OpenGLRenderer.cpp revision 564acf7c9bff822f608cda0d5df0a64a9f9aaefd
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 "ShadowTessellator.h"
40#include "Vector.h"
41#include "VertexBuffer.h"
42
43namespace android {
44namespace uirenderer {
45
46///////////////////////////////////////////////////////////////////////////////
47// Defines
48///////////////////////////////////////////////////////////////////////////////
49
50#define RAD_TO_DEG (180.0f / 3.14159265f)
51#define MIN_ANGLE 0.001f
52
53#define ALPHA_THRESHOLD 0
54
55#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
56
57///////////////////////////////////////////////////////////////////////////////
58// Globals
59///////////////////////////////////////////////////////////////////////////////
60
61/**
62 * Structure mapping Skia xfermodes to OpenGL blending factors.
63 */
64struct Blender {
65    SkXfermode::Mode mode;
66    GLenum src;
67    GLenum dst;
68}; // struct Blender
69
70// In this array, the index of each Blender equals the value of the first
71// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
72static const Blender gBlends[] = {
73    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
75    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
76    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
78    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
79    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
80    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
81    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
84    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
85    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
86    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
87    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
88};
89
90// This array contains the swapped version of each SkXfermode. For instance
91// this array's SrcOver blending mode is actually DstOver. You can refer to
92// createLayer() for more information on the purpose of this array.
93static const Blender gBlendsSwap[] = {
94    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
95    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
96    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
97    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
98    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
100    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
101    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
104    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
105    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
106    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
107    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
108    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
109};
110
111///////////////////////////////////////////////////////////////////////////////
112// Functions
113///////////////////////////////////////////////////////////////////////////////
114
115template<typename T>
116static inline T min(T a, T b) {
117    return a < b ? a : b;
118}
119
120///////////////////////////////////////////////////////////////////////////////
121// Constructors/destructor
122///////////////////////////////////////////////////////////////////////////////
123
124OpenGLRenderer::OpenGLRenderer():
125        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
126    // *set* draw modifiers to be 0
127    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
128    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
129
130    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
131
132    mFrameStarted = false;
133    mCountOverdraw = false;
134
135    mScissorOptimizationDisabled = false;
136}
137
138OpenGLRenderer::~OpenGLRenderer() {
139    // The context has already been destroyed at this point, do not call
140    // GL APIs. All GL state should be kept in Caches.h
141}
142
143void OpenGLRenderer::initProperties() {
144    char property[PROPERTY_VALUE_MAX];
145    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
146        mScissorOptimizationDisabled = !strcasecmp(property, "true");
147        INIT_LOGD("  Scissor optimization %s",
148                mScissorOptimizationDisabled ? "disabled" : "enabled");
149    } else {
150        INIT_LOGD("  Scissor optimization enabled");
151    }
152}
153
154///////////////////////////////////////////////////////////////////////////////
155// Setup
156///////////////////////////////////////////////////////////////////////////////
157
158void OpenGLRenderer::setViewport(int width, int height) {
159    initViewport(width, height);
160
161    glDisable(GL_DITHER);
162    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
163
164    glEnableVertexAttribArray(Program::kBindingPosition);
165}
166
167void OpenGLRenderer::initViewport(int width, int height) {
168    if (mCaches.propertyEnable3d) {
169        // TODO: make view proj app configurable
170        float dist = std::max(width, height) * 1.5;
171        dist *= mCaches.propertyCameraDistance;
172        Matrix4 projection;
173        projection.loadFrustum(-width / 2, -height / 2, width / 2, height / 2, dist, 0);
174        Matrix4 view;
175        view.loadLookAt(0, 0, dist,
176                0, 0, 0,
177                0, 1, 0);
178        mViewProjMatrix.loadMultiply(projection, view);
179        mViewProjMatrix.translate(-width/2, -height/2);
180    } else {
181        mViewProjMatrix.loadOrtho(0, width, height, 0, -1, 1);
182    }
183
184    initializeViewport(width, height);
185}
186
187void OpenGLRenderer::setupFrameState(float left, float top,
188        float right, float bottom, bool opaque) {
189    mCaches.clearGarbage();
190
191    initializeSaveStack(left, top, right, bottom);
192    mOpaque = opaque;
193    mTilingClip.set(left, top, right, bottom);
194}
195
196status_t OpenGLRenderer::startFrame() {
197    if (mFrameStarted) return DrawGlInfo::kStatusDone;
198    mFrameStarted = true;
199
200    mDirtyClip = true;
201
202    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
203
204    glViewport(0, 0, getWidth(), getHeight());
205
206    // Functors break the tiling extension in pretty spectacular ways
207    // This ensures we don't use tiling when a functor is going to be
208    // invoked during the frame
209    mSuppressTiling = mCaches.hasRegisteredFunctors();
210
211    startTilingCurrentClip(true);
212
213    debugOverdraw(true, true);
214
215    return clear(mTilingClip.left, mTilingClip.top,
216            mTilingClip.right, mTilingClip.bottom, mOpaque);
217}
218
219status_t OpenGLRenderer::prepareDirty(float left, float top,
220        float right, float bottom, bool opaque) {
221
222    setupFrameState(left, top, right, bottom, opaque);
223
224    // Layer renderers will start the frame immediately
225    // The framebuffer renderer will first defer the display list
226    // for each layer and wait until the first drawing command
227    // to start the frame
228    if (currentSnapshot()->fbo == 0) {
229        syncState();
230        updateLayers();
231    } else {
232        return startFrame();
233    }
234
235    return DrawGlInfo::kStatusDone;
236}
237
238void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
239    // If we know that we are going to redraw the entire framebuffer,
240    // perform a discard to let the driver know we don't need to preserve
241    // the back buffer for this frame.
242    if (mExtensions.hasDiscardFramebuffer() &&
243            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
244        const bool isFbo = getTargetFbo() == 0;
245        const GLenum attachments[] = {
246                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
247                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
248        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
249    }
250}
251
252status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
253    if (!opaque || mCountOverdraw) {
254        mCaches.enableScissor();
255        mCaches.setScissor(left, currentSnapshot()->height - bottom, right - left, bottom - top);
256        glClear(GL_COLOR_BUFFER_BIT);
257        return DrawGlInfo::kStatusDrew;
258    }
259
260    mCaches.resetScissor();
261    return DrawGlInfo::kStatusDone;
262}
263
264void OpenGLRenderer::syncState() {
265    if (mCaches.blend) {
266        glEnable(GL_BLEND);
267    } else {
268        glDisable(GL_BLEND);
269    }
270}
271
272void OpenGLRenderer::startTilingCurrentClip(bool opaque) {
273    if (!mSuppressTiling) {
274        const Snapshot* snapshot = currentSnapshot();
275
276        const Rect* clip = &mTilingClip;
277        if (snapshot->flags & Snapshot::kFlagFboTarget) {
278            clip = &(snapshot->layer->clipRect);
279        }
280
281        startTiling(*clip, snapshot->height, opaque);
282    }
283}
284
285void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
286    if (!mSuppressTiling) {
287        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
288                clip.right - clip.left, clip.bottom - clip.top, opaque);
289    }
290}
291
292void OpenGLRenderer::endTiling() {
293    if (!mSuppressTiling) mCaches.endTiling();
294}
295
296void OpenGLRenderer::finish() {
297    renderOverdraw();
298    endTiling();
299
300    // When finish() is invoked on FBO 0 we've reached the end
301    // of the current frame
302    if (getTargetFbo() == 0) {
303        mCaches.pathCache.trim();
304    }
305
306    if (!suppressErrorChecks()) {
307#if DEBUG_OPENGL
308        GLenum status = GL_NO_ERROR;
309        while ((status = glGetError()) != GL_NO_ERROR) {
310            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
311            switch (status) {
312                case GL_INVALID_ENUM:
313                    ALOGE("  GL_INVALID_ENUM");
314                    break;
315                case GL_INVALID_VALUE:
316                    ALOGE("  GL_INVALID_VALUE");
317                    break;
318                case GL_INVALID_OPERATION:
319                    ALOGE("  GL_INVALID_OPERATION");
320                    break;
321                case GL_OUT_OF_MEMORY:
322                    ALOGE("  Out of memory!");
323                    break;
324            }
325        }
326#endif
327
328#if DEBUG_MEMORY_USAGE
329        mCaches.dumpMemoryUsage();
330#else
331        if (mCaches.getDebugLevel() & kDebugMemory) {
332            mCaches.dumpMemoryUsage();
333        }
334#endif
335    }
336
337    if (mCountOverdraw) {
338        countOverdraw();
339    }
340
341    mFrameStarted = false;
342}
343
344void OpenGLRenderer::interrupt() {
345    if (mCaches.currentProgram) {
346        if (mCaches.currentProgram->isInUse()) {
347            mCaches.currentProgram->remove();
348            mCaches.currentProgram = NULL;
349        }
350    }
351    mCaches.resetActiveTexture();
352    mCaches.unbindMeshBuffer();
353    mCaches.unbindIndicesBuffer();
354    mCaches.resetVertexPointers();
355    mCaches.disableTexCoordsVertexArray();
356    debugOverdraw(false, false);
357}
358
359void OpenGLRenderer::resume() {
360    const Snapshot* snapshot = currentSnapshot();
361    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
362    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
363    debugOverdraw(true, false);
364
365    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
366
367    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
368    mCaches.enableScissor();
369    mCaches.resetScissor();
370    dirtyClip();
371
372    mCaches.activeTexture(0);
373    mCaches.resetBoundTextures();
374
375    mCaches.blend = true;
376    glEnable(GL_BLEND);
377    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
378    glBlendEquation(GL_FUNC_ADD);
379}
380
381void OpenGLRenderer::resumeAfterLayer() {
382    const Snapshot* snapshot = currentSnapshot();
383    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
384    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
385    debugOverdraw(true, false);
386
387    mCaches.resetScissor();
388    dirtyClip();
389}
390
391void OpenGLRenderer::detachFunctor(Functor* functor) {
392    mFunctors.remove(functor);
393}
394
395void OpenGLRenderer::attachFunctor(Functor* functor) {
396    mFunctors.add(functor);
397}
398
399status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
400    status_t result = DrawGlInfo::kStatusDone;
401    size_t count = mFunctors.size();
402
403    if (count > 0) {
404        interrupt();
405        SortedVector<Functor*> functors(mFunctors);
406        mFunctors.clear();
407
408        DrawGlInfo info;
409        info.clipLeft = 0;
410        info.clipTop = 0;
411        info.clipRight = 0;
412        info.clipBottom = 0;
413        info.isLayer = false;
414        info.width = 0;
415        info.height = 0;
416        memset(info.transform, 0, sizeof(float) * 16);
417
418        for (size_t i = 0; i < count; i++) {
419            Functor* f = functors.itemAt(i);
420            result |= (*f)(DrawGlInfo::kModeProcess, &info);
421
422            if (result & DrawGlInfo::kStatusDraw) {
423                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
424                dirty.unionWith(localDirty);
425            }
426
427            if (result & DrawGlInfo::kStatusInvoke) {
428                mFunctors.add(f);
429            }
430        }
431        resume();
432    }
433
434    return result;
435}
436
437status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
438    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
439
440    detachFunctor(functor);
441
442
443    Rect clip(*currentClipRect());
444    clip.snapToPixelBoundaries();
445
446    // Since we don't know what the functor will draw, let's dirty
447    // the entire clip region
448    if (hasLayer()) {
449        dirtyLayerUnchecked(clip, getRegion());
450    }
451
452    DrawGlInfo info;
453    info.clipLeft = clip.left;
454    info.clipTop = clip.top;
455    info.clipRight = clip.right;
456    info.clipBottom = clip.bottom;
457    info.isLayer = hasLayer();
458    info.width = currentSnapshot()->viewport.getWidth();
459    info.height = currentSnapshot()->height;
460    currentTransform()->copyTo(&info.transform[0]);
461
462    bool dirtyClip = mDirtyClip;
463    // setup GL state for functor
464    if (mDirtyClip) {
465        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
466    }
467    if (mCaches.enableScissor() || dirtyClip) {
468        setScissorFromClip();
469    }
470    interrupt();
471
472    // call functor immediately after GL state setup
473    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
474
475    if (result != DrawGlInfo::kStatusDone) {
476        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
477        dirty.unionWith(localDirty);
478
479        if (result & DrawGlInfo::kStatusInvoke) {
480            mFunctors.add(functor);
481        }
482    }
483
484    resume();
485    return result | DrawGlInfo::kStatusDrew;
486}
487
488///////////////////////////////////////////////////////////////////////////////
489// Debug
490///////////////////////////////////////////////////////////////////////////////
491
492void OpenGLRenderer::eventMark(const char* name) const {
493    mCaches.eventMark(0, name);
494}
495
496void OpenGLRenderer::startMark(const char* name) const {
497    mCaches.startMark(0, name);
498}
499
500void OpenGLRenderer::endMark() const {
501    mCaches.endMark();
502}
503
504void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
505    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
506        if (clear) {
507            mCaches.disableScissor();
508            mCaches.stencil.clear();
509        }
510        if (enable) {
511            mCaches.stencil.enableDebugWrite();
512        } else {
513            mCaches.stencil.disable();
514        }
515    }
516}
517
518void OpenGLRenderer::renderOverdraw() {
519    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
520        const Rect* clip = &mTilingClip;
521
522        mCaches.enableScissor();
523        mCaches.setScissor(clip->left, firstSnapshot()->height - clip->bottom,
524                clip->right - clip->left, clip->bottom - clip->top);
525
526        // 1x overdraw
527        mCaches.stencil.enableDebugTest(2);
528        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
529
530        // 2x overdraw
531        mCaches.stencil.enableDebugTest(3);
532        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
533
534        // 3x overdraw
535        mCaches.stencil.enableDebugTest(4);
536        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
537
538        // 4x overdraw and higher
539        mCaches.stencil.enableDebugTest(4, true);
540        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
541
542        mCaches.stencil.disable();
543    }
544}
545
546void OpenGLRenderer::countOverdraw() {
547    size_t count = getWidth() * getHeight();
548    uint32_t* buffer = new uint32_t[count];
549    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
550
551    size_t total = 0;
552    for (size_t i = 0; i < count; i++) {
553        total += buffer[i] & 0xff;
554    }
555
556    mOverdraw = total / float(count);
557
558    delete[] buffer;
559}
560
561///////////////////////////////////////////////////////////////////////////////
562// Layers
563///////////////////////////////////////////////////////////////////////////////
564
565bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
566    if (layer->deferredUpdateScheduled && layer->renderer &&
567            layer->displayList && layer->displayList->isRenderable()) {
568        ATRACE_CALL();
569
570        Rect& dirty = layer->dirtyRect;
571
572        if (inFrame) {
573            endTiling();
574            debugOverdraw(false, false);
575        }
576
577        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
578            layer->render();
579        } else {
580            layer->defer();
581        }
582
583        if (inFrame) {
584            resumeAfterLayer();
585            startTilingCurrentClip();
586        }
587
588        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
589        layer->hasDrawnSinceUpdate = false;
590
591        return true;
592    }
593
594    return false;
595}
596
597void OpenGLRenderer::updateLayers() {
598    // If draw deferring is enabled this method will simply defer
599    // the display list of each individual layer. The layers remain
600    // in the layer updates list which will be cleared by flushLayers().
601    int count = mLayerUpdates.size();
602    if (count > 0) {
603        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
604            startMark("Layer Updates");
605        } else {
606            startMark("Defer Layer Updates");
607        }
608
609        // Note: it is very important to update the layers in order
610        for (int i = 0; i < count; i++) {
611            Layer* layer = mLayerUpdates.itemAt(i);
612            updateLayer(layer, false);
613            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
614                mCaches.resourceCache.decrementRefcount(layer);
615            }
616        }
617
618        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
619            mLayerUpdates.clear();
620            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
621        }
622        endMark();
623    }
624}
625
626void OpenGLRenderer::flushLayers() {
627    int count = mLayerUpdates.size();
628    if (count > 0) {
629        startMark("Apply Layer Updates");
630        char layerName[12];
631
632        // Note: it is very important to update the layers in order
633        for (int i = 0; i < count; i++) {
634            sprintf(layerName, "Layer #%d", i);
635            startMark(layerName);
636
637            ATRACE_BEGIN("flushLayer");
638            Layer* layer = mLayerUpdates.itemAt(i);
639            layer->flush();
640            ATRACE_END();
641
642            mCaches.resourceCache.decrementRefcount(layer);
643
644            endMark();
645        }
646
647        mLayerUpdates.clear();
648        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
649
650        endMark();
651    }
652}
653
654void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
655    if (layer) {
656        // Make sure we don't introduce duplicates.
657        // SortedVector would do this automatically but we need to respect
658        // the insertion order. The linear search is not an issue since
659        // this list is usually very short (typically one item, at most a few)
660        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
661            if (mLayerUpdates.itemAt(i) == layer) {
662                return;
663            }
664        }
665        mLayerUpdates.push_back(layer);
666        mCaches.resourceCache.incrementRefcount(layer);
667    }
668}
669
670void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
671    if (layer) {
672        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
673            if (mLayerUpdates.itemAt(i) == layer) {
674                mLayerUpdates.removeAt(i);
675                mCaches.resourceCache.decrementRefcount(layer);
676                break;
677            }
678        }
679    }
680}
681
682void OpenGLRenderer::clearLayerUpdates() {
683    size_t count = mLayerUpdates.size();
684    if (count > 0) {
685        mCaches.resourceCache.lock();
686        for (size_t i = 0; i < count; i++) {
687            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
688        }
689        mCaches.resourceCache.unlock();
690        mLayerUpdates.clear();
691    }
692}
693
694void OpenGLRenderer::flushLayerUpdates() {
695    syncState();
696    updateLayers();
697    flushLayers();
698    // Wait for all the layer updates to be executed
699    AutoFence fence;
700}
701
702///////////////////////////////////////////////////////////////////////////////
703// State management
704///////////////////////////////////////////////////////////////////////////////
705
706void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
707    bool restoreOrtho = removed.flags & Snapshot::kFlagDirtyOrtho;
708    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
709    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
710
711    if (restoreOrtho) {
712        const Rect& r = restored.viewport;
713        glViewport(r.left, r.top, r.right, r.bottom);
714        mViewProjMatrix.load(removed.orthoMatrix); // TODO: should ortho be stored in 'restored'?
715    }
716
717    if (restoreClip) {
718        dirtyClip();
719    }
720
721    if (restoreLayer) {
722        endMark(); // Savelayer
723        startMark("ComposeLayer");
724        composeLayer(removed, restored);
725        endMark();
726    }
727}
728
729///////////////////////////////////////////////////////////////////////////////
730// Layers
731///////////////////////////////////////////////////////////////////////////////
732
733int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
734        int alpha, SkXfermode::Mode mode, int flags) {
735    const int count = saveSnapshot(flags);
736
737    if (!currentSnapshot()->isIgnored()) {
738        createLayer(left, top, right, bottom, alpha, mode, flags);
739    }
740
741    return count;
742}
743
744void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
745    const Rect untransformedBounds(bounds);
746
747    currentTransform()->mapRect(bounds);
748
749    // Layers only make sense if they are in the framebuffer's bounds
750    if (bounds.intersect(*currentClipRect())) {
751        // We cannot work with sub-pixels in this case
752        bounds.snapToPixelBoundaries();
753
754        // When the layer is not an FBO, we may use glCopyTexImage so we
755        // need to make sure the layer does not extend outside the bounds
756        // of the framebuffer
757        if (!bounds.intersect(currentSnapshot()->previous->viewport)) {
758            bounds.setEmpty();
759        } else if (fboLayer) {
760            clip.set(bounds);
761            mat4 inverse;
762            inverse.loadInverse(*currentTransform());
763            inverse.mapRect(clip);
764            clip.snapToPixelBoundaries();
765            if (clip.intersect(untransformedBounds)) {
766                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
767                bounds.set(untransformedBounds);
768            } else {
769                clip.setEmpty();
770            }
771        }
772    } else {
773        bounds.setEmpty();
774    }
775}
776
777void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
778        bool fboLayer, int alpha) {
779    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
780            bounds.getHeight() > mCaches.maxTextureSize ||
781            (fboLayer && clip.isEmpty())) {
782        mSnapshot->empty = fboLayer;
783    } else {
784        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
785    }
786}
787
788int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
789        int alpha, SkXfermode::Mode mode, int flags) {
790    const int count = saveSnapshot(flags);
791
792    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
793        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
794        // operations will be able to store and restore the current clip and transform info, and
795        // quick rejection will be correct (for display lists)
796
797        Rect bounds(left, top, right, bottom);
798        Rect clip;
799        calculateLayerBoundsAndClip(bounds, clip, true);
800        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
801
802        if (!currentSnapshot()->isIgnored()) {
803            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
804            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
805            mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
806        }
807    }
808
809    return count;
810}
811
812
813/**
814 * Layers are viewed by Skia are slightly different than layers in image editing
815 * programs (for instance.) When a layer is created, previously created layers
816 * and the frame buffer still receive every drawing command. For instance, if a
817 * layer is created and a shape intersecting the bounds of the layers and the
818 * framebuffer is draw, the shape will be drawn on both (unless the layer was
819 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
820 *
821 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
822 * texture. Unfortunately, this is inefficient as it requires every primitive to
823 * be drawn n + 1 times, where n is the number of active layers. In practice this
824 * means, for every primitive:
825 *   - Switch active frame buffer
826 *   - Change viewport, clip and projection matrix
827 *   - Issue the drawing
828 *
829 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
830 * To avoid this, layers are implemented in a different way here, at least in the
831 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
832 * is set. When this flag is set we can redirect all drawing operations into a
833 * single FBO.
834 *
835 * This implementation relies on the frame buffer being at least RGBA 8888. When
836 * a layer is created, only a texture is created, not an FBO. The content of the
837 * frame buffer contained within the layer's bounds is copied into this texture
838 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
839 * buffer and drawing continues as normal. This technique therefore treats the
840 * frame buffer as a scratch buffer for the layers.
841 *
842 * To compose the layers back onto the frame buffer, each layer texture
843 * (containing the original frame buffer data) is drawn as a simple quad over
844 * the frame buffer. The trick is that the quad is set as the composition
845 * destination in the blending equation, and the frame buffer becomes the source
846 * of the composition.
847 *
848 * Drawing layers with an alpha value requires an extra step before composition.
849 * An empty quad is drawn over the layer's region in the frame buffer. This quad
850 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
851 * quad is used to multiply the colors in the frame buffer. This is achieved by
852 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
853 * GL_ZERO, GL_SRC_ALPHA.
854 *
855 * Because glCopyTexImage2D() can be slow, an alternative implementation might
856 * be use to draw a single clipped layer. The implementation described above
857 * is correct in every case.
858 *
859 * (1) The frame buffer is actually not cleared right away. To allow the GPU
860 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
861 *     buffer is left untouched until the first drawing operation. Only when
862 *     something actually gets drawn are the layers regions cleared.
863 */
864bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
865        int alpha, SkXfermode::Mode mode, int flags) {
866    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
867    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
868
869    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
870
871    // Window coordinates of the layer
872    Rect clip;
873    Rect bounds(left, top, right, bottom);
874    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
875    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
876
877    // Bail out if we won't draw in this snapshot
878    if (currentSnapshot()->isIgnored()) {
879        return false;
880    }
881
882    mCaches.activeTexture(0);
883    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
884    if (!layer) {
885        return false;
886    }
887
888    layer->setAlpha(alpha, mode);
889    layer->layer.set(bounds);
890    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
891            bounds.getWidth() / float(layer->getWidth()), 0.0f);
892    layer->setColorFilter(mDrawModifiers.mColorFilter);
893    layer->setBlend(true);
894    layer->setDirty(false);
895
896    // Save the layer in the snapshot
897    mSnapshot->flags |= Snapshot::kFlagIsLayer;
898    mSnapshot->layer = layer;
899
900    startMark("SaveLayer");
901    if (fboLayer) {
902        return createFboLayer(layer, bounds, clip);
903    } else {
904        // Copy the framebuffer into the layer
905        layer->bindTexture();
906        if (!bounds.isEmpty()) {
907            if (layer->isEmpty()) {
908                // Workaround for some GL drivers. When reading pixels lying outside
909                // of the window we should get undefined values for those pixels.
910                // Unfortunately some drivers will turn the entire target texture black
911                // when reading outside of the window.
912                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
913                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
914                layer->setEmpty(false);
915            }
916
917            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
918                    mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
919
920            // Enqueue the buffer coordinates to clear the corresponding region later
921            mLayers.push(new Rect(bounds));
922        }
923    }
924
925    return true;
926}
927
928bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
929    layer->clipRect.set(clip);
930    layer->setFbo(mCaches.fboCache.get());
931
932    mSnapshot->region = &mSnapshot->layer->region;
933    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
934            Snapshot::kFlagDirtyOrtho;
935    mSnapshot->fbo = layer->getFbo();
936    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
937    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
938    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
939    mSnapshot->height = bounds.getHeight();
940    mSnapshot->orthoMatrix.load(mViewProjMatrix);
941
942    endTiling();
943    debugOverdraw(false, false);
944    // Bind texture to FBO
945    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
946    layer->bindTexture();
947
948    // Initialize the texture if needed
949    if (layer->isEmpty()) {
950        layer->allocateTexture();
951        layer->setEmpty(false);
952    }
953
954    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
955            layer->getTexture(), 0);
956
957    startTilingCurrentClip(true);
958
959    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
960    mCaches.enableScissor();
961    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
962            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
963    glClear(GL_COLOR_BUFFER_BIT);
964
965    dirtyClip();
966
967    // Change the ortho projection
968    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
969
970    // TODO: determine best way to support 3d drawing within HW layers
971    mViewProjMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
972
973    return true;
974}
975
976/**
977 * Read the documentation of createLayer() before doing anything in this method.
978 */
979void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
980    if (!removed.layer) {
981        ALOGE("Attempting to compose a layer that does not exist");
982        return;
983    }
984
985    Layer* layer = removed.layer;
986    const Rect& rect = layer->layer;
987    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
988
989    bool clipRequired = false;
990    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
991            &clipRequired, false); // safely ignore return, should never be rejected
992    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
993
994    if (fboLayer) {
995        endTiling();
996
997        // Detach the texture from the FBO
998        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
999
1000        layer->removeFbo(false);
1001
1002        // Unbind current FBO and restore previous one
1003        glBindFramebuffer(GL_FRAMEBUFFER, restored.fbo);
1004        debugOverdraw(true, false);
1005
1006        startTilingCurrentClip();
1007    }
1008
1009    if (!fboLayer && layer->getAlpha() < 255) {
1010        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1011                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1012        // Required below, composeLayerRect() will divide by 255
1013        layer->setAlpha(255);
1014    }
1015
1016    mCaches.unbindMeshBuffer();
1017
1018    mCaches.activeTexture(0);
1019
1020    // When the layer is stored in an FBO, we can save a bit of fillrate by
1021    // drawing only the dirty region
1022    if (fboLayer) {
1023        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
1024        if (layer->getColorFilter()) {
1025            setupColorFilter(layer->getColorFilter());
1026        }
1027        composeLayerRegion(layer, rect);
1028        if (layer->getColorFilter()) {
1029            resetColorFilter();
1030        }
1031    } else if (!rect.isEmpty()) {
1032        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1033
1034        save(0);
1035        // the layer contains screen buffer content that shouldn't be alpha modulated
1036        // (and any necessary alpha modulation was handled drawing into the layer)
1037        mSnapshot->alpha = 1.0f;
1038        composeLayerRect(layer, rect, true);
1039        restore();
1040    }
1041
1042    dirtyClip();
1043
1044    // Failing to add the layer to the cache should happen only if the layer is too large
1045    if (!mCaches.layerCache.put(layer)) {
1046        LAYER_LOGD("Deleting layer");
1047        Caches::getInstance().resourceCache.decrementRefcount(layer);
1048    }
1049}
1050
1051void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1052    float alpha = getLayerAlpha(layer);
1053
1054    setupDraw();
1055    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1056        setupDrawWithTexture();
1057    } else {
1058        setupDrawWithExternalTexture();
1059    }
1060    setupDrawTextureTransform();
1061    setupDrawColor(alpha, alpha, alpha, alpha);
1062    setupDrawColorFilter();
1063    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1064    setupDrawProgram();
1065    setupDrawPureColorUniforms();
1066    setupDrawColorFilterUniforms();
1067    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1068        setupDrawTexture(layer->getTexture());
1069    } else {
1070        setupDrawExternalTexture(layer->getTexture());
1071    }
1072    if (currentTransform()->isPureTranslate() &&
1073            layer->getWidth() == (uint32_t) rect.getWidth() &&
1074            layer->getHeight() == (uint32_t) rect.getHeight()) {
1075        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1076        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1077
1078        layer->setFilter(GL_NEAREST);
1079        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1080                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1081    } else {
1082        layer->setFilter(GL_LINEAR);
1083        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1084                rect.left, rect.top, rect.right, rect.bottom);
1085    }
1086    setupDrawTextureTransformUniforms(layer->getTexTransform());
1087    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
1088
1089    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1090}
1091
1092void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1093    if (!layer->isTextureLayer()) {
1094        const Rect& texCoords = layer->texCoords;
1095        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1096                texCoords.right, texCoords.bottom);
1097
1098        float x = rect.left;
1099        float y = rect.top;
1100        bool simpleTransform = currentTransform()->isPureTranslate() &&
1101                layer->getWidth() == (uint32_t) rect.getWidth() &&
1102                layer->getHeight() == (uint32_t) rect.getHeight();
1103
1104        if (simpleTransform) {
1105            // When we're swapping, the layer is already in screen coordinates
1106            if (!swap) {
1107                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1108                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1109            }
1110
1111            layer->setFilter(GL_NEAREST, true);
1112        } else {
1113            layer->setFilter(GL_LINEAR, true);
1114        }
1115
1116        float alpha = getLayerAlpha(layer);
1117        bool blend = layer->isBlend() || alpha < 1.0f;
1118        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1119                layer->getTexture(), alpha, layer->getMode(), blend,
1120                &mMeshVertices[0].x, &mMeshVertices[0].u,
1121                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1122
1123        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1124    } else {
1125        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1126        drawTextureLayer(layer, rect);
1127        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1128    }
1129}
1130
1131/**
1132 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1133 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1134 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1135 * by saveLayer's restore
1136 */
1137#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1138        DRAW_COMMAND;                                                            \
1139        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1140            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1141            DRAW_COMMAND;                                                        \
1142            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1143        }                                                                        \
1144    }
1145
1146#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1147
1148void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1149    if (layer->region.isRect()) {
1150        layer->setRegionAsRect();
1151
1152        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1153
1154        layer->region.clear();
1155        return;
1156    }
1157
1158    if (CC_LIKELY(!layer->region.isEmpty())) {
1159        size_t count;
1160        const android::Rect* rects;
1161        Region safeRegion;
1162        if (CC_LIKELY(hasRectToRectTransform())) {
1163            rects = layer->region.getArray(&count);
1164        } else {
1165            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1166            rects = safeRegion.getArray(&count);
1167        }
1168
1169        const float alpha = getLayerAlpha(layer);
1170        const float texX = 1.0f / float(layer->getWidth());
1171        const float texY = 1.0f / float(layer->getHeight());
1172        const float height = rect.getHeight();
1173
1174        setupDraw();
1175
1176        // We must get (and therefore bind) the region mesh buffer
1177        // after we setup drawing in case we need to mess with the
1178        // stencil buffer in setupDraw()
1179        TextureVertex* mesh = mCaches.getRegionMesh();
1180        uint32_t numQuads = 0;
1181
1182        setupDrawWithTexture();
1183        setupDrawColor(alpha, alpha, alpha, alpha);
1184        setupDrawColorFilter();
1185        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1186        setupDrawProgram();
1187        setupDrawDirtyRegionsDisabled();
1188        setupDrawPureColorUniforms();
1189        setupDrawColorFilterUniforms();
1190        setupDrawTexture(layer->getTexture());
1191        if (currentTransform()->isPureTranslate()) {
1192            const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1193            const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1194
1195            layer->setFilter(GL_NEAREST);
1196            setupDrawModelView(kModelViewMode_Translate, false,
1197                    x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1198        } else {
1199            layer->setFilter(GL_LINEAR);
1200            setupDrawModelView(kModelViewMode_Translate, false,
1201                    rect.left, rect.top, rect.right, rect.bottom);
1202        }
1203        setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1204
1205        for (size_t i = 0; i < count; i++) {
1206            const android::Rect* r = &rects[i];
1207
1208            const float u1 = r->left * texX;
1209            const float v1 = (height - r->top) * texY;
1210            const float u2 = r->right * texX;
1211            const float v2 = (height - r->bottom) * texY;
1212
1213            // TODO: Reject quads outside of the clip
1214            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1215            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1216            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1217            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1218
1219            numQuads++;
1220
1221            if (numQuads >= gMaxNumberOfQuads) {
1222                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1223                                GL_UNSIGNED_SHORT, NULL));
1224                numQuads = 0;
1225                mesh = mCaches.getRegionMesh();
1226            }
1227        }
1228
1229        if (numQuads > 0) {
1230            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1231                            GL_UNSIGNED_SHORT, NULL));
1232        }
1233
1234#if DEBUG_LAYERS_AS_REGIONS
1235        drawRegionRectsDebug(layer->region);
1236#endif
1237
1238        layer->region.clear();
1239    }
1240}
1241
1242#if DEBUG_LAYERS_AS_REGIONS
1243void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1244    size_t count;
1245    const android::Rect* rects = region.getArray(&count);
1246
1247    uint32_t colors[] = {
1248            0x7fff0000, 0x7f00ff00,
1249            0x7f0000ff, 0x7fff00ff,
1250    };
1251
1252    int offset = 0;
1253    int32_t top = rects[0].top;
1254
1255    for (size_t i = 0; i < count; i++) {
1256        if (top != rects[i].top) {
1257            offset ^= 0x2;
1258            top = rects[i].top;
1259        }
1260
1261        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1262        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1263                SkXfermode::kSrcOver_Mode);
1264    }
1265}
1266#endif
1267
1268void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1269        SkXfermode::Mode mode, bool dirty) {
1270    Vector<float> rects;
1271
1272    SkRegion::Iterator it(region);
1273    while (!it.done()) {
1274        const SkIRect& r = it.rect();
1275        rects.push(r.fLeft);
1276        rects.push(r.fTop);
1277        rects.push(r.fRight);
1278        rects.push(r.fBottom);
1279        it.next();
1280    }
1281
1282    drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1283}
1284
1285void OpenGLRenderer::dirtyLayer(const float left, const float top,
1286        const float right, const float bottom, const mat4 transform) {
1287    if (hasLayer()) {
1288        Rect bounds(left, top, right, bottom);
1289        transform.mapRect(bounds);
1290        dirtyLayerUnchecked(bounds, getRegion());
1291    }
1292}
1293
1294void OpenGLRenderer::dirtyLayer(const float left, const float top,
1295        const float right, const float bottom) {
1296    if (hasLayer()) {
1297        Rect bounds(left, top, right, bottom);
1298        dirtyLayerUnchecked(bounds, getRegion());
1299    }
1300}
1301
1302void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1303    if (bounds.intersect(*currentClipRect())) {
1304        bounds.snapToPixelBoundaries();
1305        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1306        if (!dirty.isEmpty()) {
1307            region->orSelf(dirty);
1308        }
1309    }
1310}
1311
1312void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1313    GLsizei elementsCount = quadsCount * 6;
1314    while (elementsCount > 0) {
1315        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1316
1317        setupDrawIndexedVertices(&mesh[0].x);
1318        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1319
1320        elementsCount -= drawCount;
1321        // Though there are 4 vertices in a quad, we use 6 indices per
1322        // quad to draw with GL_TRIANGLES
1323        mesh += (drawCount / 6) * 4;
1324    }
1325}
1326
1327void OpenGLRenderer::clearLayerRegions() {
1328    const size_t count = mLayers.size();
1329    if (count == 0) return;
1330
1331    if (!currentSnapshot()->isIgnored()) {
1332        // Doing several glScissor/glClear here can negatively impact
1333        // GPUs with a tiler architecture, instead we draw quads with
1334        // the Clear blending mode
1335
1336        // The list contains bounds that have already been clipped
1337        // against their initial clip rect, and the current clip
1338        // is likely different so we need to disable clipping here
1339        bool scissorChanged = mCaches.disableScissor();
1340
1341        Vertex mesh[count * 4];
1342        Vertex* vertex = mesh;
1343
1344        for (uint32_t i = 0; i < count; i++) {
1345            Rect* bounds = mLayers.itemAt(i);
1346
1347            Vertex::set(vertex++, bounds->left, bounds->top);
1348            Vertex::set(vertex++, bounds->right, bounds->top);
1349            Vertex::set(vertex++, bounds->left, bounds->bottom);
1350            Vertex::set(vertex++, bounds->right, bounds->bottom);
1351
1352            delete bounds;
1353        }
1354        // We must clear the list of dirty rects before we
1355        // call setupDraw() to prevent stencil setup to do
1356        // the same thing again
1357        mLayers.clear();
1358
1359        setupDraw(false);
1360        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1361        setupDrawBlending(true, SkXfermode::kClear_Mode);
1362        setupDrawProgram();
1363        setupDrawPureColorUniforms();
1364        setupDrawModelView(kModelViewMode_Translate, false,
1365                0.0f, 0.0f, 0.0f, 0.0f, true);
1366
1367        issueIndexedQuadDraw(&mesh[0], count);
1368
1369        if (scissorChanged) mCaches.enableScissor();
1370    } else {
1371        for (uint32_t i = 0; i < count; i++) {
1372            delete mLayers.itemAt(i);
1373        }
1374        mLayers.clear();
1375    }
1376}
1377
1378///////////////////////////////////////////////////////////////////////////////
1379// State Deferral
1380///////////////////////////////////////////////////////////////////////////////
1381
1382bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1383    const Rect* currentClip = currentClipRect();
1384    const mat4* currentMatrix = currentTransform();
1385
1386    if (stateDeferFlags & kStateDeferFlag_Draw) {
1387        // state has bounds initialized in local coordinates
1388        if (!state.mBounds.isEmpty()) {
1389            currentMatrix->mapRect(state.mBounds);
1390            Rect clippedBounds(state.mBounds);
1391            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1392            // is used, it should more closely duplicate the quickReject logic (in how it uses
1393            // snapToPixelBoundaries)
1394
1395            if(!clippedBounds.intersect(*currentClip)) {
1396                // quick rejected
1397                return true;
1398            }
1399
1400            state.mClipSideFlags = kClipSide_None;
1401            if (!currentClip->contains(state.mBounds)) {
1402                int& flags = state.mClipSideFlags;
1403                // op partially clipped, so record which sides are clipped for clip-aware merging
1404                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1405                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1406                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1407                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1408            }
1409            state.mBounds.set(clippedBounds);
1410        } else {
1411            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1412            // overdraw avoidance (since we don't know what it overlaps)
1413            state.mClipSideFlags = kClipSide_ConservativeFull;
1414            state.mBounds.set(*currentClip);
1415        }
1416    }
1417
1418    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1419    if (state.mClipValid) {
1420        state.mClip.set(*currentClip);
1421    }
1422
1423    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1424    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1425    state.mMatrix.load(*currentMatrix);
1426    state.mDrawModifiers = mDrawModifiers;
1427    state.mAlpha = currentSnapshot()->alpha;
1428    return false;
1429}
1430
1431void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1432    setMatrix(state.mMatrix);
1433    mSnapshot->alpha = state.mAlpha;
1434    mDrawModifiers = state.mDrawModifiers;
1435
1436    if (state.mClipValid && !skipClipRestore) {
1437        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1438                state.mClip.right, state.mClip.bottom);
1439        dirtyClip();
1440    }
1441}
1442
1443/**
1444 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1445 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1446 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1447 *
1448 * This method should be called when restoreDisplayState() won't be restoring the clip
1449 */
1450void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1451    if (clipRect != NULL) {
1452        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1453    } else {
1454        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1455    }
1456    dirtyClip();
1457    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1458}
1459
1460///////////////////////////////////////////////////////////////////////////////
1461// Clipping
1462///////////////////////////////////////////////////////////////////////////////
1463
1464void OpenGLRenderer::setScissorFromClip() {
1465    Rect clip(*currentClipRect());
1466    clip.snapToPixelBoundaries();
1467
1468    if (mCaches.setScissor(clip.left, currentSnapshot()->height - clip.bottom,
1469            clip.getWidth(), clip.getHeight())) {
1470        mDirtyClip = false;
1471    }
1472}
1473
1474void OpenGLRenderer::ensureStencilBuffer() {
1475    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1476    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1477    // just hope we have one when hasLayer() returns false.
1478    if (hasLayer()) {
1479        attachStencilBufferToLayer(currentSnapshot()->layer);
1480    }
1481}
1482
1483void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1484    // The layer's FBO is already bound when we reach this stage
1485    if (!layer->getStencilRenderBuffer()) {
1486        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1487        // is attached after we initiated tiling. We must turn it off,
1488        // attach the new render buffer then turn tiling back on
1489        endTiling();
1490
1491        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1492                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1493        layer->setStencilRenderBuffer(buffer);
1494
1495        startTiling(layer->clipRect, layer->layer.getHeight());
1496    }
1497}
1498
1499void OpenGLRenderer::setStencilFromClip() {
1500    if (!mCaches.debugOverdraw) {
1501        if (!currentSnapshot()->clipRegion->isEmpty()) {
1502            // NOTE: The order here is important, we must set dirtyClip to false
1503            //       before any draw call to avoid calling back into this method
1504            mDirtyClip = false;
1505
1506            ensureStencilBuffer();
1507
1508            mCaches.stencil.enableWrite();
1509
1510            // Clear the stencil but first make sure we restrict drawing
1511            // to the region's bounds
1512            bool resetScissor = mCaches.enableScissor();
1513            if (resetScissor) {
1514                // The scissor was not set so we now need to update it
1515                setScissorFromClip();
1516            }
1517            mCaches.stencil.clear();
1518            if (resetScissor) mCaches.disableScissor();
1519
1520            // NOTE: We could use the region contour path to generate a smaller mesh
1521            //       Since we are using the stencil we could use the red book path
1522            //       drawing technique. It might increase bandwidth usage though.
1523
1524            // The last parameter is important: we are not drawing in the color buffer
1525            // so we don't want to dirty the current layer, if any
1526            drawRegionRects(*(currentSnapshot()->clipRegion),
1527                    0xff000000, SkXfermode::kSrc_Mode, false);
1528
1529            mCaches.stencil.enableTest();
1530
1531            // Draw the region used to generate the stencil if the appropriate debug
1532            // mode is enabled
1533            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1534                drawRegionRects(*(currentSnapshot()->clipRegion),
1535                        0x7f0000ff, SkXfermode::kSrcOver_Mode);
1536            }
1537        } else {
1538            mCaches.stencil.disable();
1539        }
1540    }
1541}
1542
1543/**
1544 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1545 *
1546 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1547 *         style, and tessellated AA ramp
1548 */
1549bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1550        SkPaint* paint) {
1551    bool clipRequired = false;
1552    bool snapOut = paint && paint->isAntiAlias();
1553
1554    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1555        float outset = paint->getStrokeWidth() * 0.5f;
1556        left -= outset;
1557        top -= outset;
1558        right += outset;
1559        bottom += outset;
1560    }
1561
1562    if (calculateQuickRejectForScissor(left, top, right, bottom, &clipRequired, snapOut)) {
1563        return true;
1564    }
1565
1566    if (!isRecording()) {
1567        // not quick rejected, so enable the scissor if clipRequired
1568        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1569    }
1570    return false;
1571}
1572
1573void OpenGLRenderer::debugClip() {
1574#if DEBUG_CLIP_REGIONS
1575    if (!isRecording() && !currentSnapshot()->clipRegion->isEmpty()) {
1576        drawRegionRects(*(currentSnapshot()->clipRegion), 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1577    }
1578#endif
1579}
1580
1581///////////////////////////////////////////////////////////////////////////////
1582// Drawing commands
1583///////////////////////////////////////////////////////////////////////////////
1584
1585void OpenGLRenderer::setupDraw(bool clear) {
1586    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1587    //       changes the scissor test state
1588    if (clear) clearLayerRegions();
1589    // Make sure setScissor & setStencil happen at the beginning of
1590    // this method
1591    if (mDirtyClip) {
1592        if (mCaches.scissorEnabled) {
1593            setScissorFromClip();
1594        }
1595        setStencilFromClip();
1596    }
1597
1598    mDescription.reset();
1599
1600    mSetShaderColor = false;
1601    mColorSet = false;
1602    mColorA = mColorR = mColorG = mColorB = 0.0f;
1603    mTextureUnit = 0;
1604    mTrackDirtyRegions = true;
1605
1606    // Enable debug highlight when what we're about to draw is tested against
1607    // the stencil buffer and if stencil highlight debugging is on
1608    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1609            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1610            mCaches.stencil.isTestEnabled();
1611
1612    mDescription.emulateStencil = mCountOverdraw;
1613}
1614
1615void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1616    mDescription.hasTexture = true;
1617    mDescription.hasAlpha8Texture = isAlpha8;
1618}
1619
1620void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1621    mDescription.hasTexture = true;
1622    mDescription.hasColors = true;
1623    mDescription.hasAlpha8Texture = isAlpha8;
1624}
1625
1626void OpenGLRenderer::setupDrawWithExternalTexture() {
1627    mDescription.hasExternalTexture = true;
1628}
1629
1630void OpenGLRenderer::setupDrawNoTexture() {
1631    mCaches.disableTexCoordsVertexArray();
1632}
1633
1634void OpenGLRenderer::setupDrawAA() {
1635    mDescription.isAA = true;
1636}
1637
1638void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1639    mColorA = alpha / 255.0f;
1640    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1641    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1642    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1643    mColorSet = true;
1644    mSetShaderColor = mDescription.setColorModulate(mColorA);
1645}
1646
1647void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1648    mColorA = alpha / 255.0f;
1649    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1650    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1651    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1652    mColorSet = true;
1653    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1654}
1655
1656void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1657    mCaches.fontRenderer->describe(mDescription, paint);
1658}
1659
1660void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1661    mColorA = a;
1662    mColorR = r;
1663    mColorG = g;
1664    mColorB = b;
1665    mColorSet = true;
1666    mSetShaderColor = mDescription.setColorModulate(a);
1667}
1668
1669void OpenGLRenderer::setupDrawShader() {
1670    if (mDrawModifiers.mShader) {
1671        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1672    }
1673}
1674
1675void OpenGLRenderer::setupDrawColorFilter() {
1676    if (mDrawModifiers.mColorFilter) {
1677        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1678    }
1679}
1680
1681void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1682    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1683        mColorA = 1.0f;
1684        mColorR = mColorG = mColorB = 0.0f;
1685        mSetShaderColor = mDescription.modulate = true;
1686    }
1687}
1688
1689void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1690    // When the blending mode is kClear_Mode, we need to use a modulate color
1691    // argb=1,0,0,0
1692    accountForClear(mode);
1693    bool blend = (mColorSet && mColorA < 1.0f) ||
1694            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1695    chooseBlending(blend, mode, mDescription, swapSrcDst);
1696}
1697
1698void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1699    // When the blending mode is kClear_Mode, we need to use a modulate color
1700    // argb=1,0,0,0
1701    accountForClear(mode);
1702    blend |= (mColorSet && mColorA < 1.0f) ||
1703            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1704            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1705    chooseBlending(blend, mode, mDescription, swapSrcDst);
1706}
1707
1708void OpenGLRenderer::setupDrawProgram() {
1709    useProgram(mCaches.programCache.get(mDescription));
1710}
1711
1712void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1713    mTrackDirtyRegions = false;
1714}
1715
1716void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1717        float left, float top, float right, float bottom, bool ignoreTransform) {
1718    mModelView.loadTranslate(left, top, 0.0f);
1719    if (mode == kModelViewMode_TranslateAndScale) {
1720        mModelView.scale(right - left, bottom - top, 1.0f);
1721    }
1722
1723    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1724    if (!ignoreTransform) {
1725        mCaches.currentProgram->set(mViewProjMatrix, mModelView, *currentTransform(), offset);
1726        if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *currentTransform());
1727    } else {
1728        mCaches.currentProgram->set(mViewProjMatrix, mModelView, mat4::identity(), offset);
1729        if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1730    }
1731}
1732
1733void OpenGLRenderer::setupDrawColorUniforms() {
1734    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1735        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1736    }
1737}
1738
1739void OpenGLRenderer::setupDrawPureColorUniforms() {
1740    if (mSetShaderColor) {
1741        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1742    }
1743}
1744
1745void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1746    if (mDrawModifiers.mShader) {
1747        if (ignoreTransform) {
1748            // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1749            // because it was built into modelView / the geometry, and the SkiaShader needs to
1750            // compensate.
1751            mat4 modelViewWithoutTransform;
1752            modelViewWithoutTransform.loadInverse(*currentTransform());
1753            modelViewWithoutTransform.multiply(mModelView);
1754            mModelView.load(modelViewWithoutTransform);
1755        }
1756        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1757                mModelView, *mSnapshot, &mTextureUnit);
1758    }
1759}
1760
1761void OpenGLRenderer::setupDrawColorFilterUniforms() {
1762    if (mDrawModifiers.mColorFilter) {
1763        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1764    }
1765}
1766
1767void OpenGLRenderer::setupDrawTextGammaUniforms() {
1768    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1769}
1770
1771void OpenGLRenderer::setupDrawSimpleMesh() {
1772    bool force = mCaches.bindMeshBuffer();
1773    mCaches.bindPositionVertexPointer(force, 0);
1774    mCaches.unbindIndicesBuffer();
1775}
1776
1777void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1778    if (texture) bindTexture(texture);
1779    mTextureUnit++;
1780    mCaches.enableTexCoordsVertexArray();
1781}
1782
1783void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1784    bindExternalTexture(texture);
1785    mTextureUnit++;
1786    mCaches.enableTexCoordsVertexArray();
1787}
1788
1789void OpenGLRenderer::setupDrawTextureTransform() {
1790    mDescription.hasTextureTransform = true;
1791}
1792
1793void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1794    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1795            GL_FALSE, &transform.data[0]);
1796}
1797
1798void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1799        const GLvoid* texCoords, GLuint vbo) {
1800    bool force = false;
1801    if (!vertices || vbo) {
1802        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1803    } else {
1804        force = mCaches.unbindMeshBuffer();
1805    }
1806
1807    mCaches.bindPositionVertexPointer(force, vertices);
1808    if (mCaches.currentProgram->texCoords >= 0) {
1809        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1810    }
1811
1812    mCaches.unbindIndicesBuffer();
1813}
1814
1815void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1816        const GLvoid* texCoords, const GLvoid* colors) {
1817    bool force = mCaches.unbindMeshBuffer();
1818    GLsizei stride = sizeof(ColorTextureVertex);
1819
1820    mCaches.bindPositionVertexPointer(force, vertices, stride);
1821    if (mCaches.currentProgram->texCoords >= 0) {
1822        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1823    }
1824    int slot = mCaches.currentProgram->getAttrib("colors");
1825    if (slot >= 0) {
1826        glEnableVertexAttribArray(slot);
1827        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1828    }
1829
1830    mCaches.unbindIndicesBuffer();
1831}
1832
1833void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1834        const GLvoid* texCoords, GLuint vbo) {
1835    bool force = false;
1836    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1837    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1838    // use the default VBO found in Caches
1839    if (!vertices || vbo) {
1840        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1841    } else {
1842        force = mCaches.unbindMeshBuffer();
1843    }
1844    mCaches.bindIndicesBuffer();
1845
1846    mCaches.bindPositionVertexPointer(force, vertices);
1847    if (mCaches.currentProgram->texCoords >= 0) {
1848        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1849    }
1850}
1851
1852void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1853    bool force = mCaches.unbindMeshBuffer();
1854    mCaches.bindIndicesBuffer();
1855    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1856}
1857
1858///////////////////////////////////////////////////////////////////////////////
1859// Drawing
1860///////////////////////////////////////////////////////////////////////////////
1861
1862status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1863        int32_t replayFlags) {
1864    status_t status;
1865
1866    if (mCaches.propertyDirtyViewport) {
1867        // force recalc of view/proj matrices
1868        setViewport(getWidth(), getHeight());
1869        mCaches.propertyDirtyViewport = false;
1870    }
1871
1872    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1873    // will be performed by the display list itself
1874    if (displayList && displayList->isRenderable()) {
1875        // compute 3d ordering
1876        displayList->computeOrdering();
1877        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1878            status = startFrame();
1879            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1880            displayList->replay(replayStruct, 0);
1881            return status | replayStruct.mDrawGlStatus;
1882        }
1883
1884        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1885        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1886        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1887        displayList->defer(deferStruct, 0);
1888
1889        flushLayers();
1890        status = startFrame();
1891
1892        return deferredList.flush(*this, dirty) | status;
1893    }
1894
1895    return DrawGlInfo::kStatusDone;
1896}
1897
1898void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1899    int alpha;
1900    SkXfermode::Mode mode;
1901    getAlphaAndMode(paint, &alpha, &mode);
1902
1903    int color = paint != NULL ? paint->getColor() : 0;
1904
1905    float x = left;
1906    float y = top;
1907
1908    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1909
1910    bool ignoreTransform = false;
1911    if (currentTransform()->isPureTranslate()) {
1912        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1913        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1914        ignoreTransform = true;
1915
1916        texture->setFilter(GL_NEAREST, true);
1917    } else {
1918        texture->setFilter(FILTER(paint), true);
1919    }
1920
1921    // No need to check for a UV mapper on the texture object, only ARGB_8888
1922    // bitmaps get packed in the atlas
1923    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1924            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1925            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1926}
1927
1928/**
1929 * Important note: this method is intended to draw batches of bitmaps and
1930 * will not set the scissor enable or dirty the current layer, if any.
1931 * The caller is responsible for properly dirtying the current layer.
1932 */
1933status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
1934        TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) {
1935    mCaches.activeTexture(0);
1936    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1937    if (!texture) return DrawGlInfo::kStatusDone;
1938
1939    const AutoTexture autoCleanup(texture);
1940
1941    int alpha;
1942    SkXfermode::Mode mode;
1943    getAlphaAndMode(paint, &alpha, &mode);
1944
1945    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1946    texture->setFilter(pureTranslate ? GL_NEAREST : FILTER(paint), true);
1947
1948    const float x = (int) floorf(bounds.left + 0.5f);
1949    const float y = (int) floorf(bounds.top + 0.5f);
1950    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
1951        int color = paint != NULL ? paint->getColor() : 0;
1952        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1953                texture->id, paint != NULL, color, alpha, mode,
1954                &vertices[0].x, &vertices[0].u,
1955                GL_TRIANGLES, bitmapCount * 6, true,
1956                kModelViewMode_Translate, false);
1957    } else {
1958        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1959                texture->id, alpha / 255.0f, mode, texture->blend,
1960                &vertices[0].x, &vertices[0].u,
1961                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1962                kModelViewMode_Translate, false);
1963    }
1964
1965    return DrawGlInfo::kStatusDrew;
1966}
1967
1968status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1969    const float right = left + bitmap->width();
1970    const float bottom = top + bitmap->height();
1971
1972    if (quickRejectSetupScissor(left, top, right, bottom)) {
1973        return DrawGlInfo::kStatusDone;
1974    }
1975
1976    mCaches.activeTexture(0);
1977    Texture* texture = getTexture(bitmap);
1978    if (!texture) return DrawGlInfo::kStatusDone;
1979    const AutoTexture autoCleanup(texture);
1980
1981    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
1982        drawAlphaBitmap(texture, left, top, paint);
1983    } else {
1984        drawTextureRect(left, top, right, bottom, texture, paint);
1985    }
1986
1987    return DrawGlInfo::kStatusDrew;
1988}
1989
1990status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1991    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1992    const mat4 transform(*matrix);
1993    transform.mapRect(r);
1994
1995    if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) {
1996        return DrawGlInfo::kStatusDone;
1997    }
1998
1999    mCaches.activeTexture(0);
2000    Texture* texture = getTexture(bitmap);
2001    if (!texture) return DrawGlInfo::kStatusDone;
2002    const AutoTexture autoCleanup(texture);
2003
2004    // This could be done in a cheaper way, all we need is pass the matrix
2005    // to the vertex shader. The save/restore is a bit overkill.
2006    save(SkCanvas::kMatrix_SaveFlag);
2007    concatMatrix(matrix);
2008    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2009        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2010    } else {
2011        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2012    }
2013    restore();
2014
2015    return DrawGlInfo::kStatusDrew;
2016}
2017
2018status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2019    const float right = left + bitmap->width();
2020    const float bottom = top + bitmap->height();
2021
2022    if (quickRejectSetupScissor(left, top, right, bottom)) {
2023        return DrawGlInfo::kStatusDone;
2024    }
2025
2026    mCaches.activeTexture(0);
2027    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2028    const AutoTexture autoCleanup(texture);
2029
2030    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2031        drawAlphaBitmap(texture, left, top, paint);
2032    } else {
2033        drawTextureRect(left, top, right, bottom, texture, paint);
2034    }
2035
2036    return DrawGlInfo::kStatusDrew;
2037}
2038
2039status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2040        float* vertices, int* colors, SkPaint* paint) {
2041    if (!vertices || currentSnapshot()->isIgnored()) {
2042        return DrawGlInfo::kStatusDone;
2043    }
2044
2045    // TODO: use quickReject on bounds from vertices
2046    mCaches.enableScissor();
2047
2048    float left = FLT_MAX;
2049    float top = FLT_MAX;
2050    float right = FLT_MIN;
2051    float bottom = FLT_MIN;
2052
2053    const uint32_t count = meshWidth * meshHeight * 6;
2054
2055    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2056    mesh.setCapacity(count);
2057    ColorTextureVertex* vertex = mesh.editArray();
2058
2059    bool cleanupColors = false;
2060    if (!colors) {
2061        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2062        colors = new int[colorsCount];
2063        memset(colors, 0xff, colorsCount * sizeof(int));
2064        cleanupColors = true;
2065    }
2066
2067    mCaches.activeTexture(0);
2068    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2069    const UvMapper& mapper(getMapper(texture));
2070
2071    for (int32_t y = 0; y < meshHeight; y++) {
2072        for (int32_t x = 0; x < meshWidth; x++) {
2073            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2074
2075            float u1 = float(x) / meshWidth;
2076            float u2 = float(x + 1) / meshWidth;
2077            float v1 = float(y) / meshHeight;
2078            float v2 = float(y + 1) / meshHeight;
2079
2080            mapper.map(u1, v1, u2, v2);
2081
2082            int ax = i + (meshWidth + 1) * 2;
2083            int ay = ax + 1;
2084            int bx = i;
2085            int by = bx + 1;
2086            int cx = i + 2;
2087            int cy = cx + 1;
2088            int dx = i + (meshWidth + 1) * 2 + 2;
2089            int dy = dx + 1;
2090
2091            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2092            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2093            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2094
2095            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2096            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2097            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2098
2099            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2100            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2101            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2102            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2103        }
2104    }
2105
2106    if (quickRejectSetupScissor(left, top, right, bottom)) {
2107        if (cleanupColors) delete[] colors;
2108        return DrawGlInfo::kStatusDone;
2109    }
2110
2111    if (!texture) {
2112        texture = mCaches.textureCache.get(bitmap);
2113        if (!texture) {
2114            if (cleanupColors) delete[] colors;
2115            return DrawGlInfo::kStatusDone;
2116        }
2117    }
2118    const AutoTexture autoCleanup(texture);
2119
2120    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2121    texture->setFilter(FILTER(paint), true);
2122
2123    int alpha;
2124    SkXfermode::Mode mode;
2125    getAlphaAndMode(paint, &alpha, &mode);
2126
2127    float a = alpha / 255.0f;
2128
2129    if (hasLayer()) {
2130        dirtyLayer(left, top, right, bottom, *currentTransform());
2131    }
2132
2133    setupDraw();
2134    setupDrawWithTextureAndColor();
2135    setupDrawColor(a, a, a, a);
2136    setupDrawColorFilter();
2137    setupDrawBlending(true, mode, false);
2138    setupDrawProgram();
2139    setupDrawDirtyRegionsDisabled();
2140    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2141    setupDrawTexture(texture->id);
2142    setupDrawPureColorUniforms();
2143    setupDrawColorFilterUniforms();
2144    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2145
2146    glDrawArrays(GL_TRIANGLES, 0, count);
2147
2148    int slot = mCaches.currentProgram->getAttrib("colors");
2149    if (slot >= 0) {
2150        glDisableVertexAttribArray(slot);
2151    }
2152
2153    if (cleanupColors) delete[] colors;
2154
2155    return DrawGlInfo::kStatusDrew;
2156}
2157
2158status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2159         float srcLeft, float srcTop, float srcRight, float srcBottom,
2160         float dstLeft, float dstTop, float dstRight, float dstBottom,
2161         SkPaint* paint) {
2162    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2163        return DrawGlInfo::kStatusDone;
2164    }
2165
2166    mCaches.activeTexture(0);
2167    Texture* texture = getTexture(bitmap);
2168    if (!texture) return DrawGlInfo::kStatusDone;
2169    const AutoTexture autoCleanup(texture);
2170
2171    const float width = texture->width;
2172    const float height = texture->height;
2173
2174    float u1 = fmax(0.0f, srcLeft / width);
2175    float v1 = fmax(0.0f, srcTop / height);
2176    float u2 = fmin(1.0f, srcRight / width);
2177    float v2 = fmin(1.0f, srcBottom / height);
2178
2179    getMapper(texture).map(u1, v1, u2, v2);
2180
2181    mCaches.unbindMeshBuffer();
2182    resetDrawTextureTexCoords(u1, v1, u2, v2);
2183
2184    int alpha;
2185    SkXfermode::Mode mode;
2186    getAlphaAndMode(paint, &alpha, &mode);
2187
2188    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2189
2190    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2191    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2192
2193    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2194    // Apply a scale transform on the canvas only when a shader is in use
2195    // Skia handles the ratio between the dst and src rects as a scale factor
2196    // when a shader is set
2197    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2198    bool ignoreTransform = false;
2199
2200    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2201        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2202        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2203
2204        dstRight = x + (dstRight - dstLeft);
2205        dstBottom = y + (dstBottom - dstTop);
2206
2207        dstLeft = x;
2208        dstTop = y;
2209
2210        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2211        ignoreTransform = true;
2212    } else {
2213        texture->setFilter(FILTER(paint), true);
2214    }
2215
2216    if (CC_UNLIKELY(useScaleTransform)) {
2217        save(SkCanvas::kMatrix_SaveFlag);
2218        translate(dstLeft, dstTop);
2219        scale(scaleX, scaleY);
2220
2221        dstLeft = 0.0f;
2222        dstTop = 0.0f;
2223
2224        dstRight = srcRight - srcLeft;
2225        dstBottom = srcBottom - srcTop;
2226    }
2227
2228    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2229        int color = paint ? paint->getColor() : 0;
2230        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2231                texture->id, paint != NULL, color, alpha, mode,
2232                &mMeshVertices[0].x, &mMeshVertices[0].u,
2233                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2234    } else {
2235        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2236                texture->id, alpha / 255.0f, mode, texture->blend,
2237                &mMeshVertices[0].x, &mMeshVertices[0].u,
2238                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2239    }
2240
2241    if (CC_UNLIKELY(useScaleTransform)) {
2242        restore();
2243    }
2244
2245    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2246
2247    return DrawGlInfo::kStatusDrew;
2248}
2249
2250status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2251        float left, float top, float right, float bottom, SkPaint* paint) {
2252    if (quickRejectSetupScissor(left, top, right, bottom)) {
2253        return DrawGlInfo::kStatusDone;
2254    }
2255
2256    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2257    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2258            right - left, bottom - top, patch);
2259
2260    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2261}
2262
2263status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2264        float left, float top, float right, float bottom, SkPaint* paint) {
2265    if (quickRejectSetupScissor(left, top, right, bottom)) {
2266        return DrawGlInfo::kStatusDone;
2267    }
2268
2269    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2270        mCaches.activeTexture(0);
2271        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2272        if (!texture) return DrawGlInfo::kStatusDone;
2273        const AutoTexture autoCleanup(texture);
2274
2275        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2276        texture->setFilter(GL_LINEAR, true);
2277
2278        int alpha;
2279        SkXfermode::Mode mode;
2280        getAlphaAndMode(paint, &alpha, &mode);
2281
2282        const bool pureTranslate = currentTransform()->isPureTranslate();
2283        // Mark the current layer dirty where we are going to draw the patch
2284        if (hasLayer() && mesh->hasEmptyQuads) {
2285            const float offsetX = left + currentTransform()->getTranslateX();
2286            const float offsetY = top + currentTransform()->getTranslateY();
2287            const size_t count = mesh->quads.size();
2288            for (size_t i = 0; i < count; i++) {
2289                const Rect& bounds = mesh->quads.itemAt(i);
2290                if (CC_LIKELY(pureTranslate)) {
2291                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2292                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2293                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2294                } else {
2295                    dirtyLayer(left + bounds.left, top + bounds.top,
2296                            left + bounds.right, top + bounds.bottom, *currentTransform());
2297                }
2298            }
2299        }
2300
2301        bool ignoreTransform = false;
2302        if (CC_LIKELY(pureTranslate)) {
2303            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2304            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2305
2306            right = x + right - left;
2307            bottom = y + bottom - top;
2308            left = x;
2309            top = y;
2310            ignoreTransform = true;
2311        }
2312        drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2313                mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2314                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2315                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2316    }
2317
2318    return DrawGlInfo::kStatusDrew;
2319}
2320
2321/**
2322 * Important note: this method is intended to draw batches of 9-patch objects and
2323 * will not set the scissor enable or dirty the current layer, if any.
2324 * The caller is responsible for properly dirtying the current layer.
2325 */
2326status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2327        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2328    mCaches.activeTexture(0);
2329    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2330    if (!texture) return DrawGlInfo::kStatusDone;
2331    const AutoTexture autoCleanup(texture);
2332
2333    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2334    texture->setFilter(GL_LINEAR, true);
2335
2336    int alpha;
2337    SkXfermode::Mode mode;
2338    getAlphaAndMode(paint, &alpha, &mode);
2339
2340    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2341            mode, texture->blend, &vertices[0].x, &vertices[0].u,
2342            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2343
2344    return DrawGlInfo::kStatusDrew;
2345}
2346
2347status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2348        bool useOffset) {
2349    // not missing call to quickReject/dirtyLayer, always done at a higher level
2350
2351    if (!vertexBuffer.getVertexCount()) {
2352        // no vertices to draw
2353        return DrawGlInfo::kStatusDone;
2354    }
2355
2356    int color = paint->getColor();
2357    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2358    bool isAA = paint->isAntiAlias();
2359
2360    setupDraw();
2361    setupDrawNoTexture();
2362    if (isAA) setupDrawAA();
2363    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2364    setupDrawColorFilter();
2365    setupDrawShader();
2366    setupDrawBlending(isAA, mode);
2367    setupDrawProgram();
2368    setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0);
2369    setupDrawColorUniforms();
2370    setupDrawColorFilterUniforms();
2371    setupDrawShaderUniforms();
2372
2373    const void* vertices = vertexBuffer.getBuffer();
2374    bool force = mCaches.unbindMeshBuffer();
2375    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2376    mCaches.resetTexCoordsVertexPointer();
2377    mCaches.unbindIndicesBuffer();
2378
2379    int alphaSlot = -1;
2380    if (isAA) {
2381        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2382        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2383
2384        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2385        glEnableVertexAttribArray(alphaSlot);
2386        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2387    }
2388
2389    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2390
2391    if (isAA) {
2392        glDisableVertexAttribArray(alphaSlot);
2393    }
2394
2395    return DrawGlInfo::kStatusDrew;
2396}
2397
2398/**
2399 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2400 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2401 * screen space in all directions. However, instead of using a fragment shader to compute the
2402 * translucency of the color from its position, we simply use a varying parameter to define how far
2403 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2404 *
2405 * Doesn't yet support joins, caps, or path effects.
2406 */
2407status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2408    VertexBuffer vertexBuffer;
2409    // TODO: try clipping large paths to viewport
2410    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2411
2412    if (hasLayer()) {
2413        SkRect bounds = path.getBounds();
2414        PathTessellator::expandBoundsForStroke(bounds, paint);
2415        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2416    }
2417
2418    return drawVertexBuffer(vertexBuffer, paint);
2419}
2420
2421/**
2422 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2423 * and additional geometry for defining an alpha slope perimeter.
2424 *
2425 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2426 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2427 * in-shader alpha region, but found it to be taxing on some GPUs.
2428 *
2429 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2430 * memory transfer by removing need for degenerate vertices.
2431 */
2432status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2433    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2434
2435    count &= ~0x3; // round down to nearest four
2436
2437    VertexBuffer buffer;
2438    SkRect bounds;
2439    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), bounds, buffer);
2440
2441    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2442    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2443        return DrawGlInfo::kStatusDone;
2444    }
2445
2446    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2447
2448    bool useOffset = !paint->isAntiAlias();
2449    return drawVertexBuffer(buffer, paint, useOffset);
2450}
2451
2452status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2453    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2454
2455    count &= ~0x1; // round down to nearest two
2456
2457    VertexBuffer buffer;
2458    SkRect bounds;
2459    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), bounds, buffer);
2460
2461    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2462    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2463        return DrawGlInfo::kStatusDone;
2464    }
2465
2466    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2467
2468    bool useOffset = !paint->isAntiAlias();
2469    return drawVertexBuffer(buffer, paint, useOffset);
2470}
2471
2472status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2473    // No need to check against the clip, we fill the clip region
2474    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2475
2476    Rect clip(*currentClipRect());
2477    clip.snapToPixelBoundaries();
2478
2479    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2480
2481    return DrawGlInfo::kStatusDrew;
2482}
2483
2484status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2485        SkPaint* paint) {
2486    if (!texture) return DrawGlInfo::kStatusDone;
2487    const AutoTexture autoCleanup(texture);
2488
2489    const float x = left + texture->left - texture->offset;
2490    const float y = top + texture->top - texture->offset;
2491
2492    drawPathTexture(texture, x, y, paint);
2493
2494    return DrawGlInfo::kStatusDrew;
2495}
2496
2497status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2498        float rx, float ry, SkPaint* p) {
2499    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2500            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2501        return DrawGlInfo::kStatusDone;
2502    }
2503
2504    if (p->getPathEffect() != 0) {
2505        mCaches.activeTexture(0);
2506        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2507                right - left, bottom - top, rx, ry, p);
2508        return drawShape(left, top, texture, p);
2509    }
2510
2511    SkPath path;
2512    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2513    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2514        float outset = p->getStrokeWidth() / 2;
2515        rect.outset(outset, outset);
2516        rx += outset;
2517        ry += outset;
2518    }
2519    path.addRoundRect(rect, rx, ry);
2520    return drawConvexPath(path, p);
2521}
2522
2523status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2524    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius,
2525            x + radius, y + radius, p) ||
2526            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2527        return DrawGlInfo::kStatusDone;
2528    }
2529    if (p->getPathEffect() != 0) {
2530        mCaches.activeTexture(0);
2531        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2532        return drawShape(x - radius, y - radius, texture, p);
2533    }
2534
2535    SkPath path;
2536    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2537        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2538    } else {
2539        path.addCircle(x, y, radius);
2540    }
2541    return drawConvexPath(path, p);
2542}
2543
2544status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2545        SkPaint* p) {
2546    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2547            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2548        return DrawGlInfo::kStatusDone;
2549    }
2550
2551    if (p->getPathEffect() != 0) {
2552        mCaches.activeTexture(0);
2553        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2554        return drawShape(left, top, texture, p);
2555    }
2556
2557    SkPath path;
2558    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2559    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2560        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2561    }
2562    path.addOval(rect);
2563    return drawConvexPath(path, p);
2564}
2565
2566status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2567        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2568    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2569            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2570        return DrawGlInfo::kStatusDone;
2571    }
2572
2573    if (fabs(sweepAngle) >= 360.0f) {
2574        return drawOval(left, top, right, bottom, p);
2575    }
2576
2577    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2578    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2579        mCaches.activeTexture(0);
2580        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2581                startAngle, sweepAngle, useCenter, p);
2582        return drawShape(left, top, texture, p);
2583    }
2584
2585    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2586    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2587        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2588    }
2589
2590    SkPath path;
2591    if (useCenter) {
2592        path.moveTo(rect.centerX(), rect.centerY());
2593    }
2594    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2595    if (useCenter) {
2596        path.close();
2597    }
2598    return drawConvexPath(path, p);
2599}
2600
2601// See SkPaintDefaults.h
2602#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2603
2604status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2605    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2606            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2607        return DrawGlInfo::kStatusDone;
2608    }
2609
2610    if (p->getStyle() != SkPaint::kFill_Style) {
2611        // only fill style is supported by drawConvexPath, since others have to handle joins
2612        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2613                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2614            mCaches.activeTexture(0);
2615            const PathTexture* texture =
2616                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2617            return drawShape(left, top, texture, p);
2618        }
2619
2620        SkPath path;
2621        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2622        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2623            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2624        }
2625        path.addRect(rect);
2626        return drawConvexPath(path, p);
2627    }
2628
2629    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2630        SkPath path;
2631        path.addRect(left, top, right, bottom);
2632        return drawConvexPath(path, p);
2633    } else {
2634        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2635        return DrawGlInfo::kStatusDrew;
2636    }
2637}
2638
2639void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2640        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2641        float x, float y) {
2642    mCaches.activeTexture(0);
2643
2644    // NOTE: The drop shadow will not perform gamma correction
2645    //       if shader-based correction is enabled
2646    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2647    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2648            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2649    // If the drop shadow exceeds the max texture size or couldn't be
2650    // allocated, skip drawing
2651    if (!shadow) return;
2652    const AutoTexture autoCleanup(shadow);
2653
2654    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2655    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2656
2657    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2658    int shadowColor = mDrawModifiers.mShadowColor;
2659    if (mDrawModifiers.mShader) {
2660        shadowColor = 0xffffffff;
2661    }
2662
2663    setupDraw();
2664    setupDrawWithTexture(true);
2665    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2666    setupDrawColorFilter();
2667    setupDrawShader();
2668    setupDrawBlending(true, mode);
2669    setupDrawProgram();
2670    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2671            sx, sy, sx + shadow->width, sy + shadow->height);
2672    setupDrawTexture(shadow->id);
2673    setupDrawPureColorUniforms();
2674    setupDrawColorFilterUniforms();
2675    setupDrawShaderUniforms();
2676    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2677
2678    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2679}
2680
2681bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2682    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2683    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2684}
2685
2686status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2687        const float* positions, SkPaint* paint) {
2688    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2689        return DrawGlInfo::kStatusDone;
2690    }
2691
2692    // NOTE: Skia does not support perspective transform on drawPosText yet
2693    if (!currentTransform()->isSimple()) {
2694        return DrawGlInfo::kStatusDone;
2695    }
2696
2697    mCaches.enableScissor();
2698
2699    float x = 0.0f;
2700    float y = 0.0f;
2701    const bool pureTranslate = currentTransform()->isPureTranslate();
2702    if (pureTranslate) {
2703        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2704        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2705    }
2706
2707    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2708    fontRenderer.setFont(paint, mat4::identity());
2709
2710    int alpha;
2711    SkXfermode::Mode mode;
2712    getAlphaAndMode(paint, &alpha, &mode);
2713
2714    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2715        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2716                alpha, mode, 0.0f, 0.0f);
2717    }
2718
2719    // Pick the appropriate texture filtering
2720    bool linearFilter = currentTransform()->changesBounds();
2721    if (pureTranslate && !linearFilter) {
2722        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2723    }
2724    fontRenderer.setTextureFiltering(linearFilter);
2725
2726    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2727    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2728
2729    const bool hasActiveLayer = hasLayer();
2730
2731    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2732    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2733            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2734        if (hasActiveLayer) {
2735            if (!pureTranslate) {
2736                currentTransform()->mapRect(bounds);
2737            }
2738            dirtyLayerUnchecked(bounds, getRegion());
2739        }
2740    }
2741
2742    return DrawGlInfo::kStatusDrew;
2743}
2744
2745mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2746    mat4 fontTransform;
2747    if (CC_LIKELY(transform.isPureTranslate())) {
2748        fontTransform = mat4::identity();
2749    } else {
2750        if (CC_UNLIKELY(transform.isPerspective())) {
2751            fontTransform = mat4::identity();
2752        } else {
2753            float sx, sy;
2754            currentTransform()->decomposeScale(sx, sy);
2755            fontTransform.loadScale(sx, sy, 1.0f);
2756        }
2757    }
2758    return fontTransform;
2759}
2760
2761status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2762        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2763        DrawOpMode drawOpMode) {
2764
2765    if (drawOpMode == kDrawOpMode_Immediate) {
2766        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2767        // drawing as ops from DeferredDisplayList are already filtered for these
2768        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2769                quickRejectSetupScissor(bounds)) {
2770            return DrawGlInfo::kStatusDone;
2771        }
2772    }
2773
2774    const float oldX = x;
2775    const float oldY = y;
2776
2777    const mat4& transform = *currentTransform();
2778    const bool pureTranslate = transform.isPureTranslate();
2779
2780    if (CC_LIKELY(pureTranslate)) {
2781        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2782        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2783    }
2784
2785    int alpha;
2786    SkXfermode::Mode mode;
2787    getAlphaAndMode(paint, &alpha, &mode);
2788
2789    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2790
2791    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2792        fontRenderer.setFont(paint, mat4::identity());
2793        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2794                alpha, mode, oldX, oldY);
2795    }
2796
2797    const bool hasActiveLayer = hasLayer();
2798
2799    // We only pass a partial transform to the font renderer. That partial
2800    // matrix defines how glyphs are rasterized. Typically we want glyphs
2801    // to be rasterized at their final size on screen, which means the partial
2802    // matrix needs to take the scale factor into account.
2803    // When a partial matrix is used to transform glyphs during rasterization,
2804    // the mesh is generated with the inverse transform (in the case of scale,
2805    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2806    // apply the full transform matrix at draw time in the vertex shader.
2807    // Applying the full matrix in the shader is the easiest way to handle
2808    // rotation and perspective and allows us to always generated quads in the
2809    // font renderer which greatly simplifies the code, clipping in particular.
2810    mat4 fontTransform = findBestFontTransform(transform);
2811    fontRenderer.setFont(paint, fontTransform);
2812
2813    // Pick the appropriate texture filtering
2814    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2815    fontRenderer.setTextureFiltering(linearFilter);
2816
2817    // TODO: Implement better clipping for scaled/rotated text
2818    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2819    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2820
2821    bool status;
2822    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2823
2824    // don't call issuedrawcommand, do it at end of batch
2825    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2826    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2827        SkPaint paintCopy(*paint);
2828        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2829        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2830                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2831    } else {
2832        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2833                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2834    }
2835
2836    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2837        if (!pureTranslate) {
2838            transform.mapRect(layerBounds);
2839        }
2840        dirtyLayerUnchecked(layerBounds, getRegion());
2841    }
2842
2843    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2844
2845    return DrawGlInfo::kStatusDrew;
2846}
2847
2848status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2849        float hOffset, float vOffset, SkPaint* paint) {
2850    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2851        return DrawGlInfo::kStatusDone;
2852    }
2853
2854    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2855    mCaches.enableScissor();
2856
2857    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2858    fontRenderer.setFont(paint, mat4::identity());
2859    fontRenderer.setTextureFiltering(true);
2860
2861    int alpha;
2862    SkXfermode::Mode mode;
2863    getAlphaAndMode(paint, &alpha, &mode);
2864    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2865
2866    const Rect* clip = &mSnapshot->getLocalClip();
2867    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2868
2869    const bool hasActiveLayer = hasLayer();
2870
2871    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2872            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2873        if (hasActiveLayer) {
2874            currentTransform()->mapRect(bounds);
2875            dirtyLayerUnchecked(bounds, getRegion());
2876        }
2877    }
2878
2879    return DrawGlInfo::kStatusDrew;
2880}
2881
2882status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2883    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2884
2885    mCaches.activeTexture(0);
2886
2887    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2888    if (!texture) return DrawGlInfo::kStatusDone;
2889    const AutoTexture autoCleanup(texture);
2890
2891    const float x = texture->left - texture->offset;
2892    const float y = texture->top - texture->offset;
2893
2894    drawPathTexture(texture, x, y, paint);
2895
2896    return DrawGlInfo::kStatusDrew;
2897}
2898
2899status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2900    if (!layer) {
2901        return DrawGlInfo::kStatusDone;
2902    }
2903
2904    mat4* transform = NULL;
2905    if (layer->isTextureLayer()) {
2906        transform = &layer->getTransform();
2907        if (!transform->isIdentity()) {
2908            save(0);
2909            concatMatrix(*transform);
2910        }
2911    }
2912
2913    bool clipRequired = false;
2914    const bool rejected = calculateQuickRejectForScissor(x, y,
2915            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, false);
2916
2917    if (rejected) {
2918        if (transform && !transform->isIdentity()) {
2919            restore();
2920        }
2921        return DrawGlInfo::kStatusDone;
2922    }
2923
2924    updateLayer(layer, true);
2925
2926    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2927    mCaches.activeTexture(0);
2928
2929    if (CC_LIKELY(!layer->region.isEmpty())) {
2930        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2931        mDrawModifiers.mColorFilter = layer->getColorFilter();
2932
2933        if (layer->region.isRect()) {
2934            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2935                    composeLayerRect(layer, layer->regionRect));
2936        } else if (layer->mesh) {
2937            const float a = getLayerAlpha(layer);
2938            setupDraw();
2939            setupDrawWithTexture();
2940            setupDrawColor(a, a, a, a);
2941            setupDrawColorFilter();
2942            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2943            setupDrawProgram();
2944            setupDrawPureColorUniforms();
2945            setupDrawColorFilterUniforms();
2946            setupDrawTexture(layer->getTexture());
2947            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2948                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2949                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2950
2951                layer->setFilter(GL_NEAREST);
2952                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2953                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2954            } else {
2955                layer->setFilter(GL_LINEAR);
2956                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2957                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2958            }
2959
2960            TextureVertex* mesh = &layer->mesh[0];
2961            GLsizei elementsCount = layer->meshElementCount;
2962
2963            while (elementsCount > 0) {
2964                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2965
2966                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
2967                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2968                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
2969
2970                elementsCount -= drawCount;
2971                // Though there are 4 vertices in a quad, we use 6 indices per
2972                // quad to draw with GL_TRIANGLES
2973                mesh += (drawCount / 6) * 4;
2974            }
2975
2976#if DEBUG_LAYERS_AS_REGIONS
2977            drawRegionRectsDebug(layer->region);
2978#endif
2979        }
2980
2981        mDrawModifiers.mColorFilter = oldFilter;
2982
2983        if (layer->debugDrawUpdate) {
2984            layer->debugDrawUpdate = false;
2985            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2986                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2987        }
2988    }
2989    layer->hasDrawnSinceUpdate = true;
2990
2991    if (transform && !transform->isIdentity()) {
2992        restore();
2993    }
2994
2995    return DrawGlInfo::kStatusDrew;
2996}
2997
2998///////////////////////////////////////////////////////////////////////////////
2999// Shaders
3000///////////////////////////////////////////////////////////////////////////////
3001
3002void OpenGLRenderer::resetShader() {
3003    mDrawModifiers.mShader = NULL;
3004}
3005
3006void OpenGLRenderer::setupShader(SkiaShader* shader) {
3007    mDrawModifiers.mShader = shader;
3008    if (mDrawModifiers.mShader) {
3009        mDrawModifiers.mShader->setCaches(mCaches);
3010    }
3011}
3012
3013///////////////////////////////////////////////////////////////////////////////
3014// Color filters
3015///////////////////////////////////////////////////////////////////////////////
3016
3017void OpenGLRenderer::resetColorFilter() {
3018    mDrawModifiers.mColorFilter = NULL;
3019}
3020
3021void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3022    mDrawModifiers.mColorFilter = filter;
3023}
3024
3025///////////////////////////////////////////////////////////////////////////////
3026// Drop shadow
3027///////////////////////////////////////////////////////////////////////////////
3028
3029void OpenGLRenderer::resetShadow() {
3030    mDrawModifiers.mHasShadow = false;
3031}
3032
3033void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3034    mDrawModifiers.mHasShadow = true;
3035    mDrawModifiers.mShadowRadius = radius;
3036    mDrawModifiers.mShadowDx = dx;
3037    mDrawModifiers.mShadowDy = dy;
3038    mDrawModifiers.mShadowColor = color;
3039}
3040
3041///////////////////////////////////////////////////////////////////////////////
3042// Draw filters
3043///////////////////////////////////////////////////////////////////////////////
3044
3045void OpenGLRenderer::resetPaintFilter() {
3046    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3047    // comparison, see MergingDrawBatch::canMergeWith
3048    mDrawModifiers.mHasDrawFilter = false;
3049    mDrawModifiers.mPaintFilterClearBits = 0;
3050    mDrawModifiers.mPaintFilterSetBits = 0;
3051}
3052
3053void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3054    mDrawModifiers.mHasDrawFilter = true;
3055    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3056    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3057}
3058
3059SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3060    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3061        return paint;
3062    }
3063
3064    uint32_t flags = paint->getFlags();
3065
3066    mFilteredPaint = *paint;
3067    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3068            mDrawModifiers.mPaintFilterSetBits);
3069
3070    return &mFilteredPaint;
3071}
3072
3073///////////////////////////////////////////////////////////////////////////////
3074// Drawing implementation
3075///////////////////////////////////////////////////////////////////////////////
3076
3077Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3078    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3079    if (!texture) {
3080        return mCaches.textureCache.get(bitmap);
3081    }
3082    return texture;
3083}
3084
3085void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3086        float x, float y, SkPaint* paint) {
3087    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3088        return;
3089    }
3090
3091    int alpha;
3092    SkXfermode::Mode mode;
3093    getAlphaAndMode(paint, &alpha, &mode);
3094
3095    setupDraw();
3096    setupDrawWithTexture(true);
3097    setupDrawAlpha8Color(paint->getColor(), alpha);
3098    setupDrawColorFilter();
3099    setupDrawShader();
3100    setupDrawBlending(true, mode);
3101    setupDrawProgram();
3102    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3103            x, y, x + texture->width, y + texture->height);
3104    setupDrawTexture(texture->id);
3105    setupDrawPureColorUniforms();
3106    setupDrawColorFilterUniforms();
3107    setupDrawShaderUniforms();
3108    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3109
3110    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3111}
3112
3113// Same values used by Skia
3114#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3115#define kStdUnderline_Offset    (1.0f / 9.0f)
3116#define kStdUnderline_Thickness (1.0f / 18.0f)
3117
3118void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, SkPaint* paint) {
3119    // Handle underline and strike-through
3120    uint32_t flags = paint->getFlags();
3121    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3122        SkPaint paintCopy(*paint);
3123
3124        if (CC_LIKELY(underlineWidth > 0.0f)) {
3125            const float textSize = paintCopy.getTextSize();
3126            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3127
3128            const float left = x;
3129            float top = 0.0f;
3130
3131            int linesCount = 0;
3132            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3133            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3134
3135            const int pointsCount = 4 * linesCount;
3136            float points[pointsCount];
3137            int currentPoint = 0;
3138
3139            if (flags & SkPaint::kUnderlineText_Flag) {
3140                top = y + textSize * kStdUnderline_Offset;
3141                points[currentPoint++] = left;
3142                points[currentPoint++] = top;
3143                points[currentPoint++] = left + underlineWidth;
3144                points[currentPoint++] = top;
3145            }
3146
3147            if (flags & SkPaint::kStrikeThruText_Flag) {
3148                top = y + textSize * kStdStrikeThru_Offset;
3149                points[currentPoint++] = left;
3150                points[currentPoint++] = top;
3151                points[currentPoint++] = left + underlineWidth;
3152                points[currentPoint++] = top;
3153            }
3154
3155            paintCopy.setStrokeWidth(strokeWidth);
3156
3157            drawLines(&points[0], pointsCount, &paintCopy);
3158        }
3159    }
3160}
3161
3162status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3163    if (currentSnapshot()->isIgnored()) {
3164        return DrawGlInfo::kStatusDone;
3165    }
3166
3167    int color = paint->getColor();
3168    // If a shader is set, preserve only the alpha
3169    if (mDrawModifiers.mShader) {
3170        color |= 0x00ffffff;
3171    }
3172    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3173
3174    return drawColorRects(rects, count, color, mode);
3175}
3176
3177status_t OpenGLRenderer::drawShadow(const mat4& casterTransform, float casterAlpha,
3178        float width, float height) {
3179    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3180
3181    // For now, always and scissor
3182    // TODO: use quickReject
3183    mCaches.enableScissor();
3184
3185    SkPaint paint;
3186    paint.setColor(mCaches.propertyShadowStrength << 24);
3187    paint.setAntiAlias(true); // want to use AlphaVertex
3188
3189    VertexBuffer shadowVertexBuffer;
3190    ShadowTessellator::tessellateAmbientShadow(width, height, casterTransform,
3191            shadowVertexBuffer);
3192    return drawVertexBuffer(shadowVertexBuffer, &paint);
3193}
3194
3195status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3196        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3197    if (count == 0) {
3198        return DrawGlInfo::kStatusDone;
3199    }
3200
3201    float left = FLT_MAX;
3202    float top = FLT_MAX;
3203    float right = FLT_MIN;
3204    float bottom = FLT_MIN;
3205
3206    Vertex mesh[count];
3207    Vertex* vertex = mesh;
3208
3209    for (int index = 0; index < count; index += 4) {
3210        float l = rects[index + 0];
3211        float t = rects[index + 1];
3212        float r = rects[index + 2];
3213        float b = rects[index + 3];
3214
3215        Vertex::set(vertex++, l, t);
3216        Vertex::set(vertex++, r, t);
3217        Vertex::set(vertex++, l, b);
3218        Vertex::set(vertex++, r, b);
3219
3220        left = fminf(left, l);
3221        top = fminf(top, t);
3222        right = fmaxf(right, r);
3223        bottom = fmaxf(bottom, b);
3224    }
3225
3226    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3227        return DrawGlInfo::kStatusDone;
3228    }
3229
3230    setupDraw();
3231    setupDrawNoTexture();
3232    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3233    setupDrawShader();
3234    setupDrawColorFilter();
3235    setupDrawBlending(mode);
3236    setupDrawProgram();
3237    setupDrawDirtyRegionsDisabled();
3238    setupDrawModelView(kModelViewMode_Translate, false,
3239            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3240    setupDrawColorUniforms();
3241    setupDrawShaderUniforms();
3242    setupDrawColorFilterUniforms();
3243
3244    if (dirty && hasLayer()) {
3245        dirtyLayer(left, top, right, bottom, *currentTransform());
3246    }
3247
3248    issueIndexedQuadDraw(&mesh[0], count / 4);
3249
3250    return DrawGlInfo::kStatusDrew;
3251}
3252
3253void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3254        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3255    // If a shader is set, preserve only the alpha
3256    if (mDrawModifiers.mShader) {
3257        color |= 0x00ffffff;
3258    }
3259
3260    setupDraw();
3261    setupDrawNoTexture();
3262    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3263    setupDrawShader();
3264    setupDrawColorFilter();
3265    setupDrawBlending(mode);
3266    setupDrawProgram();
3267    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3268            left, top, right, bottom, ignoreTransform);
3269    setupDrawColorUniforms();
3270    setupDrawShaderUniforms(ignoreTransform);
3271    setupDrawColorFilterUniforms();
3272    setupDrawSimpleMesh();
3273
3274    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3275}
3276
3277void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3278        Texture* texture, SkPaint* paint) {
3279    int alpha;
3280    SkXfermode::Mode mode;
3281    getAlphaAndMode(paint, &alpha, &mode);
3282
3283    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3284
3285    GLvoid* vertices = (GLvoid*) NULL;
3286    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3287
3288    if (texture->uvMapper) {
3289        vertices = &mMeshVertices[0].x;
3290        texCoords = &mMeshVertices[0].u;
3291
3292        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3293        texture->uvMapper->map(uvs);
3294
3295        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3296    }
3297
3298    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3299        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3300        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3301
3302        texture->setFilter(GL_NEAREST, true);
3303        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3304                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3305                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3306    } else {
3307        texture->setFilter(FILTER(paint), true);
3308        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3309                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3310    }
3311
3312    if (texture->uvMapper) {
3313        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3314    }
3315}
3316
3317void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3318        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3319    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3320            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3321}
3322
3323void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3324        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3325        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3326        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3327        ModelViewMode modelViewMode, bool dirty) {
3328
3329    setupDraw();
3330    setupDrawWithTexture();
3331    setupDrawColor(alpha, alpha, alpha, alpha);
3332    setupDrawColorFilter();
3333    setupDrawBlending(blend, mode, swapSrcDst);
3334    setupDrawProgram();
3335    if (!dirty) setupDrawDirtyRegionsDisabled();
3336    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3337    setupDrawTexture(texture);
3338    setupDrawPureColorUniforms();
3339    setupDrawColorFilterUniforms();
3340    setupDrawMesh(vertices, texCoords, vbo);
3341
3342    glDrawArrays(drawMode, 0, elementsCount);
3343}
3344
3345void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3346        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3347        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3348        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3349        ModelViewMode modelViewMode, bool dirty) {
3350
3351    setupDraw();
3352    setupDrawWithTexture();
3353    setupDrawColor(alpha, alpha, alpha, alpha);
3354    setupDrawColorFilter();
3355    setupDrawBlending(blend, mode, swapSrcDst);
3356    setupDrawProgram();
3357    if (!dirty) setupDrawDirtyRegionsDisabled();
3358    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3359    setupDrawTexture(texture);
3360    setupDrawPureColorUniforms();
3361    setupDrawColorFilterUniforms();
3362    setupDrawMeshIndices(vertices, texCoords, vbo);
3363
3364    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3365}
3366
3367void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3368        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3369        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3370        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3371
3372    setupDraw();
3373    setupDrawWithTexture(true);
3374    if (hasColor) {
3375        setupDrawAlpha8Color(color, alpha);
3376    }
3377    setupDrawColorFilter();
3378    setupDrawShader();
3379    setupDrawBlending(true, mode);
3380    setupDrawProgram();
3381    if (!dirty) setupDrawDirtyRegionsDisabled();
3382    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3383    setupDrawTexture(texture);
3384    setupDrawPureColorUniforms();
3385    setupDrawColorFilterUniforms();
3386    setupDrawShaderUniforms(ignoreTransform);
3387    setupDrawMesh(vertices, texCoords);
3388
3389    glDrawArrays(drawMode, 0, elementsCount);
3390}
3391
3392void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3393        ProgramDescription& description, bool swapSrcDst) {
3394    if (mCountOverdraw) {
3395        if (!mCaches.blend) glEnable(GL_BLEND);
3396        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3397            glBlendFunc(GL_ONE, GL_ONE);
3398        }
3399
3400        mCaches.blend = true;
3401        mCaches.lastSrcMode = GL_ONE;
3402        mCaches.lastDstMode = GL_ONE;
3403
3404        return;
3405    }
3406
3407    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3408
3409    if (blend) {
3410        // These blend modes are not supported by OpenGL directly and have
3411        // to be implemented using shaders. Since the shader will perform
3412        // the blending, turn blending off here
3413        // If the blend mode cannot be implemented using shaders, fall
3414        // back to the default SrcOver blend mode instead
3415        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3416            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3417                description.framebufferMode = mode;
3418                description.swapSrcDst = swapSrcDst;
3419
3420                if (mCaches.blend) {
3421                    glDisable(GL_BLEND);
3422                    mCaches.blend = false;
3423                }
3424
3425                return;
3426            } else {
3427                mode = SkXfermode::kSrcOver_Mode;
3428            }
3429        }
3430
3431        if (!mCaches.blend) {
3432            glEnable(GL_BLEND);
3433        }
3434
3435        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3436        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3437
3438        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3439            glBlendFunc(sourceMode, destMode);
3440            mCaches.lastSrcMode = sourceMode;
3441            mCaches.lastDstMode = destMode;
3442        }
3443    } else if (mCaches.blend) {
3444        glDisable(GL_BLEND);
3445    }
3446    mCaches.blend = blend;
3447}
3448
3449bool OpenGLRenderer::useProgram(Program* program) {
3450    if (!program->isInUse()) {
3451        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3452        program->use();
3453        mCaches.currentProgram = program;
3454        return false;
3455    }
3456    return true;
3457}
3458
3459void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3460    TextureVertex* v = &mMeshVertices[0];
3461    TextureVertex::setUV(v++, u1, v1);
3462    TextureVertex::setUV(v++, u2, v1);
3463    TextureVertex::setUV(v++, u1, v2);
3464    TextureVertex::setUV(v++, u2, v2);
3465}
3466
3467void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3468    getAlphaAndModeDirect(paint, alpha,  mode);
3469    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3470        // if drawing a layer, ignore the paint's alpha
3471        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3472    }
3473    *alpha *= currentSnapshot()->alpha;
3474}
3475
3476float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3477    float alpha;
3478    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3479        alpha = mDrawModifiers.mOverrideLayerAlpha;
3480    } else {
3481        alpha = layer->getAlpha() / 255.0f;
3482    }
3483    return alpha * currentSnapshot()->alpha;
3484}
3485
3486}; // namespace uirenderer
3487}; // namespace android
3488