OpenGLRenderer.cpp revision 54f574acf4dd5483170b8f79e2f7c70b58763ce7
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    // setup GL state for functor
475    if (mDirtyClip) {
476        setScissorFromClip();
477        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
478    }
479    mCaches.enableScissor();
480    interrupt();
481
482    // call functor immediately after GL state setup
483    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
484
485    if (result != DrawGlInfo::kStatusDone) {
486        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
487        dirty.unionWith(localDirty);
488
489        if (result & DrawGlInfo::kStatusInvoke) {
490            mFunctors.add(functor);
491        }
492    }
493
494    resume();
495    return result | DrawGlInfo::kStatusDrew;
496}
497
498///////////////////////////////////////////////////////////////////////////////
499// Debug
500///////////////////////////////////////////////////////////////////////////////
501
502void OpenGLRenderer::eventMark(const char* name) const {
503    mCaches.eventMark(0, name);
504}
505
506void OpenGLRenderer::startMark(const char* name) const {
507    mCaches.startMark(0, name);
508}
509
510void OpenGLRenderer::endMark() const {
511    mCaches.endMark();
512}
513
514void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
515    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
516        if (clear) {
517            mCaches.disableScissor();
518            mCaches.stencil.clear();
519        }
520        if (enable) {
521            mCaches.stencil.enableDebugWrite();
522        } else {
523            mCaches.stencil.disable();
524        }
525    }
526}
527
528void OpenGLRenderer::renderOverdraw() {
529    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
530        const Rect* clip = &mTilingClip;
531
532        mCaches.enableScissor();
533        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
534                clip->right - clip->left, clip->bottom - clip->top);
535
536        // 1x overdraw
537        mCaches.stencil.enableDebugTest(2);
538        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
539
540        // 2x overdraw
541        mCaches.stencil.enableDebugTest(3);
542        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
543
544        // 3x overdraw
545        mCaches.stencil.enableDebugTest(4);
546        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
547
548        // 4x overdraw and higher
549        mCaches.stencil.enableDebugTest(4, true);
550        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
551
552        mCaches.stencil.disable();
553    }
554}
555
556void OpenGLRenderer::countOverdraw() {
557    size_t count = mWidth * mHeight;
558    uint32_t* buffer = new uint32_t[count];
559    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
560
561    size_t total = 0;
562    for (size_t i = 0; i < count; i++) {
563        total += buffer[i] & 0xff;
564    }
565
566    mOverdraw = total / float(count);
567
568    delete[] buffer;
569}
570
571///////////////////////////////////////////////////////////////////////////////
572// Layers
573///////////////////////////////////////////////////////////////////////////////
574
575bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
576    if (layer->deferredUpdateScheduled && layer->renderer &&
577            layer->displayList && layer->displayList->isRenderable()) {
578        ATRACE_CALL();
579
580        Rect& dirty = layer->dirtyRect;
581
582        if (inFrame) {
583            endTiling();
584            debugOverdraw(false, false);
585        }
586
587        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
588            layer->render();
589        } else {
590            layer->defer();
591        }
592
593        if (inFrame) {
594            resumeAfterLayer();
595            startTiling(mSnapshot);
596        }
597
598        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
599        layer->hasDrawnSinceUpdate = false;
600
601        return true;
602    }
603
604    return false;
605}
606
607void OpenGLRenderer::updateLayers() {
608    // If draw deferring is enabled this method will simply defer
609    // the display list of each individual layer. The layers remain
610    // in the layer updates list which will be cleared by flushLayers().
611    int count = mLayerUpdates.size();
612    if (count > 0) {
613        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
614            startMark("Layer Updates");
615        } else {
616            startMark("Defer Layer Updates");
617        }
618
619        // Note: it is very important to update the layers in order
620        for (int i = 0; i < count; i++) {
621            Layer* layer = mLayerUpdates.itemAt(i);
622            updateLayer(layer, false);
623            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
624                mCaches.resourceCache.decrementRefcount(layer);
625            }
626        }
627
628        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
629            mLayerUpdates.clear();
630            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
631        }
632        endMark();
633    }
634}
635
636void OpenGLRenderer::flushLayers() {
637    int count = mLayerUpdates.size();
638    if (count > 0) {
639        startMark("Apply Layer Updates");
640        char layerName[12];
641
642        // Note: it is very important to update the layers in order
643        for (int i = 0; i < count; i++) {
644            sprintf(layerName, "Layer #%d", i);
645            startMark(layerName);
646
647            ATRACE_BEGIN("flushLayer");
648            Layer* layer = mLayerUpdates.itemAt(i);
649            layer->flush();
650            ATRACE_END();
651
652            mCaches.resourceCache.decrementRefcount(layer);
653
654            endMark();
655        }
656
657        mLayerUpdates.clear();
658        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
659
660        endMark();
661    }
662}
663
664void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
665    if (layer) {
666        // Make sure we don't introduce duplicates.
667        // SortedVector would do this automatically but we need to respect
668        // the insertion order. The linear search is not an issue since
669        // this list is usually very short (typically one item, at most a few)
670        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
671            if (mLayerUpdates.itemAt(i) == layer) {
672                return;
673            }
674        }
675        mLayerUpdates.push_back(layer);
676        mCaches.resourceCache.incrementRefcount(layer);
677    }
678}
679
680void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
681    if (layer) {
682        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
683            if (mLayerUpdates.itemAt(i) == layer) {
684                mLayerUpdates.removeAt(i);
685                mCaches.resourceCache.decrementRefcount(layer);
686                break;
687            }
688        }
689    }
690}
691
692void OpenGLRenderer::clearLayerUpdates() {
693    size_t count = mLayerUpdates.size();
694    if (count > 0) {
695        mCaches.resourceCache.lock();
696        for (size_t i = 0; i < count; i++) {
697            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
698        }
699        mCaches.resourceCache.unlock();
700        mLayerUpdates.clear();
701    }
702}
703
704void OpenGLRenderer::flushLayerUpdates() {
705    syncState();
706    updateLayers();
707    flushLayers();
708    // Wait for all the layer updates to be executed
709    AutoFence fence;
710}
711
712///////////////////////////////////////////////////////////////////////////////
713// State management
714///////////////////////////////////////////////////////////////////////////////
715
716int OpenGLRenderer::getSaveCount() const {
717    return mSaveCount;
718}
719
720int OpenGLRenderer::save(int flags) {
721    return saveSnapshot(flags);
722}
723
724void OpenGLRenderer::restore() {
725    if (mSaveCount > 1) {
726        restoreSnapshot();
727    }
728}
729
730void OpenGLRenderer::restoreToCount(int saveCount) {
731    if (saveCount < 1) saveCount = 1;
732
733    while (mSaveCount > saveCount) {
734        restoreSnapshot();
735    }
736}
737
738int OpenGLRenderer::saveSnapshot(int flags) {
739    mSnapshot = new Snapshot(mSnapshot, flags);
740    return mSaveCount++;
741}
742
743bool OpenGLRenderer::restoreSnapshot() {
744    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
745    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
746    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
747
748    sp<Snapshot> current = mSnapshot;
749    sp<Snapshot> previous = mSnapshot->previous;
750
751    if (restoreOrtho) {
752        Rect& r = previous->viewport;
753        glViewport(r.left, r.top, r.right, r.bottom);
754        mOrthoMatrix.load(current->orthoMatrix);
755    }
756
757    mSaveCount--;
758    mSnapshot = previous;
759
760    if (restoreClip) {
761        dirtyClip();
762    }
763
764    if (restoreLayer) {
765        endMark(); // Savelayer
766        startMark("ComposeLayer");
767        composeLayer(current, previous);
768        endMark();
769    }
770
771    return restoreClip;
772}
773
774///////////////////////////////////////////////////////////////////////////////
775// Layers
776///////////////////////////////////////////////////////////////////////////////
777
778int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
779        int alpha, SkXfermode::Mode mode, int flags) {
780    const GLuint previousFbo = mSnapshot->fbo;
781    const int count = saveSnapshot(flags);
782
783    if (!mSnapshot->isIgnored()) {
784        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
785    }
786
787    return count;
788}
789
790void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
791    const Rect untransformedBounds(bounds);
792
793    currentTransform().mapRect(bounds);
794
795    // Layers only make sense if they are in the framebuffer's bounds
796    if (bounds.intersect(*mSnapshot->clipRect)) {
797        // We cannot work with sub-pixels in this case
798        bounds.snapToPixelBoundaries();
799
800        // When the layer is not an FBO, we may use glCopyTexImage so we
801        // need to make sure the layer does not extend outside the bounds
802        // of the framebuffer
803        if (!bounds.intersect(mSnapshot->previous->viewport)) {
804            bounds.setEmpty();
805        } else if (fboLayer) {
806            clip.set(bounds);
807            mat4 inverse;
808            inverse.loadInverse(currentTransform());
809            inverse.mapRect(clip);
810            clip.snapToPixelBoundaries();
811            if (clip.intersect(untransformedBounds)) {
812                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
813                bounds.set(untransformedBounds);
814            } else {
815                clip.setEmpty();
816            }
817        }
818    } else {
819        bounds.setEmpty();
820    }
821}
822
823void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
824        bool fboLayer, int alpha) {
825    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
826            bounds.getHeight() > mCaches.maxTextureSize ||
827            (fboLayer && clip.isEmpty())) {
828        mSnapshot->empty = fboLayer;
829    } else {
830        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
831    }
832}
833
834int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
835        int alpha, SkXfermode::Mode mode, int flags) {
836    const GLuint previousFbo = mSnapshot->fbo;
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, GLuint previousFbo) {
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, previousFbo);
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, GLuint previousFbo) {
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        composeLayerRect(layer, rect, true);
1078    }
1079
1080    dirtyClip();
1081
1082    // Failing to add the layer to the cache should happen only if the layer is too large
1083    if (!mCaches.layerCache.put(layer)) {
1084        LAYER_LOGD("Deleting layer");
1085        Caches::getInstance().resourceCache.decrementRefcount(layer);
1086    }
1087}
1088
1089void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1090    float alpha = getLayerAlpha(layer);
1091
1092    setupDraw();
1093    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1094        setupDrawWithTexture();
1095    } else {
1096        setupDrawWithExternalTexture();
1097    }
1098    setupDrawTextureTransform();
1099    setupDrawColor(alpha, alpha, alpha, alpha);
1100    setupDrawColorFilter();
1101    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1102    setupDrawProgram();
1103    setupDrawPureColorUniforms();
1104    setupDrawColorFilterUniforms();
1105    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1106        setupDrawTexture(layer->getTexture());
1107    } else {
1108        setupDrawExternalTexture(layer->getTexture());
1109    }
1110    if (currentTransform().isPureTranslate() &&
1111            layer->getWidth() == (uint32_t) rect.getWidth() &&
1112            layer->getHeight() == (uint32_t) rect.getHeight()) {
1113        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1114        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1115
1116        layer->setFilter(GL_NEAREST);
1117        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1118    } else {
1119        layer->setFilter(GL_LINEAR);
1120        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1121    }
1122    setupDrawTextureTransformUniforms(layer->getTexTransform());
1123    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1124
1125    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1126}
1127
1128void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1129    if (!layer->isTextureLayer()) {
1130        const Rect& texCoords = layer->texCoords;
1131        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1132                texCoords.right, texCoords.bottom);
1133
1134        float x = rect.left;
1135        float y = rect.top;
1136        bool simpleTransform = currentTransform().isPureTranslate() &&
1137                layer->getWidth() == (uint32_t) rect.getWidth() &&
1138                layer->getHeight() == (uint32_t) rect.getHeight();
1139
1140        if (simpleTransform) {
1141            // When we're swapping, the layer is already in screen coordinates
1142            if (!swap) {
1143                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1144                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1145            }
1146
1147            layer->setFilter(GL_NEAREST, true);
1148        } else {
1149            layer->setFilter(GL_LINEAR, true);
1150        }
1151
1152        float alpha = getLayerAlpha(layer);
1153        bool blend = layer->isBlend() || alpha < 1.0f;
1154        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1155                layer->getTexture(), alpha, layer->getMode(), blend,
1156                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1157                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1158
1159        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1160    } else {
1161        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1162        drawTextureLayer(layer, rect);
1163        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1164    }
1165}
1166
1167/**
1168 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1169 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1170 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1171 * by saveLayer's restore
1172 */
1173#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1174        DRAW_COMMAND;                                                            \
1175        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1176            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1177            DRAW_COMMAND;                                                        \
1178            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1179        }                                                                        \
1180    }
1181
1182#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1183
1184void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1185    if (layer->region.isRect()) {
1186        layer->setRegionAsRect();
1187
1188        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1189
1190        layer->region.clear();
1191        return;
1192    }
1193
1194    if (CC_LIKELY(!layer->region.isEmpty())) {
1195        size_t count;
1196        const android::Rect* rects;
1197        Region safeRegion;
1198        if (CC_LIKELY(hasRectToRectTransform())) {
1199            rects = layer->region.getArray(&count);
1200        } else {
1201            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1202            rects = safeRegion.getArray(&count);
1203        }
1204
1205        const float alpha = getLayerAlpha(layer);
1206        const float texX = 1.0f / float(layer->getWidth());
1207        const float texY = 1.0f / float(layer->getHeight());
1208        const float height = rect.getHeight();
1209
1210        setupDraw();
1211
1212        // We must get (and therefore bind) the region mesh buffer
1213        // after we setup drawing in case we need to mess with the
1214        // stencil buffer in setupDraw()
1215        TextureVertex* mesh = mCaches.getRegionMesh();
1216        uint32_t numQuads = 0;
1217
1218        setupDrawWithTexture();
1219        setupDrawColor(alpha, alpha, alpha, alpha);
1220        setupDrawColorFilter();
1221        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1222        setupDrawProgram();
1223        setupDrawDirtyRegionsDisabled();
1224        setupDrawPureColorUniforms();
1225        setupDrawColorFilterUniforms();
1226        setupDrawTexture(layer->getTexture());
1227        if (currentTransform().isPureTranslate()) {
1228            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1229            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1230
1231            layer->setFilter(GL_NEAREST);
1232            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1233        } else {
1234            layer->setFilter(GL_LINEAR);
1235            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1236        }
1237        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1238
1239        for (size_t i = 0; i < count; i++) {
1240            const android::Rect* r = &rects[i];
1241
1242            const float u1 = r->left * texX;
1243            const float v1 = (height - r->top) * texY;
1244            const float u2 = r->right * texX;
1245            const float v2 = (height - r->bottom) * texY;
1246
1247            // TODO: Reject quads outside of the clip
1248            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1249            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1250            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1251            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1252
1253            numQuads++;
1254
1255            if (numQuads >= gMaxNumberOfQuads) {
1256                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1257                                GL_UNSIGNED_SHORT, NULL));
1258                numQuads = 0;
1259                mesh = mCaches.getRegionMesh();
1260            }
1261        }
1262
1263        if (numQuads > 0) {
1264            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1265                            GL_UNSIGNED_SHORT, NULL));
1266        }
1267
1268#if DEBUG_LAYERS_AS_REGIONS
1269        drawRegionRects(layer->region);
1270#endif
1271
1272        layer->region.clear();
1273    }
1274}
1275
1276void OpenGLRenderer::drawRegionRects(const Region& region) {
1277#if DEBUG_LAYERS_AS_REGIONS
1278    size_t count;
1279    const android::Rect* rects = region.getArray(&count);
1280
1281    uint32_t colors[] = {
1282            0x7fff0000, 0x7f00ff00,
1283            0x7f0000ff, 0x7fff00ff,
1284    };
1285
1286    int offset = 0;
1287    int32_t top = rects[0].top;
1288
1289    for (size_t i = 0; i < count; i++) {
1290        if (top != rects[i].top) {
1291            offset ^= 0x2;
1292            top = rects[i].top;
1293        }
1294
1295        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1296        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1297                SkXfermode::kSrcOver_Mode);
1298    }
1299#endif
1300}
1301
1302void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1303        SkXfermode::Mode mode, bool dirty) {
1304    Vector<float> rects;
1305
1306    SkRegion::Iterator it(region);
1307    while (!it.done()) {
1308        const SkIRect& r = it.rect();
1309        rects.push(r.fLeft);
1310        rects.push(r.fTop);
1311        rects.push(r.fRight);
1312        rects.push(r.fBottom);
1313        it.next();
1314    }
1315
1316    drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1317}
1318
1319void OpenGLRenderer::dirtyLayer(const float left, const float top,
1320        const float right, const float bottom, const mat4 transform) {
1321    if (hasLayer()) {
1322        Rect bounds(left, top, right, bottom);
1323        transform.mapRect(bounds);
1324        dirtyLayerUnchecked(bounds, getRegion());
1325    }
1326}
1327
1328void OpenGLRenderer::dirtyLayer(const float left, const float top,
1329        const float right, const float bottom) {
1330    if (hasLayer()) {
1331        Rect bounds(left, top, right, bottom);
1332        dirtyLayerUnchecked(bounds, getRegion());
1333    }
1334}
1335
1336void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1337    if (bounds.intersect(*mSnapshot->clipRect)) {
1338        bounds.snapToPixelBoundaries();
1339        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1340        if (!dirty.isEmpty()) {
1341            region->orSelf(dirty);
1342        }
1343    }
1344}
1345
1346void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) {
1347    GLsizei elementsCount = quadsCount * 6;
1348    while (elementsCount > 0) {
1349        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1350
1351        setupDrawIndexedVertices(&mesh[0].position[0]);
1352        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1353
1354        elementsCount -= drawCount;
1355        // Though there are 4 vertices in a quad, we use 6 indices per
1356        // quad to draw with GL_TRIANGLES
1357        mesh += (drawCount / 6) * 4;
1358    }
1359}
1360
1361void OpenGLRenderer::clearLayerRegions() {
1362    const size_t count = mLayers.size();
1363    if (count == 0) return;
1364
1365    if (!mSnapshot->isIgnored()) {
1366        // Doing several glScissor/glClear here can negatively impact
1367        // GPUs with a tiler architecture, instead we draw quads with
1368        // the Clear blending mode
1369
1370        // The list contains bounds that have already been clipped
1371        // against their initial clip rect, and the current clip
1372        // is likely different so we need to disable clipping here
1373        bool scissorChanged = mCaches.disableScissor();
1374
1375        Vertex mesh[count * 4];
1376        Vertex* vertex = mesh;
1377
1378        for (uint32_t i = 0; i < count; i++) {
1379            Rect* bounds = mLayers.itemAt(i);
1380
1381            Vertex::set(vertex++, bounds->left, bounds->top);
1382            Vertex::set(vertex++, bounds->right, bounds->top);
1383            Vertex::set(vertex++, bounds->left, bounds->bottom);
1384            Vertex::set(vertex++, bounds->right, bounds->bottom);
1385
1386            delete bounds;
1387        }
1388        // We must clear the list of dirty rects before we
1389        // call setupDraw() to prevent stencil setup to do
1390        // the same thing again
1391        mLayers.clear();
1392
1393        setupDraw(false);
1394        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1395        setupDrawBlending(true, SkXfermode::kClear_Mode);
1396        setupDrawProgram();
1397        setupDrawPureColorUniforms();
1398        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1399
1400        drawIndexedQuads(&mesh[0], count);
1401
1402        if (scissorChanged) mCaches.enableScissor();
1403    } else {
1404        for (uint32_t i = 0; i < count; i++) {
1405            delete mLayers.itemAt(i);
1406        }
1407        mLayers.clear();
1408    }
1409}
1410
1411///////////////////////////////////////////////////////////////////////////////
1412// State Deferral
1413///////////////////////////////////////////////////////////////////////////////
1414
1415bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1416    const Rect& currentClip = *(mSnapshot->clipRect);
1417    const mat4& currentMatrix = *(mSnapshot->transform);
1418
1419    if (stateDeferFlags & kStateDeferFlag_Draw) {
1420        // state has bounds initialized in local coordinates
1421        if (!state.mBounds.isEmpty()) {
1422            currentMatrix.mapRect(state.mBounds);
1423            Rect clippedBounds(state.mBounds);
1424            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1425            // is used, it should more closely duplicate the quickReject logic (in how it uses
1426            // snapToPixelBoundaries)
1427
1428            if(!clippedBounds.intersect(currentClip)) {
1429                // quick rejected
1430                return true;
1431            }
1432
1433            state.mClipSideFlags = kClipSide_None;
1434            if (!currentClip.contains(state.mBounds)) {
1435                int& flags = state.mClipSideFlags;
1436                // op partially clipped, so record which sides are clipped for clip-aware merging
1437                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1438                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1439                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1440                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1441            }
1442            state.mBounds.set(clippedBounds);
1443        } else {
1444            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1445            // overdraw avoidance (since we don't know what it overlaps)
1446            state.mClipSideFlags = kClipSide_ConservativeFull;
1447            state.mBounds.set(currentClip);
1448        }
1449    }
1450
1451    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1452    if (state.mClipValid) {
1453        state.mClip.set(currentClip);
1454    }
1455
1456    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1457    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1458    state.mMatrix.load(currentMatrix);
1459    state.mDrawModifiers = mDrawModifiers;
1460    state.mAlpha = mSnapshot->alpha;
1461    return false;
1462}
1463
1464void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1465    currentTransform().load(state.mMatrix);
1466    mDrawModifiers = state.mDrawModifiers;
1467    mSnapshot->alpha = state.mAlpha;
1468
1469    if (state.mClipValid && !skipClipRestore) {
1470        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1471                state.mClip.right, state.mClip.bottom);
1472        dirtyClip();
1473    }
1474}
1475
1476/**
1477 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1478 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1479 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1480 *
1481 * This method should be called when restoreDisplayState() won't be restoring the clip
1482 */
1483void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1484    if (clipRect != NULL) {
1485        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1486    } else {
1487        mSnapshot->setClip(0, 0, mWidth, mHeight);
1488    }
1489    dirtyClip();
1490    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1491}
1492
1493///////////////////////////////////////////////////////////////////////////////
1494// Transforms
1495///////////////////////////////////////////////////////////////////////////////
1496
1497void OpenGLRenderer::translate(float dx, float dy) {
1498    currentTransform().translate(dx, dy);
1499}
1500
1501void OpenGLRenderer::rotate(float degrees) {
1502    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1503}
1504
1505void OpenGLRenderer::scale(float sx, float sy) {
1506    currentTransform().scale(sx, sy, 1.0f);
1507}
1508
1509void OpenGLRenderer::skew(float sx, float sy) {
1510    currentTransform().skew(sx, sy);
1511}
1512
1513void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1514    if (matrix) {
1515        currentTransform().load(*matrix);
1516    } else {
1517        currentTransform().loadIdentity();
1518    }
1519}
1520
1521bool OpenGLRenderer::hasRectToRectTransform() {
1522    return CC_LIKELY(currentTransform().rectToRect());
1523}
1524
1525void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1526    currentTransform().copyTo(*matrix);
1527}
1528
1529void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1530    SkMatrix transform;
1531    currentTransform().copyTo(transform);
1532    transform.preConcat(*matrix);
1533    currentTransform().load(transform);
1534}
1535
1536///////////////////////////////////////////////////////////////////////////////
1537// Clipping
1538///////////////////////////////////////////////////////////////////////////////
1539
1540void OpenGLRenderer::setScissorFromClip() {
1541    Rect clip(*mSnapshot->clipRect);
1542    clip.snapToPixelBoundaries();
1543
1544    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1545            clip.getWidth(), clip.getHeight())) {
1546        mDirtyClip = false;
1547    }
1548}
1549
1550void OpenGLRenderer::ensureStencilBuffer() {
1551    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1552    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1553    // just hope we have one when hasLayer() returns false.
1554    if (hasLayer()) {
1555        attachStencilBufferToLayer(mSnapshot->layer);
1556    }
1557}
1558
1559void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1560    // The layer's FBO is already bound when we reach this stage
1561    if (!layer->getStencilRenderBuffer()) {
1562        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1563        // is attached after we initiated tiling. We must turn it off,
1564        // attach the new render buffer then turn tiling back on
1565        endTiling();
1566
1567        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1568                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1569        layer->setStencilRenderBuffer(buffer);
1570
1571        startTiling(layer->clipRect, layer->layer.getHeight());
1572    }
1573}
1574
1575void OpenGLRenderer::setStencilFromClip() {
1576    if (!mCaches.debugOverdraw) {
1577        if (!mSnapshot->clipRegion->isEmpty()) {
1578            // NOTE: The order here is important, we must set dirtyClip to false
1579            //       before any draw call to avoid calling back into this method
1580            mDirtyClip = false;
1581
1582            ensureStencilBuffer();
1583
1584            mCaches.stencil.enableWrite();
1585
1586            // Clear the stencil but first make sure we restrict drawing
1587            // to the region's bounds
1588            bool resetScissor = mCaches.enableScissor();
1589            if (resetScissor) {
1590                // The scissor was not set so we now need to update it
1591                setScissorFromClip();
1592            }
1593            mCaches.stencil.clear();
1594            if (resetScissor) mCaches.disableScissor();
1595
1596            // NOTE: We could use the region contour path to generate a smaller mesh
1597            //       Since we are using the stencil we could use the red book path
1598            //       drawing technique. It might increase bandwidth usage though.
1599
1600            // The last parameter is important: we are not drawing in the color buffer
1601            // so we don't want to dirty the current layer, if any
1602            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1603
1604            mCaches.stencil.enableTest();
1605
1606            // Draw the region used to generate the stencil if the appropriate debug
1607            // mode is enabled
1608            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1609                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1610            }
1611        } else {
1612            mCaches.stencil.disable();
1613        }
1614    }
1615}
1616
1617const Rect& OpenGLRenderer::getClipBounds() {
1618    return mSnapshot->getLocalClip();
1619}
1620
1621bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1622        bool snapOut, bool* clipRequired) {
1623    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1624        return true;
1625    }
1626
1627    Rect r(left, top, right, bottom);
1628    currentTransform().mapRect(r);
1629
1630    if (snapOut) {
1631        // snapOut is generally used to account for 1 pixel ramp (in window coordinates)
1632        // outside of the provided rect boundaries in tessellated AA geometry
1633        r.snapOutToPixelBoundaries();
1634    } else {
1635        r.snapToPixelBoundaries();
1636    }
1637
1638    Rect clipRect(*mSnapshot->clipRect);
1639    clipRect.snapToPixelBoundaries();
1640
1641    if (!clipRect.intersects(r)) return true;
1642
1643    if (clipRequired) *clipRequired = !clipRect.contains(r);
1644    return false;
1645}
1646
1647bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1648        SkPaint* paint) {
1649    // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out
1650    // the final mapped rect to ensure correct clipping behavior for the ramp.
1651    bool snapOut = paint->isAntiAlias();
1652
1653    if (paint->getStyle() != SkPaint::kFill_Style) {
1654        float outset = paint->getStrokeWidth() * 0.5f;
1655        return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut);
1656    } else {
1657        return quickReject(left, top, right, bottom, snapOut);
1658    }
1659}
1660
1661bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) {
1662    bool clipRequired = false;
1663    if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) {
1664        return true;
1665    }
1666
1667    if (!isDeferred()) {
1668        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1669    }
1670    return false;
1671}
1672
1673void OpenGLRenderer::debugClip() {
1674#if DEBUG_CLIP_REGIONS
1675    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1676        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1677    }
1678#endif
1679}
1680
1681bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1682    if (CC_LIKELY(currentTransform().rectToRect())) {
1683        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1684        if (clipped) {
1685            dirtyClip();
1686        }
1687        return !mSnapshot->clipRect->isEmpty();
1688    }
1689
1690    SkPath path;
1691    path.addRect(left, top, right, bottom);
1692
1693    return OpenGLRenderer::clipPath(&path, op);
1694}
1695
1696bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1697    SkMatrix transform;
1698    currentTransform().copyTo(transform);
1699
1700    SkPath transformed;
1701    path->transform(transform, &transformed);
1702
1703    SkRegion clip;
1704    if (!mSnapshot->previous->clipRegion->isEmpty()) {
1705        clip.setRegion(*mSnapshot->previous->clipRegion);
1706    } else {
1707        if (mSnapshot->previous == mFirstSnapshot) {
1708            clip.setRect(0, 0, mWidth, mHeight);
1709        } else {
1710            Rect* bounds = mSnapshot->previous->clipRect;
1711            clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1712        }
1713    }
1714
1715    SkRegion region;
1716    region.setPath(transformed, clip);
1717
1718    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1719    if (clipped) {
1720        dirtyClip();
1721    }
1722    return !mSnapshot->clipRect->isEmpty();
1723}
1724
1725bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1726    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1727    if (clipped) {
1728        dirtyClip();
1729    }
1730    return !mSnapshot->clipRect->isEmpty();
1731}
1732
1733Rect* OpenGLRenderer::getClipRect() {
1734    return mSnapshot->clipRect;
1735}
1736
1737///////////////////////////////////////////////////////////////////////////////
1738// Drawing commands
1739///////////////////////////////////////////////////////////////////////////////
1740
1741void OpenGLRenderer::setupDraw(bool clear) {
1742    // TODO: It would be best if we could do this before quickReject()
1743    //       changes the scissor test state
1744    if (clear) clearLayerRegions();
1745    // Make sure setScissor & setStencil happen at the beginning of
1746    // this method
1747    if (mDirtyClip) {
1748        if (mCaches.scissorEnabled) {
1749            setScissorFromClip();
1750        }
1751        setStencilFromClip();
1752    }
1753
1754    mDescription.reset();
1755
1756    mSetShaderColor = false;
1757    mColorSet = false;
1758    mColorA = mColorR = mColorG = mColorB = 0.0f;
1759    mTextureUnit = 0;
1760    mTrackDirtyRegions = true;
1761
1762    // Enable debug highlight when what we're about to draw is tested against
1763    // the stencil buffer and if stencil highlight debugging is on
1764    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1765            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1766            mCaches.stencil.isTestEnabled();
1767
1768    mDescription.emulateStencil = mCountOverdraw;
1769}
1770
1771void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1772    mDescription.hasTexture = true;
1773    mDescription.hasAlpha8Texture = isAlpha8;
1774}
1775
1776void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1777    mDescription.hasTexture = true;
1778    mDescription.hasColors = true;
1779    mDescription.hasAlpha8Texture = isAlpha8;
1780}
1781
1782void OpenGLRenderer::setupDrawWithExternalTexture() {
1783    mDescription.hasExternalTexture = true;
1784}
1785
1786void OpenGLRenderer::setupDrawNoTexture() {
1787    mCaches.disableTexCoordsVertexArray();
1788}
1789
1790void OpenGLRenderer::setupDrawAA() {
1791    mDescription.isAA = true;
1792}
1793
1794void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1795    mColorA = alpha / 255.0f;
1796    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1797    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1798    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1799    mColorSet = true;
1800    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1801}
1802
1803void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1804    mColorA = alpha / 255.0f;
1805    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1806    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1807    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1808    mColorSet = true;
1809    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1810}
1811
1812void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1813    mCaches.fontRenderer->describe(mDescription, paint);
1814}
1815
1816void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1817    mColorA = a;
1818    mColorR = r;
1819    mColorG = g;
1820    mColorB = b;
1821    mColorSet = true;
1822    mSetShaderColor = mDescription.setColor(r, g, b, a);
1823}
1824
1825void OpenGLRenderer::setupDrawShader() {
1826    if (mDrawModifiers.mShader) {
1827        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1828    }
1829}
1830
1831void OpenGLRenderer::setupDrawColorFilter() {
1832    if (mDrawModifiers.mColorFilter) {
1833        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1834    }
1835}
1836
1837void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1838    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1839        mColorA = 1.0f;
1840        mColorR = mColorG = mColorB = 0.0f;
1841        mSetShaderColor = mDescription.modulate = true;
1842    }
1843}
1844
1845void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1846    // When the blending mode is kClear_Mode, we need to use a modulate color
1847    // argb=1,0,0,0
1848    accountForClear(mode);
1849    bool blend = (mColorSet && mColorA < 1.0f) ||
1850            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1851    chooseBlending(blend, mode, mDescription, swapSrcDst);
1852}
1853
1854void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1855    // When the blending mode is kClear_Mode, we need to use a modulate color
1856    // argb=1,0,0,0
1857    accountForClear(mode);
1858    blend |= (mColorSet && mColorA < 1.0f) ||
1859            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1860            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1861    chooseBlending(blend, mode, mDescription, swapSrcDst);
1862}
1863
1864void OpenGLRenderer::setupDrawProgram() {
1865    useProgram(mCaches.programCache.get(mDescription));
1866}
1867
1868void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1869    mTrackDirtyRegions = false;
1870}
1871
1872void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1873        bool ignoreTransform) {
1874    mModelView.loadTranslate(left, top, 0.0f);
1875    if (!ignoreTransform) {
1876        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1877        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1878    } else {
1879        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1880        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1881    }
1882}
1883
1884void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1885    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1886}
1887
1888void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1889        bool ignoreTransform, bool ignoreModelView) {
1890    if (!ignoreModelView) {
1891        mModelView.loadTranslate(left, top, 0.0f);
1892        mModelView.scale(right - left, bottom - top, 1.0f);
1893    } else {
1894        mModelView.loadIdentity();
1895    }
1896    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1897    if (!ignoreTransform) {
1898        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1899        if (mTrackDirtyRegions && dirty) {
1900            dirtyLayer(left, top, right, bottom, currentTransform());
1901        }
1902    } else {
1903        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1904        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1905    }
1906}
1907
1908void OpenGLRenderer::setupDrawColorUniforms() {
1909    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1910        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1911    }
1912}
1913
1914void OpenGLRenderer::setupDrawPureColorUniforms() {
1915    if (mSetShaderColor) {
1916        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1917    }
1918}
1919
1920void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1921    if (mDrawModifiers.mShader) {
1922        if (ignoreTransform) {
1923            mModelView.loadInverse(currentTransform());
1924        }
1925        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1926                mModelView, *mSnapshot, &mTextureUnit);
1927    }
1928}
1929
1930void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1931    if (mDrawModifiers.mShader) {
1932        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1933                mat4::identity(), *mSnapshot, &mTextureUnit);
1934    }
1935}
1936
1937void OpenGLRenderer::setupDrawColorFilterUniforms() {
1938    if (mDrawModifiers.mColorFilter) {
1939        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1940    }
1941}
1942
1943void OpenGLRenderer::setupDrawTextGammaUniforms() {
1944    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1945}
1946
1947void OpenGLRenderer::setupDrawSimpleMesh() {
1948    bool force = mCaches.bindMeshBuffer();
1949    mCaches.bindPositionVertexPointer(force, 0);
1950    mCaches.unbindIndicesBuffer();
1951}
1952
1953void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1954    if (texture) bindTexture(texture);
1955    mTextureUnit++;
1956    mCaches.enableTexCoordsVertexArray();
1957}
1958
1959void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1960    bindExternalTexture(texture);
1961    mTextureUnit++;
1962    mCaches.enableTexCoordsVertexArray();
1963}
1964
1965void OpenGLRenderer::setupDrawTextureTransform() {
1966    mDescription.hasTextureTransform = true;
1967}
1968
1969void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1970    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1971            GL_FALSE, &transform.data[0]);
1972}
1973
1974void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1975    bool force = false;
1976    if (!vertices || vbo) {
1977        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1978    } else {
1979        force = mCaches.unbindMeshBuffer();
1980    }
1981
1982    mCaches.bindPositionVertexPointer(force, vertices);
1983    if (mCaches.currentProgram->texCoords >= 0) {
1984        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1985    }
1986
1987    mCaches.unbindIndicesBuffer();
1988}
1989
1990void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1991    bool force = mCaches.unbindMeshBuffer();
1992    GLsizei stride = sizeof(ColorTextureVertex);
1993
1994    mCaches.bindPositionVertexPointer(force, vertices, stride);
1995    if (mCaches.currentProgram->texCoords >= 0) {
1996        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1997    }
1998    int slot = mCaches.currentProgram->getAttrib("colors");
1999    if (slot >= 0) {
2000        glEnableVertexAttribArray(slot);
2001        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
2002    }
2003
2004    mCaches.unbindIndicesBuffer();
2005}
2006
2007void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
2008    bool force = false;
2009    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
2010    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
2011    // use the default VBO found in Caches
2012    if (!vertices || vbo) {
2013        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
2014    } else {
2015        force = mCaches.unbindMeshBuffer();
2016    }
2017    mCaches.bindIndicesBuffer();
2018
2019    mCaches.bindPositionVertexPointer(force, vertices);
2020    if (mCaches.currentProgram->texCoords >= 0) {
2021        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2022    }
2023}
2024
2025void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2026    bool force = mCaches.unbindMeshBuffer();
2027    mCaches.bindIndicesBuffer();
2028    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
2029}
2030
2031///////////////////////////////////////////////////////////////////////////////
2032// Drawing
2033///////////////////////////////////////////////////////////////////////////////
2034
2035status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2036        int32_t replayFlags) {
2037    status_t status;
2038    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
2039    // will be performed by the display list itself
2040    if (displayList && displayList->isRenderable()) {
2041        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2042            status = startFrame();
2043            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2044            displayList->replay(replayStruct, 0);
2045            return status | replayStruct.mDrawGlStatus;
2046        }
2047
2048        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2049        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2050        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2051        displayList->defer(deferStruct, 0);
2052
2053        flushLayers();
2054        status = startFrame();
2055
2056        return status | deferredList.flush(*this, dirty);
2057    }
2058
2059    return DrawGlInfo::kStatusDone;
2060}
2061
2062void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2063    if (displayList) {
2064        displayList->output(1);
2065    }
2066}
2067
2068void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2069    int alpha;
2070    SkXfermode::Mode mode;
2071    getAlphaAndMode(paint, &alpha, &mode);
2072
2073    int color = paint != NULL ? paint->getColor() : 0;
2074
2075    float x = left;
2076    float y = top;
2077
2078    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2079
2080    bool ignoreTransform = false;
2081    if (currentTransform().isPureTranslate()) {
2082        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2083        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2084        ignoreTransform = true;
2085
2086        texture->setFilter(GL_NEAREST, true);
2087    } else {
2088        texture->setFilter(FILTER(paint), true);
2089    }
2090
2091    // No need to check for a UV mapper on the texture object, only ARGB_8888
2092    // bitmaps get packed in the atlas
2093    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2094            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2095            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2096}
2097
2098/**
2099 * Important note: this method is intended to draw batches of bitmaps and
2100 * will not set the scissor enable or dirty the current layer, if any.
2101 * The caller is responsible for properly dirtying the current layer.
2102 */
2103status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2104        TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) {
2105    mCaches.activeTexture(0);
2106    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2107    if (!texture) return DrawGlInfo::kStatusDone;
2108
2109    const AutoTexture autoCleanup(texture);
2110
2111    int alpha;
2112    SkXfermode::Mode mode;
2113    getAlphaAndMode(paint, &alpha, &mode);
2114
2115    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2116    texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true);
2117
2118    const float x = (int) floorf(bounds.left + 0.5f);
2119    const float y = (int) floorf(bounds.top + 0.5f);
2120    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2121        int color = paint != NULL ? paint->getColor() : 0;
2122        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2123                texture->id, paint != NULL, color, alpha, mode,
2124                &vertices[0].position[0], &vertices[0].texture[0],
2125                GL_TRIANGLES, bitmapCount * 6, true, true, false);
2126    } else {
2127        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2128                texture->id, alpha / 255.0f, mode, texture->blend,
2129                &vertices[0].position[0], &vertices[0].texture[0],
2130                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false);
2131    }
2132
2133    return DrawGlInfo::kStatusDrew;
2134}
2135
2136status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2137    const float right = left + bitmap->width();
2138    const float bottom = top + bitmap->height();
2139
2140    if (quickReject(left, top, right, bottom)) {
2141        return DrawGlInfo::kStatusDone;
2142    }
2143
2144    mCaches.activeTexture(0);
2145    Texture* texture = getTexture(bitmap);
2146    if (!texture) return DrawGlInfo::kStatusDone;
2147    const AutoTexture autoCleanup(texture);
2148
2149    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2150        drawAlphaBitmap(texture, left, top, paint);
2151    } else {
2152        drawTextureRect(left, top, right, bottom, texture, paint);
2153    }
2154
2155    return DrawGlInfo::kStatusDrew;
2156}
2157
2158status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2159    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2160    const mat4 transform(*matrix);
2161    transform.mapRect(r);
2162
2163    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2164        return DrawGlInfo::kStatusDone;
2165    }
2166
2167    mCaches.activeTexture(0);
2168    Texture* texture = getTexture(bitmap);
2169    if (!texture) return DrawGlInfo::kStatusDone;
2170    const AutoTexture autoCleanup(texture);
2171
2172    // This could be done in a cheaper way, all we need is pass the matrix
2173    // to the vertex shader. The save/restore is a bit overkill.
2174    save(SkCanvas::kMatrix_SaveFlag);
2175    concatMatrix(matrix);
2176    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2177        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2178    } else {
2179        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2180    }
2181    restore();
2182
2183    return DrawGlInfo::kStatusDrew;
2184}
2185
2186status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2187    const float right = left + bitmap->width();
2188    const float bottom = top + bitmap->height();
2189
2190    if (quickReject(left, top, right, bottom)) {
2191        return DrawGlInfo::kStatusDone;
2192    }
2193
2194    mCaches.activeTexture(0);
2195    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2196    const AutoTexture autoCleanup(texture);
2197
2198    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2199        drawAlphaBitmap(texture, left, top, paint);
2200    } else {
2201        drawTextureRect(left, top, right, bottom, texture, paint);
2202    }
2203
2204    return DrawGlInfo::kStatusDrew;
2205}
2206
2207status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2208        float* vertices, int* colors, SkPaint* paint) {
2209    if (!vertices || mSnapshot->isIgnored()) {
2210        return DrawGlInfo::kStatusDone;
2211    }
2212
2213    // TODO: use quickReject on bounds from vertices
2214    mCaches.enableScissor();
2215
2216    float left = FLT_MAX;
2217    float top = FLT_MAX;
2218    float right = FLT_MIN;
2219    float bottom = FLT_MIN;
2220
2221    const uint32_t count = meshWidth * meshHeight * 6;
2222
2223    ColorTextureVertex mesh[count];
2224    ColorTextureVertex* vertex = mesh;
2225
2226    bool cleanupColors = false;
2227    if (!colors) {
2228        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2229        colors = new int[colorsCount];
2230        memset(colors, 0xff, colorsCount * sizeof(int));
2231        cleanupColors = true;
2232    }
2233
2234    mCaches.activeTexture(0);
2235    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2236    const UvMapper& mapper(getMapper(texture));
2237
2238    for (int32_t y = 0; y < meshHeight; y++) {
2239        for (int32_t x = 0; x < meshWidth; x++) {
2240            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2241
2242            float u1 = float(x) / meshWidth;
2243            float u2 = float(x + 1) / meshWidth;
2244            float v1 = float(y) / meshHeight;
2245            float v2 = float(y + 1) / meshHeight;
2246
2247            mapper.map(u1, v1, u2, v2);
2248
2249            int ax = i + (meshWidth + 1) * 2;
2250            int ay = ax + 1;
2251            int bx = i;
2252            int by = bx + 1;
2253            int cx = i + 2;
2254            int cy = cx + 1;
2255            int dx = i + (meshWidth + 1) * 2 + 2;
2256            int dy = dx + 1;
2257
2258            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2259            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2260            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2261
2262            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2263            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2264            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2265
2266            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2267            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2268            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2269            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2270        }
2271    }
2272
2273    if (quickReject(left, top, right, bottom)) {
2274        if (cleanupColors) delete[] colors;
2275        return DrawGlInfo::kStatusDone;
2276    }
2277
2278    if (!texture) {
2279        texture = mCaches.textureCache.get(bitmap);
2280        if (!texture) {
2281            if (cleanupColors) delete[] colors;
2282            return DrawGlInfo::kStatusDone;
2283        }
2284    }
2285    const AutoTexture autoCleanup(texture);
2286
2287    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2288    texture->setFilter(FILTER(paint), true);
2289
2290    int alpha;
2291    SkXfermode::Mode mode;
2292    getAlphaAndMode(paint, &alpha, &mode);
2293
2294    float a = alpha / 255.0f;
2295
2296    if (hasLayer()) {
2297        dirtyLayer(left, top, right, bottom, currentTransform());
2298    }
2299
2300    setupDraw();
2301    setupDrawWithTextureAndColor();
2302    setupDrawColor(a, a, a, a);
2303    setupDrawColorFilter();
2304    setupDrawBlending(true, mode, false);
2305    setupDrawProgram();
2306    setupDrawDirtyRegionsDisabled();
2307    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2308    setupDrawTexture(texture->id);
2309    setupDrawPureColorUniforms();
2310    setupDrawColorFilterUniforms();
2311    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2312
2313    glDrawArrays(GL_TRIANGLES, 0, count);
2314
2315    int slot = mCaches.currentProgram->getAttrib("colors");
2316    if (slot >= 0) {
2317        glDisableVertexAttribArray(slot);
2318    }
2319
2320    if (cleanupColors) delete[] colors;
2321
2322    return DrawGlInfo::kStatusDrew;
2323}
2324
2325status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2326         float srcLeft, float srcTop, float srcRight, float srcBottom,
2327         float dstLeft, float dstTop, float dstRight, float dstBottom,
2328         SkPaint* paint) {
2329    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2330        return DrawGlInfo::kStatusDone;
2331    }
2332
2333    mCaches.activeTexture(0);
2334    Texture* texture = getTexture(bitmap);
2335    if (!texture) return DrawGlInfo::kStatusDone;
2336    const AutoTexture autoCleanup(texture);
2337
2338    const float width = texture->width;
2339    const float height = texture->height;
2340
2341    float u1 = fmax(0.0f, srcLeft / width);
2342    float v1 = fmax(0.0f, srcTop / height);
2343    float u2 = fmin(1.0f, srcRight / width);
2344    float v2 = fmin(1.0f, srcBottom / height);
2345
2346    getMapper(texture).map(u1, v1, u2, v2);
2347
2348    mCaches.unbindMeshBuffer();
2349    resetDrawTextureTexCoords(u1, v1, u2, v2);
2350
2351    int alpha;
2352    SkXfermode::Mode mode;
2353    getAlphaAndMode(paint, &alpha, &mode);
2354
2355    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2356
2357    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2358    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2359
2360    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2361    // Apply a scale transform on the canvas only when a shader is in use
2362    // Skia handles the ratio between the dst and src rects as a scale factor
2363    // when a shader is set
2364    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2365    bool ignoreTransform = false;
2366
2367    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2368        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2369        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2370
2371        dstRight = x + (dstRight - dstLeft);
2372        dstBottom = y + (dstBottom - dstTop);
2373
2374        dstLeft = x;
2375        dstTop = y;
2376
2377        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2378        ignoreTransform = true;
2379    } else {
2380        texture->setFilter(FILTER(paint), true);
2381    }
2382
2383    if (CC_UNLIKELY(useScaleTransform)) {
2384        save(SkCanvas::kMatrix_SaveFlag);
2385        translate(dstLeft, dstTop);
2386        scale(scaleX, scaleY);
2387
2388        dstLeft = 0.0f;
2389        dstTop = 0.0f;
2390
2391        dstRight = srcRight - srcLeft;
2392        dstBottom = srcBottom - srcTop;
2393    }
2394
2395    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2396        int color = paint ? paint->getColor() : 0;
2397        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2398                texture->id, paint != NULL, color, alpha, mode,
2399                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2400                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2401    } else {
2402        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2403                texture->id, alpha / 255.0f, mode, texture->blend,
2404                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2405                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2406    }
2407
2408    if (CC_UNLIKELY(useScaleTransform)) {
2409        restore();
2410    }
2411
2412    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2413
2414    return DrawGlInfo::kStatusDrew;
2415}
2416
2417status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2418        float left, float top, float right, float bottom, SkPaint* paint) {
2419    if (quickReject(left, top, right, bottom)) {
2420        return DrawGlInfo::kStatusDone;
2421    }
2422
2423    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2424    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2425            right - left, bottom - top, patch);
2426
2427    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2428}
2429
2430status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2431        float left, float top, float right, float bottom, SkPaint* paint) {
2432    if (quickReject(left, top, right, bottom)) {
2433        return DrawGlInfo::kStatusDone;
2434    }
2435
2436    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2437        mCaches.activeTexture(0);
2438        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2439        if (!texture) return DrawGlInfo::kStatusDone;
2440        const AutoTexture autoCleanup(texture);
2441
2442        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2443        texture->setFilter(GL_LINEAR, true);
2444
2445        int alpha;
2446        SkXfermode::Mode mode;
2447        getAlphaAndMode(paint, &alpha, &mode);
2448
2449        const bool pureTranslate = currentTransform().isPureTranslate();
2450        // Mark the current layer dirty where we are going to draw the patch
2451        if (hasLayer() && mesh->hasEmptyQuads) {
2452            const float offsetX = left + currentTransform().getTranslateX();
2453            const float offsetY = top + currentTransform().getTranslateY();
2454            const size_t count = mesh->quads.size();
2455            for (size_t i = 0; i < count; i++) {
2456                const Rect& bounds = mesh->quads.itemAt(i);
2457                if (CC_LIKELY(pureTranslate)) {
2458                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2459                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2460                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2461                } else {
2462                    dirtyLayer(left + bounds.left, top + bounds.top,
2463                            left + bounds.right, top + bounds.bottom, currentTransform());
2464                }
2465            }
2466        }
2467
2468        if (CC_LIKELY(pureTranslate)) {
2469            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2470            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2471
2472            right = x + right - left;
2473            bottom = y + bottom - top;
2474            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2475                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2476                    GL_TRIANGLES, mesh->indexCount, false, true,
2477                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2478        } else {
2479            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2480                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2481                    GL_TRIANGLES, mesh->indexCount, false, false,
2482                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2483        }
2484    }
2485
2486    return DrawGlInfo::kStatusDrew;
2487}
2488
2489/**
2490 * Important note: this method is intended to draw batches of 9-patch objects and
2491 * will not set the scissor enable or dirty the current layer, if any.
2492 * The caller is responsible for properly dirtying the current layer.
2493 */
2494status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2495        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2496    mCaches.activeTexture(0);
2497    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2498    if (!texture) return DrawGlInfo::kStatusDone;
2499    const AutoTexture autoCleanup(texture);
2500
2501    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2502    texture->setFilter(GL_LINEAR, true);
2503
2504    int alpha;
2505    SkXfermode::Mode mode;
2506    getAlphaAndMode(paint, &alpha, &mode);
2507
2508    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2509            mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0],
2510            GL_TRIANGLES, indexCount, false, true, 0, true, false);
2511
2512    return DrawGlInfo::kStatusDrew;
2513}
2514
2515status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2516        bool useOffset) {
2517    if (!vertexBuffer.getVertexCount()) {
2518        // no vertices to draw
2519        return DrawGlInfo::kStatusDone;
2520    }
2521
2522    int color = paint->getColor();
2523    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2524    bool isAA = paint->isAntiAlias();
2525
2526    setupDraw();
2527    setupDrawNoTexture();
2528    if (isAA) setupDrawAA();
2529    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2530    setupDrawColorFilter();
2531    setupDrawShader();
2532    setupDrawBlending(isAA, mode);
2533    setupDrawProgram();
2534    setupDrawModelViewIdentity(useOffset);
2535    setupDrawColorUniforms();
2536    setupDrawColorFilterUniforms();
2537    setupDrawShaderIdentityUniforms();
2538
2539    void* vertices = vertexBuffer.getBuffer();
2540    bool force = mCaches.unbindMeshBuffer();
2541    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2542    mCaches.resetTexCoordsVertexPointer();
2543    mCaches.unbindIndicesBuffer();
2544
2545    int alphaSlot = -1;
2546    if (isAA) {
2547        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2548        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2549
2550        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2551        glEnableVertexAttribArray(alphaSlot);
2552        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2553    }
2554
2555    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2556
2557    if (isAA) {
2558        glDisableVertexAttribArray(alphaSlot);
2559    }
2560
2561    return DrawGlInfo::kStatusDrew;
2562}
2563
2564/**
2565 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2566 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2567 * screen space in all directions. However, instead of using a fragment shader to compute the
2568 * translucency of the color from its position, we simply use a varying parameter to define how far
2569 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2570 *
2571 * Doesn't yet support joins, caps, or path effects.
2572 */
2573status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2574    VertexBuffer vertexBuffer;
2575    // TODO: try clipping large paths to viewport
2576    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2577
2578    if (hasLayer()) {
2579        SkRect bounds = path.getBounds();
2580        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2581        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2582    }
2583
2584    return drawVertexBuffer(vertexBuffer, paint);
2585}
2586
2587/**
2588 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2589 * and additional geometry for defining an alpha slope perimeter.
2590 *
2591 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2592 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2593 * in-shader alpha region, but found it to be taxing on some GPUs.
2594 *
2595 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2596 * memory transfer by removing need for degenerate vertices.
2597 */
2598status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2599    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2600
2601    count &= ~0x3; // round down to nearest four
2602
2603    VertexBuffer buffer;
2604    SkRect bounds;
2605    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2606
2607    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2608        return DrawGlInfo::kStatusDone;
2609    }
2610
2611    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2612
2613    bool useOffset = !paint->isAntiAlias();
2614    return drawVertexBuffer(buffer, paint, useOffset);
2615}
2616
2617status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2618    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2619
2620    count &= ~0x1; // round down to nearest two
2621
2622    VertexBuffer buffer;
2623    SkRect bounds;
2624    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2625
2626    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2627        return DrawGlInfo::kStatusDone;
2628    }
2629
2630    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2631
2632    bool useOffset = !paint->isAntiAlias();
2633    return drawVertexBuffer(buffer, paint, useOffset);
2634}
2635
2636status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2637    // No need to check against the clip, we fill the clip region
2638    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2639
2640    Rect& clip(*mSnapshot->clipRect);
2641    clip.snapToPixelBoundaries();
2642
2643    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2644
2645    return DrawGlInfo::kStatusDrew;
2646}
2647
2648status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2649        SkPaint* paint) {
2650    if (!texture) return DrawGlInfo::kStatusDone;
2651    const AutoTexture autoCleanup(texture);
2652
2653    const float x = left + texture->left - texture->offset;
2654    const float y = top + texture->top - texture->offset;
2655
2656    drawPathTexture(texture, x, y, paint);
2657
2658    return DrawGlInfo::kStatusDrew;
2659}
2660
2661status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2662        float rx, float ry, SkPaint* p) {
2663    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2664            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2665        return DrawGlInfo::kStatusDone;
2666    }
2667
2668    if (p->getPathEffect() != 0) {
2669        mCaches.activeTexture(0);
2670        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2671                right - left, bottom - top, rx, ry, p);
2672        return drawShape(left, top, texture, p);
2673    }
2674
2675    SkPath path;
2676    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2677    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2678        float outset = p->getStrokeWidth() / 2;
2679        rect.outset(outset, outset);
2680        rx += outset;
2681        ry += outset;
2682    }
2683    path.addRoundRect(rect, rx, ry);
2684    return drawConvexPath(path, p);
2685}
2686
2687status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2688    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2689            x + radius, y + radius, p) ||
2690            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2691        return DrawGlInfo::kStatusDone;
2692    }
2693    if (p->getPathEffect() != 0) {
2694        mCaches.activeTexture(0);
2695        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2696        return drawShape(x - radius, y - radius, texture, p);
2697    }
2698
2699    SkPath path;
2700    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2701        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2702    } else {
2703        path.addCircle(x, y, radius);
2704    }
2705    return drawConvexPath(path, p);
2706}
2707
2708status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2709        SkPaint* p) {
2710    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2711            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2712        return DrawGlInfo::kStatusDone;
2713    }
2714
2715    if (p->getPathEffect() != 0) {
2716        mCaches.activeTexture(0);
2717        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2718        return drawShape(left, top, texture, p);
2719    }
2720
2721    SkPath path;
2722    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2723    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2724        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2725    }
2726    path.addOval(rect);
2727    return drawConvexPath(path, p);
2728}
2729
2730status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2731        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2732    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2733            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2734        return DrawGlInfo::kStatusDone;
2735    }
2736
2737    if (fabs(sweepAngle) >= 360.0f) {
2738        return drawOval(left, top, right, bottom, p);
2739    }
2740
2741    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2742    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2743        mCaches.activeTexture(0);
2744        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2745                startAngle, sweepAngle, useCenter, p);
2746        return drawShape(left, top, texture, p);
2747    }
2748
2749    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2750    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2751        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2752    }
2753
2754    SkPath path;
2755    if (useCenter) {
2756        path.moveTo(rect.centerX(), rect.centerY());
2757    }
2758    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2759    if (useCenter) {
2760        path.close();
2761    }
2762    return drawConvexPath(path, p);
2763}
2764
2765// See SkPaintDefaults.h
2766#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2767
2768status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2769    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2770            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2771        return DrawGlInfo::kStatusDone;
2772    }
2773
2774    if (p->getStyle() != SkPaint::kFill_Style) {
2775        // only fill style is supported by drawConvexPath, since others have to handle joins
2776        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2777                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2778            mCaches.activeTexture(0);
2779            const PathTexture* texture =
2780                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2781            return drawShape(left, top, texture, p);
2782        }
2783
2784        SkPath path;
2785        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2786        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2787            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2788        }
2789        path.addRect(rect);
2790        return drawConvexPath(path, p);
2791    }
2792
2793    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2794        SkPath path;
2795        path.addRect(left, top, right, bottom);
2796        return drawConvexPath(path, p);
2797    } else {
2798        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2799        return DrawGlInfo::kStatusDrew;
2800    }
2801}
2802
2803void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2804        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2805        float x, float y) {
2806    mCaches.activeTexture(0);
2807
2808    // NOTE: The drop shadow will not perform gamma correction
2809    //       if shader-based correction is enabled
2810    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2811    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2812            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2813    // If the drop shadow exceeds the max texture size or couldn't be
2814    // allocated, skip drawing
2815    if (!shadow) return;
2816    const AutoTexture autoCleanup(shadow);
2817
2818    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2819    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2820
2821    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2822    int shadowColor = mDrawModifiers.mShadowColor;
2823    if (mDrawModifiers.mShader) {
2824        shadowColor = 0xffffffff;
2825    }
2826
2827    setupDraw();
2828    setupDrawWithTexture(true);
2829    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2830    setupDrawColorFilter();
2831    setupDrawShader();
2832    setupDrawBlending(true, mode);
2833    setupDrawProgram();
2834    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2835    setupDrawTexture(shadow->id);
2836    setupDrawPureColorUniforms();
2837    setupDrawColorFilterUniforms();
2838    setupDrawShaderUniforms();
2839    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2840
2841    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2842}
2843
2844bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2845    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2846    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2847}
2848
2849status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2850        const float* positions, SkPaint* paint) {
2851    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2852        return DrawGlInfo::kStatusDone;
2853    }
2854
2855    // NOTE: Skia does not support perspective transform on drawPosText yet
2856    if (!currentTransform().isSimple()) {
2857        return DrawGlInfo::kStatusDone;
2858    }
2859
2860    mCaches.enableScissor();
2861
2862    float x = 0.0f;
2863    float y = 0.0f;
2864    const bool pureTranslate = currentTransform().isPureTranslate();
2865    if (pureTranslate) {
2866        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2867        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2868    }
2869
2870    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2871    fontRenderer.setFont(paint, mat4::identity());
2872
2873    int alpha;
2874    SkXfermode::Mode mode;
2875    getAlphaAndMode(paint, &alpha, &mode);
2876
2877    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2878        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2879                alpha, mode, 0.0f, 0.0f);
2880    }
2881
2882    // Pick the appropriate texture filtering
2883    bool linearFilter = currentTransform().changesBounds();
2884    if (pureTranslate && !linearFilter) {
2885        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2886    }
2887    fontRenderer.setTextureFiltering(linearFilter);
2888
2889    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2890    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2891
2892    const bool hasActiveLayer = hasLayer();
2893
2894    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2895    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2896            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2897        if (hasActiveLayer) {
2898            if (!pureTranslate) {
2899                currentTransform().mapRect(bounds);
2900            }
2901            dirtyLayerUnchecked(bounds, getRegion());
2902        }
2903    }
2904
2905    return DrawGlInfo::kStatusDrew;
2906}
2907
2908mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2909    mat4 fontTransform;
2910    if (CC_LIKELY(transform.isPureTranslate())) {
2911        fontTransform = mat4::identity();
2912    } else {
2913        if (CC_UNLIKELY(transform.isPerspective())) {
2914            fontTransform = mat4::identity();
2915        } else {
2916            float sx, sy;
2917            currentTransform().decomposeScale(sx, sy);
2918            fontTransform.loadScale(sx, sy, 1.0f);
2919        }
2920    }
2921    return fontTransform;
2922}
2923
2924status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2925        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2926        DrawOpMode drawOpMode) {
2927
2928    if (drawOpMode == kDrawOpMode_Immediate) {
2929        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2930        // drawing as ops from DeferredDisplayList are already filtered for these
2931        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2932                quickReject(bounds)) {
2933            return DrawGlInfo::kStatusDone;
2934        }
2935    }
2936
2937    const float oldX = x;
2938    const float oldY = y;
2939
2940    const mat4& transform = currentTransform();
2941    const bool pureTranslate = transform.isPureTranslate();
2942
2943    if (CC_LIKELY(pureTranslate)) {
2944        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2945        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2946    }
2947
2948    int alpha;
2949    SkXfermode::Mode mode;
2950    getAlphaAndMode(paint, &alpha, &mode);
2951
2952    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2953
2954    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2955        fontRenderer.setFont(paint, mat4::identity());
2956        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2957                alpha, mode, oldX, oldY);
2958    }
2959
2960    const bool hasActiveLayer = hasLayer();
2961
2962    // We only pass a partial transform to the font renderer. That partial
2963    // matrix defines how glyphs are rasterized. Typically we want glyphs
2964    // to be rasterized at their final size on screen, which means the partial
2965    // matrix needs to take the scale factor into account.
2966    // When a partial matrix is used to transform glyphs during rasterization,
2967    // the mesh is generated with the inverse transform (in the case of scale,
2968    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2969    // apply the full transform matrix at draw time in the vertex shader.
2970    // Applying the full matrix in the shader is the easiest way to handle
2971    // rotation and perspective and allows us to always generated quads in the
2972    // font renderer which greatly simplifies the code, clipping in particular.
2973    mat4 fontTransform = findBestFontTransform(transform);
2974    fontRenderer.setFont(paint, fontTransform);
2975
2976    // Pick the appropriate texture filtering
2977    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2978    fontRenderer.setTextureFiltering(linearFilter);
2979
2980    // TODO: Implement better clipping for scaled/rotated text
2981    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2982    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2983
2984    bool status;
2985    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2986
2987    // don't call issuedrawcommand, do it at end of batch
2988    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2989    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2990        SkPaint paintCopy(*paint);
2991        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2992        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2993                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2994    } else {
2995        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2996                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2997    }
2998
2999    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
3000        if (!pureTranslate) {
3001            transform.mapRect(layerBounds);
3002        }
3003        dirtyLayerUnchecked(layerBounds, getRegion());
3004    }
3005
3006    drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint);
3007
3008    return DrawGlInfo::kStatusDrew;
3009}
3010
3011status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3012        float hOffset, float vOffset, SkPaint* paint) {
3013    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
3014        return DrawGlInfo::kStatusDone;
3015    }
3016
3017    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
3018    mCaches.enableScissor();
3019
3020    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3021    fontRenderer.setFont(paint, mat4::identity());
3022    fontRenderer.setTextureFiltering(true);
3023
3024    int alpha;
3025    SkXfermode::Mode mode;
3026    getAlphaAndMode(paint, &alpha, &mode);
3027    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
3028
3029    const Rect* clip = &mSnapshot->getLocalClip();
3030    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3031
3032    const bool hasActiveLayer = hasLayer();
3033
3034    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3035            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
3036        if (hasActiveLayer) {
3037            currentTransform().mapRect(bounds);
3038            dirtyLayerUnchecked(bounds, getRegion());
3039        }
3040    }
3041
3042    return DrawGlInfo::kStatusDrew;
3043}
3044
3045status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3046    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3047
3048    mCaches.activeTexture(0);
3049
3050    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3051    if (!texture) return DrawGlInfo::kStatusDone;
3052    const AutoTexture autoCleanup(texture);
3053
3054    const float x = texture->left - texture->offset;
3055    const float y = texture->top - texture->offset;
3056
3057    drawPathTexture(texture, x, y, paint);
3058
3059    return DrawGlInfo::kStatusDrew;
3060}
3061
3062status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3063    if (!layer) {
3064        return DrawGlInfo::kStatusDone;
3065    }
3066
3067    mat4* transform = NULL;
3068    if (layer->isTextureLayer()) {
3069        transform = &layer->getTransform();
3070        if (!transform->isIdentity()) {
3071            save(0);
3072            currentTransform().multiply(*transform);
3073        }
3074    }
3075
3076    bool clipRequired = false;
3077    const bool rejected = quickRejectNoScissor(x, y,
3078            x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired);
3079
3080    if (rejected) {
3081        if (transform && !transform->isIdentity()) {
3082            restore();
3083        }
3084        return DrawGlInfo::kStatusDone;
3085    }
3086
3087    updateLayer(layer, true);
3088
3089    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
3090    mCaches.activeTexture(0);
3091
3092    if (CC_LIKELY(!layer->region.isEmpty())) {
3093        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3094        mDrawModifiers.mColorFilter = layer->getColorFilter();
3095
3096        if (layer->region.isRect()) {
3097            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3098                    composeLayerRect(layer, layer->regionRect));
3099        } else if (layer->mesh) {
3100            const float a = getLayerAlpha(layer);
3101            setupDraw();
3102            setupDrawWithTexture();
3103            setupDrawColor(a, a, a, a);
3104            setupDrawColorFilter();
3105            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3106            setupDrawProgram();
3107            setupDrawPureColorUniforms();
3108            setupDrawColorFilterUniforms();
3109            setupDrawTexture(layer->getTexture());
3110            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3111                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3112                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3113
3114                layer->setFilter(GL_NEAREST);
3115                setupDrawModelViewTranslate(tx, ty,
3116                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3117            } else {
3118                layer->setFilter(GL_LINEAR);
3119                setupDrawModelViewTranslate(x, y,
3120                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3121            }
3122
3123            TextureVertex* mesh = &layer->mesh[0];
3124            GLsizei elementsCount = layer->meshElementCount;
3125
3126            while (elementsCount > 0) {
3127                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3128
3129                setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
3130                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3131                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3132
3133                elementsCount -= drawCount;
3134                // Though there are 4 vertices in a quad, we use 6 indices per
3135                // quad to draw with GL_TRIANGLES
3136                mesh += (drawCount / 6) * 4;
3137            }
3138
3139#if DEBUG_LAYERS_AS_REGIONS
3140            drawRegionRects(layer->region);
3141#endif
3142        }
3143
3144        mDrawModifiers.mColorFilter = oldFilter;
3145
3146        if (layer->debugDrawUpdate) {
3147            layer->debugDrawUpdate = false;
3148            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3149                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3150        }
3151    }
3152    layer->hasDrawnSinceUpdate = true;
3153
3154    if (transform && !transform->isIdentity()) {
3155        restore();
3156    }
3157
3158    return DrawGlInfo::kStatusDrew;
3159}
3160
3161///////////////////////////////////////////////////////////////////////////////
3162// Shaders
3163///////////////////////////////////////////////////////////////////////////////
3164
3165void OpenGLRenderer::resetShader() {
3166    mDrawModifiers.mShader = NULL;
3167}
3168
3169void OpenGLRenderer::setupShader(SkiaShader* shader) {
3170    mDrawModifiers.mShader = shader;
3171    if (mDrawModifiers.mShader) {
3172        mDrawModifiers.mShader->setCaches(mCaches);
3173    }
3174}
3175
3176///////////////////////////////////////////////////////////////////////////////
3177// Color filters
3178///////////////////////////////////////////////////////////////////////////////
3179
3180void OpenGLRenderer::resetColorFilter() {
3181    mDrawModifiers.mColorFilter = NULL;
3182}
3183
3184void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3185    mDrawModifiers.mColorFilter = filter;
3186}
3187
3188///////////////////////////////////////////////////////////////////////////////
3189// Drop shadow
3190///////////////////////////////////////////////////////////////////////////////
3191
3192void OpenGLRenderer::resetShadow() {
3193    mDrawModifiers.mHasShadow = false;
3194}
3195
3196void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3197    mDrawModifiers.mHasShadow = true;
3198    mDrawModifiers.mShadowRadius = radius;
3199    mDrawModifiers.mShadowDx = dx;
3200    mDrawModifiers.mShadowDy = dy;
3201    mDrawModifiers.mShadowColor = color;
3202}
3203
3204///////////////////////////////////////////////////////////////////////////////
3205// Draw filters
3206///////////////////////////////////////////////////////////////////////////////
3207
3208void OpenGLRenderer::resetPaintFilter() {
3209    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3210    // comparison, see MergingDrawBatch::canMergeWith
3211    mDrawModifiers.mHasDrawFilter = false;
3212    mDrawModifiers.mPaintFilterClearBits = 0;
3213    mDrawModifiers.mPaintFilterSetBits = 0;
3214}
3215
3216void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3217    mDrawModifiers.mHasDrawFilter = true;
3218    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3219    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3220}
3221
3222SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3223    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3224        return paint;
3225    }
3226
3227    uint32_t flags = paint->getFlags();
3228
3229    mFilteredPaint = *paint;
3230    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3231            mDrawModifiers.mPaintFilterSetBits);
3232
3233    return &mFilteredPaint;
3234}
3235
3236///////////////////////////////////////////////////////////////////////////////
3237// Drawing implementation
3238///////////////////////////////////////////////////////////////////////////////
3239
3240Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3241    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3242    if (!texture) {
3243        return mCaches.textureCache.get(bitmap);
3244    }
3245    return texture;
3246}
3247
3248void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3249        float x, float y, SkPaint* paint) {
3250    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3251        return;
3252    }
3253
3254    int alpha;
3255    SkXfermode::Mode mode;
3256    getAlphaAndMode(paint, &alpha, &mode);
3257
3258    setupDraw();
3259    setupDrawWithTexture(true);
3260    setupDrawAlpha8Color(paint->getColor(), alpha);
3261    setupDrawColorFilter();
3262    setupDrawShader();
3263    setupDrawBlending(true, mode);
3264    setupDrawProgram();
3265    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3266    setupDrawTexture(texture->id);
3267    setupDrawPureColorUniforms();
3268    setupDrawColorFilterUniforms();
3269    setupDrawShaderUniforms();
3270    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3271
3272    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3273}
3274
3275// Same values used by Skia
3276#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3277#define kStdUnderline_Offset    (1.0f / 9.0f)
3278#define kStdUnderline_Thickness (1.0f / 18.0f)
3279
3280void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3281        float x, float y, SkPaint* paint) {
3282    // Handle underline and strike-through
3283    uint32_t flags = paint->getFlags();
3284    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3285        SkPaint paintCopy(*paint);
3286
3287        if (CC_LIKELY(underlineWidth > 0.0f)) {
3288            const float textSize = paintCopy.getTextSize();
3289            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3290
3291            const float left = x;
3292            float top = 0.0f;
3293
3294            int linesCount = 0;
3295            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3296            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3297
3298            const int pointsCount = 4 * linesCount;
3299            float points[pointsCount];
3300            int currentPoint = 0;
3301
3302            if (flags & SkPaint::kUnderlineText_Flag) {
3303                top = y + textSize * kStdUnderline_Offset;
3304                points[currentPoint++] = left;
3305                points[currentPoint++] = top;
3306                points[currentPoint++] = left + underlineWidth;
3307                points[currentPoint++] = top;
3308            }
3309
3310            if (flags & SkPaint::kStrikeThruText_Flag) {
3311                top = y + textSize * kStdStrikeThru_Offset;
3312                points[currentPoint++] = left;
3313                points[currentPoint++] = top;
3314                points[currentPoint++] = left + underlineWidth;
3315                points[currentPoint++] = top;
3316            }
3317
3318            paintCopy.setStrokeWidth(strokeWidth);
3319
3320            drawLines(&points[0], pointsCount, &paintCopy);
3321        }
3322    }
3323}
3324
3325status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3326    if (mSnapshot->isIgnored()) {
3327        return DrawGlInfo::kStatusDone;
3328    }
3329
3330    int color = paint->getColor();
3331    // If a shader is set, preserve only the alpha
3332    if (mDrawModifiers.mShader) {
3333        color |= 0x00ffffff;
3334    }
3335    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3336
3337    return drawColorRects(rects, count, color, mode);
3338}
3339
3340status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3341        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3342    if (count == 0) {
3343        return DrawGlInfo::kStatusDone;
3344    }
3345
3346    float left = FLT_MAX;
3347    float top = FLT_MAX;
3348    float right = FLT_MIN;
3349    float bottom = FLT_MIN;
3350
3351    Vertex mesh[count];
3352    Vertex* vertex = mesh;
3353
3354    for (int index = 0; index < count; index += 4) {
3355        float l = rects[index + 0];
3356        float t = rects[index + 1];
3357        float r = rects[index + 2];
3358        float b = rects[index + 3];
3359
3360        Vertex::set(vertex++, l, t);
3361        Vertex::set(vertex++, r, t);
3362        Vertex::set(vertex++, l, b);
3363        Vertex::set(vertex++, r, b);
3364
3365        left = fminf(left, l);
3366        top = fminf(top, t);
3367        right = fmaxf(right, r);
3368        bottom = fmaxf(bottom, b);
3369    }
3370
3371    if (clip && quickReject(left, top, right, bottom)) {
3372        return DrawGlInfo::kStatusDone;
3373    }
3374
3375    setupDraw();
3376    setupDrawNoTexture();
3377    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3378    setupDrawShader();
3379    setupDrawColorFilter();
3380    setupDrawBlending(mode);
3381    setupDrawProgram();
3382    setupDrawDirtyRegionsDisabled();
3383    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3384    setupDrawColorUniforms();
3385    setupDrawShaderUniforms();
3386    setupDrawColorFilterUniforms();
3387
3388    if (dirty && hasLayer()) {
3389        dirtyLayer(left, top, right, bottom, currentTransform());
3390    }
3391
3392    drawIndexedQuads(&mesh[0], count / 4);
3393
3394    return DrawGlInfo::kStatusDrew;
3395}
3396
3397void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3398        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3399    // If a shader is set, preserve only the alpha
3400    if (mDrawModifiers.mShader) {
3401        color |= 0x00ffffff;
3402    }
3403
3404    setupDraw();
3405    setupDrawNoTexture();
3406    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3407    setupDrawShader();
3408    setupDrawColorFilter();
3409    setupDrawBlending(mode);
3410    setupDrawProgram();
3411    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3412    setupDrawColorUniforms();
3413    setupDrawShaderUniforms(ignoreTransform);
3414    setupDrawColorFilterUniforms();
3415    setupDrawSimpleMesh();
3416
3417    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3418}
3419
3420void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3421        Texture* texture, SkPaint* paint) {
3422    int alpha;
3423    SkXfermode::Mode mode;
3424    getAlphaAndMode(paint, &alpha, &mode);
3425
3426    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3427
3428    GLvoid* vertices = (GLvoid*) NULL;
3429    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3430
3431    if (texture->uvMapper) {
3432        vertices = &mMeshVertices[0].position[0];
3433        texCoords = &mMeshVertices[0].texture[0];
3434
3435        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3436        texture->uvMapper->map(uvs);
3437
3438        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3439    }
3440
3441    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3442        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3443        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3444
3445        texture->setFilter(GL_NEAREST, true);
3446        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3447                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3448                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3449    } else {
3450        texture->setFilter(FILTER(paint), true);
3451        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3452                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3453    }
3454
3455    if (texture->uvMapper) {
3456        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3457    }
3458}
3459
3460void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3461        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3462    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3463            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3464}
3465
3466void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3467        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3468        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3469        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3470
3471    setupDraw();
3472    setupDrawWithTexture();
3473    setupDrawColor(alpha, alpha, alpha, alpha);
3474    setupDrawColorFilter();
3475    setupDrawBlending(blend, mode, swapSrcDst);
3476    setupDrawProgram();
3477    if (!dirty) setupDrawDirtyRegionsDisabled();
3478    if (!ignoreScale) {
3479        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3480    } else {
3481        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3482    }
3483    setupDrawTexture(texture);
3484    setupDrawPureColorUniforms();
3485    setupDrawColorFilterUniforms();
3486    setupDrawMesh(vertices, texCoords, vbo);
3487
3488    glDrawArrays(drawMode, 0, elementsCount);
3489}
3490
3491void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3492        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3493        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3494        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3495
3496    setupDraw();
3497    setupDrawWithTexture();
3498    setupDrawColor(alpha, alpha, alpha, alpha);
3499    setupDrawColorFilter();
3500    setupDrawBlending(blend, mode, swapSrcDst);
3501    setupDrawProgram();
3502    if (!dirty) setupDrawDirtyRegionsDisabled();
3503    if (!ignoreScale) {
3504        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3505    } else {
3506        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3507    }
3508    setupDrawTexture(texture);
3509    setupDrawPureColorUniforms();
3510    setupDrawColorFilterUniforms();
3511    setupDrawMeshIndices(vertices, texCoords, vbo);
3512
3513    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3514}
3515
3516void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3517        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3518        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3519        bool ignoreTransform, bool ignoreScale, bool dirty) {
3520
3521    setupDraw();
3522    setupDrawWithTexture(true);
3523    if (hasColor) {
3524        setupDrawAlpha8Color(color, alpha);
3525    }
3526    setupDrawColorFilter();
3527    setupDrawShader();
3528    setupDrawBlending(true, mode);
3529    setupDrawProgram();
3530    if (!dirty) setupDrawDirtyRegionsDisabled();
3531    if (!ignoreScale) {
3532        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3533    } else {
3534        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3535    }
3536    setupDrawTexture(texture);
3537    setupDrawPureColorUniforms();
3538    setupDrawColorFilterUniforms();
3539    setupDrawShaderUniforms();
3540    setupDrawMesh(vertices, texCoords);
3541
3542    glDrawArrays(drawMode, 0, elementsCount);
3543}
3544
3545void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3546        ProgramDescription& description, bool swapSrcDst) {
3547    if (mCountOverdraw) {
3548        if (!mCaches.blend) glEnable(GL_BLEND);
3549        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3550            glBlendFunc(GL_ONE, GL_ONE);
3551        }
3552
3553        mCaches.blend = true;
3554        mCaches.lastSrcMode = GL_ONE;
3555        mCaches.lastDstMode = GL_ONE;
3556
3557        return;
3558    }
3559
3560    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3561
3562    if (blend) {
3563        // These blend modes are not supported by OpenGL directly and have
3564        // to be implemented using shaders. Since the shader will perform
3565        // the blending, turn blending off here
3566        // If the blend mode cannot be implemented using shaders, fall
3567        // back to the default SrcOver blend mode instead
3568        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3569            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3570                description.framebufferMode = mode;
3571                description.swapSrcDst = swapSrcDst;
3572
3573                if (mCaches.blend) {
3574                    glDisable(GL_BLEND);
3575                    mCaches.blend = false;
3576                }
3577
3578                return;
3579            } else {
3580                mode = SkXfermode::kSrcOver_Mode;
3581            }
3582        }
3583
3584        if (!mCaches.blend) {
3585            glEnable(GL_BLEND);
3586        }
3587
3588        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3589        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3590
3591        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3592            glBlendFunc(sourceMode, destMode);
3593            mCaches.lastSrcMode = sourceMode;
3594            mCaches.lastDstMode = destMode;
3595        }
3596    } else if (mCaches.blend) {
3597        glDisable(GL_BLEND);
3598    }
3599    mCaches.blend = blend;
3600}
3601
3602bool OpenGLRenderer::useProgram(Program* program) {
3603    if (!program->isInUse()) {
3604        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3605        program->use();
3606        mCaches.currentProgram = program;
3607        return false;
3608    }
3609    return true;
3610}
3611
3612void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3613    TextureVertex* v = &mMeshVertices[0];
3614    TextureVertex::setUV(v++, u1, v1);
3615    TextureVertex::setUV(v++, u2, v1);
3616    TextureVertex::setUV(v++, u1, v2);
3617    TextureVertex::setUV(v++, u2, v2);
3618}
3619
3620void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3621    getAlphaAndModeDirect(paint, alpha,  mode);
3622    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3623        // if drawing a layer, ignore the paint's alpha
3624        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3625    }
3626    *alpha *= mSnapshot->alpha;
3627}
3628
3629float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3630    float alpha;
3631    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3632        alpha = mDrawModifiers.mOverrideLayerAlpha;
3633    } else {
3634        alpha = layer->getAlpha() / 255.0f;
3635    }
3636    return alpha * mSnapshot->alpha;
3637}
3638
3639}; // namespace uirenderer
3640}; // namespace android
3641