OpenGLRenderer.cpp revision f0a590781b2c3e34132b2011d3956135add73ae0
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Functions
111///////////////////////////////////////////////////////////////////////////////
112
113template<typename T>
114static inline T min(T a, T b) {
115    return a < b ? a : b;
116}
117
118///////////////////////////////////////////////////////////////////////////////
119// Constructors/destructor
120///////////////////////////////////////////////////////////////////////////////
121
122OpenGLRenderer::OpenGLRenderer():
123        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
124    // *set* draw modifiers to be 0
125    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
126    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
127
128    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
129
130    mFirstSnapshot = new Snapshot;
131    mFrameStarted = false;
132    mCountOverdraw = false;
133
134    mScissorOptimizationDisabled = false;
135}
136
137OpenGLRenderer::~OpenGLRenderer() {
138    // The context has already been destroyed at this point, do not call
139    // GL APIs. All GL state should be kept in Caches.h
140}
141
142void OpenGLRenderer::initProperties() {
143    char property[PROPERTY_VALUE_MAX];
144    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
145        mScissorOptimizationDisabled = !strcasecmp(property, "true");
146        INIT_LOGD("  Scissor optimization %s",
147                mScissorOptimizationDisabled ? "disabled" : "enabled");
148    } else {
149        INIT_LOGD("  Scissor optimization enabled");
150    }
151}
152
153///////////////////////////////////////////////////////////////////////////////
154// Setup
155///////////////////////////////////////////////////////////////////////////////
156
157void OpenGLRenderer::setName(const char* name) {
158    if (name) {
159        mName.setTo(name);
160    } else {
161        mName.clear();
162    }
163}
164
165const char* OpenGLRenderer::getName() const {
166    return mName.string();
167}
168
169bool OpenGLRenderer::isDeferred() {
170    return false;
171}
172
173void OpenGLRenderer::setViewport(int width, int height) {
174    initViewport(width, height);
175
176    glDisable(GL_DITHER);
177    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
178
179    glEnableVertexAttribArray(Program::kBindingPosition);
180}
181
182void OpenGLRenderer::initViewport(int width, int height) {
183    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
184
185    mWidth = width;
186    mHeight = height;
187
188    mFirstSnapshot->height = height;
189    mFirstSnapshot->viewport.set(0, 0, width, height);
190}
191
192void OpenGLRenderer::setupFrameState(float left, float top,
193        float right, float bottom, bool opaque) {
194    mCaches.clearGarbage();
195
196    mOpaque = opaque;
197    mSnapshot = new Snapshot(mFirstSnapshot,
198            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
199    mSnapshot->fbo = getTargetFbo();
200    mSaveCount = 1;
201
202    mSnapshot->setClip(left, top, right, bottom);
203    mTilingClip.set(left, top, right, bottom);
204}
205
206status_t OpenGLRenderer::startFrame() {
207    if (mFrameStarted) return DrawGlInfo::kStatusDone;
208    mFrameStarted = true;
209
210    mDirtyClip = true;
211
212    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
213
214    glViewport(0, 0, mWidth, mHeight);
215
216    // Functors break the tiling extension in pretty spectacular ways
217    // This ensures we don't use tiling when a functor is going to be
218    // invoked during the frame
219    mSuppressTiling = mCaches.hasRegisteredFunctors();
220
221    startTiling(mSnapshot, true);
222
223    debugOverdraw(true, true);
224
225    return clear(mTilingClip.left, mTilingClip.top,
226            mTilingClip.right, mTilingClip.bottom, mOpaque);
227}
228
229status_t OpenGLRenderer::prepare(bool opaque) {
230    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
231}
232
233status_t OpenGLRenderer::prepareDirty(float left, float top,
234        float right, float bottom, bool opaque) {
235
236    setupFrameState(left, top, right, bottom, opaque);
237
238    // Layer renderers will start the frame immediately
239    // The framebuffer renderer will first defer the display list
240    // for each layer and wait until the first drawing command
241    // to start the frame
242    if (mSnapshot->fbo == 0) {
243        syncState();
244        updateLayers();
245    } else {
246        return startFrame();
247    }
248
249    return DrawGlInfo::kStatusDone;
250}
251
252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
253    // If we know that we are going to redraw the entire framebuffer,
254    // perform a discard to let the driver know we don't need to preserve
255    // the back buffer for this frame.
256    if (mExtensions.hasDiscardFramebuffer() &&
257            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
258        const bool isFbo = getTargetFbo() == 0;
259        const GLenum attachments[] = {
260                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
261                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
262        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
263    }
264}
265
266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
267    if (!opaque || mCountOverdraw) {
268        mCaches.enableScissor();
269        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
270        glClear(GL_COLOR_BUFFER_BIT);
271        return DrawGlInfo::kStatusDrew;
272    }
273
274    mCaches.resetScissor();
275    return DrawGlInfo::kStatusDone;
276}
277
278void OpenGLRenderer::syncState() {
279    if (mCaches.blend) {
280        glEnable(GL_BLEND);
281    } else {
282        glDisable(GL_BLEND);
283    }
284}
285
286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
287    if (!mSuppressTiling) {
288        Rect* clip = &mTilingClip;
289        if (s->flags & Snapshot::kFlagFboTarget) {
290            clip = &(s->layer->clipRect);
291        }
292
293        startTiling(*clip, s->height, opaque);
294    }
295}
296
297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
298    if (!mSuppressTiling) {
299        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
300                clip.right - clip.left, clip.bottom - clip.top, opaque);
301    }
302}
303
304void OpenGLRenderer::endTiling() {
305    if (!mSuppressTiling) mCaches.endTiling();
306}
307
308void OpenGLRenderer::finish() {
309    renderOverdraw();
310    endTiling();
311
312    // When finish() is invoked on FBO 0 we've reached the end
313    // of the current frame
314    if (getTargetFbo() == 0) {
315        mCaches.pathCache.trim();
316    }
317
318    if (!suppressErrorChecks()) {
319#if DEBUG_OPENGL
320        GLenum status = GL_NO_ERROR;
321        while ((status = glGetError()) != GL_NO_ERROR) {
322            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
323            switch (status) {
324                case GL_INVALID_ENUM:
325                    ALOGE("  GL_INVALID_ENUM");
326                    break;
327                case GL_INVALID_VALUE:
328                    ALOGE("  GL_INVALID_VALUE");
329                    break;
330                case GL_INVALID_OPERATION:
331                    ALOGE("  GL_INVALID_OPERATION");
332                    break;
333                case GL_OUT_OF_MEMORY:
334                    ALOGE("  Out of memory!");
335                    break;
336            }
337        }
338#endif
339
340#if DEBUG_MEMORY_USAGE
341        mCaches.dumpMemoryUsage();
342#else
343        if (mCaches.getDebugLevel() & kDebugMemory) {
344            mCaches.dumpMemoryUsage();
345        }
346#endif
347    }
348
349    if (mCountOverdraw) {
350        countOverdraw();
351    }
352
353    mFrameStarted = false;
354}
355
356void OpenGLRenderer::interrupt() {
357    if (mCaches.currentProgram) {
358        if (mCaches.currentProgram->isInUse()) {
359            mCaches.currentProgram->remove();
360            mCaches.currentProgram = NULL;
361        }
362    }
363    mCaches.resetActiveTexture();
364    mCaches.unbindMeshBuffer();
365    mCaches.unbindIndicesBuffer();
366    mCaches.resetVertexPointers();
367    mCaches.disableTexCoordsVertexArray();
368    debugOverdraw(false, false);
369}
370
371void OpenGLRenderer::resume() {
372    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
373    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
374    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
375    debugOverdraw(true, false);
376
377    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
378
379    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
380    mCaches.enableScissor();
381    mCaches.resetScissor();
382    dirtyClip();
383
384    mCaches.activeTexture(0);
385    mCaches.resetBoundTextures();
386
387    mCaches.blend = true;
388    glEnable(GL_BLEND);
389    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
390    glBlendEquation(GL_FUNC_ADD);
391}
392
393void OpenGLRenderer::resumeAfterLayer() {
394    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
395    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
396    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
397    debugOverdraw(true, false);
398
399    mCaches.resetScissor();
400    dirtyClip();
401}
402
403void OpenGLRenderer::detachFunctor(Functor* functor) {
404    mFunctors.remove(functor);
405}
406
407void OpenGLRenderer::attachFunctor(Functor* functor) {
408    mFunctors.add(functor);
409}
410
411status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
412    status_t result = DrawGlInfo::kStatusDone;
413    size_t count = mFunctors.size();
414
415    if (count > 0) {
416        interrupt();
417        SortedVector<Functor*> functors(mFunctors);
418        mFunctors.clear();
419
420        DrawGlInfo info;
421        info.clipLeft = 0;
422        info.clipTop = 0;
423        info.clipRight = 0;
424        info.clipBottom = 0;
425        info.isLayer = false;
426        info.width = 0;
427        info.height = 0;
428        memset(info.transform, 0, sizeof(float) * 16);
429
430        for (size_t i = 0; i < count; i++) {
431            Functor* f = functors.itemAt(i);
432            result |= (*f)(DrawGlInfo::kModeProcess, &info);
433
434            if (result & DrawGlInfo::kStatusDraw) {
435                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
436                dirty.unionWith(localDirty);
437            }
438
439            if (result & DrawGlInfo::kStatusInvoke) {
440                mFunctors.add(f);
441            }
442        }
443        resume();
444    }
445
446    return result;
447}
448
449status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
450    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
451
452    detachFunctor(functor);
453
454
455    Rect clip(*mSnapshot->clipRect);
456    clip.snapToPixelBoundaries();
457
458    // Since we don't know what the functor will draw, let's dirty
459    // tne entire clip region
460    if (hasLayer()) {
461        dirtyLayerUnchecked(clip, getRegion());
462    }
463
464    DrawGlInfo info;
465    info.clipLeft = clip.left;
466    info.clipTop = clip.top;
467    info.clipRight = clip.right;
468    info.clipBottom = clip.bottom;
469    info.isLayer = hasLayer();
470    info.width = getSnapshot()->viewport.getWidth();
471    info.height = getSnapshot()->height;
472    getSnapshot()->transform->copyTo(&info.transform[0]);
473
474    bool dirtyClip = mDirtyClip;
475    // setup GL state for functor
476    if (mDirtyClip) {
477        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
478    }
479    if (mCaches.enableScissor() || dirtyClip) {
480        setScissorFromClip();
481    }
482    interrupt();
483
484    // call functor immediately after GL state setup
485    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
486
487    if (result != DrawGlInfo::kStatusDone) {
488        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
489        dirty.unionWith(localDirty);
490
491        if (result & DrawGlInfo::kStatusInvoke) {
492            mFunctors.add(functor);
493        }
494    }
495
496    resume();
497    return result | DrawGlInfo::kStatusDrew;
498}
499
500///////////////////////////////////////////////////////////////////////////////
501// Debug
502///////////////////////////////////////////////////////////////////////////////
503
504void OpenGLRenderer::eventMark(const char* name) const {
505    mCaches.eventMark(0, name);
506}
507
508void OpenGLRenderer::startMark(const char* name) const {
509    mCaches.startMark(0, name);
510}
511
512void OpenGLRenderer::endMark() const {
513    mCaches.endMark();
514}
515
516void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
517    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
518        if (clear) {
519            mCaches.disableScissor();
520            mCaches.stencil.clear();
521        }
522        if (enable) {
523            mCaches.stencil.enableDebugWrite();
524        } else {
525            mCaches.stencil.disable();
526        }
527    }
528}
529
530void OpenGLRenderer::renderOverdraw() {
531    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
532        const Rect* clip = &mTilingClip;
533
534        mCaches.enableScissor();
535        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
536                clip->right - clip->left, clip->bottom - clip->top);
537
538        // 1x overdraw
539        mCaches.stencil.enableDebugTest(2);
540        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
541
542        // 2x overdraw
543        mCaches.stencil.enableDebugTest(3);
544        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
545
546        // 3x overdraw
547        mCaches.stencil.enableDebugTest(4);
548        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
549
550        // 4x overdraw and higher
551        mCaches.stencil.enableDebugTest(4, true);
552        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
553
554        mCaches.stencil.disable();
555    }
556}
557
558void OpenGLRenderer::countOverdraw() {
559    size_t count = mWidth * mHeight;
560    uint32_t* buffer = new uint32_t[count];
561    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
562
563    size_t total = 0;
564    for (size_t i = 0; i < count; i++) {
565        total += buffer[i] & 0xff;
566    }
567
568    mOverdraw = total / float(count);
569
570    delete[] buffer;
571}
572
573///////////////////////////////////////////////////////////////////////////////
574// Layers
575///////////////////////////////////////////////////////////////////////////////
576
577bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
578    if (layer->deferredUpdateScheduled && layer->renderer &&
579            layer->displayList && layer->displayList->isRenderable()) {
580        ATRACE_CALL();
581
582        Rect& dirty = layer->dirtyRect;
583
584        if (inFrame) {
585            endTiling();
586            debugOverdraw(false, false);
587        }
588
589        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
590            layer->render();
591        } else {
592            layer->defer();
593        }
594
595        if (inFrame) {
596            resumeAfterLayer();
597            startTiling(mSnapshot);
598        }
599
600        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
601        layer->hasDrawnSinceUpdate = false;
602
603        return true;
604    }
605
606    return false;
607}
608
609void OpenGLRenderer::updateLayers() {
610    // If draw deferring is enabled this method will simply defer
611    // the display list of each individual layer. The layers remain
612    // in the layer updates list which will be cleared by flushLayers().
613    int count = mLayerUpdates.size();
614    if (count > 0) {
615        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
616            startMark("Layer Updates");
617        } else {
618            startMark("Defer Layer Updates");
619        }
620
621        // Note: it is very important to update the layers in order
622        for (int i = 0; i < count; i++) {
623            Layer* layer = mLayerUpdates.itemAt(i);
624            updateLayer(layer, false);
625            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
626                mCaches.resourceCache.decrementRefcount(layer);
627            }
628        }
629
630        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
631            mLayerUpdates.clear();
632            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
633        }
634        endMark();
635    }
636}
637
638void OpenGLRenderer::flushLayers() {
639    int count = mLayerUpdates.size();
640    if (count > 0) {
641        startMark("Apply Layer Updates");
642        char layerName[12];
643
644        // Note: it is very important to update the layers in order
645        for (int i = 0; i < count; i++) {
646            sprintf(layerName, "Layer #%d", i);
647            startMark(layerName);
648
649            ATRACE_BEGIN("flushLayer");
650            Layer* layer = mLayerUpdates.itemAt(i);
651            layer->flush();
652            ATRACE_END();
653
654            mCaches.resourceCache.decrementRefcount(layer);
655
656            endMark();
657        }
658
659        mLayerUpdates.clear();
660        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
661
662        endMark();
663    }
664}
665
666void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
667    if (layer) {
668        // Make sure we don't introduce duplicates.
669        // SortedVector would do this automatically but we need to respect
670        // the insertion order. The linear search is not an issue since
671        // this list is usually very short (typically one item, at most a few)
672        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
673            if (mLayerUpdates.itemAt(i) == layer) {
674                return;
675            }
676        }
677        mLayerUpdates.push_back(layer);
678        mCaches.resourceCache.incrementRefcount(layer);
679    }
680}
681
682void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
683    if (layer) {
684        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
685            if (mLayerUpdates.itemAt(i) == layer) {
686                mLayerUpdates.removeAt(i);
687                mCaches.resourceCache.decrementRefcount(layer);
688                break;
689            }
690        }
691    }
692}
693
694void OpenGLRenderer::clearLayerUpdates() {
695    size_t count = mLayerUpdates.size();
696    if (count > 0) {
697        mCaches.resourceCache.lock();
698        for (size_t i = 0; i < count; i++) {
699            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
700        }
701        mCaches.resourceCache.unlock();
702        mLayerUpdates.clear();
703    }
704}
705
706void OpenGLRenderer::flushLayerUpdates() {
707    syncState();
708    updateLayers();
709    flushLayers();
710    // Wait for all the layer updates to be executed
711    AutoFence fence;
712}
713
714///////////////////////////////////////////////////////////////////////////////
715// State management
716///////////////////////////////////////////////////////////////////////////////
717
718int OpenGLRenderer::getSaveCount() const {
719    return mSaveCount;
720}
721
722int OpenGLRenderer::save(int flags) {
723    return saveSnapshot(flags);
724}
725
726void OpenGLRenderer::restore() {
727    if (mSaveCount > 1) {
728        restoreSnapshot();
729    }
730}
731
732void OpenGLRenderer::restoreToCount(int saveCount) {
733    if (saveCount < 1) saveCount = 1;
734
735    while (mSaveCount > saveCount) {
736        restoreSnapshot();
737    }
738}
739
740int OpenGLRenderer::saveSnapshot(int flags) {
741    mSnapshot = new Snapshot(mSnapshot, flags);
742    return mSaveCount++;
743}
744
745bool OpenGLRenderer::restoreSnapshot() {
746    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
747    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
748    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
749
750    sp<Snapshot> current = mSnapshot;
751    sp<Snapshot> previous = mSnapshot->previous;
752
753    if (restoreOrtho) {
754        Rect& r = previous->viewport;
755        glViewport(r.left, r.top, r.right, r.bottom);
756        mOrthoMatrix.load(current->orthoMatrix);
757    }
758
759    mSaveCount--;
760    mSnapshot = previous;
761
762    if (restoreClip) {
763        dirtyClip();
764    }
765
766    if (restoreLayer) {
767        endMark(); // Savelayer
768        startMark("ComposeLayer");
769        composeLayer(current, previous);
770        endMark();
771    }
772
773    return restoreClip;
774}
775
776///////////////////////////////////////////////////////////////////////////////
777// Layers
778///////////////////////////////////////////////////////////////////////////////
779
780int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
781        int alpha, SkXfermode::Mode mode, int flags) {
782    const int count = saveSnapshot(flags);
783
784    if (!mSnapshot->isIgnored()) {
785        createLayer(left, top, right, bottom, alpha, mode, flags);
786    }
787
788    return count;
789}
790
791void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
792    const Rect untransformedBounds(bounds);
793
794    currentTransform().mapRect(bounds);
795
796    // Layers only make sense if they are in the framebuffer's bounds
797    if (bounds.intersect(*mSnapshot->clipRect)) {
798        // We cannot work with sub-pixels in this case
799        bounds.snapToPixelBoundaries();
800
801        // When the layer is not an FBO, we may use glCopyTexImage so we
802        // need to make sure the layer does not extend outside the bounds
803        // of the framebuffer
804        if (!bounds.intersect(mSnapshot->previous->viewport)) {
805            bounds.setEmpty();
806        } else if (fboLayer) {
807            clip.set(bounds);
808            mat4 inverse;
809            inverse.loadInverse(currentTransform());
810            inverse.mapRect(clip);
811            clip.snapToPixelBoundaries();
812            if (clip.intersect(untransformedBounds)) {
813                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
814                bounds.set(untransformedBounds);
815            } else {
816                clip.setEmpty();
817            }
818        }
819    } else {
820        bounds.setEmpty();
821    }
822}
823
824void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
825        bool fboLayer, int alpha) {
826    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
827            bounds.getHeight() > mCaches.maxTextureSize ||
828            (fboLayer && clip.isEmpty())) {
829        mSnapshot->empty = fboLayer;
830    } else {
831        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
832    }
833}
834
835int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
836        int alpha, SkXfermode::Mode mode, int flags) {
837    const int count = saveSnapshot(flags);
838
839    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
840        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
841        // operations will be able to store and restore the current clip and transform info, and
842        // quick rejection will be correct (for display lists)
843
844        Rect bounds(left, top, right, bottom);
845        Rect clip;
846        calculateLayerBoundsAndClip(bounds, clip, true);
847        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
848
849        if (!mSnapshot->isIgnored()) {
850            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
851            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
852            mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
853        }
854    }
855
856    return count;
857}
858
859
860/**
861 * Layers are viewed by Skia are slightly different than layers in image editing
862 * programs (for instance.) When a layer is created, previously created layers
863 * and the frame buffer still receive every drawing command. For instance, if a
864 * layer is created and a shape intersecting the bounds of the layers and the
865 * framebuffer is draw, the shape will be drawn on both (unless the layer was
866 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
867 *
868 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
869 * texture. Unfortunately, this is inefficient as it requires every primitive to
870 * be drawn n + 1 times, where n is the number of active layers. In practice this
871 * means, for every primitive:
872 *   - Switch active frame buffer
873 *   - Change viewport, clip and projection matrix
874 *   - Issue the drawing
875 *
876 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
877 * To avoid this, layers are implemented in a different way here, at least in the
878 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
879 * is set. When this flag is set we can redirect all drawing operations into a
880 * single FBO.
881 *
882 * This implementation relies on the frame buffer being at least RGBA 8888. When
883 * a layer is created, only a texture is created, not an FBO. The content of the
884 * frame buffer contained within the layer's bounds is copied into this texture
885 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
886 * buffer and drawing continues as normal. This technique therefore treats the
887 * frame buffer as a scratch buffer for the layers.
888 *
889 * To compose the layers back onto the frame buffer, each layer texture
890 * (containing the original frame buffer data) is drawn as a simple quad over
891 * the frame buffer. The trick is that the quad is set as the composition
892 * destination in the blending equation, and the frame buffer becomes the source
893 * of the composition.
894 *
895 * Drawing layers with an alpha value requires an extra step before composition.
896 * An empty quad is drawn over the layer's region in the frame buffer. This quad
897 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
898 * quad is used to multiply the colors in the frame buffer. This is achieved by
899 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
900 * GL_ZERO, GL_SRC_ALPHA.
901 *
902 * Because glCopyTexImage2D() can be slow, an alternative implementation might
903 * be use to draw a single clipped layer. The implementation described above
904 * is correct in every case.
905 *
906 * (1) The frame buffer is actually not cleared right away. To allow the GPU
907 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
908 *     buffer is left untouched until the first drawing operation. Only when
909 *     something actually gets drawn are the layers regions cleared.
910 */
911bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
912        int alpha, SkXfermode::Mode mode, int flags) {
913    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
914    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
915
916    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
917
918    // Window coordinates of the layer
919    Rect clip;
920    Rect bounds(left, top, right, bottom);
921    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
922    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
923
924    // Bail out if we won't draw in this snapshot
925    if (mSnapshot->isIgnored()) {
926        return false;
927    }
928
929    mCaches.activeTexture(0);
930    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
931    if (!layer) {
932        return false;
933    }
934
935    layer->setAlpha(alpha, mode);
936    layer->layer.set(bounds);
937    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
938            bounds.getWidth() / float(layer->getWidth()), 0.0f);
939    layer->setColorFilter(mDrawModifiers.mColorFilter);
940    layer->setBlend(true);
941    layer->setDirty(false);
942
943    // Save the layer in the snapshot
944    mSnapshot->flags |= Snapshot::kFlagIsLayer;
945    mSnapshot->layer = layer;
946
947    startMark("SaveLayer");
948    if (fboLayer) {
949        return createFboLayer(layer, bounds, clip);
950    } else {
951        // Copy the framebuffer into the layer
952        layer->bindTexture();
953        if (!bounds.isEmpty()) {
954            if (layer->isEmpty()) {
955                // Workaround for some GL drivers. When reading pixels lying outside
956                // of the window we should get undefined values for those pixels.
957                // Unfortunately some drivers will turn the entire target texture black
958                // when reading outside of the window.
959                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
960                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
961                layer->setEmpty(false);
962            }
963
964            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
965                    mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
966
967            // Enqueue the buffer coordinates to clear the corresponding region later
968            mLayers.push(new Rect(bounds));
969        }
970    }
971
972    return true;
973}
974
975bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
976    layer->clipRect.set(clip);
977    layer->setFbo(mCaches.fboCache.get());
978
979    mSnapshot->region = &mSnapshot->layer->region;
980    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
981            Snapshot::kFlagDirtyOrtho;
982    mSnapshot->fbo = layer->getFbo();
983    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
984    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
985    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
986    mSnapshot->height = bounds.getHeight();
987    mSnapshot->orthoMatrix.load(mOrthoMatrix);
988
989    endTiling();
990    debugOverdraw(false, false);
991    // Bind texture to FBO
992    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
993    layer->bindTexture();
994
995    // Initialize the texture if needed
996    if (layer->isEmpty()) {
997        layer->allocateTexture();
998        layer->setEmpty(false);
999    }
1000
1001    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
1002            layer->getTexture(), 0);
1003
1004    startTiling(mSnapshot, true);
1005
1006    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
1007    mCaches.enableScissor();
1008    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
1009            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
1010    glClear(GL_COLOR_BUFFER_BIT);
1011
1012    dirtyClip();
1013
1014    // Change the ortho projection
1015    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
1016    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
1017
1018    return true;
1019}
1020
1021/**
1022 * Read the documentation of createLayer() before doing anything in this method.
1023 */
1024void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
1025    if (!current->layer) {
1026        ALOGE("Attempting to compose a layer that does not exist");
1027        return;
1028    }
1029
1030    Layer* layer = current->layer;
1031    const Rect& rect = layer->layer;
1032    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
1033
1034    bool clipRequired = false;
1035    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
1036            &clipRequired, false); // safely ignore return, should never be rejected
1037    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1038
1039    if (fboLayer) {
1040        endTiling();
1041
1042        // Detach the texture from the FBO
1043        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1044
1045        layer->removeFbo(false);
1046
1047        // Unbind current FBO and restore previous one
1048        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
1049        debugOverdraw(true, false);
1050
1051        startTiling(previous);
1052    }
1053
1054    if (!fboLayer && layer->getAlpha() < 255) {
1055        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1056                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1057        // Required below, composeLayerRect() will divide by 255
1058        layer->setAlpha(255);
1059    }
1060
1061    mCaches.unbindMeshBuffer();
1062
1063    mCaches.activeTexture(0);
1064
1065    // When the layer is stored in an FBO, we can save a bit of fillrate by
1066    // drawing only the dirty region
1067    if (fboLayer) {
1068        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1069        if (layer->getColorFilter()) {
1070            setupColorFilter(layer->getColorFilter());
1071        }
1072        composeLayerRegion(layer, rect);
1073        if (layer->getColorFilter()) {
1074            resetColorFilter();
1075        }
1076    } else if (!rect.isEmpty()) {
1077        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1078
1079        save(0);
1080        // the layer contains screen buffer content that shouldn't be alpha modulated
1081        // (and any necessary alpha modulation was handled drawing into the layer)
1082        mSnapshot->alpha = 1.0f;
1083        composeLayerRect(layer, rect, true);
1084        restore();
1085    }
1086
1087    dirtyClip();
1088
1089    // Failing to add the layer to the cache should happen only if the layer is too large
1090    if (!mCaches.layerCache.put(layer)) {
1091        LAYER_LOGD("Deleting layer");
1092        Caches::getInstance().resourceCache.decrementRefcount(layer);
1093    }
1094}
1095
1096void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1097    float alpha = getLayerAlpha(layer);
1098
1099    setupDraw();
1100    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1101        setupDrawWithTexture();
1102    } else {
1103        setupDrawWithExternalTexture();
1104    }
1105    setupDrawTextureTransform();
1106    setupDrawColor(alpha, alpha, alpha, alpha);
1107    setupDrawColorFilter();
1108    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1109    setupDrawProgram();
1110    setupDrawPureColorUniforms();
1111    setupDrawColorFilterUniforms();
1112    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1113        setupDrawTexture(layer->getTexture());
1114    } else {
1115        setupDrawExternalTexture(layer->getTexture());
1116    }
1117    if (currentTransform().isPureTranslate() &&
1118            layer->getWidth() == (uint32_t) rect.getWidth() &&
1119            layer->getHeight() == (uint32_t) rect.getHeight()) {
1120        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1121        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1122
1123        layer->setFilter(GL_NEAREST);
1124        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1125                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1126    } else {
1127        layer->setFilter(GL_LINEAR);
1128        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1129                rect.left, rect.top, rect.right, rect.bottom);
1130    }
1131    setupDrawTextureTransformUniforms(layer->getTexTransform());
1132    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
1133
1134    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1135}
1136
1137void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1138    if (!layer->isTextureLayer()) {
1139        const Rect& texCoords = layer->texCoords;
1140        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1141                texCoords.right, texCoords.bottom);
1142
1143        float x = rect.left;
1144        float y = rect.top;
1145        bool simpleTransform = currentTransform().isPureTranslate() &&
1146                layer->getWidth() == (uint32_t) rect.getWidth() &&
1147                layer->getHeight() == (uint32_t) rect.getHeight();
1148
1149        if (simpleTransform) {
1150            // When we're swapping, the layer is already in screen coordinates
1151            if (!swap) {
1152                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1153                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1154            }
1155
1156            layer->setFilter(GL_NEAREST, true);
1157        } else {
1158            layer->setFilter(GL_LINEAR, true);
1159        }
1160
1161        float alpha = getLayerAlpha(layer);
1162        bool blend = layer->isBlend() || alpha < 1.0f;
1163        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1164                layer->getTexture(), alpha, layer->getMode(), blend,
1165                &mMeshVertices[0].x, &mMeshVertices[0].u,
1166                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1167
1168        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1169    } else {
1170        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1171        drawTextureLayer(layer, rect);
1172        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1173    }
1174}
1175
1176/**
1177 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1178 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1179 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1180 * by saveLayer's restore
1181 */
1182#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1183        DRAW_COMMAND;                                                            \
1184        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1185            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1186            DRAW_COMMAND;                                                        \
1187            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1188        }                                                                        \
1189    }
1190
1191#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1192
1193void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1194    if (layer->region.isRect()) {
1195        layer->setRegionAsRect();
1196
1197        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1198
1199        layer->region.clear();
1200        return;
1201    }
1202
1203    if (CC_LIKELY(!layer->region.isEmpty())) {
1204        size_t count;
1205        const android::Rect* rects;
1206        Region safeRegion;
1207        if (CC_LIKELY(hasRectToRectTransform())) {
1208            rects = layer->region.getArray(&count);
1209        } else {
1210            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1211            rects = safeRegion.getArray(&count);
1212        }
1213
1214        const float alpha = getLayerAlpha(layer);
1215        const float texX = 1.0f / float(layer->getWidth());
1216        const float texY = 1.0f / float(layer->getHeight());
1217        const float height = rect.getHeight();
1218
1219        setupDraw();
1220
1221        // We must get (and therefore bind) the region mesh buffer
1222        // after we setup drawing in case we need to mess with the
1223        // stencil buffer in setupDraw()
1224        TextureVertex* mesh = mCaches.getRegionMesh();
1225        uint32_t numQuads = 0;
1226
1227        setupDrawWithTexture();
1228        setupDrawColor(alpha, alpha, alpha, alpha);
1229        setupDrawColorFilter();
1230        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1231        setupDrawProgram();
1232        setupDrawDirtyRegionsDisabled();
1233        setupDrawPureColorUniforms();
1234        setupDrawColorFilterUniforms();
1235        setupDrawTexture(layer->getTexture());
1236        if (currentTransform().isPureTranslate()) {
1237            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1238            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1239
1240            layer->setFilter(GL_NEAREST);
1241            setupDrawModelView(kModelViewMode_Translate, false,
1242                    x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1243        } else {
1244            layer->setFilter(GL_LINEAR);
1245            setupDrawModelView(kModelViewMode_Translate, false,
1246                    rect.left, rect.top, rect.right, rect.bottom);
1247        }
1248        setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1249
1250        for (size_t i = 0; i < count; i++) {
1251            const android::Rect* r = &rects[i];
1252
1253            const float u1 = r->left * texX;
1254            const float v1 = (height - r->top) * texY;
1255            const float u2 = r->right * texX;
1256            const float v2 = (height - r->bottom) * texY;
1257
1258            // TODO: Reject quads outside of the clip
1259            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1260            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1261            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1262            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1263
1264            numQuads++;
1265
1266            if (numQuads >= gMaxNumberOfQuads) {
1267                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1268                                GL_UNSIGNED_SHORT, NULL));
1269                numQuads = 0;
1270                mesh = mCaches.getRegionMesh();
1271            }
1272        }
1273
1274        if (numQuads > 0) {
1275            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1276                            GL_UNSIGNED_SHORT, NULL));
1277        }
1278
1279#if DEBUG_LAYERS_AS_REGIONS
1280        drawRegionRectsDebug(layer->region);
1281#endif
1282
1283        layer->region.clear();
1284    }
1285}
1286
1287#if DEBUG_LAYERS_AS_REGIONS
1288void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1289    size_t count;
1290    const android::Rect* rects = region.getArray(&count);
1291
1292    uint32_t colors[] = {
1293            0x7fff0000, 0x7f00ff00,
1294            0x7f0000ff, 0x7fff00ff,
1295    };
1296
1297    int offset = 0;
1298    int32_t top = rects[0].top;
1299
1300    for (size_t i = 0; i < count; i++) {
1301        if (top != rects[i].top) {
1302            offset ^= 0x2;
1303            top = rects[i].top;
1304        }
1305
1306        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1307        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1308                SkXfermode::kSrcOver_Mode);
1309    }
1310}
1311#endif
1312
1313void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1314        SkXfermode::Mode mode, bool dirty) {
1315    Vector<float> rects;
1316
1317    SkRegion::Iterator it(region);
1318    while (!it.done()) {
1319        const SkIRect& r = it.rect();
1320        rects.push(r.fLeft);
1321        rects.push(r.fTop);
1322        rects.push(r.fRight);
1323        rects.push(r.fBottom);
1324        it.next();
1325    }
1326
1327    drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1328}
1329
1330void OpenGLRenderer::dirtyLayer(const float left, const float top,
1331        const float right, const float bottom, const mat4 transform) {
1332    if (hasLayer()) {
1333        Rect bounds(left, top, right, bottom);
1334        transform.mapRect(bounds);
1335        dirtyLayerUnchecked(bounds, getRegion());
1336    }
1337}
1338
1339void OpenGLRenderer::dirtyLayer(const float left, const float top,
1340        const float right, const float bottom) {
1341    if (hasLayer()) {
1342        Rect bounds(left, top, right, bottom);
1343        dirtyLayerUnchecked(bounds, getRegion());
1344    }
1345}
1346
1347void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1348    if (bounds.intersect(*mSnapshot->clipRect)) {
1349        bounds.snapToPixelBoundaries();
1350        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1351        if (!dirty.isEmpty()) {
1352            region->orSelf(dirty);
1353        }
1354    }
1355}
1356
1357void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1358    GLsizei elementsCount = quadsCount * 6;
1359    while (elementsCount > 0) {
1360        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1361
1362        setupDrawIndexedVertices(&mesh[0].x);
1363        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1364
1365        elementsCount -= drawCount;
1366        // Though there are 4 vertices in a quad, we use 6 indices per
1367        // quad to draw with GL_TRIANGLES
1368        mesh += (drawCount / 6) * 4;
1369    }
1370}
1371
1372void OpenGLRenderer::clearLayerRegions() {
1373    const size_t count = mLayers.size();
1374    if (count == 0) return;
1375
1376    if (!mSnapshot->isIgnored()) {
1377        // Doing several glScissor/glClear here can negatively impact
1378        // GPUs with a tiler architecture, instead we draw quads with
1379        // the Clear blending mode
1380
1381        // The list contains bounds that have already been clipped
1382        // against their initial clip rect, and the current clip
1383        // is likely different so we need to disable clipping here
1384        bool scissorChanged = mCaches.disableScissor();
1385
1386        Vertex mesh[count * 4];
1387        Vertex* vertex = mesh;
1388
1389        for (uint32_t i = 0; i < count; i++) {
1390            Rect* bounds = mLayers.itemAt(i);
1391
1392            Vertex::set(vertex++, bounds->left, bounds->top);
1393            Vertex::set(vertex++, bounds->right, bounds->top);
1394            Vertex::set(vertex++, bounds->left, bounds->bottom);
1395            Vertex::set(vertex++, bounds->right, bounds->bottom);
1396
1397            delete bounds;
1398        }
1399        // We must clear the list of dirty rects before we
1400        // call setupDraw() to prevent stencil setup to do
1401        // the same thing again
1402        mLayers.clear();
1403
1404        setupDraw(false);
1405        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1406        setupDrawBlending(true, SkXfermode::kClear_Mode);
1407        setupDrawProgram();
1408        setupDrawPureColorUniforms();
1409        setupDrawModelView(kModelViewMode_Translate, false,
1410                0.0f, 0.0f, 0.0f, 0.0f, true);
1411
1412        issueIndexedQuadDraw(&mesh[0], count);
1413
1414        if (scissorChanged) mCaches.enableScissor();
1415    } else {
1416        for (uint32_t i = 0; i < count; i++) {
1417            delete mLayers.itemAt(i);
1418        }
1419        mLayers.clear();
1420    }
1421}
1422
1423///////////////////////////////////////////////////////////////////////////////
1424// State Deferral
1425///////////////////////////////////////////////////////////////////////////////
1426
1427bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1428    const Rect& currentClip = *(mSnapshot->clipRect);
1429    const mat4& currentMatrix = *(mSnapshot->transform);
1430
1431    if (stateDeferFlags & kStateDeferFlag_Draw) {
1432        // state has bounds initialized in local coordinates
1433        if (!state.mBounds.isEmpty()) {
1434            currentMatrix.mapRect(state.mBounds);
1435            Rect clippedBounds(state.mBounds);
1436            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1437            // is used, it should more closely duplicate the quickReject logic (in how it uses
1438            // snapToPixelBoundaries)
1439
1440            if(!clippedBounds.intersect(currentClip)) {
1441                // quick rejected
1442                return true;
1443            }
1444
1445            state.mClipSideFlags = kClipSide_None;
1446            if (!currentClip.contains(state.mBounds)) {
1447                int& flags = state.mClipSideFlags;
1448                // op partially clipped, so record which sides are clipped for clip-aware merging
1449                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1450                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1451                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1452                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1453            }
1454            state.mBounds.set(clippedBounds);
1455        } else {
1456            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1457            // overdraw avoidance (since we don't know what it overlaps)
1458            state.mClipSideFlags = kClipSide_ConservativeFull;
1459            state.mBounds.set(currentClip);
1460        }
1461    }
1462
1463    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1464    if (state.mClipValid) {
1465        state.mClip.set(currentClip);
1466    }
1467
1468    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1469    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1470    state.mMatrix.load(currentMatrix);
1471    state.mDrawModifiers = mDrawModifiers;
1472    state.mAlpha = mSnapshot->alpha;
1473    return false;
1474}
1475
1476void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1477    currentTransform().load(state.mMatrix);
1478    mDrawModifiers = state.mDrawModifiers;
1479    mSnapshot->alpha = state.mAlpha;
1480
1481    if (state.mClipValid && !skipClipRestore) {
1482        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1483                state.mClip.right, state.mClip.bottom);
1484        dirtyClip();
1485    }
1486}
1487
1488/**
1489 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1490 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1491 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1492 *
1493 * This method should be called when restoreDisplayState() won't be restoring the clip
1494 */
1495void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1496    if (clipRect != NULL) {
1497        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1498    } else {
1499        mSnapshot->setClip(0, 0, mWidth, mHeight);
1500    }
1501    dirtyClip();
1502    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1503}
1504
1505///////////////////////////////////////////////////////////////////////////////
1506// Transforms
1507///////////////////////////////////////////////////////////////////////////////
1508
1509void OpenGLRenderer::translate(float dx, float dy) {
1510    currentTransform().translate(dx, dy);
1511}
1512
1513void OpenGLRenderer::rotate(float degrees) {
1514    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1515}
1516
1517void OpenGLRenderer::scale(float sx, float sy) {
1518    currentTransform().scale(sx, sy, 1.0f);
1519}
1520
1521void OpenGLRenderer::skew(float sx, float sy) {
1522    currentTransform().skew(sx, sy);
1523}
1524
1525void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1526    if (matrix) {
1527        currentTransform().load(*matrix);
1528    } else {
1529        currentTransform().loadIdentity();
1530    }
1531}
1532
1533bool OpenGLRenderer::hasRectToRectTransform() {
1534    return CC_LIKELY(currentTransform().rectToRect());
1535}
1536
1537void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1538    currentTransform().copyTo(*matrix);
1539}
1540
1541void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1542    SkMatrix transform;
1543    currentTransform().copyTo(transform);
1544    transform.preConcat(*matrix);
1545    currentTransform().load(transform);
1546}
1547
1548///////////////////////////////////////////////////////////////////////////////
1549// Clipping
1550///////////////////////////////////////////////////////////////////////////////
1551
1552void OpenGLRenderer::setScissorFromClip() {
1553    Rect clip(*mSnapshot->clipRect);
1554    clip.snapToPixelBoundaries();
1555
1556    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1557            clip.getWidth(), clip.getHeight())) {
1558        mDirtyClip = false;
1559    }
1560}
1561
1562void OpenGLRenderer::ensureStencilBuffer() {
1563    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1564    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1565    // just hope we have one when hasLayer() returns false.
1566    if (hasLayer()) {
1567        attachStencilBufferToLayer(mSnapshot->layer);
1568    }
1569}
1570
1571void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1572    // The layer's FBO is already bound when we reach this stage
1573    if (!layer->getStencilRenderBuffer()) {
1574        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1575        // is attached after we initiated tiling. We must turn it off,
1576        // attach the new render buffer then turn tiling back on
1577        endTiling();
1578
1579        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1580                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1581        layer->setStencilRenderBuffer(buffer);
1582
1583        startTiling(layer->clipRect, layer->layer.getHeight());
1584    }
1585}
1586
1587void OpenGLRenderer::setStencilFromClip() {
1588    if (!mCaches.debugOverdraw) {
1589        if (!mSnapshot->clipRegion->isEmpty()) {
1590            // NOTE: The order here is important, we must set dirtyClip to false
1591            //       before any draw call to avoid calling back into this method
1592            mDirtyClip = false;
1593
1594            ensureStencilBuffer();
1595
1596            mCaches.stencil.enableWrite();
1597
1598            // Clear the stencil but first make sure we restrict drawing
1599            // to the region's bounds
1600            bool resetScissor = mCaches.enableScissor();
1601            if (resetScissor) {
1602                // The scissor was not set so we now need to update it
1603                setScissorFromClip();
1604            }
1605            mCaches.stencil.clear();
1606            if (resetScissor) mCaches.disableScissor();
1607
1608            // NOTE: We could use the region contour path to generate a smaller mesh
1609            //       Since we are using the stencil we could use the red book path
1610            //       drawing technique. It might increase bandwidth usage though.
1611
1612            // The last parameter is important: we are not drawing in the color buffer
1613            // so we don't want to dirty the current layer, if any
1614            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1615
1616            mCaches.stencil.enableTest();
1617
1618            // Draw the region used to generate the stencil if the appropriate debug
1619            // mode is enabled
1620            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1621                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1622            }
1623        } else {
1624            mCaches.stencil.disable();
1625        }
1626    }
1627}
1628
1629const Rect& OpenGLRenderer::getClipBounds() {
1630    return mSnapshot->getLocalClip();
1631}
1632
1633/**
1634 * Calculates whether content drawn within the passed bounds would be outside of, or intersect with
1635 * the clipRect. Does not modify the scissor.
1636 *
1637 * @param clipRequired if not null, will be set to true if element intersects clip
1638 *         (and wasn't rejected)
1639 *
1640 * @param snapOut if set, the geometry will be treated as having an AA ramp.
1641 *         See Rect::snapGeometryToPixelBoundaries()
1642 */
1643bool OpenGLRenderer::calculateQuickRejectForScissor(float left, float top,
1644        float right, float bottom, bool* clipRequired, bool snapOut) const {
1645    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1646        return true;
1647    }
1648
1649    Rect r(left, top, right, bottom);
1650    currentTransform().mapRect(r);
1651    r.snapGeometryToPixelBoundaries(snapOut);
1652
1653    Rect clipRect(*mSnapshot->clipRect);
1654    clipRect.snapToPixelBoundaries();
1655
1656    if (!clipRect.intersects(r)) return true;
1657
1658    // clip is required if geometry intersects clip rect
1659    if (clipRequired) *clipRequired = !clipRect.contains(r);
1660    return false;
1661}
1662
1663/**
1664 * Returns false if drawing won't be clipped out.
1665 *
1666 * Makes the decision conservatively, by rounding out the mapped rect before comparing with the
1667 * clipRect. To be used when perfect, pixel accuracy is not possible (esp. with tessellation) but
1668 * rejection is still desired.
1669 *
1670 * This function, unlike quickRejectSetupScissor, should be used where precise geometry information
1671 * isn't known (esp. when geometry adjusts based on scale). Generally, this will be first pass
1672 * rejection where precise rejection isn't important, or precise information isn't available.
1673 */
1674bool OpenGLRenderer::quickRejectConservative(float left, float top,
1675        float right, float bottom) const {
1676    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1677        return true;
1678    }
1679
1680    Rect r(left, top, right, bottom);
1681    currentTransform().mapRect(r);
1682    r.roundOut(); // rounded out to be conservative
1683
1684    Rect clipRect(*mSnapshot->clipRect);
1685    clipRect.snapToPixelBoundaries();
1686
1687    if (!clipRect.intersects(r)) return true;
1688
1689    return false;
1690}
1691
1692/**
1693 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1694 *
1695 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1696 *         style, and tessellated AA ramp
1697 */
1698bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1699        SkPaint* paint) {
1700    bool clipRequired = false;
1701    bool snapOut = paint && paint->isAntiAlias();
1702
1703    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1704        float outset = paint->getStrokeWidth() * 0.5f;
1705        left -= outset;
1706        top -= outset;
1707        right += outset;
1708        bottom += outset;
1709    }
1710
1711    if (calculateQuickRejectForScissor(left, top, right, bottom, &clipRequired, snapOut)) {
1712        return true;
1713    }
1714
1715    if (!isDeferred()) {
1716        // not quick rejected, so enable the scissor if clipRequired
1717        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1718    }
1719    return false;
1720}
1721
1722void OpenGLRenderer::debugClip() {
1723#if DEBUG_CLIP_REGIONS
1724    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1725        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1726    }
1727#endif
1728}
1729
1730bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1731    if (CC_LIKELY(currentTransform().rectToRect())) {
1732        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1733        if (clipped) {
1734            dirtyClip();
1735        }
1736        return !mSnapshot->clipRect->isEmpty();
1737    }
1738
1739    SkPath path;
1740    path.addRect(left, top, right, bottom);
1741
1742    return OpenGLRenderer::clipPath(&path, op);
1743}
1744
1745bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1746    SkMatrix transform;
1747    currentTransform().copyTo(transform);
1748
1749    SkPath transformed;
1750    path->transform(transform, &transformed);
1751
1752    SkRegion clip;
1753    if (!mSnapshot->previous->clipRegion->isEmpty()) {
1754        clip.setRegion(*mSnapshot->previous->clipRegion);
1755    } else {
1756        if (mSnapshot->previous == mFirstSnapshot) {
1757            clip.setRect(0, 0, mWidth, mHeight);
1758        } else {
1759            Rect* bounds = mSnapshot->previous->clipRect;
1760            clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1761        }
1762    }
1763
1764    SkRegion region;
1765    region.setPath(transformed, clip);
1766
1767    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1768    if (clipped) {
1769        dirtyClip();
1770    }
1771    return !mSnapshot->clipRect->isEmpty();
1772}
1773
1774bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1775    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1776    if (clipped) {
1777        dirtyClip();
1778    }
1779    return !mSnapshot->clipRect->isEmpty();
1780}
1781
1782Rect* OpenGLRenderer::getClipRect() {
1783    return mSnapshot->clipRect;
1784}
1785
1786///////////////////////////////////////////////////////////////////////////////
1787// Drawing commands
1788///////////////////////////////////////////////////////////////////////////////
1789
1790void OpenGLRenderer::setupDraw(bool clear) {
1791    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1792    //       changes the scissor test state
1793    if (clear) clearLayerRegions();
1794    // Make sure setScissor & setStencil happen at the beginning of
1795    // this method
1796    if (mDirtyClip) {
1797        if (mCaches.scissorEnabled) {
1798            setScissorFromClip();
1799        }
1800        setStencilFromClip();
1801    }
1802
1803    mDescription.reset();
1804
1805    mSetShaderColor = false;
1806    mColorSet = false;
1807    mColorA = mColorR = mColorG = mColorB = 0.0f;
1808    mTextureUnit = 0;
1809    mTrackDirtyRegions = true;
1810
1811    // Enable debug highlight when what we're about to draw is tested against
1812    // the stencil buffer and if stencil highlight debugging is on
1813    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1814            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1815            mCaches.stencil.isTestEnabled();
1816
1817    mDescription.emulateStencil = mCountOverdraw;
1818}
1819
1820void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1821    mDescription.hasTexture = true;
1822    mDescription.hasAlpha8Texture = isAlpha8;
1823}
1824
1825void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1826    mDescription.hasTexture = true;
1827    mDescription.hasColors = true;
1828    mDescription.hasAlpha8Texture = isAlpha8;
1829}
1830
1831void OpenGLRenderer::setupDrawWithExternalTexture() {
1832    mDescription.hasExternalTexture = true;
1833}
1834
1835void OpenGLRenderer::setupDrawNoTexture() {
1836    mCaches.disableTexCoordsVertexArray();
1837}
1838
1839void OpenGLRenderer::setupDrawAA() {
1840    mDescription.isAA = true;
1841}
1842
1843void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1844    mColorA = alpha / 255.0f;
1845    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1846    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1847    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1848    mColorSet = true;
1849    mSetShaderColor = mDescription.setColorModulate(mColorA);
1850}
1851
1852void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1853    mColorA = alpha / 255.0f;
1854    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1855    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1856    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1857    mColorSet = true;
1858    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1859}
1860
1861void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1862    mCaches.fontRenderer->describe(mDescription, paint);
1863}
1864
1865void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1866    mColorA = a;
1867    mColorR = r;
1868    mColorG = g;
1869    mColorB = b;
1870    mColorSet = true;
1871    mSetShaderColor = mDescription.setColorModulate(a);
1872}
1873
1874void OpenGLRenderer::setupDrawShader() {
1875    if (mDrawModifiers.mShader) {
1876        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1877    }
1878}
1879
1880void OpenGLRenderer::setupDrawColorFilter() {
1881    if (mDrawModifiers.mColorFilter) {
1882        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1883    }
1884}
1885
1886void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1887    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1888        mColorA = 1.0f;
1889        mColorR = mColorG = mColorB = 0.0f;
1890        mSetShaderColor = mDescription.modulate = true;
1891    }
1892}
1893
1894void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1895    // When the blending mode is kClear_Mode, we need to use a modulate color
1896    // argb=1,0,0,0
1897    accountForClear(mode);
1898    bool blend = (mColorSet && mColorA < 1.0f) ||
1899            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1900    chooseBlending(blend, mode, mDescription, swapSrcDst);
1901}
1902
1903void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1904    // When the blending mode is kClear_Mode, we need to use a modulate color
1905    // argb=1,0,0,0
1906    accountForClear(mode);
1907    blend |= (mColorSet && mColorA < 1.0f) ||
1908            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1909            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1910    chooseBlending(blend, mode, mDescription, swapSrcDst);
1911}
1912
1913void OpenGLRenderer::setupDrawProgram() {
1914    useProgram(mCaches.programCache.get(mDescription));
1915}
1916
1917void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1918    mTrackDirtyRegions = false;
1919}
1920
1921void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1922        float left, float top, float right, float bottom, bool ignoreTransform) {
1923    mModelView.loadTranslate(left, top, 0.0f);
1924    if (mode == kModelViewMode_TranslateAndScale) {
1925        mModelView.scale(right - left, bottom - top, 1.0f);
1926    }
1927
1928    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1929    if (!ignoreTransform) {
1930        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform(), offset);
1931        if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1932    } else {
1933        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity(), offset);
1934        if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1935    }
1936}
1937
1938void OpenGLRenderer::setupDrawColorUniforms() {
1939    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1940        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1941    }
1942}
1943
1944void OpenGLRenderer::setupDrawPureColorUniforms() {
1945    if (mSetShaderColor) {
1946        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1947    }
1948}
1949
1950void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1951    if (mDrawModifiers.mShader) {
1952        if (ignoreTransform) {
1953            // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1954            // because it was built into modelView / the geometry, and the SkiaShader needs to
1955            // compensate.
1956            mat4 modelViewWithoutTransform;
1957            modelViewWithoutTransform.loadInverse(currentTransform());
1958            modelViewWithoutTransform.multiply(mModelView);
1959            mModelView.load(modelViewWithoutTransform);
1960        }
1961        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1962                mModelView, *mSnapshot, &mTextureUnit);
1963    }
1964}
1965
1966void OpenGLRenderer::setupDrawColorFilterUniforms() {
1967    if (mDrawModifiers.mColorFilter) {
1968        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1969    }
1970}
1971
1972void OpenGLRenderer::setupDrawTextGammaUniforms() {
1973    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1974}
1975
1976void OpenGLRenderer::setupDrawSimpleMesh() {
1977    bool force = mCaches.bindMeshBuffer();
1978    mCaches.bindPositionVertexPointer(force, 0);
1979    mCaches.unbindIndicesBuffer();
1980}
1981
1982void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1983    if (texture) bindTexture(texture);
1984    mTextureUnit++;
1985    mCaches.enableTexCoordsVertexArray();
1986}
1987
1988void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1989    bindExternalTexture(texture);
1990    mTextureUnit++;
1991    mCaches.enableTexCoordsVertexArray();
1992}
1993
1994void OpenGLRenderer::setupDrawTextureTransform() {
1995    mDescription.hasTextureTransform = true;
1996}
1997
1998void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1999    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
2000            GL_FALSE, &transform.data[0]);
2001}
2002
2003void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
2004    bool force = false;
2005    if (!vertices || vbo) {
2006        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
2007    } else {
2008        force = mCaches.unbindMeshBuffer();
2009    }
2010
2011    mCaches.bindPositionVertexPointer(force, vertices);
2012    if (mCaches.currentProgram->texCoords >= 0) {
2013        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2014    }
2015
2016    mCaches.unbindIndicesBuffer();
2017}
2018
2019void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
2020    bool force = mCaches.unbindMeshBuffer();
2021    GLsizei stride = sizeof(ColorTextureVertex);
2022
2023    mCaches.bindPositionVertexPointer(force, vertices, stride);
2024    if (mCaches.currentProgram->texCoords >= 0) {
2025        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
2026    }
2027    int slot = mCaches.currentProgram->getAttrib("colors");
2028    if (slot >= 0) {
2029        glEnableVertexAttribArray(slot);
2030        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
2031    }
2032
2033    mCaches.unbindIndicesBuffer();
2034}
2035
2036void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
2037    bool force = false;
2038    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
2039    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
2040    // use the default VBO found in Caches
2041    if (!vertices || vbo) {
2042        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
2043    } else {
2044        force = mCaches.unbindMeshBuffer();
2045    }
2046    mCaches.bindIndicesBuffer();
2047
2048    mCaches.bindPositionVertexPointer(force, vertices);
2049    if (mCaches.currentProgram->texCoords >= 0) {
2050        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2051    }
2052}
2053
2054void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2055    bool force = mCaches.unbindMeshBuffer();
2056    mCaches.bindIndicesBuffer();
2057    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
2058}
2059
2060///////////////////////////////////////////////////////////////////////////////
2061// Drawing
2062///////////////////////////////////////////////////////////////////////////////
2063
2064status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2065        int32_t replayFlags) {
2066    status_t status;
2067    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
2068    // will be performed by the display list itself
2069    if (displayList && displayList->isRenderable()) {
2070        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2071            status = startFrame();
2072            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2073            displayList->replay(replayStruct, 0);
2074            return status | replayStruct.mDrawGlStatus;
2075        }
2076
2077        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2078        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2079        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2080        displayList->defer(deferStruct, 0);
2081
2082        flushLayers();
2083        status = startFrame();
2084
2085        return status | deferredList.flush(*this, dirty);
2086    }
2087
2088    return DrawGlInfo::kStatusDone;
2089}
2090
2091void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2092    if (displayList) {
2093        displayList->output(1);
2094    }
2095}
2096
2097void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2098    int alpha;
2099    SkXfermode::Mode mode;
2100    getAlphaAndMode(paint, &alpha, &mode);
2101
2102    int color = paint != NULL ? paint->getColor() : 0;
2103
2104    float x = left;
2105    float y = top;
2106
2107    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2108
2109    bool ignoreTransform = false;
2110    if (currentTransform().isPureTranslate()) {
2111        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2112        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2113        ignoreTransform = true;
2114
2115        texture->setFilter(GL_NEAREST, true);
2116    } else {
2117        texture->setFilter(FILTER(paint), true);
2118    }
2119
2120    // No need to check for a UV mapper on the texture object, only ARGB_8888
2121    // bitmaps get packed in the atlas
2122    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2123            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2124            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2125}
2126
2127/**
2128 * Important note: this method is intended to draw batches of bitmaps and
2129 * will not set the scissor enable or dirty the current layer, if any.
2130 * The caller is responsible for properly dirtying the current layer.
2131 */
2132status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2133        TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) {
2134    mCaches.activeTexture(0);
2135    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2136    if (!texture) return DrawGlInfo::kStatusDone;
2137
2138    const AutoTexture autoCleanup(texture);
2139
2140    int alpha;
2141    SkXfermode::Mode mode;
2142    getAlphaAndMode(paint, &alpha, &mode);
2143
2144    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2145    texture->setFilter(pureTranslate ? GL_NEAREST : FILTER(paint), true);
2146
2147    const float x = (int) floorf(bounds.left + 0.5f);
2148    const float y = (int) floorf(bounds.top + 0.5f);
2149    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2150        int color = paint != NULL ? paint->getColor() : 0;
2151        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2152                texture->id, paint != NULL, color, alpha, mode,
2153                &vertices[0].x, &vertices[0].u,
2154                GL_TRIANGLES, bitmapCount * 6, true,
2155                kModelViewMode_Translate, false);
2156    } else {
2157        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2158                texture->id, alpha / 255.0f, mode, texture->blend,
2159                &vertices[0].x, &vertices[0].u,
2160                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2161                kModelViewMode_Translate, false);
2162    }
2163
2164    return DrawGlInfo::kStatusDrew;
2165}
2166
2167status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2168    const float right = left + bitmap->width();
2169    const float bottom = top + bitmap->height();
2170
2171    if (quickRejectSetupScissor(left, top, right, bottom)) {
2172        return DrawGlInfo::kStatusDone;
2173    }
2174
2175    mCaches.activeTexture(0);
2176    Texture* texture = getTexture(bitmap);
2177    if (!texture) return DrawGlInfo::kStatusDone;
2178    const AutoTexture autoCleanup(texture);
2179
2180    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2181        drawAlphaBitmap(texture, left, top, paint);
2182    } else {
2183        drawTextureRect(left, top, right, bottom, texture, paint);
2184    }
2185
2186    return DrawGlInfo::kStatusDrew;
2187}
2188
2189status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2190    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2191    const mat4 transform(*matrix);
2192    transform.mapRect(r);
2193
2194    if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) {
2195        return DrawGlInfo::kStatusDone;
2196    }
2197
2198    mCaches.activeTexture(0);
2199    Texture* texture = getTexture(bitmap);
2200    if (!texture) return DrawGlInfo::kStatusDone;
2201    const AutoTexture autoCleanup(texture);
2202
2203    // This could be done in a cheaper way, all we need is pass the matrix
2204    // to the vertex shader. The save/restore is a bit overkill.
2205    save(SkCanvas::kMatrix_SaveFlag);
2206    concatMatrix(matrix);
2207    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2208        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2209    } else {
2210        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2211    }
2212    restore();
2213
2214    return DrawGlInfo::kStatusDrew;
2215}
2216
2217status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2218    const float right = left + bitmap->width();
2219    const float bottom = top + bitmap->height();
2220
2221    if (quickRejectSetupScissor(left, top, right, bottom)) {
2222        return DrawGlInfo::kStatusDone;
2223    }
2224
2225    mCaches.activeTexture(0);
2226    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2227    const AutoTexture autoCleanup(texture);
2228
2229    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2230        drawAlphaBitmap(texture, left, top, paint);
2231    } else {
2232        drawTextureRect(left, top, right, bottom, texture, paint);
2233    }
2234
2235    return DrawGlInfo::kStatusDrew;
2236}
2237
2238status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2239        float* vertices, int* colors, SkPaint* paint) {
2240    if (!vertices || mSnapshot->isIgnored()) {
2241        return DrawGlInfo::kStatusDone;
2242    }
2243
2244    // TODO: use quickReject on bounds from vertices
2245    mCaches.enableScissor();
2246
2247    float left = FLT_MAX;
2248    float top = FLT_MAX;
2249    float right = FLT_MIN;
2250    float bottom = FLT_MIN;
2251
2252    const uint32_t count = meshWidth * meshHeight * 6;
2253
2254    ColorTextureVertex mesh[count];
2255    ColorTextureVertex* vertex = mesh;
2256
2257    bool cleanupColors = false;
2258    if (!colors) {
2259        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2260        colors = new int[colorsCount];
2261        memset(colors, 0xff, colorsCount * sizeof(int));
2262        cleanupColors = true;
2263    }
2264
2265    mCaches.activeTexture(0);
2266    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2267    const UvMapper& mapper(getMapper(texture));
2268
2269    for (int32_t y = 0; y < meshHeight; y++) {
2270        for (int32_t x = 0; x < meshWidth; x++) {
2271            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2272
2273            float u1 = float(x) / meshWidth;
2274            float u2 = float(x + 1) / meshWidth;
2275            float v1 = float(y) / meshHeight;
2276            float v2 = float(y + 1) / meshHeight;
2277
2278            mapper.map(u1, v1, u2, v2);
2279
2280            int ax = i + (meshWidth + 1) * 2;
2281            int ay = ax + 1;
2282            int bx = i;
2283            int by = bx + 1;
2284            int cx = i + 2;
2285            int cy = cx + 1;
2286            int dx = i + (meshWidth + 1) * 2 + 2;
2287            int dy = dx + 1;
2288
2289            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2290            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2291            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2292
2293            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2294            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2295            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2296
2297            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2298            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2299            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2300            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2301        }
2302    }
2303
2304    if (quickRejectSetupScissor(left, top, right, bottom)) {
2305        if (cleanupColors) delete[] colors;
2306        return DrawGlInfo::kStatusDone;
2307    }
2308
2309    if (!texture) {
2310        texture = mCaches.textureCache.get(bitmap);
2311        if (!texture) {
2312            if (cleanupColors) delete[] colors;
2313            return DrawGlInfo::kStatusDone;
2314        }
2315    }
2316    const AutoTexture autoCleanup(texture);
2317
2318    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2319    texture->setFilter(FILTER(paint), true);
2320
2321    int alpha;
2322    SkXfermode::Mode mode;
2323    getAlphaAndMode(paint, &alpha, &mode);
2324
2325    float a = alpha / 255.0f;
2326
2327    if (hasLayer()) {
2328        dirtyLayer(left, top, right, bottom, currentTransform());
2329    }
2330
2331    setupDraw();
2332    setupDrawWithTextureAndColor();
2333    setupDrawColor(a, a, a, a);
2334    setupDrawColorFilter();
2335    setupDrawBlending(true, mode, false);
2336    setupDrawProgram();
2337    setupDrawDirtyRegionsDisabled();
2338    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2339    setupDrawTexture(texture->id);
2340    setupDrawPureColorUniforms();
2341    setupDrawColorFilterUniforms();
2342    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2343
2344    glDrawArrays(GL_TRIANGLES, 0, count);
2345
2346    int slot = mCaches.currentProgram->getAttrib("colors");
2347    if (slot >= 0) {
2348        glDisableVertexAttribArray(slot);
2349    }
2350
2351    if (cleanupColors) delete[] colors;
2352
2353    return DrawGlInfo::kStatusDrew;
2354}
2355
2356status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2357         float srcLeft, float srcTop, float srcRight, float srcBottom,
2358         float dstLeft, float dstTop, float dstRight, float dstBottom,
2359         SkPaint* paint) {
2360    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2361        return DrawGlInfo::kStatusDone;
2362    }
2363
2364    mCaches.activeTexture(0);
2365    Texture* texture = getTexture(bitmap);
2366    if (!texture) return DrawGlInfo::kStatusDone;
2367    const AutoTexture autoCleanup(texture);
2368
2369    const float width = texture->width;
2370    const float height = texture->height;
2371
2372    float u1 = fmax(0.0f, srcLeft / width);
2373    float v1 = fmax(0.0f, srcTop / height);
2374    float u2 = fmin(1.0f, srcRight / width);
2375    float v2 = fmin(1.0f, srcBottom / height);
2376
2377    getMapper(texture).map(u1, v1, u2, v2);
2378
2379    mCaches.unbindMeshBuffer();
2380    resetDrawTextureTexCoords(u1, v1, u2, v2);
2381
2382    int alpha;
2383    SkXfermode::Mode mode;
2384    getAlphaAndMode(paint, &alpha, &mode);
2385
2386    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2387
2388    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2389    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2390
2391    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2392    // Apply a scale transform on the canvas only when a shader is in use
2393    // Skia handles the ratio between the dst and src rects as a scale factor
2394    // when a shader is set
2395    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2396    bool ignoreTransform = false;
2397
2398    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2399        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2400        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2401
2402        dstRight = x + (dstRight - dstLeft);
2403        dstBottom = y + (dstBottom - dstTop);
2404
2405        dstLeft = x;
2406        dstTop = y;
2407
2408        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2409        ignoreTransform = true;
2410    } else {
2411        texture->setFilter(FILTER(paint), true);
2412    }
2413
2414    if (CC_UNLIKELY(useScaleTransform)) {
2415        save(SkCanvas::kMatrix_SaveFlag);
2416        translate(dstLeft, dstTop);
2417        scale(scaleX, scaleY);
2418
2419        dstLeft = 0.0f;
2420        dstTop = 0.0f;
2421
2422        dstRight = srcRight - srcLeft;
2423        dstBottom = srcBottom - srcTop;
2424    }
2425
2426    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2427        int color = paint ? paint->getColor() : 0;
2428        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2429                texture->id, paint != NULL, color, alpha, mode,
2430                &mMeshVertices[0].x, &mMeshVertices[0].u,
2431                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2432    } else {
2433        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2434                texture->id, alpha / 255.0f, mode, texture->blend,
2435                &mMeshVertices[0].x, &mMeshVertices[0].u,
2436                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2437    }
2438
2439    if (CC_UNLIKELY(useScaleTransform)) {
2440        restore();
2441    }
2442
2443    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2444
2445    return DrawGlInfo::kStatusDrew;
2446}
2447
2448status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2449        float left, float top, float right, float bottom, SkPaint* paint) {
2450    if (quickRejectSetupScissor(left, top, right, bottom)) {
2451        return DrawGlInfo::kStatusDone;
2452    }
2453
2454    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2455    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2456            right - left, bottom - top, patch);
2457
2458    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2459}
2460
2461status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2462        float left, float top, float right, float bottom, SkPaint* paint) {
2463    if (quickRejectSetupScissor(left, top, right, bottom)) {
2464        return DrawGlInfo::kStatusDone;
2465    }
2466
2467    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2468        mCaches.activeTexture(0);
2469        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2470        if (!texture) return DrawGlInfo::kStatusDone;
2471        const AutoTexture autoCleanup(texture);
2472
2473        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2474        texture->setFilter(GL_LINEAR, true);
2475
2476        int alpha;
2477        SkXfermode::Mode mode;
2478        getAlphaAndMode(paint, &alpha, &mode);
2479
2480        const bool pureTranslate = currentTransform().isPureTranslate();
2481        // Mark the current layer dirty where we are going to draw the patch
2482        if (hasLayer() && mesh->hasEmptyQuads) {
2483            const float offsetX = left + currentTransform().getTranslateX();
2484            const float offsetY = top + currentTransform().getTranslateY();
2485            const size_t count = mesh->quads.size();
2486            for (size_t i = 0; i < count; i++) {
2487                const Rect& bounds = mesh->quads.itemAt(i);
2488                if (CC_LIKELY(pureTranslate)) {
2489                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2490                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2491                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2492                } else {
2493                    dirtyLayer(left + bounds.left, top + bounds.top,
2494                            left + bounds.right, top + bounds.bottom, currentTransform());
2495                }
2496            }
2497        }
2498
2499        bool ignoreTransform = false;
2500        if (CC_LIKELY(pureTranslate)) {
2501            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2502            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2503
2504            right = x + right - left;
2505            bottom = y + bottom - top;
2506            left = x;
2507            top = y;
2508            ignoreTransform = true;
2509        }
2510        drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2511                mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2512                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2513                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2514    }
2515
2516    return DrawGlInfo::kStatusDrew;
2517}
2518
2519/**
2520 * Important note: this method is intended to draw batches of 9-patch objects and
2521 * will not set the scissor enable or dirty the current layer, if any.
2522 * The caller is responsible for properly dirtying the current layer.
2523 */
2524status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2525        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2526    mCaches.activeTexture(0);
2527    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2528    if (!texture) return DrawGlInfo::kStatusDone;
2529    const AutoTexture autoCleanup(texture);
2530
2531    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2532    texture->setFilter(GL_LINEAR, true);
2533
2534    int alpha;
2535    SkXfermode::Mode mode;
2536    getAlphaAndMode(paint, &alpha, &mode);
2537
2538    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2539            mode, texture->blend, &vertices[0].x, &vertices[0].u,
2540            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2541
2542    return DrawGlInfo::kStatusDrew;
2543}
2544
2545status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2546        bool useOffset) {
2547    // not missing call to quickReject/dirtyLayer, always done at a higher level
2548
2549    if (!vertexBuffer.getVertexCount()) {
2550        // no vertices to draw
2551        return DrawGlInfo::kStatusDone;
2552    }
2553
2554    int color = paint->getColor();
2555    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2556    bool isAA = paint->isAntiAlias();
2557
2558    setupDraw();
2559    setupDrawNoTexture();
2560    if (isAA) setupDrawAA();
2561    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2562    setupDrawColorFilter();
2563    setupDrawShader();
2564    setupDrawBlending(isAA, mode);
2565    setupDrawProgram();
2566    setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0);
2567    setupDrawColorUniforms();
2568    setupDrawColorFilterUniforms();
2569    setupDrawShaderUniforms();
2570
2571    void* vertices = vertexBuffer.getBuffer();
2572    bool force = mCaches.unbindMeshBuffer();
2573    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2574    mCaches.resetTexCoordsVertexPointer();
2575    mCaches.unbindIndicesBuffer();
2576
2577    int alphaSlot = -1;
2578    if (isAA) {
2579        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2580        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2581
2582        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2583        glEnableVertexAttribArray(alphaSlot);
2584        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2585    }
2586
2587    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2588
2589    if (isAA) {
2590        glDisableVertexAttribArray(alphaSlot);
2591    }
2592
2593    return DrawGlInfo::kStatusDrew;
2594}
2595
2596/**
2597 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2598 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2599 * screen space in all directions. However, instead of using a fragment shader to compute the
2600 * translucency of the color from its position, we simply use a varying parameter to define how far
2601 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2602 *
2603 * Doesn't yet support joins, caps, or path effects.
2604 */
2605status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2606    VertexBuffer vertexBuffer;
2607    // TODO: try clipping large paths to viewport
2608    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2609
2610    if (hasLayer()) {
2611        SkRect bounds = path.getBounds();
2612        PathTessellator::expandBoundsForStroke(bounds, paint);
2613        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2614    }
2615
2616    return drawVertexBuffer(vertexBuffer, paint);
2617}
2618
2619/**
2620 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2621 * and additional geometry for defining an alpha slope perimeter.
2622 *
2623 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2624 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2625 * in-shader alpha region, but found it to be taxing on some GPUs.
2626 *
2627 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2628 * memory transfer by removing need for degenerate vertices.
2629 */
2630status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2631    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2632
2633    count &= ~0x3; // round down to nearest four
2634
2635    VertexBuffer buffer;
2636    SkRect bounds;
2637    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2638
2639    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2640    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2641        return DrawGlInfo::kStatusDone;
2642    }
2643
2644    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2645
2646    bool useOffset = !paint->isAntiAlias();
2647    return drawVertexBuffer(buffer, paint, useOffset);
2648}
2649
2650status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2651    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2652
2653    count &= ~0x1; // round down to nearest two
2654
2655    VertexBuffer buffer;
2656    SkRect bounds;
2657    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2658
2659    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2660    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2661        return DrawGlInfo::kStatusDone;
2662    }
2663
2664    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2665
2666    bool useOffset = !paint->isAntiAlias();
2667    return drawVertexBuffer(buffer, paint, useOffset);
2668}
2669
2670status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2671    // No need to check against the clip, we fill the clip region
2672    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2673
2674    Rect& clip(*mSnapshot->clipRect);
2675    clip.snapToPixelBoundaries();
2676
2677    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2678
2679    return DrawGlInfo::kStatusDrew;
2680}
2681
2682status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2683        SkPaint* paint) {
2684    if (!texture) return DrawGlInfo::kStatusDone;
2685    const AutoTexture autoCleanup(texture);
2686
2687    const float x = left + texture->left - texture->offset;
2688    const float y = top + texture->top - texture->offset;
2689
2690    drawPathTexture(texture, x, y, paint);
2691
2692    return DrawGlInfo::kStatusDrew;
2693}
2694
2695status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2696        float rx, float ry, SkPaint* p) {
2697    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2698            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2699        return DrawGlInfo::kStatusDone;
2700    }
2701
2702    if (p->getPathEffect() != 0) {
2703        mCaches.activeTexture(0);
2704        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2705                right - left, bottom - top, rx, ry, p);
2706        return drawShape(left, top, texture, p);
2707    }
2708
2709    SkPath path;
2710    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2711    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2712        float outset = p->getStrokeWidth() / 2;
2713        rect.outset(outset, outset);
2714        rx += outset;
2715        ry += outset;
2716    }
2717    path.addRoundRect(rect, rx, ry);
2718    return drawConvexPath(path, p);
2719}
2720
2721status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2722    if (mSnapshot->isIgnored() || quickRejectSetupScissor(x - radius, y - radius,
2723            x + radius, y + radius, p) ||
2724            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2725        return DrawGlInfo::kStatusDone;
2726    }
2727    if (p->getPathEffect() != 0) {
2728        mCaches.activeTexture(0);
2729        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2730        return drawShape(x - radius, y - radius, texture, p);
2731    }
2732
2733    SkPath path;
2734    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2735        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2736    } else {
2737        path.addCircle(x, y, radius);
2738    }
2739    return drawConvexPath(path, p);
2740}
2741
2742status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2743        SkPaint* p) {
2744    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2745            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2746        return DrawGlInfo::kStatusDone;
2747    }
2748
2749    if (p->getPathEffect() != 0) {
2750        mCaches.activeTexture(0);
2751        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2752        return drawShape(left, top, texture, p);
2753    }
2754
2755    SkPath path;
2756    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2757    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2758        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2759    }
2760    path.addOval(rect);
2761    return drawConvexPath(path, p);
2762}
2763
2764status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2765        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2766    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2767            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2768        return DrawGlInfo::kStatusDone;
2769    }
2770
2771    if (fabs(sweepAngle) >= 360.0f) {
2772        return drawOval(left, top, right, bottom, p);
2773    }
2774
2775    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2776    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2777        mCaches.activeTexture(0);
2778        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2779                startAngle, sweepAngle, useCenter, p);
2780        return drawShape(left, top, texture, p);
2781    }
2782
2783    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2784    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2785        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2786    }
2787
2788    SkPath path;
2789    if (useCenter) {
2790        path.moveTo(rect.centerX(), rect.centerY());
2791    }
2792    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2793    if (useCenter) {
2794        path.close();
2795    }
2796    return drawConvexPath(path, p);
2797}
2798
2799// See SkPaintDefaults.h
2800#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2801
2802status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2803    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2804            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2805        return DrawGlInfo::kStatusDone;
2806    }
2807
2808    if (p->getStyle() != SkPaint::kFill_Style) {
2809        // only fill style is supported by drawConvexPath, since others have to handle joins
2810        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2811                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2812            mCaches.activeTexture(0);
2813            const PathTexture* texture =
2814                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2815            return drawShape(left, top, texture, p);
2816        }
2817
2818        SkPath path;
2819        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2820        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2821            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2822        }
2823        path.addRect(rect);
2824        return drawConvexPath(path, p);
2825    }
2826
2827    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2828        SkPath path;
2829        path.addRect(left, top, right, bottom);
2830        return drawConvexPath(path, p);
2831    } else {
2832        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2833        return DrawGlInfo::kStatusDrew;
2834    }
2835}
2836
2837void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2838        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2839        float x, float y) {
2840    mCaches.activeTexture(0);
2841
2842    // NOTE: The drop shadow will not perform gamma correction
2843    //       if shader-based correction is enabled
2844    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2845    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2846            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2847    // If the drop shadow exceeds the max texture size or couldn't be
2848    // allocated, skip drawing
2849    if (!shadow) return;
2850    const AutoTexture autoCleanup(shadow);
2851
2852    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2853    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2854
2855    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2856    int shadowColor = mDrawModifiers.mShadowColor;
2857    if (mDrawModifiers.mShader) {
2858        shadowColor = 0xffffffff;
2859    }
2860
2861    setupDraw();
2862    setupDrawWithTexture(true);
2863    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2864    setupDrawColorFilter();
2865    setupDrawShader();
2866    setupDrawBlending(true, mode);
2867    setupDrawProgram();
2868    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2869            sx, sy, sx + shadow->width, sy + shadow->height);
2870    setupDrawTexture(shadow->id);
2871    setupDrawPureColorUniforms();
2872    setupDrawColorFilterUniforms();
2873    setupDrawShaderUniforms();
2874    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2875
2876    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2877}
2878
2879bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2880    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2881    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2882}
2883
2884status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2885        const float* positions, SkPaint* paint) {
2886    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2887        return DrawGlInfo::kStatusDone;
2888    }
2889
2890    // NOTE: Skia does not support perspective transform on drawPosText yet
2891    if (!currentTransform().isSimple()) {
2892        return DrawGlInfo::kStatusDone;
2893    }
2894
2895    mCaches.enableScissor();
2896
2897    float x = 0.0f;
2898    float y = 0.0f;
2899    const bool pureTranslate = currentTransform().isPureTranslate();
2900    if (pureTranslate) {
2901        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2902        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2903    }
2904
2905    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2906    fontRenderer.setFont(paint, mat4::identity());
2907
2908    int alpha;
2909    SkXfermode::Mode mode;
2910    getAlphaAndMode(paint, &alpha, &mode);
2911
2912    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2913        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2914                alpha, mode, 0.0f, 0.0f);
2915    }
2916
2917    // Pick the appropriate texture filtering
2918    bool linearFilter = currentTransform().changesBounds();
2919    if (pureTranslate && !linearFilter) {
2920        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2921    }
2922    fontRenderer.setTextureFiltering(linearFilter);
2923
2924    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2925    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2926
2927    const bool hasActiveLayer = hasLayer();
2928
2929    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2930    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2931            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2932        if (hasActiveLayer) {
2933            if (!pureTranslate) {
2934                currentTransform().mapRect(bounds);
2935            }
2936            dirtyLayerUnchecked(bounds, getRegion());
2937        }
2938    }
2939
2940    return DrawGlInfo::kStatusDrew;
2941}
2942
2943mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2944    mat4 fontTransform;
2945    if (CC_LIKELY(transform.isPureTranslate())) {
2946        fontTransform = mat4::identity();
2947    } else {
2948        if (CC_UNLIKELY(transform.isPerspective())) {
2949            fontTransform = mat4::identity();
2950        } else {
2951            float sx, sy;
2952            currentTransform().decomposeScale(sx, sy);
2953            fontTransform.loadScale(sx, sy, 1.0f);
2954        }
2955    }
2956    return fontTransform;
2957}
2958
2959status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2960        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2961        DrawOpMode drawOpMode) {
2962
2963    if (drawOpMode == kDrawOpMode_Immediate) {
2964        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2965        // drawing as ops from DeferredDisplayList are already filtered for these
2966        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2967                quickRejectSetupScissor(bounds)) {
2968            return DrawGlInfo::kStatusDone;
2969        }
2970    }
2971
2972    const float oldX = x;
2973    const float oldY = y;
2974
2975    const mat4& transform = currentTransform();
2976    const bool pureTranslate = transform.isPureTranslate();
2977
2978    if (CC_LIKELY(pureTranslate)) {
2979        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2980        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2981    }
2982
2983    int alpha;
2984    SkXfermode::Mode mode;
2985    getAlphaAndMode(paint, &alpha, &mode);
2986
2987    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2988
2989    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2990        fontRenderer.setFont(paint, mat4::identity());
2991        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2992                alpha, mode, oldX, oldY);
2993    }
2994
2995    const bool hasActiveLayer = hasLayer();
2996
2997    // We only pass a partial transform to the font renderer. That partial
2998    // matrix defines how glyphs are rasterized. Typically we want glyphs
2999    // to be rasterized at their final size on screen, which means the partial
3000    // matrix needs to take the scale factor into account.
3001    // When a partial matrix is used to transform glyphs during rasterization,
3002    // the mesh is generated with the inverse transform (in the case of scale,
3003    // the mesh is generated at 1.0 / scale for instance.) This allows us to
3004    // apply the full transform matrix at draw time in the vertex shader.
3005    // Applying the full matrix in the shader is the easiest way to handle
3006    // rotation and perspective and allows us to always generated quads in the
3007    // font renderer which greatly simplifies the code, clipping in particular.
3008    mat4 fontTransform = findBestFontTransform(transform);
3009    fontRenderer.setFont(paint, fontTransform);
3010
3011    // Pick the appropriate texture filtering
3012    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
3013    fontRenderer.setTextureFiltering(linearFilter);
3014
3015    // TODO: Implement better clipping for scaled/rotated text
3016    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
3017    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3018
3019    bool status;
3020    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
3021
3022    // don't call issuedrawcommand, do it at end of batch
3023    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
3024    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
3025        SkPaint paintCopy(*paint);
3026        paintCopy.setTextAlign(SkPaint::kLeft_Align);
3027        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
3028                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
3029    } else {
3030        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
3031                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
3032    }
3033
3034    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
3035        if (!pureTranslate) {
3036            transform.mapRect(layerBounds);
3037        }
3038        dirtyLayerUnchecked(layerBounds, getRegion());
3039    }
3040
3041    drawTextDecorations(totalAdvance, oldX, oldY, paint);
3042
3043    return DrawGlInfo::kStatusDrew;
3044}
3045
3046status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3047        float hOffset, float vOffset, SkPaint* paint) {
3048    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
3049        return DrawGlInfo::kStatusDone;
3050    }
3051
3052    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
3053    mCaches.enableScissor();
3054
3055    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3056    fontRenderer.setFont(paint, mat4::identity());
3057    fontRenderer.setTextureFiltering(true);
3058
3059    int alpha;
3060    SkXfermode::Mode mode;
3061    getAlphaAndMode(paint, &alpha, &mode);
3062    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
3063
3064    const Rect* clip = &mSnapshot->getLocalClip();
3065    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3066
3067    const bool hasActiveLayer = hasLayer();
3068
3069    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3070            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
3071        if (hasActiveLayer) {
3072            currentTransform().mapRect(bounds);
3073            dirtyLayerUnchecked(bounds, getRegion());
3074        }
3075    }
3076
3077    return DrawGlInfo::kStatusDrew;
3078}
3079
3080status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3081    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3082
3083    mCaches.activeTexture(0);
3084
3085    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3086    if (!texture) return DrawGlInfo::kStatusDone;
3087    const AutoTexture autoCleanup(texture);
3088
3089    const float x = texture->left - texture->offset;
3090    const float y = texture->top - texture->offset;
3091
3092    drawPathTexture(texture, x, y, paint);
3093
3094    return DrawGlInfo::kStatusDrew;
3095}
3096
3097status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3098    if (!layer) {
3099        return DrawGlInfo::kStatusDone;
3100    }
3101
3102    mat4* transform = NULL;
3103    if (layer->isTextureLayer()) {
3104        transform = &layer->getTransform();
3105        if (!transform->isIdentity()) {
3106            save(0);
3107            currentTransform().multiply(*transform);
3108        }
3109    }
3110
3111    bool clipRequired = false;
3112    const bool rejected = calculateQuickRejectForScissor(x, y,
3113            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, false);
3114
3115    if (rejected) {
3116        if (transform && !transform->isIdentity()) {
3117            restore();
3118        }
3119        return DrawGlInfo::kStatusDone;
3120    }
3121
3122    updateLayer(layer, true);
3123
3124    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
3125    mCaches.activeTexture(0);
3126
3127    if (CC_LIKELY(!layer->region.isEmpty())) {
3128        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3129        mDrawModifiers.mColorFilter = layer->getColorFilter();
3130
3131        if (layer->region.isRect()) {
3132            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3133                    composeLayerRect(layer, layer->regionRect));
3134        } else if (layer->mesh) {
3135            const float a = getLayerAlpha(layer);
3136            setupDraw();
3137            setupDrawWithTexture();
3138            setupDrawColor(a, a, a, a);
3139            setupDrawColorFilter();
3140            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3141            setupDrawProgram();
3142            setupDrawPureColorUniforms();
3143            setupDrawColorFilterUniforms();
3144            setupDrawTexture(layer->getTexture());
3145            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3146                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3147                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3148
3149                layer->setFilter(GL_NEAREST);
3150                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
3151                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3152            } else {
3153                layer->setFilter(GL_LINEAR);
3154                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3155                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3156            }
3157
3158            TextureVertex* mesh = &layer->mesh[0];
3159            GLsizei elementsCount = layer->meshElementCount;
3160
3161            while (elementsCount > 0) {
3162                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3163
3164                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3165                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3166                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3167
3168                elementsCount -= drawCount;
3169                // Though there are 4 vertices in a quad, we use 6 indices per
3170                // quad to draw with GL_TRIANGLES
3171                mesh += (drawCount / 6) * 4;
3172            }
3173
3174#if DEBUG_LAYERS_AS_REGIONS
3175            drawRegionRectsDebug(layer->region);
3176#endif
3177        }
3178
3179        mDrawModifiers.mColorFilter = oldFilter;
3180
3181        if (layer->debugDrawUpdate) {
3182            layer->debugDrawUpdate = false;
3183            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3184                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3185        }
3186    }
3187    layer->hasDrawnSinceUpdate = true;
3188
3189    if (transform && !transform->isIdentity()) {
3190        restore();
3191    }
3192
3193    return DrawGlInfo::kStatusDrew;
3194}
3195
3196///////////////////////////////////////////////////////////////////////////////
3197// Shaders
3198///////////////////////////////////////////////////////////////////////////////
3199
3200void OpenGLRenderer::resetShader() {
3201    mDrawModifiers.mShader = NULL;
3202}
3203
3204void OpenGLRenderer::setupShader(SkiaShader* shader) {
3205    mDrawModifiers.mShader = shader;
3206    if (mDrawModifiers.mShader) {
3207        mDrawModifiers.mShader->setCaches(mCaches);
3208    }
3209}
3210
3211///////////////////////////////////////////////////////////////////////////////
3212// Color filters
3213///////////////////////////////////////////////////////////////////////////////
3214
3215void OpenGLRenderer::resetColorFilter() {
3216    mDrawModifiers.mColorFilter = NULL;
3217}
3218
3219void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3220    mDrawModifiers.mColorFilter = filter;
3221}
3222
3223///////////////////////////////////////////////////////////////////////////////
3224// Drop shadow
3225///////////////////////////////////////////////////////////////////////////////
3226
3227void OpenGLRenderer::resetShadow() {
3228    mDrawModifiers.mHasShadow = false;
3229}
3230
3231void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3232    mDrawModifiers.mHasShadow = true;
3233    mDrawModifiers.mShadowRadius = radius;
3234    mDrawModifiers.mShadowDx = dx;
3235    mDrawModifiers.mShadowDy = dy;
3236    mDrawModifiers.mShadowColor = color;
3237}
3238
3239///////////////////////////////////////////////////////////////////////////////
3240// Draw filters
3241///////////////////////////////////////////////////////////////////////////////
3242
3243void OpenGLRenderer::resetPaintFilter() {
3244    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3245    // comparison, see MergingDrawBatch::canMergeWith
3246    mDrawModifiers.mHasDrawFilter = false;
3247    mDrawModifiers.mPaintFilterClearBits = 0;
3248    mDrawModifiers.mPaintFilterSetBits = 0;
3249}
3250
3251void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3252    mDrawModifiers.mHasDrawFilter = true;
3253    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3254    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3255}
3256
3257SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3258    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3259        return paint;
3260    }
3261
3262    uint32_t flags = paint->getFlags();
3263
3264    mFilteredPaint = *paint;
3265    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3266            mDrawModifiers.mPaintFilterSetBits);
3267
3268    return &mFilteredPaint;
3269}
3270
3271///////////////////////////////////////////////////////////////////////////////
3272// Drawing implementation
3273///////////////////////////////////////////////////////////////////////////////
3274
3275Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3276    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3277    if (!texture) {
3278        return mCaches.textureCache.get(bitmap);
3279    }
3280    return texture;
3281}
3282
3283void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3284        float x, float y, SkPaint* paint) {
3285    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3286        return;
3287    }
3288
3289    int alpha;
3290    SkXfermode::Mode mode;
3291    getAlphaAndMode(paint, &alpha, &mode);
3292
3293    setupDraw();
3294    setupDrawWithTexture(true);
3295    setupDrawAlpha8Color(paint->getColor(), alpha);
3296    setupDrawColorFilter();
3297    setupDrawShader();
3298    setupDrawBlending(true, mode);
3299    setupDrawProgram();
3300    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3301            x, y, x + texture->width, y + texture->height);
3302    setupDrawTexture(texture->id);
3303    setupDrawPureColorUniforms();
3304    setupDrawColorFilterUniforms();
3305    setupDrawShaderUniforms();
3306    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3307
3308    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3309}
3310
3311// Same values used by Skia
3312#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3313#define kStdUnderline_Offset    (1.0f / 9.0f)
3314#define kStdUnderline_Thickness (1.0f / 18.0f)
3315
3316void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, SkPaint* paint) {
3317    // Handle underline and strike-through
3318    uint32_t flags = paint->getFlags();
3319    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3320        SkPaint paintCopy(*paint);
3321
3322        if (CC_LIKELY(underlineWidth > 0.0f)) {
3323            const float textSize = paintCopy.getTextSize();
3324            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3325
3326            const float left = x;
3327            float top = 0.0f;
3328
3329            int linesCount = 0;
3330            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3331            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3332
3333            const int pointsCount = 4 * linesCount;
3334            float points[pointsCount];
3335            int currentPoint = 0;
3336
3337            if (flags & SkPaint::kUnderlineText_Flag) {
3338                top = y + textSize * kStdUnderline_Offset;
3339                points[currentPoint++] = left;
3340                points[currentPoint++] = top;
3341                points[currentPoint++] = left + underlineWidth;
3342                points[currentPoint++] = top;
3343            }
3344
3345            if (flags & SkPaint::kStrikeThruText_Flag) {
3346                top = y + textSize * kStdStrikeThru_Offset;
3347                points[currentPoint++] = left;
3348                points[currentPoint++] = top;
3349                points[currentPoint++] = left + underlineWidth;
3350                points[currentPoint++] = top;
3351            }
3352
3353            paintCopy.setStrokeWidth(strokeWidth);
3354
3355            drawLines(&points[0], pointsCount, &paintCopy);
3356        }
3357    }
3358}
3359
3360status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3361    if (mSnapshot->isIgnored()) {
3362        return DrawGlInfo::kStatusDone;
3363    }
3364
3365    int color = paint->getColor();
3366    // If a shader is set, preserve only the alpha
3367    if (mDrawModifiers.mShader) {
3368        color |= 0x00ffffff;
3369    }
3370    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3371
3372    return drawColorRects(rects, count, color, mode);
3373}
3374
3375status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3376        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3377    if (count == 0) {
3378        return DrawGlInfo::kStatusDone;
3379    }
3380
3381    float left = FLT_MAX;
3382    float top = FLT_MAX;
3383    float right = FLT_MIN;
3384    float bottom = FLT_MIN;
3385
3386    Vertex mesh[count];
3387    Vertex* vertex = mesh;
3388
3389    for (int index = 0; index < count; index += 4) {
3390        float l = rects[index + 0];
3391        float t = rects[index + 1];
3392        float r = rects[index + 2];
3393        float b = rects[index + 3];
3394
3395        Vertex::set(vertex++, l, t);
3396        Vertex::set(vertex++, r, t);
3397        Vertex::set(vertex++, l, b);
3398        Vertex::set(vertex++, r, b);
3399
3400        left = fminf(left, l);
3401        top = fminf(top, t);
3402        right = fmaxf(right, r);
3403        bottom = fmaxf(bottom, b);
3404    }
3405
3406    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3407        return DrawGlInfo::kStatusDone;
3408    }
3409
3410    setupDraw();
3411    setupDrawNoTexture();
3412    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3413    setupDrawShader();
3414    setupDrawColorFilter();
3415    setupDrawBlending(mode);
3416    setupDrawProgram();
3417    setupDrawDirtyRegionsDisabled();
3418    setupDrawModelView(kModelViewMode_Translate, false,
3419            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3420    setupDrawColorUniforms();
3421    setupDrawShaderUniforms();
3422    setupDrawColorFilterUniforms();
3423
3424    if (dirty && hasLayer()) {
3425        dirtyLayer(left, top, right, bottom, currentTransform());
3426    }
3427
3428    issueIndexedQuadDraw(&mesh[0], count / 4);
3429
3430    return DrawGlInfo::kStatusDrew;
3431}
3432
3433void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3434        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3435    // If a shader is set, preserve only the alpha
3436    if (mDrawModifiers.mShader) {
3437        color |= 0x00ffffff;
3438    }
3439
3440    setupDraw();
3441    setupDrawNoTexture();
3442    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3443    setupDrawShader();
3444    setupDrawColorFilter();
3445    setupDrawBlending(mode);
3446    setupDrawProgram();
3447    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3448            left, top, right, bottom, ignoreTransform);
3449    setupDrawColorUniforms();
3450    setupDrawShaderUniforms(ignoreTransform);
3451    setupDrawColorFilterUniforms();
3452    setupDrawSimpleMesh();
3453
3454    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3455}
3456
3457void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3458        Texture* texture, SkPaint* paint) {
3459    int alpha;
3460    SkXfermode::Mode mode;
3461    getAlphaAndMode(paint, &alpha, &mode);
3462
3463    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3464
3465    GLvoid* vertices = (GLvoid*) NULL;
3466    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3467
3468    if (texture->uvMapper) {
3469        vertices = &mMeshVertices[0].x;
3470        texCoords = &mMeshVertices[0].u;
3471
3472        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3473        texture->uvMapper->map(uvs);
3474
3475        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3476    }
3477
3478    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3479        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3480        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3481
3482        texture->setFilter(GL_NEAREST, true);
3483        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3484                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3485                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3486    } else {
3487        texture->setFilter(FILTER(paint), true);
3488        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3489                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3490    }
3491
3492    if (texture->uvMapper) {
3493        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3494    }
3495}
3496
3497void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3498        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3499    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3500            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3501}
3502
3503void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3504        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3505        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3506        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3507        ModelViewMode modelViewMode, bool dirty) {
3508
3509    setupDraw();
3510    setupDrawWithTexture();
3511    setupDrawColor(alpha, alpha, alpha, alpha);
3512    setupDrawColorFilter();
3513    setupDrawBlending(blend, mode, swapSrcDst);
3514    setupDrawProgram();
3515    if (!dirty) setupDrawDirtyRegionsDisabled();
3516    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3517    setupDrawTexture(texture);
3518    setupDrawPureColorUniforms();
3519    setupDrawColorFilterUniforms();
3520    setupDrawMesh(vertices, texCoords, vbo);
3521
3522    glDrawArrays(drawMode, 0, elementsCount);
3523}
3524
3525void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3526        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3527        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3528        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3529        ModelViewMode modelViewMode, bool dirty) {
3530
3531    setupDraw();
3532    setupDrawWithTexture();
3533    setupDrawColor(alpha, alpha, alpha, alpha);
3534    setupDrawColorFilter();
3535    setupDrawBlending(blend, mode, swapSrcDst);
3536    setupDrawProgram();
3537    if (!dirty) setupDrawDirtyRegionsDisabled();
3538    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3539    setupDrawTexture(texture);
3540    setupDrawPureColorUniforms();
3541    setupDrawColorFilterUniforms();
3542    setupDrawMeshIndices(vertices, texCoords, vbo);
3543
3544    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3545}
3546
3547void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3548        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3549        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3550        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3551
3552    setupDraw();
3553    setupDrawWithTexture(true);
3554    if (hasColor) {
3555        setupDrawAlpha8Color(color, alpha);
3556    }
3557    setupDrawColorFilter();
3558    setupDrawShader();
3559    setupDrawBlending(true, mode);
3560    setupDrawProgram();
3561    if (!dirty) setupDrawDirtyRegionsDisabled();
3562    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3563    setupDrawTexture(texture);
3564    setupDrawPureColorUniforms();
3565    setupDrawColorFilterUniforms();
3566    setupDrawShaderUniforms(ignoreTransform);
3567    setupDrawMesh(vertices, texCoords);
3568
3569    glDrawArrays(drawMode, 0, elementsCount);
3570}
3571
3572void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3573        ProgramDescription& description, bool swapSrcDst) {
3574    if (mCountOverdraw) {
3575        if (!mCaches.blend) glEnable(GL_BLEND);
3576        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3577            glBlendFunc(GL_ONE, GL_ONE);
3578        }
3579
3580        mCaches.blend = true;
3581        mCaches.lastSrcMode = GL_ONE;
3582        mCaches.lastDstMode = GL_ONE;
3583
3584        return;
3585    }
3586
3587    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3588
3589    if (blend) {
3590        // These blend modes are not supported by OpenGL directly and have
3591        // to be implemented using shaders. Since the shader will perform
3592        // the blending, turn blending off here
3593        // If the blend mode cannot be implemented using shaders, fall
3594        // back to the default SrcOver blend mode instead
3595        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3596            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3597                description.framebufferMode = mode;
3598                description.swapSrcDst = swapSrcDst;
3599
3600                if (mCaches.blend) {
3601                    glDisable(GL_BLEND);
3602                    mCaches.blend = false;
3603                }
3604
3605                return;
3606            } else {
3607                mode = SkXfermode::kSrcOver_Mode;
3608            }
3609        }
3610
3611        if (!mCaches.blend) {
3612            glEnable(GL_BLEND);
3613        }
3614
3615        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3616        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3617
3618        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3619            glBlendFunc(sourceMode, destMode);
3620            mCaches.lastSrcMode = sourceMode;
3621            mCaches.lastDstMode = destMode;
3622        }
3623    } else if (mCaches.blend) {
3624        glDisable(GL_BLEND);
3625    }
3626    mCaches.blend = blend;
3627}
3628
3629bool OpenGLRenderer::useProgram(Program* program) {
3630    if (!program->isInUse()) {
3631        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3632        program->use();
3633        mCaches.currentProgram = program;
3634        return false;
3635    }
3636    return true;
3637}
3638
3639void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3640    TextureVertex* v = &mMeshVertices[0];
3641    TextureVertex::setUV(v++, u1, v1);
3642    TextureVertex::setUV(v++, u2, v1);
3643    TextureVertex::setUV(v++, u1, v2);
3644    TextureVertex::setUV(v++, u2, v2);
3645}
3646
3647void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3648    getAlphaAndModeDirect(paint, alpha,  mode);
3649    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3650        // if drawing a layer, ignore the paint's alpha
3651        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3652    }
3653    *alpha *= mSnapshot->alpha;
3654}
3655
3656float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3657    float alpha;
3658    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3659        alpha = mDrawModifiers.mOverrideLayerAlpha;
3660    } else {
3661        alpha = layer->getAlpha() / 255.0f;
3662    }
3663    return alpha * mSnapshot->alpha;
3664}
3665
3666}; // namespace uirenderer
3667}; // namespace android
3668