OpenGLRenderer.cpp revision 7112fddbe26acb12f478f4e77ff9607b523180b4
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    // *set* draw modifiers to be 0
116    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
117    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
118
119    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
120
121    mFirstSnapshot = new Snapshot;
122    mFrameStarted = false;
123    mCountOverdraw = false;
124
125    mScissorOptimizationDisabled = false;
126}
127
128OpenGLRenderer::~OpenGLRenderer() {
129    // The context has already been destroyed at this point, do not call
130    // GL APIs. All GL state should be kept in Caches.h
131}
132
133void OpenGLRenderer::initProperties() {
134    char property[PROPERTY_VALUE_MAX];
135    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
136        mScissorOptimizationDisabled = !strcasecmp(property, "true");
137        INIT_LOGD("  Scissor optimization %s",
138                mScissorOptimizationDisabled ? "disabled" : "enabled");
139    } else {
140        INIT_LOGD("  Scissor optimization enabled");
141    }
142}
143
144///////////////////////////////////////////////////////////////////////////////
145// Setup
146///////////////////////////////////////////////////////////////////////////////
147
148void OpenGLRenderer::setName(const char* name) {
149    if (name) {
150        mName.setTo(name);
151    } else {
152        mName.clear();
153    }
154}
155
156const char* OpenGLRenderer::getName() const {
157    return mName.string();
158}
159
160bool OpenGLRenderer::isDeferred() {
161    return false;
162}
163
164void OpenGLRenderer::setViewport(int width, int height) {
165    initViewport(width, height);
166
167    glDisable(GL_DITHER);
168    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
169
170    glEnableVertexAttribArray(Program::kBindingPosition);
171}
172
173void OpenGLRenderer::initViewport(int width, int height) {
174    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
175
176    mWidth = width;
177    mHeight = height;
178
179    mFirstSnapshot->height = height;
180    mFirstSnapshot->viewport.set(0, 0, width, height);
181}
182
183void OpenGLRenderer::setupFrameState(float left, float top,
184        float right, float bottom, bool opaque) {
185    mCaches.clearGarbage();
186
187    mOpaque = opaque;
188    mSnapshot = new Snapshot(mFirstSnapshot,
189            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
190    mSnapshot->fbo = getTargetFbo();
191    mSaveCount = 1;
192
193    mSnapshot->setClip(left, top, right, bottom);
194    mTilingClip.set(left, top, right, bottom);
195}
196
197status_t OpenGLRenderer::startFrame() {
198    if (mFrameStarted) return DrawGlInfo::kStatusDone;
199    mFrameStarted = true;
200
201    mDirtyClip = true;
202
203    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
204
205    glViewport(0, 0, mWidth, mHeight);
206
207    // Functors break the tiling extension in pretty spectacular ways
208    // This ensures we don't use tiling when a functor is going to be
209    // invoked during the frame
210    mSuppressTiling = mCaches.hasRegisteredFunctors();
211
212    startTiling(mSnapshot, true);
213
214    debugOverdraw(true, true);
215
216    return clear(mTilingClip.left, mTilingClip.top,
217            mTilingClip.right, mTilingClip.bottom, mOpaque);
218}
219
220status_t OpenGLRenderer::prepare(bool opaque) {
221    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
222}
223
224status_t OpenGLRenderer::prepareDirty(float left, float top,
225        float right, float bottom, bool opaque) {
226
227    setupFrameState(left, top, right, bottom, opaque);
228
229    // Layer renderers will start the frame immediately
230    // The framebuffer renderer will first defer the display list
231    // for each layer and wait until the first drawing command
232    // to start the frame
233    if (mSnapshot->fbo == 0) {
234        syncState();
235        updateLayers();
236    } else {
237        return startFrame();
238    }
239
240    return DrawGlInfo::kStatusDone;
241}
242
243void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
244    // If we know that we are going to redraw the entire framebuffer,
245    // perform a discard to let the driver know we don't need to preserve
246    // the back buffer for this frame.
247    if (mExtensions.hasDiscardFramebuffer() &&
248            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
249        const bool isFbo = getTargetFbo() == 0;
250        const GLenum attachments[] = {
251                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
252                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
253        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
254    }
255}
256
257status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
258    if (!opaque || mCountOverdraw) {
259        mCaches.enableScissor();
260        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
261        glClear(GL_COLOR_BUFFER_BIT);
262        return DrawGlInfo::kStatusDrew;
263    }
264
265    mCaches.resetScissor();
266    return DrawGlInfo::kStatusDone;
267}
268
269void OpenGLRenderer::syncState() {
270    if (mCaches.blend) {
271        glEnable(GL_BLEND);
272    } else {
273        glDisable(GL_BLEND);
274    }
275}
276
277void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
278    if (!mSuppressTiling) {
279        Rect* clip = &mTilingClip;
280        if (s->flags & Snapshot::kFlagFboTarget) {
281            clip = &(s->layer->clipRect);
282        }
283
284        startTiling(*clip, s->height, opaque);
285    }
286}
287
288void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
289    if (!mSuppressTiling) {
290        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
291                clip.right - clip.left, clip.bottom - clip.top, opaque);
292    }
293}
294
295void OpenGLRenderer::endTiling() {
296    if (!mSuppressTiling) mCaches.endTiling();
297}
298
299void OpenGLRenderer::finish() {
300    renderOverdraw();
301    endTiling();
302
303    // When finish() is invoked on FBO 0 we've reached the end
304    // of the current frame
305    if (getTargetFbo() == 0) {
306        mCaches.pathCache.trim();
307    }
308
309    if (!suppressErrorChecks()) {
310#if DEBUG_OPENGL
311        GLenum status = GL_NO_ERROR;
312        while ((status = glGetError()) != GL_NO_ERROR) {
313            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
314            switch (status) {
315                case GL_INVALID_ENUM:
316                    ALOGE("  GL_INVALID_ENUM");
317                    break;
318                case GL_INVALID_VALUE:
319                    ALOGE("  GL_INVALID_VALUE");
320                    break;
321                case GL_INVALID_OPERATION:
322                    ALOGE("  GL_INVALID_OPERATION");
323                    break;
324                case GL_OUT_OF_MEMORY:
325                    ALOGE("  Out of memory!");
326                    break;
327            }
328        }
329#endif
330
331#if DEBUG_MEMORY_USAGE
332        mCaches.dumpMemoryUsage();
333#else
334        if (mCaches.getDebugLevel() & kDebugMemory) {
335            mCaches.dumpMemoryUsage();
336        }
337#endif
338    }
339
340    if (mCountOverdraw) {
341        countOverdraw();
342    }
343
344    mFrameStarted = false;
345}
346
347void OpenGLRenderer::interrupt() {
348    if (mCaches.currentProgram) {
349        if (mCaches.currentProgram->isInUse()) {
350            mCaches.currentProgram->remove();
351            mCaches.currentProgram = NULL;
352        }
353    }
354    mCaches.unbindMeshBuffer();
355    mCaches.unbindIndicesBuffer();
356    mCaches.resetVertexPointers();
357    mCaches.disableTexCoordsVertexArray();
358    debugOverdraw(false, false);
359}
360
361void OpenGLRenderer::resume() {
362    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
363    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
364    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
365    debugOverdraw(true, false);
366
367    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
368
369    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
370    mCaches.enableScissor();
371    mCaches.resetScissor();
372    dirtyClip();
373
374    mCaches.activeTexture(0);
375    mCaches.resetBoundTextures();
376
377    mCaches.blend = true;
378    glEnable(GL_BLEND);
379    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
380    glBlendEquation(GL_FUNC_ADD);
381}
382
383void OpenGLRenderer::resumeAfterLayer() {
384    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
385    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
386    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
387    debugOverdraw(true, false);
388
389    mCaches.resetScissor();
390    dirtyClip();
391}
392
393void OpenGLRenderer::detachFunctor(Functor* functor) {
394    mFunctors.remove(functor);
395}
396
397void OpenGLRenderer::attachFunctor(Functor* functor) {
398    mFunctors.add(functor);
399}
400
401status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
402    status_t result = DrawGlInfo::kStatusDone;
403    size_t count = mFunctors.size();
404
405    if (count > 0) {
406        interrupt();
407        SortedVector<Functor*> functors(mFunctors);
408        mFunctors.clear();
409
410        DrawGlInfo info;
411        info.clipLeft = 0;
412        info.clipTop = 0;
413        info.clipRight = 0;
414        info.clipBottom = 0;
415        info.isLayer = false;
416        info.width = 0;
417        info.height = 0;
418        memset(info.transform, 0, sizeof(float) * 16);
419
420        for (size_t i = 0; i < count; i++) {
421            Functor* f = functors.itemAt(i);
422            result |= (*f)(DrawGlInfo::kModeProcess, &info);
423
424            if (result & DrawGlInfo::kStatusDraw) {
425                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
426                dirty.unionWith(localDirty);
427            }
428
429            if (result & DrawGlInfo::kStatusInvoke) {
430                mFunctors.add(f);
431            }
432        }
433        resume();
434    }
435
436    return result;
437}
438
439status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
440    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
441
442    interrupt();
443    detachFunctor(functor);
444
445    mCaches.enableScissor();
446    if (mDirtyClip) {
447        setScissorFromClip();
448    }
449
450    Rect clip(*mSnapshot->clipRect);
451    clip.snapToPixelBoundaries();
452
453    // Since we don't know what the functor will draw, let's dirty
454    // tne entire clip region
455    if (hasLayer()) {
456        dirtyLayerUnchecked(clip, getRegion());
457    }
458
459    DrawGlInfo info;
460    info.clipLeft = clip.left;
461    info.clipTop = clip.top;
462    info.clipRight = clip.right;
463    info.clipBottom = clip.bottom;
464    info.isLayer = hasLayer();
465    info.width = getSnapshot()->viewport.getWidth();
466    info.height = getSnapshot()->height;
467    getSnapshot()->transform->copyTo(&info.transform[0]);
468
469    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
470
471    if (result != DrawGlInfo::kStatusDone) {
472        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
473        dirty.unionWith(localDirty);
474
475        if (result & DrawGlInfo::kStatusInvoke) {
476            mFunctors.add(functor);
477        }
478    }
479
480    resume();
481    return result | DrawGlInfo::kStatusDrew;
482}
483
484///////////////////////////////////////////////////////////////////////////////
485// Debug
486///////////////////////////////////////////////////////////////////////////////
487
488void OpenGLRenderer::eventMark(const char* name) const {
489    mCaches.eventMark(0, name);
490}
491
492void OpenGLRenderer::startMark(const char* name) const {
493    mCaches.startMark(0, name);
494}
495
496void OpenGLRenderer::endMark() const {
497    mCaches.endMark();
498}
499
500void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
501    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
502        if (clear) {
503            mCaches.disableScissor();
504            mCaches.stencil.clear();
505        }
506        if (enable) {
507            mCaches.stencil.enableDebugWrite();
508        } else {
509            mCaches.stencil.disable();
510        }
511    }
512}
513
514void OpenGLRenderer::renderOverdraw() {
515    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
516        const Rect* clip = &mTilingClip;
517
518        mCaches.enableScissor();
519        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
520                clip->right - clip->left, clip->bottom - clip->top);
521
522        mCaches.stencil.enableDebugTest(2);
523        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
524        mCaches.stencil.enableDebugTest(3);
525        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
526        mCaches.stencil.enableDebugTest(4);
527        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
528        mCaches.stencil.enableDebugTest(4, true);
529        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
530        mCaches.stencil.disable();
531    }
532}
533
534void OpenGLRenderer::countOverdraw() {
535    size_t count = mWidth * mHeight;
536    uint32_t* buffer = new uint32_t[count];
537    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
538
539    size_t total = 0;
540    for (size_t i = 0; i < count; i++) {
541        total += buffer[i] & 0xff;
542    }
543
544    mOverdraw = total / float(count);
545
546    delete[] buffer;
547}
548
549///////////////////////////////////////////////////////////////////////////////
550// Layers
551///////////////////////////////////////////////////////////////////////////////
552
553bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
554    if (layer->deferredUpdateScheduled && layer->renderer &&
555            layer->displayList && layer->displayList->isRenderable()) {
556        ATRACE_CALL();
557
558        Rect& dirty = layer->dirtyRect;
559
560        if (inFrame) {
561            endTiling();
562            debugOverdraw(false, false);
563        }
564
565        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
566            layer->render();
567        } else {
568            layer->defer();
569        }
570
571        if (inFrame) {
572            resumeAfterLayer();
573            startTiling(mSnapshot);
574        }
575
576        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
577        layer->hasDrawnSinceUpdate = false;
578
579        return true;
580    }
581
582    return false;
583}
584
585void OpenGLRenderer::updateLayers() {
586    // If draw deferring is enabled this method will simply defer
587    // the display list of each individual layer. The layers remain
588    // in the layer updates list which will be cleared by flushLayers().
589    int count = mLayerUpdates.size();
590    if (count > 0) {
591        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
592            startMark("Layer Updates");
593        } else {
594            startMark("Defer Layer Updates");
595        }
596
597        // Note: it is very important to update the layers in order
598        for (int i = 0; i < count; i++) {
599            Layer* layer = mLayerUpdates.itemAt(i);
600            updateLayer(layer, false);
601            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
602                mCaches.resourceCache.decrementRefcount(layer);
603            }
604        }
605
606        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
607            mLayerUpdates.clear();
608            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
609        }
610        endMark();
611    }
612}
613
614void OpenGLRenderer::flushLayers() {
615    int count = mLayerUpdates.size();
616    if (count > 0) {
617        startMark("Apply Layer Updates");
618        char layerName[12];
619
620        // Note: it is very important to update the layers in order
621        for (int i = 0; i < count; i++) {
622            sprintf(layerName, "Layer #%d", i);
623            startMark(layerName);
624
625            ATRACE_BEGIN("flushLayer");
626            Layer* layer = mLayerUpdates.itemAt(i);
627            layer->flush();
628            ATRACE_END();
629
630            mCaches.resourceCache.decrementRefcount(layer);
631
632            endMark();
633        }
634
635        mLayerUpdates.clear();
636        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
637
638        endMark();
639    }
640}
641
642void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
643    if (layer) {
644        // Make sure we don't introduce duplicates.
645        // SortedVector would do this automatically but we need to respect
646        // the insertion order. The linear search is not an issue since
647        // this list is usually very short (typically one item, at most a few)
648        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
649            if (mLayerUpdates.itemAt(i) == layer) {
650                return;
651            }
652        }
653        mLayerUpdates.push_back(layer);
654        mCaches.resourceCache.incrementRefcount(layer);
655    }
656}
657
658void OpenGLRenderer::clearLayerUpdates() {
659    size_t count = mLayerUpdates.size();
660    if (count > 0) {
661        mCaches.resourceCache.lock();
662        for (size_t i = 0; i < count; i++) {
663            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
664        }
665        mCaches.resourceCache.unlock();
666        mLayerUpdates.clear();
667    }
668}
669
670void OpenGLRenderer::flushLayerUpdates() {
671    syncState();
672    updateLayers();
673    flushLayers();
674    // Wait for all the layer updates to be executed
675    AutoFence fence;
676}
677
678///////////////////////////////////////////////////////////////////////////////
679// State management
680///////////////////////////////////////////////////////////////////////////////
681
682int OpenGLRenderer::getSaveCount() const {
683    return mSaveCount;
684}
685
686int OpenGLRenderer::save(int flags) {
687    return saveSnapshot(flags);
688}
689
690void OpenGLRenderer::restore() {
691    if (mSaveCount > 1) {
692        restoreSnapshot();
693    }
694}
695
696void OpenGLRenderer::restoreToCount(int saveCount) {
697    if (saveCount < 1) saveCount = 1;
698
699    while (mSaveCount > saveCount) {
700        restoreSnapshot();
701    }
702}
703
704int OpenGLRenderer::saveSnapshot(int flags) {
705    mSnapshot = new Snapshot(mSnapshot, flags);
706    return mSaveCount++;
707}
708
709bool OpenGLRenderer::restoreSnapshot() {
710    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
711    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
712    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
713
714    sp<Snapshot> current = mSnapshot;
715    sp<Snapshot> previous = mSnapshot->previous;
716
717    if (restoreOrtho) {
718        Rect& r = previous->viewport;
719        glViewport(r.left, r.top, r.right, r.bottom);
720        mOrthoMatrix.load(current->orthoMatrix);
721    }
722
723    mSaveCount--;
724    mSnapshot = previous;
725
726    if (restoreClip) {
727        dirtyClip();
728    }
729
730    if (restoreLayer) {
731        endMark(); // Savelayer
732        startMark("ComposeLayer");
733        composeLayer(current, previous);
734        endMark();
735    }
736
737    return restoreClip;
738}
739
740///////////////////////////////////////////////////////////////////////////////
741// Layers
742///////////////////////////////////////////////////////////////////////////////
743
744int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
745        int alpha, SkXfermode::Mode mode, int flags) {
746    const GLuint previousFbo = mSnapshot->fbo;
747    const int count = saveSnapshot(flags);
748
749    if (!mSnapshot->isIgnored()) {
750        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
751    }
752
753    return count;
754}
755
756void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
757    const Rect untransformedBounds(bounds);
758
759    currentTransform().mapRect(bounds);
760
761    // Layers only make sense if they are in the framebuffer's bounds
762    if (bounds.intersect(*mSnapshot->clipRect)) {
763        // We cannot work with sub-pixels in this case
764        bounds.snapToPixelBoundaries();
765
766        // When the layer is not an FBO, we may use glCopyTexImage so we
767        // need to make sure the layer does not extend outside the bounds
768        // of the framebuffer
769        if (!bounds.intersect(mSnapshot->previous->viewport)) {
770            bounds.setEmpty();
771        } else if (fboLayer) {
772            clip.set(bounds);
773            mat4 inverse;
774            inverse.loadInverse(currentTransform());
775            inverse.mapRect(clip);
776            clip.snapToPixelBoundaries();
777            if (clip.intersect(untransformedBounds)) {
778                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
779                bounds.set(untransformedBounds);
780            } else {
781                clip.setEmpty();
782            }
783        }
784    } else {
785        bounds.setEmpty();
786    }
787}
788
789void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
790        bool fboLayer, int alpha) {
791    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
792            bounds.getHeight() > mCaches.maxTextureSize ||
793            (fboLayer && clip.isEmpty())) {
794        mSnapshot->empty = fboLayer;
795    } else {
796        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
797    }
798}
799
800int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
801        int alpha, SkXfermode::Mode mode, int flags) {
802    const GLuint previousFbo = mSnapshot->fbo;
803    const int count = saveSnapshot(flags);
804
805    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
806        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
807        // operations will be able to store and restore the current clip and transform info, and
808        // quick rejection will be correct (for display lists)
809
810        Rect bounds(left, top, right, bottom);
811        Rect clip;
812        calculateLayerBoundsAndClip(bounds, clip, true);
813        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
814
815        if (!mSnapshot->isIgnored()) {
816            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
817            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
818        }
819    }
820
821    return count;
822}
823
824
825/**
826 * Layers are viewed by Skia are slightly different than layers in image editing
827 * programs (for instance.) When a layer is created, previously created layers
828 * and the frame buffer still receive every drawing command. For instance, if a
829 * layer is created and a shape intersecting the bounds of the layers and the
830 * framebuffer is draw, the shape will be drawn on both (unless the layer was
831 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
832 *
833 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
834 * texture. Unfortunately, this is inefficient as it requires every primitive to
835 * be drawn n + 1 times, where n is the number of active layers. In practice this
836 * means, for every primitive:
837 *   - Switch active frame buffer
838 *   - Change viewport, clip and projection matrix
839 *   - Issue the drawing
840 *
841 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
842 * To avoid this, layers are implemented in a different way here, at least in the
843 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
844 * is set. When this flag is set we can redirect all drawing operations into a
845 * single FBO.
846 *
847 * This implementation relies on the frame buffer being at least RGBA 8888. When
848 * a layer is created, only a texture is created, not an FBO. The content of the
849 * frame buffer contained within the layer's bounds is copied into this texture
850 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
851 * buffer and drawing continues as normal. This technique therefore treats the
852 * frame buffer as a scratch buffer for the layers.
853 *
854 * To compose the layers back onto the frame buffer, each layer texture
855 * (containing the original frame buffer data) is drawn as a simple quad over
856 * the frame buffer. The trick is that the quad is set as the composition
857 * destination in the blending equation, and the frame buffer becomes the source
858 * of the composition.
859 *
860 * Drawing layers with an alpha value requires an extra step before composition.
861 * An empty quad is drawn over the layer's region in the frame buffer. This quad
862 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
863 * quad is used to multiply the colors in the frame buffer. This is achieved by
864 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
865 * GL_ZERO, GL_SRC_ALPHA.
866 *
867 * Because glCopyTexImage2D() can be slow, an alternative implementation might
868 * be use to draw a single clipped layer. The implementation described above
869 * is correct in every case.
870 *
871 * (1) The frame buffer is actually not cleared right away. To allow the GPU
872 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
873 *     buffer is left untouched until the first drawing operation. Only when
874 *     something actually gets drawn are the layers regions cleared.
875 */
876bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
877        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
878    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
879    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
880
881    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
882
883    // Window coordinates of the layer
884    Rect clip;
885    Rect bounds(left, top, right, bottom);
886    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
887    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
888
889    // Bail out if we won't draw in this snapshot
890    if (mSnapshot->isIgnored()) {
891        return false;
892    }
893
894    mCaches.activeTexture(0);
895    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
896    if (!layer) {
897        return false;
898    }
899
900    layer->setAlpha(alpha, mode);
901    layer->layer.set(bounds);
902    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
903            bounds.getWidth() / float(layer->getWidth()), 0.0f);
904    layer->setColorFilter(mDrawModifiers.mColorFilter);
905    layer->setBlend(true);
906    layer->setDirty(false);
907
908    // Save the layer in the snapshot
909    mSnapshot->flags |= Snapshot::kFlagIsLayer;
910    mSnapshot->layer = layer;
911
912    startMark("SaveLayer");
913    if (fboLayer) {
914        return createFboLayer(layer, bounds, clip, previousFbo);
915    } else {
916        // Copy the framebuffer into the layer
917        layer->bindTexture();
918        if (!bounds.isEmpty()) {
919            if (layer->isEmpty()) {
920                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
921                        bounds.left, mSnapshot->height - bounds.bottom,
922                        layer->getWidth(), layer->getHeight(), 0);
923                layer->setEmpty(false);
924            } else {
925                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
926                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
927            }
928
929            // Enqueue the buffer coordinates to clear the corresponding region later
930            mLayers.push(new Rect(bounds));
931        }
932    }
933
934    return true;
935}
936
937bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
938    layer->clipRect.set(clip);
939    layer->setFbo(mCaches.fboCache.get());
940
941    mSnapshot->region = &mSnapshot->layer->region;
942    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
943            Snapshot::kFlagDirtyOrtho;
944    mSnapshot->fbo = layer->getFbo();
945    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
946    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
947    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
948    mSnapshot->height = bounds.getHeight();
949    mSnapshot->orthoMatrix.load(mOrthoMatrix);
950
951    endTiling();
952    debugOverdraw(false, false);
953    // Bind texture to FBO
954    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
955    layer->bindTexture();
956
957    // Initialize the texture if needed
958    if (layer->isEmpty()) {
959        layer->allocateTexture();
960        layer->setEmpty(false);
961    }
962
963    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
964            layer->getTexture(), 0);
965
966    startTiling(mSnapshot, true);
967
968    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
969    mCaches.enableScissor();
970    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
971            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
972    glClear(GL_COLOR_BUFFER_BIT);
973
974    dirtyClip();
975
976    // Change the ortho projection
977    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
978    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
979
980    return true;
981}
982
983/**
984 * Read the documentation of createLayer() before doing anything in this method.
985 */
986void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
987    if (!current->layer) {
988        ALOGE("Attempting to compose a layer that does not exist");
989        return;
990    }
991
992    Layer* layer = current->layer;
993    const Rect& rect = layer->layer;
994    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
995
996    if (fboLayer) {
997        endTiling();
998
999        // Detach the texture from the FBO
1000        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1001
1002        layer->removeFbo(false);
1003
1004        // Unbind current FBO and restore previous one
1005        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
1006        debugOverdraw(true, false);
1007
1008        startTiling(previous);
1009    }
1010
1011    if (!fboLayer && layer->getAlpha() < 255) {
1012        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1013                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1014        // Required below, composeLayerRect() will divide by 255
1015        layer->setAlpha(255);
1016    }
1017
1018    mCaches.unbindMeshBuffer();
1019
1020    mCaches.activeTexture(0);
1021
1022    // When the layer is stored in an FBO, we can save a bit of fillrate by
1023    // drawing only the dirty region
1024    if (fboLayer) {
1025        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1026        if (layer->getColorFilter()) {
1027            setupColorFilter(layer->getColorFilter());
1028        }
1029        composeLayerRegion(layer, rect);
1030        if (layer->getColorFilter()) {
1031            resetColorFilter();
1032        }
1033    } else if (!rect.isEmpty()) {
1034        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1035        composeLayerRect(layer, rect, true);
1036    }
1037
1038    dirtyClip();
1039
1040    // Failing to add the layer to the cache should happen only if the layer is too large
1041    if (!mCaches.layerCache.put(layer)) {
1042        LAYER_LOGD("Deleting layer");
1043        Caches::getInstance().resourceCache.decrementRefcount(layer);
1044    }
1045}
1046
1047void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1048    float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1049
1050    setupDraw();
1051    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1052        setupDrawWithTexture();
1053    } else {
1054        setupDrawWithExternalTexture();
1055    }
1056    setupDrawTextureTransform();
1057    setupDrawColor(alpha, alpha, alpha, alpha);
1058    setupDrawColorFilter();
1059    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1060    setupDrawProgram();
1061    setupDrawPureColorUniforms();
1062    setupDrawColorFilterUniforms();
1063    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1064        setupDrawTexture(layer->getTexture());
1065    } else {
1066        setupDrawExternalTexture(layer->getTexture());
1067    }
1068    if (currentTransform().isPureTranslate() &&
1069            layer->getWidth() == (uint32_t) rect.getWidth() &&
1070            layer->getHeight() == (uint32_t) rect.getHeight()) {
1071        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1072        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1073
1074        layer->setFilter(GL_NEAREST);
1075        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1076    } else {
1077        layer->setFilter(GL_LINEAR);
1078        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1079    }
1080    setupDrawTextureTransformUniforms(layer->getTexTransform());
1081    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1082
1083    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1084
1085    finishDrawTexture();
1086}
1087
1088void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1089    if (!layer->isTextureLayer()) {
1090        const Rect& texCoords = layer->texCoords;
1091        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1092                texCoords.right, texCoords.bottom);
1093
1094        float x = rect.left;
1095        float y = rect.top;
1096        bool simpleTransform = currentTransform().isPureTranslate() &&
1097                layer->getWidth() == (uint32_t) rect.getWidth() &&
1098                layer->getHeight() == (uint32_t) rect.getHeight();
1099
1100        if (simpleTransform) {
1101            // When we're swapping, the layer is already in screen coordinates
1102            if (!swap) {
1103                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1104                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1105            }
1106
1107            layer->setFilter(GL_NEAREST, true);
1108        } else {
1109            layer->setFilter(GL_LINEAR, true);
1110        }
1111
1112        float alpha = getLayerAlpha(layer);
1113        bool blend = layer->isBlend() || alpha < 1.0f;
1114        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1115                layer->getTexture(), alpha, layer->getMode(), blend,
1116                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1117                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1118
1119        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1120    } else {
1121        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1122        drawTextureLayer(layer, rect);
1123        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1124    }
1125}
1126
1127/**
1128 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1129 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1130 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1131 * by saveLayer's restore
1132 */
1133#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1134        DRAW_COMMAND;                                                            \
1135        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1136            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1137            DRAW_COMMAND;                                                        \
1138            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1139        }                                                                        \
1140    }
1141
1142#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1143
1144void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1145    if (layer->region.isRect()) {
1146        layer->setRegionAsRect();
1147
1148        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1149
1150        layer->region.clear();
1151        return;
1152    }
1153
1154    // TODO: See LayerRenderer.cpp::generateMesh() for important
1155    //       information about this implementation
1156    if (CC_LIKELY(!layer->region.isEmpty())) {
1157        size_t count;
1158        const android::Rect* rects;
1159        Region safeRegion;
1160        if (CC_LIKELY(hasRectToRectTransform())) {
1161            rects = layer->region.getArray(&count);
1162        } else {
1163            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1164            rects = safeRegion.getArray(&count);
1165        }
1166
1167        const float alpha = getLayerAlpha(layer);
1168        const float texX = 1.0f / float(layer->getWidth());
1169        const float texY = 1.0f / float(layer->getHeight());
1170        const float height = rect.getHeight();
1171
1172        setupDraw();
1173
1174        // We must get (and therefore bind) the region mesh buffer
1175        // after we setup drawing in case we need to mess with the
1176        // stencil buffer in setupDraw()
1177        TextureVertex* mesh = mCaches.getRegionMesh();
1178        GLsizei numQuads = 0;
1179
1180        setupDrawWithTexture();
1181        setupDrawColor(alpha, alpha, alpha, alpha);
1182        setupDrawColorFilter();
1183        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1184        setupDrawProgram();
1185        setupDrawDirtyRegionsDisabled();
1186        setupDrawPureColorUniforms();
1187        setupDrawColorFilterUniforms();
1188        setupDrawTexture(layer->getTexture());
1189        if (currentTransform().isPureTranslate()) {
1190            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1191            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1192
1193            layer->setFilter(GL_NEAREST);
1194            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1195        } else {
1196            layer->setFilter(GL_LINEAR);
1197            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1198        }
1199        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1200
1201        for (size_t i = 0; i < count; i++) {
1202            const android::Rect* r = &rects[i];
1203
1204            const float u1 = r->left * texX;
1205            const float v1 = (height - r->top) * texY;
1206            const float u2 = r->right * texX;
1207            const float v2 = (height - r->bottom) * texY;
1208
1209            // TODO: Reject quads outside of the clip
1210            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1211            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1212            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1213            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1214
1215            numQuads++;
1216
1217            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1218                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1219                                GL_UNSIGNED_SHORT, NULL));
1220                numQuads = 0;
1221                mesh = mCaches.getRegionMesh();
1222            }
1223        }
1224
1225        if (numQuads > 0) {
1226            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1227                            GL_UNSIGNED_SHORT, NULL));
1228        }
1229
1230        finishDrawTexture();
1231
1232#if DEBUG_LAYERS_AS_REGIONS
1233        drawRegionRects(layer->region);
1234#endif
1235
1236        layer->region.clear();
1237    }
1238}
1239
1240void OpenGLRenderer::drawRegionRects(const Region& region) {
1241#if DEBUG_LAYERS_AS_REGIONS
1242    size_t count;
1243    const android::Rect* rects = region.getArray(&count);
1244
1245    uint32_t colors[] = {
1246            0x7fff0000, 0x7f00ff00,
1247            0x7f0000ff, 0x7fff00ff,
1248    };
1249
1250    int offset = 0;
1251    int32_t top = rects[0].top;
1252
1253    for (size_t i = 0; i < count; i++) {
1254        if (top != rects[i].top) {
1255            offset ^= 0x2;
1256            top = rects[i].top;
1257        }
1258
1259        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1260        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1261                SkXfermode::kSrcOver_Mode);
1262    }
1263#endif
1264}
1265
1266void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1267        SkXfermode::Mode mode, bool dirty) {
1268    int count = 0;
1269    Vector<float> rects;
1270
1271    SkRegion::Iterator it(region);
1272    while (!it.done()) {
1273        const SkIRect& r = it.rect();
1274        rects.push(r.fLeft);
1275        rects.push(r.fTop);
1276        rects.push(r.fRight);
1277        rects.push(r.fBottom);
1278        count += 4;
1279        it.next();
1280    }
1281
1282    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1283}
1284
1285void OpenGLRenderer::dirtyLayer(const float left, const float top,
1286        const float right, const float bottom, const mat4 transform) {
1287    if (hasLayer()) {
1288        Rect bounds(left, top, right, bottom);
1289        transform.mapRect(bounds);
1290        dirtyLayerUnchecked(bounds, getRegion());
1291    }
1292}
1293
1294void OpenGLRenderer::dirtyLayer(const float left, const float top,
1295        const float right, const float bottom) {
1296    if (hasLayer()) {
1297        Rect bounds(left, top, right, bottom);
1298        dirtyLayerUnchecked(bounds, getRegion());
1299    }
1300}
1301
1302void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1303    if (bounds.intersect(*mSnapshot->clipRect)) {
1304        bounds.snapToPixelBoundaries();
1305        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1306        if (!dirty.isEmpty()) {
1307            region->orSelf(dirty);
1308        }
1309    }
1310}
1311
1312void OpenGLRenderer::clearLayerRegions() {
1313    const size_t count = mLayers.size();
1314    if (count == 0) return;
1315
1316    if (!mSnapshot->isIgnored()) {
1317        // Doing several glScissor/glClear here can negatively impact
1318        // GPUs with a tiler architecture, instead we draw quads with
1319        // the Clear blending mode
1320
1321        // The list contains bounds that have already been clipped
1322        // against their initial clip rect, and the current clip
1323        // is likely different so we need to disable clipping here
1324        bool scissorChanged = mCaches.disableScissor();
1325
1326        Vertex mesh[count * 6];
1327        Vertex* vertex = mesh;
1328
1329        for (uint32_t i = 0; i < count; i++) {
1330            Rect* bounds = mLayers.itemAt(i);
1331
1332            Vertex::set(vertex++, bounds->left, bounds->bottom);
1333            Vertex::set(vertex++, bounds->left, bounds->top);
1334            Vertex::set(vertex++, bounds->right, bounds->top);
1335            Vertex::set(vertex++, bounds->left, bounds->bottom);
1336            Vertex::set(vertex++, bounds->right, bounds->top);
1337            Vertex::set(vertex++, bounds->right, bounds->bottom);
1338
1339            delete bounds;
1340        }
1341        // We must clear the list of dirty rects before we
1342        // call setupDraw() to prevent stencil setup to do
1343        // the same thing again
1344        mLayers.clear();
1345
1346        setupDraw(false);
1347        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1348        setupDrawBlending(true, SkXfermode::kClear_Mode);
1349        setupDrawProgram();
1350        setupDrawPureColorUniforms();
1351        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1352        setupDrawVertices(&mesh[0].position[0]);
1353
1354        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1355
1356        if (scissorChanged) mCaches.enableScissor();
1357    } else {
1358        for (uint32_t i = 0; i < count; i++) {
1359            delete mLayers.itemAt(i);
1360        }
1361        mLayers.clear();
1362    }
1363}
1364
1365///////////////////////////////////////////////////////////////////////////////
1366// State Deferral
1367///////////////////////////////////////////////////////////////////////////////
1368
1369bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1370    const Rect& currentClip = *(mSnapshot->clipRect);
1371    const mat4& currentMatrix = *(mSnapshot->transform);
1372
1373    if (stateDeferFlags & kStateDeferFlag_Draw) {
1374        // state has bounds initialized in local coordinates
1375        if (!state.mBounds.isEmpty()) {
1376            currentMatrix.mapRect(state.mBounds);
1377            Rect clippedBounds(state.mBounds);
1378            if(!clippedBounds.intersect(currentClip)) {
1379                // quick rejected
1380                return true;
1381            }
1382
1383            state.mClipSideFlags = kClipSide_Unclipped;
1384            if (!currentClip.contains(state.mBounds)) {
1385                int& flags = state.mClipSideFlags;
1386                // op partially clipped, so record which sides are clipped for clip-aware merging
1387                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1388                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1389                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1390                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1391            }
1392            state.mBounds.set(clippedBounds);
1393        } else {
1394            // If we don't have bounds, let's assume we're clipped
1395            // to prevent merging
1396            state.mClipSideFlags = kClipSide_Full;
1397            state.mBounds.set(currentClip);
1398        }
1399    }
1400
1401    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1402    if (state.mClipValid) {
1403        state.mClip.set(currentClip);
1404    }
1405
1406    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1407    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1408    state.mMatrix.load(currentMatrix);
1409    state.mDrawModifiers = mDrawModifiers;
1410    state.mAlpha = mSnapshot->alpha;
1411    return false;
1412}
1413
1414void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1415    currentTransform().load(state.mMatrix);
1416    mDrawModifiers = state.mDrawModifiers;
1417    mSnapshot->alpha = state.mAlpha;
1418
1419    if (state.mClipValid && !skipClipRestore) {
1420        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1421                state.mClip.right, state.mClip.bottom);
1422        dirtyClip();
1423    }
1424}
1425
1426/**
1427 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1428 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1429 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1430 *
1431 * This method should be called when restoreDisplayState() won't be restoring the clip
1432 */
1433void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1434    if (clipRect != NULL) {
1435        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1436    } else {
1437        mSnapshot->setClip(0, 0, mWidth, mHeight);
1438    }
1439    dirtyClip();
1440    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1441}
1442
1443///////////////////////////////////////////////////////////////////////////////
1444// Transforms
1445///////////////////////////////////////////////////////////////////////////////
1446
1447void OpenGLRenderer::translate(float dx, float dy) {
1448    currentTransform().translate(dx, dy);
1449}
1450
1451void OpenGLRenderer::rotate(float degrees) {
1452    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1453}
1454
1455void OpenGLRenderer::scale(float sx, float sy) {
1456    currentTransform().scale(sx, sy, 1.0f);
1457}
1458
1459void OpenGLRenderer::skew(float sx, float sy) {
1460    currentTransform().skew(sx, sy);
1461}
1462
1463void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1464    if (matrix) {
1465        currentTransform().load(*matrix);
1466    } else {
1467        currentTransform().loadIdentity();
1468    }
1469}
1470
1471bool OpenGLRenderer::hasRectToRectTransform() {
1472    return CC_LIKELY(currentTransform().rectToRect());
1473}
1474
1475void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1476    currentTransform().copyTo(*matrix);
1477}
1478
1479void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1480    SkMatrix transform;
1481    currentTransform().copyTo(transform);
1482    transform.preConcat(*matrix);
1483    currentTransform().load(transform);
1484}
1485
1486///////////////////////////////////////////////////////////////////////////////
1487// Clipping
1488///////////////////////////////////////////////////////////////////////////////
1489
1490void OpenGLRenderer::setScissorFromClip() {
1491    Rect clip(*mSnapshot->clipRect);
1492    clip.snapToPixelBoundaries();
1493
1494    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1495            clip.getWidth(), clip.getHeight())) {
1496        mDirtyClip = false;
1497    }
1498}
1499
1500void OpenGLRenderer::ensureStencilBuffer() {
1501    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1502    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1503    // just hope we have one when hasLayer() returns false.
1504    if (hasLayer()) {
1505        attachStencilBufferToLayer(mSnapshot->layer);
1506    }
1507}
1508
1509void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1510    // The layer's FBO is already bound when we reach this stage
1511    if (!layer->getStencilRenderBuffer()) {
1512        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1513        // is attached after we initiated tiling. We must turn it off,
1514        // attach the new render buffer then turn tiling back on
1515        endTiling();
1516
1517        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1518                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1519        layer->setStencilRenderBuffer(buffer);
1520
1521        startTiling(layer->clipRect, layer->layer.getHeight());
1522    }
1523}
1524
1525void OpenGLRenderer::setStencilFromClip() {
1526    if (!mCaches.debugOverdraw) {
1527        if (!mSnapshot->clipRegion->isEmpty()) {
1528            // NOTE: The order here is important, we must set dirtyClip to false
1529            //       before any draw call to avoid calling back into this method
1530            mDirtyClip = false;
1531
1532            ensureStencilBuffer();
1533
1534            mCaches.stencil.enableWrite();
1535
1536            // Clear the stencil but first make sure we restrict drawing
1537            // to the region's bounds
1538            bool resetScissor = mCaches.enableScissor();
1539            if (resetScissor) {
1540                // The scissor was not set so we now need to update it
1541                setScissorFromClip();
1542            }
1543            mCaches.stencil.clear();
1544            if (resetScissor) mCaches.disableScissor();
1545
1546            // NOTE: We could use the region contour path to generate a smaller mesh
1547            //       Since we are using the stencil we could use the red book path
1548            //       drawing technique. It might increase bandwidth usage though.
1549
1550            // The last parameter is important: we are not drawing in the color buffer
1551            // so we don't want to dirty the current layer, if any
1552            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1553
1554            mCaches.stencil.enableTest();
1555
1556            // Draw the region used to generate the stencil if the appropriate debug
1557            // mode is enabled
1558            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1559                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1560            }
1561        } else {
1562            mCaches.stencil.disable();
1563        }
1564    }
1565}
1566
1567const Rect& OpenGLRenderer::getClipBounds() {
1568    return mSnapshot->getLocalClip();
1569}
1570
1571bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1572    if (mSnapshot->isIgnored()) {
1573        return true;
1574    }
1575
1576    Rect r(left, top, right, bottom);
1577    currentTransform().mapRect(r);
1578    r.snapToPixelBoundaries();
1579
1580    Rect clipRect(*mSnapshot->clipRect);
1581    clipRect.snapToPixelBoundaries();
1582
1583    return !clipRect.intersects(r);
1584}
1585
1586bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1587        Rect& transformed, Rect& clip) {
1588    if (mSnapshot->isIgnored()) {
1589        return true;
1590    }
1591
1592    transformed.set(left, top, right, bottom);
1593    currentTransform().mapRect(transformed);
1594    transformed.snapToPixelBoundaries();
1595
1596    clip.set(*mSnapshot->clipRect);
1597    clip.snapToPixelBoundaries();
1598
1599    return !clip.intersects(transformed);
1600}
1601
1602bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1603        SkPaint* paint) {
1604    if (paint->getStyle() != SkPaint::kFill_Style) {
1605        float outset = paint->getStrokeWidth() * 0.5f;
1606        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1607    } else {
1608        return quickReject(left, top, right, bottom);
1609    }
1610}
1611
1612bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1613    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1614        return true;
1615    }
1616
1617    Rect r(left, top, right, bottom);
1618    currentTransform().mapRect(r);
1619    r.snapToPixelBoundaries();
1620
1621    Rect clipRect(*mSnapshot->clipRect);
1622    clipRect.snapToPixelBoundaries();
1623
1624    bool rejected = !clipRect.intersects(r);
1625    if (!isDeferred() && !rejected) {
1626        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1627    }
1628
1629    return rejected;
1630}
1631
1632void OpenGLRenderer::debugClip() {
1633#if DEBUG_CLIP_REGIONS
1634    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1635        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1636    }
1637#endif
1638}
1639
1640bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1641    if (CC_LIKELY(currentTransform().rectToRect())) {
1642        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1643        if (clipped) {
1644            dirtyClip();
1645        }
1646        return !mSnapshot->clipRect->isEmpty();
1647    }
1648
1649    SkPath path;
1650    path.addRect(left, top, right, bottom);
1651
1652    return clipPath(&path, op);
1653}
1654
1655bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1656    SkMatrix transform;
1657    currentTransform().copyTo(transform);
1658
1659    SkPath transformed;
1660    path->transform(transform, &transformed);
1661
1662    SkRegion clip;
1663    if (!mSnapshot->clipRegion->isEmpty()) {
1664        clip.setRegion(*mSnapshot->clipRegion);
1665    } else {
1666        Rect* bounds = mSnapshot->clipRect;
1667        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1668    }
1669
1670    SkRegion region;
1671    region.setPath(transformed, clip);
1672
1673    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1674    if (clipped) {
1675        dirtyClip();
1676    }
1677    return !mSnapshot->clipRect->isEmpty();
1678}
1679
1680bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1681    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1682    if (clipped) {
1683        dirtyClip();
1684    }
1685    return !mSnapshot->clipRect->isEmpty();
1686}
1687
1688Rect* OpenGLRenderer::getClipRect() {
1689    return mSnapshot->clipRect;
1690}
1691
1692///////////////////////////////////////////////////////////////////////////////
1693// Drawing commands
1694///////////////////////////////////////////////////////////////////////////////
1695
1696void OpenGLRenderer::setupDraw(bool clear) {
1697    // TODO: It would be best if we could do this before quickReject()
1698    //       changes the scissor test state
1699    if (clear) clearLayerRegions();
1700    // Make sure setScissor & setStencil happen at the beginning of
1701    // this method
1702    if (mDirtyClip) {
1703        if (mCaches.scissorEnabled) {
1704            setScissorFromClip();
1705        }
1706        setStencilFromClip();
1707    }
1708
1709    mDescription.reset();
1710
1711    mSetShaderColor = false;
1712    mColorSet = false;
1713    mColorA = mColorR = mColorG = mColorB = 0.0f;
1714    mTextureUnit = 0;
1715    mTrackDirtyRegions = true;
1716
1717    // Enable debug highlight when what we're about to draw is tested against
1718    // the stencil buffer and if stencil highlight debugging is on
1719    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1720            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1721            mCaches.stencil.isTestEnabled();
1722
1723    mDescription.emulateStencil = mCountOverdraw;
1724}
1725
1726void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1727    mDescription.hasTexture = true;
1728    mDescription.hasAlpha8Texture = isAlpha8;
1729}
1730
1731void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1732    mDescription.hasTexture = true;
1733    mDescription.hasColors = true;
1734    mDescription.hasAlpha8Texture = isAlpha8;
1735}
1736
1737void OpenGLRenderer::setupDrawWithExternalTexture() {
1738    mDescription.hasExternalTexture = true;
1739}
1740
1741void OpenGLRenderer::setupDrawNoTexture() {
1742    mCaches.disableTexCoordsVertexArray();
1743}
1744
1745void OpenGLRenderer::setupDrawAA() {
1746    mDescription.isAA = true;
1747}
1748
1749void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1750    mColorA = alpha / 255.0f;
1751    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1752    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1753    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1754    mColorSet = true;
1755    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1756}
1757
1758void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1759    mColorA = alpha / 255.0f;
1760    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1761    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1762    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1763    mColorSet = true;
1764    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1765}
1766
1767void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1768    mCaches.fontRenderer->describe(mDescription, paint);
1769}
1770
1771void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1772    mColorA = a;
1773    mColorR = r;
1774    mColorG = g;
1775    mColorB = b;
1776    mColorSet = true;
1777    mSetShaderColor = mDescription.setColor(r, g, b, a);
1778}
1779
1780void OpenGLRenderer::setupDrawShader() {
1781    if (mDrawModifiers.mShader) {
1782        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1783    }
1784}
1785
1786void OpenGLRenderer::setupDrawColorFilter() {
1787    if (mDrawModifiers.mColorFilter) {
1788        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1789    }
1790}
1791
1792void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1793    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1794        mColorA = 1.0f;
1795        mColorR = mColorG = mColorB = 0.0f;
1796        mSetShaderColor = mDescription.modulate = true;
1797    }
1798}
1799
1800void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1801    // When the blending mode is kClear_Mode, we need to use a modulate color
1802    // argb=1,0,0,0
1803    accountForClear(mode);
1804    bool blend = (mColorSet && mColorA < 1.0f) ||
1805            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1806    chooseBlending(blend, mode, mDescription, swapSrcDst);
1807}
1808
1809void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1810    // When the blending mode is kClear_Mode, we need to use a modulate color
1811    // argb=1,0,0,0
1812    accountForClear(mode);
1813    blend |= (mColorSet && mColorA < 1.0f) ||
1814            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1815            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1816    chooseBlending(blend, mode, mDescription, swapSrcDst);
1817}
1818
1819void OpenGLRenderer::setupDrawProgram() {
1820    useProgram(mCaches.programCache.get(mDescription));
1821}
1822
1823void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1824    mTrackDirtyRegions = false;
1825}
1826
1827void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1828        bool ignoreTransform) {
1829    mModelView.loadTranslate(left, top, 0.0f);
1830    if (!ignoreTransform) {
1831        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1832        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1833    } else {
1834        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1835        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1836    }
1837}
1838
1839void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1840    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1841}
1842
1843void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1844        bool ignoreTransform, bool ignoreModelView) {
1845    if (!ignoreModelView) {
1846        mModelView.loadTranslate(left, top, 0.0f);
1847        mModelView.scale(right - left, bottom - top, 1.0f);
1848    } else {
1849        mModelView.loadIdentity();
1850    }
1851    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1852    if (!ignoreTransform) {
1853        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1854        if (mTrackDirtyRegions && dirty) {
1855            dirtyLayer(left, top, right, bottom, currentTransform());
1856        }
1857    } else {
1858        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1859        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1860    }
1861}
1862
1863void OpenGLRenderer::setupDrawColorUniforms() {
1864    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1865        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1866    }
1867}
1868
1869void OpenGLRenderer::setupDrawPureColorUniforms() {
1870    if (mSetShaderColor) {
1871        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1872    }
1873}
1874
1875void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1876    if (mDrawModifiers.mShader) {
1877        if (ignoreTransform) {
1878            mModelView.loadInverse(currentTransform());
1879        }
1880        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1881                mModelView, *mSnapshot, &mTextureUnit);
1882    }
1883}
1884
1885void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1886    if (mDrawModifiers.mShader) {
1887        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1888                mat4::identity(), *mSnapshot, &mTextureUnit);
1889    }
1890}
1891
1892void OpenGLRenderer::setupDrawColorFilterUniforms() {
1893    if (mDrawModifiers.mColorFilter) {
1894        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1895    }
1896}
1897
1898void OpenGLRenderer::setupDrawTextGammaUniforms() {
1899    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1900}
1901
1902void OpenGLRenderer::setupDrawSimpleMesh() {
1903    bool force = mCaches.bindMeshBuffer();
1904    mCaches.bindPositionVertexPointer(force, 0);
1905    mCaches.unbindIndicesBuffer();
1906}
1907
1908void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1909    if (texture) bindTexture(texture);
1910    mTextureUnit++;
1911    mCaches.enableTexCoordsVertexArray();
1912}
1913
1914void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1915    bindExternalTexture(texture);
1916    mTextureUnit++;
1917    mCaches.enableTexCoordsVertexArray();
1918}
1919
1920void OpenGLRenderer::setupDrawTextureTransform() {
1921    mDescription.hasTextureTransform = true;
1922}
1923
1924void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1925    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1926            GL_FALSE, &transform.data[0]);
1927}
1928
1929void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1930    bool force = false;
1931    if (!vertices || vbo) {
1932        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1933    } else {
1934        force = mCaches.unbindMeshBuffer();
1935    }
1936
1937    mCaches.bindPositionVertexPointer(force, vertices);
1938    if (mCaches.currentProgram->texCoords >= 0) {
1939        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1940    }
1941
1942    mCaches.unbindIndicesBuffer();
1943}
1944
1945void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1946    bool force = mCaches.unbindMeshBuffer();
1947    GLsizei stride = sizeof(ColorTextureVertex);
1948
1949    mCaches.bindPositionVertexPointer(force, vertices, stride);
1950    if (mCaches.currentProgram->texCoords >= 0) {
1951        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1952    }
1953    int slot = mCaches.currentProgram->getAttrib("colors");
1954    if (slot >= 0) {
1955        glEnableVertexAttribArray(slot);
1956        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1957    }
1958
1959    mCaches.unbindIndicesBuffer();
1960}
1961
1962void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1963    bool force = false;
1964    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1965    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1966    // use the default VBO found in Caches
1967    if (!vertices || vbo) {
1968        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1969    } else {
1970        force = mCaches.unbindMeshBuffer();
1971    }
1972    mCaches.bindIndicesBuffer();
1973
1974    mCaches.bindPositionVertexPointer(force, vertices);
1975    if (mCaches.currentProgram->texCoords >= 0) {
1976        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1977    }
1978}
1979
1980void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1981    bool force = mCaches.unbindMeshBuffer();
1982    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1983    mCaches.unbindIndicesBuffer();
1984}
1985
1986void OpenGLRenderer::finishDrawTexture() {
1987}
1988
1989///////////////////////////////////////////////////////////////////////////////
1990// Drawing
1991///////////////////////////////////////////////////////////////////////////////
1992
1993status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1994        int32_t replayFlags) {
1995    status_t status;
1996    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1997    // will be performed by the display list itself
1998    if (displayList && displayList->isRenderable()) {
1999        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2000            status = startFrame();
2001            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2002            displayList->replay(replayStruct, 0);
2003            return status | replayStruct.mDrawGlStatus;
2004        }
2005
2006        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2007        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2008        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2009        displayList->defer(deferStruct, 0);
2010
2011        flushLayers();
2012        status = startFrame();
2013
2014        return status | deferredList.flush(*this, dirty);
2015    }
2016
2017    return DrawGlInfo::kStatusDone;
2018}
2019
2020void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2021    if (displayList) {
2022        displayList->output(1);
2023    }
2024}
2025
2026void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2027    int alpha;
2028    SkXfermode::Mode mode;
2029    getAlphaAndMode(paint, &alpha, &mode);
2030
2031    int color = paint != NULL ? paint->getColor() : 0;
2032
2033    float x = left;
2034    float y = top;
2035
2036    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2037
2038    bool ignoreTransform = false;
2039    if (currentTransform().isPureTranslate()) {
2040        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2041        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2042        ignoreTransform = true;
2043
2044        texture->setFilter(GL_NEAREST, true);
2045    } else {
2046        texture->setFilter(FILTER(paint), true);
2047    }
2048
2049    // No need to check for a UV mapper on the texture object, only ARGB_8888
2050    // bitmaps get packed in the atlas
2051    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2052            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2053            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2054}
2055
2056status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices,
2057        bool transformed, const Rect& bounds, SkPaint* paint) {
2058    mCaches.activeTexture(0);
2059    Texture* texture = getTexture(bitmap);
2060    if (!texture) return DrawGlInfo::kStatusDone;
2061
2062    const AutoTexture autoCleanup(texture);
2063
2064    int alpha;
2065    SkXfermode::Mode mode;
2066    getAlphaAndMode(paint, &alpha, &mode);
2067
2068    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2069    texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true);
2070
2071    const float x = (int) floorf(bounds.left + 0.5f);
2072    const float y = (int) floorf(bounds.top + 0.5f);
2073    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2074        int color = paint != NULL ? paint->getColor() : 0;
2075        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2076                texture->id, paint != NULL, color, alpha, mode,
2077                &vertices[0].position[0], &vertices[0].texture[0],
2078                GL_TRIANGLES, bitmapCount * 6, true, true);
2079    } else {
2080        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2081                texture->id, alpha / 255.0f, mode, texture->blend,
2082                &vertices[0].position[0], &vertices[0].texture[0],
2083                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true);
2084    }
2085
2086    return DrawGlInfo::kStatusDrew;
2087}
2088
2089status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2090    const float right = left + bitmap->width();
2091    const float bottom = top + bitmap->height();
2092
2093    if (quickReject(left, top, right, bottom)) {
2094        return DrawGlInfo::kStatusDone;
2095    }
2096
2097    mCaches.activeTexture(0);
2098    Texture* texture = getTexture(bitmap);
2099    if (!texture) return DrawGlInfo::kStatusDone;
2100    const AutoTexture autoCleanup(texture);
2101
2102    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2103        drawAlphaBitmap(texture, left, top, paint);
2104    } else {
2105        drawTextureRect(left, top, right, bottom, texture, paint);
2106    }
2107
2108    return DrawGlInfo::kStatusDrew;
2109}
2110
2111status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2112    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2113    const mat4 transform(*matrix);
2114    transform.mapRect(r);
2115
2116    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2117        return DrawGlInfo::kStatusDone;
2118    }
2119
2120    mCaches.activeTexture(0);
2121    Texture* texture = getTexture(bitmap);
2122    if (!texture) return DrawGlInfo::kStatusDone;
2123    const AutoTexture autoCleanup(texture);
2124
2125    // This could be done in a cheaper way, all we need is pass the matrix
2126    // to the vertex shader. The save/restore is a bit overkill.
2127    save(SkCanvas::kMatrix_SaveFlag);
2128    concatMatrix(matrix);
2129    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2130        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2131    } else {
2132        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2133    }
2134    restore();
2135
2136    return DrawGlInfo::kStatusDrew;
2137}
2138
2139status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2140    const float right = left + bitmap->width();
2141    const float bottom = top + bitmap->height();
2142
2143    if (quickReject(left, top, right, bottom)) {
2144        return DrawGlInfo::kStatusDone;
2145    }
2146
2147    mCaches.activeTexture(0);
2148    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2149    const AutoTexture autoCleanup(texture);
2150
2151    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2152        drawAlphaBitmap(texture, left, top, paint);
2153    } else {
2154        drawTextureRect(left, top, right, bottom, texture, paint);
2155    }
2156
2157    return DrawGlInfo::kStatusDrew;
2158}
2159
2160status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2161        float* vertices, int* colors, SkPaint* paint) {
2162    if (!vertices || mSnapshot->isIgnored()) {
2163        return DrawGlInfo::kStatusDone;
2164    }
2165
2166    float left = FLT_MAX;
2167    float top = FLT_MAX;
2168    float right = FLT_MIN;
2169    float bottom = FLT_MIN;
2170
2171    const uint32_t count = meshWidth * meshHeight * 6;
2172
2173    ColorTextureVertex mesh[count];
2174    ColorTextureVertex* vertex = mesh;
2175
2176    bool cleanupColors = false;
2177    if (!colors) {
2178        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2179        colors = new int[colorsCount];
2180        memset(colors, 0xff, colorsCount * sizeof(int));
2181        cleanupColors = true;
2182    }
2183
2184    mCaches.activeTexture(0);
2185    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2186    const UvMapper& mapper(getMapper(texture));
2187
2188    for (int32_t y = 0; y < meshHeight; y++) {
2189        for (int32_t x = 0; x < meshWidth; x++) {
2190            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2191
2192            float u1 = float(x) / meshWidth;
2193            float u2 = float(x + 1) / meshWidth;
2194            float v1 = float(y) / meshHeight;
2195            float v2 = float(y + 1) / meshHeight;
2196
2197            mapper.map(u1, v1, u2, v2);
2198
2199            int ax = i + (meshWidth + 1) * 2;
2200            int ay = ax + 1;
2201            int bx = i;
2202            int by = bx + 1;
2203            int cx = i + 2;
2204            int cy = cx + 1;
2205            int dx = i + (meshWidth + 1) * 2 + 2;
2206            int dy = dx + 1;
2207
2208            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2209            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2210            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2211
2212            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2213            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2214            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2215
2216            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2217            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2218            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2219            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2220        }
2221    }
2222
2223    if (quickReject(left, top, right, bottom)) {
2224        if (cleanupColors) delete[] colors;
2225        return DrawGlInfo::kStatusDone;
2226    }
2227
2228    if (!texture) {
2229        texture = mCaches.textureCache.get(bitmap);
2230        if (!texture) {
2231            if (cleanupColors) delete[] colors;
2232            return DrawGlInfo::kStatusDone;
2233        }
2234    }
2235    const AutoTexture autoCleanup(texture);
2236
2237    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2238    texture->setFilter(FILTER(paint), true);
2239
2240    int alpha;
2241    SkXfermode::Mode mode;
2242    getAlphaAndMode(paint, &alpha, &mode);
2243
2244    float a = alpha / 255.0f;
2245
2246    if (hasLayer()) {
2247        dirtyLayer(left, top, right, bottom, currentTransform());
2248    }
2249
2250    setupDraw();
2251    setupDrawWithTextureAndColor();
2252    setupDrawColor(a, a, a, a);
2253    setupDrawColorFilter();
2254    setupDrawBlending(true, mode, false);
2255    setupDrawProgram();
2256    setupDrawDirtyRegionsDisabled();
2257    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2258    setupDrawTexture(texture->id);
2259    setupDrawPureColorUniforms();
2260    setupDrawColorFilterUniforms();
2261    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2262
2263    glDrawArrays(GL_TRIANGLES, 0, count);
2264
2265    finishDrawTexture();
2266
2267    int slot = mCaches.currentProgram->getAttrib("colors");
2268    if (slot >= 0) {
2269        glDisableVertexAttribArray(slot);
2270    }
2271
2272    if (cleanupColors) delete[] colors;
2273
2274    return DrawGlInfo::kStatusDrew;
2275}
2276
2277status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2278         float srcLeft, float srcTop, float srcRight, float srcBottom,
2279         float dstLeft, float dstTop, float dstRight, float dstBottom,
2280         SkPaint* paint) {
2281    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2282        return DrawGlInfo::kStatusDone;
2283    }
2284
2285    mCaches.activeTexture(0);
2286    Texture* texture = getTexture(bitmap);
2287    if (!texture) return DrawGlInfo::kStatusDone;
2288    const AutoTexture autoCleanup(texture);
2289
2290    const float width = texture->width;
2291    const float height = texture->height;
2292
2293    float u1 = fmax(0.0f, srcLeft / width);
2294    float v1 = fmax(0.0f, srcTop / height);
2295    float u2 = fmin(1.0f, srcRight / width);
2296    float v2 = fmin(1.0f, srcBottom / height);
2297
2298    getMapper(texture).map(u1, v1, u2, v2);
2299
2300    mCaches.unbindMeshBuffer();
2301    resetDrawTextureTexCoords(u1, v1, u2, v2);
2302
2303    int alpha;
2304    SkXfermode::Mode mode;
2305    getAlphaAndMode(paint, &alpha, &mode);
2306
2307    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2308
2309    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2310    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2311
2312    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2313    // Apply a scale transform on the canvas only when a shader is in use
2314    // Skia handles the ratio between the dst and src rects as a scale factor
2315    // when a shader is set
2316    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2317    bool ignoreTransform = false;
2318
2319    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2320        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2321        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2322
2323        dstRight = x + (dstRight - dstLeft);
2324        dstBottom = y + (dstBottom - dstTop);
2325
2326        dstLeft = x;
2327        dstTop = y;
2328
2329        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2330        ignoreTransform = true;
2331    } else {
2332        texture->setFilter(FILTER(paint), true);
2333    }
2334
2335    if (CC_UNLIKELY(useScaleTransform)) {
2336        save(SkCanvas::kMatrix_SaveFlag);
2337        translate(dstLeft, dstTop);
2338        scale(scaleX, scaleY);
2339
2340        dstLeft = 0.0f;
2341        dstTop = 0.0f;
2342
2343        dstRight = srcRight - srcLeft;
2344        dstBottom = srcBottom - srcTop;
2345    }
2346
2347    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2348        int color = paint ? paint->getColor() : 0;
2349        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2350                texture->id, paint != NULL, color, alpha, mode,
2351                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2352                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2353    } else {
2354        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2355                texture->id, alpha / 255.0f, mode, texture->blend,
2356                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2357                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2358    }
2359
2360    if (CC_UNLIKELY(useScaleTransform)) {
2361        restore();
2362    }
2363
2364    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2365
2366    return DrawGlInfo::kStatusDrew;
2367}
2368
2369status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2370        float left, float top, float right, float bottom, SkPaint* paint) {
2371    int alpha;
2372    SkXfermode::Mode mode;
2373    getAlphaAndMode(paint, &alpha, &mode);
2374
2375    if (quickReject(left, top, right, bottom)) {
2376        return DrawGlInfo::kStatusDone;
2377    }
2378
2379    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2380    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2381            right - left, bottom - top, patch);
2382
2383    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, alpha, mode);
2384}
2385
2386status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh,
2387        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2388        int alpha, SkXfermode::Mode mode) {
2389
2390    if (quickReject(left, top, right, bottom)) {
2391        return DrawGlInfo::kStatusDone;
2392    }
2393
2394    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2395        mCaches.activeTexture(0);
2396        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2397        if (!texture) return DrawGlInfo::kStatusDone;
2398        const AutoTexture autoCleanup(texture);
2399
2400        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2401        texture->setFilter(GL_LINEAR, true);
2402
2403        const bool pureTranslate = currentTransform().isPureTranslate();
2404        // Mark the current layer dirty where we are going to draw the patch
2405        if (hasLayer() && mesh->hasEmptyQuads) {
2406            const float offsetX = left + currentTransform().getTranslateX();
2407            const float offsetY = top + currentTransform().getTranslateY();
2408            const size_t count = mesh->quads.size();
2409            for (size_t i = 0; i < count; i++) {
2410                const Rect& bounds = mesh->quads.itemAt(i);
2411                if (CC_LIKELY(pureTranslate)) {
2412                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2413                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2414                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2415                } else {
2416                    dirtyLayer(left + bounds.left, top + bounds.top,
2417                            left + bounds.right, top + bounds.bottom, currentTransform());
2418                }
2419            }
2420        }
2421
2422        alpha *= mSnapshot->alpha;
2423
2424        if (CC_LIKELY(pureTranslate)) {
2425            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2426            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2427
2428            right = x + right - left;
2429            bottom = y + bottom - top;
2430            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2431                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2432                    GL_TRIANGLES, mesh->indexCount, false, true,
2433                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2434        } else {
2435            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2436                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2437                    GL_TRIANGLES, mesh->indexCount, false, false,
2438                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2439        }
2440    }
2441
2442    return DrawGlInfo::kStatusDrew;
2443}
2444
2445status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2446        bool useOffset) {
2447    if (!vertexBuffer.getVertexCount()) {
2448        // no vertices to draw
2449        return DrawGlInfo::kStatusDone;
2450    }
2451
2452    int color = paint->getColor();
2453    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2454    bool isAA = paint->isAntiAlias();
2455
2456    setupDraw();
2457    setupDrawNoTexture();
2458    if (isAA) setupDrawAA();
2459    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2460    setupDrawColorFilter();
2461    setupDrawShader();
2462    setupDrawBlending(isAA, mode);
2463    setupDrawProgram();
2464    setupDrawModelViewIdentity(useOffset);
2465    setupDrawColorUniforms();
2466    setupDrawColorFilterUniforms();
2467    setupDrawShaderIdentityUniforms();
2468
2469    void* vertices = vertexBuffer.getBuffer();
2470    bool force = mCaches.unbindMeshBuffer();
2471    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2472    mCaches.resetTexCoordsVertexPointer();
2473    mCaches.unbindIndicesBuffer();
2474
2475    int alphaSlot = -1;
2476    if (isAA) {
2477        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2478        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2479
2480        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2481        glEnableVertexAttribArray(alphaSlot);
2482        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2483    }
2484
2485    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2486
2487    if (isAA) {
2488        glDisableVertexAttribArray(alphaSlot);
2489    }
2490
2491    return DrawGlInfo::kStatusDrew;
2492}
2493
2494/**
2495 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2496 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2497 * screen space in all directions. However, instead of using a fragment shader to compute the
2498 * translucency of the color from its position, we simply use a varying parameter to define how far
2499 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2500 *
2501 * Doesn't yet support joins, caps, or path effects.
2502 */
2503status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2504    VertexBuffer vertexBuffer;
2505    // TODO: try clipping large paths to viewport
2506    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2507
2508    if (hasLayer()) {
2509        SkRect bounds = path.getBounds();
2510        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2511        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2512    }
2513
2514    return drawVertexBuffer(vertexBuffer, paint);
2515}
2516
2517/**
2518 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2519 * and additional geometry for defining an alpha slope perimeter.
2520 *
2521 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2522 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2523 * in-shader alpha region, but found it to be taxing on some GPUs.
2524 *
2525 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2526 * memory transfer by removing need for degenerate vertices.
2527 */
2528status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2529    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2530
2531    count &= ~0x3; // round down to nearest four
2532
2533    VertexBuffer buffer;
2534    SkRect bounds;
2535    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2536
2537    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2538        return DrawGlInfo::kStatusDone;
2539    }
2540
2541    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2542
2543    bool useOffset = !paint->isAntiAlias();
2544    return drawVertexBuffer(buffer, paint, useOffset);
2545}
2546
2547status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2548    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2549
2550    count &= ~0x1; // round down to nearest two
2551
2552    VertexBuffer buffer;
2553    SkRect bounds;
2554    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2555
2556    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2557        return DrawGlInfo::kStatusDone;
2558    }
2559
2560    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2561
2562    bool useOffset = !paint->isAntiAlias();
2563    return drawVertexBuffer(buffer, paint, useOffset);
2564}
2565
2566status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2567    // No need to check against the clip, we fill the clip region
2568    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2569
2570    Rect& clip(*mSnapshot->clipRect);
2571    clip.snapToPixelBoundaries();
2572
2573    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2574
2575    return DrawGlInfo::kStatusDrew;
2576}
2577
2578status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2579        SkPaint* paint) {
2580    if (!texture) return DrawGlInfo::kStatusDone;
2581    const AutoTexture autoCleanup(texture);
2582
2583    const float x = left + texture->left - texture->offset;
2584    const float y = top + texture->top - texture->offset;
2585
2586    drawPathTexture(texture, x, y, paint);
2587
2588    return DrawGlInfo::kStatusDrew;
2589}
2590
2591status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2592        float rx, float ry, SkPaint* p) {
2593    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2594            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2595        return DrawGlInfo::kStatusDone;
2596    }
2597
2598    if (p->getPathEffect() != 0) {
2599        mCaches.activeTexture(0);
2600        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2601                right - left, bottom - top, rx, ry, p);
2602        return drawShape(left, top, texture, p);
2603    }
2604
2605    SkPath path;
2606    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2607    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2608        float outset = p->getStrokeWidth() / 2;
2609        rect.outset(outset, outset);
2610        rx += outset;
2611        ry += outset;
2612    }
2613    path.addRoundRect(rect, rx, ry);
2614    return drawConvexPath(path, p);
2615}
2616
2617status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2618    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2619            x + radius, y + radius, p) ||
2620            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2621        return DrawGlInfo::kStatusDone;
2622    }
2623    if (p->getPathEffect() != 0) {
2624        mCaches.activeTexture(0);
2625        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2626        return drawShape(x - radius, y - radius, texture, p);
2627    }
2628
2629    SkPath path;
2630    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2631        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2632    } else {
2633        path.addCircle(x, y, radius);
2634    }
2635    return drawConvexPath(path, p);
2636}
2637
2638status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2639        SkPaint* p) {
2640    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2641            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2642        return DrawGlInfo::kStatusDone;
2643    }
2644
2645    if (p->getPathEffect() != 0) {
2646        mCaches.activeTexture(0);
2647        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2648        return drawShape(left, top, texture, p);
2649    }
2650
2651    SkPath path;
2652    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2653    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2654        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2655    }
2656    path.addOval(rect);
2657    return drawConvexPath(path, p);
2658}
2659
2660status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2661        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2662    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2663            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2664        return DrawGlInfo::kStatusDone;
2665    }
2666
2667    if (fabs(sweepAngle) >= 360.0f) {
2668        return drawOval(left, top, right, bottom, p);
2669    }
2670
2671    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2672    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2673        mCaches.activeTexture(0);
2674        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2675                startAngle, sweepAngle, useCenter, p);
2676        return drawShape(left, top, texture, p);
2677    }
2678
2679    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2680    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2681        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2682    }
2683
2684    SkPath path;
2685    if (useCenter) {
2686        path.moveTo(rect.centerX(), rect.centerY());
2687    }
2688    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2689    if (useCenter) {
2690        path.close();
2691    }
2692    return drawConvexPath(path, p);
2693}
2694
2695// See SkPaintDefaults.h
2696#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2697
2698status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2699    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2700            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2701        return DrawGlInfo::kStatusDone;
2702    }
2703
2704    if (p->getStyle() != SkPaint::kFill_Style) {
2705        // only fill style is supported by drawConvexPath, since others have to handle joins
2706        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2707                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2708            mCaches.activeTexture(0);
2709            const PathTexture* texture =
2710                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2711            return drawShape(left, top, texture, p);
2712        }
2713
2714        SkPath path;
2715        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2716        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2717            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2718        }
2719        path.addRect(rect);
2720        return drawConvexPath(path, p);
2721    }
2722
2723    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2724        SkPath path;
2725        path.addRect(left, top, right, bottom);
2726        return drawConvexPath(path, p);
2727    } else {
2728        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2729        return DrawGlInfo::kStatusDrew;
2730    }
2731}
2732
2733void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2734        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2735        float x, float y) {
2736    mCaches.activeTexture(0);
2737
2738    // NOTE: The drop shadow will not perform gamma correction
2739    //       if shader-based correction is enabled
2740    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2741    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2742            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2743    // If the drop shadow exceeds the max texture size or couldn't be
2744    // allocated, skip drawing
2745    if (!shadow) return;
2746    const AutoTexture autoCleanup(shadow);
2747
2748    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2749    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2750
2751    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2752    int shadowColor = mDrawModifiers.mShadowColor;
2753    if (mDrawModifiers.mShader) {
2754        shadowColor = 0xffffffff;
2755    }
2756
2757    setupDraw();
2758    setupDrawWithTexture(true);
2759    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2760    setupDrawColorFilter();
2761    setupDrawShader();
2762    setupDrawBlending(true, mode);
2763    setupDrawProgram();
2764    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2765    setupDrawTexture(shadow->id);
2766    setupDrawPureColorUniforms();
2767    setupDrawColorFilterUniforms();
2768    setupDrawShaderUniforms();
2769    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2770
2771    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2772}
2773
2774bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2775    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2776    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2777}
2778
2779class TextSetupFunctor: public Functor {
2780public:
2781    TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2782            int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2783            renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2784            alpha(alpha), mode(mode), paint(paint) {
2785    }
2786    ~TextSetupFunctor() { }
2787
2788    status_t operator ()(int what, void* data) {
2789        renderer.setupDraw();
2790        renderer.setupDrawTextGamma(paint);
2791        renderer.setupDrawDirtyRegionsDisabled();
2792        renderer.setupDrawWithTexture(true);
2793        renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2794        renderer.setupDrawColorFilter();
2795        renderer.setupDrawShader();
2796        renderer.setupDrawBlending(true, mode);
2797        renderer.setupDrawProgram();
2798        renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2799        // Calling setupDrawTexture with the name 0 will enable the
2800        // uv attributes and increase the texture unit count
2801        // texture binding will be performed by the font renderer as
2802        // needed
2803        renderer.setupDrawTexture(0);
2804        renderer.setupDrawPureColorUniforms();
2805        renderer.setupDrawColorFilterUniforms();
2806        renderer.setupDrawShaderUniforms(pureTranslate);
2807        renderer.setupDrawTextGammaUniforms();
2808
2809        return NO_ERROR;
2810    }
2811
2812    OpenGLRenderer& renderer;
2813    float x;
2814    float y;
2815    bool pureTranslate;
2816    int alpha;
2817    SkXfermode::Mode mode;
2818    SkPaint* paint;
2819};
2820
2821status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2822        const float* positions, SkPaint* paint) {
2823    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2824        return DrawGlInfo::kStatusDone;
2825    }
2826
2827    // NOTE: Skia does not support perspective transform on drawPosText yet
2828    if (!currentTransform().isSimple()) {
2829        return DrawGlInfo::kStatusDone;
2830    }
2831
2832    float x = 0.0f;
2833    float y = 0.0f;
2834    const bool pureTranslate = currentTransform().isPureTranslate();
2835    if (pureTranslate) {
2836        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2837        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2838    }
2839
2840    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2841    fontRenderer.setFont(paint, mat4::identity());
2842
2843    int alpha;
2844    SkXfermode::Mode mode;
2845    getAlphaAndMode(paint, &alpha, &mode);
2846
2847    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2848        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2849                alpha, mode, 0.0f, 0.0f);
2850    }
2851
2852    // Pick the appropriate texture filtering
2853    bool linearFilter = currentTransform().changesBounds();
2854    if (pureTranslate && !linearFilter) {
2855        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2856    }
2857    fontRenderer.setTextureFiltering(linearFilter);
2858
2859    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2860    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2861
2862    const bool hasActiveLayer = hasLayer();
2863
2864    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2865    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2866            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2867        if (hasActiveLayer) {
2868            if (!pureTranslate) {
2869                currentTransform().mapRect(bounds);
2870            }
2871            dirtyLayerUnchecked(bounds, getRegion());
2872        }
2873    }
2874
2875    return DrawGlInfo::kStatusDrew;
2876}
2877
2878mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2879    mat4 fontTransform;
2880    if (CC_LIKELY(transform.isPureTranslate())) {
2881        fontTransform = mat4::identity();
2882    } else {
2883        if (CC_UNLIKELY(transform.isPerspective())) {
2884            fontTransform = mat4::identity();
2885        } else {
2886            float sx, sy;
2887            currentTransform().decomposeScale(sx, sy);
2888            fontTransform.loadScale(sx, sy, 1.0f);
2889        }
2890    }
2891    return fontTransform;
2892}
2893
2894status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2895        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2896        DrawOpMode drawOpMode) {
2897
2898    if (drawOpMode == kDrawOpMode_Immediate) {
2899        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2900        // drawing as ops from DeferredDisplayList are already filtered for these
2901        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2902                quickReject(bounds)) {
2903            return DrawGlInfo::kStatusDone;
2904        }
2905    }
2906
2907    const float oldX = x;
2908    const float oldY = y;
2909
2910    const mat4& transform = currentTransform();
2911    const bool pureTranslate = transform.isPureTranslate();
2912
2913    if (CC_LIKELY(pureTranslate)) {
2914        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2915        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2916    }
2917
2918    int alpha;
2919    SkXfermode::Mode mode;
2920    getAlphaAndMode(paint, &alpha, &mode);
2921
2922    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2923
2924    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2925        fontRenderer.setFont(paint, mat4::identity());
2926        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2927                alpha, mode, oldX, oldY);
2928    }
2929
2930    const bool hasActiveLayer = hasLayer();
2931
2932    // We only pass a partial transform to the font renderer. That partial
2933    // matrix defines how glyphs are rasterized. Typically we want glyphs
2934    // to be rasterized at their final size on screen, which means the partial
2935    // matrix needs to take the scale factor into account.
2936    // When a partial matrix is used to transform glyphs during rasterization,
2937    // the mesh is generated with the inverse transform (in the case of scale,
2938    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2939    // apply the full transform matrix at draw time in the vertex shader.
2940    // Applying the full matrix in the shader is the easiest way to handle
2941    // rotation and perspective and allows us to always generated quads in the
2942    // font renderer which greatly simplifies the code, clipping in particular.
2943    mat4 fontTransform = findBestFontTransform(transform);
2944    fontRenderer.setFont(paint, fontTransform);
2945
2946    // Pick the appropriate texture filtering
2947    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2948    fontRenderer.setTextureFiltering(linearFilter);
2949
2950    // TODO: Implement better clipping for scaled/rotated text
2951    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2952    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2953
2954    bool status;
2955    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2956
2957    // don't call issuedrawcommand, do it at end of batch
2958    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2959    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2960        SkPaint paintCopy(*paint);
2961        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2962        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2963                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2964    } else {
2965        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2966                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2967    }
2968
2969    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2970        if (!pureTranslate) {
2971            transform.mapRect(layerBounds);
2972        }
2973        dirtyLayerUnchecked(layerBounds, getRegion());
2974    }
2975
2976    drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint);
2977
2978    return DrawGlInfo::kStatusDrew;
2979}
2980
2981status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2982        float hOffset, float vOffset, SkPaint* paint) {
2983    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2984        return DrawGlInfo::kStatusDone;
2985    }
2986
2987    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2988    fontRenderer.setFont(paint, mat4::identity());
2989    fontRenderer.setTextureFiltering(true);
2990
2991    int alpha;
2992    SkXfermode::Mode mode;
2993    getAlphaAndMode(paint, &alpha, &mode);
2994
2995    setupDraw();
2996    setupDrawTextGamma(paint);
2997    setupDrawDirtyRegionsDisabled();
2998    setupDrawWithTexture(true);
2999    setupDrawAlpha8Color(paint->getColor(), alpha);
3000    setupDrawColorFilter();
3001    setupDrawShader();
3002    setupDrawBlending(true, mode);
3003    setupDrawProgram();
3004    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
3005    // Calling setupDrawTexture with the name 0 will enable the
3006    // uv attributes and increase the texture unit count
3007    // texture binding will be performed by the font renderer as
3008    // needed
3009    setupDrawTexture(0);
3010    setupDrawPureColorUniforms();
3011    setupDrawColorFilterUniforms();
3012    setupDrawShaderUniforms(false);
3013    setupDrawTextGammaUniforms();
3014
3015    const Rect* clip = &mSnapshot->getLocalClip();
3016    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3017
3018    const bool hasActiveLayer = hasLayer();
3019
3020    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3021            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
3022        if (hasActiveLayer) {
3023            currentTransform().mapRect(bounds);
3024            dirtyLayerUnchecked(bounds, getRegion());
3025        }
3026    }
3027
3028    return DrawGlInfo::kStatusDrew;
3029}
3030
3031status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3032    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3033
3034    mCaches.activeTexture(0);
3035
3036    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3037    if (!texture) return DrawGlInfo::kStatusDone;
3038    const AutoTexture autoCleanup(texture);
3039
3040    const float x = texture->left - texture->offset;
3041    const float y = texture->top - texture->offset;
3042
3043    drawPathTexture(texture, x, y, paint);
3044
3045    return DrawGlInfo::kStatusDrew;
3046}
3047
3048status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3049    if (!layer) {
3050        return DrawGlInfo::kStatusDone;
3051    }
3052
3053    mat4* transform = NULL;
3054    if (layer->isTextureLayer()) {
3055        transform = &layer->getTransform();
3056        if (!transform->isIdentity()) {
3057            save(0);
3058            currentTransform().multiply(*transform);
3059        }
3060    }
3061
3062    Rect transformed;
3063    Rect clip;
3064    const bool rejected = quickRejectNoScissor(x, y,
3065            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
3066
3067    if (rejected) {
3068        if (transform && !transform->isIdentity()) {
3069            restore();
3070        }
3071        return DrawGlInfo::kStatusDone;
3072    }
3073
3074    updateLayer(layer, true);
3075
3076    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
3077    mCaches.activeTexture(0);
3078
3079    if (CC_LIKELY(!layer->region.isEmpty())) {
3080        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3081        mDrawModifiers.mColorFilter = layer->getColorFilter();
3082
3083        if (layer->region.isRect()) {
3084            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3085                    composeLayerRect(layer, layer->regionRect));
3086        } else if (layer->mesh) {
3087            const float a = getLayerAlpha(layer);
3088            setupDraw();
3089            setupDrawWithTexture();
3090            setupDrawColor(a, a, a, a);
3091            setupDrawColorFilter();
3092            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3093            setupDrawProgram();
3094            setupDrawPureColorUniforms();
3095            setupDrawColorFilterUniforms();
3096            setupDrawTexture(layer->getTexture());
3097            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3098                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3099                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3100
3101                layer->setFilter(GL_NEAREST);
3102                setupDrawModelViewTranslate(tx, ty,
3103                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3104            } else {
3105                layer->setFilter(GL_LINEAR);
3106                setupDrawModelViewTranslate(x, y,
3107                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3108            }
3109            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
3110
3111            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3112                    glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3113                            GL_UNSIGNED_SHORT, layer->meshIndices));
3114
3115            finishDrawTexture();
3116
3117#if DEBUG_LAYERS_AS_REGIONS
3118            drawRegionRects(layer->region);
3119#endif
3120        }
3121
3122        mDrawModifiers.mColorFilter = oldFilter;
3123
3124        if (layer->debugDrawUpdate) {
3125            layer->debugDrawUpdate = false;
3126            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3127                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3128        }
3129    }
3130    layer->hasDrawnSinceUpdate = true;
3131
3132    if (transform && !transform->isIdentity()) {
3133        restore();
3134    }
3135
3136    return DrawGlInfo::kStatusDrew;
3137}
3138
3139///////////////////////////////////////////////////////////////////////////////
3140// Shaders
3141///////////////////////////////////////////////////////////////////////////////
3142
3143void OpenGLRenderer::resetShader() {
3144    mDrawModifiers.mShader = NULL;
3145}
3146
3147void OpenGLRenderer::setupShader(SkiaShader* shader) {
3148    mDrawModifiers.mShader = shader;
3149    if (mDrawModifiers.mShader) {
3150        mDrawModifiers.mShader->setCaches(mCaches);
3151    }
3152}
3153
3154///////////////////////////////////////////////////////////////////////////////
3155// Color filters
3156///////////////////////////////////////////////////////////////////////////////
3157
3158void OpenGLRenderer::resetColorFilter() {
3159    mDrawModifiers.mColorFilter = NULL;
3160}
3161
3162void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3163    mDrawModifiers.mColorFilter = filter;
3164}
3165
3166///////////////////////////////////////////////////////////////////////////////
3167// Drop shadow
3168///////////////////////////////////////////////////////////////////////////////
3169
3170void OpenGLRenderer::resetShadow() {
3171    mDrawModifiers.mHasShadow = false;
3172}
3173
3174void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3175    mDrawModifiers.mHasShadow = true;
3176    mDrawModifiers.mShadowRadius = radius;
3177    mDrawModifiers.mShadowDx = dx;
3178    mDrawModifiers.mShadowDy = dy;
3179    mDrawModifiers.mShadowColor = color;
3180}
3181
3182///////////////////////////////////////////////////////////////////////////////
3183// Draw filters
3184///////////////////////////////////////////////////////////////////////////////
3185
3186void OpenGLRenderer::resetPaintFilter() {
3187    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3188    // comparison, see MergingDrawBatch::canMergeWith
3189    mDrawModifiers.mHasDrawFilter = false;
3190    mDrawModifiers.mPaintFilterClearBits = 0;
3191    mDrawModifiers.mPaintFilterSetBits = 0;
3192}
3193
3194void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3195    mDrawModifiers.mHasDrawFilter = true;
3196    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3197    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3198}
3199
3200SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3201    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3202        return paint;
3203    }
3204
3205    uint32_t flags = paint->getFlags();
3206
3207    mFilteredPaint = *paint;
3208    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3209            mDrawModifiers.mPaintFilterSetBits);
3210
3211    return &mFilteredPaint;
3212}
3213
3214///////////////////////////////////////////////////////////////////////////////
3215// Drawing implementation
3216///////////////////////////////////////////////////////////////////////////////
3217
3218Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3219    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3220    if (!texture) {
3221        return mCaches.textureCache.get(bitmap);
3222    }
3223    return texture;
3224}
3225
3226void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3227        float x, float y, SkPaint* paint) {
3228    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3229        return;
3230    }
3231
3232    int alpha;
3233    SkXfermode::Mode mode;
3234    getAlphaAndMode(paint, &alpha, &mode);
3235
3236    setupDraw();
3237    setupDrawWithTexture(true);
3238    setupDrawAlpha8Color(paint->getColor(), alpha);
3239    setupDrawColorFilter();
3240    setupDrawShader();
3241    setupDrawBlending(true, mode);
3242    setupDrawProgram();
3243    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3244    setupDrawTexture(texture->id);
3245    setupDrawPureColorUniforms();
3246    setupDrawColorFilterUniforms();
3247    setupDrawShaderUniforms();
3248    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3249
3250    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3251
3252    finishDrawTexture();
3253}
3254
3255// Same values used by Skia
3256#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3257#define kStdUnderline_Offset    (1.0f / 9.0f)
3258#define kStdUnderline_Thickness (1.0f / 18.0f)
3259
3260void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3261        float x, float y, SkPaint* paint) {
3262    // Handle underline and strike-through
3263    uint32_t flags = paint->getFlags();
3264    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3265        SkPaint paintCopy(*paint);
3266
3267        if (CC_LIKELY(underlineWidth > 0.0f)) {
3268            const float textSize = paintCopy.getTextSize();
3269            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3270
3271            const float left = x;
3272            float top = 0.0f;
3273
3274            int linesCount = 0;
3275            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3276            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3277
3278            const int pointsCount = 4 * linesCount;
3279            float points[pointsCount];
3280            int currentPoint = 0;
3281
3282            if (flags & SkPaint::kUnderlineText_Flag) {
3283                top = y + textSize * kStdUnderline_Offset;
3284                points[currentPoint++] = left;
3285                points[currentPoint++] = top;
3286                points[currentPoint++] = left + underlineWidth;
3287                points[currentPoint++] = top;
3288            }
3289
3290            if (flags & SkPaint::kStrikeThruText_Flag) {
3291                top = y + textSize * kStdStrikeThru_Offset;
3292                points[currentPoint++] = left;
3293                points[currentPoint++] = top;
3294                points[currentPoint++] = left + underlineWidth;
3295                points[currentPoint++] = top;
3296            }
3297
3298            paintCopy.setStrokeWidth(strokeWidth);
3299
3300            drawLines(&points[0], pointsCount, &paintCopy);
3301        }
3302    }
3303}
3304
3305status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3306    if (mSnapshot->isIgnored()) {
3307        return DrawGlInfo::kStatusDone;
3308    }
3309
3310    int color = paint->getColor();
3311    // If a shader is set, preserve only the alpha
3312    if (mDrawModifiers.mShader) {
3313        color |= 0x00ffffff;
3314    }
3315    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3316
3317    return drawColorRects(rects, count, color, mode);
3318}
3319
3320status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3321        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3322    if (count == 0) {
3323        return DrawGlInfo::kStatusDone;
3324    }
3325
3326    float left = FLT_MAX;
3327    float top = FLT_MAX;
3328    float right = FLT_MIN;
3329    float bottom = FLT_MIN;
3330
3331    int vertexCount = 0;
3332    Vertex mesh[count * 6];
3333    Vertex* vertex = mesh;
3334
3335    for (int index = 0; index < count; index += 4) {
3336        float l = rects[index + 0];
3337        float t = rects[index + 1];
3338        float r = rects[index + 2];
3339        float b = rects[index + 3];
3340
3341        Vertex::set(vertex++, l, b);
3342        Vertex::set(vertex++, l, t);
3343        Vertex::set(vertex++, r, t);
3344        Vertex::set(vertex++, l, b);
3345        Vertex::set(vertex++, r, t);
3346        Vertex::set(vertex++, r, b);
3347
3348        vertexCount += 6;
3349
3350        left = fminf(left, l);
3351        top = fminf(top, t);
3352        right = fmaxf(right, r);
3353        bottom = fmaxf(bottom, b);
3354    }
3355
3356    if (clip && quickReject(left, top, right, bottom)) {
3357        return DrawGlInfo::kStatusDone;
3358    }
3359
3360    setupDraw();
3361    setupDrawNoTexture();
3362    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3363    setupDrawShader();
3364    setupDrawColorFilter();
3365    setupDrawBlending(mode);
3366    setupDrawProgram();
3367    setupDrawDirtyRegionsDisabled();
3368    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3369    setupDrawColorUniforms();
3370    setupDrawShaderUniforms();
3371    setupDrawColorFilterUniforms();
3372    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3373
3374    if (dirty && hasLayer()) {
3375        dirtyLayer(left, top, right, bottom, currentTransform());
3376    }
3377
3378    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3379
3380    return DrawGlInfo::kStatusDrew;
3381}
3382
3383void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3384        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3385    // If a shader is set, preserve only the alpha
3386    if (mDrawModifiers.mShader) {
3387        color |= 0x00ffffff;
3388    }
3389
3390    setupDraw();
3391    setupDrawNoTexture();
3392    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3393    setupDrawShader();
3394    setupDrawColorFilter();
3395    setupDrawBlending(mode);
3396    setupDrawProgram();
3397    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3398    setupDrawColorUniforms();
3399    setupDrawShaderUniforms(ignoreTransform);
3400    setupDrawColorFilterUniforms();
3401    setupDrawSimpleMesh();
3402
3403    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3404}
3405
3406void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3407        Texture* texture, SkPaint* paint) {
3408    int alpha;
3409    SkXfermode::Mode mode;
3410    getAlphaAndMode(paint, &alpha, &mode);
3411
3412    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3413
3414    GLvoid* vertices = (GLvoid*) NULL;
3415    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3416
3417    if (texture->uvMapper) {
3418        vertices = &mMeshVertices[0].position[0];
3419        texCoords = &mMeshVertices[0].texture[0];
3420
3421        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3422        texture->uvMapper->map(uvs);
3423
3424        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3425    }
3426
3427    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3428        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3429        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3430
3431        texture->setFilter(GL_NEAREST, true);
3432        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3433                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3434                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3435    } else {
3436        texture->setFilter(FILTER(paint), true);
3437        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3438                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3439    }
3440
3441    if (texture->uvMapper) {
3442        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3443    }
3444}
3445
3446void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3447        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3448    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3449            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3450}
3451
3452void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3453        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3454        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3455        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3456
3457    setupDraw();
3458    setupDrawWithTexture();
3459    setupDrawColor(alpha, alpha, alpha, alpha);
3460    setupDrawColorFilter();
3461    setupDrawBlending(blend, mode, swapSrcDst);
3462    setupDrawProgram();
3463    if (!dirty) setupDrawDirtyRegionsDisabled();
3464    if (!ignoreScale) {
3465        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3466    } else {
3467        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3468    }
3469    setupDrawTexture(texture);
3470    setupDrawPureColorUniforms();
3471    setupDrawColorFilterUniforms();
3472    setupDrawMesh(vertices, texCoords, vbo);
3473
3474    glDrawArrays(drawMode, 0, elementsCount);
3475
3476    finishDrawTexture();
3477}
3478
3479void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3480        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3481        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3482        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3483
3484    setupDraw();
3485    setupDrawWithTexture();
3486    setupDrawColor(alpha, alpha, alpha, alpha);
3487    setupDrawColorFilter();
3488    setupDrawBlending(blend, mode, swapSrcDst);
3489    setupDrawProgram();
3490    if (!dirty) setupDrawDirtyRegionsDisabled();
3491    if (!ignoreScale) {
3492        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3493    } else {
3494        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3495    }
3496    setupDrawTexture(texture);
3497    setupDrawPureColorUniforms();
3498    setupDrawColorFilterUniforms();
3499    setupDrawMeshIndices(vertices, texCoords, vbo);
3500
3501    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3502
3503    finishDrawTexture();
3504}
3505
3506void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3507        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3508        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3509        bool ignoreTransform, bool ignoreScale, bool dirty) {
3510
3511    setupDraw();
3512    setupDrawWithTexture(true);
3513    if (hasColor) {
3514        setupDrawAlpha8Color(color, alpha);
3515    }
3516    setupDrawColorFilter();
3517    setupDrawShader();
3518    setupDrawBlending(true, mode);
3519    setupDrawProgram();
3520    if (!dirty) setupDrawDirtyRegionsDisabled();
3521    if (!ignoreScale) {
3522        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3523    } else {
3524        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3525    }
3526    setupDrawTexture(texture);
3527    setupDrawPureColorUniforms();
3528    setupDrawColorFilterUniforms();
3529    setupDrawShaderUniforms();
3530    setupDrawMesh(vertices, texCoords);
3531
3532    glDrawArrays(drawMode, 0, elementsCount);
3533
3534    finishDrawTexture();
3535}
3536
3537void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3538        ProgramDescription& description, bool swapSrcDst) {
3539    if (mCountOverdraw) {
3540        if (!mCaches.blend) glEnable(GL_BLEND);
3541        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3542            glBlendFunc(GL_ONE, GL_ONE);
3543        }
3544
3545        mCaches.blend = true;
3546        mCaches.lastSrcMode = GL_ONE;
3547        mCaches.lastDstMode = GL_ONE;
3548
3549        return;
3550    }
3551
3552    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3553
3554    if (blend) {
3555        // These blend modes are not supported by OpenGL directly and have
3556        // to be implemented using shaders. Since the shader will perform
3557        // the blending, turn blending off here
3558        // If the blend mode cannot be implemented using shaders, fall
3559        // back to the default SrcOver blend mode instead
3560        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3561            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3562                description.framebufferMode = mode;
3563                description.swapSrcDst = swapSrcDst;
3564
3565                if (mCaches.blend) {
3566                    glDisable(GL_BLEND);
3567                    mCaches.blend = false;
3568                }
3569
3570                return;
3571            } else {
3572                mode = SkXfermode::kSrcOver_Mode;
3573            }
3574        }
3575
3576        if (!mCaches.blend) {
3577            glEnable(GL_BLEND);
3578        }
3579
3580        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3581        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3582
3583        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3584            glBlendFunc(sourceMode, destMode);
3585            mCaches.lastSrcMode = sourceMode;
3586            mCaches.lastDstMode = destMode;
3587        }
3588    } else if (mCaches.blend) {
3589        glDisable(GL_BLEND);
3590    }
3591    mCaches.blend = blend;
3592}
3593
3594bool OpenGLRenderer::useProgram(Program* program) {
3595    if (!program->isInUse()) {
3596        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3597        program->use();
3598        mCaches.currentProgram = program;
3599        return false;
3600    }
3601    return true;
3602}
3603
3604void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3605    TextureVertex* v = &mMeshVertices[0];
3606    TextureVertex::setUV(v++, u1, v1);
3607    TextureVertex::setUV(v++, u2, v1);
3608    TextureVertex::setUV(v++, u1, v2);
3609    TextureVertex::setUV(v++, u2, v2);
3610}
3611
3612void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3613    getAlphaAndModeDirect(paint, alpha,  mode);
3614    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3615        // if drawing a layer, ignore the paint's alpha
3616        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3617    }
3618    *alpha *= mSnapshot->alpha;
3619}
3620
3621float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3622    float alpha;
3623    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3624        alpha = mDrawModifiers.mOverrideLayerAlpha;
3625    } else {
3626        alpha = layer->getAlpha() / 255.0f;
3627    }
3628    return alpha * mSnapshot->alpha;
3629}
3630
3631}; // namespace uirenderer
3632}; // namespace android
3633