OpenGLRenderer.cpp revision be6f9dc1e71b425b7ac1c40c0a2c72d03eb9fbee
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 <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48#define ALPHA_THRESHOLD 0
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106///////////////////////////////////////////////////////////////////////////////
107// Constructors/destructor
108///////////////////////////////////////////////////////////////////////////////
109
110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
111    mShader = NULL;
112    mColorFilter = NULL;
113    mHasShadow = false;
114    mHasDrawFilter = false;
115
116    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
117
118    mFirstSnapshot = new Snapshot;
119}
120
121OpenGLRenderer::~OpenGLRenderer() {
122    // The context has already been destroyed at this point, do not call
123    // GL APIs. All GL state should be kept in Caches.h
124}
125
126///////////////////////////////////////////////////////////////////////////////
127// Debug
128///////////////////////////////////////////////////////////////////////////////
129
130void OpenGLRenderer::startMark(const char* name) const {
131    mCaches.startMark(0, name);
132}
133
134void OpenGLRenderer::endMark() const {
135    mCaches.endMark();
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142uint32_t OpenGLRenderer::getStencilSize() {
143    return STENCIL_BUFFER_SIZE;
144}
145
146bool OpenGLRenderer::isDeferred() {
147    return false;
148}
149
150void OpenGLRenderer::setViewport(int width, int height) {
151    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
152
153    mWidth = width;
154    mHeight = height;
155
156    mFirstSnapshot->height = height;
157    mFirstSnapshot->viewport.set(0, 0, width, height);
158
159    glDisable(GL_DITHER);
160    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
161
162    glEnableVertexAttribArray(Program::kBindingPosition);
163}
164
165int OpenGLRenderer::prepare(bool opaque) {
166    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
167}
168
169int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
170    mCaches.clearGarbage();
171
172    mSnapshot = new Snapshot(mFirstSnapshot,
173            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
174    mSnapshot->fbo = getTargetFbo();
175    mSaveCount = 1;
176
177    mSnapshot->setClip(left, top, right, bottom);
178    mDirtyClip = opaque;
179
180    syncState();
181
182    if (!opaque) {
183        mCaches.enableScissor();
184        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
185        glClear(GL_COLOR_BUFFER_BIT);
186        return DrawGlInfo::kStatusDrew;
187    } else {
188        mCaches.resetScissor();
189    }
190
191    return DrawGlInfo::kStatusDone;
192}
193
194void OpenGLRenderer::syncState() {
195    glViewport(0, 0, mWidth, mHeight);
196
197    if (mCaches.blend) {
198        glEnable(GL_BLEND);
199    } else {
200        glDisable(GL_BLEND);
201    }
202}
203
204void OpenGLRenderer::finish() {
205#if DEBUG_OPENGL
206    GLenum status = GL_NO_ERROR;
207    while ((status = glGetError()) != GL_NO_ERROR) {
208        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
209        switch (status) {
210            case GL_INVALID_ENUM:
211                ALOGE("  GL_INVALID_ENUM");
212                break;
213            case GL_INVALID_VALUE:
214                ALOGE("  GL_INVALID_VALUE");
215                break;
216            case GL_INVALID_OPERATION:
217                ALOGE("  GL_INVALID_OPERATION");
218                break;
219            case GL_OUT_OF_MEMORY:
220                ALOGE("  Out of memory!");
221                break;
222        }
223    }
224#endif
225#if DEBUG_MEMORY_USAGE
226    mCaches.dumpMemoryUsage();
227#else
228    if (mCaches.getDebugLevel() & kDebugMemory) {
229        mCaches.dumpMemoryUsage();
230    }
231#endif
232}
233
234void OpenGLRenderer::interrupt() {
235    if (mCaches.currentProgram) {
236        if (mCaches.currentProgram->isInUse()) {
237            mCaches.currentProgram->remove();
238            mCaches.currentProgram = NULL;
239        }
240    }
241    mCaches.unbindMeshBuffer();
242    mCaches.unbindIndicesBuffer();
243    mCaches.resetVertexPointers();
244    mCaches.disbaleTexCoordsVertexArray();
245}
246
247void OpenGLRenderer::resume() {
248    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
249
250    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
251    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
252
253    mCaches.enableScissor();
254    mCaches.resetScissor();
255    dirtyClip();
256
257    mCaches.activeTexture(0);
258    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
259
260    mCaches.blend = true;
261    glEnable(GL_BLEND);
262    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
263    glBlendEquation(GL_FUNC_ADD);
264}
265
266void OpenGLRenderer::detachFunctor(Functor* functor) {
267    mFunctors.remove(functor);
268}
269
270void OpenGLRenderer::attachFunctor(Functor* functor) {
271    mFunctors.add(functor);
272}
273
274status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
275    status_t result = DrawGlInfo::kStatusDone;
276    size_t count = mFunctors.size();
277
278    if (count > 0) {
279        SortedVector<Functor*> functors(mFunctors);
280        mFunctors.clear();
281
282        DrawGlInfo info;
283        info.clipLeft = 0;
284        info.clipTop = 0;
285        info.clipRight = 0;
286        info.clipBottom = 0;
287        info.isLayer = false;
288        info.width = 0;
289        info.height = 0;
290        memset(info.transform, 0, sizeof(float) * 16);
291
292        for (size_t i = 0; i < count; i++) {
293            Functor* f = functors.itemAt(i);
294            result |= (*f)(DrawGlInfo::kModeProcess, &info);
295
296            if (result & DrawGlInfo::kStatusDraw) {
297                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
298                dirty.unionWith(localDirty);
299            }
300
301            if (result & DrawGlInfo::kStatusInvoke) {
302                mFunctors.add(f);
303            }
304        }
305    }
306
307    mCaches.activeTexture(0);
308
309    return result;
310}
311
312status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
313    interrupt();
314    detachFunctor(functor);
315
316    if (mDirtyClip) {
317        setScissorFromClip();
318    }
319
320    Rect clip(*mSnapshot->clipRect);
321    clip.snapToPixelBoundaries();
322
323#if RENDER_LAYERS_AS_REGIONS
324    // Since we don't know what the functor will draw, let's dirty
325    // tne entire clip region
326    if (hasLayer()) {
327        dirtyLayerUnchecked(clip, getRegion());
328    }
329#endif
330
331    DrawGlInfo info;
332    info.clipLeft = clip.left;
333    info.clipTop = clip.top;
334    info.clipRight = clip.right;
335    info.clipBottom = clip.bottom;
336    info.isLayer = hasLayer();
337    info.width = getSnapshot()->viewport.getWidth();
338    info.height = getSnapshot()->height;
339    getSnapshot()->transform->copyTo(&info.transform[0]);
340
341    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
342
343    if (result != DrawGlInfo::kStatusDone) {
344        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
345        dirty.unionWith(localDirty);
346
347        if (result & DrawGlInfo::kStatusInvoke) {
348            mFunctors.add(functor);
349        }
350    }
351
352    resume();
353    return result;
354}
355
356///////////////////////////////////////////////////////////////////////////////
357// State management
358///////////////////////////////////////////////////////////////////////////////
359
360int OpenGLRenderer::getSaveCount() const {
361    return mSaveCount;
362}
363
364int OpenGLRenderer::save(int flags) {
365    return saveSnapshot(flags);
366}
367
368void OpenGLRenderer::restore() {
369    if (mSaveCount > 1) {
370        restoreSnapshot();
371    }
372}
373
374void OpenGLRenderer::restoreToCount(int saveCount) {
375    if (saveCount < 1) saveCount = 1;
376
377    while (mSaveCount > saveCount) {
378        restoreSnapshot();
379    }
380}
381
382int OpenGLRenderer::saveSnapshot(int flags) {
383    mSnapshot = new Snapshot(mSnapshot, flags);
384    return mSaveCount++;
385}
386
387bool OpenGLRenderer::restoreSnapshot() {
388    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
389    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
390    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
391
392    sp<Snapshot> current = mSnapshot;
393    sp<Snapshot> previous = mSnapshot->previous;
394
395    if (restoreOrtho) {
396        Rect& r = previous->viewport;
397        glViewport(r.left, r.top, r.right, r.bottom);
398        mOrthoMatrix.load(current->orthoMatrix);
399    }
400
401    mSaveCount--;
402    mSnapshot = previous;
403
404    if (restoreClip) {
405        dirtyClip();
406    }
407
408    if (restoreLayer) {
409        composeLayer(current, previous);
410    }
411
412    return restoreClip;
413}
414
415///////////////////////////////////////////////////////////////////////////////
416// Layers
417///////////////////////////////////////////////////////////////////////////////
418
419int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
420        SkPaint* p, int flags) {
421    const GLuint previousFbo = mSnapshot->fbo;
422    const int count = saveSnapshot(flags);
423
424    if (!mSnapshot->isIgnored()) {
425        int alpha = 255;
426        SkXfermode::Mode mode;
427
428        if (p) {
429            alpha = p->getAlpha();
430            if (!mCaches.extensions.hasFramebufferFetch()) {
431                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
432                if (!isMode) {
433                    // Assume SRC_OVER
434                    mode = SkXfermode::kSrcOver_Mode;
435                }
436            } else {
437                mode = getXfermode(p->getXfermode());
438            }
439        } else {
440            mode = SkXfermode::kSrcOver_Mode;
441        }
442
443        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
444    }
445
446    return count;
447}
448
449int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
450        int alpha, int flags) {
451    if (alpha >= 255) {
452        return saveLayer(left, top, right, bottom, NULL, flags);
453    } else {
454        SkPaint paint;
455        paint.setAlpha(alpha);
456        return saveLayer(left, top, right, bottom, &paint, flags);
457    }
458}
459
460/**
461 * Layers are viewed by Skia are slightly different than layers in image editing
462 * programs (for instance.) When a layer is created, previously created layers
463 * and the frame buffer still receive every drawing command. For instance, if a
464 * layer is created and a shape intersecting the bounds of the layers and the
465 * framebuffer is draw, the shape will be drawn on both (unless the layer was
466 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
467 *
468 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
469 * texture. Unfortunately, this is inefficient as it requires every primitive to
470 * be drawn n + 1 times, where n is the number of active layers. In practice this
471 * means, for every primitive:
472 *   - Switch active frame buffer
473 *   - Change viewport, clip and projection matrix
474 *   - Issue the drawing
475 *
476 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
477 * To avoid this, layers are implemented in a different way here, at least in the
478 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
479 * is set. When this flag is set we can redirect all drawing operations into a
480 * single FBO.
481 *
482 * This implementation relies on the frame buffer being at least RGBA 8888. When
483 * a layer is created, only a texture is created, not an FBO. The content of the
484 * frame buffer contained within the layer's bounds is copied into this texture
485 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
486 * buffer and drawing continues as normal. This technique therefore treats the
487 * frame buffer as a scratch buffer for the layers.
488 *
489 * To compose the layers back onto the frame buffer, each layer texture
490 * (containing the original frame buffer data) is drawn as a simple quad over
491 * the frame buffer. The trick is that the quad is set as the composition
492 * destination in the blending equation, and the frame buffer becomes the source
493 * of the composition.
494 *
495 * Drawing layers with an alpha value requires an extra step before composition.
496 * An empty quad is drawn over the layer's region in the frame buffer. This quad
497 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
498 * quad is used to multiply the colors in the frame buffer. This is achieved by
499 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
500 * GL_ZERO, GL_SRC_ALPHA.
501 *
502 * Because glCopyTexImage2D() can be slow, an alternative implementation might
503 * be use to draw a single clipped layer. The implementation described above
504 * is correct in every case.
505 *
506 * (1) The frame buffer is actually not cleared right away. To allow the GPU
507 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
508 *     buffer is left untouched until the first drawing operation. Only when
509 *     something actually gets drawn are the layers regions cleared.
510 */
511bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
512        float right, float bottom, int alpha, SkXfermode::Mode mode,
513        int flags, GLuint previousFbo) {
514    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
515    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
516
517    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
518
519    // Window coordinates of the layer
520    Rect bounds(left, top, right, bottom);
521    if (!fboLayer) {
522        mSnapshot->transform->mapRect(bounds);
523
524        // Layers only make sense if they are in the framebuffer's bounds
525        if (bounds.intersect(*snapshot->clipRect)) {
526            // We cannot work with sub-pixels in this case
527            bounds.snapToPixelBoundaries();
528
529            // When the layer is not an FBO, we may use glCopyTexImage so we
530            // need to make sure the layer does not extend outside the bounds
531            // of the framebuffer
532            if (!bounds.intersect(snapshot->previous->viewport)) {
533                bounds.setEmpty();
534            }
535        } else {
536            bounds.setEmpty();
537        }
538    }
539
540    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
541            bounds.getHeight() > mCaches.maxTextureSize) {
542        snapshot->empty = fboLayer;
543    } else {
544        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
545    }
546
547    // Bail out if we won't draw in this snapshot
548    if (snapshot->invisible || snapshot->empty) {
549        return false;
550    }
551
552    mCaches.activeTexture(0);
553    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
554    if (!layer) {
555        return false;
556    }
557
558    layer->setAlpha(alpha, mode);
559    layer->layer.set(bounds);
560    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
561            bounds.getWidth() / float(layer->getWidth()), 0.0f);
562    layer->setColorFilter(mColorFilter);
563    layer->setBlend(true);
564
565    // Save the layer in the snapshot
566    snapshot->flags |= Snapshot::kFlagIsLayer;
567    snapshot->layer = layer;
568
569    if (fboLayer) {
570        return createFboLayer(layer, bounds, snapshot, previousFbo);
571    } else {
572        // Copy the framebuffer into the layer
573        layer->bindTexture();
574        if (!bounds.isEmpty()) {
575            if (layer->isEmpty()) {
576                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
577                        bounds.left, snapshot->height - bounds.bottom,
578                        layer->getWidth(), layer->getHeight(), 0);
579                layer->setEmpty(false);
580            } else {
581                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
582                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
583            }
584
585            // Enqueue the buffer coordinates to clear the corresponding region later
586            mLayers.push(new Rect(bounds));
587        }
588    }
589
590    return true;
591}
592
593bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
594        GLuint previousFbo) {
595    layer->setFbo(mCaches.fboCache.get());
596
597#if RENDER_LAYERS_AS_REGIONS
598    snapshot->region = &snapshot->layer->region;
599    snapshot->flags |= Snapshot::kFlagFboTarget;
600#endif
601
602    Rect clip(bounds);
603    snapshot->transform->mapRect(clip);
604    clip.intersect(*snapshot->clipRect);
605    clip.snapToPixelBoundaries();
606    clip.intersect(snapshot->previous->viewport);
607
608    mat4 inverse;
609    inverse.loadInverse(*mSnapshot->transform);
610
611    inverse.mapRect(clip);
612    clip.snapToPixelBoundaries();
613    clip.intersect(bounds);
614    clip.translate(-bounds.left, -bounds.top);
615
616    snapshot->flags |= Snapshot::kFlagIsFboLayer;
617    snapshot->fbo = layer->getFbo();
618    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
619    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
620    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
621    snapshot->height = bounds.getHeight();
622    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
623    snapshot->orthoMatrix.load(mOrthoMatrix);
624
625    // Bind texture to FBO
626    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
627    layer->bindTexture();
628
629    // Initialize the texture if needed
630    if (layer->isEmpty()) {
631        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
632        layer->setEmpty(false);
633    }
634
635    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
636            layer->getTexture(), 0);
637
638#if DEBUG_LAYERS_AS_REGIONS
639    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
640    if (status != GL_FRAMEBUFFER_COMPLETE) {
641        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
642
643        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
644        layer->deleteTexture();
645        mCaches.fboCache.put(layer->getFbo());
646
647        delete layer;
648
649        return false;
650    }
651#endif
652
653    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
654    mCaches.enableScissor();
655    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
656            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
657    glClear(GL_COLOR_BUFFER_BIT);
658
659    dirtyClip();
660
661    // Change the ortho projection
662    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
663    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
664
665    return true;
666}
667
668/**
669 * Read the documentation of createLayer() before doing anything in this method.
670 */
671void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
672    if (!current->layer) {
673        ALOGE("Attempting to compose a layer that does not exist");
674        return;
675    }
676
677    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
678
679    if (fboLayer) {
680        // Detach the texture from the FBO
681        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
682
683        // Unbind current FBO and restore previous one
684        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
685    }
686
687    Layer* layer = current->layer;
688    const Rect& rect = layer->layer;
689
690    if (!fboLayer && layer->getAlpha() < 255) {
691        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
692                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
693        // Required below, composeLayerRect() will divide by 255
694        layer->setAlpha(255);
695    }
696
697    mCaches.unbindMeshBuffer();
698
699    mCaches.activeTexture(0);
700
701    // When the layer is stored in an FBO, we can save a bit of fillrate by
702    // drawing only the dirty region
703    if (fboLayer) {
704        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
705        if (layer->getColorFilter()) {
706            setupColorFilter(layer->getColorFilter());
707        }
708        composeLayerRegion(layer, rect);
709        if (layer->getColorFilter()) {
710            resetColorFilter();
711        }
712    } else if (!rect.isEmpty()) {
713        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
714        composeLayerRect(layer, rect, true);
715    }
716
717    if (fboLayer) {
718        // Note: No need to use glDiscardFramebufferEXT() since we never
719        //       create/compose layers that are not on screen with this
720        //       code path
721        // See LayerRenderer::destroyLayer(Layer*)
722
723        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
724        mCaches.fboCache.put(current->fbo);
725        layer->setFbo(0);
726    }
727
728    dirtyClip();
729
730    // Failing to add the layer to the cache should happen only if the layer is too large
731    if (!mCaches.layerCache.put(layer)) {
732        LAYER_LOGD("Deleting layer");
733        layer->deleteTexture();
734        delete layer;
735    }
736}
737
738void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
739    float alpha = layer->getAlpha() / 255.0f;
740
741    mat4& transform = layer->getTransform();
742    if (!transform.isIdentity()) {
743        save(0);
744        mSnapshot->transform->multiply(transform);
745    }
746
747    setupDraw();
748    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
749        setupDrawWithTexture();
750    } else {
751        setupDrawWithExternalTexture();
752    }
753    setupDrawTextureTransform();
754    setupDrawColor(alpha, alpha, alpha, alpha);
755    setupDrawColorFilter();
756    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
757    setupDrawProgram();
758    setupDrawPureColorUniforms();
759    setupDrawColorFilterUniforms();
760    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
761        setupDrawTexture(layer->getTexture());
762    } else {
763        setupDrawExternalTexture(layer->getTexture());
764    }
765    if (mSnapshot->transform->isPureTranslate() &&
766            layer->getWidth() == (uint32_t) rect.getWidth() &&
767            layer->getHeight() == (uint32_t) rect.getHeight()) {
768        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
769        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
770
771        layer->setFilter(GL_NEAREST);
772        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
773    } else {
774        layer->setFilter(GL_LINEAR);
775        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
776    }
777    setupDrawTextureTransformUniforms(layer->getTexTransform());
778    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
779
780    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
781
782    finishDrawTexture();
783
784    if (!transform.isIdentity()) {
785        restore();
786    }
787}
788
789void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
790    if (!layer->isTextureLayer()) {
791        const Rect& texCoords = layer->texCoords;
792        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
793                texCoords.right, texCoords.bottom);
794
795        float x = rect.left;
796        float y = rect.top;
797        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
798                layer->getWidth() == (uint32_t) rect.getWidth() &&
799                layer->getHeight() == (uint32_t) rect.getHeight();
800
801        if (simpleTransform) {
802            // When we're swapping, the layer is already in screen coordinates
803            if (!swap) {
804                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
805                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
806            }
807
808            layer->setFilter(GL_NEAREST, true);
809        } else {
810            layer->setFilter(GL_LINEAR, true);
811        }
812
813        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
814                layer->getTexture(), layer->getAlpha() / 255.0f,
815                layer->getMode(), layer->isBlend(),
816                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
817                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
818
819        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
820    } else {
821        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
822        drawTextureLayer(layer, rect);
823        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
824    }
825}
826
827void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
828#if RENDER_LAYERS_AS_REGIONS
829    if (layer->region.isRect()) {
830        layer->setRegionAsRect();
831
832        composeLayerRect(layer, layer->regionRect);
833
834        layer->region.clear();
835        return;
836    }
837
838    // TODO: See LayerRenderer.cpp::generateMesh() for important
839    //       information about this implementation
840    if (CC_LIKELY(!layer->region.isEmpty())) {
841        size_t count;
842        const android::Rect* rects = layer->region.getArray(&count);
843
844        const float alpha = layer->getAlpha() / 255.0f;
845        const float texX = 1.0f / float(layer->getWidth());
846        const float texY = 1.0f / float(layer->getHeight());
847        const float height = rect.getHeight();
848
849        TextureVertex* mesh = mCaches.getRegionMesh();
850        GLsizei numQuads = 0;
851
852        setupDraw();
853        setupDrawWithTexture();
854        setupDrawColor(alpha, alpha, alpha, alpha);
855        setupDrawColorFilter();
856        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
857        setupDrawProgram();
858        setupDrawDirtyRegionsDisabled();
859        setupDrawPureColorUniforms();
860        setupDrawColorFilterUniforms();
861        setupDrawTexture(layer->getTexture());
862        if (mSnapshot->transform->isPureTranslate()) {
863            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
864            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
865
866            layer->setFilter(GL_NEAREST);
867            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
868        } else {
869            layer->setFilter(GL_LINEAR);
870            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
871        }
872        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
873
874        for (size_t i = 0; i < count; i++) {
875            const android::Rect* r = &rects[i];
876
877            const float u1 = r->left * texX;
878            const float v1 = (height - r->top) * texY;
879            const float u2 = r->right * texX;
880            const float v2 = (height - r->bottom) * texY;
881
882            // TODO: Reject quads outside of the clip
883            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
884            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
885            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
886            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
887
888            numQuads++;
889
890            if (numQuads >= REGION_MESH_QUAD_COUNT) {
891                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
892                numQuads = 0;
893                mesh = mCaches.getRegionMesh();
894            }
895        }
896
897        if (numQuads > 0) {
898            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
899        }
900
901        finishDrawTexture();
902
903#if DEBUG_LAYERS_AS_REGIONS
904        drawRegionRects(layer->region);
905#endif
906
907        layer->region.clear();
908    }
909#else
910    composeLayerRect(layer, rect);
911#endif
912}
913
914void OpenGLRenderer::drawRegionRects(const Region& region) {
915#if DEBUG_LAYERS_AS_REGIONS
916    size_t count;
917    const android::Rect* rects = region.getArray(&count);
918
919    uint32_t colors[] = {
920            0x7fff0000, 0x7f00ff00,
921            0x7f0000ff, 0x7fff00ff,
922    };
923
924    int offset = 0;
925    int32_t top = rects[0].top;
926
927    for (size_t i = 0; i < count; i++) {
928        if (top != rects[i].top) {
929            offset ^= 0x2;
930            top = rects[i].top;
931        }
932
933        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
934        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
935                SkXfermode::kSrcOver_Mode);
936    }
937#endif
938}
939
940void OpenGLRenderer::dirtyLayer(const float left, const float top,
941        const float right, const float bottom, const mat4 transform) {
942#if RENDER_LAYERS_AS_REGIONS
943    if (hasLayer()) {
944        Rect bounds(left, top, right, bottom);
945        transform.mapRect(bounds);
946        dirtyLayerUnchecked(bounds, getRegion());
947    }
948#endif
949}
950
951void OpenGLRenderer::dirtyLayer(const float left, const float top,
952        const float right, const float bottom) {
953#if RENDER_LAYERS_AS_REGIONS
954    if (hasLayer()) {
955        Rect bounds(left, top, right, bottom);
956        dirtyLayerUnchecked(bounds, getRegion());
957    }
958#endif
959}
960
961void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
962#if RENDER_LAYERS_AS_REGIONS
963    if (bounds.intersect(*mSnapshot->clipRect)) {
964        bounds.snapToPixelBoundaries();
965        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
966        if (!dirty.isEmpty()) {
967            region->orSelf(dirty);
968        }
969    }
970#endif
971}
972
973void OpenGLRenderer::clearLayerRegions() {
974    const size_t count = mLayers.size();
975    if (count == 0) return;
976
977    if (!mSnapshot->isIgnored()) {
978        // Doing several glScissor/glClear here can negatively impact
979        // GPUs with a tiler architecture, instead we draw quads with
980        // the Clear blending mode
981
982        // The list contains bounds that have already been clipped
983        // against their initial clip rect, and the current clip
984        // is likely different so we need to disable clipping here
985        mCaches.disableScissor();
986
987        Vertex mesh[count * 6];
988        Vertex* vertex = mesh;
989
990        for (uint32_t i = 0; i < count; i++) {
991            Rect* bounds = mLayers.itemAt(i);
992
993            Vertex::set(vertex++, bounds->left, bounds->bottom);
994            Vertex::set(vertex++, bounds->left, bounds->top);
995            Vertex::set(vertex++, bounds->right, bounds->top);
996            Vertex::set(vertex++, bounds->left, bounds->bottom);
997            Vertex::set(vertex++, bounds->right, bounds->top);
998            Vertex::set(vertex++, bounds->right, bounds->bottom);
999
1000            delete bounds;
1001        }
1002
1003        setupDraw(false);
1004        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1005        setupDrawBlending(true, SkXfermode::kClear_Mode);
1006        setupDrawProgram();
1007        setupDrawPureColorUniforms();
1008        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1009        setupDrawVertices(&mesh[0].position[0]);
1010
1011        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1012    } else {
1013        for (uint32_t i = 0; i < count; i++) {
1014            delete mLayers.itemAt(i);
1015        }
1016    }
1017
1018    mLayers.clear();
1019}
1020
1021///////////////////////////////////////////////////////////////////////////////
1022// Transforms
1023///////////////////////////////////////////////////////////////////////////////
1024
1025void OpenGLRenderer::translate(float dx, float dy) {
1026    mSnapshot->transform->translate(dx, dy, 0.0f);
1027}
1028
1029void OpenGLRenderer::rotate(float degrees) {
1030    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1031}
1032
1033void OpenGLRenderer::scale(float sx, float sy) {
1034    mSnapshot->transform->scale(sx, sy, 1.0f);
1035}
1036
1037void OpenGLRenderer::skew(float sx, float sy) {
1038    mSnapshot->transform->skew(sx, sy);
1039}
1040
1041void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1042    if (matrix) {
1043        mSnapshot->transform->load(*matrix);
1044    } else {
1045        mSnapshot->transform->loadIdentity();
1046    }
1047}
1048
1049void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1050    mSnapshot->transform->copyTo(*matrix);
1051}
1052
1053void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1054    SkMatrix transform;
1055    mSnapshot->transform->copyTo(transform);
1056    transform.preConcat(*matrix);
1057    mSnapshot->transform->load(transform);
1058}
1059
1060///////////////////////////////////////////////////////////////////////////////
1061// Clipping
1062///////////////////////////////////////////////////////////////////////////////
1063
1064void OpenGLRenderer::setScissorFromClip() {
1065    Rect clip(*mSnapshot->clipRect);
1066    clip.snapToPixelBoundaries();
1067
1068    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1069            clip.getWidth(), clip.getHeight());
1070
1071    mDirtyClip = false;
1072}
1073
1074const Rect& OpenGLRenderer::getClipBounds() {
1075    return mSnapshot->getLocalClip();
1076}
1077
1078bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1079    if (mSnapshot->isIgnored()) {
1080        return true;
1081    }
1082
1083    Rect r(left, top, right, bottom);
1084    mSnapshot->transform->mapRect(r);
1085    r.snapToPixelBoundaries();
1086
1087    Rect clipRect(*mSnapshot->clipRect);
1088    clipRect.snapToPixelBoundaries();
1089
1090    bool rejected = !clipRect.intersects(r);
1091    if (!isDeferred() && !rejected) {
1092        mCaches.setScissorEnabled(!clipRect.contains(r));
1093    }
1094
1095    return rejected;
1096}
1097
1098bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1099    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1100    if (clipped) {
1101        dirtyClip();
1102    }
1103    return !mSnapshot->clipRect->isEmpty();
1104}
1105
1106Rect* OpenGLRenderer::getClipRect() {
1107    return mSnapshot->clipRect;
1108}
1109
1110///////////////////////////////////////////////////////////////////////////////
1111// Drawing commands
1112///////////////////////////////////////////////////////////////////////////////
1113
1114void OpenGLRenderer::setupDraw(bool clear) {
1115    if (clear) clearLayerRegions();
1116    if (mDirtyClip) {
1117        setScissorFromClip();
1118    }
1119    mDescription.reset();
1120    mSetShaderColor = false;
1121    mColorSet = false;
1122    mColorA = mColorR = mColorG = mColorB = 0.0f;
1123    mTextureUnit = 0;
1124    mTrackDirtyRegions = true;
1125}
1126
1127void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1128    mDescription.hasTexture = true;
1129    mDescription.hasAlpha8Texture = isAlpha8;
1130}
1131
1132void OpenGLRenderer::setupDrawWithExternalTexture() {
1133    mDescription.hasExternalTexture = true;
1134}
1135
1136void OpenGLRenderer::setupDrawNoTexture() {
1137    mCaches.disbaleTexCoordsVertexArray();
1138}
1139
1140void OpenGLRenderer::setupDrawAALine() {
1141    mDescription.isAA = true;
1142}
1143
1144void OpenGLRenderer::setupDrawPoint(float pointSize) {
1145    mDescription.isPoint = true;
1146    mDescription.pointSize = pointSize;
1147}
1148
1149void OpenGLRenderer::setupDrawColor(int color) {
1150    setupDrawColor(color, (color >> 24) & 0xFF);
1151}
1152
1153void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1154    mColorA = alpha / 255.0f;
1155    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1156    // the rgb values by a instead of also dividing by 255
1157    const float a = mColorA / 255.0f;
1158    mColorR = a * ((color >> 16) & 0xFF);
1159    mColorG = a * ((color >>  8) & 0xFF);
1160    mColorB = a * ((color      ) & 0xFF);
1161    mColorSet = true;
1162    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1163}
1164
1165void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1166    mColorA = alpha / 255.0f;
1167    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1168    // the rgb values by a instead of also dividing by 255
1169    const float a = mColorA / 255.0f;
1170    mColorR = a * ((color >> 16) & 0xFF);
1171    mColorG = a * ((color >>  8) & 0xFF);
1172    mColorB = a * ((color      ) & 0xFF);
1173    mColorSet = true;
1174    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1175}
1176
1177void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1178    mColorA = a;
1179    mColorR = r;
1180    mColorG = g;
1181    mColorB = b;
1182    mColorSet = true;
1183    mSetShaderColor = mDescription.setColor(r, g, b, a);
1184}
1185
1186void OpenGLRenderer::setupDrawShader() {
1187    if (mShader) {
1188        mShader->describe(mDescription, mCaches.extensions);
1189    }
1190}
1191
1192void OpenGLRenderer::setupDrawColorFilter() {
1193    if (mColorFilter) {
1194        mColorFilter->describe(mDescription, mCaches.extensions);
1195    }
1196}
1197
1198void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1199    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1200        mColorA = 1.0f;
1201        mColorR = mColorG = mColorB = 0.0f;
1202        mSetShaderColor = mDescription.modulate = true;
1203    }
1204}
1205
1206void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1207    // When the blending mode is kClear_Mode, we need to use a modulate color
1208    // argb=1,0,0,0
1209    accountForClear(mode);
1210    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1211            mDescription, swapSrcDst);
1212}
1213
1214void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1215    // When the blending mode is kClear_Mode, we need to use a modulate color
1216    // argb=1,0,0,0
1217    accountForClear(mode);
1218    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1219            mDescription, swapSrcDst);
1220}
1221
1222void OpenGLRenderer::setupDrawProgram() {
1223    useProgram(mCaches.programCache.get(mDescription));
1224}
1225
1226void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1227    mTrackDirtyRegions = false;
1228}
1229
1230void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1231        bool ignoreTransform) {
1232    mModelView.loadTranslate(left, top, 0.0f);
1233    if (!ignoreTransform) {
1234        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1235        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1236    } else {
1237        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1238        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1239    }
1240}
1241
1242void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1243    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1244}
1245
1246void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1247        bool ignoreTransform, bool ignoreModelView) {
1248    if (!ignoreModelView) {
1249        mModelView.loadTranslate(left, top, 0.0f);
1250        mModelView.scale(right - left, bottom - top, 1.0f);
1251    } else {
1252        mModelView.loadIdentity();
1253    }
1254    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1255    if (!ignoreTransform) {
1256        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1257        if (mTrackDirtyRegions && dirty) {
1258            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1259        }
1260    } else {
1261        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1262        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1263    }
1264}
1265
1266void OpenGLRenderer::setupDrawPointUniforms() {
1267    int slot = mCaches.currentProgram->getUniform("pointSize");
1268    glUniform1f(slot, mDescription.pointSize);
1269}
1270
1271void OpenGLRenderer::setupDrawColorUniforms() {
1272    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1273        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1274    }
1275}
1276
1277void OpenGLRenderer::setupDrawPureColorUniforms() {
1278    if (mSetShaderColor) {
1279        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1280    }
1281}
1282
1283void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1284    if (mShader) {
1285        if (ignoreTransform) {
1286            mModelView.loadInverse(*mSnapshot->transform);
1287        }
1288        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1289    }
1290}
1291
1292void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1293    if (mShader) {
1294        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1295    }
1296}
1297
1298void OpenGLRenderer::setupDrawColorFilterUniforms() {
1299    if (mColorFilter) {
1300        mColorFilter->setupProgram(mCaches.currentProgram);
1301    }
1302}
1303
1304void OpenGLRenderer::setupDrawSimpleMesh() {
1305    bool force = mCaches.bindMeshBuffer();
1306    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1307    mCaches.unbindIndicesBuffer();
1308}
1309
1310void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1311    bindTexture(texture);
1312    mTextureUnit++;
1313    mCaches.enableTexCoordsVertexArray();
1314}
1315
1316void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1317    bindExternalTexture(texture);
1318    mTextureUnit++;
1319    mCaches.enableTexCoordsVertexArray();
1320}
1321
1322void OpenGLRenderer::setupDrawTextureTransform() {
1323    mDescription.hasTextureTransform = true;
1324}
1325
1326void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1327    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1328            GL_FALSE, &transform.data[0]);
1329}
1330
1331void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1332    bool force = false;
1333    if (!vertices) {
1334        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1335    } else {
1336        force = mCaches.unbindMeshBuffer();
1337    }
1338
1339    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1340    if (mCaches.currentProgram->texCoords >= 0) {
1341        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1342    }
1343
1344    mCaches.unbindIndicesBuffer();
1345}
1346
1347void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1348    bool force = mCaches.unbindMeshBuffer();
1349    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1350    if (mCaches.currentProgram->texCoords >= 0) {
1351        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1352    }
1353}
1354
1355void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1356    bool force = mCaches.unbindMeshBuffer();
1357    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1358            vertices, gVertexStride);
1359    mCaches.unbindIndicesBuffer();
1360}
1361
1362/**
1363 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1364 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1365 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1366 * attributes (one per vertex) are values from zero to one that tells the fragment
1367 * shader where the fragment is in relation to the line width/length overall; these values are
1368 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1369 * region of the line.
1370 * Note that we only pass down the width values in this setup function. The length coordinates
1371 * are set up for each individual segment.
1372 */
1373void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1374        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1375    bool force = mCaches.unbindMeshBuffer();
1376    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1377            vertices, gAAVertexStride);
1378    mCaches.resetTexCoordsVertexPointer();
1379    mCaches.unbindIndicesBuffer();
1380
1381    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1382    glEnableVertexAttribArray(widthSlot);
1383    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1384
1385    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1386    glEnableVertexAttribArray(lengthSlot);
1387    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1388
1389    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1390    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1391
1392    // Setting the inverse value saves computations per-fragment in the shader
1393    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1394    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1395}
1396
1397void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1398    glDisableVertexAttribArray(widthSlot);
1399    glDisableVertexAttribArray(lengthSlot);
1400}
1401
1402void OpenGLRenderer::finishDrawTexture() {
1403}
1404
1405///////////////////////////////////////////////////////////////////////////////
1406// Drawing
1407///////////////////////////////////////////////////////////////////////////////
1408
1409status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1410        Rect& dirty, int32_t flags, uint32_t level) {
1411
1412    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1413    // will be performed by the display list itself
1414    if (displayList && displayList->isRenderable()) {
1415        return displayList->replay(*this, dirty, flags, level);
1416    }
1417
1418    return DrawGlInfo::kStatusDone;
1419}
1420
1421void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1422    if (displayList) {
1423        displayList->output(*this, level);
1424    }
1425}
1426
1427void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1428    int alpha;
1429    SkXfermode::Mode mode;
1430    getAlphaAndMode(paint, &alpha, &mode);
1431
1432    float x = left;
1433    float y = top;
1434
1435    GLenum filter = GL_LINEAR;
1436    bool ignoreTransform = false;
1437    if (mSnapshot->transform->isPureTranslate()) {
1438        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1439        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1440        ignoreTransform = true;
1441        filter = GL_NEAREST;
1442    } else {
1443        filter = FILTER(paint);
1444    }
1445
1446    setupDraw();
1447    setupDrawWithTexture(true);
1448    if (paint) {
1449        setupDrawAlpha8Color(paint->getColor(), alpha);
1450    }
1451    setupDrawColorFilter();
1452    setupDrawShader();
1453    setupDrawBlending(true, mode);
1454    setupDrawProgram();
1455    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1456
1457    setupDrawTexture(texture->id);
1458    texture->setWrap(GL_CLAMP_TO_EDGE);
1459    texture->setFilter(filter);
1460
1461    setupDrawPureColorUniforms();
1462    setupDrawColorFilterUniforms();
1463    setupDrawShaderUniforms();
1464    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1465
1466    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1467
1468    finishDrawTexture();
1469}
1470
1471status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1472    const float right = left + bitmap->width();
1473    const float bottom = top + bitmap->height();
1474
1475    if (quickReject(left, top, right, bottom)) {
1476        return DrawGlInfo::kStatusDone;
1477    }
1478
1479    mCaches.activeTexture(0);
1480    Texture* texture = mCaches.textureCache.get(bitmap);
1481    if (!texture) return DrawGlInfo::kStatusDone;
1482    const AutoTexture autoCleanup(texture);
1483
1484    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1485        drawAlphaBitmap(texture, left, top, paint);
1486    } else {
1487        drawTextureRect(left, top, right, bottom, texture, paint);
1488    }
1489
1490    return DrawGlInfo::kStatusDrew;
1491}
1492
1493status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1494    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1495    const mat4 transform(*matrix);
1496    transform.mapRect(r);
1497
1498    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1499        return DrawGlInfo::kStatusDone;
1500    }
1501
1502    mCaches.activeTexture(0);
1503    Texture* texture = mCaches.textureCache.get(bitmap);
1504    if (!texture) return DrawGlInfo::kStatusDone;
1505    const AutoTexture autoCleanup(texture);
1506
1507    // This could be done in a cheaper way, all we need is pass the matrix
1508    // to the vertex shader. The save/restore is a bit overkill.
1509    save(SkCanvas::kMatrix_SaveFlag);
1510    concatMatrix(matrix);
1511    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1512    restore();
1513
1514    return DrawGlInfo::kStatusDrew;
1515}
1516
1517status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1518    const float right = left + bitmap->width();
1519    const float bottom = top + bitmap->height();
1520
1521    if (quickReject(left, top, right, bottom)) {
1522        return DrawGlInfo::kStatusDone;
1523    }
1524
1525    mCaches.activeTexture(0);
1526    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1527    const AutoTexture autoCleanup(texture);
1528
1529    drawTextureRect(left, top, right, bottom, texture, paint);
1530
1531    return DrawGlInfo::kStatusDrew;
1532}
1533
1534status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1535        float* vertices, int* colors, SkPaint* paint) {
1536    // TODO: Do a quickReject
1537    if (!vertices || mSnapshot->isIgnored()) {
1538        return DrawGlInfo::kStatusDone;
1539    }
1540
1541    mCaches.activeTexture(0);
1542    Texture* texture = mCaches.textureCache.get(bitmap);
1543    if (!texture) return DrawGlInfo::kStatusDone;
1544    const AutoTexture autoCleanup(texture);
1545
1546    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1547    texture->setFilter(FILTER(paint), true);
1548
1549    int alpha;
1550    SkXfermode::Mode mode;
1551    getAlphaAndMode(paint, &alpha, &mode);
1552
1553    const uint32_t count = meshWidth * meshHeight * 6;
1554
1555    float left = FLT_MAX;
1556    float top = FLT_MAX;
1557    float right = FLT_MIN;
1558    float bottom = FLT_MIN;
1559
1560#if RENDER_LAYERS_AS_REGIONS
1561    const bool hasActiveLayer = hasLayer();
1562#else
1563    const bool hasActiveLayer = false;
1564#endif
1565
1566    // TODO: Support the colors array
1567    TextureVertex mesh[count];
1568    TextureVertex* vertex = mesh;
1569    for (int32_t y = 0; y < meshHeight; y++) {
1570        for (int32_t x = 0; x < meshWidth; x++) {
1571            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1572
1573            float u1 = float(x) / meshWidth;
1574            float u2 = float(x + 1) / meshWidth;
1575            float v1 = float(y) / meshHeight;
1576            float v2 = float(y + 1) / meshHeight;
1577
1578            int ax = i + (meshWidth + 1) * 2;
1579            int ay = ax + 1;
1580            int bx = i;
1581            int by = bx + 1;
1582            int cx = i + 2;
1583            int cy = cx + 1;
1584            int dx = i + (meshWidth + 1) * 2 + 2;
1585            int dy = dx + 1;
1586
1587            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1588            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1589            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1590
1591            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1592            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1593            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1594
1595#if RENDER_LAYERS_AS_REGIONS
1596            if (hasActiveLayer) {
1597                // TODO: This could be optimized to avoid unnecessary ops
1598                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1599                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1600                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1601                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1602            }
1603#endif
1604        }
1605    }
1606
1607#if RENDER_LAYERS_AS_REGIONS
1608    if (hasActiveLayer) {
1609        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1610    }
1611#endif
1612
1613    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1614            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1615            GL_TRIANGLES, count, false, false, 0, false, false);
1616
1617    return DrawGlInfo::kStatusDrew;
1618}
1619
1620status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1621         float srcLeft, float srcTop, float srcRight, float srcBottom,
1622         float dstLeft, float dstTop, float dstRight, float dstBottom,
1623         SkPaint* paint) {
1624    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1625        return DrawGlInfo::kStatusDone;
1626    }
1627
1628    mCaches.activeTexture(0);
1629    Texture* texture = mCaches.textureCache.get(bitmap);
1630    if (!texture) return DrawGlInfo::kStatusDone;
1631    const AutoTexture autoCleanup(texture);
1632
1633    const float width = texture->width;
1634    const float height = texture->height;
1635
1636    const float u1 = fmax(0.0f, srcLeft / width);
1637    const float v1 = fmax(0.0f, srcTop / height);
1638    const float u2 = fmin(1.0f, srcRight / width);
1639    const float v2 = fmin(1.0f, srcBottom / height);
1640
1641    mCaches.unbindMeshBuffer();
1642    resetDrawTextureTexCoords(u1, v1, u2, v2);
1643
1644    int alpha;
1645    SkXfermode::Mode mode;
1646    getAlphaAndMode(paint, &alpha, &mode);
1647
1648    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1649
1650    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1651        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1652        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1653
1654        GLenum filter = GL_NEAREST;
1655        // Enable linear filtering if the source rectangle is scaled
1656        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1657            filter = FILTER(paint);
1658        }
1659
1660        texture->setFilter(filter, true);
1661        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1662                texture->id, alpha / 255.0f, mode, texture->blend,
1663                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1664                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1665    } else {
1666        texture->setFilter(FILTER(paint), true);
1667        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1668                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1669                GL_TRIANGLE_STRIP, gMeshCount);
1670    }
1671
1672    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1673
1674    return DrawGlInfo::kStatusDrew;
1675}
1676
1677status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1678        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1679        float left, float top, float right, float bottom, SkPaint* paint) {
1680    int alpha;
1681    SkXfermode::Mode mode;
1682    getAlphaAndModeDirect(paint, &alpha, &mode);
1683
1684    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
1685            left, top, right, bottom, alpha, mode);
1686}
1687
1688status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1689        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1690        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
1691    if (quickReject(left, top, right, bottom)) {
1692        return DrawGlInfo::kStatusDone;
1693    }
1694
1695    alpha *= mSnapshot->alpha;
1696
1697    mCaches.activeTexture(0);
1698    Texture* texture = mCaches.textureCache.get(bitmap);
1699    if (!texture) return DrawGlInfo::kStatusDone;
1700    const AutoTexture autoCleanup(texture);
1701    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1702    texture->setFilter(GL_LINEAR, true);
1703
1704    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1705            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1706
1707    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1708        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1709#if RENDER_LAYERS_AS_REGIONS
1710        // Mark the current layer dirty where we are going to draw the patch
1711        if (hasLayer() && mesh->hasEmptyQuads) {
1712            const float offsetX = left + mSnapshot->transform->getTranslateX();
1713            const float offsetY = top + mSnapshot->transform->getTranslateY();
1714            const size_t count = mesh->quads.size();
1715            for (size_t i = 0; i < count; i++) {
1716                const Rect& bounds = mesh->quads.itemAt(i);
1717                if (CC_LIKELY(pureTranslate)) {
1718                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1719                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1720                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1721                } else {
1722                    dirtyLayer(left + bounds.left, top + bounds.top,
1723                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1724                }
1725            }
1726        }
1727#endif
1728
1729        if (CC_LIKELY(pureTranslate)) {
1730            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1731            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1732
1733            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1734                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1735                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1736                    true, !mesh->hasEmptyQuads);
1737        } else {
1738            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1739                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1740                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1741                    true, !mesh->hasEmptyQuads);
1742        }
1743    }
1744
1745    return DrawGlInfo::kStatusDrew;
1746}
1747
1748/**
1749 * This function uses a similar approach to that of AA lines in the drawLines() function.
1750 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1751 * shader to compute the translucency of the color, determined by whether a given pixel is
1752 * within that boundary region and how far into the region it is.
1753 */
1754void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1755        int color, SkXfermode::Mode mode) {
1756    float inverseScaleX = 1.0f;
1757    float inverseScaleY = 1.0f;
1758    // The quad that we use needs to account for scaling.
1759    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1760        Matrix4 *mat = mSnapshot->transform;
1761        float m00 = mat->data[Matrix4::kScaleX];
1762        float m01 = mat->data[Matrix4::kSkewY];
1763        float m02 = mat->data[2];
1764        float m10 = mat->data[Matrix4::kSkewX];
1765        float m11 = mat->data[Matrix4::kScaleX];
1766        float m12 = mat->data[6];
1767        float scaleX = sqrt(m00 * m00 + m01 * m01);
1768        float scaleY = sqrt(m10 * m10 + m11 * m11);
1769        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1770        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1771    }
1772
1773    setupDraw();
1774    setupDrawNoTexture();
1775    setupDrawAALine();
1776    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
1777    setupDrawColorFilter();
1778    setupDrawShader();
1779    setupDrawBlending(true, mode);
1780    setupDrawProgram();
1781    setupDrawModelViewIdentity(true);
1782    setupDrawColorUniforms();
1783    setupDrawColorFilterUniforms();
1784    setupDrawShaderIdentityUniforms();
1785
1786    AAVertex rects[4];
1787    AAVertex* aaVertices = &rects[0];
1788    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1789    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1790
1791    float boundarySizeX = .5 * inverseScaleX;
1792    float boundarySizeY = .5 * inverseScaleY;
1793
1794    // Adjust the rect by the AA boundary padding
1795    left -= boundarySizeX;
1796    right += boundarySizeX;
1797    top -= boundarySizeY;
1798    bottom += boundarySizeY;
1799
1800    float width = right - left;
1801    float height = bottom - top;
1802
1803    int widthSlot;
1804    int lengthSlot;
1805
1806    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1807    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1808    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1809            boundaryWidthProportion, widthSlot, lengthSlot);
1810
1811    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1812    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1813    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1814    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1815
1816    if (!quickReject(left, top, right, bottom)) {
1817        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1818        AAVertex::set(aaVertices++, left, top, 1, 0);
1819        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1820        AAVertex::set(aaVertices++, right, top, 0, 0);
1821        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1822        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1823    }
1824
1825    finishDrawAALine(widthSlot, lengthSlot);
1826}
1827
1828/**
1829 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1830 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1831 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1832 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1833 * of the line. Hairlines are more involved because we need to account for transform scaling
1834 * to end up with a one-pixel-wide line in screen space..
1835 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1836 * in combination with values that we calculate and pass down in this method. The basic approach
1837 * is that the quad we create contains both the core line area plus a bounding area in which
1838 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1839 * proportion of the width and the length of a given segment is represented by the boundary
1840 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1841 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1842 * on the inside). This ends up giving the result we want, with pixels that are completely
1843 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1844 * how far into the boundary region they are, which is determined by shader interpolation.
1845 */
1846status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1847    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
1848
1849    const bool isAA = paint->isAntiAlias();
1850    // We use half the stroke width here because we're going to position the quad
1851    // corner vertices half of the width away from the line endpoints
1852    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1853    // A stroke width of 0 has a special meaning in Skia:
1854    // it draws a line 1 px wide regardless of current transform
1855    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1856
1857    float inverseScaleX = 1.0f;
1858    float inverseScaleY = 1.0f;
1859    bool scaled = false;
1860
1861    int alpha;
1862    SkXfermode::Mode mode;
1863
1864    int generatedVerticesCount = 0;
1865    int verticesCount = count;
1866    if (count > 4) {
1867        // Polyline: account for extra vertices needed for continuous tri-strip
1868        verticesCount += (count - 4);
1869    }
1870
1871    if (isHairLine || isAA) {
1872        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1873        // the line on the screen should always be one pixel wide regardless of scale. For
1874        // AA lines, we only want one pixel of translucent boundary around the quad.
1875        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1876            Matrix4 *mat = mSnapshot->transform;
1877            float m00 = mat->data[Matrix4::kScaleX];
1878            float m01 = mat->data[Matrix4::kSkewY];
1879            float m02 = mat->data[2];
1880            float m10 = mat->data[Matrix4::kSkewX];
1881            float m11 = mat->data[Matrix4::kScaleX];
1882            float m12 = mat->data[6];
1883
1884            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1885            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1886
1887            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1888            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1889
1890            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1891                scaled = true;
1892            }
1893        }
1894    }
1895
1896    getAlphaAndMode(paint, &alpha, &mode);
1897    setupDraw();
1898    setupDrawNoTexture();
1899    if (isAA) {
1900        setupDrawAALine();
1901    }
1902    setupDrawColor(paint->getColor(), alpha);
1903    setupDrawColorFilter();
1904    setupDrawShader();
1905    setupDrawBlending(isAA, mode);
1906    setupDrawProgram();
1907    setupDrawModelViewIdentity(true);
1908    setupDrawColorUniforms();
1909    setupDrawColorFilterUniforms();
1910    setupDrawShaderIdentityUniforms();
1911
1912    if (isHairLine) {
1913        // Set a real stroke width to be used in quad construction
1914        halfStrokeWidth = isAA? 1 : .5;
1915    } else if (isAA && !scaled) {
1916        // Expand boundary to enable AA calculations on the quad border
1917        halfStrokeWidth += .5f;
1918    }
1919
1920    int widthSlot;
1921    int lengthSlot;
1922
1923    Vertex lines[verticesCount];
1924    Vertex* vertices = &lines[0];
1925
1926    AAVertex wLines[verticesCount];
1927    AAVertex* aaVertices = &wLines[0];
1928
1929    if (CC_UNLIKELY(!isAA)) {
1930        setupDrawVertices(vertices);
1931    } else {
1932        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1933        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1934        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1935        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1936        // This value is used in the fragment shader to determine how to fill fragments.
1937        // We will need to calculate the actual width proportion on each segment for
1938        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1939        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1940        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1941                boundaryWidthProportion, widthSlot, lengthSlot);
1942    }
1943
1944    AAVertex* prevAAVertex = NULL;
1945    Vertex* prevVertex = NULL;
1946
1947    int boundaryLengthSlot = -1;
1948    int inverseBoundaryLengthSlot = -1;
1949    int boundaryWidthSlot = -1;
1950    int inverseBoundaryWidthSlot = -1;
1951
1952    for (int i = 0; i < count; i += 4) {
1953        // a = start point, b = end point
1954        vec2 a(points[i], points[i + 1]);
1955        vec2 b(points[i + 2], points[i + 3]);
1956
1957        float length = 0;
1958        float boundaryLengthProportion = 0;
1959        float boundaryWidthProportion = 0;
1960
1961        // Find the normal to the line
1962        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1963        if (isHairLine) {
1964            if (isAA) {
1965                float wideningFactor;
1966                if (fabs(n.x) >= fabs(n.y)) {
1967                    wideningFactor = fabs(1.0f / n.x);
1968                } else {
1969                    wideningFactor = fabs(1.0f / n.y);
1970                }
1971                n *= wideningFactor;
1972            }
1973
1974            if (scaled) {
1975                n.x *= inverseScaleX;
1976                n.y *= inverseScaleY;
1977            }
1978        } else if (scaled) {
1979            // Extend n by .5 pixel on each side, post-transform
1980            vec2 extendedN = n.copyNormalized();
1981            extendedN /= 2;
1982            extendedN.x *= inverseScaleX;
1983            extendedN.y *= inverseScaleY;
1984
1985            float extendedNLength = extendedN.length();
1986            // We need to set this value on the shader prior to drawing
1987            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1988            n += extendedN;
1989        }
1990
1991        float x = n.x;
1992        n.x = -n.y;
1993        n.y = x;
1994
1995        // aa lines expand the endpoint vertices to encompass the AA boundary
1996        if (isAA) {
1997            vec2 abVector = (b - a);
1998            length = abVector.length();
1999            abVector.normalize();
2000
2001            if (scaled) {
2002                abVector.x *= inverseScaleX;
2003                abVector.y *= inverseScaleY;
2004                float abLength = abVector.length();
2005                boundaryLengthProportion = abLength / (length + abLength);
2006            } else {
2007                boundaryLengthProportion = .5 / (length + 1);
2008            }
2009
2010            abVector /= 2;
2011            a -= abVector;
2012            b += abVector;
2013        }
2014
2015        // Four corners of the rectangle defining a thick line
2016        vec2 p1 = a - n;
2017        vec2 p2 = a + n;
2018        vec2 p3 = b + n;
2019        vec2 p4 = b - n;
2020
2021
2022        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2023        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2024        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2025        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2026
2027        if (!quickReject(left, top, right, bottom)) {
2028            if (!isAA) {
2029                if (prevVertex != NULL) {
2030                    // Issue two repeat vertices to create degenerate triangles to bridge
2031                    // between the previous line and the new one. This is necessary because
2032                    // we are creating a single triangle_strip which will contain
2033                    // potentially discontinuous line segments.
2034                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2035                    Vertex::set(vertices++, p1.x, p1.y);
2036                    generatedVerticesCount += 2;
2037                }
2038
2039                Vertex::set(vertices++, p1.x, p1.y);
2040                Vertex::set(vertices++, p2.x, p2.y);
2041                Vertex::set(vertices++, p4.x, p4.y);
2042                Vertex::set(vertices++, p3.x, p3.y);
2043
2044                prevVertex = vertices - 1;
2045                generatedVerticesCount += 4;
2046            } else {
2047                if (!isHairLine && scaled) {
2048                    // Must set width proportions per-segment for scaled non-hairlines to use the
2049                    // correct AA boundary dimensions
2050                    if (boundaryWidthSlot < 0) {
2051                        boundaryWidthSlot =
2052                                mCaches.currentProgram->getUniform("boundaryWidth");
2053                        inverseBoundaryWidthSlot =
2054                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
2055                    }
2056
2057                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2058                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
2059                }
2060
2061                if (boundaryLengthSlot < 0) {
2062                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2063                    inverseBoundaryLengthSlot =
2064                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2065                }
2066
2067                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2068                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2069
2070                if (prevAAVertex != NULL) {
2071                    // Issue two repeat vertices to create degenerate triangles to bridge
2072                    // between the previous line and the new one. This is necessary because
2073                    // we are creating a single triangle_strip which will contain
2074                    // potentially discontinuous line segments.
2075                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2076                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2077                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2078                    generatedVerticesCount += 2;
2079                }
2080
2081                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2082                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2083                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2084                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2085
2086                prevAAVertex = aaVertices - 1;
2087                generatedVerticesCount += 4;
2088            }
2089
2090            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2091                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2092                    *mSnapshot->transform);
2093        }
2094    }
2095
2096    if (generatedVerticesCount > 0) {
2097       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2098    }
2099
2100    if (isAA) {
2101        finishDrawAALine(widthSlot, lengthSlot);
2102    }
2103
2104    return DrawGlInfo::kStatusDrew;
2105}
2106
2107status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2108    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2109
2110    // TODO: The paint's cap style defines whether the points are square or circular
2111    // TODO: Handle AA for round points
2112
2113    // A stroke width of 0 has a special meaning in Skia:
2114    // it draws an unscaled 1px point
2115    float strokeWidth = paint->getStrokeWidth();
2116    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2117    if (isHairLine) {
2118        // Now that we know it's hairline, we can set the effective width, to be used later
2119        strokeWidth = 1.0f;
2120    }
2121    const float halfWidth = strokeWidth / 2;
2122    int alpha;
2123    SkXfermode::Mode mode;
2124    getAlphaAndMode(paint, &alpha, &mode);
2125
2126    int verticesCount = count >> 1;
2127    int generatedVerticesCount = 0;
2128
2129    TextureVertex pointsData[verticesCount];
2130    TextureVertex* vertex = &pointsData[0];
2131
2132    setupDraw();
2133    setupDrawNoTexture();
2134    setupDrawPoint(strokeWidth);
2135    setupDrawColor(paint->getColor(), alpha);
2136    setupDrawColorFilter();
2137    setupDrawShader();
2138    setupDrawBlending(mode);
2139    setupDrawProgram();
2140    setupDrawModelViewIdentity(true);
2141    setupDrawColorUniforms();
2142    setupDrawColorFilterUniforms();
2143    setupDrawPointUniforms();
2144    setupDrawShaderIdentityUniforms();
2145    setupDrawMesh(vertex);
2146
2147    for (int i = 0; i < count; i += 2) {
2148        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2149        generatedVerticesCount++;
2150
2151        float left = points[i] - halfWidth;
2152        float right = points[i] + halfWidth;
2153        float top = points[i + 1] - halfWidth;
2154        float bottom = points [i + 1] + halfWidth;
2155
2156        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2157    }
2158
2159    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2160
2161    return DrawGlInfo::kStatusDrew;
2162}
2163
2164status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2165    // No need to check against the clip, we fill the clip region
2166    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2167
2168    Rect& clip(*mSnapshot->clipRect);
2169    clip.snapToPixelBoundaries();
2170
2171    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2172
2173    return DrawGlInfo::kStatusDrew;
2174}
2175
2176status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2177        SkPaint* paint) {
2178    if (!texture) return DrawGlInfo::kStatusDone;
2179    const AutoTexture autoCleanup(texture);
2180
2181    const float x = left + texture->left - texture->offset;
2182    const float y = top + texture->top - texture->offset;
2183
2184    drawPathTexture(texture, x, y, paint);
2185
2186    return DrawGlInfo::kStatusDrew;
2187}
2188
2189status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2190        float rx, float ry, SkPaint* paint) {
2191    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2192
2193    mCaches.activeTexture(0);
2194    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2195            right - left, bottom - top, rx, ry, paint);
2196    return drawShape(left, top, texture, paint);
2197}
2198
2199status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2200    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2201
2202    mCaches.activeTexture(0);
2203    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2204    return drawShape(x - radius, y - radius, texture, paint);
2205}
2206
2207status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2208        SkPaint* paint) {
2209    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2210
2211    mCaches.activeTexture(0);
2212    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2213    return drawShape(left, top, texture, paint);
2214}
2215
2216status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2217        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2218    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2219
2220    if (fabs(sweepAngle) >= 360.0f) {
2221        return drawOval(left, top, right, bottom, paint);
2222    }
2223
2224    mCaches.activeTexture(0);
2225    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2226            startAngle, sweepAngle, useCenter, paint);
2227    return drawShape(left, top, texture, paint);
2228}
2229
2230status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2231        SkPaint* paint) {
2232    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2233
2234    mCaches.activeTexture(0);
2235    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2236    return drawShape(left, top, texture, paint);
2237}
2238
2239status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2240    if (p->getStyle() != SkPaint::kFill_Style) {
2241        return drawRectAsShape(left, top, right, bottom, p);
2242    }
2243
2244    if (quickReject(left, top, right, bottom)) {
2245        return DrawGlInfo::kStatusDone;
2246    }
2247
2248    SkXfermode::Mode mode;
2249    if (!mCaches.extensions.hasFramebufferFetch()) {
2250        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2251        if (!isMode) {
2252            // Assume SRC_OVER
2253            mode = SkXfermode::kSrcOver_Mode;
2254        }
2255    } else {
2256        mode = getXfermode(p->getXfermode());
2257    }
2258
2259    int color = p->getColor();
2260    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2261        drawAARect(left, top, right, bottom, color, mode);
2262    } else {
2263        drawColorRect(left, top, right, bottom, color, mode);
2264    }
2265
2266    return DrawGlInfo::kStatusDrew;
2267}
2268
2269status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2270        const float* positions, SkPaint* paint) {
2271    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2272            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2273        return DrawGlInfo::kStatusDone;
2274    }
2275
2276    // NOTE: Skia does not support perspective transform on drawPosText yet
2277    if (!mSnapshot->transform->isSimple()) {
2278        return DrawGlInfo::kStatusDone;
2279    }
2280
2281    float x = 0.0f;
2282    float y = 0.0f;
2283    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2284    if (pureTranslate) {
2285        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2286        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2287    }
2288
2289    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2290    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2291            paint->getTextSize());
2292
2293    int alpha;
2294    SkXfermode::Mode mode;
2295    getAlphaAndMode(paint, &alpha, &mode);
2296
2297    // Pick the appropriate texture filtering
2298    bool linearFilter = mSnapshot->transform->changesBounds();
2299    if (pureTranslate && !linearFilter) {
2300        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2301    }
2302
2303    mCaches.activeTexture(0);
2304    setupDraw();
2305    setupDrawDirtyRegionsDisabled();
2306    setupDrawWithTexture(true);
2307    setupDrawAlpha8Color(paint->getColor(), alpha);
2308    setupDrawColorFilter();
2309    setupDrawShader();
2310    setupDrawBlending(true, mode);
2311    setupDrawProgram();
2312    setupDrawModelView(x, y, x, y, pureTranslate, true);
2313    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2314    setupDrawPureColorUniforms();
2315    setupDrawColorFilterUniforms();
2316    setupDrawShaderUniforms(pureTranslate);
2317
2318    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2319    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2320
2321#if RENDER_LAYERS_AS_REGIONS
2322    const bool hasActiveLayer = hasLayer();
2323#else
2324    const bool hasActiveLayer = false;
2325#endif
2326
2327    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2328            positions, hasActiveLayer ? &bounds : NULL)) {
2329#if RENDER_LAYERS_AS_REGIONS
2330        if (hasActiveLayer) {
2331            if (!pureTranslate) {
2332                mSnapshot->transform->mapRect(bounds);
2333            }
2334            dirtyLayerUnchecked(bounds, getRegion());
2335        }
2336#endif
2337    }
2338
2339    return DrawGlInfo::kStatusDrew;
2340}
2341
2342status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2343        float x, float y, SkPaint* paint, float length) {
2344    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2345            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2346        return DrawGlInfo::kStatusDone;
2347    }
2348
2349    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2350    switch (paint->getTextAlign()) {
2351        case SkPaint::kCenter_Align:
2352            x -= length / 2.0f;
2353            break;
2354        case SkPaint::kRight_Align:
2355            x -= length;
2356            break;
2357        default:
2358            break;
2359    }
2360
2361    SkPaint::FontMetrics metrics;
2362    paint->getFontMetrics(&metrics, 0.0f);
2363    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2364        return DrawGlInfo::kStatusDone;
2365    }
2366
2367    const float oldX = x;
2368    const float oldY = y;
2369    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2370    if (CC_LIKELY(pureTranslate)) {
2371        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2372        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2373    }
2374
2375#if DEBUG_GLYPHS
2376    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2377#endif
2378
2379    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2380    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2381            paint->getTextSize());
2382
2383    int alpha;
2384    SkXfermode::Mode mode;
2385    getAlphaAndMode(paint, &alpha, &mode);
2386
2387    if (CC_UNLIKELY(mHasShadow)) {
2388        mCaches.activeTexture(0);
2389
2390        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2391        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2392                paint, text, bytesCount, count, mShadowRadius);
2393        const AutoTexture autoCleanup(shadow);
2394
2395        const float sx = oldX - shadow->left + mShadowDx;
2396        const float sy = oldY - shadow->top + mShadowDy;
2397
2398        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2399        int shadowColor = mShadowColor;
2400        if (mShader) {
2401            shadowColor = 0xffffffff;
2402        }
2403
2404        setupDraw();
2405        setupDrawWithTexture(true);
2406        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2407        setupDrawColorFilter();
2408        setupDrawShader();
2409        setupDrawBlending(true, mode);
2410        setupDrawProgram();
2411        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2412        setupDrawTexture(shadow->id);
2413        setupDrawPureColorUniforms();
2414        setupDrawColorFilterUniforms();
2415        setupDrawShaderUniforms();
2416        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2417
2418        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2419    }
2420
2421    // Pick the appropriate texture filtering
2422    bool linearFilter = mSnapshot->transform->changesBounds();
2423    if (pureTranslate && !linearFilter) {
2424        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2425    }
2426
2427    // The font renderer will always use texture unit 0
2428    mCaches.activeTexture(0);
2429    setupDraw();
2430    setupDrawDirtyRegionsDisabled();
2431    setupDrawWithTexture(true);
2432    setupDrawAlpha8Color(paint->getColor(), alpha);
2433    setupDrawColorFilter();
2434    setupDrawShader();
2435    setupDrawBlending(true, mode);
2436    setupDrawProgram();
2437    setupDrawModelView(x, y, x, y, pureTranslate, true);
2438    // See comment above; the font renderer must use texture unit 0
2439    // assert(mTextureUnit == 0)
2440    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2441    setupDrawPureColorUniforms();
2442    setupDrawColorFilterUniforms();
2443    setupDrawShaderUniforms(pureTranslate);
2444
2445    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2446    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2447
2448#if RENDER_LAYERS_AS_REGIONS
2449    const bool hasActiveLayer = hasLayer();
2450#else
2451    const bool hasActiveLayer = false;
2452#endif
2453
2454    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2455            hasActiveLayer ? &bounds : NULL)) {
2456#if RENDER_LAYERS_AS_REGIONS
2457        if (hasActiveLayer) {
2458            if (!pureTranslate) {
2459                mSnapshot->transform->mapRect(bounds);
2460            }
2461            dirtyLayerUnchecked(bounds, getRegion());
2462        }
2463#endif
2464    }
2465
2466    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2467
2468    return DrawGlInfo::kStatusDrew;
2469}
2470
2471status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2472        float hOffset, float vOffset, SkPaint* paint) {
2473    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2474            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2475        return DrawGlInfo::kStatusDone;
2476    }
2477
2478    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2479    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2480            paint->getTextSize());
2481
2482    int alpha;
2483    SkXfermode::Mode mode;
2484    getAlphaAndMode(paint, &alpha, &mode);
2485
2486    mCaches.activeTexture(0);
2487    setupDraw();
2488    setupDrawDirtyRegionsDisabled();
2489    setupDrawWithTexture(true);
2490    setupDrawAlpha8Color(paint->getColor(), alpha);
2491    setupDrawColorFilter();
2492    setupDrawShader();
2493    setupDrawBlending(true, mode);
2494    setupDrawProgram();
2495    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2496    setupDrawTexture(fontRenderer.getTexture(true));
2497    setupDrawPureColorUniforms();
2498    setupDrawColorFilterUniforms();
2499    setupDrawShaderUniforms(false);
2500
2501    const Rect* clip = &mSnapshot->getLocalClip();
2502    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2503
2504#if RENDER_LAYERS_AS_REGIONS
2505    const bool hasActiveLayer = hasLayer();
2506#else
2507    const bool hasActiveLayer = false;
2508#endif
2509
2510    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2511            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2512#if RENDER_LAYERS_AS_REGIONS
2513        if (hasActiveLayer) {
2514            mSnapshot->transform->mapRect(bounds);
2515            dirtyLayerUnchecked(bounds, getRegion());
2516        }
2517#endif
2518    }
2519
2520    return DrawGlInfo::kStatusDrew;
2521}
2522
2523status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2524    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2525
2526    mCaches.activeTexture(0);
2527
2528    // TODO: Perform early clip test before we rasterize the path
2529    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2530    if (!texture) return DrawGlInfo::kStatusDone;
2531    const AutoTexture autoCleanup(texture);
2532
2533    const float x = texture->left - texture->offset;
2534    const float y = texture->top - texture->offset;
2535
2536    drawPathTexture(texture, x, y, paint);
2537
2538    return DrawGlInfo::kStatusDrew;
2539}
2540
2541status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2542    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2543        return DrawGlInfo::kStatusDone;
2544    }
2545
2546    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2547        OpenGLRenderer* renderer = layer->renderer;
2548        Rect& dirty = layer->dirtyRect;
2549
2550        interrupt();
2551        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2552        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2553        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2554        renderer->finish();
2555        resume();
2556
2557        dirty.setEmpty();
2558        layer->deferredUpdateScheduled = false;
2559        layer->renderer = NULL;
2560        layer->displayList = NULL;
2561    }
2562
2563    mCaches.activeTexture(0);
2564
2565    int alpha;
2566    SkXfermode::Mode mode;
2567    getAlphaAndMode(paint, &alpha, &mode);
2568
2569    layer->setAlpha(alpha, mode);
2570
2571#if RENDER_LAYERS_AS_REGIONS
2572    if (CC_LIKELY(!layer->region.isEmpty())) {
2573        if (layer->region.isRect()) {
2574            composeLayerRect(layer, layer->regionRect);
2575        } else if (layer->mesh) {
2576            const float a = alpha / 255.0f;
2577            const Rect& rect = layer->layer;
2578
2579            setupDraw();
2580            setupDrawWithTexture();
2581            setupDrawColor(a, a, a, a);
2582            setupDrawColorFilter();
2583            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2584            setupDrawProgram();
2585            setupDrawPureColorUniforms();
2586            setupDrawColorFilterUniforms();
2587            setupDrawTexture(layer->getTexture());
2588            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2589                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2590                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2591
2592                layer->setFilter(GL_NEAREST);
2593                setupDrawModelViewTranslate(x, y,
2594                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2595            } else {
2596                layer->setFilter(GL_LINEAR);
2597                setupDrawModelViewTranslate(x, y,
2598                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2599            }
2600            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2601
2602            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2603                    GL_UNSIGNED_SHORT, layer->meshIndices);
2604
2605            finishDrawTexture();
2606
2607#if DEBUG_LAYERS_AS_REGIONS
2608            drawRegionRects(layer->region);
2609#endif
2610        }
2611    }
2612#else
2613    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2614    composeLayerRect(layer, r);
2615#endif
2616
2617    return DrawGlInfo::kStatusDrew;
2618}
2619
2620///////////////////////////////////////////////////////////////////////////////
2621// Shaders
2622///////////////////////////////////////////////////////////////////////////////
2623
2624void OpenGLRenderer::resetShader() {
2625    mShader = NULL;
2626}
2627
2628void OpenGLRenderer::setupShader(SkiaShader* shader) {
2629    mShader = shader;
2630    if (mShader) {
2631        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2632    }
2633}
2634
2635///////////////////////////////////////////////////////////////////////////////
2636// Color filters
2637///////////////////////////////////////////////////////////////////////////////
2638
2639void OpenGLRenderer::resetColorFilter() {
2640    mColorFilter = NULL;
2641}
2642
2643void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2644    mColorFilter = filter;
2645}
2646
2647///////////////////////////////////////////////////////////////////////////////
2648// Drop shadow
2649///////////////////////////////////////////////////////////////////////////////
2650
2651void OpenGLRenderer::resetShadow() {
2652    mHasShadow = false;
2653}
2654
2655void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2656    mHasShadow = true;
2657    mShadowRadius = radius;
2658    mShadowDx = dx;
2659    mShadowDy = dy;
2660    mShadowColor = color;
2661}
2662
2663///////////////////////////////////////////////////////////////////////////////
2664// Draw filters
2665///////////////////////////////////////////////////////////////////////////////
2666
2667void OpenGLRenderer::resetPaintFilter() {
2668    mHasDrawFilter = false;
2669}
2670
2671void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2672    mHasDrawFilter = true;
2673    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2674    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2675}
2676
2677SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2678    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2679
2680    uint32_t flags = paint->getFlags();
2681
2682    mFilteredPaint = *paint;
2683    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2684
2685    return &mFilteredPaint;
2686}
2687
2688///////////////////////////////////////////////////////////////////////////////
2689// Drawing implementation
2690///////////////////////////////////////////////////////////////////////////////
2691
2692void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2693        float x, float y, SkPaint* paint) {
2694    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2695        return;
2696    }
2697
2698    int alpha;
2699    SkXfermode::Mode mode;
2700    getAlphaAndMode(paint, &alpha, &mode);
2701
2702    setupDraw();
2703    setupDrawWithTexture(true);
2704    setupDrawAlpha8Color(paint->getColor(), alpha);
2705    setupDrawColorFilter();
2706    setupDrawShader();
2707    setupDrawBlending(true, mode);
2708    setupDrawProgram();
2709    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2710    setupDrawTexture(texture->id);
2711    setupDrawPureColorUniforms();
2712    setupDrawColorFilterUniforms();
2713    setupDrawShaderUniforms();
2714    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2715
2716    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2717
2718    finishDrawTexture();
2719}
2720
2721// Same values used by Skia
2722#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2723#define kStdUnderline_Offset    (1.0f / 9.0f)
2724#define kStdUnderline_Thickness (1.0f / 18.0f)
2725
2726void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2727        float x, float y, SkPaint* paint) {
2728    // Handle underline and strike-through
2729    uint32_t flags = paint->getFlags();
2730    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2731        SkPaint paintCopy(*paint);
2732        float underlineWidth = length;
2733        // If length is > 0.0f, we already measured the text for the text alignment
2734        if (length <= 0.0f) {
2735            underlineWidth = paintCopy.measureText(text, bytesCount);
2736        }
2737
2738        float offsetX = 0;
2739        switch (paintCopy.getTextAlign()) {
2740            case SkPaint::kCenter_Align:
2741                offsetX = underlineWidth * 0.5f;
2742                break;
2743            case SkPaint::kRight_Align:
2744                offsetX = underlineWidth;
2745                break;
2746            default:
2747                break;
2748        }
2749
2750        if (CC_LIKELY(underlineWidth > 0.0f)) {
2751            const float textSize = paintCopy.getTextSize();
2752            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2753
2754            const float left = x - offsetX;
2755            float top = 0.0f;
2756
2757            int linesCount = 0;
2758            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2759            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2760
2761            const int pointsCount = 4 * linesCount;
2762            float points[pointsCount];
2763            int currentPoint = 0;
2764
2765            if (flags & SkPaint::kUnderlineText_Flag) {
2766                top = y + textSize * kStdUnderline_Offset;
2767                points[currentPoint++] = left;
2768                points[currentPoint++] = top;
2769                points[currentPoint++] = left + underlineWidth;
2770                points[currentPoint++] = top;
2771            }
2772
2773            if (flags & SkPaint::kStrikeThruText_Flag) {
2774                top = y + textSize * kStdStrikeThru_Offset;
2775                points[currentPoint++] = left;
2776                points[currentPoint++] = top;
2777                points[currentPoint++] = left + underlineWidth;
2778                points[currentPoint++] = top;
2779            }
2780
2781            paintCopy.setStrokeWidth(strokeWidth);
2782
2783            drawLines(&points[0], pointsCount, &paintCopy);
2784        }
2785    }
2786}
2787
2788void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2789        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2790    // If a shader is set, preserve only the alpha
2791    if (mShader) {
2792        color |= 0x00ffffff;
2793    }
2794
2795    setupDraw();
2796    setupDrawNoTexture();
2797    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2798    setupDrawShader();
2799    setupDrawColorFilter();
2800    setupDrawBlending(mode);
2801    setupDrawProgram();
2802    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2803    setupDrawColorUniforms();
2804    setupDrawShaderUniforms(ignoreTransform);
2805    setupDrawColorFilterUniforms();
2806    setupDrawSimpleMesh();
2807
2808    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2809}
2810
2811void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2812        Texture* texture, SkPaint* paint) {
2813    int alpha;
2814    SkXfermode::Mode mode;
2815    getAlphaAndMode(paint, &alpha, &mode);
2816
2817    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2818
2819    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2820        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2821        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2822
2823        texture->setFilter(GL_NEAREST, true);
2824        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2825                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2826                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2827    } else {
2828        texture->setFilter(FILTER(paint), true);
2829        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2830                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2831                GL_TRIANGLE_STRIP, gMeshCount);
2832    }
2833}
2834
2835void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2836        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2837    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2838            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2839}
2840
2841void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2842        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2843        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2844        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2845
2846    setupDraw();
2847    setupDrawWithTexture();
2848    setupDrawColor(alpha, alpha, alpha, alpha);
2849    setupDrawColorFilter();
2850    setupDrawBlending(blend, mode, swapSrcDst);
2851    setupDrawProgram();
2852    if (!dirty) {
2853        setupDrawDirtyRegionsDisabled();
2854    }
2855    if (!ignoreScale) {
2856        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2857    } else {
2858        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2859    }
2860    setupDrawPureColorUniforms();
2861    setupDrawColorFilterUniforms();
2862    setupDrawTexture(texture);
2863    setupDrawMesh(vertices, texCoords, vbo);
2864
2865    glDrawArrays(drawMode, 0, elementsCount);
2866
2867    finishDrawTexture();
2868}
2869
2870void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2871        ProgramDescription& description, bool swapSrcDst) {
2872    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2873
2874    if (blend) {
2875        // These blend modes are not supported by OpenGL directly and have
2876        // to be implemented using shaders. Since the shader will perform
2877        // the blending, turn blending off here
2878        // If the blend mode cannot be implemented using shaders, fall
2879        // back to the default SrcOver blend mode instead
2880        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2881            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2882                description.framebufferMode = mode;
2883                description.swapSrcDst = swapSrcDst;
2884
2885                if (mCaches.blend) {
2886                    glDisable(GL_BLEND);
2887                    mCaches.blend = false;
2888                }
2889
2890                return;
2891            } else {
2892                mode = SkXfermode::kSrcOver_Mode;
2893            }
2894        }
2895
2896        if (!mCaches.blend) {
2897            glEnable(GL_BLEND);
2898        }
2899
2900        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2901        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2902
2903        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2904            glBlendFunc(sourceMode, destMode);
2905            mCaches.lastSrcMode = sourceMode;
2906            mCaches.lastDstMode = destMode;
2907        }
2908    } else if (mCaches.blend) {
2909        glDisable(GL_BLEND);
2910    }
2911    mCaches.blend = blend;
2912}
2913
2914bool OpenGLRenderer::useProgram(Program* program) {
2915    if (!program->isInUse()) {
2916        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2917        program->use();
2918        mCaches.currentProgram = program;
2919        return false;
2920    }
2921    return true;
2922}
2923
2924void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2925    TextureVertex* v = &mMeshVertices[0];
2926    TextureVertex::setUV(v++, u1, v1);
2927    TextureVertex::setUV(v++, u2, v1);
2928    TextureVertex::setUV(v++, u1, v2);
2929    TextureVertex::setUV(v++, u2, v2);
2930}
2931
2932void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2933    getAlphaAndModeDirect(paint, alpha,  mode);
2934    *alpha *= mSnapshot->alpha;
2935}
2936
2937}; // namespace uirenderer
2938}; // namespace android
2939