OpenGLRenderer.cpp revision b213cec0ce659c1e35c3e7f60a61bae38d94482a
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Functions
111///////////////////////////////////////////////////////////////////////////////
112
113template<typename T>
114static inline T min(T a, T b) {
115    return a < b ? a : b;
116}
117
118///////////////////////////////////////////////////////////////////////////////
119// Constructors/destructor
120///////////////////////////////////////////////////////////////////////////////
121
122OpenGLRenderer::OpenGLRenderer():
123        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
124    // *set* draw modifiers to be 0
125    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
126    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
127
128    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
129
130    mFirstSnapshot = new Snapshot;
131    mFrameStarted = false;
132    mCountOverdraw = false;
133
134    mScissorOptimizationDisabled = false;
135}
136
137OpenGLRenderer::~OpenGLRenderer() {
138    // The context has already been destroyed at this point, do not call
139    // GL APIs. All GL state should be kept in Caches.h
140}
141
142void OpenGLRenderer::initProperties() {
143    char property[PROPERTY_VALUE_MAX];
144    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
145        mScissorOptimizationDisabled = !strcasecmp(property, "true");
146        INIT_LOGD("  Scissor optimization %s",
147                mScissorOptimizationDisabled ? "disabled" : "enabled");
148    } else {
149        INIT_LOGD("  Scissor optimization enabled");
150    }
151}
152
153///////////////////////////////////////////////////////////////////////////////
154// Setup
155///////////////////////////////////////////////////////////////////////////////
156
157void OpenGLRenderer::setName(const char* name) {
158    if (name) {
159        mName.setTo(name);
160    } else {
161        mName.clear();
162    }
163}
164
165const char* OpenGLRenderer::getName() const {
166    return mName.string();
167}
168
169bool OpenGLRenderer::isDeferred() {
170    return false;
171}
172
173void OpenGLRenderer::setViewport(int width, int height) {
174    initViewport(width, height);
175
176    glDisable(GL_DITHER);
177    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
178
179    glEnableVertexAttribArray(Program::kBindingPosition);
180}
181
182void OpenGLRenderer::initViewport(int width, int height) {
183    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
184
185    mWidth = width;
186    mHeight = height;
187
188    mFirstSnapshot->height = height;
189    mFirstSnapshot->viewport.set(0, 0, width, height);
190}
191
192void OpenGLRenderer::setupFrameState(float left, float top,
193        float right, float bottom, bool opaque) {
194    mCaches.clearGarbage();
195
196    mOpaque = opaque;
197    mSnapshot = new Snapshot(mFirstSnapshot,
198            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
199    mSnapshot->fbo = getTargetFbo();
200    mSaveCount = 1;
201
202    mSnapshot->setClip(left, top, right, bottom);
203    mTilingClip.set(left, top, right, bottom);
204}
205
206status_t OpenGLRenderer::startFrame() {
207    if (mFrameStarted) return DrawGlInfo::kStatusDone;
208    mFrameStarted = true;
209
210    mDirtyClip = true;
211
212    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
213
214    glViewport(0, 0, mWidth, mHeight);
215
216    // Functors break the tiling extension in pretty spectacular ways
217    // This ensures we don't use tiling when a functor is going to be
218    // invoked during the frame
219    mSuppressTiling = mCaches.hasRegisteredFunctors();
220
221    startTiling(mSnapshot, true);
222
223    debugOverdraw(true, true);
224
225    return clear(mTilingClip.left, mTilingClip.top,
226            mTilingClip.right, mTilingClip.bottom, mOpaque);
227}
228
229status_t OpenGLRenderer::prepare(bool opaque) {
230    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
231}
232
233status_t OpenGLRenderer::prepareDirty(float left, float top,
234        float right, float bottom, bool opaque) {
235
236    setupFrameState(left, top, right, bottom, opaque);
237
238    // Layer renderers will start the frame immediately
239    // The framebuffer renderer will first defer the display list
240    // for each layer and wait until the first drawing command
241    // to start the frame
242    if (mSnapshot->fbo == 0) {
243        syncState();
244        updateLayers();
245    } else {
246        return startFrame();
247    }
248
249    return DrawGlInfo::kStatusDone;
250}
251
252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
253    // If we know that we are going to redraw the entire framebuffer,
254    // perform a discard to let the driver know we don't need to preserve
255    // the back buffer for this frame.
256    if (mExtensions.hasDiscardFramebuffer() &&
257            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
258        const bool isFbo = getTargetFbo() == 0;
259        const GLenum attachments[] = {
260                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
261                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
262        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
263    }
264}
265
266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
267    if (!opaque || mCountOverdraw) {
268        mCaches.enableScissor();
269        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
270        glClear(GL_COLOR_BUFFER_BIT);
271        return DrawGlInfo::kStatusDrew;
272    }
273
274    mCaches.resetScissor();
275    return DrawGlInfo::kStatusDone;
276}
277
278void OpenGLRenderer::syncState() {
279    if (mCaches.blend) {
280        glEnable(GL_BLEND);
281    } else {
282        glDisable(GL_BLEND);
283    }
284}
285
286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
287    if (!mSuppressTiling) {
288        Rect* clip = &mTilingClip;
289        if (s->flags & Snapshot::kFlagFboTarget) {
290            clip = &(s->layer->clipRect);
291        }
292
293        startTiling(*clip, s->height, opaque);
294    }
295}
296
297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
298    if (!mSuppressTiling) {
299        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
300                clip.right - clip.left, clip.bottom - clip.top, opaque);
301    }
302}
303
304void OpenGLRenderer::endTiling() {
305    if (!mSuppressTiling) mCaches.endTiling();
306}
307
308void OpenGLRenderer::finish() {
309    renderOverdraw();
310    endTiling();
311
312    // When finish() is invoked on FBO 0 we've reached the end
313    // of the current frame
314    if (getTargetFbo() == 0) {
315        mCaches.pathCache.trim();
316    }
317
318    if (!suppressErrorChecks()) {
319#if DEBUG_OPENGL
320        GLenum status = GL_NO_ERROR;
321        while ((status = glGetError()) != GL_NO_ERROR) {
322            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
323            switch (status) {
324                case GL_INVALID_ENUM:
325                    ALOGE("  GL_INVALID_ENUM");
326                    break;
327                case GL_INVALID_VALUE:
328                    ALOGE("  GL_INVALID_VALUE");
329                    break;
330                case GL_INVALID_OPERATION:
331                    ALOGE("  GL_INVALID_OPERATION");
332                    break;
333                case GL_OUT_OF_MEMORY:
334                    ALOGE("  Out of memory!");
335                    break;
336            }
337        }
338#endif
339
340#if DEBUG_MEMORY_USAGE
341        mCaches.dumpMemoryUsage();
342#else
343        if (mCaches.getDebugLevel() & kDebugMemory) {
344            mCaches.dumpMemoryUsage();
345        }
346#endif
347    }
348
349    if (mCountOverdraw) {
350        countOverdraw();
351    }
352
353    mFrameStarted = false;
354}
355
356void OpenGLRenderer::interrupt() {
357    if (mCaches.currentProgram) {
358        if (mCaches.currentProgram->isInUse()) {
359            mCaches.currentProgram->remove();
360            mCaches.currentProgram = NULL;
361        }
362    }
363    mCaches.resetActiveTexture();
364    mCaches.unbindMeshBuffer();
365    mCaches.unbindIndicesBuffer();
366    mCaches.resetVertexPointers();
367    mCaches.disableTexCoordsVertexArray();
368    debugOverdraw(false, false);
369}
370
371void OpenGLRenderer::resume() {
372    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
373    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
374    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
375    debugOverdraw(true, false);
376
377    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
378
379    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
380    mCaches.enableScissor();
381    mCaches.resetScissor();
382    dirtyClip();
383
384    mCaches.activeTexture(0);
385    mCaches.resetBoundTextures();
386
387    mCaches.blend = true;
388    glEnable(GL_BLEND);
389    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
390    glBlendEquation(GL_FUNC_ADD);
391}
392
393void OpenGLRenderer::resumeAfterLayer() {
394    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
395    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
396    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
397    debugOverdraw(true, false);
398
399    mCaches.resetScissor();
400    dirtyClip();
401}
402
403void OpenGLRenderer::detachFunctor(Functor* functor) {
404    mFunctors.remove(functor);
405}
406
407void OpenGLRenderer::attachFunctor(Functor* functor) {
408    mFunctors.add(functor);
409}
410
411status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
412    status_t result = DrawGlInfo::kStatusDone;
413    size_t count = mFunctors.size();
414
415    if (count > 0) {
416        interrupt();
417        SortedVector<Functor*> functors(mFunctors);
418        mFunctors.clear();
419
420        DrawGlInfo info;
421        info.clipLeft = 0;
422        info.clipTop = 0;
423        info.clipRight = 0;
424        info.clipBottom = 0;
425        info.isLayer = false;
426        info.width = 0;
427        info.height = 0;
428        memset(info.transform, 0, sizeof(float) * 16);
429
430        for (size_t i = 0; i < count; i++) {
431            Functor* f = functors.itemAt(i);
432            result |= (*f)(DrawGlInfo::kModeProcess, &info);
433
434            if (result & DrawGlInfo::kStatusDraw) {
435                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
436                dirty.unionWith(localDirty);
437            }
438
439            if (result & DrawGlInfo::kStatusInvoke) {
440                mFunctors.add(f);
441            }
442        }
443        resume();
444    }
445
446    return result;
447}
448
449status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
450    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
451
452    interrupt();
453    detachFunctor(functor);
454
455    mCaches.enableScissor();
456    if (mDirtyClip) {
457        setScissorFromClip();
458        setStencilFromClip();
459    }
460
461    Rect clip(*mSnapshot->clipRect);
462    clip.snapToPixelBoundaries();
463
464    // Since we don't know what the functor will draw, let's dirty
465    // tne entire clip region
466    if (hasLayer()) {
467        dirtyLayerUnchecked(clip, getRegion());
468    }
469
470    DrawGlInfo info;
471    info.clipLeft = clip.left;
472    info.clipTop = clip.top;
473    info.clipRight = clip.right;
474    info.clipBottom = clip.bottom;
475    info.isLayer = hasLayer();
476    info.width = getSnapshot()->viewport.getWidth();
477    info.height = getSnapshot()->height;
478    getSnapshot()->transform->copyTo(&info.transform[0]);
479
480    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
481
482    if (result != DrawGlInfo::kStatusDone) {
483        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
484        dirty.unionWith(localDirty);
485
486        if (result & DrawGlInfo::kStatusInvoke) {
487            mFunctors.add(functor);
488        }
489    }
490
491    resume();
492    return result | DrawGlInfo::kStatusDrew;
493}
494
495///////////////////////////////////////////////////////////////////////////////
496// Debug
497///////////////////////////////////////////////////////////////////////////////
498
499void OpenGLRenderer::eventMark(const char* name) const {
500    mCaches.eventMark(0, name);
501}
502
503void OpenGLRenderer::startMark(const char* name) const {
504    mCaches.startMark(0, name);
505}
506
507void OpenGLRenderer::endMark() const {
508    mCaches.endMark();
509}
510
511void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
512    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
513        if (clear) {
514            mCaches.disableScissor();
515            mCaches.stencil.clear();
516        }
517        if (enable) {
518            mCaches.stencil.enableDebugWrite();
519        } else {
520            mCaches.stencil.disable();
521        }
522    }
523}
524
525void OpenGLRenderer::renderOverdraw() {
526    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
527        const Rect* clip = &mTilingClip;
528
529        mCaches.enableScissor();
530        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
531                clip->right - clip->left, clip->bottom - clip->top);
532
533        mCaches.stencil.enableDebugTest(2);
534        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
535        mCaches.stencil.enableDebugTest(3);
536        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
537        mCaches.stencil.enableDebugTest(4);
538        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
539        mCaches.stencil.enableDebugTest(4, true);
540        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
541        mCaches.stencil.disable();
542    }
543}
544
545void OpenGLRenderer::countOverdraw() {
546    size_t count = mWidth * mHeight;
547    uint32_t* buffer = new uint32_t[count];
548    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
549
550    size_t total = 0;
551    for (size_t i = 0; i < count; i++) {
552        total += buffer[i] & 0xff;
553    }
554
555    mOverdraw = total / float(count);
556
557    delete[] buffer;
558}
559
560///////////////////////////////////////////////////////////////////////////////
561// Layers
562///////////////////////////////////////////////////////////////////////////////
563
564bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
565    if (layer->deferredUpdateScheduled && layer->renderer &&
566            layer->displayList && layer->displayList->isRenderable()) {
567        ATRACE_CALL();
568
569        Rect& dirty = layer->dirtyRect;
570
571        if (inFrame) {
572            endTiling();
573            debugOverdraw(false, false);
574        }
575
576        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
577            layer->render();
578        } else {
579            layer->defer();
580        }
581
582        if (inFrame) {
583            resumeAfterLayer();
584            startTiling(mSnapshot);
585        }
586
587        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
588        layer->hasDrawnSinceUpdate = false;
589
590        return true;
591    }
592
593    return false;
594}
595
596void OpenGLRenderer::updateLayers() {
597    // If draw deferring is enabled this method will simply defer
598    // the display list of each individual layer. The layers remain
599    // in the layer updates list which will be cleared by flushLayers().
600    int count = mLayerUpdates.size();
601    if (count > 0) {
602        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
603            startMark("Layer Updates");
604        } else {
605            startMark("Defer Layer Updates");
606        }
607
608        // Note: it is very important to update the layers in order
609        for (int i = 0; i < count; i++) {
610            Layer* layer = mLayerUpdates.itemAt(i);
611            updateLayer(layer, false);
612            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
613                mCaches.resourceCache.decrementRefcount(layer);
614            }
615        }
616
617        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
618            mLayerUpdates.clear();
619            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
620        }
621        endMark();
622    }
623}
624
625void OpenGLRenderer::flushLayers() {
626    int count = mLayerUpdates.size();
627    if (count > 0) {
628        startMark("Apply Layer Updates");
629        char layerName[12];
630
631        // Note: it is very important to update the layers in order
632        for (int i = 0; i < count; i++) {
633            sprintf(layerName, "Layer #%d", i);
634            startMark(layerName);
635
636            ATRACE_BEGIN("flushLayer");
637            Layer* layer = mLayerUpdates.itemAt(i);
638            layer->flush();
639            ATRACE_END();
640
641            mCaches.resourceCache.decrementRefcount(layer);
642
643            endMark();
644        }
645
646        mLayerUpdates.clear();
647        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
648
649        endMark();
650    }
651}
652
653void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
654    if (layer) {
655        // Make sure we don't introduce duplicates.
656        // SortedVector would do this automatically but we need to respect
657        // the insertion order. The linear search is not an issue since
658        // this list is usually very short (typically one item, at most a few)
659        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
660            if (mLayerUpdates.itemAt(i) == layer) {
661                return;
662            }
663        }
664        mLayerUpdates.push_back(layer);
665        mCaches.resourceCache.incrementRefcount(layer);
666    }
667}
668
669void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
670    if (layer) {
671        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
672            if (mLayerUpdates.itemAt(i) == layer) {
673                mLayerUpdates.removeAt(i);
674                mCaches.resourceCache.decrementRefcount(layer);
675                break;
676            }
677        }
678    }
679}
680
681void OpenGLRenderer::clearLayerUpdates() {
682    size_t count = mLayerUpdates.size();
683    if (count > 0) {
684        mCaches.resourceCache.lock();
685        for (size_t i = 0; i < count; i++) {
686            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
687        }
688        mCaches.resourceCache.unlock();
689        mLayerUpdates.clear();
690    }
691}
692
693void OpenGLRenderer::flushLayerUpdates() {
694    syncState();
695    updateLayers();
696    flushLayers();
697    // Wait for all the layer updates to be executed
698    AutoFence fence;
699}
700
701///////////////////////////////////////////////////////////////////////////////
702// State management
703///////////////////////////////////////////////////////////////////////////////
704
705int OpenGLRenderer::getSaveCount() const {
706    return mSaveCount;
707}
708
709int OpenGLRenderer::save(int flags) {
710    return saveSnapshot(flags);
711}
712
713void OpenGLRenderer::restore() {
714    if (mSaveCount > 1) {
715        restoreSnapshot();
716    }
717}
718
719void OpenGLRenderer::restoreToCount(int saveCount) {
720    if (saveCount < 1) saveCount = 1;
721
722    while (mSaveCount > saveCount) {
723        restoreSnapshot();
724    }
725}
726
727int OpenGLRenderer::saveSnapshot(int flags) {
728    mSnapshot = new Snapshot(mSnapshot, flags);
729    return mSaveCount++;
730}
731
732bool OpenGLRenderer::restoreSnapshot() {
733    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
734    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
735    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
736
737    sp<Snapshot> current = mSnapshot;
738    sp<Snapshot> previous = mSnapshot->previous;
739
740    if (restoreOrtho) {
741        Rect& r = previous->viewport;
742        glViewport(r.left, r.top, r.right, r.bottom);
743        mOrthoMatrix.load(current->orthoMatrix);
744    }
745
746    mSaveCount--;
747    mSnapshot = previous;
748
749    if (restoreClip) {
750        dirtyClip();
751    }
752
753    if (restoreLayer) {
754        endMark(); // Savelayer
755        startMark("ComposeLayer");
756        composeLayer(current, previous);
757        endMark();
758    }
759
760    return restoreClip;
761}
762
763///////////////////////////////////////////////////////////////////////////////
764// Layers
765///////////////////////////////////////////////////////////////////////////////
766
767int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
768        int alpha, SkXfermode::Mode mode, int flags) {
769    const GLuint previousFbo = mSnapshot->fbo;
770    const int count = saveSnapshot(flags);
771
772    if (!mSnapshot->isIgnored()) {
773        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
774    }
775
776    return count;
777}
778
779void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
780    const Rect untransformedBounds(bounds);
781
782    currentTransform().mapRect(bounds);
783
784    // Layers only make sense if they are in the framebuffer's bounds
785    if (bounds.intersect(*mSnapshot->clipRect)) {
786        // We cannot work with sub-pixels in this case
787        bounds.snapToPixelBoundaries();
788
789        // When the layer is not an FBO, we may use glCopyTexImage so we
790        // need to make sure the layer does not extend outside the bounds
791        // of the framebuffer
792        if (!bounds.intersect(mSnapshot->previous->viewport)) {
793            bounds.setEmpty();
794        } else if (fboLayer) {
795            clip.set(bounds);
796            mat4 inverse;
797            inverse.loadInverse(currentTransform());
798            inverse.mapRect(clip);
799            clip.snapToPixelBoundaries();
800            if (clip.intersect(untransformedBounds)) {
801                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
802                bounds.set(untransformedBounds);
803            } else {
804                clip.setEmpty();
805            }
806        }
807    } else {
808        bounds.setEmpty();
809    }
810}
811
812void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
813        bool fboLayer, int alpha) {
814    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
815            bounds.getHeight() > mCaches.maxTextureSize ||
816            (fboLayer && clip.isEmpty())) {
817        mSnapshot->empty = fboLayer;
818    } else {
819        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
820    }
821}
822
823int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
824        int alpha, SkXfermode::Mode mode, int flags) {
825    const GLuint previousFbo = mSnapshot->fbo;
826    const int count = saveSnapshot(flags);
827
828    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
829        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
830        // operations will be able to store and restore the current clip and transform info, and
831        // quick rejection will be correct (for display lists)
832
833        Rect bounds(left, top, right, bottom);
834        Rect clip;
835        calculateLayerBoundsAndClip(bounds, clip, true);
836        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
837
838        if (!mSnapshot->isIgnored()) {
839            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
840            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
841            mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
842        }
843    }
844
845    return count;
846}
847
848
849/**
850 * Layers are viewed by Skia are slightly different than layers in image editing
851 * programs (for instance.) When a layer is created, previously created layers
852 * and the frame buffer still receive every drawing command. For instance, if a
853 * layer is created and a shape intersecting the bounds of the layers and the
854 * framebuffer is draw, the shape will be drawn on both (unless the layer was
855 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
856 *
857 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
858 * texture. Unfortunately, this is inefficient as it requires every primitive to
859 * be drawn n + 1 times, where n is the number of active layers. In practice this
860 * means, for every primitive:
861 *   - Switch active frame buffer
862 *   - Change viewport, clip and projection matrix
863 *   - Issue the drawing
864 *
865 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
866 * To avoid this, layers are implemented in a different way here, at least in the
867 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
868 * is set. When this flag is set we can redirect all drawing operations into a
869 * single FBO.
870 *
871 * This implementation relies on the frame buffer being at least RGBA 8888. When
872 * a layer is created, only a texture is created, not an FBO. The content of the
873 * frame buffer contained within the layer's bounds is copied into this texture
874 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
875 * buffer and drawing continues as normal. This technique therefore treats the
876 * frame buffer as a scratch buffer for the layers.
877 *
878 * To compose the layers back onto the frame buffer, each layer texture
879 * (containing the original frame buffer data) is drawn as a simple quad over
880 * the frame buffer. The trick is that the quad is set as the composition
881 * destination in the blending equation, and the frame buffer becomes the source
882 * of the composition.
883 *
884 * Drawing layers with an alpha value requires an extra step before composition.
885 * An empty quad is drawn over the layer's region in the frame buffer. This quad
886 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
887 * quad is used to multiply the colors in the frame buffer. This is achieved by
888 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
889 * GL_ZERO, GL_SRC_ALPHA.
890 *
891 * Because glCopyTexImage2D() can be slow, an alternative implementation might
892 * be use to draw a single clipped layer. The implementation described above
893 * is correct in every case.
894 *
895 * (1) The frame buffer is actually not cleared right away. To allow the GPU
896 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
897 *     buffer is left untouched until the first drawing operation. Only when
898 *     something actually gets drawn are the layers regions cleared.
899 */
900bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
901        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
902    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
903    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
904
905    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
906
907    // Window coordinates of the layer
908    Rect clip;
909    Rect bounds(left, top, right, bottom);
910    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
911    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
912
913    // Bail out if we won't draw in this snapshot
914    if (mSnapshot->isIgnored()) {
915        return false;
916    }
917
918    mCaches.activeTexture(0);
919    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
920    if (!layer) {
921        return false;
922    }
923
924    layer->setAlpha(alpha, mode);
925    layer->layer.set(bounds);
926    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
927            bounds.getWidth() / float(layer->getWidth()), 0.0f);
928    layer->setColorFilter(mDrawModifiers.mColorFilter);
929    layer->setBlend(true);
930    layer->setDirty(false);
931
932    // Save the layer in the snapshot
933    mSnapshot->flags |= Snapshot::kFlagIsLayer;
934    mSnapshot->layer = layer;
935
936    startMark("SaveLayer");
937    if (fboLayer) {
938        return createFboLayer(layer, bounds, clip, previousFbo);
939    } else {
940        // Copy the framebuffer into the layer
941        layer->bindTexture();
942        if (!bounds.isEmpty()) {
943            if (layer->isEmpty()) {
944                // Workaround for some GL drivers. When reading pixels lying outside
945                // of the window we should get undefined values for those pixels.
946                // Unfortunately some drivers will turn the entire target texture black
947                // when reading outside of the window.
948                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
949                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
950                layer->setEmpty(false);
951            }
952
953            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
954                    mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
955
956            // Enqueue the buffer coordinates to clear the corresponding region later
957            mLayers.push(new Rect(bounds));
958        }
959    }
960
961    return true;
962}
963
964bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
965    layer->clipRect.set(clip);
966    layer->setFbo(mCaches.fboCache.get());
967
968    mSnapshot->region = &mSnapshot->layer->region;
969    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
970            Snapshot::kFlagDirtyOrtho;
971    mSnapshot->fbo = layer->getFbo();
972    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
973    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
974    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
975    mSnapshot->height = bounds.getHeight();
976    mSnapshot->orthoMatrix.load(mOrthoMatrix);
977
978    endTiling();
979    debugOverdraw(false, false);
980    // Bind texture to FBO
981    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
982    layer->bindTexture();
983
984    // Initialize the texture if needed
985    if (layer->isEmpty()) {
986        layer->allocateTexture();
987        layer->setEmpty(false);
988    }
989
990    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
991            layer->getTexture(), 0);
992
993    startTiling(mSnapshot, true);
994
995    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
996    mCaches.enableScissor();
997    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
998            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
999    glClear(GL_COLOR_BUFFER_BIT);
1000
1001    dirtyClip();
1002
1003    // Change the ortho projection
1004    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
1005    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
1006
1007    return true;
1008}
1009
1010/**
1011 * Read the documentation of createLayer() before doing anything in this method.
1012 */
1013void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
1014    if (!current->layer) {
1015        ALOGE("Attempting to compose a layer that does not exist");
1016        return;
1017    }
1018
1019    Layer* layer = current->layer;
1020    const Rect& rect = layer->layer;
1021    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
1022
1023    bool clipRequired = false;
1024    quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected
1025    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1026
1027    if (fboLayer) {
1028        endTiling();
1029
1030        // Detach the texture from the FBO
1031        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1032
1033        layer->removeFbo(false);
1034
1035        // Unbind current FBO and restore previous one
1036        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
1037        debugOverdraw(true, false);
1038
1039        startTiling(previous);
1040    }
1041
1042    if (!fboLayer && layer->getAlpha() < 255) {
1043        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1044                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1045        // Required below, composeLayerRect() will divide by 255
1046        layer->setAlpha(255);
1047    }
1048
1049    mCaches.unbindMeshBuffer();
1050
1051    mCaches.activeTexture(0);
1052
1053    // When the layer is stored in an FBO, we can save a bit of fillrate by
1054    // drawing only the dirty region
1055    if (fboLayer) {
1056        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1057        if (layer->getColorFilter()) {
1058            setupColorFilter(layer->getColorFilter());
1059        }
1060        composeLayerRegion(layer, rect);
1061        if (layer->getColorFilter()) {
1062            resetColorFilter();
1063        }
1064    } else if (!rect.isEmpty()) {
1065        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1066        composeLayerRect(layer, rect, true);
1067    }
1068
1069    dirtyClip();
1070
1071    // Failing to add the layer to the cache should happen only if the layer is too large
1072    if (!mCaches.layerCache.put(layer)) {
1073        LAYER_LOGD("Deleting layer");
1074        Caches::getInstance().resourceCache.decrementRefcount(layer);
1075    }
1076}
1077
1078void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1079    float alpha = getLayerAlpha(layer);
1080
1081    setupDraw();
1082    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1083        setupDrawWithTexture();
1084    } else {
1085        setupDrawWithExternalTexture();
1086    }
1087    setupDrawTextureTransform();
1088    setupDrawColor(alpha, alpha, alpha, alpha);
1089    setupDrawColorFilter();
1090    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1091    setupDrawProgram();
1092    setupDrawPureColorUniforms();
1093    setupDrawColorFilterUniforms();
1094    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1095        setupDrawTexture(layer->getTexture());
1096    } else {
1097        setupDrawExternalTexture(layer->getTexture());
1098    }
1099    if (currentTransform().isPureTranslate() &&
1100            layer->getWidth() == (uint32_t) rect.getWidth() &&
1101            layer->getHeight() == (uint32_t) rect.getHeight()) {
1102        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1103        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1104
1105        layer->setFilter(GL_NEAREST);
1106        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1107    } else {
1108        layer->setFilter(GL_LINEAR);
1109        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1110    }
1111    setupDrawTextureTransformUniforms(layer->getTexTransform());
1112    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1113
1114    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1115
1116    finishDrawTexture();
1117}
1118
1119void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1120    if (!layer->isTextureLayer()) {
1121        const Rect& texCoords = layer->texCoords;
1122        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1123                texCoords.right, texCoords.bottom);
1124
1125        float x = rect.left;
1126        float y = rect.top;
1127        bool simpleTransform = currentTransform().isPureTranslate() &&
1128                layer->getWidth() == (uint32_t) rect.getWidth() &&
1129                layer->getHeight() == (uint32_t) rect.getHeight();
1130
1131        if (simpleTransform) {
1132            // When we're swapping, the layer is already in screen coordinates
1133            if (!swap) {
1134                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1135                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1136            }
1137
1138            layer->setFilter(GL_NEAREST, true);
1139        } else {
1140            layer->setFilter(GL_LINEAR, true);
1141        }
1142
1143        float alpha = getLayerAlpha(layer);
1144        bool blend = layer->isBlend() || alpha < 1.0f;
1145        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1146                layer->getTexture(), alpha, layer->getMode(), blend,
1147                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1148                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1149
1150        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1151    } else {
1152        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1153        drawTextureLayer(layer, rect);
1154        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1155    }
1156}
1157
1158/**
1159 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1160 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1161 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1162 * by saveLayer's restore
1163 */
1164#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1165        DRAW_COMMAND;                                                            \
1166        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1167            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1168            DRAW_COMMAND;                                                        \
1169            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1170        }                                                                        \
1171    }
1172
1173#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1174
1175void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1176    if (layer->region.isRect()) {
1177        layer->setRegionAsRect();
1178
1179        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1180
1181        layer->region.clear();
1182        return;
1183    }
1184
1185    if (CC_LIKELY(!layer->region.isEmpty())) {
1186        size_t count;
1187        const android::Rect* rects;
1188        Region safeRegion;
1189        if (CC_LIKELY(hasRectToRectTransform())) {
1190            rects = layer->region.getArray(&count);
1191        } else {
1192            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1193            rects = safeRegion.getArray(&count);
1194        }
1195
1196        const float alpha = getLayerAlpha(layer);
1197        const float texX = 1.0f / float(layer->getWidth());
1198        const float texY = 1.0f / float(layer->getHeight());
1199        const float height = rect.getHeight();
1200
1201        setupDraw();
1202
1203        // We must get (and therefore bind) the region mesh buffer
1204        // after we setup drawing in case we need to mess with the
1205        // stencil buffer in setupDraw()
1206        TextureVertex* mesh = mCaches.getRegionMesh();
1207        uint32_t numQuads = 0;
1208
1209        setupDrawWithTexture();
1210        setupDrawColor(alpha, alpha, alpha, alpha);
1211        setupDrawColorFilter();
1212        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1213        setupDrawProgram();
1214        setupDrawDirtyRegionsDisabled();
1215        setupDrawPureColorUniforms();
1216        setupDrawColorFilterUniforms();
1217        setupDrawTexture(layer->getTexture());
1218        if (currentTransform().isPureTranslate()) {
1219            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1220            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1221
1222            layer->setFilter(GL_NEAREST);
1223            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1224        } else {
1225            layer->setFilter(GL_LINEAR);
1226            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1227        }
1228        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1229
1230        for (size_t i = 0; i < count; i++) {
1231            const android::Rect* r = &rects[i];
1232
1233            const float u1 = r->left * texX;
1234            const float v1 = (height - r->top) * texY;
1235            const float u2 = r->right * texX;
1236            const float v2 = (height - r->bottom) * texY;
1237
1238            // TODO: Reject quads outside of the clip
1239            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1240            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1241            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1242            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1243
1244            numQuads++;
1245
1246            if (numQuads >= gMaxNumberOfQuads) {
1247                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1248                                GL_UNSIGNED_SHORT, NULL));
1249                numQuads = 0;
1250                mesh = mCaches.getRegionMesh();
1251            }
1252        }
1253
1254        if (numQuads > 0) {
1255            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1256                            GL_UNSIGNED_SHORT, NULL));
1257        }
1258
1259        finishDrawTexture();
1260
1261#if DEBUG_LAYERS_AS_REGIONS
1262        drawRegionRects(layer->region);
1263#endif
1264
1265        layer->region.clear();
1266    }
1267}
1268
1269void OpenGLRenderer::drawRegionRects(const Region& region) {
1270#if DEBUG_LAYERS_AS_REGIONS
1271    size_t count;
1272    const android::Rect* rects = region.getArray(&count);
1273
1274    uint32_t colors[] = {
1275            0x7fff0000, 0x7f00ff00,
1276            0x7f0000ff, 0x7fff00ff,
1277    };
1278
1279    int offset = 0;
1280    int32_t top = rects[0].top;
1281
1282    for (size_t i = 0; i < count; i++) {
1283        if (top != rects[i].top) {
1284            offset ^= 0x2;
1285            top = rects[i].top;
1286        }
1287
1288        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1289        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1290                SkXfermode::kSrcOver_Mode);
1291    }
1292#endif
1293}
1294
1295void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1296        SkXfermode::Mode mode, bool dirty) {
1297    Vector<float> rects;
1298
1299    SkRegion::Iterator it(region);
1300    while (!it.done()) {
1301        const SkIRect& r = it.rect();
1302        rects.push(r.fLeft);
1303        rects.push(r.fTop);
1304        rects.push(r.fRight);
1305        rects.push(r.fBottom);
1306        it.next();
1307    }
1308
1309    drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1310}
1311
1312void OpenGLRenderer::dirtyLayer(const float left, const float top,
1313        const float right, const float bottom, const mat4 transform) {
1314    if (hasLayer()) {
1315        Rect bounds(left, top, right, bottom);
1316        transform.mapRect(bounds);
1317        dirtyLayerUnchecked(bounds, getRegion());
1318    }
1319}
1320
1321void OpenGLRenderer::dirtyLayer(const float left, const float top,
1322        const float right, const float bottom) {
1323    if (hasLayer()) {
1324        Rect bounds(left, top, right, bottom);
1325        dirtyLayerUnchecked(bounds, getRegion());
1326    }
1327}
1328
1329void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1330    if (bounds.intersect(*mSnapshot->clipRect)) {
1331        bounds.snapToPixelBoundaries();
1332        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1333        if (!dirty.isEmpty()) {
1334            region->orSelf(dirty);
1335        }
1336    }
1337}
1338
1339void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) {
1340    GLsizei elementsCount = quadsCount * 6;
1341    while (elementsCount > 0) {
1342        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1343
1344        setupDrawIndexedVertices(&mesh[0].position[0]);
1345        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1346
1347        elementsCount -= drawCount;
1348        // Though there are 4 vertices in a quad, we use 6 indices per
1349        // quad to draw with GL_TRIANGLES
1350        mesh += (drawCount / 6) * 4;
1351    }
1352}
1353
1354void OpenGLRenderer::clearLayerRegions() {
1355    const size_t count = mLayers.size();
1356    if (count == 0) return;
1357
1358    if (!mSnapshot->isIgnored()) {
1359        // Doing several glScissor/glClear here can negatively impact
1360        // GPUs with a tiler architecture, instead we draw quads with
1361        // the Clear blending mode
1362
1363        // The list contains bounds that have already been clipped
1364        // against their initial clip rect, and the current clip
1365        // is likely different so we need to disable clipping here
1366        bool scissorChanged = mCaches.disableScissor();
1367
1368        Vertex mesh[count * 4];
1369        Vertex* vertex = mesh;
1370
1371        for (uint32_t i = 0; i < count; i++) {
1372            Rect* bounds = mLayers.itemAt(i);
1373
1374            Vertex::set(vertex++, bounds->left, bounds->top);
1375            Vertex::set(vertex++, bounds->right, bounds->top);
1376            Vertex::set(vertex++, bounds->left, bounds->bottom);
1377            Vertex::set(vertex++, bounds->right, bounds->bottom);
1378
1379            delete bounds;
1380        }
1381        // We must clear the list of dirty rects before we
1382        // call setupDraw() to prevent stencil setup to do
1383        // the same thing again
1384        mLayers.clear();
1385
1386        setupDraw(false);
1387        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1388        setupDrawBlending(true, SkXfermode::kClear_Mode);
1389        setupDrawProgram();
1390        setupDrawPureColorUniforms();
1391        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1392
1393        drawIndexedQuads(&mesh[0], count);
1394
1395        if (scissorChanged) mCaches.enableScissor();
1396    } else {
1397        for (uint32_t i = 0; i < count; i++) {
1398            delete mLayers.itemAt(i);
1399        }
1400        mLayers.clear();
1401    }
1402}
1403
1404///////////////////////////////////////////////////////////////////////////////
1405// State Deferral
1406///////////////////////////////////////////////////////////////////////////////
1407
1408bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1409    const Rect& currentClip = *(mSnapshot->clipRect);
1410    const mat4& currentMatrix = *(mSnapshot->transform);
1411
1412    if (stateDeferFlags & kStateDeferFlag_Draw) {
1413        // state has bounds initialized in local coordinates
1414        if (!state.mBounds.isEmpty()) {
1415            currentMatrix.mapRect(state.mBounds);
1416            Rect clippedBounds(state.mBounds);
1417            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1418            // is used, it should more closely duplicate the quickReject logic (in how it uses
1419            // snapToPixelBoundaries)
1420
1421            if(!clippedBounds.intersect(currentClip)) {
1422                // quick rejected
1423                return true;
1424            }
1425
1426            state.mClipSideFlags = kClipSide_None;
1427            if (!currentClip.contains(state.mBounds)) {
1428                int& flags = state.mClipSideFlags;
1429                // op partially clipped, so record which sides are clipped for clip-aware merging
1430                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1431                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1432                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1433                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1434            }
1435            state.mBounds.set(clippedBounds);
1436        } else {
1437            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1438            // overdraw avoidance (since we don't know what it overlaps)
1439            state.mClipSideFlags = kClipSide_ConservativeFull;
1440            state.mBounds.set(currentClip);
1441        }
1442    }
1443
1444    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1445    if (state.mClipValid) {
1446        state.mClip.set(currentClip);
1447    }
1448
1449    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1450    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1451    state.mMatrix.load(currentMatrix);
1452    state.mDrawModifiers = mDrawModifiers;
1453    state.mAlpha = mSnapshot->alpha;
1454    return false;
1455}
1456
1457void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1458    currentTransform().load(state.mMatrix);
1459    mDrawModifiers = state.mDrawModifiers;
1460    mSnapshot->alpha = state.mAlpha;
1461
1462    if (state.mClipValid && !skipClipRestore) {
1463        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1464                state.mClip.right, state.mClip.bottom);
1465        dirtyClip();
1466    }
1467}
1468
1469/**
1470 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1471 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1472 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1473 *
1474 * This method should be called when restoreDisplayState() won't be restoring the clip
1475 */
1476void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1477    if (clipRect != NULL) {
1478        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1479    } else {
1480        mSnapshot->setClip(0, 0, mWidth, mHeight);
1481    }
1482    dirtyClip();
1483    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1484}
1485
1486///////////////////////////////////////////////////////////////////////////////
1487// Transforms
1488///////////////////////////////////////////////////////////////////////////////
1489
1490void OpenGLRenderer::translate(float dx, float dy) {
1491    currentTransform().translate(dx, dy);
1492}
1493
1494void OpenGLRenderer::rotate(float degrees) {
1495    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1496}
1497
1498void OpenGLRenderer::scale(float sx, float sy) {
1499    currentTransform().scale(sx, sy, 1.0f);
1500}
1501
1502void OpenGLRenderer::skew(float sx, float sy) {
1503    currentTransform().skew(sx, sy);
1504}
1505
1506void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1507    if (matrix) {
1508        currentTransform().load(*matrix);
1509    } else {
1510        currentTransform().loadIdentity();
1511    }
1512}
1513
1514bool OpenGLRenderer::hasRectToRectTransform() {
1515    return CC_LIKELY(currentTransform().rectToRect());
1516}
1517
1518void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1519    currentTransform().copyTo(*matrix);
1520}
1521
1522void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1523    SkMatrix transform;
1524    currentTransform().copyTo(transform);
1525    transform.preConcat(*matrix);
1526    currentTransform().load(transform);
1527}
1528
1529///////////////////////////////////////////////////////////////////////////////
1530// Clipping
1531///////////////////////////////////////////////////////////////////////////////
1532
1533void OpenGLRenderer::setScissorFromClip() {
1534    Rect clip(*mSnapshot->clipRect);
1535    clip.snapToPixelBoundaries();
1536
1537    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1538            clip.getWidth(), clip.getHeight())) {
1539        mDirtyClip = false;
1540    }
1541}
1542
1543void OpenGLRenderer::ensureStencilBuffer() {
1544    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1545    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1546    // just hope we have one when hasLayer() returns false.
1547    if (hasLayer()) {
1548        attachStencilBufferToLayer(mSnapshot->layer);
1549    }
1550}
1551
1552void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1553    // The layer's FBO is already bound when we reach this stage
1554    if (!layer->getStencilRenderBuffer()) {
1555        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1556        // is attached after we initiated tiling. We must turn it off,
1557        // attach the new render buffer then turn tiling back on
1558        endTiling();
1559
1560        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1561                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1562        layer->setStencilRenderBuffer(buffer);
1563
1564        startTiling(layer->clipRect, layer->layer.getHeight());
1565    }
1566}
1567
1568void OpenGLRenderer::setStencilFromClip() {
1569    if (!mCaches.debugOverdraw) {
1570        if (!mSnapshot->clipRegion->isEmpty()) {
1571            // NOTE: The order here is important, we must set dirtyClip to false
1572            //       before any draw call to avoid calling back into this method
1573            mDirtyClip = false;
1574
1575            ensureStencilBuffer();
1576
1577            mCaches.stencil.enableWrite();
1578
1579            // Clear the stencil but first make sure we restrict drawing
1580            // to the region's bounds
1581            bool resetScissor = mCaches.enableScissor();
1582            if (resetScissor) {
1583                // The scissor was not set so we now need to update it
1584                setScissorFromClip();
1585            }
1586            mCaches.stencil.clear();
1587            if (resetScissor) mCaches.disableScissor();
1588
1589            // NOTE: We could use the region contour path to generate a smaller mesh
1590            //       Since we are using the stencil we could use the red book path
1591            //       drawing technique. It might increase bandwidth usage though.
1592
1593            // The last parameter is important: we are not drawing in the color buffer
1594            // so we don't want to dirty the current layer, if any
1595            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1596
1597            mCaches.stencil.enableTest();
1598
1599            // Draw the region used to generate the stencil if the appropriate debug
1600            // mode is enabled
1601            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1602                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1603            }
1604        } else {
1605            mCaches.stencil.disable();
1606        }
1607    }
1608}
1609
1610const Rect& OpenGLRenderer::getClipBounds() {
1611    return mSnapshot->getLocalClip();
1612}
1613
1614bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1615        bool snapOut, bool* clipRequired) {
1616    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1617        return true;
1618    }
1619
1620    Rect r(left, top, right, bottom);
1621    currentTransform().mapRect(r);
1622
1623    if (snapOut) {
1624        // snapOut is generally used to account for 1 pixel ramp (in window coordinates)
1625        // outside of the provided rect boundaries in tessellated AA geometry
1626        r.snapOutToPixelBoundaries();
1627    } else {
1628        r.snapToPixelBoundaries();
1629    }
1630
1631    Rect clipRect(*mSnapshot->clipRect);
1632    clipRect.snapToPixelBoundaries();
1633
1634    if (!clipRect.intersects(r)) return true;
1635
1636    if (clipRequired) *clipRequired = !clipRect.contains(r);
1637    return false;
1638}
1639
1640bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1641        SkPaint* paint) {
1642    // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out
1643    // the final mapped rect to ensure correct clipping behavior for the ramp.
1644    bool snapOut = paint->isAntiAlias();
1645
1646    if (paint->getStyle() != SkPaint::kFill_Style) {
1647        float outset = paint->getStrokeWidth() * 0.5f;
1648        return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut);
1649    } else {
1650        return quickReject(left, top, right, bottom, snapOut);
1651    }
1652}
1653
1654bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) {
1655    bool clipRequired = false;
1656    if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) {
1657        return true;
1658    }
1659
1660    if (!isDeferred()) {
1661        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1662    }
1663    return false;
1664}
1665
1666void OpenGLRenderer::debugClip() {
1667#if DEBUG_CLIP_REGIONS
1668    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1669        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1670    }
1671#endif
1672}
1673
1674bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1675    if (CC_LIKELY(currentTransform().rectToRect())) {
1676        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1677        if (clipped) {
1678            dirtyClip();
1679        }
1680        return !mSnapshot->clipRect->isEmpty();
1681    }
1682
1683    SkPath path;
1684    path.addRect(left, top, right, bottom);
1685
1686    return OpenGLRenderer::clipPath(&path, op);
1687}
1688
1689bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1690    SkMatrix transform;
1691    currentTransform().copyTo(transform);
1692
1693    SkPath transformed;
1694    path->transform(transform, &transformed);
1695
1696    SkRegion clip;
1697    if (!mSnapshot->previous->clipRegion->isEmpty()) {
1698        clip.setRegion(*mSnapshot->previous->clipRegion);
1699    } else {
1700        if (mSnapshot->previous == mFirstSnapshot) {
1701            clip.setRect(0, 0, mWidth, mHeight);
1702        } else {
1703            Rect* bounds = mSnapshot->previous->clipRect;
1704            clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1705        }
1706    }
1707
1708    SkRegion region;
1709    region.setPath(transformed, clip);
1710
1711    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1712    if (clipped) {
1713        dirtyClip();
1714    }
1715    return !mSnapshot->clipRect->isEmpty();
1716}
1717
1718bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1719    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1720    if (clipped) {
1721        dirtyClip();
1722    }
1723    return !mSnapshot->clipRect->isEmpty();
1724}
1725
1726Rect* OpenGLRenderer::getClipRect() {
1727    return mSnapshot->clipRect;
1728}
1729
1730///////////////////////////////////////////////////////////////////////////////
1731// Drawing commands
1732///////////////////////////////////////////////////////////////////////////////
1733
1734void OpenGLRenderer::setupDraw(bool clear) {
1735    // TODO: It would be best if we could do this before quickReject()
1736    //       changes the scissor test state
1737    if (clear) clearLayerRegions();
1738    // Make sure setScissor & setStencil happen at the beginning of
1739    // this method
1740    if (mDirtyClip) {
1741        if (mCaches.scissorEnabled) {
1742            setScissorFromClip();
1743        }
1744        setStencilFromClip();
1745    }
1746
1747    mDescription.reset();
1748
1749    mSetShaderColor = false;
1750    mColorSet = false;
1751    mColorA = mColorR = mColorG = mColorB = 0.0f;
1752    mTextureUnit = 0;
1753    mTrackDirtyRegions = true;
1754
1755    // Enable debug highlight when what we're about to draw is tested against
1756    // the stencil buffer and if stencil highlight debugging is on
1757    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1758            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1759            mCaches.stencil.isTestEnabled();
1760
1761    mDescription.emulateStencil = mCountOverdraw;
1762}
1763
1764void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1765    mDescription.hasTexture = true;
1766    mDescription.hasAlpha8Texture = isAlpha8;
1767}
1768
1769void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1770    mDescription.hasTexture = true;
1771    mDescription.hasColors = true;
1772    mDescription.hasAlpha8Texture = isAlpha8;
1773}
1774
1775void OpenGLRenderer::setupDrawWithExternalTexture() {
1776    mDescription.hasExternalTexture = true;
1777}
1778
1779void OpenGLRenderer::setupDrawNoTexture() {
1780    mCaches.disableTexCoordsVertexArray();
1781}
1782
1783void OpenGLRenderer::setupDrawAA() {
1784    mDescription.isAA = true;
1785}
1786
1787void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1788    mColorA = alpha / 255.0f;
1789    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1790    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1791    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1792    mColorSet = true;
1793    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1794}
1795
1796void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1797    mColorA = alpha / 255.0f;
1798    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1799    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1800    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1801    mColorSet = true;
1802    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1803}
1804
1805void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1806    mCaches.fontRenderer->describe(mDescription, paint);
1807}
1808
1809void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1810    mColorA = a;
1811    mColorR = r;
1812    mColorG = g;
1813    mColorB = b;
1814    mColorSet = true;
1815    mSetShaderColor = mDescription.setColor(r, g, b, a);
1816}
1817
1818void OpenGLRenderer::setupDrawShader() {
1819    if (mDrawModifiers.mShader) {
1820        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1821    }
1822}
1823
1824void OpenGLRenderer::setupDrawColorFilter() {
1825    if (mDrawModifiers.mColorFilter) {
1826        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1827    }
1828}
1829
1830void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1831    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1832        mColorA = 1.0f;
1833        mColorR = mColorG = mColorB = 0.0f;
1834        mSetShaderColor = mDescription.modulate = true;
1835    }
1836}
1837
1838void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1839    // When the blending mode is kClear_Mode, we need to use a modulate color
1840    // argb=1,0,0,0
1841    accountForClear(mode);
1842    bool blend = (mColorSet && mColorA < 1.0f) ||
1843            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1844    chooseBlending(blend, mode, mDescription, swapSrcDst);
1845}
1846
1847void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1848    // When the blending mode is kClear_Mode, we need to use a modulate color
1849    // argb=1,0,0,0
1850    accountForClear(mode);
1851    blend |= (mColorSet && mColorA < 1.0f) ||
1852            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1853            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1854    chooseBlending(blend, mode, mDescription, swapSrcDst);
1855}
1856
1857void OpenGLRenderer::setupDrawProgram() {
1858    useProgram(mCaches.programCache.get(mDescription));
1859}
1860
1861void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1862    mTrackDirtyRegions = false;
1863}
1864
1865void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1866        bool ignoreTransform) {
1867    mModelView.loadTranslate(left, top, 0.0f);
1868    if (!ignoreTransform) {
1869        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1870        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1871    } else {
1872        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1873        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1874    }
1875}
1876
1877void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1878    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1879}
1880
1881void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1882        bool ignoreTransform, bool ignoreModelView) {
1883    if (!ignoreModelView) {
1884        mModelView.loadTranslate(left, top, 0.0f);
1885        mModelView.scale(right - left, bottom - top, 1.0f);
1886    } else {
1887        mModelView.loadIdentity();
1888    }
1889    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1890    if (!ignoreTransform) {
1891        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1892        if (mTrackDirtyRegions && dirty) {
1893            dirtyLayer(left, top, right, bottom, currentTransform());
1894        }
1895    } else {
1896        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1897        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1898    }
1899}
1900
1901void OpenGLRenderer::setupDrawColorUniforms() {
1902    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1903        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1904    }
1905}
1906
1907void OpenGLRenderer::setupDrawPureColorUniforms() {
1908    if (mSetShaderColor) {
1909        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1910    }
1911}
1912
1913void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1914    if (mDrawModifiers.mShader) {
1915        if (ignoreTransform) {
1916            mModelView.loadInverse(currentTransform());
1917        }
1918        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1919                mModelView, *mSnapshot, &mTextureUnit);
1920    }
1921}
1922
1923void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1924    if (mDrawModifiers.mShader) {
1925        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1926                mat4::identity(), *mSnapshot, &mTextureUnit);
1927    }
1928}
1929
1930void OpenGLRenderer::setupDrawColorFilterUniforms() {
1931    if (mDrawModifiers.mColorFilter) {
1932        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1933    }
1934}
1935
1936void OpenGLRenderer::setupDrawTextGammaUniforms() {
1937    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1938}
1939
1940void OpenGLRenderer::setupDrawSimpleMesh() {
1941    bool force = mCaches.bindMeshBuffer();
1942    mCaches.bindPositionVertexPointer(force, 0);
1943    mCaches.unbindIndicesBuffer();
1944}
1945
1946void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1947    if (texture) bindTexture(texture);
1948    mTextureUnit++;
1949    mCaches.enableTexCoordsVertexArray();
1950}
1951
1952void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1953    bindExternalTexture(texture);
1954    mTextureUnit++;
1955    mCaches.enableTexCoordsVertexArray();
1956}
1957
1958void OpenGLRenderer::setupDrawTextureTransform() {
1959    mDescription.hasTextureTransform = true;
1960}
1961
1962void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1963    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1964            GL_FALSE, &transform.data[0]);
1965}
1966
1967void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1968    bool force = false;
1969    if (!vertices || vbo) {
1970        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1971    } else {
1972        force = mCaches.unbindMeshBuffer();
1973    }
1974
1975    mCaches.bindPositionVertexPointer(force, vertices);
1976    if (mCaches.currentProgram->texCoords >= 0) {
1977        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1978    }
1979
1980    mCaches.unbindIndicesBuffer();
1981}
1982
1983void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1984    bool force = mCaches.unbindMeshBuffer();
1985    GLsizei stride = sizeof(ColorTextureVertex);
1986
1987    mCaches.bindPositionVertexPointer(force, vertices, stride);
1988    if (mCaches.currentProgram->texCoords >= 0) {
1989        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1990    }
1991    int slot = mCaches.currentProgram->getAttrib("colors");
1992    if (slot >= 0) {
1993        glEnableVertexAttribArray(slot);
1994        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1995    }
1996
1997    mCaches.unbindIndicesBuffer();
1998}
1999
2000void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
2001    bool force = false;
2002    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
2003    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
2004    // use the default VBO found in Caches
2005    if (!vertices || vbo) {
2006        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
2007    } else {
2008        force = mCaches.unbindMeshBuffer();
2009    }
2010    mCaches.bindIndicesBuffer();
2011
2012    mCaches.bindPositionVertexPointer(force, vertices);
2013    if (mCaches.currentProgram->texCoords >= 0) {
2014        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2015    }
2016}
2017
2018void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2019    bool force = mCaches.unbindMeshBuffer();
2020    mCaches.bindIndicesBuffer();
2021    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
2022}
2023
2024void OpenGLRenderer::finishDrawTexture() {
2025}
2026
2027///////////////////////////////////////////////////////////////////////////////
2028// Drawing
2029///////////////////////////////////////////////////////////////////////////////
2030
2031status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2032        int32_t replayFlags) {
2033    status_t status;
2034    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
2035    // will be performed by the display list itself
2036    if (displayList && displayList->isRenderable()) {
2037        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2038            status = startFrame();
2039            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2040            displayList->replay(replayStruct, 0);
2041            return status | replayStruct.mDrawGlStatus;
2042        }
2043
2044        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2045        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2046        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2047        displayList->defer(deferStruct, 0);
2048
2049        flushLayers();
2050        status = startFrame();
2051
2052        return status | deferredList.flush(*this, dirty);
2053    }
2054
2055    return DrawGlInfo::kStatusDone;
2056}
2057
2058void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2059    if (displayList) {
2060        displayList->output(1);
2061    }
2062}
2063
2064void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2065    int alpha;
2066    SkXfermode::Mode mode;
2067    getAlphaAndMode(paint, &alpha, &mode);
2068
2069    int color = paint != NULL ? paint->getColor() : 0;
2070
2071    float x = left;
2072    float y = top;
2073
2074    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2075
2076    bool ignoreTransform = false;
2077    if (currentTransform().isPureTranslate()) {
2078        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2079        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2080        ignoreTransform = true;
2081
2082        texture->setFilter(GL_NEAREST, true);
2083    } else {
2084        texture->setFilter(FILTER(paint), true);
2085    }
2086
2087    // No need to check for a UV mapper on the texture object, only ARGB_8888
2088    // bitmaps get packed in the atlas
2089    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2090            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2091            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2092}
2093
2094/**
2095 * Important note: this method is intended to draw batches of bitmaps and
2096 * will not set the scissor enable or dirty the current layer, if any.
2097 * The caller is responsible for properly dirtying the current layer.
2098 */
2099status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2100        TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) {
2101    mCaches.activeTexture(0);
2102    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2103    if (!texture) return DrawGlInfo::kStatusDone;
2104
2105    const AutoTexture autoCleanup(texture);
2106
2107    int alpha;
2108    SkXfermode::Mode mode;
2109    getAlphaAndMode(paint, &alpha, &mode);
2110
2111    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2112    texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true);
2113
2114    const float x = (int) floorf(bounds.left + 0.5f);
2115    const float y = (int) floorf(bounds.top + 0.5f);
2116    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2117        int color = paint != NULL ? paint->getColor() : 0;
2118        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2119                texture->id, paint != NULL, color, alpha, mode,
2120                &vertices[0].position[0], &vertices[0].texture[0],
2121                GL_TRIANGLES, bitmapCount * 6, true, true, false);
2122    } else {
2123        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2124                texture->id, alpha / 255.0f, mode, texture->blend,
2125                &vertices[0].position[0], &vertices[0].texture[0],
2126                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false);
2127    }
2128
2129    return DrawGlInfo::kStatusDrew;
2130}
2131
2132status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2133    const float right = left + bitmap->width();
2134    const float bottom = top + bitmap->height();
2135
2136    if (quickReject(left, top, right, bottom)) {
2137        return DrawGlInfo::kStatusDone;
2138    }
2139
2140    mCaches.activeTexture(0);
2141    Texture* texture = getTexture(bitmap);
2142    if (!texture) return DrawGlInfo::kStatusDone;
2143    const AutoTexture autoCleanup(texture);
2144
2145    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2146        drawAlphaBitmap(texture, left, top, paint);
2147    } else {
2148        drawTextureRect(left, top, right, bottom, texture, paint);
2149    }
2150
2151    return DrawGlInfo::kStatusDrew;
2152}
2153
2154status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2155    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2156    const mat4 transform(*matrix);
2157    transform.mapRect(r);
2158
2159    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2160        return DrawGlInfo::kStatusDone;
2161    }
2162
2163    mCaches.activeTexture(0);
2164    Texture* texture = getTexture(bitmap);
2165    if (!texture) return DrawGlInfo::kStatusDone;
2166    const AutoTexture autoCleanup(texture);
2167
2168    // This could be done in a cheaper way, all we need is pass the matrix
2169    // to the vertex shader. The save/restore is a bit overkill.
2170    save(SkCanvas::kMatrix_SaveFlag);
2171    concatMatrix(matrix);
2172    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2173        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2174    } else {
2175        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2176    }
2177    restore();
2178
2179    return DrawGlInfo::kStatusDrew;
2180}
2181
2182status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2183    const float right = left + bitmap->width();
2184    const float bottom = top + bitmap->height();
2185
2186    if (quickReject(left, top, right, bottom)) {
2187        return DrawGlInfo::kStatusDone;
2188    }
2189
2190    mCaches.activeTexture(0);
2191    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2192    const AutoTexture autoCleanup(texture);
2193
2194    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2195        drawAlphaBitmap(texture, left, top, paint);
2196    } else {
2197        drawTextureRect(left, top, right, bottom, texture, paint);
2198    }
2199
2200    return DrawGlInfo::kStatusDrew;
2201}
2202
2203status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2204        float* vertices, int* colors, SkPaint* paint) {
2205    if (!vertices || mSnapshot->isIgnored()) {
2206        return DrawGlInfo::kStatusDone;
2207    }
2208
2209    // TODO: use quickReject on bounds from vertices
2210    mCaches.enableScissor();
2211
2212    float left = FLT_MAX;
2213    float top = FLT_MAX;
2214    float right = FLT_MIN;
2215    float bottom = FLT_MIN;
2216
2217    const uint32_t count = meshWidth * meshHeight * 6;
2218
2219    ColorTextureVertex mesh[count];
2220    ColorTextureVertex* vertex = mesh;
2221
2222    bool cleanupColors = false;
2223    if (!colors) {
2224        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2225        colors = new int[colorsCount];
2226        memset(colors, 0xff, colorsCount * sizeof(int));
2227        cleanupColors = true;
2228    }
2229
2230    mCaches.activeTexture(0);
2231    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2232    const UvMapper& mapper(getMapper(texture));
2233
2234    for (int32_t y = 0; y < meshHeight; y++) {
2235        for (int32_t x = 0; x < meshWidth; x++) {
2236            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2237
2238            float u1 = float(x) / meshWidth;
2239            float u2 = float(x + 1) / meshWidth;
2240            float v1 = float(y) / meshHeight;
2241            float v2 = float(y + 1) / meshHeight;
2242
2243            mapper.map(u1, v1, u2, v2);
2244
2245            int ax = i + (meshWidth + 1) * 2;
2246            int ay = ax + 1;
2247            int bx = i;
2248            int by = bx + 1;
2249            int cx = i + 2;
2250            int cy = cx + 1;
2251            int dx = i + (meshWidth + 1) * 2 + 2;
2252            int dy = dx + 1;
2253
2254            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2255            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2256            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2257
2258            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2259            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2260            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2261
2262            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2263            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2264            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2265            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2266        }
2267    }
2268
2269    if (quickReject(left, top, right, bottom)) {
2270        if (cleanupColors) delete[] colors;
2271        return DrawGlInfo::kStatusDone;
2272    }
2273
2274    if (!texture) {
2275        texture = mCaches.textureCache.get(bitmap);
2276        if (!texture) {
2277            if (cleanupColors) delete[] colors;
2278            return DrawGlInfo::kStatusDone;
2279        }
2280    }
2281    const AutoTexture autoCleanup(texture);
2282
2283    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2284    texture->setFilter(FILTER(paint), true);
2285
2286    int alpha;
2287    SkXfermode::Mode mode;
2288    getAlphaAndMode(paint, &alpha, &mode);
2289
2290    float a = alpha / 255.0f;
2291
2292    if (hasLayer()) {
2293        dirtyLayer(left, top, right, bottom, currentTransform());
2294    }
2295
2296    setupDraw();
2297    setupDrawWithTextureAndColor();
2298    setupDrawColor(a, a, a, a);
2299    setupDrawColorFilter();
2300    setupDrawBlending(true, mode, false);
2301    setupDrawProgram();
2302    setupDrawDirtyRegionsDisabled();
2303    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2304    setupDrawTexture(texture->id);
2305    setupDrawPureColorUniforms();
2306    setupDrawColorFilterUniforms();
2307    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2308
2309    glDrawArrays(GL_TRIANGLES, 0, count);
2310
2311    finishDrawTexture();
2312
2313    int slot = mCaches.currentProgram->getAttrib("colors");
2314    if (slot >= 0) {
2315        glDisableVertexAttribArray(slot);
2316    }
2317
2318    if (cleanupColors) delete[] colors;
2319
2320    return DrawGlInfo::kStatusDrew;
2321}
2322
2323status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2324         float srcLeft, float srcTop, float srcRight, float srcBottom,
2325         float dstLeft, float dstTop, float dstRight, float dstBottom,
2326         SkPaint* paint) {
2327    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2328        return DrawGlInfo::kStatusDone;
2329    }
2330
2331    mCaches.activeTexture(0);
2332    Texture* texture = getTexture(bitmap);
2333    if (!texture) return DrawGlInfo::kStatusDone;
2334    const AutoTexture autoCleanup(texture);
2335
2336    const float width = texture->width;
2337    const float height = texture->height;
2338
2339    float u1 = fmax(0.0f, srcLeft / width);
2340    float v1 = fmax(0.0f, srcTop / height);
2341    float u2 = fmin(1.0f, srcRight / width);
2342    float v2 = fmin(1.0f, srcBottom / height);
2343
2344    getMapper(texture).map(u1, v1, u2, v2);
2345
2346    mCaches.unbindMeshBuffer();
2347    resetDrawTextureTexCoords(u1, v1, u2, v2);
2348
2349    int alpha;
2350    SkXfermode::Mode mode;
2351    getAlphaAndMode(paint, &alpha, &mode);
2352
2353    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2354
2355    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2356    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2357
2358    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2359    // Apply a scale transform on the canvas only when a shader is in use
2360    // Skia handles the ratio between the dst and src rects as a scale factor
2361    // when a shader is set
2362    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2363    bool ignoreTransform = false;
2364
2365    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2366        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2367        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2368
2369        dstRight = x + (dstRight - dstLeft);
2370        dstBottom = y + (dstBottom - dstTop);
2371
2372        dstLeft = x;
2373        dstTop = y;
2374
2375        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2376        ignoreTransform = true;
2377    } else {
2378        texture->setFilter(FILTER(paint), true);
2379    }
2380
2381    if (CC_UNLIKELY(useScaleTransform)) {
2382        save(SkCanvas::kMatrix_SaveFlag);
2383        translate(dstLeft, dstTop);
2384        scale(scaleX, scaleY);
2385
2386        dstLeft = 0.0f;
2387        dstTop = 0.0f;
2388
2389        dstRight = srcRight - srcLeft;
2390        dstBottom = srcBottom - srcTop;
2391    }
2392
2393    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2394        int color = paint ? paint->getColor() : 0;
2395        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2396                texture->id, paint != NULL, color, alpha, mode,
2397                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2398                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2399    } else {
2400        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2401                texture->id, alpha / 255.0f, mode, texture->blend,
2402                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2403                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2404    }
2405
2406    if (CC_UNLIKELY(useScaleTransform)) {
2407        restore();
2408    }
2409
2410    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2411
2412    return DrawGlInfo::kStatusDrew;
2413}
2414
2415status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2416        float left, float top, float right, float bottom, SkPaint* paint) {
2417    if (quickReject(left, top, right, bottom)) {
2418        return DrawGlInfo::kStatusDone;
2419    }
2420
2421    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2422    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2423            right - left, bottom - top, patch);
2424
2425    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2426}
2427
2428status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2429        float left, float top, float right, float bottom, SkPaint* paint) {
2430    if (quickReject(left, top, right, bottom)) {
2431        return DrawGlInfo::kStatusDone;
2432    }
2433
2434    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2435        mCaches.activeTexture(0);
2436        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2437        if (!texture) return DrawGlInfo::kStatusDone;
2438        const AutoTexture autoCleanup(texture);
2439
2440        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2441        texture->setFilter(GL_LINEAR, true);
2442
2443        int alpha;
2444        SkXfermode::Mode mode;
2445        getAlphaAndMode(paint, &alpha, &mode);
2446
2447        const bool pureTranslate = currentTransform().isPureTranslate();
2448        // Mark the current layer dirty where we are going to draw the patch
2449        if (hasLayer() && mesh->hasEmptyQuads) {
2450            const float offsetX = left + currentTransform().getTranslateX();
2451            const float offsetY = top + currentTransform().getTranslateY();
2452            const size_t count = mesh->quads.size();
2453            for (size_t i = 0; i < count; i++) {
2454                const Rect& bounds = mesh->quads.itemAt(i);
2455                if (CC_LIKELY(pureTranslate)) {
2456                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2457                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2458                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2459                } else {
2460                    dirtyLayer(left + bounds.left, top + bounds.top,
2461                            left + bounds.right, top + bounds.bottom, currentTransform());
2462                }
2463            }
2464        }
2465
2466        if (CC_LIKELY(pureTranslate)) {
2467            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2468            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2469
2470            right = x + right - left;
2471            bottom = y + bottom - top;
2472            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2473                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2474                    GL_TRIANGLES, mesh->indexCount, false, true,
2475                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2476        } else {
2477            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2478                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2479                    GL_TRIANGLES, mesh->indexCount, false, false,
2480                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2481        }
2482    }
2483
2484    return DrawGlInfo::kStatusDrew;
2485}
2486
2487/**
2488 * Important note: this method is intended to draw batches of 9-patch objects and
2489 * will not set the scissor enable or dirty the current layer, if any.
2490 * The caller is responsible for properly dirtying the current layer.
2491 */
2492status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2493        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2494    mCaches.activeTexture(0);
2495    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2496    if (!texture) return DrawGlInfo::kStatusDone;
2497    const AutoTexture autoCleanup(texture);
2498
2499    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2500    texture->setFilter(GL_LINEAR, true);
2501
2502    int alpha;
2503    SkXfermode::Mode mode;
2504    getAlphaAndMode(paint, &alpha, &mode);
2505
2506    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2507            mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0],
2508            GL_TRIANGLES, indexCount, false, true, 0, true, false);
2509
2510    return DrawGlInfo::kStatusDrew;
2511}
2512
2513status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2514        bool useOffset) {
2515    if (!vertexBuffer.getVertexCount()) {
2516        // no vertices to draw
2517        return DrawGlInfo::kStatusDone;
2518    }
2519
2520    int color = paint->getColor();
2521    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2522    bool isAA = paint->isAntiAlias();
2523
2524    setupDraw();
2525    setupDrawNoTexture();
2526    if (isAA) setupDrawAA();
2527    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2528    setupDrawColorFilter();
2529    setupDrawShader();
2530    setupDrawBlending(isAA, mode);
2531    setupDrawProgram();
2532    setupDrawModelViewIdentity(useOffset);
2533    setupDrawColorUniforms();
2534    setupDrawColorFilterUniforms();
2535    setupDrawShaderIdentityUniforms();
2536
2537    void* vertices = vertexBuffer.getBuffer();
2538    bool force = mCaches.unbindMeshBuffer();
2539    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2540    mCaches.resetTexCoordsVertexPointer();
2541    mCaches.unbindIndicesBuffer();
2542
2543    int alphaSlot = -1;
2544    if (isAA) {
2545        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2546        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2547
2548        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2549        glEnableVertexAttribArray(alphaSlot);
2550        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2551    }
2552
2553    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2554
2555    if (isAA) {
2556        glDisableVertexAttribArray(alphaSlot);
2557    }
2558
2559    return DrawGlInfo::kStatusDrew;
2560}
2561
2562/**
2563 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2564 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2565 * screen space in all directions. However, instead of using a fragment shader to compute the
2566 * translucency of the color from its position, we simply use a varying parameter to define how far
2567 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2568 *
2569 * Doesn't yet support joins, caps, or path effects.
2570 */
2571status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2572    VertexBuffer vertexBuffer;
2573    // TODO: try clipping large paths to viewport
2574    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2575
2576    if (hasLayer()) {
2577        SkRect bounds = path.getBounds();
2578        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2579        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2580    }
2581
2582    return drawVertexBuffer(vertexBuffer, paint);
2583}
2584
2585/**
2586 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2587 * and additional geometry for defining an alpha slope perimeter.
2588 *
2589 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2590 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2591 * in-shader alpha region, but found it to be taxing on some GPUs.
2592 *
2593 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2594 * memory transfer by removing need for degenerate vertices.
2595 */
2596status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2597    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2598
2599    count &= ~0x3; // round down to nearest four
2600
2601    VertexBuffer buffer;
2602    SkRect bounds;
2603    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2604
2605    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2606        return DrawGlInfo::kStatusDone;
2607    }
2608
2609    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2610
2611    bool useOffset = !paint->isAntiAlias();
2612    return drawVertexBuffer(buffer, paint, useOffset);
2613}
2614
2615status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2616    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2617
2618    count &= ~0x1; // round down to nearest two
2619
2620    VertexBuffer buffer;
2621    SkRect bounds;
2622    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2623
2624    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2625        return DrawGlInfo::kStatusDone;
2626    }
2627
2628    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2629
2630    bool useOffset = !paint->isAntiAlias();
2631    return drawVertexBuffer(buffer, paint, useOffset);
2632}
2633
2634status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2635    // No need to check against the clip, we fill the clip region
2636    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2637
2638    Rect& clip(*mSnapshot->clipRect);
2639    clip.snapToPixelBoundaries();
2640
2641    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2642
2643    return DrawGlInfo::kStatusDrew;
2644}
2645
2646status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2647        SkPaint* paint) {
2648    if (!texture) return DrawGlInfo::kStatusDone;
2649    const AutoTexture autoCleanup(texture);
2650
2651    const float x = left + texture->left - texture->offset;
2652    const float y = top + texture->top - texture->offset;
2653
2654    drawPathTexture(texture, x, y, paint);
2655
2656    return DrawGlInfo::kStatusDrew;
2657}
2658
2659status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2660        float rx, float ry, SkPaint* p) {
2661    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2662            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2663        return DrawGlInfo::kStatusDone;
2664    }
2665
2666    if (p->getPathEffect() != 0) {
2667        mCaches.activeTexture(0);
2668        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2669                right - left, bottom - top, rx, ry, 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        float outset = p->getStrokeWidth() / 2;
2677        rect.outset(outset, outset);
2678        rx += outset;
2679        ry += outset;
2680    }
2681    path.addRoundRect(rect, rx, ry);
2682    return drawConvexPath(path, p);
2683}
2684
2685status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2686    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2687            x + radius, y + radius, p) ||
2688            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2689        return DrawGlInfo::kStatusDone;
2690    }
2691    if (p->getPathEffect() != 0) {
2692        mCaches.activeTexture(0);
2693        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2694        return drawShape(x - radius, y - radius, texture, p);
2695    }
2696
2697    SkPath path;
2698    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2699        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2700    } else {
2701        path.addCircle(x, y, radius);
2702    }
2703    return drawConvexPath(path, p);
2704}
2705
2706status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2707        SkPaint* p) {
2708    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2709            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2710        return DrawGlInfo::kStatusDone;
2711    }
2712
2713    if (p->getPathEffect() != 0) {
2714        mCaches.activeTexture(0);
2715        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2716        return drawShape(left, top, texture, p);
2717    }
2718
2719    SkPath path;
2720    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2721    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2722        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2723    }
2724    path.addOval(rect);
2725    return drawConvexPath(path, p);
2726}
2727
2728status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2729        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2730    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2731            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2732        return DrawGlInfo::kStatusDone;
2733    }
2734
2735    if (fabs(sweepAngle) >= 360.0f) {
2736        return drawOval(left, top, right, bottom, p);
2737    }
2738
2739    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2740    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2741        mCaches.activeTexture(0);
2742        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2743                startAngle, sweepAngle, useCenter, p);
2744        return drawShape(left, top, texture, p);
2745    }
2746
2747    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2748    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2749        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2750    }
2751
2752    SkPath path;
2753    if (useCenter) {
2754        path.moveTo(rect.centerX(), rect.centerY());
2755    }
2756    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2757    if (useCenter) {
2758        path.close();
2759    }
2760    return drawConvexPath(path, p);
2761}
2762
2763// See SkPaintDefaults.h
2764#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2765
2766status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2767    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2768            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2769        return DrawGlInfo::kStatusDone;
2770    }
2771
2772    if (p->getStyle() != SkPaint::kFill_Style) {
2773        // only fill style is supported by drawConvexPath, since others have to handle joins
2774        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2775                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2776            mCaches.activeTexture(0);
2777            const PathTexture* texture =
2778                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2779            return drawShape(left, top, texture, p);
2780        }
2781
2782        SkPath path;
2783        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2784        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2785            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2786        }
2787        path.addRect(rect);
2788        return drawConvexPath(path, p);
2789    }
2790
2791    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2792        SkPath path;
2793        path.addRect(left, top, right, bottom);
2794        return drawConvexPath(path, p);
2795    } else {
2796        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2797        return DrawGlInfo::kStatusDrew;
2798    }
2799}
2800
2801void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2802        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2803        float x, float y) {
2804    mCaches.activeTexture(0);
2805
2806    // NOTE: The drop shadow will not perform gamma correction
2807    //       if shader-based correction is enabled
2808    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2809    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2810            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2811    // If the drop shadow exceeds the max texture size or couldn't be
2812    // allocated, skip drawing
2813    if (!shadow) return;
2814    const AutoTexture autoCleanup(shadow);
2815
2816    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2817    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2818
2819    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2820    int shadowColor = mDrawModifiers.mShadowColor;
2821    if (mDrawModifiers.mShader) {
2822        shadowColor = 0xffffffff;
2823    }
2824
2825    setupDraw();
2826    setupDrawWithTexture(true);
2827    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2828    setupDrawColorFilter();
2829    setupDrawShader();
2830    setupDrawBlending(true, mode);
2831    setupDrawProgram();
2832    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2833    setupDrawTexture(shadow->id);
2834    setupDrawPureColorUniforms();
2835    setupDrawColorFilterUniforms();
2836    setupDrawShaderUniforms();
2837    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2838
2839    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2840}
2841
2842bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2843    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2844    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2845}
2846
2847status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2848        const float* positions, SkPaint* paint) {
2849    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2850        return DrawGlInfo::kStatusDone;
2851    }
2852
2853    // NOTE: Skia does not support perspective transform on drawPosText yet
2854    if (!currentTransform().isSimple()) {
2855        return DrawGlInfo::kStatusDone;
2856    }
2857
2858    mCaches.enableScissor();
2859
2860    float x = 0.0f;
2861    float y = 0.0f;
2862    const bool pureTranslate = currentTransform().isPureTranslate();
2863    if (pureTranslate) {
2864        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2865        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2866    }
2867
2868    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2869    fontRenderer.setFont(paint, mat4::identity());
2870
2871    int alpha;
2872    SkXfermode::Mode mode;
2873    getAlphaAndMode(paint, &alpha, &mode);
2874
2875    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2876        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2877                alpha, mode, 0.0f, 0.0f);
2878    }
2879
2880    // Pick the appropriate texture filtering
2881    bool linearFilter = currentTransform().changesBounds();
2882    if (pureTranslate && !linearFilter) {
2883        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2884    }
2885    fontRenderer.setTextureFiltering(linearFilter);
2886
2887    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2888    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2889
2890    const bool hasActiveLayer = hasLayer();
2891
2892    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2893    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2894            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2895        if (hasActiveLayer) {
2896            if (!pureTranslate) {
2897                currentTransform().mapRect(bounds);
2898            }
2899            dirtyLayerUnchecked(bounds, getRegion());
2900        }
2901    }
2902
2903    return DrawGlInfo::kStatusDrew;
2904}
2905
2906mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2907    mat4 fontTransform;
2908    if (CC_LIKELY(transform.isPureTranslate())) {
2909        fontTransform = mat4::identity();
2910    } else {
2911        if (CC_UNLIKELY(transform.isPerspective())) {
2912            fontTransform = mat4::identity();
2913        } else {
2914            float sx, sy;
2915            currentTransform().decomposeScale(sx, sy);
2916            fontTransform.loadScale(sx, sy, 1.0f);
2917        }
2918    }
2919    return fontTransform;
2920}
2921
2922status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2923        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2924        DrawOpMode drawOpMode) {
2925
2926    if (drawOpMode == kDrawOpMode_Immediate) {
2927        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2928        // drawing as ops from DeferredDisplayList are already filtered for these
2929        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2930                quickReject(bounds)) {
2931            return DrawGlInfo::kStatusDone;
2932        }
2933    }
2934
2935    const float oldX = x;
2936    const float oldY = y;
2937
2938    const mat4& transform = currentTransform();
2939    const bool pureTranslate = transform.isPureTranslate();
2940
2941    if (CC_LIKELY(pureTranslate)) {
2942        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2943        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2944    }
2945
2946    int alpha;
2947    SkXfermode::Mode mode;
2948    getAlphaAndMode(paint, &alpha, &mode);
2949
2950    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2951
2952    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2953        fontRenderer.setFont(paint, mat4::identity());
2954        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2955                alpha, mode, oldX, oldY);
2956    }
2957
2958    const bool hasActiveLayer = hasLayer();
2959
2960    // We only pass a partial transform to the font renderer. That partial
2961    // matrix defines how glyphs are rasterized. Typically we want glyphs
2962    // to be rasterized at their final size on screen, which means the partial
2963    // matrix needs to take the scale factor into account.
2964    // When a partial matrix is used to transform glyphs during rasterization,
2965    // the mesh is generated with the inverse transform (in the case of scale,
2966    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2967    // apply the full transform matrix at draw time in the vertex shader.
2968    // Applying the full matrix in the shader is the easiest way to handle
2969    // rotation and perspective and allows us to always generated quads in the
2970    // font renderer which greatly simplifies the code, clipping in particular.
2971    mat4 fontTransform = findBestFontTransform(transform);
2972    fontRenderer.setFont(paint, fontTransform);
2973
2974    // Pick the appropriate texture filtering
2975    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2976    fontRenderer.setTextureFiltering(linearFilter);
2977
2978    // TODO: Implement better clipping for scaled/rotated text
2979    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2980    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2981
2982    bool status;
2983    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2984
2985    // don't call issuedrawcommand, do it at end of batch
2986    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2987    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2988        SkPaint paintCopy(*paint);
2989        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2990        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2991                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2992    } else {
2993        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2994                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2995    }
2996
2997    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2998        if (!pureTranslate) {
2999            transform.mapRect(layerBounds);
3000        }
3001        dirtyLayerUnchecked(layerBounds, getRegion());
3002    }
3003
3004    drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint);
3005
3006    return DrawGlInfo::kStatusDrew;
3007}
3008
3009status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3010        float hOffset, float vOffset, SkPaint* paint) {
3011    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
3012        return DrawGlInfo::kStatusDone;
3013    }
3014
3015    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
3016    mCaches.enableScissor();
3017
3018    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3019    fontRenderer.setFont(paint, mat4::identity());
3020    fontRenderer.setTextureFiltering(true);
3021
3022    int alpha;
3023    SkXfermode::Mode mode;
3024    getAlphaAndMode(paint, &alpha, &mode);
3025    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
3026
3027    const Rect* clip = &mSnapshot->getLocalClip();
3028    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3029
3030    const bool hasActiveLayer = hasLayer();
3031
3032    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3033            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
3034        if (hasActiveLayer) {
3035            currentTransform().mapRect(bounds);
3036            dirtyLayerUnchecked(bounds, getRegion());
3037        }
3038    }
3039
3040    return DrawGlInfo::kStatusDrew;
3041}
3042
3043status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3044    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3045
3046    mCaches.activeTexture(0);
3047
3048    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3049    if (!texture) return DrawGlInfo::kStatusDone;
3050    const AutoTexture autoCleanup(texture);
3051
3052    const float x = texture->left - texture->offset;
3053    const float y = texture->top - texture->offset;
3054
3055    drawPathTexture(texture, x, y, paint);
3056
3057    return DrawGlInfo::kStatusDrew;
3058}
3059
3060status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3061    if (!layer) {
3062        return DrawGlInfo::kStatusDone;
3063    }
3064
3065    mat4* transform = NULL;
3066    if (layer->isTextureLayer()) {
3067        transform = &layer->getTransform();
3068        if (!transform->isIdentity()) {
3069            save(0);
3070            currentTransform().multiply(*transform);
3071        }
3072    }
3073
3074    bool clipRequired = false;
3075    const bool rejected = quickRejectNoScissor(x, y,
3076            x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired);
3077
3078    if (rejected) {
3079        if (transform && !transform->isIdentity()) {
3080            restore();
3081        }
3082        return DrawGlInfo::kStatusDone;
3083    }
3084
3085    updateLayer(layer, true);
3086
3087    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
3088    mCaches.activeTexture(0);
3089
3090    if (CC_LIKELY(!layer->region.isEmpty())) {
3091        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3092        mDrawModifiers.mColorFilter = layer->getColorFilter();
3093
3094        if (layer->region.isRect()) {
3095            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3096                    composeLayerRect(layer, layer->regionRect));
3097        } else if (layer->mesh) {
3098            const float a = getLayerAlpha(layer);
3099            setupDraw();
3100            setupDrawWithTexture();
3101            setupDrawColor(a, a, a, a);
3102            setupDrawColorFilter();
3103            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3104            setupDrawProgram();
3105            setupDrawPureColorUniforms();
3106            setupDrawColorFilterUniforms();
3107            setupDrawTexture(layer->getTexture());
3108            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3109                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3110                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3111
3112                layer->setFilter(GL_NEAREST);
3113                setupDrawModelViewTranslate(tx, ty,
3114                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3115            } else {
3116                layer->setFilter(GL_LINEAR);
3117                setupDrawModelViewTranslate(x, y,
3118                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3119            }
3120
3121            TextureVertex* mesh = &layer->mesh[0];
3122            GLsizei elementsCount = layer->meshElementCount;
3123
3124            while (elementsCount > 0) {
3125                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3126
3127                setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
3128                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3129                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3130
3131                elementsCount -= drawCount;
3132                // Though there are 4 vertices in a quad, we use 6 indices per
3133                // quad to draw with GL_TRIANGLES
3134                mesh += (drawCount / 6) * 4;
3135            }
3136
3137            finishDrawTexture();
3138
3139#if DEBUG_LAYERS_AS_REGIONS
3140            drawRegionRects(layer->region);
3141#endif
3142        }
3143
3144        mDrawModifiers.mColorFilter = oldFilter;
3145
3146        if (layer->debugDrawUpdate) {
3147            layer->debugDrawUpdate = false;
3148            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3149                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3150        }
3151    }
3152    layer->hasDrawnSinceUpdate = true;
3153
3154    if (transform && !transform->isIdentity()) {
3155        restore();
3156    }
3157
3158    return DrawGlInfo::kStatusDrew;
3159}
3160
3161///////////////////////////////////////////////////////////////////////////////
3162// Shaders
3163///////////////////////////////////////////////////////////////////////////////
3164
3165void OpenGLRenderer::resetShader() {
3166    mDrawModifiers.mShader = NULL;
3167}
3168
3169void OpenGLRenderer::setupShader(SkiaShader* shader) {
3170    mDrawModifiers.mShader = shader;
3171    if (mDrawModifiers.mShader) {
3172        mDrawModifiers.mShader->setCaches(mCaches);
3173    }
3174}
3175
3176///////////////////////////////////////////////////////////////////////////////
3177// Color filters
3178///////////////////////////////////////////////////////////////////////////////
3179
3180void OpenGLRenderer::resetColorFilter() {
3181    mDrawModifiers.mColorFilter = NULL;
3182}
3183
3184void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3185    mDrawModifiers.mColorFilter = filter;
3186}
3187
3188///////////////////////////////////////////////////////////////////////////////
3189// Drop shadow
3190///////////////////////////////////////////////////////////////////////////////
3191
3192void OpenGLRenderer::resetShadow() {
3193    mDrawModifiers.mHasShadow = false;
3194}
3195
3196void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3197    mDrawModifiers.mHasShadow = true;
3198    mDrawModifiers.mShadowRadius = radius;
3199    mDrawModifiers.mShadowDx = dx;
3200    mDrawModifiers.mShadowDy = dy;
3201    mDrawModifiers.mShadowColor = color;
3202}
3203
3204///////////////////////////////////////////////////////////////////////////////
3205// Draw filters
3206///////////////////////////////////////////////////////////////////////////////
3207
3208void OpenGLRenderer::resetPaintFilter() {
3209    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3210    // comparison, see MergingDrawBatch::canMergeWith
3211    mDrawModifiers.mHasDrawFilter = false;
3212    mDrawModifiers.mPaintFilterClearBits = 0;
3213    mDrawModifiers.mPaintFilterSetBits = 0;
3214}
3215
3216void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3217    mDrawModifiers.mHasDrawFilter = true;
3218    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3219    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3220}
3221
3222SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3223    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3224        return paint;
3225    }
3226
3227    uint32_t flags = paint->getFlags();
3228
3229    mFilteredPaint = *paint;
3230    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3231            mDrawModifiers.mPaintFilterSetBits);
3232
3233    return &mFilteredPaint;
3234}
3235
3236///////////////////////////////////////////////////////////////////////////////
3237// Drawing implementation
3238///////////////////////////////////////////////////////////////////////////////
3239
3240Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3241    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3242    if (!texture) {
3243        return mCaches.textureCache.get(bitmap);
3244    }
3245    return texture;
3246}
3247
3248void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3249        float x, float y, SkPaint* paint) {
3250    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3251        return;
3252    }
3253
3254    int alpha;
3255    SkXfermode::Mode mode;
3256    getAlphaAndMode(paint, &alpha, &mode);
3257
3258    setupDraw();
3259    setupDrawWithTexture(true);
3260    setupDrawAlpha8Color(paint->getColor(), alpha);
3261    setupDrawColorFilter();
3262    setupDrawShader();
3263    setupDrawBlending(true, mode);
3264    setupDrawProgram();
3265    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3266    setupDrawTexture(texture->id);
3267    setupDrawPureColorUniforms();
3268    setupDrawColorFilterUniforms();
3269    setupDrawShaderUniforms();
3270    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3271
3272    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3273
3274    finishDrawTexture();
3275}
3276
3277// Same values used by Skia
3278#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3279#define kStdUnderline_Offset    (1.0f / 9.0f)
3280#define kStdUnderline_Thickness (1.0f / 18.0f)
3281
3282void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3283        float x, float y, SkPaint* paint) {
3284    // Handle underline and strike-through
3285    uint32_t flags = paint->getFlags();
3286    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3287        SkPaint paintCopy(*paint);
3288
3289        if (CC_LIKELY(underlineWidth > 0.0f)) {
3290            const float textSize = paintCopy.getTextSize();
3291            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3292
3293            const float left = x;
3294            float top = 0.0f;
3295
3296            int linesCount = 0;
3297            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3298            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3299
3300            const int pointsCount = 4 * linesCount;
3301            float points[pointsCount];
3302            int currentPoint = 0;
3303
3304            if (flags & SkPaint::kUnderlineText_Flag) {
3305                top = y + textSize * kStdUnderline_Offset;
3306                points[currentPoint++] = left;
3307                points[currentPoint++] = top;
3308                points[currentPoint++] = left + underlineWidth;
3309                points[currentPoint++] = top;
3310            }
3311
3312            if (flags & SkPaint::kStrikeThruText_Flag) {
3313                top = y + textSize * kStdStrikeThru_Offset;
3314                points[currentPoint++] = left;
3315                points[currentPoint++] = top;
3316                points[currentPoint++] = left + underlineWidth;
3317                points[currentPoint++] = top;
3318            }
3319
3320            paintCopy.setStrokeWidth(strokeWidth);
3321
3322            drawLines(&points[0], pointsCount, &paintCopy);
3323        }
3324    }
3325}
3326
3327status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3328    if (mSnapshot->isIgnored()) {
3329        return DrawGlInfo::kStatusDone;
3330    }
3331
3332    int color = paint->getColor();
3333    // If a shader is set, preserve only the alpha
3334    if (mDrawModifiers.mShader) {
3335        color |= 0x00ffffff;
3336    }
3337    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3338
3339    return drawColorRects(rects, count, color, mode);
3340}
3341
3342status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3343        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3344    if (count == 0) {
3345        return DrawGlInfo::kStatusDone;
3346    }
3347
3348    float left = FLT_MAX;
3349    float top = FLT_MAX;
3350    float right = FLT_MIN;
3351    float bottom = FLT_MIN;
3352
3353    Vertex mesh[count];
3354    Vertex* vertex = mesh;
3355
3356    for (int index = 0; index < count; index += 4) {
3357        float l = rects[index + 0];
3358        float t = rects[index + 1];
3359        float r = rects[index + 2];
3360        float b = rects[index + 3];
3361
3362        Vertex::set(vertex++, l, t);
3363        Vertex::set(vertex++, r, t);
3364        Vertex::set(vertex++, l, b);
3365        Vertex::set(vertex++, r, b);
3366
3367        left = fminf(left, l);
3368        top = fminf(top, t);
3369        right = fmaxf(right, r);
3370        bottom = fmaxf(bottom, b);
3371    }
3372
3373    if (clip && quickReject(left, top, right, bottom)) {
3374        return DrawGlInfo::kStatusDone;
3375    }
3376
3377    setupDraw();
3378    setupDrawNoTexture();
3379    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3380    setupDrawShader();
3381    setupDrawColorFilter();
3382    setupDrawBlending(mode);
3383    setupDrawProgram();
3384    setupDrawDirtyRegionsDisabled();
3385    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3386    setupDrawColorUniforms();
3387    setupDrawShaderUniforms();
3388    setupDrawColorFilterUniforms();
3389
3390    if (dirty && hasLayer()) {
3391        dirtyLayer(left, top, right, bottom, currentTransform());
3392    }
3393
3394    drawIndexedQuads(&mesh[0], count / 4);
3395
3396    return DrawGlInfo::kStatusDrew;
3397}
3398
3399void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3400        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3401    // If a shader is set, preserve only the alpha
3402    if (mDrawModifiers.mShader) {
3403        color |= 0x00ffffff;
3404    }
3405
3406    setupDraw();
3407    setupDrawNoTexture();
3408    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3409    setupDrawShader();
3410    setupDrawColorFilter();
3411    setupDrawBlending(mode);
3412    setupDrawProgram();
3413    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3414    setupDrawColorUniforms();
3415    setupDrawShaderUniforms(ignoreTransform);
3416    setupDrawColorFilterUniforms();
3417    setupDrawSimpleMesh();
3418
3419    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3420}
3421
3422void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3423        Texture* texture, SkPaint* paint) {
3424    int alpha;
3425    SkXfermode::Mode mode;
3426    getAlphaAndMode(paint, &alpha, &mode);
3427
3428    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3429
3430    GLvoid* vertices = (GLvoid*) NULL;
3431    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3432
3433    if (texture->uvMapper) {
3434        vertices = &mMeshVertices[0].position[0];
3435        texCoords = &mMeshVertices[0].texture[0];
3436
3437        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3438        texture->uvMapper->map(uvs);
3439
3440        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3441    }
3442
3443    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3444        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3445        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3446
3447        texture->setFilter(GL_NEAREST, true);
3448        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3449                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3450                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3451    } else {
3452        texture->setFilter(FILTER(paint), true);
3453        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3454                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3455    }
3456
3457    if (texture->uvMapper) {
3458        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3459    }
3460}
3461
3462void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3463        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3464    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3465            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3466}
3467
3468void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3469        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3470        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3471        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3472
3473    setupDraw();
3474    setupDrawWithTexture();
3475    setupDrawColor(alpha, alpha, alpha, alpha);
3476    setupDrawColorFilter();
3477    setupDrawBlending(blend, mode, swapSrcDst);
3478    setupDrawProgram();
3479    if (!dirty) setupDrawDirtyRegionsDisabled();
3480    if (!ignoreScale) {
3481        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3482    } else {
3483        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3484    }
3485    setupDrawTexture(texture);
3486    setupDrawPureColorUniforms();
3487    setupDrawColorFilterUniforms();
3488    setupDrawMesh(vertices, texCoords, vbo);
3489
3490    glDrawArrays(drawMode, 0, elementsCount);
3491
3492    finishDrawTexture();
3493}
3494
3495void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3496        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3497        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3498        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3499
3500    setupDraw();
3501    setupDrawWithTexture();
3502    setupDrawColor(alpha, alpha, alpha, alpha);
3503    setupDrawColorFilter();
3504    setupDrawBlending(blend, mode, swapSrcDst);
3505    setupDrawProgram();
3506    if (!dirty) setupDrawDirtyRegionsDisabled();
3507    if (!ignoreScale) {
3508        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3509    } else {
3510        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3511    }
3512    setupDrawTexture(texture);
3513    setupDrawPureColorUniforms();
3514    setupDrawColorFilterUniforms();
3515    setupDrawMeshIndices(vertices, texCoords, vbo);
3516
3517    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3518
3519    finishDrawTexture();
3520}
3521
3522void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3523        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3524        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3525        bool ignoreTransform, bool ignoreScale, bool dirty) {
3526
3527    setupDraw();
3528    setupDrawWithTexture(true);
3529    if (hasColor) {
3530        setupDrawAlpha8Color(color, alpha);
3531    }
3532    setupDrawColorFilter();
3533    setupDrawShader();
3534    setupDrawBlending(true, mode);
3535    setupDrawProgram();
3536    if (!dirty) setupDrawDirtyRegionsDisabled();
3537    if (!ignoreScale) {
3538        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3539    } else {
3540        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3541    }
3542    setupDrawTexture(texture);
3543    setupDrawPureColorUniforms();
3544    setupDrawColorFilterUniforms();
3545    setupDrawShaderUniforms();
3546    setupDrawMesh(vertices, texCoords);
3547
3548    glDrawArrays(drawMode, 0, elementsCount);
3549
3550    finishDrawTexture();
3551}
3552
3553void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3554        ProgramDescription& description, bool swapSrcDst) {
3555    if (mCountOverdraw) {
3556        if (!mCaches.blend) glEnable(GL_BLEND);
3557        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3558            glBlendFunc(GL_ONE, GL_ONE);
3559        }
3560
3561        mCaches.blend = true;
3562        mCaches.lastSrcMode = GL_ONE;
3563        mCaches.lastDstMode = GL_ONE;
3564
3565        return;
3566    }
3567
3568    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3569
3570    if (blend) {
3571        // These blend modes are not supported by OpenGL directly and have
3572        // to be implemented using shaders. Since the shader will perform
3573        // the blending, turn blending off here
3574        // If the blend mode cannot be implemented using shaders, fall
3575        // back to the default SrcOver blend mode instead
3576        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3577            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3578                description.framebufferMode = mode;
3579                description.swapSrcDst = swapSrcDst;
3580
3581                if (mCaches.blend) {
3582                    glDisable(GL_BLEND);
3583                    mCaches.blend = false;
3584                }
3585
3586                return;
3587            } else {
3588                mode = SkXfermode::kSrcOver_Mode;
3589            }
3590        }
3591
3592        if (!mCaches.blend) {
3593            glEnable(GL_BLEND);
3594        }
3595
3596        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3597        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3598
3599        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3600            glBlendFunc(sourceMode, destMode);
3601            mCaches.lastSrcMode = sourceMode;
3602            mCaches.lastDstMode = destMode;
3603        }
3604    } else if (mCaches.blend) {
3605        glDisable(GL_BLEND);
3606    }
3607    mCaches.blend = blend;
3608}
3609
3610bool OpenGLRenderer::useProgram(Program* program) {
3611    if (!program->isInUse()) {
3612        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3613        program->use();
3614        mCaches.currentProgram = program;
3615        return false;
3616    }
3617    return true;
3618}
3619
3620void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3621    TextureVertex* v = &mMeshVertices[0];
3622    TextureVertex::setUV(v++, u1, v1);
3623    TextureVertex::setUV(v++, u2, v1);
3624    TextureVertex::setUV(v++, u1, v2);
3625    TextureVertex::setUV(v++, u2, v2);
3626}
3627
3628void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3629    getAlphaAndModeDirect(paint, alpha,  mode);
3630    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3631        // if drawing a layer, ignore the paint's alpha
3632        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3633    }
3634    *alpha *= mSnapshot->alpha;
3635}
3636
3637float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3638    float alpha;
3639    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3640        alpha = mDrawModifiers.mOverrideLayerAlpha;
3641    } else {
3642        alpha = layer->getAlpha() / 255.0f;
3643    }
3644    return alpha * mSnapshot->alpha;
3645}
3646
3647}; // namespace uirenderer
3648}; // namespace android
3649