OpenGLRenderer.cpp revision b7b93e00893f5c690a96bd3e0e10583bc5721f83
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            if(!clippedBounds.intersect(currentClip)) {
1418                // quick rejected
1419                return true;
1420            }
1421
1422            state.mClipSideFlags = kClipSide_None;
1423            if (!currentClip.contains(state.mBounds)) {
1424                int& flags = state.mClipSideFlags;
1425                // op partially clipped, so record which sides are clipped for clip-aware merging
1426                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1427                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1428                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1429                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1430            }
1431            state.mBounds.set(clippedBounds);
1432        } else {
1433            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1434            // overdraw avoidance (since we don't know what it overlaps)
1435            state.mClipSideFlags = kClipSide_ConservativeFull;
1436            state.mBounds.set(currentClip);
1437        }
1438    }
1439
1440    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1441    if (state.mClipValid) {
1442        state.mClip.set(currentClip);
1443    }
1444
1445    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1446    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1447    state.mMatrix.load(currentMatrix);
1448    state.mDrawModifiers = mDrawModifiers;
1449    state.mAlpha = mSnapshot->alpha;
1450    return false;
1451}
1452
1453void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1454    currentTransform().load(state.mMatrix);
1455    mDrawModifiers = state.mDrawModifiers;
1456    mSnapshot->alpha = state.mAlpha;
1457
1458    if (state.mClipValid && !skipClipRestore) {
1459        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1460                state.mClip.right, state.mClip.bottom);
1461        dirtyClip();
1462    }
1463}
1464
1465/**
1466 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1467 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1468 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1469 *
1470 * This method should be called when restoreDisplayState() won't be restoring the clip
1471 */
1472void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1473    if (clipRect != NULL) {
1474        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1475    } else {
1476        mSnapshot->setClip(0, 0, mWidth, mHeight);
1477    }
1478    dirtyClip();
1479    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1480}
1481
1482///////////////////////////////////////////////////////////////////////////////
1483// Transforms
1484///////////////////////////////////////////////////////////////////////////////
1485
1486void OpenGLRenderer::translate(float dx, float dy) {
1487    currentTransform().translate(dx, dy);
1488}
1489
1490void OpenGLRenderer::rotate(float degrees) {
1491    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1492}
1493
1494void OpenGLRenderer::scale(float sx, float sy) {
1495    currentTransform().scale(sx, sy, 1.0f);
1496}
1497
1498void OpenGLRenderer::skew(float sx, float sy) {
1499    currentTransform().skew(sx, sy);
1500}
1501
1502void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1503    if (matrix) {
1504        currentTransform().load(*matrix);
1505    } else {
1506        currentTransform().loadIdentity();
1507    }
1508}
1509
1510bool OpenGLRenderer::hasRectToRectTransform() {
1511    return CC_LIKELY(currentTransform().rectToRect());
1512}
1513
1514void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1515    currentTransform().copyTo(*matrix);
1516}
1517
1518void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1519    SkMatrix transform;
1520    currentTransform().copyTo(transform);
1521    transform.preConcat(*matrix);
1522    currentTransform().load(transform);
1523}
1524
1525///////////////////////////////////////////////////////////////////////////////
1526// Clipping
1527///////////////////////////////////////////////////////////////////////////////
1528
1529void OpenGLRenderer::setScissorFromClip() {
1530    Rect clip(*mSnapshot->clipRect);
1531    clip.snapToPixelBoundaries();
1532
1533    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1534            clip.getWidth(), clip.getHeight())) {
1535        mDirtyClip = false;
1536    }
1537}
1538
1539void OpenGLRenderer::ensureStencilBuffer() {
1540    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1541    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1542    // just hope we have one when hasLayer() returns false.
1543    if (hasLayer()) {
1544        attachStencilBufferToLayer(mSnapshot->layer);
1545    }
1546}
1547
1548void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1549    // The layer's FBO is already bound when we reach this stage
1550    if (!layer->getStencilRenderBuffer()) {
1551        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1552        // is attached after we initiated tiling. We must turn it off,
1553        // attach the new render buffer then turn tiling back on
1554        endTiling();
1555
1556        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1557                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1558        layer->setStencilRenderBuffer(buffer);
1559
1560        startTiling(layer->clipRect, layer->layer.getHeight());
1561    }
1562}
1563
1564void OpenGLRenderer::setStencilFromClip() {
1565    if (!mCaches.debugOverdraw) {
1566        if (!mSnapshot->clipRegion->isEmpty()) {
1567            // NOTE: The order here is important, we must set dirtyClip to false
1568            //       before any draw call to avoid calling back into this method
1569            mDirtyClip = false;
1570
1571            ensureStencilBuffer();
1572
1573            mCaches.stencil.enableWrite();
1574
1575            // Clear the stencil but first make sure we restrict drawing
1576            // to the region's bounds
1577            bool resetScissor = mCaches.enableScissor();
1578            if (resetScissor) {
1579                // The scissor was not set so we now need to update it
1580                setScissorFromClip();
1581            }
1582            mCaches.stencil.clear();
1583            if (resetScissor) mCaches.disableScissor();
1584
1585            // NOTE: We could use the region contour path to generate a smaller mesh
1586            //       Since we are using the stencil we could use the red book path
1587            //       drawing technique. It might increase bandwidth usage though.
1588
1589            // The last parameter is important: we are not drawing in the color buffer
1590            // so we don't want to dirty the current layer, if any
1591            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1592
1593            mCaches.stencil.enableTest();
1594
1595            // Draw the region used to generate the stencil if the appropriate debug
1596            // mode is enabled
1597            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1598                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1599            }
1600        } else {
1601            mCaches.stencil.disable();
1602        }
1603    }
1604}
1605
1606const Rect& OpenGLRenderer::getClipBounds() {
1607    return mSnapshot->getLocalClip();
1608}
1609
1610bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1611        bool* clipRequired) {
1612    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1613        return true;
1614    }
1615
1616    Rect r(left, top, right, bottom);
1617    currentTransform().mapRect(r);
1618    r.snapToPixelBoundaries();
1619
1620    Rect clipRect(*mSnapshot->clipRect);
1621    clipRect.snapToPixelBoundaries();
1622
1623    if (!clipRect.intersects(r)) return true;
1624
1625    if (clipRequired) *clipRequired = !clipRect.contains(r);
1626    return false;
1627}
1628
1629bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1630        SkPaint* paint) {
1631    if (paint->getStyle() != SkPaint::kFill_Style) {
1632        float outset = paint->getStrokeWidth() * 0.5f;
1633        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1634    } else {
1635        return quickReject(left, top, right, bottom);
1636    }
1637}
1638
1639bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1640    bool clipRequired = false;
1641    if (quickRejectNoScissor(left, top, right, bottom, &clipRequired)) {
1642        return true;
1643    }
1644
1645    if (!isDeferred()) {
1646        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1647    }
1648    return false;
1649}
1650
1651void OpenGLRenderer::debugClip() {
1652#if DEBUG_CLIP_REGIONS
1653    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1654        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1655    }
1656#endif
1657}
1658
1659bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1660    if (CC_LIKELY(currentTransform().rectToRect())) {
1661        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1662        if (clipped) {
1663            dirtyClip();
1664        }
1665        return !mSnapshot->clipRect->isEmpty();
1666    }
1667
1668    SkPath path;
1669    path.addRect(left, top, right, bottom);
1670
1671    return OpenGLRenderer::clipPath(&path, op);
1672}
1673
1674bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1675    SkMatrix transform;
1676    currentTransform().copyTo(transform);
1677
1678    SkPath transformed;
1679    path->transform(transform, &transformed);
1680
1681    SkRegion clip;
1682    if (!mSnapshot->previous->clipRegion->isEmpty()) {
1683        clip.setRegion(*mSnapshot->previous->clipRegion);
1684    } else {
1685        if (mSnapshot->previous == mFirstSnapshot) {
1686            clip.setRect(0, 0, mWidth, mHeight);
1687        } else {
1688            Rect* bounds = mSnapshot->previous->clipRect;
1689            clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1690        }
1691    }
1692
1693    SkRegion region;
1694    region.setPath(transformed, clip);
1695
1696    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1697    if (clipped) {
1698        dirtyClip();
1699    }
1700    return !mSnapshot->clipRect->isEmpty();
1701}
1702
1703bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1704    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1705    if (clipped) {
1706        dirtyClip();
1707    }
1708    return !mSnapshot->clipRect->isEmpty();
1709}
1710
1711Rect* OpenGLRenderer::getClipRect() {
1712    return mSnapshot->clipRect;
1713}
1714
1715///////////////////////////////////////////////////////////////////////////////
1716// Drawing commands
1717///////////////////////////////////////////////////////////////////////////////
1718
1719void OpenGLRenderer::setupDraw(bool clear) {
1720    // TODO: It would be best if we could do this before quickReject()
1721    //       changes the scissor test state
1722    if (clear) clearLayerRegions();
1723    // Make sure setScissor & setStencil happen at the beginning of
1724    // this method
1725    if (mDirtyClip) {
1726        if (mCaches.scissorEnabled) {
1727            setScissorFromClip();
1728        }
1729        setStencilFromClip();
1730    }
1731
1732    mDescription.reset();
1733
1734    mSetShaderColor = false;
1735    mColorSet = false;
1736    mColorA = mColorR = mColorG = mColorB = 0.0f;
1737    mTextureUnit = 0;
1738    mTrackDirtyRegions = true;
1739
1740    // Enable debug highlight when what we're about to draw is tested against
1741    // the stencil buffer and if stencil highlight debugging is on
1742    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1743            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1744            mCaches.stencil.isTestEnabled();
1745
1746    mDescription.emulateStencil = mCountOverdraw;
1747}
1748
1749void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1750    mDescription.hasTexture = true;
1751    mDescription.hasAlpha8Texture = isAlpha8;
1752}
1753
1754void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1755    mDescription.hasTexture = true;
1756    mDescription.hasColors = true;
1757    mDescription.hasAlpha8Texture = isAlpha8;
1758}
1759
1760void OpenGLRenderer::setupDrawWithExternalTexture() {
1761    mDescription.hasExternalTexture = true;
1762}
1763
1764void OpenGLRenderer::setupDrawNoTexture() {
1765    mCaches.disableTexCoordsVertexArray();
1766}
1767
1768void OpenGLRenderer::setupDrawAA() {
1769    mDescription.isAA = true;
1770}
1771
1772void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1773    mColorA = alpha / 255.0f;
1774    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1775    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1776    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1777    mColorSet = true;
1778    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1779}
1780
1781void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1782    mColorA = alpha / 255.0f;
1783    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1784    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1785    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1786    mColorSet = true;
1787    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1788}
1789
1790void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1791    mCaches.fontRenderer->describe(mDescription, paint);
1792}
1793
1794void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1795    mColorA = a;
1796    mColorR = r;
1797    mColorG = g;
1798    mColorB = b;
1799    mColorSet = true;
1800    mSetShaderColor = mDescription.setColor(r, g, b, a);
1801}
1802
1803void OpenGLRenderer::setupDrawShader() {
1804    if (mDrawModifiers.mShader) {
1805        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1806    }
1807}
1808
1809void OpenGLRenderer::setupDrawColorFilter() {
1810    if (mDrawModifiers.mColorFilter) {
1811        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1812    }
1813}
1814
1815void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1816    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1817        mColorA = 1.0f;
1818        mColorR = mColorG = mColorB = 0.0f;
1819        mSetShaderColor = mDescription.modulate = true;
1820    }
1821}
1822
1823void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1824    // When the blending mode is kClear_Mode, we need to use a modulate color
1825    // argb=1,0,0,0
1826    accountForClear(mode);
1827    bool blend = (mColorSet && mColorA < 1.0f) ||
1828            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1829    chooseBlending(blend, mode, mDescription, swapSrcDst);
1830}
1831
1832void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1833    // When the blending mode is kClear_Mode, we need to use a modulate color
1834    // argb=1,0,0,0
1835    accountForClear(mode);
1836    blend |= (mColorSet && mColorA < 1.0f) ||
1837            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1838            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1839    chooseBlending(blend, mode, mDescription, swapSrcDst);
1840}
1841
1842void OpenGLRenderer::setupDrawProgram() {
1843    useProgram(mCaches.programCache.get(mDescription));
1844}
1845
1846void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1847    mTrackDirtyRegions = false;
1848}
1849
1850void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1851        bool ignoreTransform) {
1852    mModelView.loadTranslate(left, top, 0.0f);
1853    if (!ignoreTransform) {
1854        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1855        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1856    } else {
1857        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1858        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1859    }
1860}
1861
1862void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1863    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1864}
1865
1866void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1867        bool ignoreTransform, bool ignoreModelView) {
1868    if (!ignoreModelView) {
1869        mModelView.loadTranslate(left, top, 0.0f);
1870        mModelView.scale(right - left, bottom - top, 1.0f);
1871    } else {
1872        mModelView.loadIdentity();
1873    }
1874    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1875    if (!ignoreTransform) {
1876        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1877        if (mTrackDirtyRegions && dirty) {
1878            dirtyLayer(left, top, right, bottom, currentTransform());
1879        }
1880    } else {
1881        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1882        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1883    }
1884}
1885
1886void OpenGLRenderer::setupDrawColorUniforms() {
1887    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1888        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1889    }
1890}
1891
1892void OpenGLRenderer::setupDrawPureColorUniforms() {
1893    if (mSetShaderColor) {
1894        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1895    }
1896}
1897
1898void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1899    if (mDrawModifiers.mShader) {
1900        if (ignoreTransform) {
1901            mModelView.loadInverse(currentTransform());
1902        }
1903        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1904                mModelView, *mSnapshot, &mTextureUnit);
1905    }
1906}
1907
1908void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1909    if (mDrawModifiers.mShader) {
1910        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1911                mat4::identity(), *mSnapshot, &mTextureUnit);
1912    }
1913}
1914
1915void OpenGLRenderer::setupDrawColorFilterUniforms() {
1916    if (mDrawModifiers.mColorFilter) {
1917        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1918    }
1919}
1920
1921void OpenGLRenderer::setupDrawTextGammaUniforms() {
1922    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1923}
1924
1925void OpenGLRenderer::setupDrawSimpleMesh() {
1926    bool force = mCaches.bindMeshBuffer();
1927    mCaches.bindPositionVertexPointer(force, 0);
1928    mCaches.unbindIndicesBuffer();
1929}
1930
1931void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1932    if (texture) bindTexture(texture);
1933    mTextureUnit++;
1934    mCaches.enableTexCoordsVertexArray();
1935}
1936
1937void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1938    bindExternalTexture(texture);
1939    mTextureUnit++;
1940    mCaches.enableTexCoordsVertexArray();
1941}
1942
1943void OpenGLRenderer::setupDrawTextureTransform() {
1944    mDescription.hasTextureTransform = true;
1945}
1946
1947void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1948    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1949            GL_FALSE, &transform.data[0]);
1950}
1951
1952void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1953    bool force = false;
1954    if (!vertices || vbo) {
1955        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1956    } else {
1957        force = mCaches.unbindMeshBuffer();
1958    }
1959
1960    mCaches.bindPositionVertexPointer(force, vertices);
1961    if (mCaches.currentProgram->texCoords >= 0) {
1962        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1963    }
1964
1965    mCaches.unbindIndicesBuffer();
1966}
1967
1968void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1969    bool force = mCaches.unbindMeshBuffer();
1970    GLsizei stride = sizeof(ColorTextureVertex);
1971
1972    mCaches.bindPositionVertexPointer(force, vertices, stride);
1973    if (mCaches.currentProgram->texCoords >= 0) {
1974        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1975    }
1976    int slot = mCaches.currentProgram->getAttrib("colors");
1977    if (slot >= 0) {
1978        glEnableVertexAttribArray(slot);
1979        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1980    }
1981
1982    mCaches.unbindIndicesBuffer();
1983}
1984
1985void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1986    bool force = false;
1987    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1988    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1989    // use the default VBO found in Caches
1990    if (!vertices || vbo) {
1991        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1992    } else {
1993        force = mCaches.unbindMeshBuffer();
1994    }
1995    mCaches.bindIndicesBuffer();
1996
1997    mCaches.bindPositionVertexPointer(force, vertices);
1998    if (mCaches.currentProgram->texCoords >= 0) {
1999        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2000    }
2001}
2002
2003void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2004    bool force = mCaches.unbindMeshBuffer();
2005    mCaches.bindIndicesBuffer();
2006    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
2007}
2008
2009void OpenGLRenderer::finishDrawTexture() {
2010}
2011
2012///////////////////////////////////////////////////////////////////////////////
2013// Drawing
2014///////////////////////////////////////////////////////////////////////////////
2015
2016status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2017        int32_t replayFlags) {
2018    status_t status;
2019    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
2020    // will be performed by the display list itself
2021    if (displayList && displayList->isRenderable()) {
2022        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2023            status = startFrame();
2024            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2025            displayList->replay(replayStruct, 0);
2026            return status | replayStruct.mDrawGlStatus;
2027        }
2028
2029        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2030        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2031        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2032        displayList->defer(deferStruct, 0);
2033
2034        flushLayers();
2035        status = startFrame();
2036
2037        return status | deferredList.flush(*this, dirty);
2038    }
2039
2040    return DrawGlInfo::kStatusDone;
2041}
2042
2043void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2044    if (displayList) {
2045        displayList->output(1);
2046    }
2047}
2048
2049void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2050    int alpha;
2051    SkXfermode::Mode mode;
2052    getAlphaAndMode(paint, &alpha, &mode);
2053
2054    int color = paint != NULL ? paint->getColor() : 0;
2055
2056    float x = left;
2057    float y = top;
2058
2059    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2060
2061    bool ignoreTransform = false;
2062    if (currentTransform().isPureTranslate()) {
2063        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2064        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2065        ignoreTransform = true;
2066
2067        texture->setFilter(GL_NEAREST, true);
2068    } else {
2069        texture->setFilter(FILTER(paint), true);
2070    }
2071
2072    // No need to check for a UV mapper on the texture object, only ARGB_8888
2073    // bitmaps get packed in the atlas
2074    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2075            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2076            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2077}
2078
2079/**
2080 * Important note: this method is intended to draw batches of bitmaps and
2081 * will not set the scissor enable or dirty the current layer, if any.
2082 * The caller is responsible for properly dirtying the current layer.
2083 */
2084status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2085        TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) {
2086    mCaches.activeTexture(0);
2087    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2088    if (!texture) return DrawGlInfo::kStatusDone;
2089
2090    const AutoTexture autoCleanup(texture);
2091
2092    int alpha;
2093    SkXfermode::Mode mode;
2094    getAlphaAndMode(paint, &alpha, &mode);
2095
2096    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2097    texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true);
2098
2099    const float x = (int) floorf(bounds.left + 0.5f);
2100    const float y = (int) floorf(bounds.top + 0.5f);
2101    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2102        int color = paint != NULL ? paint->getColor() : 0;
2103        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2104                texture->id, paint != NULL, color, alpha, mode,
2105                &vertices[0].position[0], &vertices[0].texture[0],
2106                GL_TRIANGLES, bitmapCount * 6, true, true, false);
2107    } else {
2108        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2109                texture->id, alpha / 255.0f, mode, texture->blend,
2110                &vertices[0].position[0], &vertices[0].texture[0],
2111                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false);
2112    }
2113
2114    return DrawGlInfo::kStatusDrew;
2115}
2116
2117status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2118    const float right = left + bitmap->width();
2119    const float bottom = top + bitmap->height();
2120
2121    if (quickReject(left, top, right, bottom)) {
2122        return DrawGlInfo::kStatusDone;
2123    }
2124
2125    mCaches.activeTexture(0);
2126    Texture* texture = getTexture(bitmap);
2127    if (!texture) return DrawGlInfo::kStatusDone;
2128    const AutoTexture autoCleanup(texture);
2129
2130    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2131        drawAlphaBitmap(texture, left, top, paint);
2132    } else {
2133        drawTextureRect(left, top, right, bottom, texture, paint);
2134    }
2135
2136    return DrawGlInfo::kStatusDrew;
2137}
2138
2139status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2140    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2141    const mat4 transform(*matrix);
2142    transform.mapRect(r);
2143
2144    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2145        return DrawGlInfo::kStatusDone;
2146    }
2147
2148    mCaches.activeTexture(0);
2149    Texture* texture = getTexture(bitmap);
2150    if (!texture) return DrawGlInfo::kStatusDone;
2151    const AutoTexture autoCleanup(texture);
2152
2153    // This could be done in a cheaper way, all we need is pass the matrix
2154    // to the vertex shader. The save/restore is a bit overkill.
2155    save(SkCanvas::kMatrix_SaveFlag);
2156    concatMatrix(matrix);
2157    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2158        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2159    } else {
2160        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2161    }
2162    restore();
2163
2164    return DrawGlInfo::kStatusDrew;
2165}
2166
2167status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2168    const float right = left + bitmap->width();
2169    const float bottom = top + bitmap->height();
2170
2171    if (quickReject(left, top, right, bottom)) {
2172        return DrawGlInfo::kStatusDone;
2173    }
2174
2175    mCaches.activeTexture(0);
2176    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2177    const AutoTexture autoCleanup(texture);
2178
2179    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2180        drawAlphaBitmap(texture, left, top, paint);
2181    } else {
2182        drawTextureRect(left, top, right, bottom, texture, paint);
2183    }
2184
2185    return DrawGlInfo::kStatusDrew;
2186}
2187
2188status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2189        float* vertices, int* colors, SkPaint* paint) {
2190    if (!vertices || mSnapshot->isIgnored()) {
2191        return DrawGlInfo::kStatusDone;
2192    }
2193
2194    // TODO: use quickReject on bounds from vertices
2195    mCaches.enableScissor();
2196
2197    float left = FLT_MAX;
2198    float top = FLT_MAX;
2199    float right = FLT_MIN;
2200    float bottom = FLT_MIN;
2201
2202    const uint32_t count = meshWidth * meshHeight * 6;
2203
2204    ColorTextureVertex mesh[count];
2205    ColorTextureVertex* vertex = mesh;
2206
2207    bool cleanupColors = false;
2208    if (!colors) {
2209        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2210        colors = new int[colorsCount];
2211        memset(colors, 0xff, colorsCount * sizeof(int));
2212        cleanupColors = true;
2213    }
2214
2215    mCaches.activeTexture(0);
2216    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2217    const UvMapper& mapper(getMapper(texture));
2218
2219    for (int32_t y = 0; y < meshHeight; y++) {
2220        for (int32_t x = 0; x < meshWidth; x++) {
2221            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2222
2223            float u1 = float(x) / meshWidth;
2224            float u2 = float(x + 1) / meshWidth;
2225            float v1 = float(y) / meshHeight;
2226            float v2 = float(y + 1) / meshHeight;
2227
2228            mapper.map(u1, v1, u2, v2);
2229
2230            int ax = i + (meshWidth + 1) * 2;
2231            int ay = ax + 1;
2232            int bx = i;
2233            int by = bx + 1;
2234            int cx = i + 2;
2235            int cy = cx + 1;
2236            int dx = i + (meshWidth + 1) * 2 + 2;
2237            int dy = dx + 1;
2238
2239            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2240            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2241            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2242
2243            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2244            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2245            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2246
2247            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2248            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2249            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2250            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2251        }
2252    }
2253
2254    if (quickReject(left, top, right, bottom)) {
2255        if (cleanupColors) delete[] colors;
2256        return DrawGlInfo::kStatusDone;
2257    }
2258
2259    if (!texture) {
2260        texture = mCaches.textureCache.get(bitmap);
2261        if (!texture) {
2262            if (cleanupColors) delete[] colors;
2263            return DrawGlInfo::kStatusDone;
2264        }
2265    }
2266    const AutoTexture autoCleanup(texture);
2267
2268    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2269    texture->setFilter(FILTER(paint), true);
2270
2271    int alpha;
2272    SkXfermode::Mode mode;
2273    getAlphaAndMode(paint, &alpha, &mode);
2274
2275    float a = alpha / 255.0f;
2276
2277    if (hasLayer()) {
2278        dirtyLayer(left, top, right, bottom, currentTransform());
2279    }
2280
2281    setupDraw();
2282    setupDrawWithTextureAndColor();
2283    setupDrawColor(a, a, a, a);
2284    setupDrawColorFilter();
2285    setupDrawBlending(true, mode, false);
2286    setupDrawProgram();
2287    setupDrawDirtyRegionsDisabled();
2288    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2289    setupDrawTexture(texture->id);
2290    setupDrawPureColorUniforms();
2291    setupDrawColorFilterUniforms();
2292    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2293
2294    glDrawArrays(GL_TRIANGLES, 0, count);
2295
2296    finishDrawTexture();
2297
2298    int slot = mCaches.currentProgram->getAttrib("colors");
2299    if (slot >= 0) {
2300        glDisableVertexAttribArray(slot);
2301    }
2302
2303    if (cleanupColors) delete[] colors;
2304
2305    return DrawGlInfo::kStatusDrew;
2306}
2307
2308status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2309         float srcLeft, float srcTop, float srcRight, float srcBottom,
2310         float dstLeft, float dstTop, float dstRight, float dstBottom,
2311         SkPaint* paint) {
2312    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2313        return DrawGlInfo::kStatusDone;
2314    }
2315
2316    mCaches.activeTexture(0);
2317    Texture* texture = getTexture(bitmap);
2318    if (!texture) return DrawGlInfo::kStatusDone;
2319    const AutoTexture autoCleanup(texture);
2320
2321    const float width = texture->width;
2322    const float height = texture->height;
2323
2324    float u1 = fmax(0.0f, srcLeft / width);
2325    float v1 = fmax(0.0f, srcTop / height);
2326    float u2 = fmin(1.0f, srcRight / width);
2327    float v2 = fmin(1.0f, srcBottom / height);
2328
2329    getMapper(texture).map(u1, v1, u2, v2);
2330
2331    mCaches.unbindMeshBuffer();
2332    resetDrawTextureTexCoords(u1, v1, u2, v2);
2333
2334    int alpha;
2335    SkXfermode::Mode mode;
2336    getAlphaAndMode(paint, &alpha, &mode);
2337
2338    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2339
2340    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2341    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2342
2343    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2344    // Apply a scale transform on the canvas only when a shader is in use
2345    // Skia handles the ratio between the dst and src rects as a scale factor
2346    // when a shader is set
2347    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2348    bool ignoreTransform = false;
2349
2350    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2351        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2352        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2353
2354        dstRight = x + (dstRight - dstLeft);
2355        dstBottom = y + (dstBottom - dstTop);
2356
2357        dstLeft = x;
2358        dstTop = y;
2359
2360        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2361        ignoreTransform = true;
2362    } else {
2363        texture->setFilter(FILTER(paint), true);
2364    }
2365
2366    if (CC_UNLIKELY(useScaleTransform)) {
2367        save(SkCanvas::kMatrix_SaveFlag);
2368        translate(dstLeft, dstTop);
2369        scale(scaleX, scaleY);
2370
2371        dstLeft = 0.0f;
2372        dstTop = 0.0f;
2373
2374        dstRight = srcRight - srcLeft;
2375        dstBottom = srcBottom - srcTop;
2376    }
2377
2378    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2379        int color = paint ? paint->getColor() : 0;
2380        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2381                texture->id, paint != NULL, color, alpha, mode,
2382                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2383                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2384    } else {
2385        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2386                texture->id, alpha / 255.0f, mode, texture->blend,
2387                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2388                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2389    }
2390
2391    if (CC_UNLIKELY(useScaleTransform)) {
2392        restore();
2393    }
2394
2395    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2396
2397    return DrawGlInfo::kStatusDrew;
2398}
2399
2400status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2401        float left, float top, float right, float bottom, SkPaint* paint) {
2402    if (quickReject(left, top, right, bottom)) {
2403        return DrawGlInfo::kStatusDone;
2404    }
2405
2406    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2407    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2408            right - left, bottom - top, patch);
2409
2410    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2411}
2412
2413status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2414        float left, float top, float right, float bottom, SkPaint* paint) {
2415    if (quickReject(left, top, right, bottom)) {
2416        return DrawGlInfo::kStatusDone;
2417    }
2418
2419    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2420        mCaches.activeTexture(0);
2421        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2422        if (!texture) return DrawGlInfo::kStatusDone;
2423        const AutoTexture autoCleanup(texture);
2424
2425        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2426        texture->setFilter(GL_LINEAR, true);
2427
2428        int alpha;
2429        SkXfermode::Mode mode;
2430        getAlphaAndMode(paint, &alpha, &mode);
2431
2432        const bool pureTranslate = currentTransform().isPureTranslate();
2433        // Mark the current layer dirty where we are going to draw the patch
2434        if (hasLayer() && mesh->hasEmptyQuads) {
2435            const float offsetX = left + currentTransform().getTranslateX();
2436            const float offsetY = top + currentTransform().getTranslateY();
2437            const size_t count = mesh->quads.size();
2438            for (size_t i = 0; i < count; i++) {
2439                const Rect& bounds = mesh->quads.itemAt(i);
2440                if (CC_LIKELY(pureTranslate)) {
2441                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2442                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2443                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2444                } else {
2445                    dirtyLayer(left + bounds.left, top + bounds.top,
2446                            left + bounds.right, top + bounds.bottom, currentTransform());
2447                }
2448            }
2449        }
2450
2451        if (CC_LIKELY(pureTranslate)) {
2452            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2453            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2454
2455            right = x + right - left;
2456            bottom = y + bottom - top;
2457            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2458                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2459                    GL_TRIANGLES, mesh->indexCount, false, true,
2460                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2461        } else {
2462            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2463                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2464                    GL_TRIANGLES, mesh->indexCount, false, false,
2465                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2466        }
2467    }
2468
2469    return DrawGlInfo::kStatusDrew;
2470}
2471
2472/**
2473 * Important note: this method is intended to draw batches of 9-patch objects and
2474 * will not set the scissor enable or dirty the current layer, if any.
2475 * The caller is responsible for properly dirtying the current layer.
2476 */
2477status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2478        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2479    mCaches.activeTexture(0);
2480    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2481    if (!texture) return DrawGlInfo::kStatusDone;
2482    const AutoTexture autoCleanup(texture);
2483
2484    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2485    texture->setFilter(GL_LINEAR, true);
2486
2487    int alpha;
2488    SkXfermode::Mode mode;
2489    getAlphaAndMode(paint, &alpha, &mode);
2490
2491    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2492            mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0],
2493            GL_TRIANGLES, indexCount, false, true, 0, true, false);
2494
2495    return DrawGlInfo::kStatusDrew;
2496}
2497
2498status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2499        bool useOffset) {
2500    if (!vertexBuffer.getVertexCount()) {
2501        // no vertices to draw
2502        return DrawGlInfo::kStatusDone;
2503    }
2504
2505    int color = paint->getColor();
2506    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2507    bool isAA = paint->isAntiAlias();
2508
2509    setupDraw();
2510    setupDrawNoTexture();
2511    if (isAA) setupDrawAA();
2512    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2513    setupDrawColorFilter();
2514    setupDrawShader();
2515    setupDrawBlending(isAA, mode);
2516    setupDrawProgram();
2517    setupDrawModelViewIdentity(useOffset);
2518    setupDrawColorUniforms();
2519    setupDrawColorFilterUniforms();
2520    setupDrawShaderIdentityUniforms();
2521
2522    void* vertices = vertexBuffer.getBuffer();
2523    bool force = mCaches.unbindMeshBuffer();
2524    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2525    mCaches.resetTexCoordsVertexPointer();
2526    mCaches.unbindIndicesBuffer();
2527
2528    int alphaSlot = -1;
2529    if (isAA) {
2530        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2531        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2532
2533        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2534        glEnableVertexAttribArray(alphaSlot);
2535        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2536    }
2537
2538    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2539
2540    if (isAA) {
2541        glDisableVertexAttribArray(alphaSlot);
2542    }
2543
2544    return DrawGlInfo::kStatusDrew;
2545}
2546
2547/**
2548 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2549 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2550 * screen space in all directions. However, instead of using a fragment shader to compute the
2551 * translucency of the color from its position, we simply use a varying parameter to define how far
2552 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2553 *
2554 * Doesn't yet support joins, caps, or path effects.
2555 */
2556status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2557    VertexBuffer vertexBuffer;
2558    // TODO: try clipping large paths to viewport
2559    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2560
2561    if (hasLayer()) {
2562        SkRect bounds = path.getBounds();
2563        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2564        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2565    }
2566
2567    return drawVertexBuffer(vertexBuffer, paint);
2568}
2569
2570/**
2571 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2572 * and additional geometry for defining an alpha slope perimeter.
2573 *
2574 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2575 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2576 * in-shader alpha region, but found it to be taxing on some GPUs.
2577 *
2578 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2579 * memory transfer by removing need for degenerate vertices.
2580 */
2581status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2582    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2583
2584    count &= ~0x3; // round down to nearest four
2585
2586    VertexBuffer buffer;
2587    SkRect bounds;
2588    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2589
2590    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2591        return DrawGlInfo::kStatusDone;
2592    }
2593
2594    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2595
2596    bool useOffset = !paint->isAntiAlias();
2597    return drawVertexBuffer(buffer, paint, useOffset);
2598}
2599
2600status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2601    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2602
2603    count &= ~0x1; // round down to nearest two
2604
2605    VertexBuffer buffer;
2606    SkRect bounds;
2607    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2608
2609    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2610        return DrawGlInfo::kStatusDone;
2611    }
2612
2613    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2614
2615    bool useOffset = !paint->isAntiAlias();
2616    return drawVertexBuffer(buffer, paint, useOffset);
2617}
2618
2619status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2620    // No need to check against the clip, we fill the clip region
2621    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2622
2623    Rect& clip(*mSnapshot->clipRect);
2624    clip.snapToPixelBoundaries();
2625
2626    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2627
2628    return DrawGlInfo::kStatusDrew;
2629}
2630
2631status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2632        SkPaint* paint) {
2633    if (!texture) return DrawGlInfo::kStatusDone;
2634    const AutoTexture autoCleanup(texture);
2635
2636    const float x = left + texture->left - texture->offset;
2637    const float y = top + texture->top - texture->offset;
2638
2639    drawPathTexture(texture, x, y, paint);
2640
2641    return DrawGlInfo::kStatusDrew;
2642}
2643
2644status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2645        float rx, float ry, SkPaint* p) {
2646    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2647            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2648        return DrawGlInfo::kStatusDone;
2649    }
2650
2651    if (p->getPathEffect() != 0) {
2652        mCaches.activeTexture(0);
2653        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2654                right - left, bottom - top, rx, ry, p);
2655        return drawShape(left, top, texture, p);
2656    }
2657
2658    SkPath path;
2659    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2660    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2661        float outset = p->getStrokeWidth() / 2;
2662        rect.outset(outset, outset);
2663        rx += outset;
2664        ry += outset;
2665    }
2666    path.addRoundRect(rect, rx, ry);
2667    return drawConvexPath(path, p);
2668}
2669
2670status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2671    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2672            x + radius, y + radius, p) ||
2673            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2674        return DrawGlInfo::kStatusDone;
2675    }
2676    if (p->getPathEffect() != 0) {
2677        mCaches.activeTexture(0);
2678        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2679        return drawShape(x - radius, y - radius, texture, p);
2680    }
2681
2682    SkPath path;
2683    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2684        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2685    } else {
2686        path.addCircle(x, y, radius);
2687    }
2688    return drawConvexPath(path, p);
2689}
2690
2691status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2692        SkPaint* p) {
2693    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2694            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2695        return DrawGlInfo::kStatusDone;
2696    }
2697
2698    if (p->getPathEffect() != 0) {
2699        mCaches.activeTexture(0);
2700        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2701        return drawShape(left, top, texture, p);
2702    }
2703
2704    SkPath path;
2705    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2706    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2707        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2708    }
2709    path.addOval(rect);
2710    return drawConvexPath(path, p);
2711}
2712
2713status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2714        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2715    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2716            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2717        return DrawGlInfo::kStatusDone;
2718    }
2719
2720    if (fabs(sweepAngle) >= 360.0f) {
2721        return drawOval(left, top, right, bottom, p);
2722    }
2723
2724    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2725    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2726        mCaches.activeTexture(0);
2727        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2728                startAngle, sweepAngle, useCenter, p);
2729        return drawShape(left, top, texture, p);
2730    }
2731
2732    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2733    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2734        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2735    }
2736
2737    SkPath path;
2738    if (useCenter) {
2739        path.moveTo(rect.centerX(), rect.centerY());
2740    }
2741    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2742    if (useCenter) {
2743        path.close();
2744    }
2745    return drawConvexPath(path, p);
2746}
2747
2748// See SkPaintDefaults.h
2749#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2750
2751status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2752    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2753            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2754        return DrawGlInfo::kStatusDone;
2755    }
2756
2757    if (p->getStyle() != SkPaint::kFill_Style) {
2758        // only fill style is supported by drawConvexPath, since others have to handle joins
2759        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2760                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2761            mCaches.activeTexture(0);
2762            const PathTexture* texture =
2763                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2764            return drawShape(left, top, texture, p);
2765        }
2766
2767        SkPath path;
2768        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2769        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2770            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2771        }
2772        path.addRect(rect);
2773        return drawConvexPath(path, p);
2774    }
2775
2776    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2777        SkPath path;
2778        path.addRect(left, top, right, bottom);
2779        return drawConvexPath(path, p);
2780    } else {
2781        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2782        return DrawGlInfo::kStatusDrew;
2783    }
2784}
2785
2786void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2787        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2788        float x, float y) {
2789    mCaches.activeTexture(0);
2790
2791    // NOTE: The drop shadow will not perform gamma correction
2792    //       if shader-based correction is enabled
2793    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2794    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2795            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2796    // If the drop shadow exceeds the max texture size or couldn't be
2797    // allocated, skip drawing
2798    if (!shadow) return;
2799    const AutoTexture autoCleanup(shadow);
2800
2801    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2802    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2803
2804    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2805    int shadowColor = mDrawModifiers.mShadowColor;
2806    if (mDrawModifiers.mShader) {
2807        shadowColor = 0xffffffff;
2808    }
2809
2810    setupDraw();
2811    setupDrawWithTexture(true);
2812    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2813    setupDrawColorFilter();
2814    setupDrawShader();
2815    setupDrawBlending(true, mode);
2816    setupDrawProgram();
2817    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2818    setupDrawTexture(shadow->id);
2819    setupDrawPureColorUniforms();
2820    setupDrawColorFilterUniforms();
2821    setupDrawShaderUniforms();
2822    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2823
2824    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2825}
2826
2827bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2828    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2829    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2830}
2831
2832status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2833        const float* positions, SkPaint* paint) {
2834    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2835        return DrawGlInfo::kStatusDone;
2836    }
2837
2838    // NOTE: Skia does not support perspective transform on drawPosText yet
2839    if (!currentTransform().isSimple()) {
2840        return DrawGlInfo::kStatusDone;
2841    }
2842
2843    mCaches.enableScissor();
2844
2845    float x = 0.0f;
2846    float y = 0.0f;
2847    const bool pureTranslate = currentTransform().isPureTranslate();
2848    if (pureTranslate) {
2849        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2850        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2851    }
2852
2853    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2854    fontRenderer.setFont(paint, mat4::identity());
2855
2856    int alpha;
2857    SkXfermode::Mode mode;
2858    getAlphaAndMode(paint, &alpha, &mode);
2859
2860    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2861        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2862                alpha, mode, 0.0f, 0.0f);
2863    }
2864
2865    // Pick the appropriate texture filtering
2866    bool linearFilter = currentTransform().changesBounds();
2867    if (pureTranslate && !linearFilter) {
2868        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2869    }
2870    fontRenderer.setTextureFiltering(linearFilter);
2871
2872    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2873    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2874
2875    const bool hasActiveLayer = hasLayer();
2876
2877    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2878    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2879            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2880        if (hasActiveLayer) {
2881            if (!pureTranslate) {
2882                currentTransform().mapRect(bounds);
2883            }
2884            dirtyLayerUnchecked(bounds, getRegion());
2885        }
2886    }
2887
2888    return DrawGlInfo::kStatusDrew;
2889}
2890
2891mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2892    mat4 fontTransform;
2893    if (CC_LIKELY(transform.isPureTranslate())) {
2894        fontTransform = mat4::identity();
2895    } else {
2896        if (CC_UNLIKELY(transform.isPerspective())) {
2897            fontTransform = mat4::identity();
2898        } else {
2899            float sx, sy;
2900            currentTransform().decomposeScale(sx, sy);
2901            fontTransform.loadScale(sx, sy, 1.0f);
2902        }
2903    }
2904    return fontTransform;
2905}
2906
2907status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2908        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2909        DrawOpMode drawOpMode) {
2910
2911    if (drawOpMode == kDrawOpMode_Immediate) {
2912        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2913        // drawing as ops from DeferredDisplayList are already filtered for these
2914        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2915                quickReject(bounds)) {
2916            return DrawGlInfo::kStatusDone;
2917        }
2918    }
2919
2920    const float oldX = x;
2921    const float oldY = y;
2922
2923    const mat4& transform = currentTransform();
2924    const bool pureTranslate = transform.isPureTranslate();
2925
2926    if (CC_LIKELY(pureTranslate)) {
2927        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2928        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2929    }
2930
2931    int alpha;
2932    SkXfermode::Mode mode;
2933    getAlphaAndMode(paint, &alpha, &mode);
2934
2935    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2936
2937    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2938        fontRenderer.setFont(paint, mat4::identity());
2939        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2940                alpha, mode, oldX, oldY);
2941    }
2942
2943    const bool hasActiveLayer = hasLayer();
2944
2945    // We only pass a partial transform to the font renderer. That partial
2946    // matrix defines how glyphs are rasterized. Typically we want glyphs
2947    // to be rasterized at their final size on screen, which means the partial
2948    // matrix needs to take the scale factor into account.
2949    // When a partial matrix is used to transform glyphs during rasterization,
2950    // the mesh is generated with the inverse transform (in the case of scale,
2951    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2952    // apply the full transform matrix at draw time in the vertex shader.
2953    // Applying the full matrix in the shader is the easiest way to handle
2954    // rotation and perspective and allows us to always generated quads in the
2955    // font renderer which greatly simplifies the code, clipping in particular.
2956    mat4 fontTransform = findBestFontTransform(transform);
2957    fontRenderer.setFont(paint, fontTransform);
2958
2959    // Pick the appropriate texture filtering
2960    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2961    fontRenderer.setTextureFiltering(linearFilter);
2962
2963    // TODO: Implement better clipping for scaled/rotated text
2964    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2965    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2966
2967    bool status;
2968    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2969
2970    // don't call issuedrawcommand, do it at end of batch
2971    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2972    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2973        SkPaint paintCopy(*paint);
2974        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2975        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2976                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2977    } else {
2978        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2979                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2980    }
2981
2982    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2983        if (!pureTranslate) {
2984            transform.mapRect(layerBounds);
2985        }
2986        dirtyLayerUnchecked(layerBounds, getRegion());
2987    }
2988
2989    drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint);
2990
2991    return DrawGlInfo::kStatusDrew;
2992}
2993
2994status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2995        float hOffset, float vOffset, SkPaint* paint) {
2996    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2997        return DrawGlInfo::kStatusDone;
2998    }
2999
3000    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
3001    mCaches.enableScissor();
3002
3003    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3004    fontRenderer.setFont(paint, mat4::identity());
3005    fontRenderer.setTextureFiltering(true);
3006
3007    int alpha;
3008    SkXfermode::Mode mode;
3009    getAlphaAndMode(paint, &alpha, &mode);
3010    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
3011
3012    const Rect* clip = &mSnapshot->getLocalClip();
3013    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3014
3015    const bool hasActiveLayer = hasLayer();
3016
3017    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3018            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
3019        if (hasActiveLayer) {
3020            currentTransform().mapRect(bounds);
3021            dirtyLayerUnchecked(bounds, getRegion());
3022        }
3023    }
3024
3025    return DrawGlInfo::kStatusDrew;
3026}
3027
3028status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3029    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3030
3031    mCaches.activeTexture(0);
3032
3033    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3034    if (!texture) return DrawGlInfo::kStatusDone;
3035    const AutoTexture autoCleanup(texture);
3036
3037    const float x = texture->left - texture->offset;
3038    const float y = texture->top - texture->offset;
3039
3040    drawPathTexture(texture, x, y, paint);
3041
3042    return DrawGlInfo::kStatusDrew;
3043}
3044
3045status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3046    if (!layer) {
3047        return DrawGlInfo::kStatusDone;
3048    }
3049
3050    mat4* transform = NULL;
3051    if (layer->isTextureLayer()) {
3052        transform = &layer->getTransform();
3053        if (!transform->isIdentity()) {
3054            save(0);
3055            currentTransform().multiply(*transform);
3056        }
3057    }
3058
3059    bool clipRequired = false;
3060    const bool rejected = quickRejectNoScissor(x, y,
3061            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired);
3062
3063    if (rejected) {
3064        if (transform && !transform->isIdentity()) {
3065            restore();
3066        }
3067        return DrawGlInfo::kStatusDone;
3068    }
3069
3070    updateLayer(layer, true);
3071
3072    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
3073    mCaches.activeTexture(0);
3074
3075    if (CC_LIKELY(!layer->region.isEmpty())) {
3076        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3077        mDrawModifiers.mColorFilter = layer->getColorFilter();
3078
3079        if (layer->region.isRect()) {
3080            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3081                    composeLayerRect(layer, layer->regionRect));
3082        } else if (layer->mesh) {
3083            const float a = getLayerAlpha(layer);
3084            setupDraw();
3085            setupDrawWithTexture();
3086            setupDrawColor(a, a, a, a);
3087            setupDrawColorFilter();
3088            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3089            setupDrawProgram();
3090            setupDrawPureColorUniforms();
3091            setupDrawColorFilterUniforms();
3092            setupDrawTexture(layer->getTexture());
3093            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3094                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3095                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3096
3097                layer->setFilter(GL_NEAREST);
3098                setupDrawModelViewTranslate(tx, ty,
3099                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3100            } else {
3101                layer->setFilter(GL_LINEAR);
3102                setupDrawModelViewTranslate(x, y,
3103                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3104            }
3105
3106            TextureVertex* mesh = &layer->mesh[0];
3107            GLsizei elementsCount = layer->meshElementCount;
3108
3109            while (elementsCount > 0) {
3110                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3111
3112                setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
3113                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3114                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3115
3116                elementsCount -= drawCount;
3117                // Though there are 4 vertices in a quad, we use 6 indices per
3118                // quad to draw with GL_TRIANGLES
3119                mesh += (drawCount / 6) * 4;
3120            }
3121
3122            finishDrawTexture();
3123
3124#if DEBUG_LAYERS_AS_REGIONS
3125            drawRegionRects(layer->region);
3126#endif
3127        }
3128
3129        mDrawModifiers.mColorFilter = oldFilter;
3130
3131        if (layer->debugDrawUpdate) {
3132            layer->debugDrawUpdate = false;
3133            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3134                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3135        }
3136    }
3137    layer->hasDrawnSinceUpdate = true;
3138
3139    if (transform && !transform->isIdentity()) {
3140        restore();
3141    }
3142
3143    return DrawGlInfo::kStatusDrew;
3144}
3145
3146///////////////////////////////////////////////////////////////////////////////
3147// Shaders
3148///////////////////////////////////////////////////////////////////////////////
3149
3150void OpenGLRenderer::resetShader() {
3151    mDrawModifiers.mShader = NULL;
3152}
3153
3154void OpenGLRenderer::setupShader(SkiaShader* shader) {
3155    mDrawModifiers.mShader = shader;
3156    if (mDrawModifiers.mShader) {
3157        mDrawModifiers.mShader->setCaches(mCaches);
3158    }
3159}
3160
3161///////////////////////////////////////////////////////////////////////////////
3162// Color filters
3163///////////////////////////////////////////////////////////////////////////////
3164
3165void OpenGLRenderer::resetColorFilter() {
3166    mDrawModifiers.mColorFilter = NULL;
3167}
3168
3169void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3170    mDrawModifiers.mColorFilter = filter;
3171}
3172
3173///////////////////////////////////////////////////////////////////////////////
3174// Drop shadow
3175///////////////////////////////////////////////////////////////////////////////
3176
3177void OpenGLRenderer::resetShadow() {
3178    mDrawModifiers.mHasShadow = false;
3179}
3180
3181void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3182    mDrawModifiers.mHasShadow = true;
3183    mDrawModifiers.mShadowRadius = radius;
3184    mDrawModifiers.mShadowDx = dx;
3185    mDrawModifiers.mShadowDy = dy;
3186    mDrawModifiers.mShadowColor = color;
3187}
3188
3189///////////////////////////////////////////////////////////////////////////////
3190// Draw filters
3191///////////////////////////////////////////////////////////////////////////////
3192
3193void OpenGLRenderer::resetPaintFilter() {
3194    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3195    // comparison, see MergingDrawBatch::canMergeWith
3196    mDrawModifiers.mHasDrawFilter = false;
3197    mDrawModifiers.mPaintFilterClearBits = 0;
3198    mDrawModifiers.mPaintFilterSetBits = 0;
3199}
3200
3201void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3202    mDrawModifiers.mHasDrawFilter = true;
3203    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3204    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3205}
3206
3207SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3208    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3209        return paint;
3210    }
3211
3212    uint32_t flags = paint->getFlags();
3213
3214    mFilteredPaint = *paint;
3215    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3216            mDrawModifiers.mPaintFilterSetBits);
3217
3218    return &mFilteredPaint;
3219}
3220
3221///////////////////////////////////////////////////////////////////////////////
3222// Drawing implementation
3223///////////////////////////////////////////////////////////////////////////////
3224
3225Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3226    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3227    if (!texture) {
3228        return mCaches.textureCache.get(bitmap);
3229    }
3230    return texture;
3231}
3232
3233void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3234        float x, float y, SkPaint* paint) {
3235    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3236        return;
3237    }
3238
3239    int alpha;
3240    SkXfermode::Mode mode;
3241    getAlphaAndMode(paint, &alpha, &mode);
3242
3243    setupDraw();
3244    setupDrawWithTexture(true);
3245    setupDrawAlpha8Color(paint->getColor(), alpha);
3246    setupDrawColorFilter();
3247    setupDrawShader();
3248    setupDrawBlending(true, mode);
3249    setupDrawProgram();
3250    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3251    setupDrawTexture(texture->id);
3252    setupDrawPureColorUniforms();
3253    setupDrawColorFilterUniforms();
3254    setupDrawShaderUniforms();
3255    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3256
3257    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3258
3259    finishDrawTexture();
3260}
3261
3262// Same values used by Skia
3263#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3264#define kStdUnderline_Offset    (1.0f / 9.0f)
3265#define kStdUnderline_Thickness (1.0f / 18.0f)
3266
3267void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3268        float x, float y, SkPaint* paint) {
3269    // Handle underline and strike-through
3270    uint32_t flags = paint->getFlags();
3271    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3272        SkPaint paintCopy(*paint);
3273
3274        if (CC_LIKELY(underlineWidth > 0.0f)) {
3275            const float textSize = paintCopy.getTextSize();
3276            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3277
3278            const float left = x;
3279            float top = 0.0f;
3280
3281            int linesCount = 0;
3282            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3283            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3284
3285            const int pointsCount = 4 * linesCount;
3286            float points[pointsCount];
3287            int currentPoint = 0;
3288
3289            if (flags & SkPaint::kUnderlineText_Flag) {
3290                top = y + textSize * kStdUnderline_Offset;
3291                points[currentPoint++] = left;
3292                points[currentPoint++] = top;
3293                points[currentPoint++] = left + underlineWidth;
3294                points[currentPoint++] = top;
3295            }
3296
3297            if (flags & SkPaint::kStrikeThruText_Flag) {
3298                top = y + textSize * kStdStrikeThru_Offset;
3299                points[currentPoint++] = left;
3300                points[currentPoint++] = top;
3301                points[currentPoint++] = left + underlineWidth;
3302                points[currentPoint++] = top;
3303            }
3304
3305            paintCopy.setStrokeWidth(strokeWidth);
3306
3307            drawLines(&points[0], pointsCount, &paintCopy);
3308        }
3309    }
3310}
3311
3312status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3313    if (mSnapshot->isIgnored()) {
3314        return DrawGlInfo::kStatusDone;
3315    }
3316
3317    int color = paint->getColor();
3318    // If a shader is set, preserve only the alpha
3319    if (mDrawModifiers.mShader) {
3320        color |= 0x00ffffff;
3321    }
3322    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3323
3324    return drawColorRects(rects, count, color, mode);
3325}
3326
3327status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3328        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3329    if (count == 0) {
3330        return DrawGlInfo::kStatusDone;
3331    }
3332
3333    float left = FLT_MAX;
3334    float top = FLT_MAX;
3335    float right = FLT_MIN;
3336    float bottom = FLT_MIN;
3337
3338    Vertex mesh[count];
3339    Vertex* vertex = mesh;
3340
3341    for (int index = 0; index < count; index += 4) {
3342        float l = rects[index + 0];
3343        float t = rects[index + 1];
3344        float r = rects[index + 2];
3345        float b = rects[index + 3];
3346
3347        Vertex::set(vertex++, l, t);
3348        Vertex::set(vertex++, r, t);
3349        Vertex::set(vertex++, l, b);
3350        Vertex::set(vertex++, r, b);
3351
3352        left = fminf(left, l);
3353        top = fminf(top, t);
3354        right = fmaxf(right, r);
3355        bottom = fmaxf(bottom, b);
3356    }
3357
3358    if (clip && quickReject(left, top, right, bottom)) {
3359        return DrawGlInfo::kStatusDone;
3360    }
3361
3362    setupDraw();
3363    setupDrawNoTexture();
3364    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3365    setupDrawShader();
3366    setupDrawColorFilter();
3367    setupDrawBlending(mode);
3368    setupDrawProgram();
3369    setupDrawDirtyRegionsDisabled();
3370    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3371    setupDrawColorUniforms();
3372    setupDrawShaderUniforms();
3373    setupDrawColorFilterUniforms();
3374
3375    if (dirty && hasLayer()) {
3376        dirtyLayer(left, top, right, bottom, currentTransform());
3377    }
3378
3379    drawIndexedQuads(&mesh[0], count / 4);
3380
3381    return DrawGlInfo::kStatusDrew;
3382}
3383
3384void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3385        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3386    // If a shader is set, preserve only the alpha
3387    if (mDrawModifiers.mShader) {
3388        color |= 0x00ffffff;
3389    }
3390
3391    setupDraw();
3392    setupDrawNoTexture();
3393    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3394    setupDrawShader();
3395    setupDrawColorFilter();
3396    setupDrawBlending(mode);
3397    setupDrawProgram();
3398    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3399    setupDrawColorUniforms();
3400    setupDrawShaderUniforms(ignoreTransform);
3401    setupDrawColorFilterUniforms();
3402    setupDrawSimpleMesh();
3403
3404    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3405}
3406
3407void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3408        Texture* texture, SkPaint* paint) {
3409    int alpha;
3410    SkXfermode::Mode mode;
3411    getAlphaAndMode(paint, &alpha, &mode);
3412
3413    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3414
3415    GLvoid* vertices = (GLvoid*) NULL;
3416    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3417
3418    if (texture->uvMapper) {
3419        vertices = &mMeshVertices[0].position[0];
3420        texCoords = &mMeshVertices[0].texture[0];
3421
3422        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3423        texture->uvMapper->map(uvs);
3424
3425        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3426    }
3427
3428    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3429        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3430        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3431
3432        texture->setFilter(GL_NEAREST, true);
3433        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3434                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3435                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3436    } else {
3437        texture->setFilter(FILTER(paint), true);
3438        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3439                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3440    }
3441
3442    if (texture->uvMapper) {
3443        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3444    }
3445}
3446
3447void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3448        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3449    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3450            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3451}
3452
3453void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3454        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3455        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3456        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3457
3458    setupDraw();
3459    setupDrawWithTexture();
3460    setupDrawColor(alpha, alpha, alpha, alpha);
3461    setupDrawColorFilter();
3462    setupDrawBlending(blend, mode, swapSrcDst);
3463    setupDrawProgram();
3464    if (!dirty) setupDrawDirtyRegionsDisabled();
3465    if (!ignoreScale) {
3466        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3467    } else {
3468        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3469    }
3470    setupDrawTexture(texture);
3471    setupDrawPureColorUniforms();
3472    setupDrawColorFilterUniforms();
3473    setupDrawMesh(vertices, texCoords, vbo);
3474
3475    glDrawArrays(drawMode, 0, elementsCount);
3476
3477    finishDrawTexture();
3478}
3479
3480void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3481        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3482        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3483        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3484
3485    setupDraw();
3486    setupDrawWithTexture();
3487    setupDrawColor(alpha, alpha, alpha, alpha);
3488    setupDrawColorFilter();
3489    setupDrawBlending(blend, mode, swapSrcDst);
3490    setupDrawProgram();
3491    if (!dirty) setupDrawDirtyRegionsDisabled();
3492    if (!ignoreScale) {
3493        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3494    } else {
3495        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3496    }
3497    setupDrawTexture(texture);
3498    setupDrawPureColorUniforms();
3499    setupDrawColorFilterUniforms();
3500    setupDrawMeshIndices(vertices, texCoords, vbo);
3501
3502    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3503
3504    finishDrawTexture();
3505}
3506
3507void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3508        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3509        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3510        bool ignoreTransform, bool ignoreScale, bool dirty) {
3511
3512    setupDraw();
3513    setupDrawWithTexture(true);
3514    if (hasColor) {
3515        setupDrawAlpha8Color(color, alpha);
3516    }
3517    setupDrawColorFilter();
3518    setupDrawShader();
3519    setupDrawBlending(true, mode);
3520    setupDrawProgram();
3521    if (!dirty) setupDrawDirtyRegionsDisabled();
3522    if (!ignoreScale) {
3523        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3524    } else {
3525        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3526    }
3527    setupDrawTexture(texture);
3528    setupDrawPureColorUniforms();
3529    setupDrawColorFilterUniforms();
3530    setupDrawShaderUniforms();
3531    setupDrawMesh(vertices, texCoords);
3532
3533    glDrawArrays(drawMode, 0, elementsCount);
3534
3535    finishDrawTexture();
3536}
3537
3538void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3539        ProgramDescription& description, bool swapSrcDst) {
3540    if (mCountOverdraw) {
3541        if (!mCaches.blend) glEnable(GL_BLEND);
3542        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3543            glBlendFunc(GL_ONE, GL_ONE);
3544        }
3545
3546        mCaches.blend = true;
3547        mCaches.lastSrcMode = GL_ONE;
3548        mCaches.lastDstMode = GL_ONE;
3549
3550        return;
3551    }
3552
3553    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3554
3555    if (blend) {
3556        // These blend modes are not supported by OpenGL directly and have
3557        // to be implemented using shaders. Since the shader will perform
3558        // the blending, turn blending off here
3559        // If the blend mode cannot be implemented using shaders, fall
3560        // back to the default SrcOver blend mode instead
3561        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3562            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3563                description.framebufferMode = mode;
3564                description.swapSrcDst = swapSrcDst;
3565
3566                if (mCaches.blend) {
3567                    glDisable(GL_BLEND);
3568                    mCaches.blend = false;
3569                }
3570
3571                return;
3572            } else {
3573                mode = SkXfermode::kSrcOver_Mode;
3574            }
3575        }
3576
3577        if (!mCaches.blend) {
3578            glEnable(GL_BLEND);
3579        }
3580
3581        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3582        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3583
3584        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3585            glBlendFunc(sourceMode, destMode);
3586            mCaches.lastSrcMode = sourceMode;
3587            mCaches.lastDstMode = destMode;
3588        }
3589    } else if (mCaches.blend) {
3590        glDisable(GL_BLEND);
3591    }
3592    mCaches.blend = blend;
3593}
3594
3595bool OpenGLRenderer::useProgram(Program* program) {
3596    if (!program->isInUse()) {
3597        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3598        program->use();
3599        mCaches.currentProgram = program;
3600        return false;
3601    }
3602    return true;
3603}
3604
3605void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3606    TextureVertex* v = &mMeshVertices[0];
3607    TextureVertex::setUV(v++, u1, v1);
3608    TextureVertex::setUV(v++, u2, v1);
3609    TextureVertex::setUV(v++, u1, v2);
3610    TextureVertex::setUV(v++, u2, v2);
3611}
3612
3613void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3614    getAlphaAndModeDirect(paint, alpha,  mode);
3615    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3616        // if drawing a layer, ignore the paint's alpha
3617        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3618    }
3619    *alpha *= mSnapshot->alpha;
3620}
3621
3622float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3623    float alpha;
3624    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3625        alpha = mDrawModifiers.mOverrideLayerAlpha;
3626    } else {
3627        alpha = layer->getAlpha() / 255.0f;
3628    }
3629    return alpha * mSnapshot->alpha;
3630}
3631
3632}; // namespace uirenderer
3633}; // namespace android
3634