OpenGLRenderer.cpp revision 06e7fe5a70409d2050b2b3e1286500f5223099da
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 <SkColor.h>
25#include <SkShader.h>
26#include <SkTypeface.h>
27
28#include <utils/Log.h>
29#include <utils/StopWatch.h>
30
31#include <private/hwui/DrawGlInfo.h>
32
33#include <ui/Rect.h>
34
35#include "OpenGLRenderer.h"
36#include "DeferredDisplayList.h"
37#include "DisplayListRenderer.h"
38#include "Fence.h"
39#include "GammaFontRenderer.h"
40#include "Patch.h"
41#include "PathTessellator.h"
42#include "Properties.h"
43#include "RenderNode.h"
44#include "RenderState.h"
45#include "ShadowTessellator.h"
46#include "SkiaShader.h"
47#include "Vector.h"
48#include "VertexBuffer.h"
49#include "utils/GLUtils.h"
50#include "utils/TraceUtils.h"
51
52#if DEBUG_DETAILED_EVENTS
53    #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
54#else
55    #define EVENT_LOGD(...)
56#endif
57
58namespace android {
59namespace uirenderer {
60
61static GLenum getFilter(const SkPaint* paint) {
62    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
63        return GL_LINEAR;
64    }
65    return GL_NEAREST;
66}
67
68///////////////////////////////////////////////////////////////////////////////
69// Globals
70///////////////////////////////////////////////////////////////////////////////
71
72/**
73 * Structure mapping Skia xfermodes to OpenGL blending factors.
74 */
75struct Blender {
76    SkXfermode::Mode mode;
77    GLenum src;
78    GLenum dst;
79}; // struct Blender
80
81// In this array, the index of each Blender equals the value of the first
82// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
83static const Blender gBlends[] = {
84    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
85    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
86    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
87    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
88    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
89    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
90    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
91    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
92    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
95    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
97    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
98    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
99};
100
101// This array contains the swapped version of each SkXfermode. For instance
102// this array's SrcOver blending mode is actually DstOver. You can refer to
103// createLayer() for more information on the purpose of this array.
104static const Blender gBlendsSwap[] = {
105    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
106    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
107    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
108    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
109    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
110    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
111    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
112    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
113    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
114    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
115    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
116    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
117    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
118    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
119    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
120};
121
122///////////////////////////////////////////////////////////////////////////////
123// Functions
124///////////////////////////////////////////////////////////////////////////////
125
126template<typename T>
127static inline T min(T a, T b) {
128    return a < b ? a : b;
129}
130
131///////////////////////////////////////////////////////////////////////////////
132// Constructors/destructor
133///////////////////////////////////////////////////////////////////////////////
134
135OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
136        : mState(*this)
137        , mFrameStarted(false)
138        , mCaches(Caches::getInstance())
139        , mExtensions(Extensions::getInstance())
140        , mRenderState(renderState)
141        , mScissorOptimizationDisabled(false)
142        , mSuppressTiling(false)
143        , mFirstFrameAfterResize(true)
144        , mDirty(false)
145        , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
146        , mLightRadius(FLT_MIN)
147        , mAmbientShadowAlpha(0)
148        , mSpotShadowAlpha(0) {
149    // *set* draw modifiers to be 0
150    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
151    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
152
153    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
154}
155
156OpenGLRenderer::~OpenGLRenderer() {
157    // The context has already been destroyed at this point, do not call
158    // GL APIs. All GL state should be kept in Caches.h
159}
160
161void OpenGLRenderer::initProperties() {
162    char property[PROPERTY_VALUE_MAX];
163    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
164        mScissorOptimizationDisabled = !strcasecmp(property, "true");
165        INIT_LOGD("  Scissor optimization %s",
166                mScissorOptimizationDisabled ? "disabled" : "enabled");
167    } else {
168        INIT_LOGD("  Scissor optimization enabled");
169    }
170}
171
172void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
173        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
174    mLightCenter = lightCenter;
175    mLightRadius = lightRadius;
176    mAmbientShadowAlpha = ambientShadowAlpha;
177    mSpotShadowAlpha = spotShadowAlpha;
178}
179
180///////////////////////////////////////////////////////////////////////////////
181// Setup
182///////////////////////////////////////////////////////////////////////////////
183
184void OpenGLRenderer::onViewportInitialized() {
185    glDisable(GL_DITHER);
186    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
187
188    glEnableVertexAttribArray(Program::kBindingPosition);
189    mFirstFrameAfterResize = true;
190}
191
192void OpenGLRenderer::setupFrameState(float left, float top,
193        float right, float bottom, bool opaque) {
194    mCaches.clearGarbage();
195    mState.initializeSaveStack(left, top, right, bottom, mLightCenter);
196    mOpaque = opaque;
197    mTilingClip.set(left, top, right, bottom);
198}
199
200void OpenGLRenderer::startFrame() {
201    if (mFrameStarted) return;
202    mFrameStarted = true;
203
204    mState.setDirtyClip(true);
205
206    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
207
208    mRenderState.setViewport(mState.getWidth(), mState.getHeight());
209
210    // Functors break the tiling extension in pretty spectacular ways
211    // This ensures we don't use tiling when a functor is going to be
212    // invoked during the frame
213    mSuppressTiling = mCaches.hasRegisteredFunctors()
214            || mFirstFrameAfterResize;
215    mFirstFrameAfterResize = false;
216
217    startTilingCurrentClip(true);
218
219    debugOverdraw(true, true);
220
221    clear(mTilingClip.left, mTilingClip.top,
222            mTilingClip.right, mTilingClip.bottom, mOpaque);
223}
224
225void OpenGLRenderer::prepareDirty(float left, float top,
226        float right, float bottom, bool opaque) {
227
228    setupFrameState(left, top, right, bottom, opaque);
229
230    // Layer renderers will start the frame immediately
231    // The framebuffer renderer will first defer the display list
232    // for each layer and wait until the first drawing command
233    // to start the frame
234    if (currentSnapshot()->fbo == 0) {
235        syncState();
236        updateLayers();
237    } else {
238        startFrame();
239    }
240}
241
242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
243    // If we know that we are going to redraw the entire framebuffer,
244    // perform a discard to let the driver know we don't need to preserve
245    // the back buffer for this frame.
246    if (mExtensions.hasDiscardFramebuffer() &&
247            left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) {
248        const bool isFbo = onGetTargetFbo() == 0;
249        const GLenum attachments[] = {
250                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
251                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
252        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
253    }
254}
255
256void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
257    if (!opaque) {
258        mCaches.enableScissor();
259        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
260        glClear(GL_COLOR_BUFFER_BIT);
261        mDirty = true;
262        return;
263    }
264
265    mCaches.resetScissor();
266}
267
268void OpenGLRenderer::syncState() {
269    if (mCaches.blend) {
270        glEnable(GL_BLEND);
271    } else {
272        glDisable(GL_BLEND);
273    }
274}
275
276void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
277    if (!mSuppressTiling) {
278        const Snapshot* snapshot = currentSnapshot();
279
280        const Rect* clip = &mTilingClip;
281        if (snapshot->flags & Snapshot::kFlagFboTarget) {
282            clip = &(snapshot->layer->clipRect);
283        }
284
285        startTiling(*clip, getViewportHeight(), opaque, expand);
286    }
287}
288
289void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
290    if (!mSuppressTiling) {
291        if(expand) {
292            // Expand the startTiling region by 1
293            int leftNotZero = (clip.left > 0) ? 1 : 0;
294            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
295
296            mCaches.startTiling(
297                clip.left - leftNotZero,
298                windowHeight - clip.bottom - topNotZero,
299                clip.right - clip.left + leftNotZero + 1,
300                clip.bottom - clip.top + topNotZero + 1,
301                opaque);
302        } else {
303            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
304                clip.right - clip.left, clip.bottom - clip.top, opaque);
305        }
306    }
307}
308
309void OpenGLRenderer::endTiling() {
310    if (!mSuppressTiling) mCaches.endTiling();
311}
312
313bool OpenGLRenderer::finish() {
314    renderOverdraw();
315    endTiling();
316
317    // When finish() is invoked on FBO 0 we've reached the end
318    // of the current frame
319    if (onGetTargetFbo() == 0) {
320        mCaches.pathCache.trim();
321        mCaches.tessellationCache.trim();
322    }
323
324    if (!suppressErrorChecks()) {
325#if DEBUG_OPENGL
326        GLUtils::dumpGLErrors();
327#endif
328
329#if DEBUG_MEMORY_USAGE
330        mCaches.dumpMemoryUsage();
331#else
332        if (mCaches.getDebugLevel() & kDebugMemory) {
333            mCaches.dumpMemoryUsage();
334        }
335#endif
336    }
337
338    mFrameStarted = false;
339
340    return reportAndClearDirty();
341}
342
343void OpenGLRenderer::resumeAfterLayer() {
344    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
345    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
346    debugOverdraw(true, false);
347
348    mCaches.resetScissor();
349    dirtyClip();
350}
351
352void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
353    if (mState.currentlyIgnored()) return;
354
355    Rect clip(*mState.currentClipRect());
356    clip.snapToPixelBoundaries();
357
358    // Since we don't know what the functor will draw, let's dirty
359    // the entire clip region
360    if (hasLayer()) {
361        dirtyLayerUnchecked(clip, getRegion());
362    }
363
364    DrawGlInfo info;
365    info.clipLeft = clip.left;
366    info.clipTop = clip.top;
367    info.clipRight = clip.right;
368    info.clipBottom = clip.bottom;
369    info.isLayer = hasLayer();
370    info.width = getViewportWidth();
371    info.height = getViewportHeight();
372    currentTransform()->copyTo(&info.transform[0]);
373
374    bool prevDirtyClip = mState.getDirtyClip();
375    // setup GL state for functor
376    if (mState.getDirtyClip()) {
377        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
378    }
379    if (mCaches.enableScissor() || prevDirtyClip) {
380        setScissorFromClip();
381    }
382
383    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
384    // Scissor may have been modified, reset dirty clip
385    dirtyClip();
386
387    mDirty = true;
388}
389
390///////////////////////////////////////////////////////////////////////////////
391// Debug
392///////////////////////////////////////////////////////////////////////////////
393
394void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
395#if DEBUG_DETAILED_EVENTS
396    const int BUFFER_SIZE = 256;
397    va_list ap;
398    char buf[BUFFER_SIZE];
399
400    va_start(ap, fmt);
401    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
402    va_end(ap);
403
404    eventMark(buf);
405#endif
406}
407
408
409void OpenGLRenderer::eventMark(const char* name) const {
410    mCaches.eventMark(0, name);
411}
412
413void OpenGLRenderer::startMark(const char* name) const {
414    mCaches.startMark(0, name);
415}
416
417void OpenGLRenderer::endMark() const {
418    mCaches.endMark();
419}
420
421void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
422    mRenderState.debugOverdraw(enable, clear);
423}
424
425void OpenGLRenderer::renderOverdraw() {
426    if (mCaches.debugOverdraw && onGetTargetFbo() == 0) {
427        const Rect* clip = &mTilingClip;
428
429        mCaches.enableScissor();
430        mCaches.setScissor(clip->left, mState.firstSnapshot()->getViewportHeight() - clip->bottom,
431                clip->right - clip->left, clip->bottom - clip->top);
432
433        // 1x overdraw
434        mCaches.stencil.enableDebugTest(2);
435        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
436
437        // 2x overdraw
438        mCaches.stencil.enableDebugTest(3);
439        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
440
441        // 3x overdraw
442        mCaches.stencil.enableDebugTest(4);
443        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
444
445        // 4x overdraw and higher
446        mCaches.stencil.enableDebugTest(4, true);
447        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
448
449        mCaches.stencil.disable();
450    }
451}
452
453///////////////////////////////////////////////////////////////////////////////
454// Layers
455///////////////////////////////////////////////////////////////////////////////
456
457bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
458    if (layer->deferredUpdateScheduled && layer->renderer
459            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
460
461        if (inFrame) {
462            endTiling();
463            debugOverdraw(false, false);
464        }
465
466        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
467            layer->render(*this);
468        } else {
469            layer->defer(*this);
470        }
471
472        if (inFrame) {
473            resumeAfterLayer();
474            startTilingCurrentClip();
475        }
476
477        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
478        layer->hasDrawnSinceUpdate = false;
479
480        return true;
481    }
482
483    return false;
484}
485
486void OpenGLRenderer::updateLayers() {
487    // If draw deferring is enabled this method will simply defer
488    // the display list of each individual layer. The layers remain
489    // in the layer updates list which will be cleared by flushLayers().
490    int count = mLayerUpdates.size();
491    if (count > 0) {
492        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
493            startMark("Layer Updates");
494        } else {
495            startMark("Defer Layer Updates");
496        }
497
498        // Note: it is very important to update the layers in order
499        for (int i = 0; i < count; i++) {
500            Layer* layer = mLayerUpdates.itemAt(i).get();
501            updateLayer(layer, false);
502        }
503
504        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
505            mLayerUpdates.clear();
506            mRenderState.bindFramebuffer(onGetTargetFbo());
507        }
508        endMark();
509    }
510}
511
512void OpenGLRenderer::flushLayers() {
513    int count = mLayerUpdates.size();
514    if (count > 0) {
515        startMark("Apply Layer Updates");
516
517        // Note: it is very important to update the layers in order
518        for (int i = 0; i < count; i++) {
519            mLayerUpdates.itemAt(i)->flush();
520        }
521
522        mLayerUpdates.clear();
523        mRenderState.bindFramebuffer(onGetTargetFbo());
524
525        endMark();
526    }
527}
528
529void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
530    if (layer) {
531        // Make sure we don't introduce duplicates.
532        // SortedVector would do this automatically but we need to respect
533        // the insertion order. The linear search is not an issue since
534        // this list is usually very short (typically one item, at most a few)
535        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
536            if (mLayerUpdates.itemAt(i) == layer) {
537                return;
538            }
539        }
540        mLayerUpdates.push_back(layer);
541    }
542}
543
544void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
545    if (layer) {
546        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
547            if (mLayerUpdates.itemAt(i) == layer) {
548                mLayerUpdates.removeAt(i);
549                break;
550            }
551        }
552    }
553}
554
555void OpenGLRenderer::flushLayerUpdates() {
556    ATRACE_NAME("Update HW Layers");
557    syncState();
558    updateLayers();
559    flushLayers();
560    // Wait for all the layer updates to be executed
561    AutoFence fence;
562}
563
564void OpenGLRenderer::markLayersAsBuildLayers() {
565    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
566        mLayerUpdates[i]->wasBuildLayered = true;
567    }
568}
569
570///////////////////////////////////////////////////////////////////////////////
571// State management
572///////////////////////////////////////////////////////////////////////////////
573
574void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
575    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
576    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
577    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
578
579    if (restoreViewport) {
580        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
581    }
582
583    if (restoreClip) {
584        dirtyClip();
585    }
586
587    if (restoreLayer) {
588        endMark(); // Savelayer
589        ATRACE_END(); // SaveLayer
590        startMark("ComposeLayer");
591        composeLayer(removed, restored);
592        endMark();
593    }
594}
595
596///////////////////////////////////////////////////////////////////////////////
597// Layers
598///////////////////////////////////////////////////////////////////////////////
599
600int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
601        const SkPaint* paint, int flags, const SkPath* convexMask) {
602    // force matrix/clip isolation for layer
603    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
604
605    const int count = mState.saveSnapshot(flags);
606
607    if (!mState.currentlyIgnored()) {
608        createLayer(left, top, right, bottom, paint, flags, convexMask);
609    }
610
611    return count;
612}
613
614void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
615    const Rect untransformedBounds(bounds);
616
617    currentTransform()->mapRect(bounds);
618
619    // Layers only make sense if they are in the framebuffer's bounds
620    if (bounds.intersect(*mState.currentClipRect())) {
621        // We cannot work with sub-pixels in this case
622        bounds.snapToPixelBoundaries();
623
624        // When the layer is not an FBO, we may use glCopyTexImage so we
625        // need to make sure the layer does not extend outside the bounds
626        // of the framebuffer
627        const Snapshot& previous = *(currentSnapshot()->previous);
628        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
629        if (!bounds.intersect(previousViewport)) {
630            bounds.setEmpty();
631        } else if (fboLayer) {
632            clip.set(bounds);
633            mat4 inverse;
634            inverse.loadInverse(*currentTransform());
635            inverse.mapRect(clip);
636            clip.snapToPixelBoundaries();
637            if (clip.intersect(untransformedBounds)) {
638                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
639                bounds.set(untransformedBounds);
640            } else {
641                clip.setEmpty();
642            }
643        }
644    } else {
645        bounds.setEmpty();
646    }
647}
648
649void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
650        bool fboLayer, int alpha) {
651    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
652            bounds.getHeight() > mCaches.maxTextureSize ||
653            (fboLayer && clip.isEmpty())) {
654        writableSnapshot()->empty = fboLayer;
655    } else {
656        writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer);
657    }
658}
659
660int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
661        const SkPaint* paint, int flags) {
662    const int count = mState.saveSnapshot(flags);
663
664    if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
665        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
666        // operations will be able to store and restore the current clip and transform info, and
667        // quick rejection will be correct (for display lists)
668
669        Rect bounds(left, top, right, bottom);
670        Rect clip;
671        calculateLayerBoundsAndClip(bounds, clip, true);
672        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
673
674        if (!mState.currentlyIgnored()) {
675            writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
676            writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
677            writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
678            writableSnapshot()->roundRectClipState = NULL;
679        }
680    }
681
682    return count;
683}
684
685/**
686 * Layers are viewed by Skia are slightly different than layers in image editing
687 * programs (for instance.) When a layer is created, previously created layers
688 * and the frame buffer still receive every drawing command. For instance, if a
689 * layer is created and a shape intersecting the bounds of the layers and the
690 * framebuffer is draw, the shape will be drawn on both (unless the layer was
691 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
692 *
693 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
694 * texture. Unfortunately, this is inefficient as it requires every primitive to
695 * be drawn n + 1 times, where n is the number of active layers. In practice this
696 * means, for every primitive:
697 *   - Switch active frame buffer
698 *   - Change viewport, clip and projection matrix
699 *   - Issue the drawing
700 *
701 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
702 * To avoid this, layers are implemented in a different way here, at least in the
703 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
704 * is set. When this flag is set we can redirect all drawing operations into a
705 * single FBO.
706 *
707 * This implementation relies on the frame buffer being at least RGBA 8888. When
708 * a layer is created, only a texture is created, not an FBO. The content of the
709 * frame buffer contained within the layer's bounds is copied into this texture
710 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
711 * buffer and drawing continues as normal. This technique therefore treats the
712 * frame buffer as a scratch buffer for the layers.
713 *
714 * To compose the layers back onto the frame buffer, each layer texture
715 * (containing the original frame buffer data) is drawn as a simple quad over
716 * the frame buffer. The trick is that the quad is set as the composition
717 * destination in the blending equation, and the frame buffer becomes the source
718 * of the composition.
719 *
720 * Drawing layers with an alpha value requires an extra step before composition.
721 * An empty quad is drawn over the layer's region in the frame buffer. This quad
722 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
723 * quad is used to multiply the colors in the frame buffer. This is achieved by
724 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
725 * GL_ZERO, GL_SRC_ALPHA.
726 *
727 * Because glCopyTexImage2D() can be slow, an alternative implementation might
728 * be use to draw a single clipped layer. The implementation described above
729 * is correct in every case.
730 *
731 * (1) The frame buffer is actually not cleared right away. To allow the GPU
732 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
733 *     buffer is left untouched until the first drawing operation. Only when
734 *     something actually gets drawn are the layers regions cleared.
735 */
736bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
737        const SkPaint* paint, int flags, const SkPath* convexMask) {
738    if (kDebugLayers) {
739        ALOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
740        ALOGD("Layer cache size = %d", mCaches.layerCache.getSize());
741    }
742
743    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
744
745    // Window coordinates of the layer
746    Rect clip;
747    Rect bounds(left, top, right, bottom);
748    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
749    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
750
751    // Bail out if we won't draw in this snapshot
752    if (mState.currentlyIgnored()) {
753        return false;
754    }
755
756    mCaches.activeTexture(0);
757    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
758    if (!layer) {
759        return false;
760    }
761
762    layer->setPaint(paint);
763    layer->layer.set(bounds);
764    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
765            bounds.getWidth() / float(layer->getWidth()), 0.0f);
766
767    layer->setBlend(true);
768    layer->setDirty(false);
769    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
770
771    // Save the layer in the snapshot
772    writableSnapshot()->flags |= Snapshot::kFlagIsLayer;
773    writableSnapshot()->layer = layer;
774
775    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
776            fboLayer ? "" : "unclipped ",
777            layer->getWidth(), layer->getHeight());
778    startMark("SaveLayer");
779    if (fboLayer) {
780        return createFboLayer(layer, bounds, clip);
781    } else {
782        // Copy the framebuffer into the layer
783        layer->bindTexture();
784        if (!bounds.isEmpty()) {
785            if (layer->isEmpty()) {
786                // Workaround for some GL drivers. When reading pixels lying outside
787                // of the window we should get undefined values for those pixels.
788                // Unfortunately some drivers will turn the entire target texture black
789                // when reading outside of the window.
790                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
791                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
792                layer->setEmpty(false);
793            }
794
795            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
796                    bounds.left, getViewportHeight() - bounds.bottom,
797                    bounds.getWidth(), bounds.getHeight());
798
799            // Enqueue the buffer coordinates to clear the corresponding region later
800            mLayers.push(new Rect(bounds));
801        }
802    }
803
804    return true;
805}
806
807bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
808    layer->clipRect.set(clip);
809    layer->setFbo(mCaches.fboCache.get());
810
811    writableSnapshot()->region = &writableSnapshot()->layer->region;
812    writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
813    writableSnapshot()->fbo = layer->getFbo();
814    writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
815    writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
816    writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
817    writableSnapshot()->roundRectClipState = NULL;
818
819    endTiling();
820    debugOverdraw(false, false);
821    // Bind texture to FBO
822    mRenderState.bindFramebuffer(layer->getFbo());
823    layer->bindTexture();
824
825    // Initialize the texture if needed
826    if (layer->isEmpty()) {
827        layer->allocateTexture();
828        layer->setEmpty(false);
829    }
830
831    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
832            layer->getTexture(), 0);
833
834    // Expand the startTiling region by 1
835    startTilingCurrentClip(true, true);
836
837    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
838    mCaches.enableScissor();
839    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
840            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
841    glClear(GL_COLOR_BUFFER_BIT);
842
843    dirtyClip();
844
845    // Change the ortho projection
846    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
847    return true;
848}
849
850/**
851 * Read the documentation of createLayer() before doing anything in this method.
852 */
853void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
854    if (!removed.layer) {
855        ALOGE("Attempting to compose a layer that does not exist");
856        return;
857    }
858
859    Layer* layer = removed.layer;
860    const Rect& rect = layer->layer;
861    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
862
863    bool clipRequired = false;
864    mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
865            &clipRequired, NULL, false); // safely ignore return, should never be rejected
866    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
867
868    if (fboLayer) {
869        endTiling();
870
871        // Detach the texture from the FBO
872        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
873
874        layer->removeFbo(false);
875
876        // Unbind current FBO and restore previous one
877        mRenderState.bindFramebuffer(restored.fbo);
878        debugOverdraw(true, false);
879
880        startTilingCurrentClip();
881    }
882
883    if (!fboLayer && layer->getAlpha() < 255) {
884        SkPaint layerPaint;
885        layerPaint.setAlpha(layer->getAlpha());
886        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
887        layerPaint.setColorFilter(layer->getColorFilter());
888
889        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
890        // Required below, composeLayerRect() will divide by 255
891        layer->setAlpha(255);
892    }
893
894    mCaches.unbindMeshBuffer();
895
896    mCaches.activeTexture(0);
897
898    // When the layer is stored in an FBO, we can save a bit of fillrate by
899    // drawing only the dirty region
900    if (fboLayer) {
901        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
902        composeLayerRegion(layer, rect);
903    } else if (!rect.isEmpty()) {
904        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
905
906        save(0);
907        // the layer contains screen buffer content that shouldn't be alpha modulated
908        // (and any necessary alpha modulation was handled drawing into the layer)
909        writableSnapshot()->alpha = 1.0f;
910        composeLayerRect(layer, rect, true);
911        restore();
912    }
913
914    dirtyClip();
915
916    // Failing to add the layer to the cache should happen only if the layer is too large
917    layer->setConvexMask(NULL);
918    if (!mCaches.layerCache.put(layer)) {
919        if (kDebugLayers) {
920            ALOGD("Deleting layer");
921        }
922        layer->decStrong(0);
923    }
924}
925
926void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
927    float alpha = getLayerAlpha(layer);
928
929    setupDraw();
930    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
931        setupDrawWithTexture();
932    } else {
933        setupDrawWithExternalTexture();
934    }
935    setupDrawTextureTransform();
936    setupDrawColor(alpha, alpha, alpha, alpha);
937    setupDrawColorFilter(layer->getColorFilter());
938    setupDrawBlending(layer);
939    setupDrawProgram();
940    setupDrawPureColorUniforms();
941    setupDrawColorFilterUniforms(layer->getColorFilter());
942    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
943        setupDrawTexture(layer->getTexture());
944    } else {
945        setupDrawExternalTexture(layer->getTexture());
946    }
947    if (currentTransform()->isPureTranslate() &&
948            !layer->getForceFilter() &&
949            layer->getWidth() == (uint32_t) rect.getWidth() &&
950            layer->getHeight() == (uint32_t) rect.getHeight()) {
951        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
952        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
953
954        layer->setFilter(GL_NEAREST);
955        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
956                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
957    } else {
958        layer->setFilter(GL_LINEAR);
959        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
960                rect.left, rect.top, rect.right, rect.bottom);
961    }
962    setupDrawTextureTransformUniforms(layer->getTexTransform());
963    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
964
965    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
966}
967
968void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
969    if (layer->isTextureLayer()) {
970        EVENT_LOGD("composeTextureLayerRect");
971        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
972        drawTextureLayer(layer, rect);
973        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
974    } else {
975        EVENT_LOGD("composeHardwareLayerRect");
976        const Rect& texCoords = layer->texCoords;
977        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
978                texCoords.right, texCoords.bottom);
979
980        float x = rect.left;
981        float y = rect.top;
982        bool simpleTransform = currentTransform()->isPureTranslate() &&
983                layer->getWidth() == (uint32_t) rect.getWidth() &&
984                layer->getHeight() == (uint32_t) rect.getHeight();
985
986        if (simpleTransform) {
987            // When we're swapping, the layer is already in screen coordinates
988            if (!swap) {
989                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
990                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
991            }
992
993            layer->setFilter(GL_NEAREST, true);
994        } else {
995            layer->setFilter(GL_LINEAR, true);
996        }
997
998        SkPaint layerPaint;
999        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1000        layerPaint.setXfermodeMode(layer->getMode());
1001        layerPaint.setColorFilter(layer->getColorFilter());
1002
1003        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1004        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1005                layer->getTexture(), &layerPaint, blend,
1006                &mMeshVertices[0].x, &mMeshVertices[0].u,
1007                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1008
1009        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1010    }
1011}
1012
1013/**
1014 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1015 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1016 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1017 * by saveLayer's restore
1018 */
1019#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                               \
1020        DRAW_COMMAND;                                                              \
1021        if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \
1022            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                   \
1023            DRAW_COMMAND;                                                          \
1024            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                       \
1025        }                                                                          \
1026    }
1027
1028#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1029
1030// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1031// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1032class LayerShader : public SkShader {
1033public:
1034    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1035    : INHERITED(localMatrix)
1036    , mLayer(layer) {
1037    }
1038
1039    virtual bool asACustomShader(void** data) const {
1040        if (data) {
1041            *data = static_cast<void*>(mLayer);
1042        }
1043        return true;
1044    }
1045
1046    virtual bool isOpaque() const {
1047        return !mLayer->isBlend();
1048    }
1049
1050protected:
1051    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1052        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1053    }
1054
1055    virtual void flatten(SkWriteBuffer&) const {
1056        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1057    }
1058
1059    virtual Factory getFactory() const {
1060        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1061        return NULL;
1062    }
1063private:
1064    // Unowned.
1065    Layer* mLayer;
1066    typedef SkShader INHERITED;
1067};
1068
1069void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1070    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1071
1072    if (layer->getConvexMask()) {
1073        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1074
1075        // clip to the area of the layer the mask can be larger
1076        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1077
1078        SkPaint paint;
1079        paint.setAntiAlias(true);
1080        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1081
1082        // create LayerShader to map SaveLayer content into subsequent draw
1083        SkMatrix shaderMatrix;
1084        shaderMatrix.setTranslate(rect.left, rect.bottom);
1085        shaderMatrix.preScale(1, -1);
1086        LayerShader layerShader(layer, &shaderMatrix);
1087        paint.setShader(&layerShader);
1088
1089        // Since the drawing primitive is defined in local drawing space,
1090        // we don't need to modify the draw matrix
1091        const SkPath* maskPath = layer->getConvexMask();
1092        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1093
1094        paint.setShader(NULL);
1095        restore();
1096
1097        return;
1098    }
1099
1100    if (layer->region.isRect()) {
1101        layer->setRegionAsRect();
1102
1103        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1104
1105        layer->region.clear();
1106        return;
1107    }
1108
1109    EVENT_LOGD("composeLayerRegion");
1110    // standard Region based draw
1111    size_t count;
1112    const android::Rect* rects;
1113    Region safeRegion;
1114    if (CC_LIKELY(hasRectToRectTransform())) {
1115        rects = layer->region.getArray(&count);
1116    } else {
1117        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1118        rects = safeRegion.getArray(&count);
1119    }
1120
1121    const float alpha = getLayerAlpha(layer);
1122    const float texX = 1.0f / float(layer->getWidth());
1123    const float texY = 1.0f / float(layer->getHeight());
1124    const float height = rect.getHeight();
1125
1126    setupDraw();
1127
1128    // We must get (and therefore bind) the region mesh buffer
1129    // after we setup drawing in case we need to mess with the
1130    // stencil buffer in setupDraw()
1131    TextureVertex* mesh = mCaches.getRegionMesh();
1132    uint32_t numQuads = 0;
1133
1134    setupDrawWithTexture();
1135    setupDrawColor(alpha, alpha, alpha, alpha);
1136    setupDrawColorFilter(layer->getColorFilter());
1137    setupDrawBlending(layer);
1138    setupDrawProgram();
1139    setupDrawDirtyRegionsDisabled();
1140    setupDrawPureColorUniforms();
1141    setupDrawColorFilterUniforms(layer->getColorFilter());
1142    setupDrawTexture(layer->getTexture());
1143    if (currentTransform()->isPureTranslate()) {
1144        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1145        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1146
1147        layer->setFilter(GL_NEAREST);
1148        setupDrawModelView(kModelViewMode_Translate, false,
1149                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1150    } else {
1151        layer->setFilter(GL_LINEAR);
1152        setupDrawModelView(kModelViewMode_Translate, false,
1153                rect.left, rect.top, rect.right, rect.bottom);
1154    }
1155    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1156
1157    for (size_t i = 0; i < count; i++) {
1158        const android::Rect* r = &rects[i];
1159
1160        const float u1 = r->left * texX;
1161        const float v1 = (height - r->top) * texY;
1162        const float u2 = r->right * texX;
1163        const float v2 = (height - r->bottom) * texY;
1164
1165        // TODO: Reject quads outside of the clip
1166        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1167        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1168        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1169        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1170
1171        numQuads++;
1172
1173        if (numQuads >= gMaxNumberOfQuads) {
1174            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1175                            GL_UNSIGNED_SHORT, NULL));
1176            numQuads = 0;
1177            mesh = mCaches.getRegionMesh();
1178        }
1179    }
1180
1181    if (numQuads > 0) {
1182        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1183                        GL_UNSIGNED_SHORT, NULL));
1184    }
1185
1186#if DEBUG_LAYERS_AS_REGIONS
1187    drawRegionRectsDebug(layer->region);
1188#endif
1189
1190    layer->region.clear();
1191}
1192
1193#if DEBUG_LAYERS_AS_REGIONS
1194void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1195    size_t count;
1196    const android::Rect* rects = region.getArray(&count);
1197
1198    uint32_t colors[] = {
1199            0x7fff0000, 0x7f00ff00,
1200            0x7f0000ff, 0x7fff00ff,
1201    };
1202
1203    int offset = 0;
1204    int32_t top = rects[0].top;
1205
1206    for (size_t i = 0; i < count; i++) {
1207        if (top != rects[i].top) {
1208            offset ^= 0x2;
1209            top = rects[i].top;
1210        }
1211
1212        SkPaint paint;
1213        paint.setColor(colors[offset + (i & 0x1)]);
1214        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1215        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1216    }
1217}
1218#endif
1219
1220void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1221    Vector<float> rects;
1222
1223    SkRegion::Iterator it(region);
1224    while (!it.done()) {
1225        const SkIRect& r = it.rect();
1226        rects.push(r.fLeft);
1227        rects.push(r.fTop);
1228        rects.push(r.fRight);
1229        rects.push(r.fBottom);
1230        it.next();
1231    }
1232
1233    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1234}
1235
1236void OpenGLRenderer::dirtyLayer(const float left, const float top,
1237        const float right, const float bottom, const mat4 transform) {
1238    if (hasLayer()) {
1239        Rect bounds(left, top, right, bottom);
1240        transform.mapRect(bounds);
1241        dirtyLayerUnchecked(bounds, getRegion());
1242    }
1243}
1244
1245void OpenGLRenderer::dirtyLayer(const float left, const float top,
1246        const float right, const float bottom) {
1247    if (hasLayer()) {
1248        Rect bounds(left, top, right, bottom);
1249        dirtyLayerUnchecked(bounds, getRegion());
1250    }
1251}
1252
1253void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1254    if (bounds.intersect(*mState.currentClipRect())) {
1255        bounds.snapToPixelBoundaries();
1256        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1257        if (!dirty.isEmpty()) {
1258            region->orSelf(dirty);
1259        }
1260    }
1261}
1262
1263void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1264    GLsizei elementsCount = quadsCount * 6;
1265    while (elementsCount > 0) {
1266        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1267
1268        setupDrawIndexedVertices(&mesh[0].x);
1269        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1270
1271        elementsCount -= drawCount;
1272        // Though there are 4 vertices in a quad, we use 6 indices per
1273        // quad to draw with GL_TRIANGLES
1274        mesh += (drawCount / 6) * 4;
1275    }
1276}
1277
1278void OpenGLRenderer::clearLayerRegions() {
1279    const size_t count = mLayers.size();
1280    if (count == 0) return;
1281
1282    if (!mState.currentlyIgnored()) {
1283        EVENT_LOGD("clearLayerRegions");
1284        // Doing several glScissor/glClear here can negatively impact
1285        // GPUs with a tiler architecture, instead we draw quads with
1286        // the Clear blending mode
1287
1288        // The list contains bounds that have already been clipped
1289        // against their initial clip rect, and the current clip
1290        // is likely different so we need to disable clipping here
1291        bool scissorChanged = mCaches.disableScissor();
1292
1293        Vertex mesh[count * 4];
1294        Vertex* vertex = mesh;
1295
1296        for (uint32_t i = 0; i < count; i++) {
1297            Rect* bounds = mLayers.itemAt(i);
1298
1299            Vertex::set(vertex++, bounds->left, bounds->top);
1300            Vertex::set(vertex++, bounds->right, bounds->top);
1301            Vertex::set(vertex++, bounds->left, bounds->bottom);
1302            Vertex::set(vertex++, bounds->right, bounds->bottom);
1303
1304            delete bounds;
1305        }
1306        // We must clear the list of dirty rects before we
1307        // call setupDraw() to prevent stencil setup to do
1308        // the same thing again
1309        mLayers.clear();
1310
1311        SkPaint clearPaint;
1312        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1313
1314        setupDraw(false);
1315        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1316        setupDrawBlending(&clearPaint, true);
1317        setupDrawProgram();
1318        setupDrawPureColorUniforms();
1319        setupDrawModelView(kModelViewMode_Translate, false,
1320                0.0f, 0.0f, 0.0f, 0.0f, true);
1321
1322        issueIndexedQuadDraw(&mesh[0], count);
1323
1324        if (scissorChanged) mCaches.enableScissor();
1325    } else {
1326        for (uint32_t i = 0; i < count; i++) {
1327            delete mLayers.itemAt(i);
1328        }
1329        mLayers.clear();
1330    }
1331}
1332
1333///////////////////////////////////////////////////////////////////////////////
1334// State Deferral
1335///////////////////////////////////////////////////////////////////////////////
1336
1337bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1338    const Rect* currentClip = mState.currentClipRect();
1339    const mat4* currentMatrix = currentTransform();
1340
1341    if (stateDeferFlags & kStateDeferFlag_Draw) {
1342        // state has bounds initialized in local coordinates
1343        if (!state.mBounds.isEmpty()) {
1344            currentMatrix->mapRect(state.mBounds);
1345            Rect clippedBounds(state.mBounds);
1346            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1347            // is used, it should more closely duplicate the quickReject logic (in how it uses
1348            // snapToPixelBoundaries)
1349
1350            if(!clippedBounds.intersect(*currentClip)) {
1351                // quick rejected
1352                return true;
1353            }
1354
1355            state.mClipSideFlags = kClipSide_None;
1356            if (!currentClip->contains(state.mBounds)) {
1357                int& flags = state.mClipSideFlags;
1358                // op partially clipped, so record which sides are clipped for clip-aware merging
1359                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1360                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1361                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1362                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1363            }
1364            state.mBounds.set(clippedBounds);
1365        } else {
1366            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1367            // overdraw avoidance (since we don't know what it overlaps)
1368            state.mClipSideFlags = kClipSide_ConservativeFull;
1369            state.mBounds.set(*currentClip);
1370        }
1371    }
1372
1373    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1374    if (state.mClipValid) {
1375        state.mClip.set(*currentClip);
1376    }
1377
1378    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1379    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1380    state.mMatrix.load(*currentMatrix);
1381    state.mDrawModifiers = mDrawModifiers;
1382    state.mAlpha = currentSnapshot()->alpha;
1383
1384    // always store/restore, since it's just a pointer
1385    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1386    return false;
1387}
1388
1389void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1390    setMatrix(state.mMatrix);
1391    writableSnapshot()->alpha = state.mAlpha;
1392    mDrawModifiers = state.mDrawModifiers;
1393    writableSnapshot()->roundRectClipState = state.mRoundRectClipState;
1394
1395    if (state.mClipValid && !skipClipRestore) {
1396        writableSnapshot()->setClip(state.mClip.left, state.mClip.top,
1397                state.mClip.right, state.mClip.bottom);
1398        dirtyClip();
1399    }
1400}
1401
1402/**
1403 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1404 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1405 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1406 *
1407 * This method should be called when restoreDisplayState() won't be restoring the clip
1408 */
1409void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1410    if (clipRect != NULL) {
1411        writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1412    } else {
1413        writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight());
1414    }
1415    dirtyClip();
1416    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1417}
1418
1419///////////////////////////////////////////////////////////////////////////////
1420// Clipping
1421///////////////////////////////////////////////////////////////////////////////
1422
1423void OpenGLRenderer::setScissorFromClip() {
1424    Rect clip(*mState.currentClipRect());
1425    clip.snapToPixelBoundaries();
1426
1427    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1428            clip.getWidth(), clip.getHeight())) {
1429        mState.setDirtyClip(false);
1430    }
1431}
1432
1433void OpenGLRenderer::ensureStencilBuffer() {
1434    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1435    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1436    // just hope we have one when hasLayer() returns false.
1437    if (hasLayer()) {
1438        attachStencilBufferToLayer(currentSnapshot()->layer);
1439    }
1440}
1441
1442void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1443    // The layer's FBO is already bound when we reach this stage
1444    if (!layer->getStencilRenderBuffer()) {
1445        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1446        // is attached after we initiated tiling. We must turn it off,
1447        // attach the new render buffer then turn tiling back on
1448        endTiling();
1449
1450        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1451                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1452        layer->setStencilRenderBuffer(buffer);
1453
1454        startTiling(layer->clipRect, layer->layer.getHeight());
1455    }
1456}
1457
1458void OpenGLRenderer::setStencilFromClip() {
1459    if (!mCaches.debugOverdraw) {
1460        if (!currentSnapshot()->clipRegion->isEmpty()) {
1461            EVENT_LOGD("setStencilFromClip - enabling");
1462
1463            // NOTE: The order here is important, we must set dirtyClip to false
1464            //       before any draw call to avoid calling back into this method
1465            mState.setDirtyClip(false);
1466
1467            ensureStencilBuffer();
1468
1469            mCaches.stencil.enableWrite();
1470
1471            // Clear and update the stencil, but first make sure we restrict drawing
1472            // to the region's bounds
1473            bool resetScissor = mCaches.enableScissor();
1474            if (resetScissor) {
1475                // The scissor was not set so we now need to update it
1476                setScissorFromClip();
1477            }
1478            mCaches.stencil.clear();
1479
1480            // stash and disable the outline clip state, since stencil doesn't account for outline
1481            bool storedSkipOutlineClip = mSkipOutlineClip;
1482            mSkipOutlineClip = true;
1483
1484            SkPaint paint;
1485            paint.setColor(SK_ColorBLACK);
1486            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1487
1488            // NOTE: We could use the region contour path to generate a smaller mesh
1489            //       Since we are using the stencil we could use the red book path
1490            //       drawing technique. It might increase bandwidth usage though.
1491
1492            // The last parameter is important: we are not drawing in the color buffer
1493            // so we don't want to dirty the current layer, if any
1494            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1495            if (resetScissor) mCaches.disableScissor();
1496            mSkipOutlineClip = storedSkipOutlineClip;
1497
1498            mCaches.stencil.enableTest();
1499
1500            // Draw the region used to generate the stencil if the appropriate debug
1501            // mode is enabled
1502            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1503                paint.setColor(0x7f0000ff);
1504                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1505                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1506            }
1507        } else {
1508            EVENT_LOGD("setStencilFromClip - disabling");
1509            mCaches.stencil.disable();
1510        }
1511    }
1512}
1513
1514/**
1515 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1516 *
1517 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1518 *         style, and tessellated AA ramp
1519 */
1520bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1521        const SkPaint* paint) {
1522    bool snapOut = paint && paint->isAntiAlias();
1523
1524    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1525        float outset = paint->getStrokeWidth() * 0.5f;
1526        left -= outset;
1527        top -= outset;
1528        right += outset;
1529        bottom += outset;
1530    }
1531
1532    bool clipRequired = false;
1533    bool roundRectClipRequired = false;
1534    if (mState.calculateQuickRejectForScissor(left, top, right, bottom,
1535            &clipRequired, &roundRectClipRequired, snapOut)) {
1536        return true;
1537    }
1538
1539    // not quick rejected, so enable the scissor if clipRequired
1540    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1541    mSkipOutlineClip = !roundRectClipRequired;
1542    return false;
1543}
1544
1545void OpenGLRenderer::debugClip() {
1546#if DEBUG_CLIP_REGIONS
1547    if (!currentSnapshot()->clipRegion->isEmpty()) {
1548        SkPaint paint;
1549        paint.setColor(0x7f00ff00);
1550        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1551
1552    }
1553#endif
1554}
1555
1556///////////////////////////////////////////////////////////////////////////////
1557// Drawing commands
1558///////////////////////////////////////////////////////////////////////////////
1559
1560void OpenGLRenderer::setupDraw(bool clearLayer) {
1561    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1562    //       changes the scissor test state
1563    if (clearLayer) clearLayerRegions();
1564    // Make sure setScissor & setStencil happen at the beginning of
1565    // this method
1566    if (mState.getDirtyClip()) {
1567        if (mCaches.scissorEnabled) {
1568            setScissorFromClip();
1569        }
1570
1571        if (clearLayer) {
1572            setStencilFromClip();
1573        } else {
1574            // While clearing layer, force disable stencil buffer, since
1575            // it's invalid to stencil-clip *during* the layer clear
1576            mCaches.stencil.disable();
1577        }
1578    }
1579
1580    mDescription.reset();
1581
1582    mSetShaderColor = false;
1583    mColorSet = false;
1584    mColorA = mColorR = mColorG = mColorB = 0.0f;
1585    mTextureUnit = 0;
1586    mTrackDirtyRegions = true;
1587
1588    // Enable debug highlight when what we're about to draw is tested against
1589    // the stencil buffer and if stencil highlight debugging is on
1590    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1591            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1592            mCaches.stencil.isTestEnabled();
1593}
1594
1595void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1596    mDescription.hasTexture = true;
1597    mDescription.hasAlpha8Texture = isAlpha8;
1598}
1599
1600void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1601    mDescription.hasTexture = true;
1602    mDescription.hasColors = true;
1603    mDescription.hasAlpha8Texture = isAlpha8;
1604}
1605
1606void OpenGLRenderer::setupDrawWithExternalTexture() {
1607    mDescription.hasExternalTexture = true;
1608}
1609
1610void OpenGLRenderer::setupDrawNoTexture() {
1611    mCaches.disableTexCoordsVertexArray();
1612}
1613
1614void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1615    mDescription.hasVertexAlpha = true;
1616    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1617}
1618
1619void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1620    mColorA = alpha / 255.0f;
1621    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1622    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1623    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1624    mColorSet = true;
1625    mSetShaderColor = mDescription.setColorModulate(mColorA);
1626}
1627
1628void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1629    mColorA = alpha / 255.0f;
1630    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1631    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1632    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1633    mColorSet = true;
1634    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1635}
1636
1637void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1638    mCaches.fontRenderer->describe(mDescription, paint);
1639}
1640
1641void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1642    mColorA = a;
1643    mColorR = r;
1644    mColorG = g;
1645    mColorB = b;
1646    mColorSet = true;
1647    mSetShaderColor = mDescription.setColorModulate(a);
1648}
1649
1650void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1651    if (shader != NULL) {
1652        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1653    }
1654}
1655
1656void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1657    if (filter == NULL) {
1658        return;
1659    }
1660
1661    SkXfermode::Mode mode;
1662    if (filter->asColorMode(NULL, &mode)) {
1663        mDescription.colorOp = ProgramDescription::kColorBlend;
1664        mDescription.colorMode = mode;
1665    } else if (filter->asColorMatrix(NULL)) {
1666        mDescription.colorOp = ProgramDescription::kColorMatrix;
1667    }
1668}
1669
1670void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1671    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1672        mColorA = 1.0f;
1673        mColorR = mColorG = mColorB = 0.0f;
1674        mSetShaderColor = mDescription.modulate = true;
1675    }
1676}
1677
1678void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1679    SkXfermode::Mode mode = layer->getMode();
1680    // When the blending mode is kClear_Mode, we need to use a modulate color
1681    // argb=1,0,0,0
1682    accountForClear(mode);
1683    // TODO: check shader blending, once we have shader drawing support for layers.
1684    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1685            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1686    chooseBlending(blend, mode, mDescription, swapSrcDst);
1687}
1688
1689void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1690    SkXfermode::Mode mode = getXfermodeDirect(paint);
1691    // When the blending mode is kClear_Mode, we need to use a modulate color
1692    // argb=1,0,0,0
1693    accountForClear(mode);
1694    blend |= (mColorSet && mColorA < 1.0f) ||
1695            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1696            isBlendedColorFilter(getColorFilter(paint));
1697    chooseBlending(blend, mode, mDescription, swapSrcDst);
1698}
1699
1700void OpenGLRenderer::setupDrawProgram() {
1701    useProgram(mCaches.programCache.get(mDescription));
1702    if (mDescription.hasRoundRectClip) {
1703        // TODO: avoid doing this repeatedly, stashing state pointer in program
1704        const RoundRectClipState* state = writableSnapshot()->roundRectClipState;
1705        const Rect& innerRect = state->innerRect;
1706        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1707                innerRect.left, innerRect.top,
1708                innerRect.right, innerRect.bottom);
1709        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1710                1, GL_FALSE, &state->matrix.data[0]);
1711
1712        // add half pixel to round out integer rect space to cover pixel centers
1713        float roundedOutRadius = state->radius + 0.5f;
1714        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1715                roundedOutRadius);
1716    }
1717}
1718
1719void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1720    mTrackDirtyRegions = false;
1721}
1722
1723void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1724        float left, float top, float right, float bottom, bool ignoreTransform) {
1725    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1726    if (mode == kModelViewMode_TranslateAndScale) {
1727        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1728    }
1729
1730    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1731    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1732    mCaches.currentProgram->set(writableSnapshot()->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1733    if (dirty && mTrackDirtyRegions) {
1734        if (!ignoreTransform) {
1735            dirtyLayer(left, top, right, bottom, *currentTransform());
1736        } else {
1737            dirtyLayer(left, top, right, bottom);
1738        }
1739    }
1740}
1741
1742void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1743    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1744        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1745    }
1746}
1747
1748void OpenGLRenderer::setupDrawPureColorUniforms() {
1749    if (mSetShaderColor) {
1750        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1751    }
1752}
1753
1754void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1755    if (shader == NULL) {
1756        return;
1757    }
1758
1759    if (ignoreTransform) {
1760        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1761        // because it was built into modelView / the geometry, and the description needs to
1762        // compensate.
1763        mat4 modelViewWithoutTransform;
1764        modelViewWithoutTransform.loadInverse(*currentTransform());
1765        modelViewWithoutTransform.multiply(mModelViewMatrix);
1766        mModelViewMatrix.load(modelViewWithoutTransform);
1767    }
1768
1769    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1770}
1771
1772void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1773    if (NULL == filter) {
1774        return;
1775    }
1776
1777    SkColor color;
1778    SkXfermode::Mode mode;
1779    if (filter->asColorMode(&color, &mode)) {
1780        const int alpha = SkColorGetA(color);
1781        const GLfloat a = alpha / 255.0f;
1782        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1783        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1784        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1785        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1786        return;
1787    }
1788
1789    SkScalar srcColorMatrix[20];
1790    if (filter->asColorMatrix(srcColorMatrix)) {
1791
1792        float colorMatrix[16];
1793        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1794        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1795        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1796        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1797
1798        // Skia uses the range [0..255] for the addition vector, but we need
1799        // the [0..1] range to apply the vector in GLSL
1800        float colorVector[4];
1801        colorVector[0] = srcColorMatrix[4] / 255.0f;
1802        colorVector[1] = srcColorMatrix[9] / 255.0f;
1803        colorVector[2] = srcColorMatrix[14] / 255.0f;
1804        colorVector[3] = srcColorMatrix[19] / 255.0f;
1805
1806        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1807                GL_FALSE, colorMatrix);
1808        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1809        return;
1810    }
1811
1812    // it is an error if we ever get here
1813}
1814
1815void OpenGLRenderer::setupDrawTextGammaUniforms() {
1816    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1817}
1818
1819void OpenGLRenderer::setupDrawSimpleMesh() {
1820    bool force = mCaches.bindMeshBuffer();
1821    mCaches.bindPositionVertexPointer(force, 0);
1822    mCaches.unbindIndicesBuffer();
1823}
1824
1825void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1826    if (texture) bindTexture(texture);
1827    mTextureUnit++;
1828    mCaches.enableTexCoordsVertexArray();
1829}
1830
1831void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1832    bindExternalTexture(texture);
1833    mTextureUnit++;
1834    mCaches.enableTexCoordsVertexArray();
1835}
1836
1837void OpenGLRenderer::setupDrawTextureTransform() {
1838    mDescription.hasTextureTransform = true;
1839}
1840
1841void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1842    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1843            GL_FALSE, &transform.data[0]);
1844}
1845
1846void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1847        const GLvoid* texCoords, GLuint vbo) {
1848    bool force = false;
1849    if (!vertices || vbo) {
1850        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1851    } else {
1852        force = mCaches.unbindMeshBuffer();
1853    }
1854
1855    mCaches.bindPositionVertexPointer(force, vertices);
1856    if (mCaches.currentProgram->texCoords >= 0) {
1857        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1858    }
1859
1860    mCaches.unbindIndicesBuffer();
1861}
1862
1863void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1864        const GLvoid* texCoords, const GLvoid* colors) {
1865    bool force = mCaches.unbindMeshBuffer();
1866    GLsizei stride = sizeof(ColorTextureVertex);
1867
1868    mCaches.bindPositionVertexPointer(force, vertices, stride);
1869    if (mCaches.currentProgram->texCoords >= 0) {
1870        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1871    }
1872    int slot = mCaches.currentProgram->getAttrib("colors");
1873    if (slot >= 0) {
1874        glEnableVertexAttribArray(slot);
1875        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1876    }
1877
1878    mCaches.unbindIndicesBuffer();
1879}
1880
1881void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1882        const GLvoid* texCoords, GLuint vbo) {
1883    bool force = false;
1884    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1885    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1886    // use the default VBO found in Caches
1887    if (!vertices || vbo) {
1888        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1889    } else {
1890        force = mCaches.unbindMeshBuffer();
1891    }
1892    mCaches.bindQuadIndicesBuffer();
1893
1894    mCaches.bindPositionVertexPointer(force, vertices);
1895    if (mCaches.currentProgram->texCoords >= 0) {
1896        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1897    }
1898}
1899
1900void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1901    bool force = mCaches.unbindMeshBuffer();
1902    mCaches.bindQuadIndicesBuffer();
1903    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1904}
1905
1906///////////////////////////////////////////////////////////////////////////////
1907// Drawing
1908///////////////////////////////////////////////////////////////////////////////
1909
1910void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1911    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1912    // will be performed by the display list itself
1913    if (renderNode && renderNode->isRenderable()) {
1914        // compute 3d ordering
1915        renderNode->computeOrdering();
1916        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1917            startFrame();
1918            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1919            renderNode->replay(replayStruct, 0);
1920            return;
1921        }
1922
1923        DeferredDisplayList deferredList(*mState.currentClipRect());
1924        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1925        renderNode->defer(deferStruct, 0);
1926
1927        flushLayers();
1928        startFrame();
1929
1930        deferredList.flush(*this, dirty);
1931    } else {
1932        // Even if there is no drawing command(Ex: invisible),
1933        // it still needs startFrame to clear buffer and start tiling.
1934        startFrame();
1935    }
1936}
1937
1938void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1939    float x = left;
1940    float y = top;
1941
1942    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1943
1944    bool ignoreTransform = false;
1945    if (currentTransform()->isPureTranslate()) {
1946        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1947        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1948        ignoreTransform = true;
1949
1950        texture->setFilter(GL_NEAREST, true);
1951    } else {
1952        texture->setFilter(getFilter(paint), true);
1953    }
1954
1955    // No need to check for a UV mapper on the texture object, only ARGB_8888
1956    // bitmaps get packed in the atlas
1957    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1958            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1959            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1960}
1961
1962/**
1963 * Important note: this method is intended to draw batches of bitmaps and
1964 * will not set the scissor enable or dirty the current layer, if any.
1965 * The caller is responsible for properly dirtying the current layer.
1966 */
1967void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1968        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1969        const Rect& bounds, const SkPaint* paint) {
1970    mCaches.activeTexture(0);
1971    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1972    if (!texture) return;
1973
1974    const AutoTexture autoCleanup(texture);
1975
1976    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1977    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1978
1979    const float x = (int) floorf(bounds.left + 0.5f);
1980    const float y = (int) floorf(bounds.top + 0.5f);
1981    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1982        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1983                texture->id, paint, &vertices[0].x, &vertices[0].u,
1984                GL_TRIANGLES, bitmapCount * 6, true,
1985                kModelViewMode_Translate, false);
1986    } else {
1987        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1988                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1989                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1990                kModelViewMode_Translate, false);
1991    }
1992
1993    mDirty = true;
1994}
1995
1996void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1997    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1998        return;
1999    }
2000
2001    mCaches.activeTexture(0);
2002    Texture* texture = getTexture(bitmap);
2003    if (!texture) return;
2004    const AutoTexture autoCleanup(texture);
2005
2006    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2007        drawAlphaBitmap(texture, 0, 0, paint);
2008    } else {
2009        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2010    }
2011
2012    mDirty = true;
2013}
2014
2015void OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2016    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2017        return;
2018    }
2019
2020    mCaches.activeTexture(0);
2021    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2022    const AutoTexture autoCleanup(texture);
2023
2024    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2025        drawAlphaBitmap(texture, 0, 0, paint);
2026    } else {
2027        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2028    }
2029
2030    mDirty = true;
2031}
2032
2033void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2034        const float* vertices, const int* colors, const SkPaint* paint) {
2035    if (!vertices || mState.currentlyIgnored()) {
2036        return;
2037    }
2038
2039    // TODO: use quickReject on bounds from vertices
2040    mCaches.enableScissor();
2041
2042    float left = FLT_MAX;
2043    float top = FLT_MAX;
2044    float right = FLT_MIN;
2045    float bottom = FLT_MIN;
2046
2047    const uint32_t count = meshWidth * meshHeight * 6;
2048
2049    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2050    mesh.setCapacity(count);
2051    ColorTextureVertex* vertex = mesh.editArray();
2052
2053    bool cleanupColors = false;
2054    if (!colors) {
2055        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2056        int* newColors = new int[colorsCount];
2057        memset(newColors, 0xff, colorsCount * sizeof(int));
2058        colors = newColors;
2059        cleanupColors = true;
2060    }
2061
2062    mCaches.activeTexture(0);
2063    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2064    const UvMapper& mapper(getMapper(texture));
2065
2066    for (int32_t y = 0; y < meshHeight; y++) {
2067        for (int32_t x = 0; x < meshWidth; x++) {
2068            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2069
2070            float u1 = float(x) / meshWidth;
2071            float u2 = float(x + 1) / meshWidth;
2072            float v1 = float(y) / meshHeight;
2073            float v2 = float(y + 1) / meshHeight;
2074
2075            mapper.map(u1, v1, u2, v2);
2076
2077            int ax = i + (meshWidth + 1) * 2;
2078            int ay = ax + 1;
2079            int bx = i;
2080            int by = bx + 1;
2081            int cx = i + 2;
2082            int cy = cx + 1;
2083            int dx = i + (meshWidth + 1) * 2 + 2;
2084            int dy = dx + 1;
2085
2086            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2087            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2088            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2089
2090            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2091            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2092            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2093
2094            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2095            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2096            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2097            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2098        }
2099    }
2100
2101    if (quickRejectSetupScissor(left, top, right, bottom)) {
2102        if (cleanupColors) delete[] colors;
2103        return;
2104    }
2105
2106    if (!texture) {
2107        texture = mCaches.textureCache.get(bitmap);
2108        if (!texture) {
2109            if (cleanupColors) delete[] colors;
2110            return;
2111        }
2112    }
2113    const AutoTexture autoCleanup(texture);
2114
2115    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2116    texture->setFilter(getFilter(paint), true);
2117
2118    int alpha;
2119    SkXfermode::Mode mode;
2120    getAlphaAndMode(paint, &alpha, &mode);
2121
2122    float a = alpha / 255.0f;
2123
2124    if (hasLayer()) {
2125        dirtyLayer(left, top, right, bottom, *currentTransform());
2126    }
2127
2128    setupDraw();
2129    setupDrawWithTextureAndColor();
2130    setupDrawColor(a, a, a, a);
2131    setupDrawColorFilter(getColorFilter(paint));
2132    setupDrawBlending(paint, true);
2133    setupDrawProgram();
2134    setupDrawDirtyRegionsDisabled();
2135    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2136    setupDrawTexture(texture->id);
2137    setupDrawPureColorUniforms();
2138    setupDrawColorFilterUniforms(getColorFilter(paint));
2139    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2140
2141    glDrawArrays(GL_TRIANGLES, 0, count);
2142
2143    int slot = mCaches.currentProgram->getAttrib("colors");
2144    if (slot >= 0) {
2145        glDisableVertexAttribArray(slot);
2146    }
2147
2148    if (cleanupColors) delete[] colors;
2149
2150    mDirty = true;
2151}
2152
2153void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2154         float srcLeft, float srcTop, float srcRight, float srcBottom,
2155         float dstLeft, float dstTop, float dstRight, float dstBottom,
2156         const SkPaint* paint) {
2157    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2158        return;
2159    }
2160
2161    mCaches.activeTexture(0);
2162    Texture* texture = getTexture(bitmap);
2163    if (!texture) return;
2164    const AutoTexture autoCleanup(texture);
2165
2166    const float width = texture->width;
2167    const float height = texture->height;
2168
2169    float u1 = fmax(0.0f, srcLeft / width);
2170    float v1 = fmax(0.0f, srcTop / height);
2171    float u2 = fmin(1.0f, srcRight / width);
2172    float v2 = fmin(1.0f, srcBottom / height);
2173
2174    getMapper(texture).map(u1, v1, u2, v2);
2175
2176    mCaches.unbindMeshBuffer();
2177    resetDrawTextureTexCoords(u1, v1, u2, v2);
2178
2179    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2180
2181    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2182    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2183
2184    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2185    // Apply a scale transform on the canvas only when a shader is in use
2186    // Skia handles the ratio between the dst and src rects as a scale factor
2187    // when a shader is set
2188    bool useScaleTransform = getShader(paint) && scaled;
2189    bool ignoreTransform = false;
2190
2191    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2192        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2193        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2194
2195        dstRight = x + (dstRight - dstLeft);
2196        dstBottom = y + (dstBottom - dstTop);
2197
2198        dstLeft = x;
2199        dstTop = y;
2200
2201        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2202        ignoreTransform = true;
2203    } else {
2204        texture->setFilter(getFilter(paint), true);
2205    }
2206
2207    if (CC_UNLIKELY(useScaleTransform)) {
2208        save(SkCanvas::kMatrix_SaveFlag);
2209        translate(dstLeft, dstTop);
2210        scale(scaleX, scaleY);
2211
2212        dstLeft = 0.0f;
2213        dstTop = 0.0f;
2214
2215        dstRight = srcRight - srcLeft;
2216        dstBottom = srcBottom - srcTop;
2217    }
2218
2219    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2220        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2221                texture->id, paint,
2222                &mMeshVertices[0].x, &mMeshVertices[0].u,
2223                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2224    } else {
2225        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2226                texture->id, paint, texture->blend,
2227                &mMeshVertices[0].x, &mMeshVertices[0].u,
2228                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2229    }
2230
2231    if (CC_UNLIKELY(useScaleTransform)) {
2232        restore();
2233    }
2234
2235    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2236
2237    mDirty = true;
2238}
2239
2240void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2241        float left, float top, float right, float bottom, const SkPaint* paint) {
2242    if (quickRejectSetupScissor(left, top, right, bottom)) {
2243        return;
2244    }
2245
2246    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2247    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2248            right - left, bottom - top, patch);
2249
2250    drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2251}
2252
2253void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2254        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2255        const SkPaint* paint) {
2256    if (quickRejectSetupScissor(left, top, right, bottom)) {
2257        return;
2258    }
2259
2260    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2261        mCaches.activeTexture(0);
2262        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2263        if (!texture) return;
2264        const AutoTexture autoCleanup(texture);
2265
2266        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2267        texture->setFilter(GL_LINEAR, true);
2268
2269        const bool pureTranslate = currentTransform()->isPureTranslate();
2270        // Mark the current layer dirty where we are going to draw the patch
2271        if (hasLayer() && mesh->hasEmptyQuads) {
2272            const float offsetX = left + currentTransform()->getTranslateX();
2273            const float offsetY = top + currentTransform()->getTranslateY();
2274            const size_t count = mesh->quads.size();
2275            for (size_t i = 0; i < count; i++) {
2276                const Rect& bounds = mesh->quads.itemAt(i);
2277                if (CC_LIKELY(pureTranslate)) {
2278                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2279                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2280                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2281                } else {
2282                    dirtyLayer(left + bounds.left, top + bounds.top,
2283                            left + bounds.right, top + bounds.bottom, *currentTransform());
2284                }
2285            }
2286        }
2287
2288        bool ignoreTransform = false;
2289        if (CC_LIKELY(pureTranslate)) {
2290            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2291            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2292
2293            right = x + right - left;
2294            bottom = y + bottom - top;
2295            left = x;
2296            top = y;
2297            ignoreTransform = true;
2298        }
2299        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2300                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2301                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2302                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2303    }
2304
2305    mDirty = true;
2306}
2307
2308/**
2309 * Important note: this method is intended to draw batches of 9-patch objects and
2310 * will not set the scissor enable or dirty the current layer, if any.
2311 * The caller is responsible for properly dirtying the current layer.
2312 */
2313void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2314        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2315    mCaches.activeTexture(0);
2316    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2317    if (!texture) return;
2318    const AutoTexture autoCleanup(texture);
2319
2320    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2321    texture->setFilter(GL_LINEAR, true);
2322
2323    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2324            texture->blend, &vertices[0].x, &vertices[0].u,
2325            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2326
2327    mDirty = true;
2328}
2329
2330void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2331        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2332    // not missing call to quickReject/dirtyLayer, always done at a higher level
2333    if (!vertexBuffer.getVertexCount()) {
2334        // no vertices to draw
2335        return;
2336    }
2337
2338    Rect bounds(vertexBuffer.getBounds());
2339    bounds.translate(translateX, translateY);
2340    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2341
2342    int color = paint->getColor();
2343    bool isAA = paint->isAntiAlias();
2344
2345    setupDraw();
2346    setupDrawNoTexture();
2347    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2348    setupDrawColor(color, ((color >> 24) & 0xFF) * writableSnapshot()->alpha);
2349    setupDrawColorFilter(getColorFilter(paint));
2350    setupDrawShader(getShader(paint));
2351    setupDrawBlending(paint, isAA);
2352    setupDrawProgram();
2353    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2354            translateX, translateY, 0, 0);
2355    setupDrawColorUniforms(getShader(paint));
2356    setupDrawColorFilterUniforms(getColorFilter(paint));
2357    setupDrawShaderUniforms(getShader(paint));
2358
2359    const void* vertices = vertexBuffer.getBuffer();
2360    mCaches.unbindMeshBuffer();
2361    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2362    mCaches.resetTexCoordsVertexPointer();
2363
2364    int alphaSlot = -1;
2365    if (isAA) {
2366        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2367        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2368        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2369        glEnableVertexAttribArray(alphaSlot);
2370        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2371    }
2372
2373    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2374    if (mode == VertexBuffer::kStandard) {
2375        mCaches.unbindIndicesBuffer();
2376        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2377    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2378        mCaches.bindShadowIndicesBuffer();
2379        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2380    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2381        mCaches.bindShadowIndicesBuffer();
2382        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2383    } else if (mode == VertexBuffer::kIndices) {
2384        mCaches.unbindIndicesBuffer();
2385        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2386                vertexBuffer.getIndices());
2387    }
2388
2389    if (isAA) {
2390        glDisableVertexAttribArray(alphaSlot);
2391    }
2392
2393    mDirty = true;
2394}
2395
2396/**
2397 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2398 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2399 * screen space in all directions. However, instead of using a fragment shader to compute the
2400 * translucency of the color from its position, we simply use a varying parameter to define how far
2401 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2402 *
2403 * Doesn't yet support joins, caps, or path effects.
2404 */
2405void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2406    VertexBuffer vertexBuffer;
2407    // TODO: try clipping large paths to viewport
2408    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2409    drawVertexBuffer(vertexBuffer, paint);
2410}
2411
2412/**
2413 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2414 * and additional geometry for defining an alpha slope perimeter.
2415 *
2416 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2417 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2418 * in-shader alpha region, but found it to be taxing on some GPUs.
2419 *
2420 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2421 * memory transfer by removing need for degenerate vertices.
2422 */
2423void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2424    if (mState.currentlyIgnored() || count < 4) return;
2425
2426    count &= ~0x3; // round down to nearest four
2427
2428    VertexBuffer buffer;
2429    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2430    const Rect& bounds = buffer.getBounds();
2431
2432    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2433        return;
2434    }
2435
2436    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2437    drawVertexBuffer(buffer, paint, displayFlags);
2438}
2439
2440void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2441    if (mState.currentlyIgnored() || count < 2) return;
2442
2443    count &= ~0x1; // round down to nearest two
2444
2445    VertexBuffer buffer;
2446    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2447
2448    const Rect& bounds = buffer.getBounds();
2449    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2450        return;
2451    }
2452
2453    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2454    drawVertexBuffer(buffer, paint, displayFlags);
2455
2456    mDirty = true;
2457}
2458
2459void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2460    // No need to check against the clip, we fill the clip region
2461    if (mState.currentlyIgnored()) return;
2462
2463    Rect clip(*mState.currentClipRect());
2464    clip.snapToPixelBoundaries();
2465
2466    SkPaint paint;
2467    paint.setColor(color);
2468    paint.setXfermodeMode(mode);
2469
2470    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2471
2472    mDirty = true;
2473}
2474
2475void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2476        const SkPaint* paint) {
2477    if (!texture) return;
2478    const AutoTexture autoCleanup(texture);
2479
2480    const float x = left + texture->left - texture->offset;
2481    const float y = top + texture->top - texture->offset;
2482
2483    drawPathTexture(texture, x, y, paint);
2484
2485    mDirty = true;
2486}
2487
2488void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2489        float rx, float ry, const SkPaint* p) {
2490    if (mState.currentlyIgnored()
2491            || quickRejectSetupScissor(left, top, right, bottom, p)
2492            || paintWillNotDraw(*p)) {
2493        return;
2494    }
2495
2496    if (p->getPathEffect() != 0) {
2497        mCaches.activeTexture(0);
2498        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2499                right - left, bottom - top, rx, ry, p);
2500        drawShape(left, top, texture, p);
2501    } else {
2502        const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2503                *currentTransform(), *p, right - left, bottom - top, rx, ry);
2504        drawVertexBuffer(left, top, *vertexBuffer, p);
2505    }
2506}
2507
2508void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2509    if (mState.currentlyIgnored()
2510            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2511            || paintWillNotDraw(*p)) {
2512        return;
2513    }
2514    if (p->getPathEffect() != 0) {
2515        mCaches.activeTexture(0);
2516        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2517        drawShape(x - radius, y - radius, texture, p);
2518    } else {
2519        SkPath path;
2520        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2521            path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2522        } else {
2523            path.addCircle(x, y, radius);
2524        }
2525        drawConvexPath(path, p);
2526    }
2527}
2528
2529void OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2530        const SkPaint* p) {
2531    if (mState.currentlyIgnored()
2532            || quickRejectSetupScissor(left, top, right, bottom, p)
2533            || paintWillNotDraw(*p)) {
2534        return;
2535    }
2536
2537    if (p->getPathEffect() != 0) {
2538        mCaches.activeTexture(0);
2539        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2540        drawShape(left, top, texture, p);
2541    } else {
2542        SkPath path;
2543        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2544        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2545            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2546        }
2547        path.addOval(rect);
2548        drawConvexPath(path, p);
2549    }
2550}
2551
2552void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2553        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2554    if (mState.currentlyIgnored()
2555            || quickRejectSetupScissor(left, top, right, bottom, p)
2556            || paintWillNotDraw(*p)) {
2557        return;
2558    }
2559
2560    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2561    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2562        mCaches.activeTexture(0);
2563        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2564                startAngle, sweepAngle, useCenter, p);
2565        drawShape(left, top, texture, p);
2566        return;
2567    }
2568    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2569    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2570        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2571    }
2572
2573    SkPath path;
2574    if (useCenter) {
2575        path.moveTo(rect.centerX(), rect.centerY());
2576    }
2577    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2578    if (useCenter) {
2579        path.close();
2580    }
2581    drawConvexPath(path, p);
2582}
2583
2584// See SkPaintDefaults.h
2585#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2586
2587void OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2588        const SkPaint* p) {
2589    if (mState.currentlyIgnored()
2590            || quickRejectSetupScissor(left, top, right, bottom, p)
2591            || paintWillNotDraw(*p)) {
2592        return;
2593    }
2594
2595    if (p->getStyle() != SkPaint::kFill_Style) {
2596        // only fill style is supported by drawConvexPath, since others have to handle joins
2597        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2598                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2599            mCaches.activeTexture(0);
2600            const PathTexture* texture =
2601                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2602            drawShape(left, top, texture, p);
2603        } else {
2604            SkPath path;
2605            SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2606            if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2607                rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2608            }
2609            path.addRect(rect);
2610            drawConvexPath(path, p);
2611        }
2612    } else {
2613        if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2614            SkPath path;
2615            path.addRect(left, top, right, bottom);
2616            drawConvexPath(path, p);
2617        } else {
2618            drawColorRect(left, top, right, bottom, p);
2619
2620            mDirty = true;
2621        }
2622    }
2623}
2624
2625void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2626        int bytesCount, int count, const float* positions,
2627        FontRenderer& fontRenderer, int alpha, float x, float y) {
2628    mCaches.activeTexture(0);
2629
2630    TextShadow textShadow;
2631    if (!getTextShadow(paint, &textShadow)) {
2632        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2633    }
2634
2635    // NOTE: The drop shadow will not perform gamma correction
2636    //       if shader-based correction is enabled
2637    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2638    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2639            paint, text, bytesCount, count, textShadow.radius, positions);
2640    // If the drop shadow exceeds the max texture size or couldn't be
2641    // allocated, skip drawing
2642    if (!shadow) return;
2643    const AutoTexture autoCleanup(shadow);
2644
2645    const float sx = x - shadow->left + textShadow.dx;
2646    const float sy = y - shadow->top + textShadow.dy;
2647
2648    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha;
2649    if (getShader(paint)) {
2650        textShadow.color = SK_ColorWHITE;
2651    }
2652
2653    setupDraw();
2654    setupDrawWithTexture(true);
2655    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2656    setupDrawColorFilter(getColorFilter(paint));
2657    setupDrawShader(getShader(paint));
2658    setupDrawBlending(paint, true);
2659    setupDrawProgram();
2660    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2661            sx, sy, sx + shadow->width, sy + shadow->height);
2662    setupDrawTexture(shadow->id);
2663    setupDrawPureColorUniforms();
2664    setupDrawColorFilterUniforms(getColorFilter(paint));
2665    setupDrawShaderUniforms(getShader(paint));
2666    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2667
2668    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2669}
2670
2671bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2672    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha;
2673    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2674}
2675
2676void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2677        const float* positions, const SkPaint* paint) {
2678    if (text == NULL || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2679        return;
2680    }
2681
2682    // NOTE: Skia does not support perspective transform on drawPosText yet
2683    if (!currentTransform()->isSimple()) {
2684        return;
2685    }
2686
2687    mCaches.enableScissor();
2688
2689    float x = 0.0f;
2690    float y = 0.0f;
2691    const bool pureTranslate = currentTransform()->isPureTranslate();
2692    if (pureTranslate) {
2693        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2694        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2695    }
2696
2697    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2698    fontRenderer.setFont(paint, SkMatrix::I());
2699
2700    int alpha;
2701    SkXfermode::Mode mode;
2702    getAlphaAndMode(paint, &alpha, &mode);
2703
2704    if (CC_UNLIKELY(hasTextShadow(paint))) {
2705        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2706                alpha, 0.0f, 0.0f);
2707    }
2708
2709    // Pick the appropriate texture filtering
2710    bool linearFilter = currentTransform()->changesBounds();
2711    if (pureTranslate && !linearFilter) {
2712        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2713    }
2714    fontRenderer.setTextureFiltering(linearFilter);
2715
2716    const Rect* clip = pureTranslate ? writableSnapshot()->clipRect : &writableSnapshot()->getLocalClip();
2717    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2718
2719    const bool hasActiveLayer = hasLayer();
2720
2721    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2722    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2723            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2724        if (hasActiveLayer) {
2725            if (!pureTranslate) {
2726                currentTransform()->mapRect(bounds);
2727            }
2728            dirtyLayerUnchecked(bounds, getRegion());
2729        }
2730    }
2731
2732    mDirty = true;
2733}
2734
2735bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2736    if (CC_LIKELY(transform.isPureTranslate())) {
2737        outMatrix->setIdentity();
2738        return false;
2739    } else if (CC_UNLIKELY(transform.isPerspective())) {
2740        outMatrix->setIdentity();
2741        return true;
2742    }
2743
2744    /**
2745     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2746     * with values rounded to the nearest int.
2747     */
2748    float sx, sy;
2749    transform.decomposeScale(sx, sy);
2750    outMatrix->setScale(
2751            roundf(fmaxf(1.0f, sx)),
2752            roundf(fmaxf(1.0f, sy)));
2753    return true;
2754}
2755
2756int OpenGLRenderer::getSaveCount() const {
2757    return mState.getSaveCount();
2758}
2759
2760int OpenGLRenderer::save(int flags) {
2761    return mState.save(flags);
2762}
2763
2764void OpenGLRenderer::restore() {
2765    return mState.restore();
2766}
2767
2768void OpenGLRenderer::restoreToCount(int saveCount) {
2769    return mState.restoreToCount(saveCount);
2770}
2771
2772void OpenGLRenderer::translate(float dx, float dy, float dz) {
2773    return mState.translate(dx, dy, dz);
2774}
2775
2776void OpenGLRenderer::rotate(float degrees) {
2777    return mState.rotate(degrees);
2778}
2779
2780void OpenGLRenderer::scale(float sx, float sy) {
2781    return mState.scale(sx, sy);
2782}
2783
2784void OpenGLRenderer::skew(float sx, float sy) {
2785    return mState.skew(sx, sy);
2786}
2787
2788void OpenGLRenderer::setMatrix(const Matrix4& matrix) {
2789    mState.setMatrix(matrix);
2790}
2791
2792void OpenGLRenderer::concatMatrix(const Matrix4& matrix) {
2793    mState.concatMatrix(matrix);
2794}
2795
2796bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
2797    return mState.clipRect(left, top, right, bottom, op);
2798}
2799
2800bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
2801    return mState.clipPath(path, op);
2802}
2803
2804bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
2805    return mState.clipRegion(region, op);
2806}
2807
2808void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
2809    mState.setClippingOutline(allocator, outline);
2810}
2811
2812void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator,
2813        const Rect& rect, float radius, bool highPriority) {
2814    mState.setClippingRoundRect(allocator, rect, radius, highPriority);
2815}
2816
2817
2818
2819void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2820        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2821        DrawOpMode drawOpMode) {
2822
2823    if (drawOpMode == kDrawOpMode_Immediate) {
2824        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2825        // drawing as ops from DeferredDisplayList are already filtered for these
2826        if (text == NULL || count == 0 || mState.currentlyIgnored() || canSkipText(paint) ||
2827                quickRejectSetupScissor(bounds)) {
2828            return;
2829        }
2830    }
2831
2832    const float oldX = x;
2833    const float oldY = y;
2834
2835    const mat4& transform = *currentTransform();
2836    const bool pureTranslate = transform.isPureTranslate();
2837
2838    if (CC_LIKELY(pureTranslate)) {
2839        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2840        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2841    }
2842
2843    int alpha;
2844    SkXfermode::Mode mode;
2845    getAlphaAndMode(paint, &alpha, &mode);
2846
2847    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2848
2849    if (CC_UNLIKELY(hasTextShadow(paint))) {
2850        fontRenderer.setFont(paint, SkMatrix::I());
2851        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2852                alpha, oldX, oldY);
2853    }
2854
2855    const bool hasActiveLayer = hasLayer();
2856
2857    // We only pass a partial transform to the font renderer. That partial
2858    // matrix defines how glyphs are rasterized. Typically we want glyphs
2859    // to be rasterized at their final size on screen, which means the partial
2860    // matrix needs to take the scale factor into account.
2861    // When a partial matrix is used to transform glyphs during rasterization,
2862    // the mesh is generated with the inverse transform (in the case of scale,
2863    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2864    // apply the full transform matrix at draw time in the vertex shader.
2865    // Applying the full matrix in the shader is the easiest way to handle
2866    // rotation and perspective and allows us to always generated quads in the
2867    // font renderer which greatly simplifies the code, clipping in particular.
2868    SkMatrix fontTransform;
2869    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2870            || fabs(y - (int) y) > 0.0f
2871            || fabs(x - (int) x) > 0.0f;
2872    fontRenderer.setFont(paint, fontTransform);
2873    fontRenderer.setTextureFiltering(linearFilter);
2874
2875    // TODO: Implement better clipping for scaled/rotated text
2876    const Rect* clip = !pureTranslate ? NULL : mState.currentClipRect();
2877    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2878
2879    bool status;
2880    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2881
2882    // don't call issuedrawcommand, do it at end of batch
2883    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2884    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2885        SkPaint paintCopy(*paint);
2886        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2887        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2888                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2889    } else {
2890        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2891                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2892    }
2893
2894    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2895        if (!pureTranslate) {
2896            transform.mapRect(layerBounds);
2897        }
2898        dirtyLayerUnchecked(layerBounds, getRegion());
2899    }
2900
2901    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2902
2903    mDirty = true;
2904}
2905
2906void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2907        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2908    if (text == NULL || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2909        return;
2910    }
2911
2912    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2913    mCaches.enableScissor();
2914
2915    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2916    fontRenderer.setFont(paint, SkMatrix::I());
2917    fontRenderer.setTextureFiltering(true);
2918
2919    int alpha;
2920    SkXfermode::Mode mode;
2921    getAlphaAndMode(paint, &alpha, &mode);
2922    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2923
2924    const Rect* clip = &writableSnapshot()->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    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2930            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2931        if (hasActiveLayer) {
2932            currentTransform()->mapRect(bounds);
2933            dirtyLayerUnchecked(bounds, getRegion());
2934        }
2935    }
2936
2937    mDirty = true;
2938}
2939
2940void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2941    if (mState.currentlyIgnored()) return;
2942
2943    mCaches.activeTexture(0);
2944
2945    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2946    if (!texture) return;
2947    const AutoTexture autoCleanup(texture);
2948
2949    const float x = texture->left - texture->offset;
2950    const float y = texture->top - texture->offset;
2951
2952    drawPathTexture(texture, x, y, paint);
2953    mDirty = true;
2954}
2955
2956void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2957    if (!layer) {
2958        return;
2959    }
2960
2961    mat4* transform = NULL;
2962    if (layer->isTextureLayer()) {
2963        transform = &layer->getTransform();
2964        if (!transform->isIdentity()) {
2965            save(SkCanvas::kMatrix_SaveFlag);
2966            concatMatrix(*transform);
2967        }
2968    }
2969
2970    bool clipRequired = false;
2971    const bool rejected = mState.calculateQuickRejectForScissor(x, y,
2972            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2973
2974    if (rejected) {
2975        if (transform && !transform->isIdentity()) {
2976            restore();
2977        }
2978        return;
2979    }
2980
2981    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2982            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2983
2984    updateLayer(layer, true);
2985
2986    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2987    mCaches.activeTexture(0);
2988
2989    if (CC_LIKELY(!layer->region.isEmpty())) {
2990        if (layer->region.isRect()) {
2991            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2992                    composeLayerRect(layer, layer->regionRect));
2993        } else if (layer->mesh) {
2994
2995            const float a = getLayerAlpha(layer);
2996            setupDraw();
2997            setupDrawWithTexture();
2998            setupDrawColor(a, a, a, a);
2999            setupDrawColorFilter(layer->getColorFilter());
3000            setupDrawBlending(layer);
3001            setupDrawProgram();
3002            setupDrawPureColorUniforms();
3003            setupDrawColorFilterUniforms(layer->getColorFilter());
3004            setupDrawTexture(layer->getTexture());
3005            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3006                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
3007                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
3008
3009                layer->setFilter(GL_NEAREST);
3010                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
3011                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3012            } else {
3013                layer->setFilter(GL_LINEAR);
3014                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3015                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3016            }
3017
3018            TextureVertex* mesh = &layer->mesh[0];
3019            GLsizei elementsCount = layer->meshElementCount;
3020
3021            while (elementsCount > 0) {
3022                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3023
3024                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3025                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3026                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3027
3028                elementsCount -= drawCount;
3029                // Though there are 4 vertices in a quad, we use 6 indices per
3030                // quad to draw with GL_TRIANGLES
3031                mesh += (drawCount / 6) * 4;
3032            }
3033
3034#if DEBUG_LAYERS_AS_REGIONS
3035            drawRegionRectsDebug(layer->region);
3036#endif
3037        }
3038
3039        if (layer->debugDrawUpdate) {
3040            layer->debugDrawUpdate = false;
3041
3042            SkPaint paint;
3043            paint.setColor(0x7f00ff00);
3044            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3045        }
3046    }
3047    layer->hasDrawnSinceUpdate = true;
3048
3049    if (transform && !transform->isIdentity()) {
3050        restore();
3051    }
3052
3053    mDirty = true;
3054}
3055
3056///////////////////////////////////////////////////////////////////////////////
3057// Draw filters
3058///////////////////////////////////////////////////////////////////////////////
3059void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) {
3060    // We should never get here since we apply the draw filter when stashing
3061    // the paints in the DisplayList.
3062    LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters");
3063}
3064
3065///////////////////////////////////////////////////////////////////////////////
3066// Drawing implementation
3067///////////////////////////////////////////////////////////////////////////////
3068
3069Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3070    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3071    if (!texture) {
3072        return mCaches.textureCache.get(bitmap);
3073    }
3074    return texture;
3075}
3076
3077void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3078        float x, float y, const SkPaint* paint) {
3079    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3080        return;
3081    }
3082
3083    int alpha;
3084    SkXfermode::Mode mode;
3085    getAlphaAndMode(paint, &alpha, &mode);
3086
3087    setupDraw();
3088    setupDrawWithTexture(true);
3089    setupDrawAlpha8Color(paint->getColor(), alpha);
3090    setupDrawColorFilter(getColorFilter(paint));
3091    setupDrawShader(getShader(paint));
3092    setupDrawBlending(paint, true);
3093    setupDrawProgram();
3094    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3095            x, y, x + texture->width, y + texture->height);
3096    setupDrawTexture(texture->id);
3097    setupDrawPureColorUniforms();
3098    setupDrawColorFilterUniforms(getColorFilter(paint));
3099    setupDrawShaderUniforms(getShader(paint));
3100    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3101
3102    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3103}
3104
3105// Same values used by Skia
3106#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3107#define kStdUnderline_Offset    (1.0f / 9.0f)
3108#define kStdUnderline_Thickness (1.0f / 18.0f)
3109
3110void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3111        const SkPaint* paint) {
3112    // Handle underline and strike-through
3113    uint32_t flags = paint->getFlags();
3114    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3115        SkPaint paintCopy(*paint);
3116
3117        if (CC_LIKELY(underlineWidth > 0.0f)) {
3118            const float textSize = paintCopy.getTextSize();
3119            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3120
3121            const float left = x;
3122            float top = 0.0f;
3123
3124            int linesCount = 0;
3125            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3126            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3127
3128            const int pointsCount = 4 * linesCount;
3129            float points[pointsCount];
3130            int currentPoint = 0;
3131
3132            if (flags & SkPaint::kUnderlineText_Flag) {
3133                top = y + textSize * kStdUnderline_Offset;
3134                points[currentPoint++] = left;
3135                points[currentPoint++] = top;
3136                points[currentPoint++] = left + underlineWidth;
3137                points[currentPoint++] = top;
3138            }
3139
3140            if (flags & SkPaint::kStrikeThruText_Flag) {
3141                top = y + textSize * kStdStrikeThru_Offset;
3142                points[currentPoint++] = left;
3143                points[currentPoint++] = top;
3144                points[currentPoint++] = left + underlineWidth;
3145                points[currentPoint++] = top;
3146            }
3147
3148            paintCopy.setStrokeWidth(strokeWidth);
3149
3150            drawLines(&points[0], pointsCount, &paintCopy);
3151        }
3152    }
3153}
3154
3155void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3156    if (mState.currentlyIgnored()) {
3157        return;
3158    }
3159
3160    drawColorRects(rects, count, paint, false, true, true);
3161}
3162
3163void OpenGLRenderer::drawShadow(float casterAlpha,
3164        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3165    if (mState.currentlyIgnored()) return;
3166
3167    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3168    mCaches.enableScissor();
3169
3170    SkPaint paint;
3171    paint.setAntiAlias(true); // want to use AlphaVertex
3172
3173    // The caller has made sure casterAlpha > 0.
3174    float ambientShadowAlpha = mAmbientShadowAlpha;
3175    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3176        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3177    }
3178    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3179        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3180        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3181    }
3182
3183    float spotShadowAlpha = mSpotShadowAlpha;
3184    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3185        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3186    }
3187    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3188        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3189        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3190    }
3191
3192    mDirty=true;
3193}
3194
3195void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3196        bool ignoreTransform, bool dirty, bool clip) {
3197    if (count == 0) {
3198        return;
3199    }
3200
3201    int color = paint->getColor();
3202    // If a shader is set, preserve only the alpha
3203    if (getShader(paint)) {
3204        color |= 0x00ffffff;
3205    }
3206
3207    float left = FLT_MAX;
3208    float top = FLT_MAX;
3209    float right = FLT_MIN;
3210    float bottom = FLT_MIN;
3211
3212    Vertex mesh[count];
3213    Vertex* vertex = mesh;
3214
3215    for (int index = 0; index < count; index += 4) {
3216        float l = rects[index + 0];
3217        float t = rects[index + 1];
3218        float r = rects[index + 2];
3219        float b = rects[index + 3];
3220
3221        Vertex::set(vertex++, l, t);
3222        Vertex::set(vertex++, r, t);
3223        Vertex::set(vertex++, l, b);
3224        Vertex::set(vertex++, r, b);
3225
3226        left = fminf(left, l);
3227        top = fminf(top, t);
3228        right = fmaxf(right, r);
3229        bottom = fmaxf(bottom, b);
3230    }
3231
3232    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3233        return;
3234    }
3235
3236    setupDraw();
3237    setupDrawNoTexture();
3238    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3239    setupDrawShader(getShader(paint));
3240    setupDrawColorFilter(getColorFilter(paint));
3241    setupDrawBlending(paint);
3242    setupDrawProgram();
3243    setupDrawDirtyRegionsDisabled();
3244    setupDrawModelView(kModelViewMode_Translate, false,
3245            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3246    setupDrawColorUniforms(getShader(paint));
3247    setupDrawShaderUniforms(getShader(paint));
3248    setupDrawColorFilterUniforms(getColorFilter(paint));
3249
3250    if (dirty && hasLayer()) {
3251        dirtyLayer(left, top, right, bottom, *currentTransform());
3252    }
3253
3254    issueIndexedQuadDraw(&mesh[0], count / 4);
3255
3256    mDirty = true;
3257}
3258
3259void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3260        const SkPaint* paint, bool ignoreTransform) {
3261    int color = paint->getColor();
3262    // If a shader is set, preserve only the alpha
3263    if (getShader(paint)) {
3264        color |= 0x00ffffff;
3265    }
3266
3267    setupDraw();
3268    setupDrawNoTexture();
3269    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3270    setupDrawShader(getShader(paint));
3271    setupDrawColorFilter(getColorFilter(paint));
3272    setupDrawBlending(paint);
3273    setupDrawProgram();
3274    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3275            left, top, right, bottom, ignoreTransform);
3276    setupDrawColorUniforms(getShader(paint));
3277    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3278    setupDrawColorFilterUniforms(getColorFilter(paint));
3279    setupDrawSimpleMesh();
3280
3281    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3282}
3283
3284void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3285        Texture* texture, const SkPaint* paint) {
3286    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3287
3288    GLvoid* vertices = (GLvoid*) NULL;
3289    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3290
3291    if (texture->uvMapper) {
3292        vertices = &mMeshVertices[0].x;
3293        texCoords = &mMeshVertices[0].u;
3294
3295        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3296        texture->uvMapper->map(uvs);
3297
3298        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3299    }
3300
3301    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3302        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3303        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3304
3305        texture->setFilter(GL_NEAREST, true);
3306        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3307                paint, texture->blend, vertices, texCoords,
3308                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3309    } else {
3310        texture->setFilter(getFilter(paint), true);
3311        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3312                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3313    }
3314
3315    if (texture->uvMapper) {
3316        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3317    }
3318}
3319
3320void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3321        GLuint texture, const SkPaint* paint, bool blend,
3322        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3323        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3324        ModelViewMode modelViewMode, bool dirty) {
3325
3326    int a;
3327    SkXfermode::Mode mode;
3328    getAlphaAndMode(paint, &a, &mode);
3329    const float alpha = a / 255.0f;
3330
3331    setupDraw();
3332    setupDrawWithTexture();
3333    setupDrawColor(alpha, alpha, alpha, alpha);
3334    setupDrawColorFilter(getColorFilter(paint));
3335    setupDrawBlending(paint, blend, swapSrcDst);
3336    setupDrawProgram();
3337    if (!dirty) setupDrawDirtyRegionsDisabled();
3338    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3339    setupDrawTexture(texture);
3340    setupDrawPureColorUniforms();
3341    setupDrawColorFilterUniforms(getColorFilter(paint));
3342    setupDrawMesh(vertices, texCoords, vbo);
3343
3344    glDrawArrays(drawMode, 0, elementsCount);
3345}
3346
3347void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3348        GLuint texture, const SkPaint* paint, bool blend,
3349        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3350        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3351        ModelViewMode modelViewMode, bool dirty) {
3352
3353    int a;
3354    SkXfermode::Mode mode;
3355    getAlphaAndMode(paint, &a, &mode);
3356    const float alpha = a / 255.0f;
3357
3358    setupDraw();
3359    setupDrawWithTexture();
3360    setupDrawColor(alpha, alpha, alpha, alpha);
3361    setupDrawColorFilter(getColorFilter(paint));
3362    setupDrawBlending(paint, blend, swapSrcDst);
3363    setupDrawProgram();
3364    if (!dirty) setupDrawDirtyRegionsDisabled();
3365    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3366    setupDrawTexture(texture);
3367    setupDrawPureColorUniforms();
3368    setupDrawColorFilterUniforms(getColorFilter(paint));
3369    setupDrawMeshIndices(vertices, texCoords, vbo);
3370
3371    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3372}
3373
3374void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3375        GLuint texture, const SkPaint* paint,
3376        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3377        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3378
3379    int color = paint != NULL ? paint->getColor() : 0;
3380    int alpha;
3381    SkXfermode::Mode mode;
3382    getAlphaAndMode(paint, &alpha, &mode);
3383
3384    setupDraw();
3385    setupDrawWithTexture(true);
3386    if (paint != NULL) {
3387        setupDrawAlpha8Color(color, alpha);
3388    }
3389    setupDrawColorFilter(getColorFilter(paint));
3390    setupDrawShader(getShader(paint));
3391    setupDrawBlending(paint, true);
3392    setupDrawProgram();
3393    if (!dirty) setupDrawDirtyRegionsDisabled();
3394    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3395    setupDrawTexture(texture);
3396    setupDrawPureColorUniforms();
3397    setupDrawColorFilterUniforms(getColorFilter(paint));
3398    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3399    setupDrawMesh(vertices, texCoords);
3400
3401    glDrawArrays(drawMode, 0, elementsCount);
3402}
3403
3404void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3405        ProgramDescription& description, bool swapSrcDst) {
3406
3407    if (writableSnapshot()->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3408        blend = true;
3409        mDescription.hasRoundRectClip = true;
3410    }
3411    mSkipOutlineClip = true;
3412
3413    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3414
3415    if (blend) {
3416        // These blend modes are not supported by OpenGL directly and have
3417        // to be implemented using shaders. Since the shader will perform
3418        // the blending, turn blending off here
3419        // If the blend mode cannot be implemented using shaders, fall
3420        // back to the default SrcOver blend mode instead
3421        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3422            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3423                description.framebufferMode = mode;
3424                description.swapSrcDst = swapSrcDst;
3425
3426                if (mCaches.blend) {
3427                    glDisable(GL_BLEND);
3428                    mCaches.blend = false;
3429                }
3430
3431                return;
3432            } else {
3433                mode = SkXfermode::kSrcOver_Mode;
3434            }
3435        }
3436
3437        if (!mCaches.blend) {
3438            glEnable(GL_BLEND);
3439        }
3440
3441        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3442        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3443
3444        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3445            glBlendFunc(sourceMode, destMode);
3446            mCaches.lastSrcMode = sourceMode;
3447            mCaches.lastDstMode = destMode;
3448        }
3449    } else if (mCaches.blend) {
3450        glDisable(GL_BLEND);
3451    }
3452    mCaches.blend = blend;
3453}
3454
3455bool OpenGLRenderer::useProgram(Program* program) {
3456    if (!program->isInUse()) {
3457        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3458        program->use();
3459        mCaches.currentProgram = program;
3460        return false;
3461    }
3462    return true;
3463}
3464
3465void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3466    TextureVertex* v = &mMeshVertices[0];
3467    TextureVertex::setUV(v++, u1, v1);
3468    TextureVertex::setUV(v++, u2, v1);
3469    TextureVertex::setUV(v++, u1, v2);
3470    TextureVertex::setUV(v++, u2, v2);
3471}
3472
3473void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3474    getAlphaAndModeDirect(paint, alpha,  mode);
3475    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3476        // if drawing a layer, ignore the paint's alpha
3477        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3478    }
3479    *alpha *= currentSnapshot()->alpha;
3480}
3481
3482float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3483    float alpha;
3484    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3485        alpha = mDrawModifiers.mOverrideLayerAlpha;
3486    } else {
3487        alpha = layer->getAlpha() / 255.0f;
3488    }
3489    return alpha * currentSnapshot()->alpha;
3490}
3491
3492}; // namespace uirenderer
3493}; // namespace android
3494