
3594void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3595    getAlphaAndModeDirect(paint, alpha,  mode);
3596    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3597        // if drawing a layer, ignore the paint's alpha
3598        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3599    }
3600    *alpha *= mSnapshot->alpha;
3601}
3602
3603float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3604    float alpha;
3605    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3606        alpha = mDrawModifiers.mOverrideLayerAlpha;
3607    } else {
3608        alpha = layer->getAlpha() / 255.0f;
3609    }
3610    return alpha * mSnapshot->alpha;
3611}
3612
3613}; // namespace uirenderer
3614}; // namespace android
3615