OpenGLRenderer.cpp revision 4063a0e03ba2e354cc6d19c0ffc073fd5b8aa2ca
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Functions
111///////////////////////////////////////////////////////////////////////////////
112
113template<typename T>
114static inline T min(T a, T b) {
115    return a < b ? a : b;
116}
117
118///////////////////////////////////////////////////////////////////////////////
119// Constructors/destructor
120///////////////////////////////////////////////////////////////////////////////
121
122OpenGLRenderer::OpenGLRenderer():
123        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
124    // *set* draw modifiers to be 0
125    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
126    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
127
128    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
129
130    mFirstSnapshot = new Snapshot;
131    mFrameStarted = false;
132    mCountOverdraw = false;
133
134    mScissorOptimizationDisabled = false;
135}
136
137OpenGLRenderer::~OpenGLRenderer() {
138    // The context has already been destroyed at this point, do not call
139    // GL APIs. All GL state should be kept in Caches.h
140}
141
142void OpenGLRenderer::initProperties() {
143    char property[PROPERTY_VALUE_MAX];
144    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
145        mScissorOptimizationDisabled = !strcasecmp(property, "true");
146        INIT_LOGD("  Scissor optimization %s",
147                mScissorOptimizationDisabled ? "disabled" : "enabled");
148    } else {
149        INIT_LOGD("  Scissor optimization enabled");
150    }
151}
152
153///////////////////////////////////////////////////////////////////////////////
154// Setup
155///////////////////////////////////////////////////////////////////////////////
156
157void OpenGLRenderer::setName(const char* name) {
158    if (name) {
159        mName.setTo(name);
160    } else {
161        mName.clear();
162    }
163}
164
165const char* OpenGLRenderer::getName() const {
166    return mName.string();
167}
168
169bool OpenGLRenderer::isDeferred() {
170    return false;
171}
172
173void OpenGLRenderer::setViewport(int width, int height) {
174    initViewport(width, height);
175
176    glDisable(GL_DITHER);
177    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
178
179    glEnableVertexAttribArray(Program::kBindingPosition);
180}
181
182void OpenGLRenderer::initViewport(int width, int height) {
183    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
184
185    mWidth = width;
186    mHeight = height;
187
188    mFirstSnapshot->height = height;
189    mFirstSnapshot->viewport.set(0, 0, width, height);
190}
191
192void OpenGLRenderer::setupFrameState(float left, float top,
193        float right, float bottom, bool opaque) {
194    mCaches.clearGarbage();
195
196    mOpaque = opaque;
197    mSnapshot = new Snapshot(mFirstSnapshot,
198            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
199    mSnapshot->fbo = getTargetFbo();
200    mSaveCount = 1;
201
202    mSnapshot->setClip(left, top, right, bottom);
203    mTilingClip.set(left, top, right, bottom);
204}
205
206status_t OpenGLRenderer::startFrame() {
207    if (mFrameStarted) return DrawGlInfo::kStatusDone;
208    mFrameStarted = true;
209
210    mDirtyClip = true;
211
212    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
213
214    glViewport(0, 0, mWidth, mHeight);
215
216    // Functors break the tiling extension in pretty spectacular ways
217    // This ensures we don't use tiling when a functor is going to be
218    // invoked during the frame
219    mSuppressTiling = mCaches.hasRegisteredFunctors();
220
221    startTiling(mSnapshot, true);
222
223    debugOverdraw(true, true);
224
225    return clear(mTilingClip.left, mTilingClip.top,
226            mTilingClip.right, mTilingClip.bottom, mOpaque);
227}
228
229status_t OpenGLRenderer::prepare(bool opaque) {
230    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
231}
232
233status_t OpenGLRenderer::prepareDirty(float left, float top,
234        float right, float bottom, bool opaque) {
235
236    setupFrameState(left, top, right, bottom, opaque);
237
238    // Layer renderers will start the frame immediately
239    // The framebuffer renderer will first defer the display list
240    // for each layer and wait until the first drawing command
241    // to start the frame
242    if (mSnapshot->fbo == 0) {
243        syncState();
244        updateLayers();
245    } else {
246        return startFrame();
247    }
248
249    return DrawGlInfo::kStatusDone;
250}
251
252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
253    // If we know that we are going to redraw the entire framebuffer,
254    // perform a discard to let the driver know we don't need to preserve
255    // the back buffer for this frame.
256    if (mExtensions.hasDiscardFramebuffer() &&
257            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
258        const bool isFbo = getTargetFbo() == 0;
259        const GLenum attachments[] = {
260                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
261                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
262        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
263    }
264}
265
266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
267    if (!opaque || mCountOverdraw) {
268        mCaches.enableScissor();
269        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
270        glClear(GL_COLOR_BUFFER_BIT);
271        return DrawGlInfo::kStatusDrew;
272    }
273
274    mCaches.resetScissor();
275    return DrawGlInfo::kStatusDone;
276}
277
278void OpenGLRenderer::syncState() {
279    if (mCaches.blend) {
280        glEnable(GL_BLEND);
281    } else {
282        glDisable(GL_BLEND);
283    }
284}
285
286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
287    if (!mSuppressTiling) {
288        Rect* clip = &mTilingClip;
289        if (s->flags & Snapshot::kFlagFboTarget) {
290            clip = &(s->layer->clipRect);
291        }
292
293        startTiling(*clip, s->height, opaque);
294    }
295}
296
297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
298    if (!mSuppressTiling) {
299        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
300                clip.right - clip.left, clip.bottom - clip.top, opaque);
301    }
302}
303
304void OpenGLRenderer::endTiling() {
305    if (!mSuppressTiling) mCaches.endTiling();
306}
307
308void OpenGLRenderer::finish() {
309    renderOverdraw();
310    endTiling();
311
312    // When finish() is invoked on FBO 0 we've reached the end
313    // of the current frame
314    if (getTargetFbo() == 0) {
315        mCaches.pathCache.trim();
316    }
317
318    if (!suppressErrorChecks()) {
319#if DEBUG_OPENGL
320        GLenum status = GL_NO_ERROR;
321        while ((status = glGetError()) != GL_NO_ERROR) {
322            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
323            switch (status) {
324                case GL_INVALID_ENUM:
325                    ALOGE("  GL_INVALID_ENUM");
326                    break;
327                case GL_INVALID_VALUE:
328                    ALOGE("  GL_INVALID_VALUE");
329                    break;
330                case GL_INVALID_OPERATION:
331                    ALOGE("  GL_INVALID_OPERATION");
332                    break;
333                case GL_OUT_OF_MEMORY:
334                    ALOGE("  Out of memory!");
335                    break;
336            }
337        }
338#endif
339
340#if DEBUG_MEMORY_USAGE
341        mCaches.dumpMemoryUsage();
342#else
343        if (mCaches.getDebugLevel() & kDebugMemory) {
344            mCaches.dumpMemoryUsage();
345        }
346#endif
347    }
348
349    if (mCountOverdraw) {
350        countOverdraw();
351    }
352
353    mFrameStarted = false;
354}
355
356void OpenGLRenderer::interrupt() {
357    if (mCaches.currentProgram) {
358        if (mCaches.currentProgram->isInUse()) {
359            mCaches.currentProgram->remove();
360            mCaches.currentProgram = NULL;
361        }
362    }
363    mCaches.resetActiveTexture();
364    mCaches.unbindMeshBuffer();
365    mCaches.unbindIndicesBuffer();
366    mCaches.resetVertexPointers();
367    mCaches.disableTexCoordsVertexArray();
368    debugOverdraw(false, false);
369}
370
371void OpenGLRenderer::resume() {
372    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
373    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
374    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
375    debugOverdraw(true, false);
376
377    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
378
379    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
380    mCaches.enableScissor();
381    mCaches.resetScissor();
382    dirtyClip();
383
384    mCaches.activeTexture(0);
385    mCaches.resetBoundTextures();
386
387    mCaches.blend = true;
388    glEnable(GL_BLEND);
389    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
390    glBlendEquation(GL_FUNC_ADD);
391}
392
393void OpenGLRenderer::resumeAfterLayer() {
394    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
395    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
396    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
397    debugOverdraw(true, false);
398
399    mCaches.resetScissor();
400    dirtyClip();
401}
402
403void OpenGLRenderer::detachFunctor(Functor* functor) {
404    mFunctors.remove(functor);
405}
406
407void OpenGLRenderer::attachFunctor(Functor* functor) {
408    mFunctors.add(functor);
409}
410
411status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
412    status_t result = DrawGlInfo::kStatusDone;
413    size_t count = mFunctors.size();
414
415    if (count > 0) {
416        interrupt();
417        SortedVector<Functor*> functors(mFunctors);
418        mFunctors.clear();
419
420        DrawGlInfo info;
421        info.clipLeft = 0;
422        info.clipTop = 0;
423        info.clipRight = 0;
424        info.clipBottom = 0;
425        info.isLayer = false;
426        info.width = 0;
427        info.height = 0;
428        memset(info.transform, 0, sizeof(float) * 16);
429
430        for (size_t i = 0; i < count; i++) {
431            Functor* f = functors.itemAt(i);
432            result |= (*f)(DrawGlInfo::kModeProcess, &info);
433
434            if (result & DrawGlInfo::kStatusDraw) {
435                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
436                dirty.unionWith(localDirty);
437            }
438
439            if (result & DrawGlInfo::kStatusInvoke) {
440                mFunctors.add(f);
441            }
442        }
443        resume();
444    }
445
446    return result;
447}
448
449status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
450    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
451
452    detachFunctor(functor);
453
454
455    Rect clip(*mSnapshot->clipRect);
456    clip.snapToPixelBoundaries();
457
458    // Since we don't know what the functor will draw, let's dirty
459    // tne entire clip region
460    if (hasLayer()) {
461        dirtyLayerUnchecked(clip, getRegion());
462    }
463
464    DrawGlInfo info;
465    info.clipLeft = clip.left;
466    info.clipTop = clip.top;
467    info.clipRight = clip.right;
468    info.clipBottom = clip.bottom;
469    info.isLayer = hasLayer();
470    info.width = getSnapshot()->viewport.getWidth();
471    info.height = getSnapshot()->height;
472    getSnapshot()->transform->copyTo(&info.transform[0]);
473
474    bool dirtyClip = mDirtyClip;
475    // setup GL state for functor
476    if (mDirtyClip) {
477        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
478    }
479    if (mCaches.enableScissor() || dirtyClip) {
480        setScissorFromClip();
481    }
482    interrupt();
483
484    // call functor immediately after GL state setup
485    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
486
487    if (result != DrawGlInfo::kStatusDone) {
488        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
489        dirty.unionWith(localDirty);
490
491        if (result & DrawGlInfo::kStatusInvoke) {
492            mFunctors.add(functor);
493        }
494    }
495
496    resume();
497    return result | DrawGlInfo::kStatusDrew;
498}
499
500///////////////////////////////////////////////////////////////////////////////
501// Debug
502///////////////////////////////////////////////////////////////////////////////
503
504void OpenGLRenderer::eventMark(const char* name) const {
505    mCaches.eventMark(0, name);
506}
507
508void OpenGLRenderer::startMark(const char* name) const {
509    mCaches.startMark(0, name);
510}
511
512void OpenGLRenderer::endMark() const {
513    mCaches.endMark();
514}
515
516void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
517    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
518        if (clear) {
519            mCaches.disableScissor();
520            mCaches.stencil.clear();
521        }
522        if (enable) {
523            mCaches.stencil.enableDebugWrite();
524        } else {
525            mCaches.stencil.disable();
526        }
527    }
528}
529
530void OpenGLRenderer::renderOverdraw() {
531    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
532        const Rect* clip = &mTilingClip;
533
534        mCaches.enableScissor();
535        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
536                clip->right - clip->left, clip->bottom - clip->top);
537
538        // 1x overdraw
539        mCaches.stencil.enableDebugTest(2);
540        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
541
542        // 2x overdraw
543        mCaches.stencil.enableDebugTest(3);
544        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
545
546        // 3x overdraw
547        mCaches.stencil.enableDebugTest(4);
548        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
549
550        // 4x overdraw and higher
551        mCaches.stencil.enableDebugTest(4, true);
552        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
553
554        mCaches.stencil.disable();
555    }
556}
557
558void OpenGLRenderer::countOverdraw() {
559    size_t count = mWidth * mHeight;
560    uint32_t* buffer = new uint32_t[count];
561    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
562
563    size_t total = 0;
564    for (size_t i = 0; i < count; i++) {
565        total += buffer[i] & 0xff;
566    }
567
568    mOverdraw = total / float(count);
569
570    delete[] buffer;
571}
572
573///////////////////////////////////////////////////////////////////////////////
574// Layers
575///////////////////////////////////////////////////////////////////////////////
576
577bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
578    if (layer->deferredUpdateScheduled && layer->renderer &&
579            layer->displayList && layer->displayList->isRenderable()) {
580        ATRACE_CALL();
581
582        Rect& dirty = layer->dirtyRect;
583
584        if (inFrame) {
585            endTiling();
586            debugOverdraw(false, false);
587        }
588
589        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
590            layer->render();
591        } else {
592            layer->defer();
593        }
594
595        if (inFrame) {
596            resumeAfterLayer();
597            startTiling(mSnapshot);
598        }
599
600        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
601        layer->hasDrawnSinceUpdate = false;
602
603        return true;
604    }
605
606    return false;
607}
608
609void OpenGLRenderer::updateLayers() {
610    // If draw deferring is enabled this method will simply defer
611    // the display list of each individual layer. The layers remain
612    // in the layer updates list which will be cleared by flushLayers().
613    int count = mLayerUpdates.size();
614    if (count > 0) {
615        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
616            startMark("Layer Updates");
617        } else {
618            startMark("Defer Layer Updates");
619        }
620
621        // Note: it is very important to update the layers in order
622        for (int i = 0; i < count; i++) {
623            Layer* layer = mLayerUpdates.itemAt(i);
624            updateLayer(layer, false);
625            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
626                mCaches.resourceCache.decrementRefcount(layer);
627            }
628        }
629
630        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
631            mLayerUpdates.clear();
632            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
633        }
634        endMark();
635    }
636}
637
638void OpenGLRenderer::flushLayers() {
639    int count = mLayerUpdates.size();
640    if (count > 0) {
641        startMark("Apply Layer Updates");
642        char layerName[12];
643
644        // Note: it is very important to update the layers in order
645        for (int i = 0; i < count; i++) {
646            sprintf(layerName, "Layer #%d", i);
647            startMark(layerName);
648
649            ATRACE_BEGIN("flushLayer");
650            Layer* layer = mLayerUpdates.itemAt(i);
651            layer->flush();
652            ATRACE_END();
653
654            mCaches.resourceCache.decrementRefcount(layer);
655
656            endMark();
657        }
658
659        mLayerUpdates.clear();
660        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
661
662        endMark();
663    }
664}
665
666void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
667    if (layer) {
668        // Make sure we don't introduce duplicates.
669        // SortedVector would do this automatically but we need to respect
670        // the insertion order. The linear search is not an issue since
671        // this list is usually very short (typically one item, at most a few)
672        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
673            if (mLayerUpdates.itemAt(i) == layer) {
674                return;
675            }
676        }
677        mLayerUpdates.push_back(layer);
678        mCaches.resourceCache.incrementRefcount(layer);
679    }
680}
681
682void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
683    if (layer) {
684        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
685            if (mLayerUpdates.itemAt(i) == layer) {
686                mLayerUpdates.removeAt(i);
687                mCaches.resourceCache.decrementRefcount(layer);
688                break;
689            }
690        }
691    }
692}
693
694void OpenGLRenderer::clearLayerUpdates() {
695    size_t count = mLayerUpdates.size();
696    if (count > 0) {
697        mCaches.resourceCache.lock();
698        for (size_t i = 0; i < count; i++) {
699            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
700        }
701        mCaches.resourceCache.unlock();
702        mLayerUpdates.clear();
703    }
704}
705
706void OpenGLRenderer::flushLayerUpdates() {
707    syncState();
708    updateLayers();
709    flushLayers();
710    // Wait for all the layer updates to be executed
711    AutoFence fence;
712}
713
714///////////////////////////////////////////////////////////////////////////////
715// State management
716///////////////////////////////////////////////////////////////////////////////
717
718int OpenGLRenderer::getSaveCount() const {
719    return mSaveCount;
720}
721
722int OpenGLRenderer::save(int flags) {
723    return saveSnapshot(flags);
724}
725
726void OpenGLRenderer::restore() {
727    if (mSaveCount > 1) {
728        restoreSnapshot();
729    }
730}
731
732void OpenGLRenderer::restoreToCount(int saveCount) {
733    if (saveCount < 1) saveCount = 1;
734
735    while (mSaveCount > saveCount) {
736        restoreSnapshot();
737    }
738}
739
740int OpenGLRenderer::saveSnapshot(int flags) {
741    mSnapshot = new Snapshot(mSnapshot, flags);
742    return mSaveCount++;
743}
744
745bool OpenGLRenderer::restoreSnapshot() {
746    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
747    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
748    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
749
750    sp<Snapshot> current = mSnapshot;
751    sp<Snapshot> previous = mSnapshot->previous;
752
753    if (restoreOrtho) {
754        Rect& r = previous->viewport;
755        glViewport(r.left, r.top, r.right, r.bottom);
756        mOrthoMatrix.load(current->orthoMatrix);
757    }
758
759    mSaveCount--;
760    mSnapshot = previous;
761
762    if (restoreClip) {
763        dirtyClip();
764    }
765
766    if (restoreLayer) {
767        endMark(); // Savelayer
768        startMark("ComposeLayer");
769        composeLayer(current, previous);
770        endMark();
771    }
772
773    return restoreClip;
774}
775
776///////////////////////////////////////////////////////////////////////////////
777// Layers
778///////////////////////////////////////////////////////////////////////////////
779
780int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
781        int alpha, SkXfermode::Mode mode, int flags) {
782    const int count = saveSnapshot(flags);
783
784    if (!mSnapshot->isIgnored()) {
785        createLayer(left, top, right, bottom, alpha, mode, flags);
786    }
787
788    return count;
789}
790
791void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
792    const Rect untransformedBounds(bounds);
793
794    currentTransform().mapRect(bounds);
795
796    // Layers only make sense if they are in the framebuffer's bounds
797    if (bounds.intersect(*mSnapshot->clipRect)) {
798        // We cannot work with sub-pixels in this case
799        bounds.snapToPixelBoundaries();
800
801        // When the layer is not an FBO, we may use glCopyTexImage so we
802        // need to make sure the layer does not extend outside the bounds
803        // of the framebuffer
804        if (!bounds.intersect(mSnapshot->previous->viewport)) {
805            bounds.setEmpty();
806        } else if (fboLayer) {
807            clip.set(bounds);
808            mat4 inverse;
809            inverse.loadInverse(currentTransform());
810            inverse.mapRect(clip);
811            clip.snapToPixelBoundaries();
812            if (clip.intersect(untransformedBounds)) {
813                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
814                bounds.set(untransformedBounds);
815            } else {
816                clip.setEmpty();
817            }
818        }
819    } else {
820        bounds.setEmpty();
821    }
822}
823
824void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
825        bool fboLayer, int alpha) {
826    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
827            bounds.getHeight() > mCaches.maxTextureSize ||
828            (fboLayer && clip.isEmpty())) {
829        mSnapshot->empty = fboLayer;
830    } else {
831        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
832    }
833}
834
835int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
836        int alpha, SkXfermode::Mode mode, int flags) {
837    const int count = saveSnapshot(flags);
838
839    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
840        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
841        // operations will be able to store and restore the current clip and transform info, and
842        // quick rejection will be correct (for display lists)
843
844        Rect bounds(left, top, right, bottom);
845        Rect clip;
846        calculateLayerBoundsAndClip(bounds, clip, true);
847        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
848
849        if (!mSnapshot->isIgnored()) {
850            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
851            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
852            mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
853        }
854    }
855
856    return count;
857}
858
859
860/**
861 * Layers are viewed by Skia are slightly different than layers in image editing
862 * programs (for instance.) When a layer is created, previously created layers
863 * and the frame buffer still receive every drawing command. For instance, if a
864 * layer is created and a shape intersecting the bounds of the layers and the
865 * framebuffer is draw, the shape will be drawn on both (unless the layer was
866 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
867 *
868 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
869 * texture. Unfortunately, this is inefficient as it requires every primitive to
870 * be drawn n + 1 times, where n is the number of active layers. In practice this
871 * means, for every primitive:
872 *   - Switch active frame buffer
873 *   - Change viewport, clip and projection matrix
874 *   - Issue the drawing
875 *
876 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
877 * To avoid this, layers are implemented in a different way here, at least in the
878 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
879 * is set. When this flag is set we can redirect all drawing operations into a
880 * single FBO.
881 *
882 * This implementation relies on the frame buffer being at least RGBA 8888. When
883 * a layer is created, only a texture is created, not an FBO. The content of the
884 * frame buffer contained within the layer's bounds is copied into this texture
885 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
886 * buffer and drawing continues as normal. This technique therefore treats the
887 * frame buffer as a scratch buffer for the layers.
888 *
889 * To compose the layers back onto the frame buffer, each layer texture
890 * (containing the original frame buffer data) is drawn as a simple quad over
891 * the frame buffer. The trick is that the quad is set as the composition
892 * destination in the blending equation, and the frame buffer becomes the source
893 * of the composition.
894 *
895 * Drawing layers with an alpha value requires an extra step before composition.
896 * An empty quad is drawn over the layer's region in the frame buffer. This quad
897 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
898 * quad is used to multiply the colors in the frame buffer. This is achieved by
899 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
900 * GL_ZERO, GL_SRC_ALPHA.
901 *
902 * Because glCopyTexImage2D() can be slow, an alternative implementation might
903 * be use to draw a single clipped layer. The implementation described above
904 * is correct in every case.
905 *
906 * (1) The frame buffer is actually not cleared right away. To allow the GPU
907 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
908 *     buffer is left untouched until the first drawing operation. Only when
909 *     something actually gets drawn are the layers regions cleared.
910 */
911bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
912        int alpha, SkXfermode::Mode mode, int flags) {
913    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
914    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
915
916    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
917
918    // Window coordinates of the layer
919    Rect clip;
920    Rect bounds(left, top, right, bottom);
921    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
922    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
923
924    // Bail out if we won't draw in this snapshot
925    if (mSnapshot->isIgnored()) {
926        return false;
927    }
928
929    mCaches.activeTexture(0);
930    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
931    if (!layer) {
932        return false;
933    }
934
935    layer->setAlpha(alpha, mode);
936    layer->layer.set(bounds);
937    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
938            bounds.getWidth() / float(layer->getWidth()), 0.0f);
939    layer->setColorFilter(mDrawModifiers.mColorFilter);
940    layer->setBlend(true);
941    layer->setDirty(false);
942
943    // Save the layer in the snapshot
944    mSnapshot->flags |= Snapshot::kFlagIsLayer;
945    mSnapshot->layer = layer;
946
947    startMark("SaveLayer");
948    if (fboLayer) {
949        return createFboLayer(layer, bounds, clip);
950    } else {
951        // Copy the framebuffer into the layer
952        layer->bindTexture();
953        if (!bounds.isEmpty()) {
954            if (layer->isEmpty()) {
955                // Workaround for some GL drivers. When reading pixels lying outside
956                // of the window we should get undefined values for those pixels.
957                // Unfortunately some drivers will turn the entire target texture black
958                // when reading outside of the window.
959                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
960                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
961                layer->setEmpty(false);
962            }
963
964            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
965                    mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
966
967            // Enqueue the buffer coordinates to clear the corresponding region later
968            mLayers.push(new Rect(bounds));
969        }
970    }
971
972    return true;
973}
974
975bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
976    layer->clipRect.set(clip);
977    layer->setFbo(mCaches.fboCache.get());
978
979    mSnapshot->region = &mSnapshot->layer->region;
980    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
981            Snapshot::kFlagDirtyOrtho;
982    mSnapshot->fbo = layer->getFbo();
983    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
984    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
985    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
986    mSnapshot->height = bounds.getHeight();
987    mSnapshot->orthoMatrix.load(mOrthoMatrix);
988
989    endTiling();
990    debugOverdraw(false, false);
991    // Bind texture to FBO
992    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
993    layer->bindTexture();
994
995    // Initialize the texture if needed
996    if (layer->isEmpty()) {
997        layer->allocateTexture();
998        layer->setEmpty(false);
999    }
1000
1001    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
1002            layer->getTexture(), 0);
1003
1004    startTiling(mSnapshot, true);
1005
1006    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
1007    mCaches.enableScissor();
1008    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
1009            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
1010    glClear(GL_COLOR_BUFFER_BIT);
1011
1012    dirtyClip();
1013
1014    // Change the ortho projection
1015    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
1016    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
1017
1018    return true;
1019}
1020
1021/**
1022 * Read the documentation of createLayer() before doing anything in this method.
1023 */
1024void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
1025    if (!current->layer) {
1026        ALOGE("Attempting to compose a layer that does not exist");
1027        return;
1028    }
1029
1030    Layer* layer = current->layer;
1031    const Rect& rect = layer->layer;
1032    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
1033
1034    bool clipRequired = false;
1035    quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected
1036    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1037
1038    if (fboLayer) {
1039        endTiling();
1040
1041        // Detach the texture from the FBO
1042        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1043
1044        layer->removeFbo(false);
1045
1046        // Unbind current FBO and restore previous one
1047        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
1048        debugOverdraw(true, false);
1049
1050        startTiling(previous);
1051    }
1052
1053    if (!fboLayer && layer->getAlpha() < 255) {
1054        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1055                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1056        // Required below, composeLayerRect() will divide by 255
1057        layer->setAlpha(255);
1058    }
1059
1060    mCaches.unbindMeshBuffer();
1061
1062    mCaches.activeTexture(0);
1063
1064    // When the layer is stored in an FBO, we can save a bit of fillrate by
1065    // drawing only the dirty region
1066    if (fboLayer) {
1067        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1068        if (layer->getColorFilter()) {
1069            setupColorFilter(layer->getColorFilter());
1070        }
1071        composeLayerRegion(layer, rect);
1072        if (layer->getColorFilter()) {
1073            resetColorFilter();
1074        }
1075    } else if (!rect.isEmpty()) {
1076        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1077
1078        save(0);
1079        // the layer contains screen buffer content that shouldn't be alpha modulated
1080        // (and any necessary alpha modulation was handled drawing into the layer)
1081        mSnapshot->alpha = 1.0f;
1082        composeLayerRect(layer, rect, true);
1083        restore();
1084    }
1085
1086    dirtyClip();
1087
1088    // Failing to add the layer to the cache should happen only if the layer is too large
1089    if (!mCaches.layerCache.put(layer)) {
1090        LAYER_LOGD("Deleting layer");
1091        Caches::getInstance().resourceCache.decrementRefcount(layer);
1092    }
1093}
1094
1095void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1096    float alpha = getLayerAlpha(layer);
1097
1098    setupDraw();
1099    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1100        setupDrawWithTexture();
1101    } else {
1102        setupDrawWithExternalTexture();
1103    }
1104    setupDrawTextureTransform();
1105    setupDrawColor(alpha, alpha, alpha, alpha);
1106    setupDrawColorFilter();
1107    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1108    setupDrawProgram();
1109    setupDrawPureColorUniforms();
1110    setupDrawColorFilterUniforms();
1111    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1112        setupDrawTexture(layer->getTexture());
1113    } else {
1114        setupDrawExternalTexture(layer->getTexture());
1115    }
1116    if (currentTransform().isPureTranslate() &&
1117            layer->getWidth() == (uint32_t) rect.getWidth() &&
1118            layer->getHeight() == (uint32_t) rect.getHeight()) {
1119        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1120        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1121
1122        layer->setFilter(GL_NEAREST);
1123        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1124                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1125    } else {
1126        layer->setFilter(GL_LINEAR);
1127        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1128                rect.left, rect.top, rect.right, rect.bottom);
1129    }
1130    setupDrawTextureTransformUniforms(layer->getTexTransform());
1131    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
1132
1133    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1134}
1135
1136void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1137    if (!layer->isTextureLayer()) {
1138        const Rect& texCoords = layer->texCoords;
1139        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1140                texCoords.right, texCoords.bottom);
1141
1142        float x = rect.left;
1143        float y = rect.top;
1144        bool simpleTransform = currentTransform().isPureTranslate() &&
1145                layer->getWidth() == (uint32_t) rect.getWidth() &&
1146                layer->getHeight() == (uint32_t) rect.getHeight();
1147
1148        if (simpleTransform) {
1149            // When we're swapping, the layer is already in screen coordinates
1150            if (!swap) {
1151                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1152                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1153            }
1154
1155            layer->setFilter(GL_NEAREST, true);
1156        } else {
1157            layer->setFilter(GL_LINEAR, true);
1158        }
1159
1160        float alpha = getLayerAlpha(layer);
1161        bool blend = layer->isBlend() || alpha < 1.0f;
1162        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1163                layer->getTexture(), alpha, layer->getMode(), blend,
1164                &mMeshVertices[0].x, &mMeshVertices[0].u,
1165                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1166
1167        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1168    } else {
1169        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1170        drawTextureLayer(layer, rect);
1171        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1172    }
1173}
1174
1175/**
1176 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1177 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1178 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1179 * by saveLayer's restore
1180 */
1181#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1182        DRAW_COMMAND;                                                            \
1183        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1184            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1185            DRAW_COMMAND;                                                        \
1186            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1187        }                                                                        \
1188    }
1189
1190#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1191
1192void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1193    if (layer->region.isRect()) {
1194        layer->setRegionAsRect();
1195
1196        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1197
1198        layer->region.clear();
1199        return;
1200    }
1201
1202    if (CC_LIKELY(!layer->region.isEmpty())) {
1203        size_t count;
1204        const android::Rect* rects;
1205        Region safeRegion;
1206        if (CC_LIKELY(hasRectToRectTransform())) {
1207            rects = layer->region.getArray(&count);
1208        } else {
1209            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1210            rects = safeRegion.getArray(&count);
1211        }
1212
1213        const float alpha = getLayerAlpha(layer);
1214        const float texX = 1.0f / float(layer->getWidth());
1215        const float texY = 1.0f / float(layer->getHeight());
1216        const float height = rect.getHeight();
1217
1218        setupDraw();
1219
1220        // We must get (and therefore bind) the region mesh buffer
1221        // after we setup drawing in case we need to mess with the
1222        // stencil buffer in setupDraw()
1223        TextureVertex* mesh = mCaches.getRegionMesh();
1224        uint32_t numQuads = 0;
1225
1226        setupDrawWithTexture();
1227        setupDrawColor(alpha, alpha, alpha, alpha);
1228        setupDrawColorFilter();
1229        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1230        setupDrawProgram();
1231        setupDrawDirtyRegionsDisabled();
1232        setupDrawPureColorUniforms();
1233        setupDrawColorFilterUniforms();
1234        setupDrawTexture(layer->getTexture());
1235        if (currentTransform().isPureTranslate()) {
1236            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1237            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1238
1239            layer->setFilter(GL_NEAREST);
1240            setupDrawModelView(kModelViewMode_Translate, false,
1241                    x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1242        } else {
1243            layer->setFilter(GL_LINEAR);
1244            setupDrawModelView(kModelViewMode_Translate, false,
1245                    rect.left, rect.top, rect.right, rect.bottom);
1246        }
1247        setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1248
1249        for (size_t i = 0; i < count; i++) {
1250            const android::Rect* r = &rects[i];
1251
1252            const float u1 = r->left * texX;
1253            const float v1 = (height - r->top) * texY;
1254            const float u2 = r->right * texX;
1255            const float v2 = (height - r->bottom) * texY;
1256
1257            // TODO: Reject quads outside of the clip
1258            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1259            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1260            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1261            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1262
1263            numQuads++;
1264
1265            if (numQuads >= gMaxNumberOfQuads) {
1266                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1267                                GL_UNSIGNED_SHORT, NULL));
1268                numQuads = 0;
1269                mesh = mCaches.getRegionMesh();
1270            }
1271        }
1272
1273        if (numQuads > 0) {
1274            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1275                            GL_UNSIGNED_SHORT, NULL));
1276        }
1277
1278#if DEBUG_LAYERS_AS_REGIONS
1279        drawRegionRectsDebug(layer->region);
1280#endif
1281
1282        layer->region.clear();
1283    }
1284}
1285
1286#if DEBUG_LAYERS_AS_REGIONS
1287void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1288    size_t count;
1289    const android::Rect* rects = region.getArray(&count);
1290
1291    uint32_t colors[] = {
1292            0x7fff0000, 0x7f00ff00,
1293            0x7f0000ff, 0x7fff00ff,
1294    };
1295
1296    int offset = 0;
1297    int32_t top = rects[0].top;
1298
1299    for (size_t i = 0; i < count; i++) {
1300        if (top != rects[i].top) {
1301            offset ^= 0x2;
1302            top = rects[i].top;
1303        }
1304
1305        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1306        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1307                SkXfermode::kSrcOver_Mode);
1308    }
1309}
1310#endif
1311
1312void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1313        SkXfermode::Mode mode, bool dirty) {
1314    Vector<float> rects;
1315
1316    SkRegion::Iterator it(region);
1317    while (!it.done()) {
1318        const SkIRect& r = it.rect();
1319        rects.push(r.fLeft);
1320        rects.push(r.fTop);
1321        rects.push(r.fRight);
1322        rects.push(r.fBottom);
1323        it.next();
1324    }
1325
1326    drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1327}
1328
1329void OpenGLRenderer::dirtyLayer(const float left, const float top,
1330        const float right, const float bottom, const mat4 transform) {
1331    if (hasLayer()) {
1332        Rect bounds(left, top, right, bottom);
1333        transform.mapRect(bounds);
1334        dirtyLayerUnchecked(bounds, getRegion());
1335    }
1336}
1337
1338void OpenGLRenderer::dirtyLayer(const float left, const float top,
1339        const float right, const float bottom) {
1340    if (hasLayer()) {
1341        Rect bounds(left, top, right, bottom);
1342        dirtyLayerUnchecked(bounds, getRegion());
1343    }
1344}
1345
1346void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1347    if (bounds.intersect(*mSnapshot->clipRect)) {
1348        bounds.snapToPixelBoundaries();
1349        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1350        if (!dirty.isEmpty()) {
1351            region->orSelf(dirty);
1352        }
1353    }
1354}
1355
1356void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1357    GLsizei elementsCount = quadsCount * 6;
1358    while (elementsCount > 0) {
1359        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1360
1361        setupDrawIndexedVertices(&mesh[0].x);
1362        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1363
1364        elementsCount -= drawCount;
1365        // Though there are 4 vertices in a quad, we use 6 indices per
1366        // quad to draw with GL_TRIANGLES
1367        mesh += (drawCount / 6) * 4;
1368    }
1369}
1370
1371void OpenGLRenderer::clearLayerRegions() {
1372    const size_t count = mLayers.size();
1373    if (count == 0) return;
1374
1375    if (!mSnapshot->isIgnored()) {
1376        // Doing several glScissor/glClear here can negatively impact
1377        // GPUs with a tiler architecture, instead we draw quads with
1378        // the Clear blending mode
1379
1380        // The list contains bounds that have already been clipped
1381        // against their initial clip rect, and the current clip
1382        // is likely different so we need to disable clipping here
1383        bool scissorChanged = mCaches.disableScissor();
1384
1385        Vertex mesh[count * 4];
1386        Vertex* vertex = mesh;
1387
1388        for (uint32_t i = 0; i < count; i++) {
1389            Rect* bounds = mLayers.itemAt(i);
1390
1391            Vertex::set(vertex++, bounds->left, bounds->top);
1392            Vertex::set(vertex++, bounds->right, bounds->top);
1393            Vertex::set(vertex++, bounds->left, bounds->bottom);
1394            Vertex::set(vertex++, bounds->right, bounds->bottom);
1395
1396            delete bounds;
1397        }
1398        // We must clear the list of dirty rects before we
1399        // call setupDraw() to prevent stencil setup to do
1400        // the same thing again
1401        mLayers.clear();
1402
1403        setupDraw(false);
1404        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1405        setupDrawBlending(true, SkXfermode::kClear_Mode);
1406        setupDrawProgram();
1407        setupDrawPureColorUniforms();
1408        setupDrawModelView(kModelViewMode_Translate, false,
1409                0.0f, 0.0f, 0.0f, 0.0f, true);
1410
1411        issueIndexedQuadDraw(&mesh[0], count);
1412
1413        if (scissorChanged) mCaches.enableScissor();
1414    } else {
1415        for (uint32_t i = 0; i < count; i++) {
1416            delete mLayers.itemAt(i);
1417        }
1418        mLayers.clear();
1419    }
1420}
1421
1422///////////////////////////////////////////////////////////////////////////////
1423// State Deferral
1424///////////////////////////////////////////////////////////////////////////////
1425
1426bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1427    const Rect& currentClip = *(mSnapshot->clipRect);
1428    const mat4& currentMatrix = *(mSnapshot->transform);
1429
1430    if (stateDeferFlags & kStateDeferFlag_Draw) {
1431        // state has bounds initialized in local coordinates
1432        if (!state.mBounds.isEmpty()) {
1433            currentMatrix.mapRect(state.mBounds);
1434            Rect clippedBounds(state.mBounds);
1435            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1436            // is used, it should more closely duplicate the quickReject logic (in how it uses
1437            // snapToPixelBoundaries)
1438
1439            if(!clippedBounds.intersect(currentClip)) {
1440                // quick rejected
1441                return true;
1442            }
1443
1444            state.mClipSideFlags = kClipSide_None;
1445            if (!currentClip.contains(state.mBounds)) {
1446                int& flags = state.mClipSideFlags;
1447                // op partially clipped, so record which sides are clipped for clip-aware merging
1448                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1449                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1450                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1451                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1452            }
1453            state.mBounds.set(clippedBounds);
1454        } else {
1455            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1456            // overdraw avoidance (since we don't know what it overlaps)
1457            state.mClipSideFlags = kClipSide_ConservativeFull;
1458            state.mBounds.set(currentClip);
1459        }
1460    }
1461
1462    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1463    if (state.mClipValid) {
1464        state.mClip.set(currentClip);
1465    }
1466
1467    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1468    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1469    state.mMatrix.load(currentMatrix);
1470    state.mDrawModifiers = mDrawModifiers;
1471    state.mAlpha = mSnapshot->alpha;
1472    return false;
1473}
1474
1475void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1476    currentTransform().load(state.mMatrix);
1477    mDrawModifiers = state.mDrawModifiers;
1478    mSnapshot->alpha = state.mAlpha;
1479
1480    if (state.mClipValid && !skipClipRestore) {
1481        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1482                state.mClip.right, state.mClip.bottom);
1483        dirtyClip();
1484    }
1485}
1486
1487/**
1488 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1489 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1490 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1491 *
1492 * This method should be called when restoreDisplayState() won't be restoring the clip
1493 */
1494void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1495    if (clipRect != NULL) {
1496        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1497    } else {
1498        mSnapshot->setClip(0, 0, mWidth, mHeight);
1499    }
1500    dirtyClip();
1501    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1502}
1503
1504///////////////////////////////////////////////////////////////////////////////
1505// Transforms
1506///////////////////////////////////////////////////////////////////////////////
1507
1508void OpenGLRenderer::translate(float dx, float dy) {
1509    currentTransform().translate(dx, dy);
1510}
1511
1512void OpenGLRenderer::rotate(float degrees) {
1513    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1514}
1515
1516void OpenGLRenderer::scale(float sx, float sy) {
1517    currentTransform().scale(sx, sy, 1.0f);
1518}
1519
1520void OpenGLRenderer::skew(float sx, float sy) {
1521    currentTransform().skew(sx, sy);
1522}
1523
1524void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1525    if (matrix) {
1526        currentTransform().load(*matrix);
1527    } else {
1528        currentTransform().loadIdentity();
1529    }
1530}
1531
1532bool OpenGLRenderer::hasRectToRectTransform() {
1533    return CC_LIKELY(currentTransform().rectToRect());
1534}
1535
1536void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1537    currentTransform().copyTo(*matrix);
1538}
1539
1540void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1541    SkMatrix transform;
1542    currentTransform().copyTo(transform);
1543    transform.preConcat(*matrix);
1544    currentTransform().load(transform);
1545}
1546
1547///////////////////////////////////////////////////////////////////////////////
1548// Clipping
1549///////////////////////////////////////////////////////////////////////////////
1550
1551void OpenGLRenderer::setScissorFromClip() {
1552    Rect clip(*mSnapshot->clipRect);
1553    clip.snapToPixelBoundaries();
1554
1555    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1556            clip.getWidth(), clip.getHeight())) {
1557        mDirtyClip = false;
1558    }
1559}
1560
1561void OpenGLRenderer::ensureStencilBuffer() {
1562    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1563    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1564    // just hope we have one when hasLayer() returns false.
1565    if (hasLayer()) {
1566        attachStencilBufferToLayer(mSnapshot->layer);
1567    }
1568}
1569
1570void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1571    // The layer's FBO is already bound when we reach this stage
1572    if (!layer->getStencilRenderBuffer()) {
1573        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1574        // is attached after we initiated tiling. We must turn it off,
1575        // attach the new render buffer then turn tiling back on
1576        endTiling();
1577
1578        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1579                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1580        layer->setStencilRenderBuffer(buffer);
1581
1582        startTiling(layer->clipRect, layer->layer.getHeight());
1583    }
1584}
1585
1586void OpenGLRenderer::setStencilFromClip() {
1587    if (!mCaches.debugOverdraw) {
1588        if (!mSnapshot->clipRegion->isEmpty()) {
1589            // NOTE: The order here is important, we must set dirtyClip to false
1590            //       before any draw call to avoid calling back into this method
1591            mDirtyClip = false;
1592
1593            ensureStencilBuffer();
1594
1595            mCaches.stencil.enableWrite();
1596
1597            // Clear the stencil but first make sure we restrict drawing
1598            // to the region's bounds
1599            bool resetScissor = mCaches.enableScissor();
1600            if (resetScissor) {
1601                // The scissor was not set so we now need to update it
1602                setScissorFromClip();
1603            }
1604            mCaches.stencil.clear();
1605            if (resetScissor) mCaches.disableScissor();
1606
1607            // NOTE: We could use the region contour path to generate a smaller mesh
1608            //       Since we are using the stencil we could use the red book path
1609            //       drawing technique. It might increase bandwidth usage though.
1610
1611            // The last parameter is important: we are not drawing in the color buffer
1612            // so we don't want to dirty the current layer, if any
1613            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1614
1615            mCaches.stencil.enableTest();
1616
1617            // Draw the region used to generate the stencil if the appropriate debug
1618            // mode is enabled
1619            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1620                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1621            }
1622        } else {
1623            mCaches.stencil.disable();
1624        }
1625    }
1626}
1627
1628const Rect& OpenGLRenderer::getClipBounds() {
1629    return mSnapshot->getLocalClip();
1630}
1631
1632bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1633        bool snapOut, bool* clipRequired) {
1634    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1635        return true;
1636    }
1637
1638    Rect r(left, top, right, bottom);
1639    currentTransform().mapRect(r);
1640    r.snapGeometryToPixelBoundaries(snapOut);
1641
1642    Rect clipRect(*mSnapshot->clipRect);
1643    clipRect.snapToPixelBoundaries();
1644
1645    if (!clipRect.intersects(r)) return true;
1646
1647    if (clipRequired) *clipRequired = !clipRect.contains(r);
1648    return false;
1649}
1650
1651bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1652        SkPaint* paint) {
1653    // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out
1654    // the final mapped rect to ensure correct clipping behavior for the ramp.
1655    bool snapOut = paint->isAntiAlias();
1656
1657    if (paint->getStyle() != SkPaint::kFill_Style) {
1658        float outset = paint->getStrokeWidth() * 0.5f;
1659        return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut);
1660    } else {
1661        return quickReject(left, top, right, bottom, snapOut);
1662    }
1663}
1664
1665bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) {
1666    bool clipRequired = false;
1667    if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) {
1668        return true;
1669    }
1670
1671    if (!isDeferred()) {
1672        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1673    }
1674    return false;
1675}
1676
1677void OpenGLRenderer::debugClip() {
1678#if DEBUG_CLIP_REGIONS
1679    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1680        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1681    }
1682#endif
1683}
1684
1685bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1686    if (CC_LIKELY(currentTransform().rectToRect())) {
1687        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1688        if (clipped) {
1689            dirtyClip();
1690        }
1691        return !mSnapshot->clipRect->isEmpty();
1692    }
1693
1694    SkPath path;
1695    path.addRect(left, top, right, bottom);
1696
1697    return OpenGLRenderer::clipPath(&path, op);
1698}
1699
1700bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1701    SkMatrix transform;
1702    currentTransform().copyTo(transform);
1703
1704    SkPath transformed;
1705    path->transform(transform, &transformed);
1706
1707    SkRegion clip;
1708    if (!mSnapshot->previous->clipRegion->isEmpty()) {
1709        clip.setRegion(*mSnapshot->previous->clipRegion);
1710    } else {
1711        if (mSnapshot->previous == mFirstSnapshot) {
1712            clip.setRect(0, 0, mWidth, mHeight);
1713        } else {
1714            Rect* bounds = mSnapshot->previous->clipRect;
1715            clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1716        }
1717    }
1718
1719    SkRegion region;
1720    region.setPath(transformed, clip);
1721
1722    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1723    if (clipped) {
1724        dirtyClip();
1725    }
1726    return !mSnapshot->clipRect->isEmpty();
1727}
1728
1729bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1730    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1731    if (clipped) {
1732        dirtyClip();
1733    }
1734    return !mSnapshot->clipRect->isEmpty();
1735}
1736
1737Rect* OpenGLRenderer::getClipRect() {
1738    return mSnapshot->clipRect;
1739}
1740
1741///////////////////////////////////////////////////////////////////////////////
1742// Drawing commands
1743///////////////////////////////////////////////////////////////////////////////
1744
1745void OpenGLRenderer::setupDraw(bool clear) {
1746    // TODO: It would be best if we could do this before quickReject()
1747    //       changes the scissor test state
1748    if (clear) clearLayerRegions();
1749    // Make sure setScissor & setStencil happen at the beginning of
1750    // this method
1751    if (mDirtyClip) {
1752        if (mCaches.scissorEnabled) {
1753            setScissorFromClip();
1754        }
1755        setStencilFromClip();
1756    }
1757
1758    mDescription.reset();
1759
1760    mSetShaderColor = false;
1761    mColorSet = false;
1762    mColorA = mColorR = mColorG = mColorB = 0.0f;
1763    mTextureUnit = 0;
1764    mTrackDirtyRegions = true;
1765
1766    // Enable debug highlight when what we're about to draw is tested against
1767    // the stencil buffer and if stencil highlight debugging is on
1768    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1769            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1770            mCaches.stencil.isTestEnabled();
1771
1772    mDescription.emulateStencil = mCountOverdraw;
1773}
1774
1775void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1776    mDescription.hasTexture = true;
1777    mDescription.hasAlpha8Texture = isAlpha8;
1778}
1779
1780void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1781    mDescription.hasTexture = true;
1782    mDescription.hasColors = true;
1783    mDescription.hasAlpha8Texture = isAlpha8;
1784}
1785
1786void OpenGLRenderer::setupDrawWithExternalTexture() {
1787    mDescription.hasExternalTexture = true;
1788}
1789
1790void OpenGLRenderer::setupDrawNoTexture() {
1791    mCaches.disableTexCoordsVertexArray();
1792}
1793
1794void OpenGLRenderer::setupDrawAA() {
1795    mDescription.isAA = true;
1796}
1797
1798void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1799    mColorA = alpha / 255.0f;
1800    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1801    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1802    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1803    mColorSet = true;
1804    mSetShaderColor = mDescription.setColorModulate(mColorA);
1805}
1806
1807void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1808    mColorA = alpha / 255.0f;
1809    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1810    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1811    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1812    mColorSet = true;
1813    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1814}
1815
1816void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1817    mCaches.fontRenderer->describe(mDescription, paint);
1818}
1819
1820void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1821    mColorA = a;
1822    mColorR = r;
1823    mColorG = g;
1824    mColorB = b;
1825    mColorSet = true;
1826    mSetShaderColor = mDescription.setColorModulate(a);
1827}
1828
1829void OpenGLRenderer::setupDrawShader() {
1830    if (mDrawModifiers.mShader) {
1831        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1832    }
1833}
1834
1835void OpenGLRenderer::setupDrawColorFilter() {
1836    if (mDrawModifiers.mColorFilter) {
1837        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1838    }
1839}
1840
1841void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1842    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1843        mColorA = 1.0f;
1844        mColorR = mColorG = mColorB = 0.0f;
1845        mSetShaderColor = mDescription.modulate = true;
1846    }
1847}
1848
1849void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1850    // When the blending mode is kClear_Mode, we need to use a modulate color
1851    // argb=1,0,0,0
1852    accountForClear(mode);
1853    bool blend = (mColorSet && mColorA < 1.0f) ||
1854            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1855    chooseBlending(blend, mode, mDescription, swapSrcDst);
1856}
1857
1858void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1859    // When the blending mode is kClear_Mode, we need to use a modulate color
1860    // argb=1,0,0,0
1861    accountForClear(mode);
1862    blend |= (mColorSet && mColorA < 1.0f) ||
1863            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1864            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1865    chooseBlending(blend, mode, mDescription, swapSrcDst);
1866}
1867
1868void OpenGLRenderer::setupDrawProgram() {
1869    useProgram(mCaches.programCache.get(mDescription));
1870}
1871
1872void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1873    mTrackDirtyRegions = false;
1874}
1875
1876void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1877        float left, float top, float right, float bottom, bool ignoreTransform) {
1878    mModelView.loadTranslate(left, top, 0.0f);
1879    if (mode == kModelViewMode_TranslateAndScale) {
1880        mModelView.scale(right - left, bottom - top, 1.0f);
1881    }
1882
1883    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1884    if (!ignoreTransform) {
1885        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform(), offset);
1886        if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1887    } else {
1888        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity(), offset);
1889        if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1890    }
1891}
1892
1893void OpenGLRenderer::setupDrawColorUniforms() {
1894    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1895        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1896    }
1897}
1898
1899void OpenGLRenderer::setupDrawPureColorUniforms() {
1900    if (mSetShaderColor) {
1901        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1902    }
1903}
1904
1905void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1906    if (mDrawModifiers.mShader) {
1907        if (ignoreTransform) {
1908            // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1909            // because it was built into modelView / the geometry, and the SkiaShader needs to
1910            // compensate.
1911            mat4 modelViewWithoutTransform;
1912            modelViewWithoutTransform.loadInverse(currentTransform());
1913            modelViewWithoutTransform.multiply(mModelView);
1914            mModelView.load(modelViewWithoutTransform);
1915        }
1916        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1917                mModelView, *mSnapshot, &mTextureUnit);
1918    }
1919}
1920
1921void OpenGLRenderer::setupDrawColorFilterUniforms() {
1922    if (mDrawModifiers.mColorFilter) {
1923        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1924    }
1925}
1926
1927void OpenGLRenderer::setupDrawTextGammaUniforms() {
1928    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1929}
1930
1931void OpenGLRenderer::setupDrawSimpleMesh() {
1932    bool force = mCaches.bindMeshBuffer();
1933    mCaches.bindPositionVertexPointer(force, 0);
1934    mCaches.unbindIndicesBuffer();
1935}
1936
1937void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1938    if (texture) bindTexture(texture);
1939    mTextureUnit++;
1940    mCaches.enableTexCoordsVertexArray();
1941}
1942
1943void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1944    bindExternalTexture(texture);
1945    mTextureUnit++;
1946    mCaches.enableTexCoordsVertexArray();
1947}
1948
1949void OpenGLRenderer::setupDrawTextureTransform() {
1950    mDescription.hasTextureTransform = true;
1951}
1952
1953void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1954    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1955            GL_FALSE, &transform.data[0]);
1956}
1957
1958void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1959    bool force = false;
1960    if (!vertices || vbo) {
1961        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1962    } else {
1963        force = mCaches.unbindMeshBuffer();
1964    }
1965
1966    mCaches.bindPositionVertexPointer(force, vertices);
1967    if (mCaches.currentProgram->texCoords >= 0) {
1968        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1969    }
1970
1971    mCaches.unbindIndicesBuffer();
1972}
1973
1974void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1975    bool force = mCaches.unbindMeshBuffer();
1976    GLsizei stride = sizeof(ColorTextureVertex);
1977
1978    mCaches.bindPositionVertexPointer(force, vertices, stride);
1979    if (mCaches.currentProgram->texCoords >= 0) {
1980        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1981    }
1982    int slot = mCaches.currentProgram->getAttrib("colors");
1983    if (slot >= 0) {
1984        glEnableVertexAttribArray(slot);
1985        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1986    }
1987
1988    mCaches.unbindIndicesBuffer();
1989}
1990
1991void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1992    bool force = false;
1993    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1994    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1995    // use the default VBO found in Caches
1996    if (!vertices || vbo) {
1997        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1998    } else {
1999        force = mCaches.unbindMeshBuffer();
2000    }
2001    mCaches.bindIndicesBuffer();
2002
2003    mCaches.bindPositionVertexPointer(force, vertices);
2004    if (mCaches.currentProgram->texCoords >= 0) {
2005        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2006    }
2007}
2008
2009void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2010    bool force = mCaches.unbindMeshBuffer();
2011    mCaches.bindIndicesBuffer();
2012    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
2013}
2014
2015///////////////////////////////////////////////////////////////////////////////
2016// Drawing
2017///////////////////////////////////////////////////////////////////////////////
2018
2019status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2020        int32_t replayFlags) {
2021    status_t status;
2022    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
2023    // will be performed by the display list itself
2024    if (displayList && displayList->isRenderable()) {
2025        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2026            status = startFrame();
2027            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2028            displayList->replay(replayStruct, 0);
2029            return status | replayStruct.mDrawGlStatus;
2030        }
2031
2032        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2033        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2034        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2035        displayList->defer(deferStruct, 0);
2036
2037        flushLayers();
2038        status = startFrame();
2039
2040        return status | deferredList.flush(*this, dirty);
2041    }
2042
2043    return DrawGlInfo::kStatusDone;
2044}
2045
2046void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2047    if (displayList) {
2048        displayList->output(1);
2049    }
2050}
2051
2052void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2053    int alpha;
2054    SkXfermode::Mode mode;
2055    getAlphaAndMode(paint, &alpha, &mode);
2056
2057    int color = paint != NULL ? paint->getColor() : 0;
2058
2059    float x = left;
2060    float y = top;
2061
2062    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2063
2064    bool ignoreTransform = false;
2065    if (currentTransform().isPureTranslate()) {
2066        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2067        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2068        ignoreTransform = true;
2069
2070        texture->setFilter(GL_NEAREST, true);
2071    } else {
2072        texture->setFilter(FILTER(paint), true);
2073    }
2074
2075    // No need to check for a UV mapper on the texture object, only ARGB_8888
2076    // bitmaps get packed in the atlas
2077    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2078            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2079            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2080}
2081
2082/**
2083 * Important note: this method is intended to draw batches of bitmaps and
2084 * will not set the scissor enable or dirty the current layer, if any.
2085 * The caller is responsible for properly dirtying the current layer.
2086 */
2087status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2088        TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) {
2089    mCaches.activeTexture(0);
2090    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2091    if (!texture) return DrawGlInfo::kStatusDone;
2092
2093    const AutoTexture autoCleanup(texture);
2094
2095    int alpha;
2096    SkXfermode::Mode mode;
2097    getAlphaAndMode(paint, &alpha, &mode);
2098
2099    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2100    texture->setFilter(pureTranslate ? GL_NEAREST : FILTER(paint), true);
2101
2102    const float x = (int) floorf(bounds.left + 0.5f);
2103    const float y = (int) floorf(bounds.top + 0.5f);
2104    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2105        int color = paint != NULL ? paint->getColor() : 0;
2106        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2107                texture->id, paint != NULL, color, alpha, mode,
2108                &vertices[0].x, &vertices[0].u,
2109                GL_TRIANGLES, bitmapCount * 6, true,
2110                kModelViewMode_Translate, false);
2111    } else {
2112        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2113                texture->id, alpha / 255.0f, mode, texture->blend,
2114                &vertices[0].x, &vertices[0].u,
2115                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2116                kModelViewMode_Translate, false);
2117    }
2118
2119    return DrawGlInfo::kStatusDrew;
2120}
2121
2122status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2123    const float right = left + bitmap->width();
2124    const float bottom = top + bitmap->height();
2125
2126    if (quickReject(left, top, right, bottom)) {
2127        return DrawGlInfo::kStatusDone;
2128    }
2129
2130    mCaches.activeTexture(0);
2131    Texture* texture = getTexture(bitmap);
2132    if (!texture) return DrawGlInfo::kStatusDone;
2133    const AutoTexture autoCleanup(texture);
2134
2135    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2136        drawAlphaBitmap(texture, left, top, paint);
2137    } else {
2138        drawTextureRect(left, top, right, bottom, texture, paint);
2139    }
2140
2141    return DrawGlInfo::kStatusDrew;
2142}
2143
2144status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2145    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2146    const mat4 transform(*matrix);
2147    transform.mapRect(r);
2148
2149    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2150        return DrawGlInfo::kStatusDone;
2151    }
2152
2153    mCaches.activeTexture(0);
2154    Texture* texture = getTexture(bitmap);
2155    if (!texture) return DrawGlInfo::kStatusDone;
2156    const AutoTexture autoCleanup(texture);
2157
2158    // This could be done in a cheaper way, all we need is pass the matrix
2159    // to the vertex shader. The save/restore is a bit overkill.
2160    save(SkCanvas::kMatrix_SaveFlag);
2161    concatMatrix(matrix);
2162    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2163        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2164    } else {
2165        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2166    }
2167    restore();
2168
2169    return DrawGlInfo::kStatusDrew;
2170}
2171
2172status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2173    const float right = left + bitmap->width();
2174    const float bottom = top + bitmap->height();
2175
2176    if (quickReject(left, top, right, bottom)) {
2177        return DrawGlInfo::kStatusDone;
2178    }
2179
2180    mCaches.activeTexture(0);
2181    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2182    const AutoTexture autoCleanup(texture);
2183
2184    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2185        drawAlphaBitmap(texture, left, top, paint);
2186    } else {
2187        drawTextureRect(left, top, right, bottom, texture, paint);
2188    }
2189
2190    return DrawGlInfo::kStatusDrew;
2191}
2192
2193status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2194        float* vertices, int* colors, SkPaint* paint) {
2195    if (!vertices || mSnapshot->isIgnored()) {
2196        return DrawGlInfo::kStatusDone;
2197    }
2198
2199    // TODO: use quickReject on bounds from vertices
2200    mCaches.enableScissor();
2201
2202    float left = FLT_MAX;
2203    float top = FLT_MAX;
2204    float right = FLT_MIN;
2205    float bottom = FLT_MIN;
2206
2207    const uint32_t count = meshWidth * meshHeight * 6;
2208
2209    ColorTextureVertex mesh[count];
2210    ColorTextureVertex* vertex = mesh;
2211
2212    bool cleanupColors = false;
2213    if (!colors) {
2214        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2215        colors = new int[colorsCount];
2216        memset(colors, 0xff, colorsCount * sizeof(int));
2217        cleanupColors = true;
2218    }
2219
2220    mCaches.activeTexture(0);
2221    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2222    const UvMapper& mapper(getMapper(texture));
2223
2224    for (int32_t y = 0; y < meshHeight; y++) {
2225        for (int32_t x = 0; x < meshWidth; x++) {
2226            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2227
2228            float u1 = float(x) / meshWidth;
2229            float u2 = float(x + 1) / meshWidth;
2230            float v1 = float(y) / meshHeight;
2231            float v2 = float(y + 1) / meshHeight;
2232
2233            mapper.map(u1, v1, u2, v2);
2234
2235            int ax = i + (meshWidth + 1) * 2;
2236            int ay = ax + 1;
2237            int bx = i;
2238            int by = bx + 1;
2239            int cx = i + 2;
2240            int cy = cx + 1;
2241            int dx = i + (meshWidth + 1) * 2 + 2;
2242            int dy = dx + 1;
2243
2244            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2245            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2246            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2247
2248            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2249            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2250            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2251
2252            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2253            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2254            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2255            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2256        }
2257    }
2258
2259    if (quickReject(left, top, right, bottom)) {
2260        if (cleanupColors) delete[] colors;
2261        return DrawGlInfo::kStatusDone;
2262    }
2263
2264    if (!texture) {
2265        texture = mCaches.textureCache.get(bitmap);
2266        if (!texture) {
2267            if (cleanupColors) delete[] colors;
2268            return DrawGlInfo::kStatusDone;
2269        }
2270    }
2271    const AutoTexture autoCleanup(texture);
2272
2273    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2274    texture->setFilter(FILTER(paint), true);
2275
2276    int alpha;
2277    SkXfermode::Mode mode;
2278    getAlphaAndMode(paint, &alpha, &mode);
2279
2280    float a = alpha / 255.0f;
2281
2282    if (hasLayer()) {
2283        dirtyLayer(left, top, right, bottom, currentTransform());
2284    }
2285
2286    setupDraw();
2287    setupDrawWithTextureAndColor();
2288    setupDrawColor(a, a, a, a);
2289    setupDrawColorFilter();
2290    setupDrawBlending(true, mode, false);
2291    setupDrawProgram();
2292    setupDrawDirtyRegionsDisabled();
2293    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2294    setupDrawTexture(texture->id);
2295    setupDrawPureColorUniforms();
2296    setupDrawColorFilterUniforms();
2297    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2298
2299    glDrawArrays(GL_TRIANGLES, 0, count);
2300
2301    int slot = mCaches.currentProgram->getAttrib("colors");
2302    if (slot >= 0) {
2303        glDisableVertexAttribArray(slot);
2304    }
2305
2306    if (cleanupColors) delete[] colors;
2307
2308    return DrawGlInfo::kStatusDrew;
2309}
2310
2311status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2312         float srcLeft, float srcTop, float srcRight, float srcBottom,
2313         float dstLeft, float dstTop, float dstRight, float dstBottom,
2314         SkPaint* paint) {
2315    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2316        return DrawGlInfo::kStatusDone;
2317    }
2318
2319    mCaches.activeTexture(0);
2320    Texture* texture = getTexture(bitmap);
2321    if (!texture) return DrawGlInfo::kStatusDone;
2322    const AutoTexture autoCleanup(texture);
2323
2324    const float width = texture->width;
2325    const float height = texture->height;
2326
2327    float u1 = fmax(0.0f, srcLeft / width);
2328    float v1 = fmax(0.0f, srcTop / height);
2329    float u2 = fmin(1.0f, srcRight / width);
2330    float v2 = fmin(1.0f, srcBottom / height);
2331
2332    getMapper(texture).map(u1, v1, u2, v2);
2333
2334    mCaches.unbindMeshBuffer();
2335    resetDrawTextureTexCoords(u1, v1, u2, v2);
2336
2337    int alpha;
2338    SkXfermode::Mode mode;
2339    getAlphaAndMode(paint, &alpha, &mode);
2340
2341    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2342
2343    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2344    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2345
2346    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2347    // Apply a scale transform on the canvas only when a shader is in use
2348    // Skia handles the ratio between the dst and src rects as a scale factor
2349    // when a shader is set
2350    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2351    bool ignoreTransform = false;
2352
2353    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2354        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2355        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2356
2357        dstRight = x + (dstRight - dstLeft);
2358        dstBottom = y + (dstBottom - dstTop);
2359
2360        dstLeft = x;
2361        dstTop = y;
2362
2363        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2364        ignoreTransform = true;
2365    } else {
2366        texture->setFilter(FILTER(paint), true);
2367    }
2368
2369    if (CC_UNLIKELY(useScaleTransform)) {
2370        save(SkCanvas::kMatrix_SaveFlag);
2371        translate(dstLeft, dstTop);
2372        scale(scaleX, scaleY);
2373
2374        dstLeft = 0.0f;
2375        dstTop = 0.0f;
2376
2377        dstRight = srcRight - srcLeft;
2378        dstBottom = srcBottom - srcTop;
2379    }
2380
2381    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2382        int color = paint ? paint->getColor() : 0;
2383        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2384                texture->id, paint != NULL, color, alpha, mode,
2385                &mMeshVertices[0].x, &mMeshVertices[0].u,
2386                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2387    } else {
2388        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2389                texture->id, alpha / 255.0f, mode, texture->blend,
2390                &mMeshVertices[0].x, &mMeshVertices[0].u,
2391                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2392    }
2393
2394    if (CC_UNLIKELY(useScaleTransform)) {
2395        restore();
2396    }
2397
2398    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2399
2400    return DrawGlInfo::kStatusDrew;
2401}
2402
2403status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2404        float left, float top, float right, float bottom, SkPaint* paint) {
2405    if (quickReject(left, top, right, bottom)) {
2406        return DrawGlInfo::kStatusDone;
2407    }
2408
2409    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2410    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2411            right - left, bottom - top, patch);
2412
2413    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2414}
2415
2416status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2417        float left, float top, float right, float bottom, SkPaint* paint) {
2418    if (quickReject(left, top, right, bottom)) {
2419        return DrawGlInfo::kStatusDone;
2420    }
2421
2422    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2423        mCaches.activeTexture(0);
2424        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2425        if (!texture) return DrawGlInfo::kStatusDone;
2426        const AutoTexture autoCleanup(texture);
2427
2428        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2429        texture->setFilter(GL_LINEAR, true);
2430
2431        int alpha;
2432        SkXfermode::Mode mode;
2433        getAlphaAndMode(paint, &alpha, &mode);
2434
2435        const bool pureTranslate = currentTransform().isPureTranslate();
2436        // Mark the current layer dirty where we are going to draw the patch
2437        if (hasLayer() && mesh->hasEmptyQuads) {
2438            const float offsetX = left + currentTransform().getTranslateX();
2439            const float offsetY = top + currentTransform().getTranslateY();
2440            const size_t count = mesh->quads.size();
2441            for (size_t i = 0; i < count; i++) {
2442                const Rect& bounds = mesh->quads.itemAt(i);
2443                if (CC_LIKELY(pureTranslate)) {
2444                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2445                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2446                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2447                } else {
2448                    dirtyLayer(left + bounds.left, top + bounds.top,
2449                            left + bounds.right, top + bounds.bottom, currentTransform());
2450                }
2451            }
2452        }
2453
2454        bool ignoreTransform = false;
2455        if (CC_LIKELY(pureTranslate)) {
2456            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2457            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2458
2459            right = x + right - left;
2460            bottom = y + bottom - top;
2461            left = x;
2462            top = y;
2463            ignoreTransform = true;
2464        }
2465        drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2466                mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2467                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2468                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2469    }
2470
2471    return DrawGlInfo::kStatusDrew;
2472}
2473
2474/**
2475 * Important note: this method is intended to draw batches of 9-patch objects and
2476 * will not set the scissor enable or dirty the current layer, if any.
2477 * The caller is responsible for properly dirtying the current layer.
2478 */
2479status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2480        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2481    mCaches.activeTexture(0);
2482    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2483    if (!texture) return DrawGlInfo::kStatusDone;
2484    const AutoTexture autoCleanup(texture);
2485
2486    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2487    texture->setFilter(GL_LINEAR, true);
2488
2489    int alpha;
2490    SkXfermode::Mode mode;
2491    getAlphaAndMode(paint, &alpha, &mode);
2492
2493    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2494            mode, texture->blend, &vertices[0].x, &vertices[0].u,
2495            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2496
2497    return DrawGlInfo::kStatusDrew;
2498}
2499
2500status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2501        bool useOffset) {
2502    // not missing call to quickReject/dirtyLayer, always done at a higher level
2503
2504    if (!vertexBuffer.getVertexCount()) {
2505        // no vertices to draw
2506        return DrawGlInfo::kStatusDone;
2507    }
2508
2509    int color = paint->getColor();
2510    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2511    bool isAA = paint->isAntiAlias();
2512
2513    setupDraw();
2514    setupDrawNoTexture();
2515    if (isAA) setupDrawAA();
2516    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2517    setupDrawColorFilter();
2518    setupDrawShader();
2519    setupDrawBlending(isAA, mode);
2520    setupDrawProgram();
2521    setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0);
2522    setupDrawColorUniforms();
2523    setupDrawColorFilterUniforms();
2524    setupDrawShaderUniforms();
2525
2526    void* vertices = vertexBuffer.getBuffer();
2527    bool force = mCaches.unbindMeshBuffer();
2528    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2529    mCaches.resetTexCoordsVertexPointer();
2530    mCaches.unbindIndicesBuffer();
2531
2532    int alphaSlot = -1;
2533    if (isAA) {
2534        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2535        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2536
2537        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2538        glEnableVertexAttribArray(alphaSlot);
2539        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2540    }
2541
2542    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2543
2544    if (isAA) {
2545        glDisableVertexAttribArray(alphaSlot);
2546    }
2547
2548    return DrawGlInfo::kStatusDrew;
2549}
2550
2551/**
2552 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2553 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2554 * screen space in all directions. However, instead of using a fragment shader to compute the
2555 * translucency of the color from its position, we simply use a varying parameter to define how far
2556 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2557 *
2558 * Doesn't yet support joins, caps, or path effects.
2559 */
2560status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2561    VertexBuffer vertexBuffer;
2562    // TODO: try clipping large paths to viewport
2563    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2564
2565    if (hasLayer()) {
2566        SkRect bounds = path.getBounds();
2567        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2568        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2569    }
2570
2571    return drawVertexBuffer(vertexBuffer, paint);
2572}
2573
2574/**
2575 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2576 * and additional geometry for defining an alpha slope perimeter.
2577 *
2578 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2579 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2580 * in-shader alpha region, but found it to be taxing on some GPUs.
2581 *
2582 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2583 * memory transfer by removing need for degenerate vertices.
2584 */
2585status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2586    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2587
2588    count &= ~0x3; // round down to nearest four
2589
2590    VertexBuffer buffer;
2591    SkRect bounds;
2592    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2593
2594    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2595        return DrawGlInfo::kStatusDone;
2596    }
2597
2598    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2599
2600    bool useOffset = !paint->isAntiAlias();
2601    return drawVertexBuffer(buffer, paint, useOffset);
2602}
2603
2604status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2605    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2606
2607    count &= ~0x1; // round down to nearest two
2608
2609    VertexBuffer buffer;
2610    SkRect bounds;
2611    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2612
2613    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2614        return DrawGlInfo::kStatusDone;
2615    }
2616
2617    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2618
2619    bool useOffset = !paint->isAntiAlias();
2620    return drawVertexBuffer(buffer, paint, useOffset);
2621}
2622
2623status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2624    // No need to check against the clip, we fill the clip region
2625    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2626
2627    Rect& clip(*mSnapshot->clipRect);
2628    clip.snapToPixelBoundaries();
2629
2630    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2631
2632    return DrawGlInfo::kStatusDrew;
2633}
2634
2635status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2636        SkPaint* paint) {
2637    if (!texture) return DrawGlInfo::kStatusDone;
2638    const AutoTexture autoCleanup(texture);
2639
2640    const float x = left + texture->left - texture->offset;
2641    const float y = top + texture->top - texture->offset;
2642
2643    drawPathTexture(texture, x, y, paint);
2644
2645    return DrawGlInfo::kStatusDrew;
2646}
2647
2648status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2649        float rx, float ry, SkPaint* p) {
2650    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2651            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2652        return DrawGlInfo::kStatusDone;
2653    }
2654
2655    if (p->getPathEffect() != 0) {
2656        mCaches.activeTexture(0);
2657        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2658                right - left, bottom - top, rx, ry, p);
2659        return drawShape(left, top, texture, p);
2660    }
2661
2662    SkPath path;
2663    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2664    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2665        float outset = p->getStrokeWidth() / 2;
2666        rect.outset(outset, outset);
2667        rx += outset;
2668        ry += outset;
2669    }
2670    path.addRoundRect(rect, rx, ry);
2671    return drawConvexPath(path, p);
2672}
2673
2674status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2675    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2676            x + radius, y + radius, p) ||
2677            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2678        return DrawGlInfo::kStatusDone;
2679    }
2680    if (p->getPathEffect() != 0) {
2681        mCaches.activeTexture(0);
2682        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2683        return drawShape(x - radius, y - radius, texture, p);
2684    }
2685
2686    SkPath path;
2687    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2688        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2689    } else {
2690        path.addCircle(x, y, radius);
2691    }
2692    return drawConvexPath(path, p);
2693}
2694
2695status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2696        SkPaint* p) {
2697    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2698            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2699        return DrawGlInfo::kStatusDone;
2700    }
2701
2702    if (p->getPathEffect() != 0) {
2703        mCaches.activeTexture(0);
2704        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2705        return drawShape(left, top, texture, p);
2706    }
2707
2708    SkPath path;
2709    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2710    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2711        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2712    }
2713    path.addOval(rect);
2714    return drawConvexPath(path, p);
2715}
2716
2717status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2718        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2719    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2720            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2721        return DrawGlInfo::kStatusDone;
2722    }
2723
2724    if (fabs(sweepAngle) >= 360.0f) {
2725        return drawOval(left, top, right, bottom, p);
2726    }
2727
2728    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2729    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2730        mCaches.activeTexture(0);
2731        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2732                startAngle, sweepAngle, useCenter, p);
2733        return drawShape(left, top, texture, p);
2734    }
2735
2736    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2737    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2738        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2739    }
2740
2741    SkPath path;
2742    if (useCenter) {
2743        path.moveTo(rect.centerX(), rect.centerY());
2744    }
2745    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2746    if (useCenter) {
2747        path.close();
2748    }
2749    return drawConvexPath(path, p);
2750}
2751
2752// See SkPaintDefaults.h
2753#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2754
2755status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2756    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2757            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2758        return DrawGlInfo::kStatusDone;
2759    }
2760
2761    if (p->getStyle() != SkPaint::kFill_Style) {
2762        // only fill style is supported by drawConvexPath, since others have to handle joins
2763        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2764                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2765            mCaches.activeTexture(0);
2766            const PathTexture* texture =
2767                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2768            return drawShape(left, top, texture, p);
2769        }
2770
2771        SkPath path;
2772        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2773        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2774            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2775        }
2776        path.addRect(rect);
2777        return drawConvexPath(path, p);
2778    }
2779
2780    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2781        SkPath path;
2782        path.addRect(left, top, right, bottom);
2783        return drawConvexPath(path, p);
2784    } else {
2785        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2786        return DrawGlInfo::kStatusDrew;
2787    }
2788}
2789
2790void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2791        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2792        float x, float y) {
2793    mCaches.activeTexture(0);
2794
2795    // NOTE: The drop shadow will not perform gamma correction
2796    //       if shader-based correction is enabled
2797    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2798    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2799            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2800    // If the drop shadow exceeds the max texture size or couldn't be
2801    // allocated, skip drawing
2802    if (!shadow) return;
2803    const AutoTexture autoCleanup(shadow);
2804
2805    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2806    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2807
2808    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2809    int shadowColor = mDrawModifiers.mShadowColor;
2810    if (mDrawModifiers.mShader) {
2811        shadowColor = 0xffffffff;
2812    }
2813
2814    setupDraw();
2815    setupDrawWithTexture(true);
2816    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2817    setupDrawColorFilter();
2818    setupDrawShader();
2819    setupDrawBlending(true, mode);
2820    setupDrawProgram();
2821    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2822            sx, sy, sx + shadow->width, sy + shadow->height);
2823    setupDrawTexture(shadow->id);
2824    setupDrawPureColorUniforms();
2825    setupDrawColorFilterUniforms();
2826    setupDrawShaderUniforms();
2827    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2828
2829    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2830}
2831
2832bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2833    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2834    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2835}
2836
2837status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2838        const float* positions, SkPaint* paint) {
2839    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2840        return DrawGlInfo::kStatusDone;
2841    }
2842
2843    // NOTE: Skia does not support perspective transform on drawPosText yet
2844    if (!currentTransform().isSimple()) {
2845        return DrawGlInfo::kStatusDone;
2846    }
2847
2848    mCaches.enableScissor();
2849
2850    float x = 0.0f;
2851    float y = 0.0f;
2852    const bool pureTranslate = currentTransform().isPureTranslate();
2853    if (pureTranslate) {
2854        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2855        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2856    }
2857
2858    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2859    fontRenderer.setFont(paint, mat4::identity());
2860
2861    int alpha;
2862    SkXfermode::Mode mode;
2863    getAlphaAndMode(paint, &alpha, &mode);
2864
2865    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2866        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2867                alpha, mode, 0.0f, 0.0f);
2868    }
2869
2870    // Pick the appropriate texture filtering
2871    bool linearFilter = currentTransform().changesBounds();
2872    if (pureTranslate && !linearFilter) {
2873        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2874    }
2875    fontRenderer.setTextureFiltering(linearFilter);
2876
2877    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2878    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2879
2880    const bool hasActiveLayer = hasLayer();
2881
2882    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2883    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2884            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2885        if (hasActiveLayer) {
2886            if (!pureTranslate) {
2887                currentTransform().mapRect(bounds);
2888            }
2889            dirtyLayerUnchecked(bounds, getRegion());
2890        }
2891    }
2892
2893    return DrawGlInfo::kStatusDrew;
2894}
2895
2896mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2897    mat4 fontTransform;
2898    if (CC_LIKELY(transform.isPureTranslate())) {
2899        fontTransform = mat4::identity();
2900    } else {
2901        if (CC_UNLIKELY(transform.isPerspective())) {
2902            fontTransform = mat4::identity();
2903        } else {
2904            float sx, sy;
2905            currentTransform().decomposeScale(sx, sy);
2906            fontTransform.loadScale(sx, sy, 1.0f);
2907        }
2908    }
2909    return fontTransform;
2910}
2911
2912status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2913        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2914        DrawOpMode drawOpMode) {
2915
2916    if (drawOpMode == kDrawOpMode_Immediate) {
2917        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2918        // drawing as ops from DeferredDisplayList are already filtered for these
2919        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2920                quickReject(bounds)) {
2921            return DrawGlInfo::kStatusDone;
2922        }
2923    }
2924
2925    const float oldX = x;
2926    const float oldY = y;
2927
2928    const mat4& transform = currentTransform();
2929    const bool pureTranslate = transform.isPureTranslate();
2930
2931    if (CC_LIKELY(pureTranslate)) {
2932        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2933        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2934    }
2935
2936    int alpha;
2937    SkXfermode::Mode mode;
2938    getAlphaAndMode(paint, &alpha, &mode);
2939
2940    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2941
2942    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2943        fontRenderer.setFont(paint, mat4::identity());
2944        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2945                alpha, mode, oldX, oldY);
2946    }
2947
2948    const bool hasActiveLayer = hasLayer();
2949
2950    // We only pass a partial transform to the font renderer. That partial
2951    // matrix defines how glyphs are rasterized. Typically we want glyphs
2952    // to be rasterized at their final size on screen, which means the partial
2953    // matrix needs to take the scale factor into account.
2954    // When a partial matrix is used to transform glyphs during rasterization,
2955    // the mesh is generated with the inverse transform (in the case of scale,
2956    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2957    // apply the full transform matrix at draw time in the vertex shader.
2958    // Applying the full matrix in the shader is the easiest way to handle
2959    // rotation and perspective and allows us to always generated quads in the
2960    // font renderer which greatly simplifies the code, clipping in particular.
2961    mat4 fontTransform = findBestFontTransform(transform);
2962    fontRenderer.setFont(paint, fontTransform);
2963
2964    // Pick the appropriate texture filtering
2965    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2966    fontRenderer.setTextureFiltering(linearFilter);
2967
2968    // TODO: Implement better clipping for scaled/rotated text
2969    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2970    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2971
2972    bool status;
2973    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2974
2975    // don't call issuedrawcommand, do it at end of batch
2976    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2977    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2978        SkPaint paintCopy(*paint);
2979        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2980        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2981                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2982    } else {
2983        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2984                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2985    }
2986
2987    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2988        if (!pureTranslate) {
2989            transform.mapRect(layerBounds);
2990        }
2991        dirtyLayerUnchecked(layerBounds, getRegion());
2992    }
2993
2994    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2995
2996    return DrawGlInfo::kStatusDrew;
2997}
2998
2999status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3000        float hOffset, float vOffset, SkPaint* paint) {
3001    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
3002        return DrawGlInfo::kStatusDone;
3003    }
3004
3005    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
3006    mCaches.enableScissor();
3007
3008    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3009    fontRenderer.setFont(paint, mat4::identity());
3010    fontRenderer.setTextureFiltering(true);
3011
3012    int alpha;
3013    SkXfermode::Mode mode;
3014    getAlphaAndMode(paint, &alpha, &mode);
3015    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
3016
3017    const Rect* clip = &mSnapshot->getLocalClip();
3018    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3019
3020    const bool hasActiveLayer = hasLayer();
3021
3022    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3023            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
3024        if (hasActiveLayer) {
3025            currentTransform().mapRect(bounds);
3026            dirtyLayerUnchecked(bounds, getRegion());
3027        }
3028    }
3029
3030    return DrawGlInfo::kStatusDrew;
3031}
3032
3033status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3034    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3035
3036    mCaches.activeTexture(0);
3037
3038    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3039    if (!texture) return DrawGlInfo::kStatusDone;
3040    const AutoTexture autoCleanup(texture);
3041
3042    const float x = texture->left - texture->offset;
3043    const float y = texture->top - texture->offset;
3044
3045    drawPathTexture(texture, x, y, paint);
3046
3047    return DrawGlInfo::kStatusDrew;
3048}
3049
3050status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3051    if (!layer) {
3052        return DrawGlInfo::kStatusDone;
3053    }
3054
3055    mat4* transform = NULL;
3056    if (layer->isTextureLayer()) {
3057        transform = &layer->getTransform();
3058        if (!transform->isIdentity()) {
3059            save(0);
3060            currentTransform().multiply(*transform);
3061        }
3062    }
3063
3064    bool clipRequired = false;
3065    const bool rejected = quickRejectNoScissor(x, y,
3066            x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired);
3067
3068    if (rejected) {
3069        if (transform && !transform->isIdentity()) {
3070            restore();
3071        }
3072        return DrawGlInfo::kStatusDone;
3073    }
3074
3075    updateLayer(layer, true);
3076
3077    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
3078    mCaches.activeTexture(0);
3079
3080    if (CC_LIKELY(!layer->region.isEmpty())) {
3081        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3082        mDrawModifiers.mColorFilter = layer->getColorFilter();
3083
3084        if (layer->region.isRect()) {
3085            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3086                    composeLayerRect(layer, layer->regionRect));
3087        } else if (layer->mesh) {
3088            const float a = getLayerAlpha(layer);
3089            setupDraw();
3090            setupDrawWithTexture();
3091            setupDrawColor(a, a, a, a);
3092            setupDrawColorFilter();
3093            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3094            setupDrawProgram();
3095            setupDrawPureColorUniforms();
3096            setupDrawColorFilterUniforms();
3097            setupDrawTexture(layer->getTexture());
3098            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3099                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3100                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3101
3102                layer->setFilter(GL_NEAREST);
3103                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
3104                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3105            } else {
3106                layer->setFilter(GL_LINEAR);
3107                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3108                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3109            }
3110
3111            TextureVertex* mesh = &layer->mesh[0];
3112            GLsizei elementsCount = layer->meshElementCount;
3113
3114            while (elementsCount > 0) {
3115                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3116
3117                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3118                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3119                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3120
3121                elementsCount -= drawCount;
3122                // Though there are 4 vertices in a quad, we use 6 indices per
3123                // quad to draw with GL_TRIANGLES
3124                mesh += (drawCount / 6) * 4;
3125            }
3126
3127#if DEBUG_LAYERS_AS_REGIONS
3128            drawRegionRectsDebug(layer->region);
3129#endif
3130        }
3131
3132        mDrawModifiers.mColorFilter = oldFilter;
3133
3134        if (layer->debugDrawUpdate) {
3135            layer->debugDrawUpdate = false;
3136            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3137                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3138        }
3139    }
3140    layer->hasDrawnSinceUpdate = true;
3141
3142    if (transform && !transform->isIdentity()) {
3143        restore();
3144    }
3145
3146    return DrawGlInfo::kStatusDrew;
3147}
3148
3149///////////////////////////////////////////////////////////////////////////////
3150// Shaders
3151///////////////////////////////////////////////////////////////////////////////
3152
3153void OpenGLRenderer::resetShader() {
3154    mDrawModifiers.mShader = NULL;
3155}
3156
3157void OpenGLRenderer::setupShader(SkiaShader* shader) {
3158    mDrawModifiers.mShader = shader;
3159    if (mDrawModifiers.mShader) {
3160        mDrawModifiers.mShader->setCaches(mCaches);
3161    }
3162}
3163
3164///////////////////////////////////////////////////////////////////////////////
3165// Color filters
3166///////////////////////////////////////////////////////////////////////////////
3167
3168void OpenGLRenderer::resetColorFilter() {
3169    mDrawModifiers.mColorFilter = NULL;
3170}
3171
3172void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3173    mDrawModifiers.mColorFilter = filter;
3174}
3175
3176///////////////////////////////////////////////////////////////////////////////
3177// Drop shadow
3178///////////////////////////////////////////////////////////////////////////////
3179
3180void OpenGLRenderer::resetShadow() {
3181    mDrawModifiers.mHasShadow = false;
3182}
3183
3184void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3185    mDrawModifiers.mHasShadow = true;
3186    mDrawModifiers.mShadowRadius = radius;
3187    mDrawModifiers.mShadowDx = dx;
3188    mDrawModifiers.mShadowDy = dy;
3189    mDrawModifiers.mShadowColor = color;
3190}
3191
3192///////////////////////////////////////////////////////////////////////////////
3193// Draw filters
3194///////////////////////////////////////////////////////////////////////////////
3195
3196void OpenGLRenderer::resetPaintFilter() {
3197    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3198    // comparison, see MergingDrawBatch::canMergeWith
3199    mDrawModifiers.mHasDrawFilter = false;
3200    mDrawModifiers.mPaintFilterClearBits = 0;
3201    mDrawModifiers.mPaintFilterSetBits = 0;
3202}
3203
3204void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3205    mDrawModifiers.mHasDrawFilter = true;
3206    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3207    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3208}
3209
3210SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3211    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3212        return paint;
3213    }
3214
3215    uint32_t flags = paint->getFlags();
3216
3217    mFilteredPaint = *paint;
3218    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3219            mDrawModifiers.mPaintFilterSetBits);
3220
3221    return &mFilteredPaint;
3222}
3223
3224///////////////////////////////////////////////////////////////////////////////
3225// Drawing implementation
3226///////////////////////////////////////////////////////////////////////////////
3227
3228Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3229    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3230    if (!texture) {
3231        return mCaches.textureCache.get(bitmap);
3232    }
3233    return texture;
3234}
3235
3236void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3237        float x, float y, SkPaint* paint) {
3238    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3239        return;
3240    }
3241
3242    int alpha;
3243    SkXfermode::Mode mode;
3244    getAlphaAndMode(paint, &alpha, &mode);
3245
3246    setupDraw();
3247    setupDrawWithTexture(true);
3248    setupDrawAlpha8Color(paint->getColor(), alpha);
3249    setupDrawColorFilter();
3250    setupDrawShader();
3251    setupDrawBlending(true, mode);
3252    setupDrawProgram();
3253    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3254            x, y, x + texture->width, y + texture->height);
3255    setupDrawTexture(texture->id);
3256    setupDrawPureColorUniforms();
3257    setupDrawColorFilterUniforms();
3258    setupDrawShaderUniforms();
3259    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3260
3261    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3262}
3263
3264// Same values used by Skia
3265#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3266#define kStdUnderline_Offset    (1.0f / 9.0f)
3267#define kStdUnderline_Thickness (1.0f / 18.0f)
3268
3269void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, SkPaint* paint) {
3270    // Handle underline and strike-through
3271    uint32_t flags = paint->getFlags();
3272    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3273        SkPaint paintCopy(*paint);
3274
3275        if (CC_LIKELY(underlineWidth > 0.0f)) {
3276            const float textSize = paintCopy.getTextSize();
3277            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3278
3279            const float left = x;
3280            float top = 0.0f;
3281
3282            int linesCount = 0;
3283            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3284            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3285
3286            const int pointsCount = 4 * linesCount;
3287            float points[pointsCount];
3288            int currentPoint = 0;
3289
3290            if (flags & SkPaint::kUnderlineText_Flag) {
3291                top = y + textSize * kStdUnderline_Offset;
3292                points[currentPoint++] = left;
3293                points[currentPoint++] = top;
3294                points[currentPoint++] = left + underlineWidth;
3295                points[currentPoint++] = top;
3296            }
3297
3298            if (flags & SkPaint::kStrikeThruText_Flag) {
3299                top = y + textSize * kStdStrikeThru_Offset;
3300                points[currentPoint++] = left;
3301                points[currentPoint++] = top;
3302                points[currentPoint++] = left + underlineWidth;
3303                points[currentPoint++] = top;
3304            }
3305
3306            paintCopy.setStrokeWidth(strokeWidth);
3307
3308            drawLines(&points[0], pointsCount, &paintCopy);
3309        }
3310    }
3311}
3312
3313status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3314    if (mSnapshot->isIgnored()) {
3315        return DrawGlInfo::kStatusDone;
3316    }
3317
3318    int color = paint->getColor();
3319    // If a shader is set, preserve only the alpha
3320    if (mDrawModifiers.mShader) {
3321        color |= 0x00ffffff;
3322    }
3323    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3324
3325    return drawColorRects(rects, count, color, mode);
3326}
3327
3328status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3329        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3330    if (count == 0) {
3331        return DrawGlInfo::kStatusDone;
3332    }
3333
3334    float left = FLT_MAX;
3335    float top = FLT_MAX;
3336    float right = FLT_MIN;
3337    float bottom = FLT_MIN;
3338
3339    Vertex mesh[count];
3340    Vertex* vertex = mesh;
3341
3342    for (int index = 0; index < count; index += 4) {
3343        float l = rects[index + 0];
3344        float t = rects[index + 1];
3345        float r = rects[index + 2];
3346        float b = rects[index + 3];
3347
3348        Vertex::set(vertex++, l, t);
3349        Vertex::set(vertex++, r, t);
3350        Vertex::set(vertex++, l, b);
3351        Vertex::set(vertex++, r, b);
3352
3353        left = fminf(left, l);
3354        top = fminf(top, t);
3355        right = fmaxf(right, r);
3356        bottom = fmaxf(bottom, b);
3357    }
3358
3359    if (clip && quickReject(left, top, right, bottom)) {
3360        return DrawGlInfo::kStatusDone;
3361    }
3362
3363    setupDraw();
3364    setupDrawNoTexture();
3365    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3366    setupDrawShader();
3367    setupDrawColorFilter();
3368    setupDrawBlending(mode);
3369    setupDrawProgram();
3370    setupDrawDirtyRegionsDisabled();
3371    setupDrawModelView(kModelViewMode_Translate, false,
3372            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3373    setupDrawColorUniforms();
3374    setupDrawShaderUniforms();
3375    setupDrawColorFilterUniforms();
3376
3377    if (dirty && hasLayer()) {
3378        dirtyLayer(left, top, right, bottom, currentTransform());
3379    }
3380
3381    issueIndexedQuadDraw(&mesh[0], count / 4);
3382
3383    return DrawGlInfo::kStatusDrew;
3384}
3385
3386void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3387        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3388    // If a shader is set, preserve only the alpha
3389    if (mDrawModifiers.mShader) {
3390        color |= 0x00ffffff;
3391    }
3392
3393    setupDraw();
3394    setupDrawNoTexture();
3395    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3396    setupDrawShader();
3397    setupDrawColorFilter();
3398    setupDrawBlending(mode);
3399    setupDrawProgram();
3400    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3401            left, top, right, bottom, ignoreTransform);
3402    setupDrawColorUniforms();
3403    setupDrawShaderUniforms(ignoreTransform);
3404    setupDrawColorFilterUniforms();
3405    setupDrawSimpleMesh();
3406
3407    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3408}
3409
3410void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3411        Texture* texture, SkPaint* paint) {
3412    int alpha;
3413    SkXfermode::Mode mode;
3414    getAlphaAndMode(paint, &alpha, &mode);
3415
3416    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3417
3418    GLvoid* vertices = (GLvoid*) NULL;
3419    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3420
3421    if (texture->uvMapper) {
3422        vertices = &mMeshVertices[0].x;
3423        texCoords = &mMeshVertices[0].u;
3424
3425        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3426        texture->uvMapper->map(uvs);
3427
3428        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3429    }
3430
3431    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3432        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3433        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3434
3435        texture->setFilter(GL_NEAREST, true);
3436        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3437                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3438                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3439    } else {
3440        texture->setFilter(FILTER(paint), true);
3441        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3442                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3443    }
3444
3445    if (texture->uvMapper) {
3446        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3447    }
3448}
3449
3450void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3451        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3452    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3453            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3454}
3455
3456void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3457        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3458        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3459        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3460        ModelViewMode modelViewMode, bool dirty) {
3461
3462    setupDraw();
3463    setupDrawWithTexture();
3464    setupDrawColor(alpha, alpha, alpha, alpha);
3465    setupDrawColorFilter();
3466    setupDrawBlending(blend, mode, swapSrcDst);
3467    setupDrawProgram();
3468    if (!dirty) setupDrawDirtyRegionsDisabled();
3469    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3470    setupDrawTexture(texture);
3471    setupDrawPureColorUniforms();
3472    setupDrawColorFilterUniforms();
3473    setupDrawMesh(vertices, texCoords, vbo);
3474
3475    glDrawArrays(drawMode, 0, elementsCount);
3476}
3477
3478void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3479        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3480        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3481        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3482        ModelViewMode modelViewMode, bool dirty) {
3483
3484    setupDraw();
3485    setupDrawWithTexture();
3486    setupDrawColor(alpha, alpha, alpha, alpha);
3487    setupDrawColorFilter();
3488    setupDrawBlending(blend, mode, swapSrcDst);
3489    setupDrawProgram();
3490    if (!dirty) setupDrawDirtyRegionsDisabled();
3491    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3492    setupDrawTexture(texture);
3493    setupDrawPureColorUniforms();
3494    setupDrawColorFilterUniforms();
3495    setupDrawMeshIndices(vertices, texCoords, vbo);
3496
3497    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3498}
3499
3500void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3501        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3502        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3503        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3504
3505    setupDraw();
3506    setupDrawWithTexture(true);
3507    if (hasColor) {
3508        setupDrawAlpha8Color(color, alpha);
3509    }
3510    setupDrawColorFilter();
3511    setupDrawShader();
3512    setupDrawBlending(true, mode);
3513    setupDrawProgram();
3514    if (!dirty) setupDrawDirtyRegionsDisabled();
3515    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3516    setupDrawTexture(texture);
3517    setupDrawPureColorUniforms();
3518    setupDrawColorFilterUniforms();
3519    setupDrawShaderUniforms(ignoreTransform);
3520    setupDrawMesh(vertices, texCoords);
3521
3522    glDrawArrays(drawMode, 0, elementsCount);
3523}
3524
3525void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3526        ProgramDescription& description, bool swapSrcDst) {
3527    if (mCountOverdraw) {
3528        if (!mCaches.blend) glEnable(GL_BLEND);
3529        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3530            glBlendFunc(GL_ONE, GL_ONE);
3531        }
3532
3533        mCaches.blend = true;
3534        mCaches.lastSrcMode = GL_ONE;
3535        mCaches.lastDstMode = GL_ONE;
3536
3537        return;
3538    }
3539
3540    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3541
3542    if (blend) {
3543        // These blend modes are not supported by OpenGL directly and have
3544        // to be implemented using shaders. Since the shader will perform
3545        // the blending, turn blending off here
3546        // If the blend mode cannot be implemented using shaders, fall
3547        // back to the default SrcOver blend mode instead
3548        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3549            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3550                description.framebufferMode = mode;
3551                description.swapSrcDst = swapSrcDst;
3552
3553                if (mCaches.blend) {
3554                    glDisable(GL_BLEND);
3555                    mCaches.blend = false;
3556                }
3557
3558                return;
3559            } else {
3560                mode = SkXfermode::kSrcOver_Mode;
3561            }
3562        }
3563
3564        if (!mCaches.blend) {
3565            glEnable(GL_BLEND);
3566        }
3567
3568        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3569        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3570
3571        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3572            glBlendFunc(sourceMode, destMode);
3573            mCaches.lastSrcMode = sourceMode;
3574            mCaches.lastDstMode = destMode;
3575        }
3576    } else if (mCaches.blend) {
3577        glDisable(GL_BLEND);
3578    }
3579    mCaches.blend = blend;
3580}
3581
3582bool OpenGLRenderer::useProgram(Program* program) {
3583    if (!program->isInUse()) {
3584        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3585        program->use();
3586        mCaches.currentProgram = program;
3587        return false;
3588    }
3589    return true;
3590}
3591
3592void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3593    TextureVertex* v = &mMeshVertices[0];
3594    TextureVertex::setUV(v++, u1, v1);
3595    TextureVertex::setUV(v++, u2, v1);
3596    TextureVertex::setUV(v++, u1, v2);
3597    TextureVertex::setUV(v++, u2, v2);
3598}
3599
3600void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3601    getAlphaAndModeDirect(paint, alpha,  mode);
3602    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3603        // if drawing a layer, ignore the paint's alpha
3604        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3605    }
3606    *alpha *= mSnapshot->alpha;
3607}
3608
3609float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3610    float alpha;
3611    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3612        alpha = mDrawModifiers.mOverrideLayerAlpha;
3613    } else {
3614        alpha = layer->getAlpha() / 255.0f;
3615    }
3616    return alpha * mSnapshot->alpha;
3617}
3618
3619}; // namespace uirenderer
3620}; // namespace android
3621