OpenGLRenderer.cpp revision 7f77736599c39cdd5540168fc652cf6846799a33
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 "PathTessellator.h"
37#include "Properties.h"
38#include "Vector.h"
39
40namespace android {
41namespace uirenderer {
42
43///////////////////////////////////////////////////////////////////////////////
44// Defines
45///////////////////////////////////////////////////////////////////////////////
46
47#define RAD_TO_DEG (180.0f / 3.14159265f)
48#define MIN_ANGLE 0.001f
49
50#define ALPHA_THRESHOLD 0
51
52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
53
54///////////////////////////////////////////////////////////////////////////////
55// Globals
56///////////////////////////////////////////////////////////////////////////////
57
58/**
59 * Structure mapping Skia xfermodes to OpenGL blending factors.
60 */
61struct Blender {
62    SkXfermode::Mode mode;
63    GLenum src;
64    GLenum dst;
65}; // struct Blender
66
67// In this array, the index of each Blender equals the value of the first
68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
69static const Blender gBlends[] = {
70    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
71    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
72    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
73    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
75    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
76    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
77    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
78    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
81    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
83    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
84    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
85};
86
87// This array contains the swapped version of each SkXfermode. For instance
88// this array's SrcOver blending mode is actually DstOver. You can refer to
89// createLayer() for more information on the purpose of this array.
90static const Blender gBlendsSwap[] = {
91    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
92    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
93    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
94    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
95    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
97    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
98    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
100    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
101    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
104    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
105    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
106};
107
108///////////////////////////////////////////////////////////////////////////////
109// Constructors/destructor
110///////////////////////////////////////////////////////////////////////////////
111
112OpenGLRenderer::OpenGLRenderer():
113        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
114    // *set* draw modifiers to be 0
115    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
116    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
117
118    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
119
120    mFirstSnapshot = new Snapshot;
121    mFrameStarted = false;
122    mCountOverdraw = false;
123
124    mScissorOptimizationDisabled = false;
125}
126
127OpenGLRenderer::~OpenGLRenderer() {
128    // The context has already been destroyed at this point, do not call
129    // GL APIs. All GL state should be kept in Caches.h
130}
131
132void OpenGLRenderer::initProperties() {
133    char property[PROPERTY_VALUE_MAX];
134    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
135        mScissorOptimizationDisabled = !strcasecmp(property, "true");
136        INIT_LOGD("  Scissor optimization %s",
137                mScissorOptimizationDisabled ? "disabled" : "enabled");
138    } else {
139        INIT_LOGD("  Scissor optimization enabled");
140    }
141}
142
143///////////////////////////////////////////////////////////////////////////////
144// Setup
145///////////////////////////////////////////////////////////////////////////////
146
147void OpenGLRenderer::setName(const char* name) {
148    if (name) {
149        mName.setTo(name);
150    } else {
151        mName.clear();
152    }
153}
154
155const char* OpenGLRenderer::getName() const {
156    return mName.string();
157}
158
159bool OpenGLRenderer::isDeferred() {
160    return false;
161}
162
163void OpenGLRenderer::setViewport(int width, int height) {
164    initViewport(width, height);
165
166    glDisable(GL_DITHER);
167    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168
169    glEnableVertexAttribArray(Program::kBindingPosition);
170}
171
172void OpenGLRenderer::initViewport(int width, int height) {
173    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
174
175    mWidth = width;
176    mHeight = height;
177
178    mFirstSnapshot->height = height;
179    mFirstSnapshot->viewport.set(0, 0, width, height);
180}
181
182void OpenGLRenderer::setupFrameState(float left, float top,
183        float right, float bottom, bool opaque) {
184    mCaches.clearGarbage();
185
186    mOpaque = opaque;
187    mSnapshot = new Snapshot(mFirstSnapshot,
188            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
189    mSnapshot->fbo = getTargetFbo();
190    mSaveCount = 1;
191
192    mSnapshot->setClip(left, top, right, bottom);
193    mTilingClip.set(left, top, right, bottom);
194}
195
196status_t OpenGLRenderer::startFrame() {
197    if (mFrameStarted) return DrawGlInfo::kStatusDone;
198    mFrameStarted = true;
199
200    mDirtyClip = true;
201
202    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
203
204    glViewport(0, 0, mWidth, mHeight);
205
206    // Functors break the tiling extension in pretty spectacular ways
207    // This ensures we don't use tiling when a functor is going to be
208    // invoked during the frame
209    mSuppressTiling = mCaches.hasRegisteredFunctors();
210
211    startTiling(mSnapshot, true);
212
213    debugOverdraw(true, true);
214
215    return clear(mTilingClip.left, mTilingClip.top,
216            mTilingClip.right, mTilingClip.bottom, mOpaque);
217}
218
219status_t OpenGLRenderer::prepare(bool opaque) {
220    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
221}
222
223status_t OpenGLRenderer::prepareDirty(float left, float top,
224        float right, float bottom, bool opaque) {
225
226    setupFrameState(left, top, right, bottom, opaque);
227
228    // Layer renderers will start the frame immediately
229    // The framebuffer renderer will first defer the display list
230    // for each layer and wait until the first drawing command
231    // to start the frame
232    if (mSnapshot->fbo == 0) {
233        syncState();
234        updateLayers();
235    } else {
236        return startFrame();
237    }
238
239    return DrawGlInfo::kStatusDone;
240}
241
242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
243    // If we know that we are going to redraw the entire framebuffer,
244    // perform a discard to let the driver know we don't need to preserve
245    // the back buffer for this frame.
246    if (mExtensions.hasDiscardFramebuffer() &&
247            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
248        const bool isFbo = getTargetFbo() == 0;
249        const GLenum attachments[] = {
250                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
251                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
252        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
253    }
254}
255
256status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
257    if (!opaque || mCountOverdraw) {
258        mCaches.enableScissor();
259        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
260        glClear(GL_COLOR_BUFFER_BIT);
261        return DrawGlInfo::kStatusDrew;
262    }
263
264    mCaches.resetScissor();
265    return DrawGlInfo::kStatusDone;
266}
267
268void OpenGLRenderer::syncState() {
269    if (mCaches.blend) {
270        glEnable(GL_BLEND);
271    } else {
272        glDisable(GL_BLEND);
273    }
274}
275
276void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
277    if (!mSuppressTiling) {
278        Rect* clip = &mTilingClip;
279        if (s->flags & Snapshot::kFlagFboTarget) {
280            clip = &(s->layer->clipRect);
281        }
282
283        startTiling(*clip, s->height, opaque);
284    }
285}
286
287void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
288    if (!mSuppressTiling) {
289        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
290                clip.right - clip.left, clip.bottom - clip.top, opaque);
291    }
292}
293
294void OpenGLRenderer::endTiling() {
295    if (!mSuppressTiling) mCaches.endTiling();
296}
297
298void OpenGLRenderer::finish() {
299    renderOverdraw();
300    endTiling();
301
302    // When finish() is invoked on FBO 0 we've reached the end
303    // of the current frame
304    if (getTargetFbo() == 0) {
305        mCaches.pathCache.trim();
306    }
307
308    if (!suppressErrorChecks()) {
309#if DEBUG_OPENGL
310        GLenum status = GL_NO_ERROR;
311        while ((status = glGetError()) != GL_NO_ERROR) {
312            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
313            switch (status) {
314                case GL_INVALID_ENUM:
315                    ALOGE("  GL_INVALID_ENUM");
316                    break;
317                case GL_INVALID_VALUE:
318                    ALOGE("  GL_INVALID_VALUE");
319                    break;
320                case GL_INVALID_OPERATION:
321                    ALOGE("  GL_INVALID_OPERATION");
322                    break;
323                case GL_OUT_OF_MEMORY:
324                    ALOGE("  Out of memory!");
325                    break;
326            }
327        }
328#endif
329
330#if DEBUG_MEMORY_USAGE
331        mCaches.dumpMemoryUsage();
332#else
333        if (mCaches.getDebugLevel() & kDebugMemory) {
334            mCaches.dumpMemoryUsage();
335        }
336#endif
337    }
338
339    if (mCountOverdraw) {
340        countOverdraw();
341    }
342
343    mFrameStarted = false;
344}
345
346void OpenGLRenderer::interrupt() {
347    if (mCaches.currentProgram) {
348        if (mCaches.currentProgram->isInUse()) {
349            mCaches.currentProgram->remove();
350            mCaches.currentProgram = NULL;
351        }
352    }
353    mCaches.unbindMeshBuffer();
354    mCaches.unbindIndicesBuffer();
355    mCaches.resetVertexPointers();
356    mCaches.disableTexCoordsVertexArray();
357    debugOverdraw(false, false);
358}
359
360void OpenGLRenderer::resume() {
361    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
362    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
363    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
364    debugOverdraw(true, false);
365
366    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
367
368    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
369    mCaches.enableScissor();
370    mCaches.resetScissor();
371    dirtyClip();
372
373    mCaches.activeTexture(0);
374
375    mCaches.blend = true;
376    glEnable(GL_BLEND);
377    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
378    glBlendEquation(GL_FUNC_ADD);
379}
380
381void OpenGLRenderer::resumeAfterLayer() {
382    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
383    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
384    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
385    debugOverdraw(true, false);
386
387    mCaches.resetScissor();
388    dirtyClip();
389}
390
391void OpenGLRenderer::detachFunctor(Functor* functor) {
392    mFunctors.remove(functor);
393}
394
395void OpenGLRenderer::attachFunctor(Functor* functor) {
396    mFunctors.add(functor);
397}
398
399status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
400    status_t result = DrawGlInfo::kStatusDone;
401    size_t count = mFunctors.size();
402
403    if (count > 0) {
404        interrupt();
405        SortedVector<Functor*> functors(mFunctors);
406        mFunctors.clear();
407
408        DrawGlInfo info;
409        info.clipLeft = 0;
410        info.clipTop = 0;
411        info.clipRight = 0;
412        info.clipBottom = 0;
413        info.isLayer = false;
414        info.width = 0;
415        info.height = 0;
416        memset(info.transform, 0, sizeof(float) * 16);
417
418        for (size_t i = 0; i < count; i++) {
419            Functor* f = functors.itemAt(i);
420            result |= (*f)(DrawGlInfo::kModeProcess, &info);
421
422            if (result & DrawGlInfo::kStatusDraw) {
423                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
424                dirty.unionWith(localDirty);
425            }
426
427            if (result & DrawGlInfo::kStatusInvoke) {
428                mFunctors.add(f);
429            }
430        }
431        resume();
432    }
433
434    return result;
435}
436
437status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
438    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
439
440    interrupt();
441    detachFunctor(functor);
442
443    mCaches.enableScissor();
444    if (mDirtyClip) {
445        setScissorFromClip();
446    }
447
448    Rect clip(*mSnapshot->clipRect);
449    clip.snapToPixelBoundaries();
450
451    // Since we don't know what the functor will draw, let's dirty
452    // tne entire clip region
453    if (hasLayer()) {
454        dirtyLayerUnchecked(clip, getRegion());
455    }
456
457    DrawGlInfo info;
458    info.clipLeft = clip.left;
459    info.clipTop = clip.top;
460    info.clipRight = clip.right;
461    info.clipBottom = clip.bottom;
462    info.isLayer = hasLayer();
463    info.width = getSnapshot()->viewport.getWidth();
464    info.height = getSnapshot()->height;
465    getSnapshot()->transform->copyTo(&info.transform[0]);
466
467    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
468
469    if (result != DrawGlInfo::kStatusDone) {
470        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
471        dirty.unionWith(localDirty);
472
473        if (result & DrawGlInfo::kStatusInvoke) {
474            mFunctors.add(functor);
475        }
476    }
477
478    resume();
479    return result | DrawGlInfo::kStatusDrew;
480}
481
482///////////////////////////////////////////////////////////////////////////////
483// Debug
484///////////////////////////////////////////////////////////////////////////////
485
486void OpenGLRenderer::eventMark(const char* name) const {
487    mCaches.eventMark(0, name);
488}
489
490void OpenGLRenderer::startMark(const char* name) const {
491    mCaches.startMark(0, name);
492}
493
494void OpenGLRenderer::endMark() const {
495    mCaches.endMark();
496}
497
498void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
499    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
500        if (clear) {
501            mCaches.disableScissor();
502            mCaches.stencil.clear();
503        }
504        if (enable) {
505            mCaches.stencil.enableDebugWrite();
506        } else {
507            mCaches.stencil.disable();
508        }
509    }
510}
511
512void OpenGLRenderer::renderOverdraw() {
513    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
514        const Rect* clip = &mTilingClip;
515
516        mCaches.enableScissor();
517        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
518                clip->right - clip->left, clip->bottom - clip->top);
519
520        mCaches.stencil.enableDebugTest(2);
521        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
522        mCaches.stencil.enableDebugTest(3);
523        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
524        mCaches.stencil.enableDebugTest(4);
525        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
526        mCaches.stencil.enableDebugTest(4, true);
527        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
528        mCaches.stencil.disable();
529    }
530}
531
532void OpenGLRenderer::countOverdraw() {
533    size_t count = mWidth * mHeight;
534    uint32_t* buffer = new uint32_t[count];
535    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
536
537    size_t total = 0;
538    for (size_t i = 0; i < count; i++) {
539        total += buffer[i] & 0xff;
540    }
541
542    mOverdraw = total / float(count);
543
544    delete[] buffer;
545}
546
547///////////////////////////////////////////////////////////////////////////////
548// Layers
549///////////////////////////////////////////////////////////////////////////////
550
551bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
552    if (layer->deferredUpdateScheduled && layer->renderer &&
553            layer->displayList && layer->displayList->isRenderable()) {
554        Rect& dirty = layer->dirtyRect;
555
556        if (inFrame) {
557            endTiling();
558            debugOverdraw(false, false);
559        }
560
561        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
562            layer->render();
563        } else {
564            layer->defer();
565        }
566
567        if (inFrame) {
568            resumeAfterLayer();
569            startTiling(mSnapshot);
570        }
571
572        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
573        layer->hasDrawnSinceUpdate = false;
574
575        return true;
576    }
577
578    return false;
579}
580
581void OpenGLRenderer::updateLayers() {
582    // If draw deferring is enabled this method will simply defer
583    // the display list of each individual layer. The layers remain
584    // in the layer updates list which will be cleared by flushLayers().
585    int count = mLayerUpdates.size();
586    if (count > 0) {
587        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
588            startMark("Layer Updates");
589        } else {
590            startMark("Defer Layer Updates");
591        }
592
593        // Note: it is very important to update the layers in order
594        for (int i = 0; i < count; i++) {
595            Layer* layer = mLayerUpdates.itemAt(i);
596            updateLayer(layer, false);
597            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
598                mCaches.resourceCache.decrementRefcount(layer);
599            }
600        }
601
602        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
603            mLayerUpdates.clear();
604            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
605        }
606        endMark();
607    }
608}
609
610void OpenGLRenderer::flushLayers() {
611    int count = mLayerUpdates.size();
612    if (count > 0) {
613        startMark("Apply Layer Updates");
614        char layerName[12];
615
616        // Note: it is very important to update the layers in order
617        for (int i = 0; i < count; i++) {
618            sprintf(layerName, "Layer #%d", i);
619            startMark(layerName);
620
621            Layer* layer = mLayerUpdates.itemAt(i);
622            layer->flush();
623            mCaches.resourceCache.decrementRefcount(layer);
624
625            endMark();
626        }
627
628        mLayerUpdates.clear();
629        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
630
631        endMark();
632    }
633}
634
635void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
636    if (layer) {
637        // Make sure we don't introduce duplicates.
638        // SortedVector would do this automatically but we need to respect
639        // the insertion order. The linear search is not an issue since
640        // this list is usually very short (typically one item, at most a few)
641        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
642            if (mLayerUpdates.itemAt(i) == layer) {
643                return;
644            }
645        }
646        mLayerUpdates.push_back(layer);
647        mCaches.resourceCache.incrementRefcount(layer);
648    }
649}
650
651void OpenGLRenderer::clearLayerUpdates() {
652    size_t count = mLayerUpdates.size();
653    if (count > 0) {
654        mCaches.resourceCache.lock();
655        for (size_t i = 0; i < count; i++) {
656            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
657        }
658        mCaches.resourceCache.unlock();
659        mLayerUpdates.clear();
660    }
661}
662
663///////////////////////////////////////////////////////////////////////////////
664// State management
665///////////////////////////////////////////////////////////////////////////////
666
667int OpenGLRenderer::getSaveCount() const {
668    return mSaveCount;
669}
670
671int OpenGLRenderer::save(int flags) {
672    return saveSnapshot(flags);
673}
674
675void OpenGLRenderer::restore() {
676    if (mSaveCount > 1) {
677        restoreSnapshot();
678    }
679}
680
681void OpenGLRenderer::restoreToCount(int saveCount) {
682    if (saveCount < 1) saveCount = 1;
683
684    while (mSaveCount > saveCount) {
685        restoreSnapshot();
686    }
687}
688
689int OpenGLRenderer::saveSnapshot(int flags) {
690    mSnapshot = new Snapshot(mSnapshot, flags);
691    return mSaveCount++;
692}
693
694bool OpenGLRenderer::restoreSnapshot() {
695    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
696    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
697    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
698
699    sp<Snapshot> current = mSnapshot;
700    sp<Snapshot> previous = mSnapshot->previous;
701
702    if (restoreOrtho) {
703        Rect& r = previous->viewport;
704        glViewport(r.left, r.top, r.right, r.bottom);
705        mOrthoMatrix.load(current->orthoMatrix);
706    }
707
708    mSaveCount--;
709    mSnapshot = previous;
710
711    if (restoreClip) {
712        dirtyClip();
713    }
714
715    if (restoreLayer) {
716        endMark(); // Savelayer
717        startMark("ComposeLayer");
718        composeLayer(current, previous);
719        endMark();
720    }
721
722    return restoreClip;
723}
724
725///////////////////////////////////////////////////////////////////////////////
726// Layers
727///////////////////////////////////////////////////////////////////////////////
728
729int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
730        int alpha, SkXfermode::Mode mode, int flags) {
731    const GLuint previousFbo = mSnapshot->fbo;
732    const int count = saveSnapshot(flags);
733
734    if (!mSnapshot->isIgnored()) {
735        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
736    }
737
738    return count;
739}
740
741void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
742    const Rect untransformedBounds(bounds);
743
744    currentTransform().mapRect(bounds);
745
746    // Layers only make sense if they are in the framebuffer's bounds
747    if (bounds.intersect(*mSnapshot->clipRect)) {
748        // We cannot work with sub-pixels in this case
749        bounds.snapToPixelBoundaries();
750
751        // When the layer is not an FBO, we may use glCopyTexImage so we
752        // need to make sure the layer does not extend outside the bounds
753        // of the framebuffer
754        if (!bounds.intersect(mSnapshot->previous->viewport)) {
755            bounds.setEmpty();
756        } else if (fboLayer) {
757            clip.set(bounds);
758            mat4 inverse;
759            inverse.loadInverse(currentTransform());
760            inverse.mapRect(clip);
761            clip.snapToPixelBoundaries();
762            if (clip.intersect(untransformedBounds)) {
763                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
764                bounds.set(untransformedBounds);
765            } else {
766                clip.setEmpty();
767            }
768        }
769    } else {
770        bounds.setEmpty();
771    }
772}
773
774void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
775        bool fboLayer, int alpha) {
776    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
777            bounds.getHeight() > mCaches.maxTextureSize ||
778            (fboLayer && clip.isEmpty())) {
779        mSnapshot->empty = fboLayer;
780    } else {
781        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
782    }
783}
784
785int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
786        int alpha, SkXfermode::Mode mode, int flags) {
787    const GLuint previousFbo = mSnapshot->fbo;
788    const int count = saveSnapshot(flags);
789
790    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
791        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
792        // operations will be able to store and restore the current clip and transform info, and
793        // quick rejection will be correct (for display lists)
794
795        Rect bounds(left, top, right, bottom);
796        Rect clip;
797        calculateLayerBoundsAndClip(bounds, clip, true);
798        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
799
800        if (!mSnapshot->isIgnored()) {
801            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
802            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
803        }
804    }
805
806    return count;
807}
808
809
810/**
811 * Layers are viewed by Skia are slightly different than layers in image editing
812 * programs (for instance.) When a layer is created, previously created layers
813 * and the frame buffer still receive every drawing command. For instance, if a
814 * layer is created and a shape intersecting the bounds of the layers and the
815 * framebuffer is draw, the shape will be drawn on both (unless the layer was
816 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
817 *
818 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
819 * texture. Unfortunately, this is inefficient as it requires every primitive to
820 * be drawn n + 1 times, where n is the number of active layers. In practice this
821 * means, for every primitive:
822 *   - Switch active frame buffer
823 *   - Change viewport, clip and projection matrix
824 *   - Issue the drawing
825 *
826 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
827 * To avoid this, layers are implemented in a different way here, at least in the
828 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
829 * is set. When this flag is set we can redirect all drawing operations into a
830 * single FBO.
831 *
832 * This implementation relies on the frame buffer being at least RGBA 8888. When
833 * a layer is created, only a texture is created, not an FBO. The content of the
834 * frame buffer contained within the layer's bounds is copied into this texture
835 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
836 * buffer and drawing continues as normal. This technique therefore treats the
837 * frame buffer as a scratch buffer for the layers.
838 *
839 * To compose the layers back onto the frame buffer, each layer texture
840 * (containing the original frame buffer data) is drawn as a simple quad over
841 * the frame buffer. The trick is that the quad is set as the composition
842 * destination in the blending equation, and the frame buffer becomes the source
843 * of the composition.
844 *
845 * Drawing layers with an alpha value requires an extra step before composition.
846 * An empty quad is drawn over the layer's region in the frame buffer. This quad
847 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
848 * quad is used to multiply the colors in the frame buffer. This is achieved by
849 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
850 * GL_ZERO, GL_SRC_ALPHA.
851 *
852 * Because glCopyTexImage2D() can be slow, an alternative implementation might
853 * be use to draw a single clipped layer. The implementation described above
854 * is correct in every case.
855 *
856 * (1) The frame buffer is actually not cleared right away. To allow the GPU
857 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
858 *     buffer is left untouched until the first drawing operation. Only when
859 *     something actually gets drawn are the layers regions cleared.
860 */
861bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
862        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
863    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
864    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
865
866    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
867
868    // Window coordinates of the layer
869    Rect clip;
870    Rect bounds(left, top, right, bottom);
871    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
872    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
873
874    // Bail out if we won't draw in this snapshot
875    if (mSnapshot->isIgnored()) {
876        return false;
877    }
878
879    mCaches.activeTexture(0);
880    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
881    if (!layer) {
882        return false;
883    }
884
885    layer->setAlpha(alpha, mode);
886    layer->layer.set(bounds);
887    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
888            bounds.getWidth() / float(layer->getWidth()), 0.0f);
889    layer->setColorFilter(mDrawModifiers.mColorFilter);
890    layer->setBlend(true);
891    layer->setDirty(false);
892
893    // Save the layer in the snapshot
894    mSnapshot->flags |= Snapshot::kFlagIsLayer;
895    mSnapshot->layer = layer;
896
897    startMark("SaveLayer");
898    if (fboLayer) {
899        return createFboLayer(layer, bounds, clip, previousFbo);
900    } else {
901        // Copy the framebuffer into the layer
902        layer->bindTexture();
903        if (!bounds.isEmpty()) {
904            if (layer->isEmpty()) {
905                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
906                        bounds.left, mSnapshot->height - bounds.bottom,
907                        layer->getWidth(), layer->getHeight(), 0);
908                layer->setEmpty(false);
909            } else {
910                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
911                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
912            }
913
914            // Enqueue the buffer coordinates to clear the corresponding region later
915            mLayers.push(new Rect(bounds));
916        }
917    }
918
919    return true;
920}
921
922bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
923    layer->clipRect.set(clip);
924    layer->setFbo(mCaches.fboCache.get());
925
926    mSnapshot->region = &mSnapshot->layer->region;
927    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
928            Snapshot::kFlagDirtyOrtho;
929    mSnapshot->fbo = layer->getFbo();
930    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
931    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
932    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
933    mSnapshot->height = bounds.getHeight();
934    mSnapshot->orthoMatrix.load(mOrthoMatrix);
935
936    endTiling();
937    debugOverdraw(false, false);
938    // Bind texture to FBO
939    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
940    layer->bindTexture();
941
942    // Initialize the texture if needed
943    if (layer->isEmpty()) {
944        layer->allocateTexture();
945        layer->setEmpty(false);
946    }
947
948    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
949            layer->getTexture(), 0);
950
951    startTiling(mSnapshot, true);
952
953    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
954    mCaches.enableScissor();
955    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
956            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
957    glClear(GL_COLOR_BUFFER_BIT);
958
959    dirtyClip();
960
961    // Change the ortho projection
962    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
963    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
964
965    return true;
966}
967
968/**
969 * Read the documentation of createLayer() before doing anything in this method.
970 */
971void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
972    if (!current->layer) {
973        ALOGE("Attempting to compose a layer that does not exist");
974        return;
975    }
976
977    Layer* layer = current->layer;
978    const Rect& rect = layer->layer;
979    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
980
981    if (fboLayer) {
982        endTiling();
983
984        // Detach the texture from the FBO
985        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
986
987        layer->removeFbo(false);
988
989        // Unbind current FBO and restore previous one
990        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
991        debugOverdraw(true, false);
992
993        startTiling(previous);
994    }
995
996    if (!fboLayer && layer->getAlpha() < 255) {
997        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
998                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
999        // Required below, composeLayerRect() will divide by 255
1000        layer->setAlpha(255);
1001    }
1002
1003    mCaches.unbindMeshBuffer();
1004
1005    mCaches.activeTexture(0);
1006
1007    // When the layer is stored in an FBO, we can save a bit of fillrate by
1008    // drawing only the dirty region
1009    if (fboLayer) {
1010        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1011        if (layer->getColorFilter()) {
1012            setupColorFilter(layer->getColorFilter());
1013        }
1014        composeLayerRegion(layer, rect);
1015        if (layer->getColorFilter()) {
1016            resetColorFilter();
1017        }
1018    } else if (!rect.isEmpty()) {
1019        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1020        composeLayerRect(layer, rect, true);
1021    }
1022
1023    dirtyClip();
1024
1025    // Failing to add the layer to the cache should happen only if the layer is too large
1026    if (!mCaches.layerCache.put(layer)) {
1027        LAYER_LOGD("Deleting layer");
1028        Caches::getInstance().resourceCache.decrementRefcount(layer);
1029    }
1030}
1031
1032void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1033    float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1034
1035    setupDraw();
1036    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1037        setupDrawWithTexture();
1038    } else {
1039        setupDrawWithExternalTexture();
1040    }
1041    setupDrawTextureTransform();
1042    setupDrawColor(alpha, alpha, alpha, alpha);
1043    setupDrawColorFilter();
1044    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1045    setupDrawProgram();
1046    setupDrawPureColorUniforms();
1047    setupDrawColorFilterUniforms();
1048    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1049        setupDrawTexture(layer->getTexture());
1050    } else {
1051        setupDrawExternalTexture(layer->getTexture());
1052    }
1053    if (currentTransform().isPureTranslate() &&
1054            layer->getWidth() == (uint32_t) rect.getWidth() &&
1055            layer->getHeight() == (uint32_t) rect.getHeight()) {
1056        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1057        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1058
1059        layer->setFilter(GL_NEAREST);
1060        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1061    } else {
1062        layer->setFilter(GL_LINEAR);
1063        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1064    }
1065    setupDrawTextureTransformUniforms(layer->getTexTransform());
1066    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1067
1068    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1069
1070    finishDrawTexture();
1071}
1072
1073void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1074    if (!layer->isTextureLayer()) {
1075        const Rect& texCoords = layer->texCoords;
1076        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1077                texCoords.right, texCoords.bottom);
1078
1079        float x = rect.left;
1080        float y = rect.top;
1081        bool simpleTransform = currentTransform().isPureTranslate() &&
1082                layer->getWidth() == (uint32_t) rect.getWidth() &&
1083                layer->getHeight() == (uint32_t) rect.getHeight();
1084
1085        if (simpleTransform) {
1086            // When we're swapping, the layer is already in screen coordinates
1087            if (!swap) {
1088                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1089                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1090            }
1091
1092            layer->setFilter(GL_NEAREST, true);
1093        } else {
1094            layer->setFilter(GL_LINEAR, true);
1095        }
1096
1097        float alpha = getLayerAlpha(layer);
1098        bool blend = layer->isBlend() || alpha < 1.0f;
1099        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1100                layer->getTexture(), alpha, layer->getMode(), blend,
1101                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1102                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1103
1104        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1105    } else {
1106        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1107        drawTextureLayer(layer, rect);
1108        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1109    }
1110}
1111
1112/**
1113 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1114 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1115 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1116 * by saveLayer's restore
1117 */
1118#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1119        DRAW_COMMAND;                                                            \
1120        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1121            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1122            DRAW_COMMAND;                                                        \
1123            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1124        }                                                                        \
1125    }
1126
1127#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1128
1129void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1130    if (layer->region.isRect()) {
1131        layer->setRegionAsRect();
1132
1133        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1134
1135        layer->region.clear();
1136        return;
1137    }
1138
1139    // TODO: See LayerRenderer.cpp::generateMesh() for important
1140    //       information about this implementation
1141    if (CC_LIKELY(!layer->region.isEmpty())) {
1142        size_t count;
1143        const android::Rect* rects;
1144        Region safeRegion;
1145        if (CC_LIKELY(hasRectToRectTransform())) {
1146            rects = layer->region.getArray(&count);
1147        } else {
1148            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1149            rects = safeRegion.getArray(&count);
1150        }
1151
1152        const float alpha = getLayerAlpha(layer);
1153        const float texX = 1.0f / float(layer->getWidth());
1154        const float texY = 1.0f / float(layer->getHeight());
1155        const float height = rect.getHeight();
1156
1157        setupDraw();
1158
1159        // We must get (and therefore bind) the region mesh buffer
1160        // after we setup drawing in case we need to mess with the
1161        // stencil buffer in setupDraw()
1162        TextureVertex* mesh = mCaches.getRegionMesh();
1163        GLsizei numQuads = 0;
1164
1165        setupDrawWithTexture();
1166        setupDrawColor(alpha, alpha, alpha, alpha);
1167        setupDrawColorFilter();
1168        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1169        setupDrawProgram();
1170        setupDrawDirtyRegionsDisabled();
1171        setupDrawPureColorUniforms();
1172        setupDrawColorFilterUniforms();
1173        setupDrawTexture(layer->getTexture());
1174        if (currentTransform().isPureTranslate()) {
1175            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1176            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1177
1178            layer->setFilter(GL_NEAREST);
1179            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1180        } else {
1181            layer->setFilter(GL_LINEAR);
1182            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1183        }
1184        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1185
1186        for (size_t i = 0; i < count; i++) {
1187            const android::Rect* r = &rects[i];
1188
1189            const float u1 = r->left * texX;
1190            const float v1 = (height - r->top) * texY;
1191            const float u2 = r->right * texX;
1192            const float v2 = (height - r->bottom) * texY;
1193
1194            // TODO: Reject quads outside of the clip
1195            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1196            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1197            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1198            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1199
1200            numQuads++;
1201
1202            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1203                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1204                                GL_UNSIGNED_SHORT, NULL));
1205                numQuads = 0;
1206                mesh = mCaches.getRegionMesh();
1207            }
1208        }
1209
1210        if (numQuads > 0) {
1211            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1212                            GL_UNSIGNED_SHORT, NULL));
1213        }
1214
1215        finishDrawTexture();
1216
1217#if DEBUG_LAYERS_AS_REGIONS
1218        drawRegionRects(layer->region);
1219#endif
1220
1221        layer->region.clear();
1222    }
1223}
1224
1225void OpenGLRenderer::drawRegionRects(const Region& region) {
1226#if DEBUG_LAYERS_AS_REGIONS
1227    size_t count;
1228    const android::Rect* rects = region.getArray(&count);
1229
1230    uint32_t colors[] = {
1231            0x7fff0000, 0x7f00ff00,
1232            0x7f0000ff, 0x7fff00ff,
1233    };
1234
1235    int offset = 0;
1236    int32_t top = rects[0].top;
1237
1238    for (size_t i = 0; i < count; i++) {
1239        if (top != rects[i].top) {
1240            offset ^= 0x2;
1241            top = rects[i].top;
1242        }
1243
1244        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1245        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1246                SkXfermode::kSrcOver_Mode);
1247    }
1248#endif
1249}
1250
1251void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1252        SkXfermode::Mode mode, bool dirty) {
1253    int count = 0;
1254    Vector<float> rects;
1255
1256    SkRegion::Iterator it(region);
1257    while (!it.done()) {
1258        const SkIRect& r = it.rect();
1259        rects.push(r.fLeft);
1260        rects.push(r.fTop);
1261        rects.push(r.fRight);
1262        rects.push(r.fBottom);
1263        count += 4;
1264        it.next();
1265    }
1266
1267    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1268}
1269
1270void OpenGLRenderer::dirtyLayer(const float left, const float top,
1271        const float right, const float bottom, const mat4 transform) {
1272    if (hasLayer()) {
1273        Rect bounds(left, top, right, bottom);
1274        transform.mapRect(bounds);
1275        dirtyLayerUnchecked(bounds, getRegion());
1276    }
1277}
1278
1279void OpenGLRenderer::dirtyLayer(const float left, const float top,
1280        const float right, const float bottom) {
1281    if (hasLayer()) {
1282        Rect bounds(left, top, right, bottom);
1283        dirtyLayerUnchecked(bounds, getRegion());
1284    }
1285}
1286
1287void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1288    if (bounds.intersect(*mSnapshot->clipRect)) {
1289        bounds.snapToPixelBoundaries();
1290        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1291        if (!dirty.isEmpty()) {
1292            region->orSelf(dirty);
1293        }
1294    }
1295}
1296
1297void OpenGLRenderer::clearLayerRegions() {
1298    const size_t count = mLayers.size();
1299    if (count == 0) return;
1300
1301    if (!mSnapshot->isIgnored()) {
1302        // Doing several glScissor/glClear here can negatively impact
1303        // GPUs with a tiler architecture, instead we draw quads with
1304        // the Clear blending mode
1305
1306        // The list contains bounds that have already been clipped
1307        // against their initial clip rect, and the current clip
1308        // is likely different so we need to disable clipping here
1309        bool scissorChanged = mCaches.disableScissor();
1310
1311        Vertex mesh[count * 6];
1312        Vertex* vertex = mesh;
1313
1314        for (uint32_t i = 0; i < count; i++) {
1315            Rect* bounds = mLayers.itemAt(i);
1316
1317            Vertex::set(vertex++, bounds->left, bounds->bottom);
1318            Vertex::set(vertex++, bounds->left, bounds->top);
1319            Vertex::set(vertex++, bounds->right, bounds->top);
1320            Vertex::set(vertex++, bounds->left, bounds->bottom);
1321            Vertex::set(vertex++, bounds->right, bounds->top);
1322            Vertex::set(vertex++, bounds->right, bounds->bottom);
1323
1324            delete bounds;
1325        }
1326        // We must clear the list of dirty rects before we
1327        // call setupDraw() to prevent stencil setup to do
1328        // the same thing again
1329        mLayers.clear();
1330
1331        setupDraw(false);
1332        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1333        setupDrawBlending(true, SkXfermode::kClear_Mode);
1334        setupDrawProgram();
1335        setupDrawPureColorUniforms();
1336        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1337        setupDrawVertices(&mesh[0].position[0]);
1338
1339        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1340
1341        if (scissorChanged) mCaches.enableScissor();
1342    } else {
1343        for (uint32_t i = 0; i < count; i++) {
1344            delete mLayers.itemAt(i);
1345        }
1346        mLayers.clear();
1347    }
1348}
1349
1350///////////////////////////////////////////////////////////////////////////////
1351// State Deferral
1352///////////////////////////////////////////////////////////////////////////////
1353
1354bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1355    const Rect& currentClip = *(mSnapshot->clipRect);
1356    const mat4& currentMatrix = *(mSnapshot->transform);
1357
1358    if (stateDeferFlags & kStateDeferFlag_Draw) {
1359        // state has bounds initialized in local coordinates
1360        if (!state.mBounds.isEmpty()) {
1361            currentMatrix.mapRect(state.mBounds);
1362            state.mClipped = !currentClip.contains(state.mBounds);
1363            if (!state.mBounds.intersect(currentClip)) {
1364                // quick rejected
1365                return true;
1366            }
1367        } else {
1368            // If we don't have bounds, let's assume we're clipped
1369            // to prevent merging
1370            state.mClipped = true;
1371            state.mBounds.set(currentClip);
1372        }
1373    }
1374
1375    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1376    if (state.mClipValid) {
1377        state.mClip.set(currentClip);
1378    }
1379
1380    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1381    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1382    state.mMatrix.load(currentMatrix);
1383    state.mDrawModifiers = mDrawModifiers;
1384    state.mAlpha = mSnapshot->alpha;
1385    return false;
1386}
1387
1388void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1389    currentTransform().load(state.mMatrix);
1390    mDrawModifiers = state.mDrawModifiers;
1391    mSnapshot->alpha = state.mAlpha;
1392
1393    if (state.mClipValid && !skipClipRestore) {
1394        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1395        dirtyClip();
1396    }
1397}
1398
1399void OpenGLRenderer::setFullScreenClip() {
1400    mSnapshot->setClip(0, 0, mWidth, mHeight);
1401    dirtyClip();
1402}
1403
1404///////////////////////////////////////////////////////////////////////////////
1405// Transforms
1406///////////////////////////////////////////////////////////////////////////////
1407
1408void OpenGLRenderer::translate(float dx, float dy) {
1409    currentTransform().translate(dx, dy, 0.0f);
1410}
1411
1412void OpenGLRenderer::rotate(float degrees) {
1413    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1414}
1415
1416void OpenGLRenderer::scale(float sx, float sy) {
1417    currentTransform().scale(sx, sy, 1.0f);
1418}
1419
1420void OpenGLRenderer::skew(float sx, float sy) {
1421    currentTransform().skew(sx, sy);
1422}
1423
1424void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1425    if (matrix) {
1426        currentTransform().load(*matrix);
1427    } else {
1428        currentTransform().loadIdentity();
1429    }
1430}
1431
1432bool OpenGLRenderer::hasRectToRectTransform() {
1433    return CC_LIKELY(currentTransform().rectToRect());
1434}
1435
1436void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1437    currentTransform().copyTo(*matrix);
1438}
1439
1440void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1441    SkMatrix transform;
1442    currentTransform().copyTo(transform);
1443    transform.preConcat(*matrix);
1444    currentTransform().load(transform);
1445}
1446
1447///////////////////////////////////////////////////////////////////////////////
1448// Clipping
1449///////////////////////////////////////////////////////////////////////////////
1450
1451void OpenGLRenderer::setScissorFromClip() {
1452    Rect clip(*mSnapshot->clipRect);
1453    clip.snapToPixelBoundaries();
1454
1455    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1456            clip.getWidth(), clip.getHeight())) {
1457        mDirtyClip = false;
1458    }
1459}
1460
1461void OpenGLRenderer::ensureStencilBuffer() {
1462    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1463    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1464    // just hope we have one when hasLayer() returns false.
1465    if (hasLayer()) {
1466        attachStencilBufferToLayer(mSnapshot->layer);
1467    }
1468}
1469
1470void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1471    // The layer's FBO is already bound when we reach this stage
1472    if (!layer->getStencilRenderBuffer()) {
1473        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1474        // is attached after we initiated tiling. We must turn it off,
1475        // attach the new render buffer then turn tiling back on
1476        endTiling();
1477
1478        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1479                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1480        layer->setStencilRenderBuffer(buffer);
1481
1482        startTiling(layer->clipRect, layer->layer.getHeight());
1483    }
1484}
1485
1486void OpenGLRenderer::setStencilFromClip() {
1487    if (!mCaches.debugOverdraw) {
1488        if (!mSnapshot->clipRegion->isEmpty()) {
1489            // NOTE: The order here is important, we must set dirtyClip to false
1490            //       before any draw call to avoid calling back into this method
1491            mDirtyClip = false;
1492
1493            ensureStencilBuffer();
1494
1495            mCaches.stencil.enableWrite();
1496
1497            // Clear the stencil but first make sure we restrict drawing
1498            // to the region's bounds
1499            bool resetScissor = mCaches.enableScissor();
1500            if (resetScissor) {
1501                // The scissor was not set so we now need to update it
1502                setScissorFromClip();
1503            }
1504            mCaches.stencil.clear();
1505            if (resetScissor) mCaches.disableScissor();
1506
1507            // NOTE: We could use the region contour path to generate a smaller mesh
1508            //       Since we are using the stencil we could use the red book path
1509            //       drawing technique. It might increase bandwidth usage though.
1510
1511            // The last parameter is important: we are not drawing in the color buffer
1512            // so we don't want to dirty the current layer, if any
1513            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1514
1515            mCaches.stencil.enableTest();
1516
1517            // Draw the region used to generate the stencil if the appropriate debug
1518            // mode is enabled
1519            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1520                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1521            }
1522        } else {
1523            mCaches.stencil.disable();
1524        }
1525    }
1526}
1527
1528const Rect& OpenGLRenderer::getClipBounds() {
1529    return mSnapshot->getLocalClip();
1530}
1531
1532bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1533    if (mSnapshot->isIgnored()) {
1534        return true;
1535    }
1536
1537    Rect r(left, top, right, bottom);
1538    currentTransform().mapRect(r);
1539    r.snapToPixelBoundaries();
1540
1541    Rect clipRect(*mSnapshot->clipRect);
1542    clipRect.snapToPixelBoundaries();
1543
1544    return !clipRect.intersects(r);
1545}
1546
1547bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1548        Rect& transformed, Rect& clip) {
1549    if (mSnapshot->isIgnored()) {
1550        return true;
1551    }
1552
1553    transformed.set(left, top, right, bottom);
1554    currentTransform().mapRect(transformed);
1555    transformed.snapToPixelBoundaries();
1556
1557    clip.set(*mSnapshot->clipRect);
1558    clip.snapToPixelBoundaries();
1559
1560    return !clip.intersects(transformed);
1561}
1562
1563bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1564        SkPaint* paint) {
1565    if (paint->getStyle() != SkPaint::kFill_Style) {
1566        float outset = paint->getStrokeWidth() * 0.5f;
1567        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1568    } else {
1569        return quickReject(left, top, right, bottom);
1570    }
1571}
1572
1573bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1574    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1575        return true;
1576    }
1577
1578    Rect r(left, top, right, bottom);
1579    currentTransform().mapRect(r);
1580    r.snapToPixelBoundaries();
1581
1582    Rect clipRect(*mSnapshot->clipRect);
1583    clipRect.snapToPixelBoundaries();
1584
1585    bool rejected = !clipRect.intersects(r);
1586    if (!isDeferred() && !rejected) {
1587        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1588    }
1589
1590    return rejected;
1591}
1592
1593void OpenGLRenderer::debugClip() {
1594#if DEBUG_CLIP_REGIONS
1595    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1596        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1597    }
1598#endif
1599}
1600
1601bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1602    if (CC_LIKELY(currentTransform().rectToRect())) {
1603        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1604        if (clipped) {
1605            dirtyClip();
1606        }
1607        return !mSnapshot->clipRect->isEmpty();
1608    }
1609
1610    SkPath path;
1611    path.addRect(left, top, right, bottom);
1612
1613    return clipPath(&path, op);
1614}
1615
1616bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1617    SkMatrix transform;
1618    currentTransform().copyTo(transform);
1619
1620    SkPath transformed;
1621    path->transform(transform, &transformed);
1622
1623    SkRegion clip;
1624    if (!mSnapshot->clipRegion->isEmpty()) {
1625        clip.setRegion(*mSnapshot->clipRegion);
1626    } else {
1627        Rect* bounds = mSnapshot->clipRect;
1628        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1629    }
1630
1631    SkRegion region;
1632    region.setPath(transformed, clip);
1633
1634    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1635    if (clipped) {
1636        dirtyClip();
1637    }
1638    return !mSnapshot->clipRect->isEmpty();
1639}
1640
1641bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1642    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1643    if (clipped) {
1644        dirtyClip();
1645    }
1646    return !mSnapshot->clipRect->isEmpty();
1647}
1648
1649Rect* OpenGLRenderer::getClipRect() {
1650    return mSnapshot->clipRect;
1651}
1652
1653///////////////////////////////////////////////////////////////////////////////
1654// Drawing commands
1655///////////////////////////////////////////////////////////////////////////////
1656
1657void OpenGLRenderer::setupDraw(bool clear) {
1658    // TODO: It would be best if we could do this before quickReject()
1659    //       changes the scissor test state
1660    if (clear) clearLayerRegions();
1661    // Make sure setScissor & setStencil happen at the beginning of
1662    // this method
1663    if (mDirtyClip) {
1664        if (mCaches.scissorEnabled) {
1665            setScissorFromClip();
1666        }
1667        setStencilFromClip();
1668    }
1669
1670    mDescription.reset();
1671
1672    mSetShaderColor = false;
1673    mColorSet = false;
1674    mColorA = mColorR = mColorG = mColorB = 0.0f;
1675    mTextureUnit = 0;
1676    mTrackDirtyRegions = true;
1677
1678    // Enable debug highlight when what we're about to draw is tested against
1679    // the stencil buffer and if stencil highlight debugging is on
1680    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1681            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1682            mCaches.stencil.isTestEnabled();
1683
1684    mDescription.emulateStencil = mCountOverdraw;
1685}
1686
1687void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1688    mDescription.hasTexture = true;
1689    mDescription.hasAlpha8Texture = isAlpha8;
1690}
1691
1692void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1693    mDescription.hasTexture = true;
1694    mDescription.hasColors = true;
1695    mDescription.hasAlpha8Texture = isAlpha8;
1696}
1697
1698void OpenGLRenderer::setupDrawWithExternalTexture() {
1699    mDescription.hasExternalTexture = true;
1700}
1701
1702void OpenGLRenderer::setupDrawNoTexture() {
1703    mCaches.disableTexCoordsVertexArray();
1704}
1705
1706void OpenGLRenderer::setupDrawAA() {
1707    mDescription.isAA = true;
1708}
1709
1710void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1711    mColorA = alpha / 255.0f;
1712    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1713    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1714    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1715    mColorSet = true;
1716    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1717}
1718
1719void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1720    mColorA = alpha / 255.0f;
1721    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1722    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1723    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1724    mColorSet = true;
1725    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1726}
1727
1728void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1729    mCaches.fontRenderer->describe(mDescription, paint);
1730}
1731
1732void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1733    mColorA = a;
1734    mColorR = r;
1735    mColorG = g;
1736    mColorB = b;
1737    mColorSet = true;
1738    mSetShaderColor = mDescription.setColor(r, g, b, a);
1739}
1740
1741void OpenGLRenderer::setupDrawShader() {
1742    if (mDrawModifiers.mShader) {
1743        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1744    }
1745}
1746
1747void OpenGLRenderer::setupDrawColorFilter() {
1748    if (mDrawModifiers.mColorFilter) {
1749        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1750    }
1751}
1752
1753void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1754    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1755        mColorA = 1.0f;
1756        mColorR = mColorG = mColorB = 0.0f;
1757        mSetShaderColor = mDescription.modulate = true;
1758    }
1759}
1760
1761void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1762    // When the blending mode is kClear_Mode, we need to use a modulate color
1763    // argb=1,0,0,0
1764    accountForClear(mode);
1765    bool blend = (mColorSet && mColorA < 1.0f) ||
1766            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1767    chooseBlending(blend, mode, mDescription, swapSrcDst);
1768}
1769
1770void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1771    // When the blending mode is kClear_Mode, we need to use a modulate color
1772    // argb=1,0,0,0
1773    accountForClear(mode);
1774    blend |= (mColorSet && mColorA < 1.0f) ||
1775            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1776            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1777    chooseBlending(blend, mode, mDescription, swapSrcDst);
1778}
1779
1780void OpenGLRenderer::setupDrawProgram() {
1781    useProgram(mCaches.programCache.get(mDescription));
1782}
1783
1784void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1785    mTrackDirtyRegions = false;
1786}
1787
1788void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1789        bool ignoreTransform) {
1790    mModelView.loadTranslate(left, top, 0.0f);
1791    if (!ignoreTransform) {
1792        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1793        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1794    } else {
1795        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1796        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1797    }
1798}
1799
1800void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1801    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1802}
1803
1804void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1805        bool ignoreTransform, bool ignoreModelView) {
1806    if (!ignoreModelView) {
1807        mModelView.loadTranslate(left, top, 0.0f);
1808        mModelView.scale(right - left, bottom - top, 1.0f);
1809    } else {
1810        mModelView.loadIdentity();
1811    }
1812    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1813    if (!ignoreTransform) {
1814        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1815        if (mTrackDirtyRegions && dirty) {
1816            dirtyLayer(left, top, right, bottom, currentTransform());
1817        }
1818    } else {
1819        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1820        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1821    }
1822}
1823
1824void OpenGLRenderer::setupDrawColorUniforms() {
1825    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1826        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1827    }
1828}
1829
1830void OpenGLRenderer::setupDrawPureColorUniforms() {
1831    if (mSetShaderColor) {
1832        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1833    }
1834}
1835
1836void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1837    if (mDrawModifiers.mShader) {
1838        if (ignoreTransform) {
1839            mModelView.loadInverse(currentTransform());
1840        }
1841        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1842                mModelView, *mSnapshot, &mTextureUnit);
1843    }
1844}
1845
1846void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1847    if (mDrawModifiers.mShader) {
1848        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1849                mat4::identity(), *mSnapshot, &mTextureUnit);
1850    }
1851}
1852
1853void OpenGLRenderer::setupDrawColorFilterUniforms() {
1854    if (mDrawModifiers.mColorFilter) {
1855        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1856    }
1857}
1858
1859void OpenGLRenderer::setupDrawTextGammaUniforms() {
1860    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1861}
1862
1863void OpenGLRenderer::setupDrawSimpleMesh() {
1864    bool force = mCaches.bindMeshBuffer();
1865    mCaches.bindPositionVertexPointer(force, 0);
1866    mCaches.unbindIndicesBuffer();
1867}
1868
1869void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1870    if (texture) bindTexture(texture);
1871    mTextureUnit++;
1872    mCaches.enableTexCoordsVertexArray();
1873}
1874
1875void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1876    bindExternalTexture(texture);
1877    mTextureUnit++;
1878    mCaches.enableTexCoordsVertexArray();
1879}
1880
1881void OpenGLRenderer::setupDrawTextureTransform() {
1882    mDescription.hasTextureTransform = true;
1883}
1884
1885void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1886    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1887            GL_FALSE, &transform.data[0]);
1888}
1889
1890void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1891    bool force = false;
1892    if (!vertices || vbo) {
1893        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1894    } else {
1895        force = mCaches.unbindMeshBuffer();
1896    }
1897
1898    mCaches.bindPositionVertexPointer(force, vertices);
1899    if (mCaches.currentProgram->texCoords >= 0) {
1900        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1901    }
1902
1903    mCaches.unbindIndicesBuffer();
1904}
1905
1906void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1907    bool force = mCaches.unbindMeshBuffer();
1908    GLsizei stride = sizeof(ColorTextureVertex);
1909
1910    mCaches.bindPositionVertexPointer(force, vertices, stride);
1911    if (mCaches.currentProgram->texCoords >= 0) {
1912        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1913    }
1914    int slot = mCaches.currentProgram->getAttrib("colors");
1915    if (slot >= 0) {
1916        glEnableVertexAttribArray(slot);
1917        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1918    }
1919
1920    mCaches.unbindIndicesBuffer();
1921}
1922
1923void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1924    bool force = false;
1925    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1926    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1927    // use the default VBO found in Caches
1928    if (!vertices || vbo) {
1929        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1930    } else {
1931        force = mCaches.unbindMeshBuffer();
1932    }
1933    mCaches.bindIndicesBuffer();
1934
1935    mCaches.bindPositionVertexPointer(force, vertices);
1936    if (mCaches.currentProgram->texCoords >= 0) {
1937        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1938    }
1939}
1940
1941void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1942    bool force = mCaches.unbindMeshBuffer();
1943    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1944    mCaches.unbindIndicesBuffer();
1945}
1946
1947void OpenGLRenderer::finishDrawTexture() {
1948}
1949
1950///////////////////////////////////////////////////////////////////////////////
1951// Drawing
1952///////////////////////////////////////////////////////////////////////////////
1953
1954status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1955        int32_t replayFlags) {
1956    status_t status;
1957    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1958    // will be performed by the display list itself
1959    if (displayList && displayList->isRenderable()) {
1960        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1961            status = startFrame();
1962            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1963            displayList->replay(replayStruct, 0);
1964            return status | replayStruct.mDrawGlStatus;
1965        }
1966
1967        DeferredDisplayList deferredList;
1968        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1969        displayList->defer(deferStruct, 0);
1970
1971        flushLayers();
1972        status = startFrame();
1973
1974        return status | deferredList.flush(*this, dirty);
1975    }
1976
1977    return DrawGlInfo::kStatusDone;
1978}
1979
1980void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1981    if (displayList) {
1982        displayList->output(1);
1983    }
1984}
1985
1986void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1987    int alpha;
1988    SkXfermode::Mode mode;
1989    getAlphaAndMode(paint, &alpha, &mode);
1990
1991    int color = paint != NULL ? paint->getColor() : 0;
1992
1993    float x = left;
1994    float y = top;
1995
1996    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1997
1998    bool ignoreTransform = false;
1999    if (currentTransform().isPureTranslate()) {
2000        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2001        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2002        ignoreTransform = true;
2003
2004        texture->setFilter(GL_NEAREST, true);
2005    } else {
2006        texture->setFilter(FILTER(paint), true);
2007    }
2008
2009    // No need to check for a UV mapper on the texture object, only ARGB_8888
2010    // bitmaps get packed in the atlas
2011    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2012            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2013            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2014}
2015
2016status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices,
2017        bool transformed, const Rect& bounds, SkPaint* paint) {
2018
2019    // merged draw operations don't need scissor, but clip should still be valid
2020    mCaches.setScissorEnabled(mScissorOptimizationDisabled);
2021
2022    mCaches.activeTexture(0);
2023    Texture* texture = getTexture(bitmap);
2024    if (!texture) return DrawGlInfo::kStatusDone;
2025
2026    const AutoTexture autoCleanup(texture);
2027
2028    int alpha;
2029    SkXfermode::Mode mode;
2030    getAlphaAndMode(paint, &alpha, &mode);
2031
2032    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2033    texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true);
2034
2035    const float x = (int) floorf(bounds.left + 0.5f);
2036    const float y = (int) floorf(bounds.top + 0.5f);
2037    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2038        int color = paint != NULL ? paint->getColor() : 0;
2039        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2040                texture->id, paint != NULL, color, alpha, mode,
2041                &vertices[0].position[0], &vertices[0].texture[0],
2042                GL_TRIANGLES, bitmapCount * 6, true, true);
2043    } else {
2044        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2045                texture->id, alpha / 255.0f, mode, texture->blend,
2046                &vertices[0].position[0], &vertices[0].texture[0],
2047                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true);
2048    }
2049
2050    return DrawGlInfo::kStatusDrew;
2051}
2052
2053status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2054    const float right = left + bitmap->width();
2055    const float bottom = top + bitmap->height();
2056
2057    if (quickReject(left, top, right, bottom)) {
2058        return DrawGlInfo::kStatusDone;
2059    }
2060
2061    mCaches.activeTexture(0);
2062    Texture* texture = getTexture(bitmap);
2063    if (!texture) return DrawGlInfo::kStatusDone;
2064    const AutoTexture autoCleanup(texture);
2065
2066    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2067        drawAlphaBitmap(texture, left, top, paint);
2068    } else {
2069        drawTextureRect(left, top, right, bottom, texture, paint);
2070    }
2071
2072    return DrawGlInfo::kStatusDrew;
2073}
2074
2075status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2076    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2077    const mat4 transform(*matrix);
2078    transform.mapRect(r);
2079
2080    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2081        return DrawGlInfo::kStatusDone;
2082    }
2083
2084    mCaches.activeTexture(0);
2085    Texture* texture = getTexture(bitmap);
2086    if (!texture) return DrawGlInfo::kStatusDone;
2087    const AutoTexture autoCleanup(texture);
2088
2089    // This could be done in a cheaper way, all we need is pass the matrix
2090    // to the vertex shader. The save/restore is a bit overkill.
2091    save(SkCanvas::kMatrix_SaveFlag);
2092    concatMatrix(matrix);
2093    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2094        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2095    } else {
2096        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2097    }
2098    restore();
2099
2100    return DrawGlInfo::kStatusDrew;
2101}
2102
2103status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2104    const float right = left + bitmap->width();
2105    const float bottom = top + bitmap->height();
2106
2107    if (quickReject(left, top, right, bottom)) {
2108        return DrawGlInfo::kStatusDone;
2109    }
2110
2111    mCaches.activeTexture(0);
2112    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2113    const AutoTexture autoCleanup(texture);
2114
2115    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2116        drawAlphaBitmap(texture, left, top, paint);
2117    } else {
2118        drawTextureRect(left, top, right, bottom, texture, paint);
2119    }
2120
2121    return DrawGlInfo::kStatusDrew;
2122}
2123
2124status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2125        float* vertices, int* colors, SkPaint* paint) {
2126    if (!vertices || mSnapshot->isIgnored()) {
2127        return DrawGlInfo::kStatusDone;
2128    }
2129
2130    float left = FLT_MAX;
2131    float top = FLT_MAX;
2132    float right = FLT_MIN;
2133    float bottom = FLT_MIN;
2134
2135    const uint32_t count = meshWidth * meshHeight * 6;
2136
2137    ColorTextureVertex mesh[count];
2138    ColorTextureVertex* vertex = mesh;
2139
2140    bool cleanupColors = false;
2141    if (!colors) {
2142        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2143        colors = new int[colorsCount];
2144        memset(colors, 0xff, colorsCount * sizeof(int));
2145        cleanupColors = true;
2146    }
2147
2148    mCaches.activeTexture(0);
2149    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2150    const UvMapper& mapper(getMapper(texture));
2151
2152    for (int32_t y = 0; y < meshHeight; y++) {
2153        for (int32_t x = 0; x < meshWidth; x++) {
2154            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2155
2156            float u1 = float(x) / meshWidth;
2157            float u2 = float(x + 1) / meshWidth;
2158            float v1 = float(y) / meshHeight;
2159            float v2 = float(y + 1) / meshHeight;
2160
2161            mapper.map(u1, v1, u2, v2);
2162
2163            int ax = i + (meshWidth + 1) * 2;
2164            int ay = ax + 1;
2165            int bx = i;
2166            int by = bx + 1;
2167            int cx = i + 2;
2168            int cy = cx + 1;
2169            int dx = i + (meshWidth + 1) * 2 + 2;
2170            int dy = dx + 1;
2171
2172            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2173            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2174            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2175
2176            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2177            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2178            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2179
2180            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2181            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2182            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2183            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2184        }
2185    }
2186
2187    if (quickReject(left, top, right, bottom)) {
2188        if (cleanupColors) delete[] colors;
2189        return DrawGlInfo::kStatusDone;
2190    }
2191
2192    if (!texture) {
2193        texture = mCaches.textureCache.get(bitmap);
2194        if (!texture) {
2195            if (cleanupColors) delete[] colors;
2196            return DrawGlInfo::kStatusDone;
2197        }
2198    }
2199    const AutoTexture autoCleanup(texture);
2200
2201    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2202    texture->setFilter(FILTER(paint), true);
2203
2204    int alpha;
2205    SkXfermode::Mode mode;
2206    getAlphaAndMode(paint, &alpha, &mode);
2207
2208    float a = alpha / 255.0f;
2209
2210    if (hasLayer()) {
2211        dirtyLayer(left, top, right, bottom, currentTransform());
2212    }
2213
2214    setupDraw();
2215    setupDrawWithTextureAndColor();
2216    setupDrawColor(a, a, a, a);
2217    setupDrawColorFilter();
2218    setupDrawBlending(true, mode, false);
2219    setupDrawProgram();
2220    setupDrawDirtyRegionsDisabled();
2221    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2222    setupDrawTexture(texture->id);
2223    setupDrawPureColorUniforms();
2224    setupDrawColorFilterUniforms();
2225    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2226
2227    glDrawArrays(GL_TRIANGLES, 0, count);
2228
2229    finishDrawTexture();
2230
2231    int slot = mCaches.currentProgram->getAttrib("colors");
2232    if (slot >= 0) {
2233        glDisableVertexAttribArray(slot);
2234    }
2235
2236    if (cleanupColors) delete[] colors;
2237
2238    return DrawGlInfo::kStatusDrew;
2239}
2240
2241status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2242         float srcLeft, float srcTop, float srcRight, float srcBottom,
2243         float dstLeft, float dstTop, float dstRight, float dstBottom,
2244         SkPaint* paint) {
2245    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2246        return DrawGlInfo::kStatusDone;
2247    }
2248
2249    mCaches.activeTexture(0);
2250    Texture* texture = getTexture(bitmap);
2251    if (!texture) return DrawGlInfo::kStatusDone;
2252    const AutoTexture autoCleanup(texture);
2253
2254    const float width = texture->width;
2255    const float height = texture->height;
2256
2257    float u1 = fmax(0.0f, srcLeft / width);
2258    float v1 = fmax(0.0f, srcTop / height);
2259    float u2 = fmin(1.0f, srcRight / width);
2260    float v2 = fmin(1.0f, srcBottom / height);
2261
2262    getMapper(texture).map(u1, v1, u2, v2);
2263
2264    mCaches.unbindMeshBuffer();
2265    resetDrawTextureTexCoords(u1, v1, u2, v2);
2266
2267    int alpha;
2268    SkXfermode::Mode mode;
2269    getAlphaAndMode(paint, &alpha, &mode);
2270
2271    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2272
2273    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2274    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2275
2276    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2277    // Apply a scale transform on the canvas only when a shader is in use
2278    // Skia handles the ratio between the dst and src rects as a scale factor
2279    // when a shader is set
2280    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2281    bool ignoreTransform = false;
2282
2283    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2284        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2285        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2286
2287        dstRight = x + (dstRight - dstLeft);
2288        dstBottom = y + (dstBottom - dstTop);
2289
2290        dstLeft = x;
2291        dstTop = y;
2292
2293        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2294        ignoreTransform = true;
2295    } else {
2296        texture->setFilter(FILTER(paint), true);
2297    }
2298
2299    if (CC_UNLIKELY(useScaleTransform)) {
2300        save(SkCanvas::kMatrix_SaveFlag);
2301        translate(dstLeft, dstTop);
2302        scale(scaleX, scaleY);
2303
2304        dstLeft = 0.0f;
2305        dstTop = 0.0f;
2306
2307        dstRight = srcRight - srcLeft;
2308        dstBottom = srcBottom - srcTop;
2309    }
2310
2311    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2312        int color = paint ? paint->getColor() : 0;
2313        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2314                texture->id, paint != NULL, color, alpha, mode,
2315                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2316                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2317    } else {
2318        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2319                texture->id, alpha / 255.0f, mode, texture->blend,
2320                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2321                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2322    }
2323
2324    if (CC_UNLIKELY(useScaleTransform)) {
2325        restore();
2326    }
2327
2328    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2329
2330    return DrawGlInfo::kStatusDrew;
2331}
2332
2333status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2334        float left, float top, float right, float bottom, SkPaint* paint) {
2335    int alpha;
2336    SkXfermode::Mode mode;
2337    getAlphaAndMode(paint, &alpha, &mode);
2338
2339    return drawPatch(bitmap, patch, mCaches.assetAtlas.getEntry(bitmap),
2340            left, top, right, bottom, alpha, mode);
2341}
2342
2343status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2344        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2345        int alpha, SkXfermode::Mode mode) {
2346    if (quickReject(left, top, right, bottom)) {
2347        return DrawGlInfo::kStatusDone;
2348    }
2349
2350    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2351            right - left, bottom - top, patch);
2352
2353    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2354        mCaches.activeTexture(0);
2355        Texture* texture = entry ? &entry->texture : mCaches.textureCache.get(bitmap);
2356        if (!texture) return DrawGlInfo::kStatusDone;
2357        const AutoTexture autoCleanup(texture);
2358
2359        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2360        texture->setFilter(GL_LINEAR, true);
2361
2362        const bool pureTranslate = currentTransform().isPureTranslate();
2363        // Mark the current layer dirty where we are going to draw the patch
2364        if (hasLayer() && mesh->hasEmptyQuads) {
2365            const float offsetX = left + currentTransform().getTranslateX();
2366            const float offsetY = top + currentTransform().getTranslateY();
2367            const size_t count = mesh->quads.size();
2368            for (size_t i = 0; i < count; i++) {
2369                const Rect& bounds = mesh->quads.itemAt(i);
2370                if (CC_LIKELY(pureTranslate)) {
2371                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2372                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2373                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2374                } else {
2375                    dirtyLayer(left + bounds.left, top + bounds.top,
2376                            left + bounds.right, top + bounds.bottom, currentTransform());
2377                }
2378            }
2379        }
2380
2381        alpha *= mSnapshot->alpha;
2382
2383        if (CC_LIKELY(pureTranslate)) {
2384            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2385            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2386
2387            right = x + right - left;
2388            bottom = y + bottom - top;
2389            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2390                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2391                    GL_TRIANGLES, mesh->indexCount, false, true,
2392                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2393        } else {
2394            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2395                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2396                    GL_TRIANGLES, mesh->indexCount, false, false,
2397                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2398        }
2399    }
2400
2401    return DrawGlInfo::kStatusDrew;
2402}
2403
2404status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2405        bool useOffset) {
2406    if (!vertexBuffer.getVertexCount()) {
2407        // no vertices to draw
2408        return DrawGlInfo::kStatusDone;
2409    }
2410
2411    int color = paint->getColor();
2412    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2413    bool isAA = paint->isAntiAlias();
2414
2415    setupDraw();
2416    setupDrawNoTexture();
2417    if (isAA) setupDrawAA();
2418    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2419    setupDrawColorFilter();
2420    setupDrawShader();
2421    setupDrawBlending(isAA, mode);
2422    setupDrawProgram();
2423    setupDrawModelViewIdentity(useOffset);
2424    setupDrawColorUniforms();
2425    setupDrawColorFilterUniforms();
2426    setupDrawShaderIdentityUniforms();
2427
2428    void* vertices = vertexBuffer.getBuffer();
2429    bool force = mCaches.unbindMeshBuffer();
2430    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2431    mCaches.resetTexCoordsVertexPointer();
2432    mCaches.unbindIndicesBuffer();
2433
2434    int alphaSlot = -1;
2435    if (isAA) {
2436        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2437        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2438
2439        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2440        glEnableVertexAttribArray(alphaSlot);
2441        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2442    }
2443
2444    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2445
2446    if (isAA) {
2447        glDisableVertexAttribArray(alphaSlot);
2448    }
2449
2450    return DrawGlInfo::kStatusDrew;
2451}
2452
2453/**
2454 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2455 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2456 * screen space in all directions. However, instead of using a fragment shader to compute the
2457 * translucency of the color from its position, we simply use a varying parameter to define how far
2458 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2459 *
2460 * Doesn't yet support joins, caps, or path effects.
2461 */
2462status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2463    VertexBuffer vertexBuffer;
2464    // TODO: try clipping large paths to viewport
2465    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2466
2467    if (hasLayer()) {
2468        SkRect bounds = path.getBounds();
2469        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2470        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2471    }
2472
2473    return drawVertexBuffer(vertexBuffer, paint);
2474}
2475
2476/**
2477 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2478 * and additional geometry for defining an alpha slope perimeter.
2479 *
2480 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2481 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2482 * in-shader alpha region, but found it to be taxing on some GPUs.
2483 *
2484 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2485 * memory transfer by removing need for degenerate vertices.
2486 */
2487status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2488    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2489
2490    count &= ~0x3; // round down to nearest four
2491
2492    VertexBuffer buffer;
2493    SkRect bounds;
2494    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2495
2496    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2497        return DrawGlInfo::kStatusDone;
2498    }
2499
2500    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2501
2502    bool useOffset = !paint->isAntiAlias();
2503    return drawVertexBuffer(buffer, paint, useOffset);
2504}
2505
2506status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2507    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2508
2509    count &= ~0x1; // round down to nearest two
2510
2511    VertexBuffer buffer;
2512    SkRect bounds;
2513    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2514
2515    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2516        return DrawGlInfo::kStatusDone;
2517    }
2518
2519    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2520
2521    bool useOffset = !paint->isAntiAlias();
2522    return drawVertexBuffer(buffer, paint, useOffset);
2523}
2524
2525status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2526    // No need to check against the clip, we fill the clip region
2527    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2528
2529    Rect& clip(*mSnapshot->clipRect);
2530    clip.snapToPixelBoundaries();
2531
2532    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2533
2534    return DrawGlInfo::kStatusDrew;
2535}
2536
2537status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2538        SkPaint* paint) {
2539    if (!texture) return DrawGlInfo::kStatusDone;
2540    const AutoTexture autoCleanup(texture);
2541
2542    const float x = left + texture->left - texture->offset;
2543    const float y = top + texture->top - texture->offset;
2544
2545    drawPathTexture(texture, x, y, paint);
2546
2547    return DrawGlInfo::kStatusDrew;
2548}
2549
2550status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2551        float rx, float ry, SkPaint* p) {
2552    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2553            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2554        return DrawGlInfo::kStatusDone;
2555    }
2556
2557    if (p->getPathEffect() != 0) {
2558        mCaches.activeTexture(0);
2559        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2560                right - left, bottom - top, rx, ry, p);
2561        return drawShape(left, top, texture, p);
2562    }
2563
2564    SkPath path;
2565    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2566    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2567        float outset = p->getStrokeWidth() / 2;
2568        rect.outset(outset, outset);
2569        rx += outset;
2570        ry += outset;
2571    }
2572    path.addRoundRect(rect, rx, ry);
2573    return drawConvexPath(path, p);
2574}
2575
2576status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2577    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2578            x + radius, y + radius, p) ||
2579            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2580        return DrawGlInfo::kStatusDone;
2581    }
2582    if (p->getPathEffect() != 0) {
2583        mCaches.activeTexture(0);
2584        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2585        return drawShape(x - radius, y - radius, texture, p);
2586    }
2587
2588    SkPath path;
2589    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2590        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2591    } else {
2592        path.addCircle(x, y, radius);
2593    }
2594    return drawConvexPath(path, p);
2595}
2596
2597status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2598        SkPaint* p) {
2599    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2600            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2601        return DrawGlInfo::kStatusDone;
2602    }
2603
2604    if (p->getPathEffect() != 0) {
2605        mCaches.activeTexture(0);
2606        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2607        return drawShape(left, top, texture, p);
2608    }
2609
2610    SkPath path;
2611    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2612    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2613        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2614    }
2615    path.addOval(rect);
2616    return drawConvexPath(path, p);
2617}
2618
2619status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2620        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2621    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2622            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2623        return DrawGlInfo::kStatusDone;
2624    }
2625
2626    if (fabs(sweepAngle) >= 360.0f) {
2627        return drawOval(left, top, right, bottom, p);
2628    }
2629
2630    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2631    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2632        mCaches.activeTexture(0);
2633        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2634                startAngle, sweepAngle, useCenter, p);
2635        return drawShape(left, top, texture, p);
2636    }
2637
2638    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2639    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2640        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2641    }
2642
2643    SkPath path;
2644    if (useCenter) {
2645        path.moveTo(rect.centerX(), rect.centerY());
2646    }
2647    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2648    if (useCenter) {
2649        path.close();
2650    }
2651    return drawConvexPath(path, p);
2652}
2653
2654// See SkPaintDefaults.h
2655#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2656
2657status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2658    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2659            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2660        return DrawGlInfo::kStatusDone;
2661    }
2662
2663    if (p->getStyle() != SkPaint::kFill_Style) {
2664        // only fill style is supported by drawConvexPath, since others have to handle joins
2665        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2666                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2667            mCaches.activeTexture(0);
2668            const PathTexture* texture =
2669                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2670            return drawShape(left, top, texture, p);
2671        }
2672
2673        SkPath path;
2674        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2675        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2676            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2677        }
2678        path.addRect(rect);
2679        return drawConvexPath(path, p);
2680    }
2681
2682    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2683        SkPath path;
2684        path.addRect(left, top, right, bottom);
2685        return drawConvexPath(path, p);
2686    } else {
2687        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2688        return DrawGlInfo::kStatusDrew;
2689    }
2690}
2691
2692void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2693        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2694        float x, float y) {
2695    mCaches.activeTexture(0);
2696
2697    // NOTE: The drop shadow will not perform gamma correction
2698    //       if shader-based correction is enabled
2699    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2700    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2701            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2702    // If the drop shadow exceeds the max texture size or couldn't be
2703    // allocated, skip drawing
2704    if (!shadow) return;
2705    const AutoTexture autoCleanup(shadow);
2706
2707    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2708    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2709
2710    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2711    int shadowColor = mDrawModifiers.mShadowColor;
2712    if (mDrawModifiers.mShader) {
2713        shadowColor = 0xffffffff;
2714    }
2715
2716    setupDraw();
2717    setupDrawWithTexture(true);
2718    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2719    setupDrawColorFilter();
2720    setupDrawShader();
2721    setupDrawBlending(true, mode);
2722    setupDrawProgram();
2723    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2724    setupDrawTexture(shadow->id);
2725    setupDrawPureColorUniforms();
2726    setupDrawColorFilterUniforms();
2727    setupDrawShaderUniforms();
2728    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2729
2730    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2731}
2732
2733bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2734    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2735    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2736}
2737
2738class TextSetupFunctor: public Functor {
2739public:
2740    TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2741            int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2742            renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2743            alpha(alpha), mode(mode), paint(paint) {
2744    }
2745    ~TextSetupFunctor() { }
2746
2747    status_t operator ()(int what, void* data) {
2748        renderer.setupDraw();
2749        renderer.setupDrawTextGamma(paint);
2750        renderer.setupDrawDirtyRegionsDisabled();
2751        renderer.setupDrawWithTexture(true);
2752        renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2753        renderer.setupDrawColorFilter();
2754        renderer.setupDrawShader();
2755        renderer.setupDrawBlending(true, mode);
2756        renderer.setupDrawProgram();
2757        renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2758        // Calling setupDrawTexture with the name 0 will enable the
2759        // uv attributes and increase the texture unit count
2760        // texture binding will be performed by the font renderer as
2761        // needed
2762        renderer.setupDrawTexture(0);
2763        renderer.setupDrawPureColorUniforms();
2764        renderer.setupDrawColorFilterUniforms();
2765        renderer.setupDrawShaderUniforms(pureTranslate);
2766        renderer.setupDrawTextGammaUniforms();
2767
2768        return NO_ERROR;
2769    }
2770
2771    OpenGLRenderer& renderer;
2772    float x;
2773    float y;
2774    bool pureTranslate;
2775    int alpha;
2776    SkXfermode::Mode mode;
2777    SkPaint* paint;
2778};
2779
2780status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2781        const float* positions, SkPaint* paint) {
2782    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2783        return DrawGlInfo::kStatusDone;
2784    }
2785
2786    // NOTE: Skia does not support perspective transform on drawPosText yet
2787    if (!currentTransform().isSimple()) {
2788        return DrawGlInfo::kStatusDone;
2789    }
2790
2791    float x = 0.0f;
2792    float y = 0.0f;
2793    const bool pureTranslate = currentTransform().isPureTranslate();
2794    if (pureTranslate) {
2795        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2796        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2797    }
2798
2799    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2800    fontRenderer.setFont(paint, mat4::identity());
2801
2802    int alpha;
2803    SkXfermode::Mode mode;
2804    getAlphaAndMode(paint, &alpha, &mode);
2805
2806    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2807        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2808                alpha, mode, 0.0f, 0.0f);
2809    }
2810
2811    // Pick the appropriate texture filtering
2812    bool linearFilter = currentTransform().changesBounds();
2813    if (pureTranslate && !linearFilter) {
2814        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2815    }
2816    fontRenderer.setTextureFiltering(linearFilter);
2817
2818    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2819    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2820
2821    const bool hasActiveLayer = hasLayer();
2822
2823    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2824    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2825            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2826        if (hasActiveLayer) {
2827            if (!pureTranslate) {
2828                currentTransform().mapRect(bounds);
2829            }
2830            dirtyLayerUnchecked(bounds, getRegion());
2831        }
2832    }
2833
2834    return DrawGlInfo::kStatusDrew;
2835}
2836
2837mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2838    mat4 fontTransform;
2839    if (CC_LIKELY(transform.isPureTranslate())) {
2840        fontTransform = mat4::identity();
2841    } else {
2842        if (CC_UNLIKELY(transform.isPerspective())) {
2843            fontTransform = mat4::identity();
2844        } else {
2845            float sx, sy;
2846            currentTransform().decomposeScale(sx, sy);
2847            fontTransform.loadScale(sx, sy, 1.0f);
2848        }
2849    }
2850    return fontTransform;
2851}
2852
2853status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2854        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2855        DrawOpMode drawOpMode) {
2856
2857    if (drawOpMode == kDrawOpMode_Immediate &&
2858            (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint))) {
2859        return DrawGlInfo::kStatusDone;
2860    }
2861
2862    if (drawOpMode == kDrawOpMode_Immediate) {
2863        if (quickReject(bounds)) return DrawGlInfo::kStatusDone;
2864    } else {
2865        // merged draw operations don't need scissor, but clip should still be valid
2866        mCaches.setScissorEnabled(mScissorOptimizationDisabled);
2867    }
2868
2869    const float oldX = x;
2870    const float oldY = y;
2871
2872    const mat4& transform = currentTransform();
2873    const bool pureTranslate = transform.isPureTranslate();
2874
2875    if (CC_LIKELY(pureTranslate)) {
2876        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2877        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2878    }
2879
2880    int alpha;
2881    SkXfermode::Mode mode;
2882    getAlphaAndMode(paint, &alpha, &mode);
2883
2884    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2885
2886    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2887        fontRenderer.setFont(paint, mat4::identity());
2888        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2889                alpha, mode, oldX, oldY);
2890    }
2891
2892    const bool hasActiveLayer = hasLayer();
2893
2894    // We only pass a partial transform to the font renderer. That partial
2895    // matrix defines how glyphs are rasterized. Typically we want glyphs
2896    // to be rasterized at their final size on screen, which means the partial
2897    // matrix needs to take the scale factor into account.
2898    // When a partial matrix is used to transform glyphs during rasterization,
2899    // the mesh is generated with the inverse transform (in the case of scale,
2900    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2901    // apply the full transform matrix at draw time in the vertex shader.
2902    // Applying the full matrix in the shader is the easiest way to handle
2903    // rotation and perspective and allows us to always generated quads in the
2904    // font renderer which greatly simplifies the code, clipping in particular.
2905    mat4 fontTransform = findBestFontTransform(transform);
2906    fontRenderer.setFont(paint, fontTransform);
2907
2908    // Pick the appropriate texture filtering
2909    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2910    fontRenderer.setTextureFiltering(linearFilter);
2911
2912    // TODO: Implement better clipping for scaled/rotated text
2913    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2914    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2915
2916    bool status;
2917    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2918
2919    // don't call issuedrawcommand, do it at end of batch
2920    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2921    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2922        SkPaint paintCopy(*paint);
2923        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2924        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2925                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2926    } else {
2927        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2928                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2929    }
2930
2931    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2932        if (!pureTranslate) {
2933            transform.mapRect(layerBounds);
2934        }
2935        dirtyLayerUnchecked(layerBounds, getRegion());
2936    }
2937
2938    drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint);
2939
2940    return DrawGlInfo::kStatusDrew;
2941}
2942
2943status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2944        float hOffset, float vOffset, SkPaint* paint) {
2945    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2946        return DrawGlInfo::kStatusDone;
2947    }
2948
2949    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2950    fontRenderer.setFont(paint, mat4::identity());
2951    fontRenderer.setTextureFiltering(true);
2952
2953    int alpha;
2954    SkXfermode::Mode mode;
2955    getAlphaAndMode(paint, &alpha, &mode);
2956
2957    setupDraw();
2958    setupDrawTextGamma(paint);
2959    setupDrawDirtyRegionsDisabled();
2960    setupDrawWithTexture(true);
2961    setupDrawAlpha8Color(paint->getColor(), alpha);
2962    setupDrawColorFilter();
2963    setupDrawShader();
2964    setupDrawBlending(true, mode);
2965    setupDrawProgram();
2966    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2967    // Calling setupDrawTexture with the name 0 will enable the
2968    // uv attributes and increase the texture unit count
2969    // texture binding will be performed by the font renderer as
2970    // needed
2971    setupDrawTexture(0);
2972    setupDrawPureColorUniforms();
2973    setupDrawColorFilterUniforms();
2974    setupDrawShaderUniforms(false);
2975    setupDrawTextGammaUniforms();
2976
2977    const Rect* clip = &mSnapshot->getLocalClip();
2978    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2979
2980    const bool hasActiveLayer = hasLayer();
2981
2982    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2983            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2984        if (hasActiveLayer) {
2985            currentTransform().mapRect(bounds);
2986            dirtyLayerUnchecked(bounds, getRegion());
2987        }
2988    }
2989
2990    return DrawGlInfo::kStatusDrew;
2991}
2992
2993status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2994    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2995
2996    mCaches.activeTexture(0);
2997
2998    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2999    if (!texture) return DrawGlInfo::kStatusDone;
3000    const AutoTexture autoCleanup(texture);
3001
3002    const float x = texture->left - texture->offset;
3003    const float y = texture->top - texture->offset;
3004
3005    drawPathTexture(texture, x, y, paint);
3006
3007    return DrawGlInfo::kStatusDrew;
3008}
3009
3010status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3011    if (!layer) {
3012        return DrawGlInfo::kStatusDone;
3013    }
3014
3015    mat4* transform = NULL;
3016    if (layer->isTextureLayer()) {
3017        transform = &layer->getTransform();
3018        if (!transform->isIdentity()) {
3019            save(0);
3020            currentTransform().multiply(*transform);
3021        }
3022    }
3023
3024    Rect transformed;
3025    Rect clip;
3026    const bool rejected = quickRejectNoScissor(x, y,
3027            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
3028
3029    if (rejected) {
3030        if (transform && !transform->isIdentity()) {
3031            restore();
3032        }
3033        return DrawGlInfo::kStatusDone;
3034    }
3035
3036    updateLayer(layer, true);
3037
3038    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
3039    mCaches.activeTexture(0);
3040
3041    if (CC_LIKELY(!layer->region.isEmpty())) {
3042        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3043        mDrawModifiers.mColorFilter = layer->getColorFilter();
3044
3045        if (layer->region.isRect()) {
3046            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3047                    composeLayerRect(layer, layer->regionRect));
3048        } else if (layer->mesh) {
3049            const float a = getLayerAlpha(layer);
3050            setupDraw();
3051            setupDrawWithTexture();
3052            setupDrawColor(a, a, a, a);
3053            setupDrawColorFilter();
3054            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3055            setupDrawProgram();
3056            setupDrawPureColorUniforms();
3057            setupDrawColorFilterUniforms();
3058            setupDrawTexture(layer->getTexture());
3059            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3060                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3061                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3062
3063                layer->setFilter(GL_NEAREST);
3064                setupDrawModelViewTranslate(tx, ty,
3065                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3066            } else {
3067                layer->setFilter(GL_LINEAR);
3068                setupDrawModelViewTranslate(x, y,
3069                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3070            }
3071            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
3072
3073            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3074                    glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3075                            GL_UNSIGNED_SHORT, layer->meshIndices));
3076
3077            finishDrawTexture();
3078
3079#if DEBUG_LAYERS_AS_REGIONS
3080            drawRegionRects(layer->region);
3081#endif
3082        }
3083
3084        mDrawModifiers.mColorFilter = oldFilter;
3085
3086        if (layer->debugDrawUpdate) {
3087            layer->debugDrawUpdate = false;
3088            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3089                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3090        }
3091    }
3092    layer->hasDrawnSinceUpdate = true;
3093
3094    if (transform && !transform->isIdentity()) {
3095        restore();
3096    }
3097
3098    return DrawGlInfo::kStatusDrew;
3099}
3100
3101///////////////////////////////////////////////////////////////////////////////
3102// Shaders
3103///////////////////////////////////////////////////////////////////////////////
3104
3105void OpenGLRenderer::resetShader() {
3106    mDrawModifiers.mShader = NULL;
3107}
3108
3109void OpenGLRenderer::setupShader(SkiaShader* shader) {
3110    mDrawModifiers.mShader = shader;
3111    if (mDrawModifiers.mShader) {
3112        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
3113    }
3114}
3115
3116///////////////////////////////////////////////////////////////////////////////
3117// Color filters
3118///////////////////////////////////////////////////////////////////////////////
3119
3120void OpenGLRenderer::resetColorFilter() {
3121    mDrawModifiers.mColorFilter = NULL;
3122}
3123
3124void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3125    mDrawModifiers.mColorFilter = filter;
3126}
3127
3128///////////////////////////////////////////////////////////////////////////////
3129// Drop shadow
3130///////////////////////////////////////////////////////////////////////////////
3131
3132void OpenGLRenderer::resetShadow() {
3133    mDrawModifiers.mHasShadow = false;
3134}
3135
3136void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3137    mDrawModifiers.mHasShadow = true;
3138    mDrawModifiers.mShadowRadius = radius;
3139    mDrawModifiers.mShadowDx = dx;
3140    mDrawModifiers.mShadowDy = dy;
3141    mDrawModifiers.mShadowColor = color;
3142}
3143
3144///////////////////////////////////////////////////////////////////////////////
3145// Draw filters
3146///////////////////////////////////////////////////////////////////////////////
3147
3148void OpenGLRenderer::resetPaintFilter() {
3149    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3150    // comparison, see MergingDrawBatch::canMergeWith
3151    mDrawModifiers.mHasDrawFilter = false;
3152    mDrawModifiers.mPaintFilterClearBits = 0;
3153    mDrawModifiers.mPaintFilterSetBits = 0;
3154}
3155
3156void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3157    mDrawModifiers.mHasDrawFilter = true;
3158    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3159    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3160}
3161
3162SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3163    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3164        return paint;
3165    }
3166
3167    uint32_t flags = paint->getFlags();
3168
3169    mFilteredPaint = *paint;
3170    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3171            mDrawModifiers.mPaintFilterSetBits);
3172
3173    return &mFilteredPaint;
3174}
3175
3176///////////////////////////////////////////////////////////////////////////////
3177// Drawing implementation
3178///////////////////////////////////////////////////////////////////////////////
3179
3180Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3181    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3182    if (!texture) {
3183        return mCaches.textureCache.get(bitmap);
3184    }
3185    return texture;
3186}
3187
3188void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3189        float x, float y, SkPaint* paint) {
3190    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3191        return;
3192    }
3193
3194    int alpha;
3195    SkXfermode::Mode mode;
3196    getAlphaAndMode(paint, &alpha, &mode);
3197
3198    setupDraw();
3199    setupDrawWithTexture(true);
3200    setupDrawAlpha8Color(paint->getColor(), alpha);
3201    setupDrawColorFilter();
3202    setupDrawShader();
3203    setupDrawBlending(true, mode);
3204    setupDrawProgram();
3205    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3206    setupDrawTexture(texture->id);
3207    setupDrawPureColorUniforms();
3208    setupDrawColorFilterUniforms();
3209    setupDrawShaderUniforms();
3210    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3211
3212    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3213
3214    finishDrawTexture();
3215}
3216
3217// Same values used by Skia
3218#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3219#define kStdUnderline_Offset    (1.0f / 9.0f)
3220#define kStdUnderline_Thickness (1.0f / 18.0f)
3221
3222void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3223        float x, float y, SkPaint* paint) {
3224    // Handle underline and strike-through
3225    uint32_t flags = paint->getFlags();
3226    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3227        SkPaint paintCopy(*paint);
3228
3229        if (CC_LIKELY(underlineWidth > 0.0f)) {
3230            const float textSize = paintCopy.getTextSize();
3231            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3232
3233            const float left = x;
3234            float top = 0.0f;
3235
3236            int linesCount = 0;
3237            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3238            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3239
3240            const int pointsCount = 4 * linesCount;
3241            float points[pointsCount];
3242            int currentPoint = 0;
3243
3244            if (flags & SkPaint::kUnderlineText_Flag) {
3245                top = y + textSize * kStdUnderline_Offset;
3246                points[currentPoint++] = left;
3247                points[currentPoint++] = top;
3248                points[currentPoint++] = left + underlineWidth;
3249                points[currentPoint++] = top;
3250            }
3251
3252            if (flags & SkPaint::kStrikeThruText_Flag) {
3253                top = y + textSize * kStdStrikeThru_Offset;
3254                points[currentPoint++] = left;
3255                points[currentPoint++] = top;
3256                points[currentPoint++] = left + underlineWidth;
3257                points[currentPoint++] = top;
3258            }
3259
3260            paintCopy.setStrokeWidth(strokeWidth);
3261
3262            drawLines(&points[0], pointsCount, &paintCopy);
3263        }
3264    }
3265}
3266
3267status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3268    if (mSnapshot->isIgnored()) {
3269        return DrawGlInfo::kStatusDone;
3270    }
3271
3272    int color = paint->getColor();
3273    // If a shader is set, preserve only the alpha
3274    if (mDrawModifiers.mShader) {
3275        color |= 0x00ffffff;
3276    }
3277    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3278
3279    return drawColorRects(rects, count, color, mode);
3280}
3281
3282status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3283        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3284    if (count == 0) {
3285        return DrawGlInfo::kStatusDone;
3286    }
3287
3288    float left = FLT_MAX;
3289    float top = FLT_MAX;
3290    float right = FLT_MIN;
3291    float bottom = FLT_MIN;
3292
3293    int vertexCount = 0;
3294    Vertex mesh[count * 6];
3295    Vertex* vertex = mesh;
3296
3297    for (int index = 0; index < count; index += 4) {
3298        float l = rects[index + 0];
3299        float t = rects[index + 1];
3300        float r = rects[index + 2];
3301        float b = rects[index + 3];
3302
3303        Vertex::set(vertex++, l, b);
3304        Vertex::set(vertex++, l, t);
3305        Vertex::set(vertex++, r, t);
3306        Vertex::set(vertex++, l, b);
3307        Vertex::set(vertex++, r, t);
3308        Vertex::set(vertex++, r, b);
3309
3310        vertexCount += 6;
3311
3312        left = fminf(left, l);
3313        top = fminf(top, t);
3314        right = fmaxf(right, r);
3315        bottom = fmaxf(bottom, b);
3316    }
3317
3318    if (clip && quickReject(left, top, right, bottom)) {
3319        return DrawGlInfo::kStatusDone;
3320    }
3321
3322    setupDraw();
3323    setupDrawNoTexture();
3324    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3325    setupDrawShader();
3326    setupDrawColorFilter();
3327    setupDrawBlending(mode);
3328    setupDrawProgram();
3329    setupDrawDirtyRegionsDisabled();
3330    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3331    setupDrawColorUniforms();
3332    setupDrawShaderUniforms();
3333    setupDrawColorFilterUniforms();
3334    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3335
3336    if (dirty && hasLayer()) {
3337        dirtyLayer(left, top, right, bottom, currentTransform());
3338    }
3339
3340    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3341
3342    return DrawGlInfo::kStatusDrew;
3343}
3344
3345void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3346        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3347    // If a shader is set, preserve only the alpha
3348    if (mDrawModifiers.mShader) {
3349        color |= 0x00ffffff;
3350    }
3351
3352    setupDraw();
3353    setupDrawNoTexture();
3354    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3355    setupDrawShader();
3356    setupDrawColorFilter();
3357    setupDrawBlending(mode);
3358    setupDrawProgram();
3359    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3360    setupDrawColorUniforms();
3361    setupDrawShaderUniforms(ignoreTransform);
3362    setupDrawColorFilterUniforms();
3363    setupDrawSimpleMesh();
3364
3365    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3366}
3367
3368void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3369        Texture* texture, SkPaint* paint) {
3370    int alpha;
3371    SkXfermode::Mode mode;
3372    getAlphaAndMode(paint, &alpha, &mode);
3373
3374    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3375
3376    GLvoid* vertices = (GLvoid*) NULL;
3377    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3378
3379    if (texture->uvMapper) {
3380        vertices = &mMeshVertices[0].position[0];
3381        texCoords = &mMeshVertices[0].texture[0];
3382
3383        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3384        texture->uvMapper->map(uvs);
3385
3386        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3387    }
3388
3389    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3390        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3391        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3392
3393        texture->setFilter(GL_NEAREST, true);
3394        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3395                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3396                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3397    } else {
3398        texture->setFilter(FILTER(paint), true);
3399        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3400                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3401    }
3402
3403    if (texture->uvMapper) {
3404        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3405    }
3406}
3407
3408void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3409        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3410    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3411            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3412}
3413
3414void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3415        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3416        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3417        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3418
3419    setupDraw();
3420    setupDrawWithTexture();
3421    setupDrawColor(alpha, alpha, alpha, alpha);
3422    setupDrawColorFilter();
3423    setupDrawBlending(blend, mode, swapSrcDst);
3424    setupDrawProgram();
3425    if (!dirty) setupDrawDirtyRegionsDisabled();
3426    if (!ignoreScale) {
3427        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3428    } else {
3429        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3430    }
3431    setupDrawTexture(texture);
3432    setupDrawPureColorUniforms();
3433    setupDrawColorFilterUniforms();
3434    setupDrawMesh(vertices, texCoords, vbo);
3435
3436    glDrawArrays(drawMode, 0, elementsCount);
3437
3438    finishDrawTexture();
3439}
3440
3441void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3442        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3443        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3444        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3445
3446    setupDraw();
3447    setupDrawWithTexture();
3448    setupDrawColor(alpha, alpha, alpha, alpha);
3449    setupDrawColorFilter();
3450    setupDrawBlending(blend, mode, swapSrcDst);
3451    setupDrawProgram();
3452    if (!dirty) setupDrawDirtyRegionsDisabled();
3453    if (!ignoreScale) {
3454        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3455    } else {
3456        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3457    }
3458    setupDrawTexture(texture);
3459    setupDrawPureColorUniforms();
3460    setupDrawColorFilterUniforms();
3461    setupDrawMeshIndices(vertices, texCoords, vbo);
3462
3463    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3464
3465    finishDrawTexture();
3466}
3467
3468void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3469        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3470        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3471        bool ignoreTransform, bool ignoreScale, bool dirty) {
3472
3473    setupDraw();
3474    setupDrawWithTexture(true);
3475    if (hasColor) {
3476        setupDrawAlpha8Color(color, alpha);
3477    }
3478    setupDrawColorFilter();
3479    setupDrawShader();
3480    setupDrawBlending(true, mode);
3481    setupDrawProgram();
3482    if (!dirty) setupDrawDirtyRegionsDisabled();
3483    if (!ignoreScale) {
3484        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3485    } else {
3486        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3487    }
3488    setupDrawTexture(texture);
3489    setupDrawPureColorUniforms();
3490    setupDrawColorFilterUniforms();
3491    setupDrawShaderUniforms();
3492    setupDrawMesh(vertices, texCoords);
3493
3494    glDrawArrays(drawMode, 0, elementsCount);
3495
3496    finishDrawTexture();
3497}
3498
3499void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3500        ProgramDescription& description, bool swapSrcDst) {
3501    if (mCountOverdraw) {
3502        if (!mCaches.blend) glEnable(GL_BLEND);
3503        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3504            glBlendFunc(GL_ONE, GL_ONE);
3505        }
3506
3507        mCaches.blend = true;
3508        mCaches.lastSrcMode = GL_ONE;
3509        mCaches.lastDstMode = GL_ONE;
3510
3511        return;
3512    }
3513
3514    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3515
3516    if (blend) {
3517        // These blend modes are not supported by OpenGL directly and have
3518        // to be implemented using shaders. Since the shader will perform
3519        // the blending, turn blending off here
3520        // If the blend mode cannot be implemented using shaders, fall
3521        // back to the default SrcOver blend mode instead
3522        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3523            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3524                description.framebufferMode = mode;
3525                description.swapSrcDst = swapSrcDst;
3526
3527                if (mCaches.blend) {
3528                    glDisable(GL_BLEND);
3529                    mCaches.blend = false;
3530                }
3531
3532                return;
3533            } else {
3534                mode = SkXfermode::kSrcOver_Mode;
3535            }
3536        }
3537
3538        if (!mCaches.blend) {
3539            glEnable(GL_BLEND);
3540        }
3541
3542        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3543        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3544
3545        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3546            glBlendFunc(sourceMode, destMode);
3547            mCaches.lastSrcMode = sourceMode;
3548            mCaches.lastDstMode = destMode;
3549        }
3550    } else if (mCaches.blend) {
3551        glDisable(GL_BLEND);
3552    }
3553    mCaches.blend = blend;
3554}
3555
3556bool OpenGLRenderer::useProgram(Program* program) {
3557    if (!program->isInUse()) {
3558        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3559        program->use();
3560        mCaches.currentProgram = program;
3561        return false;
3562    }
3563    return true;
3564}
3565
3566void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3567    TextureVertex* v = &mMeshVertices[0];
3568    TextureVertex::setUV(v++, u1, v1);
3569    TextureVertex::setUV(v++, u2, v1);
3570    TextureVertex::setUV(v++, u1, v2);
3571    TextureVertex::setUV(v++, u2, v2);
3572}
3573
3574void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3575    getAlphaAndModeDirect(paint, alpha,  mode);
3576    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3577        // if drawing a layer, ignore the paint's alpha
3578        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3579    }
3580    *alpha *= mSnapshot->alpha;
3581}
3582
3583float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3584    float alpha;
3585    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3586        alpha = mDrawModifiers.mOverrideLayerAlpha;
3587    } else {
3588        alpha = layer->getAlpha() / 255.0f;
3589    }
3590    return alpha * mSnapshot->alpha;
3591}
3592
3593}; // namespace uirenderer
3594}; // namespace android
3595