OpenGLRenderer.cpp revision 07adacf4996c8ca494332ec938786fa15832c722
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    for (size_t i = 0; i < mTempPaths.size(); i++) {
318        delete mTempPaths[i];
319    }
320    mTempPaths.clear();
321
322    // When finish() is invoked on FBO 0 we've reached the end
323    // of the current frame
324    if (onGetTargetFbo() == 0) {
325        mCaches.pathCache.trim();
326        mCaches.tessellationCache.trim();
327    }
328
329    if (!suppressErrorChecks()) {
330#if DEBUG_OPENGL
331        GLUtils::dumpGLErrors();
332#endif
333
334#if DEBUG_MEMORY_USAGE
335        mCaches.dumpMemoryUsage();
336#else
337        if (mCaches.getDebugLevel() & kDebugMemory) {
338            mCaches.dumpMemoryUsage();
339        }
340#endif
341    }
342
343    mFrameStarted = false;
344
345    return reportAndClearDirty();
346}
347
348void OpenGLRenderer::resumeAfterLayer() {
349    mRenderState.setViewport(getViewportWidth(), getViewportHeight());
350    mRenderState.bindFramebuffer(currentSnapshot()->fbo);
351    debugOverdraw(true, false);
352
353    mCaches.resetScissor();
354    dirtyClip();
355}
356
357void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
358    if (mState.currentlyIgnored()) return;
359
360    Rect clip(*mState.currentClipRect());
361    clip.snapToPixelBoundaries();
362
363    // Since we don't know what the functor will draw, let's dirty
364    // the entire clip region
365    if (hasLayer()) {
366        dirtyLayerUnchecked(clip, getRegion());
367    }
368
369    DrawGlInfo info;
370    info.clipLeft = clip.left;
371    info.clipTop = clip.top;
372    info.clipRight = clip.right;
373    info.clipBottom = clip.bottom;
374    info.isLayer = hasLayer();
375    info.width = getViewportWidth();
376    info.height = getViewportHeight();
377    currentTransform()->copyTo(&info.transform[0]);
378
379    bool prevDirtyClip = mState.getDirtyClip();
380    // setup GL state for functor
381    if (mState.getDirtyClip()) {
382        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
383    }
384    if (mCaches.enableScissor() || prevDirtyClip) {
385        setScissorFromClip();
386    }
387
388    mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
389    // Scissor may have been modified, reset dirty clip
390    dirtyClip();
391
392    mDirty = true;
393}
394
395///////////////////////////////////////////////////////////////////////////////
396// Debug
397///////////////////////////////////////////////////////////////////////////////
398
399void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
400#if DEBUG_DETAILED_EVENTS
401    const int BUFFER_SIZE = 256;
402    va_list ap;
403    char buf[BUFFER_SIZE];
404
405    va_start(ap, fmt);
406    vsnprintf(buf, BUFFER_SIZE, fmt, ap);
407    va_end(ap);
408
409    eventMark(buf);
410#endif
411}
412
413
414void OpenGLRenderer::eventMark(const char* name) const {
415    mCaches.eventMark(0, name);
416}
417
418void OpenGLRenderer::startMark(const char* name) const {
419    mCaches.startMark(0, name);
420}
421
422void OpenGLRenderer::endMark() const {
423    mCaches.endMark();
424}
425
426void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
427    mRenderState.debugOverdraw(enable, clear);
428}
429
430void OpenGLRenderer::renderOverdraw() {
431    if (mCaches.debugOverdraw && onGetTargetFbo() == 0) {
432        const Rect* clip = &mTilingClip;
433
434        mCaches.enableScissor();
435        mCaches.setScissor(clip->left, mState.firstSnapshot()->getViewportHeight() - clip->bottom,
436                clip->right - clip->left, clip->bottom - clip->top);
437
438        // 1x overdraw
439        mCaches.stencil.enableDebugTest(2);
440        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
441
442        // 2x overdraw
443        mCaches.stencil.enableDebugTest(3);
444        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
445
446        // 3x overdraw
447        mCaches.stencil.enableDebugTest(4);
448        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
449
450        // 4x overdraw and higher
451        mCaches.stencil.enableDebugTest(4, true);
452        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
453
454        mCaches.stencil.disable();
455    }
456}
457
458///////////////////////////////////////////////////////////////////////////////
459// Layers
460///////////////////////////////////////////////////////////////////////////////
461
462bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
463    if (layer->deferredUpdateScheduled && layer->renderer
464            && layer->renderNode.get() && layer->renderNode->isRenderable()) {
465
466        if (inFrame) {
467            endTiling();
468            debugOverdraw(false, false);
469        }
470
471        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
472            layer->render(*this);
473        } else {
474            layer->defer(*this);
475        }
476
477        if (inFrame) {
478            resumeAfterLayer();
479            startTilingCurrentClip();
480        }
481
482        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
483        layer->hasDrawnSinceUpdate = false;
484
485        return true;
486    }
487
488    return false;
489}
490
491void OpenGLRenderer::updateLayers() {
492    // If draw deferring is enabled this method will simply defer
493    // the display list of each individual layer. The layers remain
494    // in the layer updates list which will be cleared by flushLayers().
495    int count = mLayerUpdates.size();
496    if (count > 0) {
497        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
498            startMark("Layer Updates");
499        } else {
500            startMark("Defer Layer Updates");
501        }
502
503        // Note: it is very important to update the layers in order
504        for (int i = 0; i < count; i++) {
505            Layer* layer = mLayerUpdates.itemAt(i).get();
506            updateLayer(layer, false);
507        }
508
509        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
510            mLayerUpdates.clear();
511            mRenderState.bindFramebuffer(onGetTargetFbo());
512        }
513        endMark();
514    }
515}
516
517void OpenGLRenderer::flushLayers() {
518    int count = mLayerUpdates.size();
519    if (count > 0) {
520        startMark("Apply Layer Updates");
521
522        // Note: it is very important to update the layers in order
523        for (int i = 0; i < count; i++) {
524            mLayerUpdates.itemAt(i)->flush();
525        }
526
527        mLayerUpdates.clear();
528        mRenderState.bindFramebuffer(onGetTargetFbo());
529
530        endMark();
531    }
532}
533
534void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
535    if (layer) {
536        // Make sure we don't introduce duplicates.
537        // SortedVector would do this automatically but we need to respect
538        // the insertion order. The linear search is not an issue since
539        // this list is usually very short (typically one item, at most a few)
540        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
541            if (mLayerUpdates.itemAt(i) == layer) {
542                return;
543            }
544        }
545        mLayerUpdates.push_back(layer);
546    }
547}
548
549void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
550    if (layer) {
551        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
552            if (mLayerUpdates.itemAt(i) == layer) {
553                mLayerUpdates.removeAt(i);
554                break;
555            }
556        }
557    }
558}
559
560void OpenGLRenderer::flushLayerUpdates() {
561    ATRACE_NAME("Update HW Layers");
562    syncState();
563    updateLayers();
564    flushLayers();
565    // Wait for all the layer updates to be executed
566    AutoFence fence;
567}
568
569void OpenGLRenderer::markLayersAsBuildLayers() {
570    for (size_t i = 0; i < mLayerUpdates.size(); i++) {
571        mLayerUpdates[i]->wasBuildLayered = true;
572    }
573}
574
575///////////////////////////////////////////////////////////////////////////////
576// State management
577///////////////////////////////////////////////////////////////////////////////
578
579void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
580    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
581    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
582    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
583
584    if (restoreViewport) {
585        mRenderState.setViewport(getViewportWidth(), getViewportHeight());
586    }
587
588    if (restoreClip) {
589        dirtyClip();
590    }
591
592    if (restoreLayer) {
593        endMark(); // Savelayer
594        ATRACE_END(); // SaveLayer
595        startMark("ComposeLayer");
596        composeLayer(removed, restored);
597        endMark();
598    }
599}
600
601///////////////////////////////////////////////////////////////////////////////
602// Layers
603///////////////////////////////////////////////////////////////////////////////
604
605int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
606        const SkPaint* paint, int flags, const SkPath* convexMask) {
607    // force matrix/clip isolation for layer
608    flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
609
610    const int count = mState.saveSnapshot(flags);
611
612    if (!mState.currentlyIgnored()) {
613        createLayer(left, top, right, bottom, paint, flags, convexMask);
614    }
615
616    return count;
617}
618
619void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
620    const Rect untransformedBounds(bounds);
621
622    currentTransform()->mapRect(bounds);
623
624    // Layers only make sense if they are in the framebuffer's bounds
625    if (bounds.intersect(*mState.currentClipRect())) {
626        // We cannot work with sub-pixels in this case
627        bounds.snapToPixelBoundaries();
628
629        // When the layer is not an FBO, we may use glCopyTexImage so we
630        // need to make sure the layer does not extend outside the bounds
631        // of the framebuffer
632        const Snapshot& previous = *(currentSnapshot()->previous);
633        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
634        if (!bounds.intersect(previousViewport)) {
635            bounds.setEmpty();
636        } else if (fboLayer) {
637            clip.set(bounds);
638            mat4 inverse;
639            inverse.loadInverse(*currentTransform());
640            inverse.mapRect(clip);
641            clip.snapToPixelBoundaries();
642            if (clip.intersect(untransformedBounds)) {
643                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
644                bounds.set(untransformedBounds);
645            } else {
646                clip.setEmpty();
647            }
648        }
649    } else {
650        bounds.setEmpty();
651    }
652}
653
654void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
655        bool fboLayer, int alpha) {
656    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
657            bounds.getHeight() > mCaches.maxTextureSize ||
658            (fboLayer && clip.isEmpty())) {
659        writableSnapshot()->empty = fboLayer;
660    } else {
661        writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer);
662    }
663}
664
665int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
666        const SkPaint* paint, int flags) {
667    const int count = mState.saveSnapshot(flags);
668
669    if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
670        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
671        // operations will be able to store and restore the current clip and transform info, and
672        // quick rejection will be correct (for display lists)
673
674        Rect bounds(left, top, right, bottom);
675        Rect clip;
676        calculateLayerBoundsAndClip(bounds, clip, true);
677        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
678
679        if (!mState.currentlyIgnored()) {
680            writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
681            writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
682            writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
683            writableSnapshot()->roundRectClipState = NULL;
684        }
685    }
686
687    return count;
688}
689
690/**
691 * Layers are viewed by Skia are slightly different than layers in image editing
692 * programs (for instance.) When a layer is created, previously created layers
693 * and the frame buffer still receive every drawing command. For instance, if a
694 * layer is created and a shape intersecting the bounds of the layers and the
695 * framebuffer is draw, the shape will be drawn on both (unless the layer was
696 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
697 *
698 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
699 * texture. Unfortunately, this is inefficient as it requires every primitive to
700 * be drawn n + 1 times, where n is the number of active layers. In practice this
701 * means, for every primitive:
702 *   - Switch active frame buffer
703 *   - Change viewport, clip and projection matrix
704 *   - Issue the drawing
705 *
706 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
707 * To avoid this, layers are implemented in a different way here, at least in the
708 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
709 * is set. When this flag is set we can redirect all drawing operations into a
710 * single FBO.
711 *
712 * This implementation relies on the frame buffer being at least RGBA 8888. When
713 * a layer is created, only a texture is created, not an FBO. The content of the
714 * frame buffer contained within the layer's bounds is copied into this texture
715 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
716 * buffer and drawing continues as normal. This technique therefore treats the
717 * frame buffer as a scratch buffer for the layers.
718 *
719 * To compose the layers back onto the frame buffer, each layer texture
720 * (containing the original frame buffer data) is drawn as a simple quad over
721 * the frame buffer. The trick is that the quad is set as the composition
722 * destination in the blending equation, and the frame buffer becomes the source
723 * of the composition.
724 *
725 * Drawing layers with an alpha value requires an extra step before composition.
726 * An empty quad is drawn over the layer's region in the frame buffer. This quad
727 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
728 * quad is used to multiply the colors in the frame buffer. This is achieved by
729 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
730 * GL_ZERO, GL_SRC_ALPHA.
731 *
732 * Because glCopyTexImage2D() can be slow, an alternative implementation might
733 * be use to draw a single clipped layer. The implementation described above
734 * is correct in every case.
735 *
736 * (1) The frame buffer is actually not cleared right away. To allow the GPU
737 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
738 *     buffer is left untouched until the first drawing operation. Only when
739 *     something actually gets drawn are the layers regions cleared.
740 */
741bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
742        const SkPaint* paint, int flags, const SkPath* convexMask) {
743    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
744    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
745
746    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
747
748    // Window coordinates of the layer
749    Rect clip;
750    Rect bounds(left, top, right, bottom);
751    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
752    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
753
754    // Bail out if we won't draw in this snapshot
755    if (mState.currentlyIgnored()) {
756        return false;
757    }
758
759    mCaches.activeTexture(0);
760    Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
761    if (!layer) {
762        return false;
763    }
764
765    layer->setPaint(paint);
766    layer->layer.set(bounds);
767    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
768            bounds.getWidth() / float(layer->getWidth()), 0.0f);
769
770    layer->setBlend(true);
771    layer->setDirty(false);
772    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
773
774    // Save the layer in the snapshot
775    writableSnapshot()->flags |= Snapshot::kFlagIsLayer;
776    writableSnapshot()->layer = layer;
777
778    ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
779            fboLayer ? "" : "unclipped ",
780            layer->getWidth(), layer->getHeight());
781    startMark("SaveLayer");
782    if (fboLayer) {
783        return createFboLayer(layer, bounds, clip);
784    } else {
785        // Copy the framebuffer into the layer
786        layer->bindTexture();
787        if (!bounds.isEmpty()) {
788            if (layer->isEmpty()) {
789                // Workaround for some GL drivers. When reading pixels lying outside
790                // of the window we should get undefined values for those pixels.
791                // Unfortunately some drivers will turn the entire target texture black
792                // when reading outside of the window.
793                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
794                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
795                layer->setEmpty(false);
796            }
797
798            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
799                    bounds.left, getViewportHeight() - bounds.bottom,
800                    bounds.getWidth(), bounds.getHeight());
801
802            // Enqueue the buffer coordinates to clear the corresponding region later
803            mLayers.push(new Rect(bounds));
804        }
805    }
806
807    return true;
808}
809
810bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
811    layer->clipRect.set(clip);
812    layer->setFbo(mCaches.fboCache.get());
813
814    writableSnapshot()->region = &writableSnapshot()->layer->region;
815    writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
816    writableSnapshot()->fbo = layer->getFbo();
817    writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
818    writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
819    writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
820    writableSnapshot()->roundRectClipState = NULL;
821
822    endTiling();
823    debugOverdraw(false, false);
824    // Bind texture to FBO
825    mRenderState.bindFramebuffer(layer->getFbo());
826    layer->bindTexture();
827
828    // Initialize the texture if needed
829    if (layer->isEmpty()) {
830        layer->allocateTexture();
831        layer->setEmpty(false);
832    }
833
834    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
835            layer->getTexture(), 0);
836
837    // Expand the startTiling region by 1
838    startTilingCurrentClip(true, true);
839
840    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
841    mCaches.enableScissor();
842    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
843            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
844    glClear(GL_COLOR_BUFFER_BIT);
845
846    dirtyClip();
847
848    // Change the ortho projection
849    mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
850    return true;
851}
852
853/**
854 * Read the documentation of createLayer() before doing anything in this method.
855 */
856void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
857    if (!removed.layer) {
858        ALOGE("Attempting to compose a layer that does not exist");
859        return;
860    }
861
862    Layer* layer = removed.layer;
863    const Rect& rect = layer->layer;
864    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
865
866    bool clipRequired = false;
867    mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
868            &clipRequired, NULL, false); // safely ignore return, should never be rejected
869    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
870
871    if (fboLayer) {
872        endTiling();
873
874        // Detach the texture from the FBO
875        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
876
877        layer->removeFbo(false);
878
879        // Unbind current FBO and restore previous one
880        mRenderState.bindFramebuffer(restored.fbo);
881        debugOverdraw(true, false);
882
883        startTilingCurrentClip();
884    }
885
886    if (!fboLayer && layer->getAlpha() < 255) {
887        SkPaint layerPaint;
888        layerPaint.setAlpha(layer->getAlpha());
889        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
890        layerPaint.setColorFilter(layer->getColorFilter());
891
892        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
893        // Required below, composeLayerRect() will divide by 255
894        layer->setAlpha(255);
895    }
896
897    mCaches.unbindMeshBuffer();
898
899    mCaches.activeTexture(0);
900
901    // When the layer is stored in an FBO, we can save a bit of fillrate by
902    // drawing only the dirty region
903    if (fboLayer) {
904        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
905        composeLayerRegion(layer, rect);
906    } else if (!rect.isEmpty()) {
907        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
908
909        save(0);
910        // the layer contains screen buffer content that shouldn't be alpha modulated
911        // (and any necessary alpha modulation was handled drawing into the layer)
912        writableSnapshot()->alpha = 1.0f;
913        composeLayerRect(layer, rect, true);
914        restore();
915    }
916
917    dirtyClip();
918
919    // Failing to add the layer to the cache should happen only if the layer is too large
920    layer->setConvexMask(NULL);
921    if (!mCaches.layerCache.put(layer)) {
922        LAYER_LOGD("Deleting layer");
923        layer->decStrong(0);
924    }
925}
926
927void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
928    float alpha = getLayerAlpha(layer);
929
930    setupDraw();
931    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
932        setupDrawWithTexture();
933    } else {
934        setupDrawWithExternalTexture();
935    }
936    setupDrawTextureTransform();
937    setupDrawColor(alpha, alpha, alpha, alpha);
938    setupDrawColorFilter(layer->getColorFilter());
939    setupDrawBlending(layer);
940    setupDrawProgram();
941    setupDrawPureColorUniforms();
942    setupDrawColorFilterUniforms(layer->getColorFilter());
943    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
944        setupDrawTexture(layer->getTexture());
945    } else {
946        setupDrawExternalTexture(layer->getTexture());
947    }
948    if (currentTransform()->isPureTranslate() &&
949            !layer->getForceFilter() &&
950            layer->getWidth() == (uint32_t) rect.getWidth() &&
951            layer->getHeight() == (uint32_t) rect.getHeight()) {
952        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
953        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
954
955        layer->setFilter(GL_NEAREST);
956        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
957                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
958    } else {
959        layer->setFilter(GL_LINEAR);
960        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
961                rect.left, rect.top, rect.right, rect.bottom);
962    }
963    setupDrawTextureTransformUniforms(layer->getTexTransform());
964    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
965
966    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
967}
968
969void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
970    if (layer->isTextureLayer()) {
971        EVENT_LOGD("composeTextureLayerRect");
972        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
973        drawTextureLayer(layer, rect);
974        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
975    } else {
976        EVENT_LOGD("composeHardwareLayerRect");
977        const Rect& texCoords = layer->texCoords;
978        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
979                texCoords.right, texCoords.bottom);
980
981        float x = rect.left;
982        float y = rect.top;
983        bool simpleTransform = currentTransform()->isPureTranslate() &&
984                layer->getWidth() == (uint32_t) rect.getWidth() &&
985                layer->getHeight() == (uint32_t) rect.getHeight();
986
987        if (simpleTransform) {
988            // When we're swapping, the layer is already in screen coordinates
989            if (!swap) {
990                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
991                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
992            }
993
994            layer->setFilter(GL_NEAREST, true);
995        } else {
996            layer->setFilter(GL_LINEAR, true);
997        }
998
999        SkPaint layerPaint;
1000        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1001        layerPaint.setXfermodeMode(layer->getMode());
1002        layerPaint.setColorFilter(layer->getColorFilter());
1003
1004        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1005        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1006                layer->getTexture(), &layerPaint, blend,
1007                &mMeshVertices[0].x, &mMeshVertices[0].u,
1008                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1009
1010        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1011    }
1012}
1013
1014/**
1015 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1016 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1017 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1018 * by saveLayer's restore
1019 */
1020#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                               \
1021        DRAW_COMMAND;                                                              \
1022        if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \
1023            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                   \
1024            DRAW_COMMAND;                                                          \
1025            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                       \
1026        }                                                                          \
1027    }
1028
1029#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1030
1031// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1032// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1033class LayerShader : public SkShader {
1034public:
1035    LayerShader(Layer* layer, const SkMatrix* localMatrix)
1036    : INHERITED(localMatrix)
1037    , mLayer(layer) {
1038    }
1039
1040    virtual bool asACustomShader(void** data) const {
1041        if (data) {
1042            *data = static_cast<void*>(mLayer);
1043        }
1044        return true;
1045    }
1046
1047    virtual bool isOpaque() const {
1048        return !mLayer->isBlend();
1049    }
1050
1051protected:
1052    virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1053        LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1054    }
1055
1056    virtual void flatten(SkWriteBuffer&) const {
1057        LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1058    }
1059
1060    virtual Factory getFactory() const {
1061        LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1062        return NULL;
1063    }
1064private:
1065    // Unowned.
1066    Layer* mLayer;
1067    typedef SkShader INHERITED;
1068};
1069
1070void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1071    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1072
1073    if (layer->getConvexMask()) {
1074        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1075
1076        // clip to the area of the layer the mask can be larger
1077        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1078
1079        SkPaint paint;
1080        paint.setAntiAlias(true);
1081        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1082
1083        // create LayerShader to map SaveLayer content into subsequent draw
1084        SkMatrix shaderMatrix;
1085        shaderMatrix.setTranslate(rect.left, rect.bottom);
1086        shaderMatrix.preScale(1, -1);
1087        LayerShader layerShader(layer, &shaderMatrix);
1088        paint.setShader(&layerShader);
1089
1090        // Since the drawing primitive is defined in local drawing space,
1091        // we don't need to modify the draw matrix
1092        const SkPath* maskPath = layer->getConvexMask();
1093        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1094
1095        paint.setShader(NULL);
1096        restore();
1097
1098        return;
1099    }
1100
1101    if (layer->region.isRect()) {
1102        layer->setRegionAsRect();
1103
1104        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1105
1106        layer->region.clear();
1107        return;
1108    }
1109
1110    EVENT_LOGD("composeLayerRegion");
1111    // standard Region based draw
1112    size_t count;
1113    const android::Rect* rects;
1114    Region safeRegion;
1115    if (CC_LIKELY(hasRectToRectTransform())) {
1116        rects = layer->region.getArray(&count);
1117    } else {
1118        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1119        rects = safeRegion.getArray(&count);
1120    }
1121
1122    const float alpha = getLayerAlpha(layer);
1123    const float texX = 1.0f / float(layer->getWidth());
1124    const float texY = 1.0f / float(layer->getHeight());
1125    const float height = rect.getHeight();
1126
1127    setupDraw();
1128
1129    // We must get (and therefore bind) the region mesh buffer
1130    // after we setup drawing in case we need to mess with the
1131    // stencil buffer in setupDraw()
1132    TextureVertex* mesh = mCaches.getRegionMesh();
1133    uint32_t numQuads = 0;
1134
1135    setupDrawWithTexture();
1136    setupDrawColor(alpha, alpha, alpha, alpha);
1137    setupDrawColorFilter(layer->getColorFilter());
1138    setupDrawBlending(layer);
1139    setupDrawProgram();
1140    setupDrawDirtyRegionsDisabled();
1141    setupDrawPureColorUniforms();
1142    setupDrawColorFilterUniforms(layer->getColorFilter());
1143    setupDrawTexture(layer->getTexture());
1144    if (currentTransform()->isPureTranslate()) {
1145        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1146        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1147
1148        layer->setFilter(GL_NEAREST);
1149        setupDrawModelView(kModelViewMode_Translate, false,
1150                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1151    } else {
1152        layer->setFilter(GL_LINEAR);
1153        setupDrawModelView(kModelViewMode_Translate, false,
1154                rect.left, rect.top, rect.right, rect.bottom);
1155    }
1156    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1157
1158    for (size_t i = 0; i < count; i++) {
1159        const android::Rect* r = &rects[i];
1160
1161        const float u1 = r->left * texX;
1162        const float v1 = (height - r->top) * texY;
1163        const float u2 = r->right * texX;
1164        const float v2 = (height - r->bottom) * texY;
1165
1166        // TODO: Reject quads outside of the clip
1167        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1168        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1169        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1170        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1171
1172        numQuads++;
1173
1174        if (numQuads >= gMaxNumberOfQuads) {
1175            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1176                            GL_UNSIGNED_SHORT, NULL));
1177            numQuads = 0;
1178            mesh = mCaches.getRegionMesh();
1179        }
1180    }
1181
1182    if (numQuads > 0) {
1183        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1184                        GL_UNSIGNED_SHORT, NULL));
1185    }
1186
1187#if DEBUG_LAYERS_AS_REGIONS
1188    drawRegionRectsDebug(layer->region);
1189#endif
1190
1191    layer->region.clear();
1192}
1193
1194#if DEBUG_LAYERS_AS_REGIONS
1195void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1196    size_t count;
1197    const android::Rect* rects = region.getArray(&count);
1198
1199    uint32_t colors[] = {
1200            0x7fff0000, 0x7f00ff00,
1201            0x7f0000ff, 0x7fff00ff,
1202    };
1203
1204    int offset = 0;
1205    int32_t top = rects[0].top;
1206
1207    for (size_t i = 0; i < count; i++) {
1208        if (top != rects[i].top) {
1209            offset ^= 0x2;
1210            top = rects[i].top;
1211        }
1212
1213        SkPaint paint;
1214        paint.setColor(colors[offset + (i & 0x1)]);
1215        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1216        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1217    }
1218}
1219#endif
1220
1221void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1222    Vector<float> rects;
1223
1224    SkRegion::Iterator it(region);
1225    while (!it.done()) {
1226        const SkIRect& r = it.rect();
1227        rects.push(r.fLeft);
1228        rects.push(r.fTop);
1229        rects.push(r.fRight);
1230        rects.push(r.fBottom);
1231        it.next();
1232    }
1233
1234    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1235}
1236
1237void OpenGLRenderer::dirtyLayer(const float left, const float top,
1238        const float right, const float bottom, const mat4 transform) {
1239    if (hasLayer()) {
1240        Rect bounds(left, top, right, bottom);
1241        transform.mapRect(bounds);
1242        dirtyLayerUnchecked(bounds, getRegion());
1243    }
1244}
1245
1246void OpenGLRenderer::dirtyLayer(const float left, const float top,
1247        const float right, const float bottom) {
1248    if (hasLayer()) {
1249        Rect bounds(left, top, right, bottom);
1250        dirtyLayerUnchecked(bounds, getRegion());
1251    }
1252}
1253
1254void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1255    if (bounds.intersect(*mState.currentClipRect())) {
1256        bounds.snapToPixelBoundaries();
1257        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1258        if (!dirty.isEmpty()) {
1259            region->orSelf(dirty);
1260        }
1261    }
1262}
1263
1264void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1265    GLsizei elementsCount = quadsCount * 6;
1266    while (elementsCount > 0) {
1267        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1268
1269        setupDrawIndexedVertices(&mesh[0].x);
1270        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1271
1272        elementsCount -= drawCount;
1273        // Though there are 4 vertices in a quad, we use 6 indices per
1274        // quad to draw with GL_TRIANGLES
1275        mesh += (drawCount / 6) * 4;
1276    }
1277}
1278
1279void OpenGLRenderer::clearLayerRegions() {
1280    const size_t count = mLayers.size();
1281    if (count == 0) return;
1282
1283    if (!mState.currentlyIgnored()) {
1284        EVENT_LOGD("clearLayerRegions");
1285        // Doing several glScissor/glClear here can negatively impact
1286        // GPUs with a tiler architecture, instead we draw quads with
1287        // the Clear blending mode
1288
1289        // The list contains bounds that have already been clipped
1290        // against their initial clip rect, and the current clip
1291        // is likely different so we need to disable clipping here
1292        bool scissorChanged = mCaches.disableScissor();
1293
1294        Vertex mesh[count * 4];
1295        Vertex* vertex = mesh;
1296
1297        for (uint32_t i = 0; i < count; i++) {
1298            Rect* bounds = mLayers.itemAt(i);
1299
1300            Vertex::set(vertex++, bounds->left, bounds->top);
1301            Vertex::set(vertex++, bounds->right, bounds->top);
1302            Vertex::set(vertex++, bounds->left, bounds->bottom);
1303            Vertex::set(vertex++, bounds->right, bounds->bottom);
1304
1305            delete bounds;
1306        }
1307        // We must clear the list of dirty rects before we
1308        // call setupDraw() to prevent stencil setup to do
1309        // the same thing again
1310        mLayers.clear();
1311
1312        SkPaint clearPaint;
1313        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1314
1315        setupDraw(false);
1316        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1317        setupDrawBlending(&clearPaint, true);
1318        setupDrawProgram();
1319        setupDrawPureColorUniforms();
1320        setupDrawModelView(kModelViewMode_Translate, false,
1321                0.0f, 0.0f, 0.0f, 0.0f, true);
1322
1323        issueIndexedQuadDraw(&mesh[0], count);
1324
1325        if (scissorChanged) mCaches.enableScissor();
1326    } else {
1327        for (uint32_t i = 0; i < count; i++) {
1328            delete mLayers.itemAt(i);
1329        }
1330        mLayers.clear();
1331    }
1332}
1333
1334///////////////////////////////////////////////////////////////////////////////
1335// State Deferral
1336///////////////////////////////////////////////////////////////////////////////
1337
1338bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1339    const Rect* currentClip = mState.currentClipRect();
1340    const mat4* currentMatrix = currentTransform();
1341
1342    if (stateDeferFlags & kStateDeferFlag_Draw) {
1343        // state has bounds initialized in local coordinates
1344        if (!state.mBounds.isEmpty()) {
1345            currentMatrix->mapRect(state.mBounds);
1346            Rect clippedBounds(state.mBounds);
1347            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1348            // is used, it should more closely duplicate the quickReject logic (in how it uses
1349            // snapToPixelBoundaries)
1350
1351            if(!clippedBounds.intersect(*currentClip)) {
1352                // quick rejected
1353                return true;
1354            }
1355
1356            state.mClipSideFlags = kClipSide_None;
1357            if (!currentClip->contains(state.mBounds)) {
1358                int& flags = state.mClipSideFlags;
1359                // op partially clipped, so record which sides are clipped for clip-aware merging
1360                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1361                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1362                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1363                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1364            }
1365            state.mBounds.set(clippedBounds);
1366        } else {
1367            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1368            // overdraw avoidance (since we don't know what it overlaps)
1369            state.mClipSideFlags = kClipSide_ConservativeFull;
1370            state.mBounds.set(*currentClip);
1371        }
1372    }
1373
1374    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1375    if (state.mClipValid) {
1376        state.mClip.set(*currentClip);
1377    }
1378
1379    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1380    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1381    state.mMatrix.load(*currentMatrix);
1382    state.mDrawModifiers = mDrawModifiers;
1383    state.mAlpha = currentSnapshot()->alpha;
1384
1385    // always store/restore, since it's just a pointer
1386    state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1387    return false;
1388}
1389
1390void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1391    setMatrix(state.mMatrix);
1392    writableSnapshot()->alpha = state.mAlpha;
1393    mDrawModifiers = state.mDrawModifiers;
1394    writableSnapshot()->roundRectClipState = state.mRoundRectClipState;
1395
1396    if (state.mClipValid && !skipClipRestore) {
1397        writableSnapshot()->setClip(state.mClip.left, state.mClip.top,
1398                state.mClip.right, state.mClip.bottom);
1399        dirtyClip();
1400    }
1401}
1402
1403/**
1404 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1405 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1406 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1407 *
1408 * This method should be called when restoreDisplayState() won't be restoring the clip
1409 */
1410void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1411    if (clipRect != NULL) {
1412        writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1413    } else {
1414        writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight());
1415    }
1416    dirtyClip();
1417    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1418}
1419
1420///////////////////////////////////////////////////////////////////////////////
1421// Clipping
1422///////////////////////////////////////////////////////////////////////////////
1423
1424void OpenGLRenderer::setScissorFromClip() {
1425    Rect clip(*mState.currentClipRect());
1426    clip.snapToPixelBoundaries();
1427
1428    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1429            clip.getWidth(), clip.getHeight())) {
1430        mState.setDirtyClip(false);
1431    }
1432}
1433
1434void OpenGLRenderer::ensureStencilBuffer() {
1435    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1436    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1437    // just hope we have one when hasLayer() returns false.
1438    if (hasLayer()) {
1439        attachStencilBufferToLayer(currentSnapshot()->layer);
1440    }
1441}
1442
1443void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1444    // The layer's FBO is already bound when we reach this stage
1445    if (!layer->getStencilRenderBuffer()) {
1446        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1447        // is attached after we initiated tiling. We must turn it off,
1448        // attach the new render buffer then turn tiling back on
1449        endTiling();
1450
1451        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1452                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1453        layer->setStencilRenderBuffer(buffer);
1454
1455        startTiling(layer->clipRect, layer->layer.getHeight());
1456    }
1457}
1458
1459void OpenGLRenderer::setStencilFromClip() {
1460    if (!mCaches.debugOverdraw) {
1461        if (!currentSnapshot()->clipRegion->isEmpty()) {
1462            EVENT_LOGD("setStencilFromClip - enabling");
1463
1464            // NOTE: The order here is important, we must set dirtyClip to false
1465            //       before any draw call to avoid calling back into this method
1466            mState.setDirtyClip(false);
1467
1468            ensureStencilBuffer();
1469
1470            mCaches.stencil.enableWrite();
1471
1472            // Clear and update the stencil, but first make sure we restrict drawing
1473            // to the region's bounds
1474            bool resetScissor = mCaches.enableScissor();
1475            if (resetScissor) {
1476                // The scissor was not set so we now need to update it
1477                setScissorFromClip();
1478            }
1479            mCaches.stencil.clear();
1480
1481            // stash and disable the outline clip state, since stencil doesn't account for outline
1482            bool storedSkipOutlineClip = mSkipOutlineClip;
1483            mSkipOutlineClip = true;
1484
1485            SkPaint paint;
1486            paint.setColor(SK_ColorBLACK);
1487            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1488
1489            // NOTE: We could use the region contour path to generate a smaller mesh
1490            //       Since we are using the stencil we could use the red book path
1491            //       drawing technique. It might increase bandwidth usage though.
1492
1493            // The last parameter is important: we are not drawing in the color buffer
1494            // so we don't want to dirty the current layer, if any
1495            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1496            if (resetScissor) mCaches.disableScissor();
1497            mSkipOutlineClip = storedSkipOutlineClip;
1498
1499            mCaches.stencil.enableTest();
1500
1501            // Draw the region used to generate the stencil if the appropriate debug
1502            // mode is enabled
1503            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1504                paint.setColor(0x7f0000ff);
1505                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1506                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1507            }
1508        } else {
1509            EVENT_LOGD("setStencilFromClip - disabling");
1510            mCaches.stencil.disable();
1511        }
1512    }
1513}
1514
1515/**
1516 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1517 *
1518 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1519 *         style, and tessellated AA ramp
1520 */
1521bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1522        const SkPaint* paint) {
1523    bool snapOut = paint && paint->isAntiAlias();
1524
1525    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1526        float outset = paint->getStrokeWidth() * 0.5f;
1527        left -= outset;
1528        top -= outset;
1529        right += outset;
1530        bottom += outset;
1531    }
1532
1533    bool clipRequired = false;
1534    bool roundRectClipRequired = false;
1535    if (mState.calculateQuickRejectForScissor(left, top, right, bottom,
1536            &clipRequired, &roundRectClipRequired, snapOut)) {
1537        return true;
1538    }
1539
1540    // not quick rejected, so enable the scissor if clipRequired
1541    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1542    mSkipOutlineClip = !roundRectClipRequired;
1543    return false;
1544}
1545
1546void OpenGLRenderer::debugClip() {
1547#if DEBUG_CLIP_REGIONS
1548    if (!currentSnapshot()->clipRegion->isEmpty()) {
1549        SkPaint paint;
1550        paint.setColor(0x7f00ff00);
1551        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1552
1553    }
1554#endif
1555}
1556
1557///////////////////////////////////////////////////////////////////////////////
1558// Drawing commands
1559///////////////////////////////////////////////////////////////////////////////
1560
1561void OpenGLRenderer::setupDraw(bool clearLayer) {
1562    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1563    //       changes the scissor test state
1564    if (clearLayer) clearLayerRegions();
1565    // Make sure setScissor & setStencil happen at the beginning of
1566    // this method
1567    if (mState.getDirtyClip()) {
1568        if (mCaches.scissorEnabled) {
1569            setScissorFromClip();
1570        }
1571
1572        setStencilFromClip();
1573    }
1574
1575    mDescription.reset();
1576
1577    mSetShaderColor = false;
1578    mColorSet = false;
1579    mColorA = mColorR = mColorG = mColorB = 0.0f;
1580    mTextureUnit = 0;
1581    mTrackDirtyRegions = true;
1582
1583    // Enable debug highlight when what we're about to draw is tested against
1584    // the stencil buffer and if stencil highlight debugging is on
1585    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1586            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1587            mCaches.stencil.isTestEnabled();
1588}
1589
1590void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1591    mDescription.hasTexture = true;
1592    mDescription.hasAlpha8Texture = isAlpha8;
1593}
1594
1595void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1596    mDescription.hasTexture = true;
1597    mDescription.hasColors = true;
1598    mDescription.hasAlpha8Texture = isAlpha8;
1599}
1600
1601void OpenGLRenderer::setupDrawWithExternalTexture() {
1602    mDescription.hasExternalTexture = true;
1603}
1604
1605void OpenGLRenderer::setupDrawNoTexture() {
1606    mCaches.disableTexCoordsVertexArray();
1607}
1608
1609void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1610    mDescription.hasVertexAlpha = true;
1611    mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1612}
1613
1614void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1615    mColorA = alpha / 255.0f;
1616    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1617    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1618    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1619    mColorSet = true;
1620    mSetShaderColor = mDescription.setColorModulate(mColorA);
1621}
1622
1623void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1624    mColorA = alpha / 255.0f;
1625    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1626    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1627    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1628    mColorSet = true;
1629    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1630}
1631
1632void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1633    mCaches.fontRenderer->describe(mDescription, paint);
1634}
1635
1636void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1637    mColorA = a;
1638    mColorR = r;
1639    mColorG = g;
1640    mColorB = b;
1641    mColorSet = true;
1642    mSetShaderColor = mDescription.setColorModulate(a);
1643}
1644
1645void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1646    if (shader != NULL) {
1647        SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1648    }
1649}
1650
1651void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1652    if (filter == NULL) {
1653        return;
1654    }
1655
1656    SkXfermode::Mode mode;
1657    if (filter->asColorMode(NULL, &mode)) {
1658        mDescription.colorOp = ProgramDescription::kColorBlend;
1659        mDescription.colorMode = mode;
1660    } else if (filter->asColorMatrix(NULL)) {
1661        mDescription.colorOp = ProgramDescription::kColorMatrix;
1662    }
1663}
1664
1665void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1666    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1667        mColorA = 1.0f;
1668        mColorR = mColorG = mColorB = 0.0f;
1669        mSetShaderColor = mDescription.modulate = true;
1670    }
1671}
1672
1673void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1674    SkXfermode::Mode mode = layer->getMode();
1675    // When the blending mode is kClear_Mode, we need to use a modulate color
1676    // argb=1,0,0,0
1677    accountForClear(mode);
1678    // TODO: check shader blending, once we have shader drawing support for layers.
1679    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1680            (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1681    chooseBlending(blend, mode, mDescription, swapSrcDst);
1682}
1683
1684void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1685    SkXfermode::Mode mode = getXfermodeDirect(paint);
1686    // When the blending mode is kClear_Mode, we need to use a modulate color
1687    // argb=1,0,0,0
1688    accountForClear(mode);
1689    blend |= (mColorSet && mColorA < 1.0f) ||
1690            (getShader(paint) && !getShader(paint)->isOpaque()) ||
1691            isBlendedColorFilter(getColorFilter(paint));
1692    chooseBlending(blend, mode, mDescription, swapSrcDst);
1693}
1694
1695void OpenGLRenderer::setupDrawProgram() {
1696    useProgram(mCaches.programCache.get(mDescription));
1697    if (mDescription.hasRoundRectClip) {
1698        // TODO: avoid doing this repeatedly, stashing state pointer in program
1699        const RoundRectClipState* state = writableSnapshot()->roundRectClipState;
1700        const Rect& innerRect = state->innerRect;
1701        glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1702                innerRect.left, innerRect.top,
1703                innerRect.right, innerRect.bottom);
1704        glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1705                1, GL_FALSE, &state->matrix.data[0]);
1706
1707        // add half pixel to round out integer rect space to cover pixel centers
1708        float roundedOutRadius = state->radius + 0.5f;
1709        glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1710                roundedOutRadius);
1711    }
1712}
1713
1714void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1715    mTrackDirtyRegions = false;
1716}
1717
1718void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1719        float left, float top, float right, float bottom, bool ignoreTransform) {
1720    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1721    if (mode == kModelViewMode_TranslateAndScale) {
1722        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1723    }
1724
1725    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1726    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1727    mCaches.currentProgram->set(writableSnapshot()->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1728    if (dirty && mTrackDirtyRegions) {
1729        if (!ignoreTransform) {
1730            dirtyLayer(left, top, right, bottom, *currentTransform());
1731        } else {
1732            dirtyLayer(left, top, right, bottom);
1733        }
1734    }
1735}
1736
1737void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1738    if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1739        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1740    }
1741}
1742
1743void OpenGLRenderer::setupDrawPureColorUniforms() {
1744    if (mSetShaderColor) {
1745        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1746    }
1747}
1748
1749void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1750    if (shader == NULL) {
1751        return;
1752    }
1753
1754    if (ignoreTransform) {
1755        // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1756        // because it was built into modelView / the geometry, and the description needs to
1757        // compensate.
1758        mat4 modelViewWithoutTransform;
1759        modelViewWithoutTransform.loadInverse(*currentTransform());
1760        modelViewWithoutTransform.multiply(mModelViewMatrix);
1761        mModelViewMatrix.load(modelViewWithoutTransform);
1762    }
1763
1764    SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1765}
1766
1767void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1768    if (NULL == filter) {
1769        return;
1770    }
1771
1772    SkColor color;
1773    SkXfermode::Mode mode;
1774    if (filter->asColorMode(&color, &mode)) {
1775        const int alpha = SkColorGetA(color);
1776        const GLfloat a = alpha / 255.0f;
1777        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1778        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1779        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1780        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1781        return;
1782    }
1783
1784    SkScalar srcColorMatrix[20];
1785    if (filter->asColorMatrix(srcColorMatrix)) {
1786
1787        float colorMatrix[16];
1788        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1789        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1790        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1791        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1792
1793        // Skia uses the range [0..255] for the addition vector, but we need
1794        // the [0..1] range to apply the vector in GLSL
1795        float colorVector[4];
1796        colorVector[0] = srcColorMatrix[4] / 255.0f;
1797        colorVector[1] = srcColorMatrix[9] / 255.0f;
1798        colorVector[2] = srcColorMatrix[14] / 255.0f;
1799        colorVector[3] = srcColorMatrix[19] / 255.0f;
1800
1801        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1802                GL_FALSE, colorMatrix);
1803        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1804        return;
1805    }
1806
1807    // it is an error if we ever get here
1808}
1809
1810void OpenGLRenderer::setupDrawTextGammaUniforms() {
1811    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1812}
1813
1814void OpenGLRenderer::setupDrawSimpleMesh() {
1815    bool force = mCaches.bindMeshBuffer();
1816    mCaches.bindPositionVertexPointer(force, 0);
1817    mCaches.unbindIndicesBuffer();
1818}
1819
1820void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1821    if (texture) bindTexture(texture);
1822    mTextureUnit++;
1823    mCaches.enableTexCoordsVertexArray();
1824}
1825
1826void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1827    bindExternalTexture(texture);
1828    mTextureUnit++;
1829    mCaches.enableTexCoordsVertexArray();
1830}
1831
1832void OpenGLRenderer::setupDrawTextureTransform() {
1833    mDescription.hasTextureTransform = true;
1834}
1835
1836void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1837    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1838            GL_FALSE, &transform.data[0]);
1839}
1840
1841void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1842        const GLvoid* texCoords, GLuint vbo) {
1843    bool force = false;
1844    if (!vertices || vbo) {
1845        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1846    } else {
1847        force = mCaches.unbindMeshBuffer();
1848    }
1849
1850    mCaches.bindPositionVertexPointer(force, vertices);
1851    if (mCaches.currentProgram->texCoords >= 0) {
1852        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1853    }
1854
1855    mCaches.unbindIndicesBuffer();
1856}
1857
1858void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1859        const GLvoid* texCoords, const GLvoid* colors) {
1860    bool force = mCaches.unbindMeshBuffer();
1861    GLsizei stride = sizeof(ColorTextureVertex);
1862
1863    mCaches.bindPositionVertexPointer(force, vertices, stride);
1864    if (mCaches.currentProgram->texCoords >= 0) {
1865        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1866    }
1867    int slot = mCaches.currentProgram->getAttrib("colors");
1868    if (slot >= 0) {
1869        glEnableVertexAttribArray(slot);
1870        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1871    }
1872
1873    mCaches.unbindIndicesBuffer();
1874}
1875
1876void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1877        const GLvoid* texCoords, GLuint vbo) {
1878    bool force = false;
1879    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1880    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1881    // use the default VBO found in Caches
1882    if (!vertices || vbo) {
1883        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1884    } else {
1885        force = mCaches.unbindMeshBuffer();
1886    }
1887    mCaches.bindQuadIndicesBuffer();
1888
1889    mCaches.bindPositionVertexPointer(force, vertices);
1890    if (mCaches.currentProgram->texCoords >= 0) {
1891        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1892    }
1893}
1894
1895void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1896    bool force = mCaches.unbindMeshBuffer();
1897    mCaches.bindQuadIndicesBuffer();
1898    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1899}
1900
1901///////////////////////////////////////////////////////////////////////////////
1902// Drawing
1903///////////////////////////////////////////////////////////////////////////////
1904
1905void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1906    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1907    // will be performed by the display list itself
1908    if (renderNode && renderNode->isRenderable()) {
1909        // compute 3d ordering
1910        renderNode->computeOrdering();
1911        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1912            startFrame();
1913            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1914            renderNode->replay(replayStruct, 0);
1915            return;
1916        }
1917
1918        // Don't avoid overdraw when visualizing, since that makes it harder to
1919        // debug where it's coming from, and when the problem occurs.
1920        bool avoidOverdraw = !mCaches.debugOverdraw;
1921        DeferredDisplayList deferredList(*mState.currentClipRect(), avoidOverdraw);
1922        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1923        renderNode->defer(deferStruct, 0);
1924
1925        flushLayers();
1926        startFrame();
1927
1928        deferredList.flush(*this, dirty);
1929    } else {
1930        // Even if there is no drawing command(Ex: invisible),
1931        // it still needs startFrame to clear buffer and start tiling.
1932        startFrame();
1933    }
1934}
1935
1936void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1937    float x = left;
1938    float y = top;
1939
1940    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1941
1942    bool ignoreTransform = false;
1943    if (currentTransform()->isPureTranslate()) {
1944        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1945        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1946        ignoreTransform = true;
1947
1948        texture->setFilter(GL_NEAREST, true);
1949    } else {
1950        texture->setFilter(getFilter(paint), true);
1951    }
1952
1953    // No need to check for a UV mapper on the texture object, only ARGB_8888
1954    // bitmaps get packed in the atlas
1955    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1956            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1957            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1958}
1959
1960/**
1961 * Important note: this method is intended to draw batches of bitmaps and
1962 * will not set the scissor enable or dirty the current layer, if any.
1963 * The caller is responsible for properly dirtying the current layer.
1964 */
1965void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1966        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1967        const Rect& bounds, const SkPaint* paint) {
1968    mCaches.activeTexture(0);
1969    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1970    if (!texture) return;
1971
1972    const AutoTexture autoCleanup(texture);
1973
1974    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1975    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1976
1977    const float x = (int) floorf(bounds.left + 0.5f);
1978    const float y = (int) floorf(bounds.top + 0.5f);
1979    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1980        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1981                texture->id, paint, &vertices[0].x, &vertices[0].u,
1982                GL_TRIANGLES, bitmapCount * 6, true,
1983                kModelViewMode_Translate, false);
1984    } else {
1985        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1986                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1987                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1988                kModelViewMode_Translate, false);
1989    }
1990
1991    mDirty = true;
1992}
1993
1994void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1995    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1996        return;
1997    }
1998
1999    mCaches.activeTexture(0);
2000    Texture* texture = getTexture(bitmap);
2001    if (!texture) return;
2002    const AutoTexture autoCleanup(texture);
2003
2004    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2005        drawAlphaBitmap(texture, 0, 0, paint);
2006    } else {
2007        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2008    }
2009
2010    mDirty = true;
2011}
2012
2013void OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2014    if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2015        return;
2016    }
2017
2018    mCaches.activeTexture(0);
2019    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2020    const AutoTexture autoCleanup(texture);
2021
2022    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2023        drawAlphaBitmap(texture, 0, 0, paint);
2024    } else {
2025        drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2026    }
2027
2028    mDirty = true;
2029}
2030
2031void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2032        const float* vertices, const int* colors, const SkPaint* paint) {
2033    if (!vertices || mState.currentlyIgnored()) {
2034        return;
2035    }
2036
2037    // TODO: use quickReject on bounds from vertices
2038    mCaches.enableScissor();
2039
2040    float left = FLT_MAX;
2041    float top = FLT_MAX;
2042    float right = FLT_MIN;
2043    float bottom = FLT_MIN;
2044
2045    const uint32_t count = meshWidth * meshHeight * 6;
2046
2047    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2048    mesh.setCapacity(count);
2049    ColorTextureVertex* vertex = mesh.editArray();
2050
2051    bool cleanupColors = false;
2052    if (!colors) {
2053        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2054        int* newColors = new int[colorsCount];
2055        memset(newColors, 0xff, colorsCount * sizeof(int));
2056        colors = newColors;
2057        cleanupColors = true;
2058    }
2059
2060    mCaches.activeTexture(0);
2061    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
2062    const UvMapper& mapper(getMapper(texture));
2063
2064    for (int32_t y = 0; y < meshHeight; y++) {
2065        for (int32_t x = 0; x < meshWidth; x++) {
2066            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2067
2068            float u1 = float(x) / meshWidth;
2069            float u2 = float(x + 1) / meshWidth;
2070            float v1 = float(y) / meshHeight;
2071            float v2 = float(y + 1) / meshHeight;
2072
2073            mapper.map(u1, v1, u2, v2);
2074
2075            int ax = i + (meshWidth + 1) * 2;
2076            int ay = ax + 1;
2077            int bx = i;
2078            int by = bx + 1;
2079            int cx = i + 2;
2080            int cy = cx + 1;
2081            int dx = i + (meshWidth + 1) * 2 + 2;
2082            int dy = dx + 1;
2083
2084            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2085            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2086            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2087
2088            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2089            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2090            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2091
2092            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2093            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2094            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2095            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2096        }
2097    }
2098
2099    if (quickRejectSetupScissor(left, top, right, bottom)) {
2100        if (cleanupColors) delete[] colors;
2101        return;
2102    }
2103
2104    if (!texture) {
2105        texture = mCaches.textureCache.get(bitmap);
2106        if (!texture) {
2107            if (cleanupColors) delete[] colors;
2108            return;
2109        }
2110    }
2111    const AutoTexture autoCleanup(texture);
2112
2113    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2114    texture->setFilter(getFilter(paint), true);
2115
2116    int alpha;
2117    SkXfermode::Mode mode;
2118    getAlphaAndMode(paint, &alpha, &mode);
2119
2120    float a = alpha / 255.0f;
2121
2122    if (hasLayer()) {
2123        dirtyLayer(left, top, right, bottom, *currentTransform());
2124    }
2125
2126    setupDraw();
2127    setupDrawWithTextureAndColor();
2128    setupDrawColor(a, a, a, a);
2129    setupDrawColorFilter(getColorFilter(paint));
2130    setupDrawBlending(paint, true);
2131    setupDrawProgram();
2132    setupDrawDirtyRegionsDisabled();
2133    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2134    setupDrawTexture(texture->id);
2135    setupDrawPureColorUniforms();
2136    setupDrawColorFilterUniforms(getColorFilter(paint));
2137    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2138
2139    glDrawArrays(GL_TRIANGLES, 0, count);
2140
2141    int slot = mCaches.currentProgram->getAttrib("colors");
2142    if (slot >= 0) {
2143        glDisableVertexAttribArray(slot);
2144    }
2145
2146    if (cleanupColors) delete[] colors;
2147
2148    mDirty = true;
2149}
2150
2151void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2152         float srcLeft, float srcTop, float srcRight, float srcBottom,
2153         float dstLeft, float dstTop, float dstRight, float dstBottom,
2154         const SkPaint* paint) {
2155    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2156        return;
2157    }
2158
2159    mCaches.activeTexture(0);
2160    Texture* texture = getTexture(bitmap);
2161    if (!texture) return;
2162    const AutoTexture autoCleanup(texture);
2163
2164    const float width = texture->width;
2165    const float height = texture->height;
2166
2167    float u1 = fmax(0.0f, srcLeft / width);
2168    float v1 = fmax(0.0f, srcTop / height);
2169    float u2 = fmin(1.0f, srcRight / width);
2170    float v2 = fmin(1.0f, srcBottom / height);
2171
2172    getMapper(texture).map(u1, v1, u2, v2);
2173
2174    mCaches.unbindMeshBuffer();
2175    resetDrawTextureTexCoords(u1, v1, u2, v2);
2176
2177    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2178
2179    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2180    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2181
2182    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2183    // Apply a scale transform on the canvas only when a shader is in use
2184    // Skia handles the ratio between the dst and src rects as a scale factor
2185    // when a shader is set
2186    bool useScaleTransform = getShader(paint) && scaled;
2187    bool ignoreTransform = false;
2188
2189    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2190        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2191        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2192
2193        dstRight = x + (dstRight - dstLeft);
2194        dstBottom = y + (dstBottom - dstTop);
2195
2196        dstLeft = x;
2197        dstTop = y;
2198
2199        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2200        ignoreTransform = true;
2201    } else {
2202        texture->setFilter(getFilter(paint), true);
2203    }
2204
2205    if (CC_UNLIKELY(useScaleTransform)) {
2206        save(SkCanvas::kMatrix_SaveFlag);
2207        translate(dstLeft, dstTop);
2208        scale(scaleX, scaleY);
2209
2210        dstLeft = 0.0f;
2211        dstTop = 0.0f;
2212
2213        dstRight = srcRight - srcLeft;
2214        dstBottom = srcBottom - srcTop;
2215    }
2216
2217    if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2218        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2219                texture->id, paint,
2220                &mMeshVertices[0].x, &mMeshVertices[0].u,
2221                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2222    } else {
2223        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2224                texture->id, paint, texture->blend,
2225                &mMeshVertices[0].x, &mMeshVertices[0].u,
2226                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2227    }
2228
2229    if (CC_UNLIKELY(useScaleTransform)) {
2230        restore();
2231    }
2232
2233    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2234
2235    mDirty = true;
2236}
2237
2238void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2239        float left, float top, float right, float bottom, const SkPaint* paint) {
2240    if (quickRejectSetupScissor(left, top, right, bottom)) {
2241        return;
2242    }
2243
2244    AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap);
2245    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2246            right - left, bottom - top, patch);
2247
2248    drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2249}
2250
2251void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2252        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2253        const SkPaint* paint) {
2254    if (quickRejectSetupScissor(left, top, right, bottom)) {
2255        return;
2256    }
2257
2258    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2259        mCaches.activeTexture(0);
2260        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2261        if (!texture) return;
2262        const AutoTexture autoCleanup(texture);
2263
2264        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2265        texture->setFilter(GL_LINEAR, true);
2266
2267        const bool pureTranslate = currentTransform()->isPureTranslate();
2268        // Mark the current layer dirty where we are going to draw the patch
2269        if (hasLayer() && mesh->hasEmptyQuads) {
2270            const float offsetX = left + currentTransform()->getTranslateX();
2271            const float offsetY = top + currentTransform()->getTranslateY();
2272            const size_t count = mesh->quads.size();
2273            for (size_t i = 0; i < count; i++) {
2274                const Rect& bounds = mesh->quads.itemAt(i);
2275                if (CC_LIKELY(pureTranslate)) {
2276                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2277                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2278                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2279                } else {
2280                    dirtyLayer(left + bounds.left, top + bounds.top,
2281                            left + bounds.right, top + bounds.bottom, *currentTransform());
2282                }
2283            }
2284        }
2285
2286        bool ignoreTransform = false;
2287        if (CC_LIKELY(pureTranslate)) {
2288            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2289            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2290
2291            right = x + right - left;
2292            bottom = y + bottom - top;
2293            left = x;
2294            top = y;
2295            ignoreTransform = true;
2296        }
2297        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2298                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2299                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2300                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2301    }
2302
2303    mDirty = true;
2304}
2305
2306/**
2307 * Important note: this method is intended to draw batches of 9-patch objects and
2308 * will not set the scissor enable or dirty the current layer, if any.
2309 * The caller is responsible for properly dirtying the current layer.
2310 */
2311void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2312        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2313    mCaches.activeTexture(0);
2314    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2315    if (!texture) return;
2316    const AutoTexture autoCleanup(texture);
2317
2318    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2319    texture->setFilter(GL_LINEAR, true);
2320
2321    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2322            texture->blend, &vertices[0].x, &vertices[0].u,
2323            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2324
2325    mDirty = true;
2326}
2327
2328void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2329        const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2330    // not missing call to quickReject/dirtyLayer, always done at a higher level
2331    if (!vertexBuffer.getVertexCount()) {
2332        // no vertices to draw
2333        return;
2334    }
2335
2336    Rect bounds(vertexBuffer.getBounds());
2337    bounds.translate(translateX, translateY);
2338    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2339
2340    int color = paint->getColor();
2341    bool isAA = paint->isAntiAlias();
2342
2343    setupDraw();
2344    setupDrawNoTexture();
2345    if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2346    setupDrawColor(color, ((color >> 24) & 0xFF) * writableSnapshot()->alpha);
2347    setupDrawColorFilter(getColorFilter(paint));
2348    setupDrawShader(getShader(paint));
2349    setupDrawBlending(paint, isAA);
2350    setupDrawProgram();
2351    setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2352            translateX, translateY, 0, 0);
2353    setupDrawColorUniforms(getShader(paint));
2354    setupDrawColorFilterUniforms(getColorFilter(paint));
2355    setupDrawShaderUniforms(getShader(paint));
2356
2357    const void* vertices = vertexBuffer.getBuffer();
2358    mCaches.unbindMeshBuffer();
2359    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2360    mCaches.resetTexCoordsVertexPointer();
2361
2362    int alphaSlot = -1;
2363    if (isAA) {
2364        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2365        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2366        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2367        glEnableVertexAttribArray(alphaSlot);
2368        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2369    }
2370
2371    const VertexBuffer::Mode mode = vertexBuffer.getMode();
2372    if (mode == VertexBuffer::kStandard) {
2373        mCaches.unbindIndicesBuffer();
2374        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2375    } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2376        mCaches.bindShadowIndicesBuffer();
2377        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2378    } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2379        mCaches.bindShadowIndicesBuffer();
2380        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2381    } else if (mode == VertexBuffer::kIndices) {
2382        mCaches.unbindIndicesBuffer();
2383        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2384                vertexBuffer.getIndices());
2385    }
2386
2387    if (isAA) {
2388        glDisableVertexAttribArray(alphaSlot);
2389    }
2390
2391    mDirty = true;
2392}
2393
2394/**
2395 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2396 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2397 * screen space in all directions. However, instead of using a fragment shader to compute the
2398 * translucency of the color from its position, we simply use a varying parameter to define how far
2399 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2400 *
2401 * Doesn't yet support joins, caps, or path effects.
2402 */
2403void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2404    VertexBuffer vertexBuffer;
2405    // TODO: try clipping large paths to viewport
2406    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2407    drawVertexBuffer(vertexBuffer, paint);
2408}
2409
2410/**
2411 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2412 * and additional geometry for defining an alpha slope perimeter.
2413 *
2414 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2415 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2416 * in-shader alpha region, but found it to be taxing on some GPUs.
2417 *
2418 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2419 * memory transfer by removing need for degenerate vertices.
2420 */
2421void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2422    if (mState.currentlyIgnored() || count < 4) return;
2423
2424    count &= ~0x3; // round down to nearest four
2425
2426    VertexBuffer buffer;
2427    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2428    const Rect& bounds = buffer.getBounds();
2429
2430    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2431        return;
2432    }
2433
2434    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2435    drawVertexBuffer(buffer, paint, displayFlags);
2436}
2437
2438void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2439    if (mState.currentlyIgnored() || count < 2) return;
2440
2441    count &= ~0x1; // round down to nearest two
2442
2443    VertexBuffer buffer;
2444    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2445
2446    const Rect& bounds = buffer.getBounds();
2447    if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2448        return;
2449    }
2450
2451    int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2452    drawVertexBuffer(buffer, paint, displayFlags);
2453
2454    mDirty = true;
2455}
2456
2457void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2458    // No need to check against the clip, we fill the clip region
2459    if (mState.currentlyIgnored()) return;
2460
2461    Rect clip(*mState.currentClipRect());
2462    clip.snapToPixelBoundaries();
2463
2464    SkPaint paint;
2465    paint.setColor(color);
2466    paint.setXfermodeMode(mode);
2467
2468    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2469
2470    mDirty = true;
2471}
2472
2473void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2474        const SkPaint* paint) {
2475    if (!texture) return;
2476    const AutoTexture autoCleanup(texture);
2477
2478    const float x = left + texture->left - texture->offset;
2479    const float y = top + texture->top - texture->offset;
2480
2481    drawPathTexture(texture, x, y, paint);
2482
2483    mDirty = true;
2484}
2485
2486void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2487        float rx, float ry, const SkPaint* p) {
2488    if (mState.currentlyIgnored()
2489            || quickRejectSetupScissor(left, top, right, bottom, p)
2490            || paintWillNotDraw(*p)) {
2491        return;
2492    }
2493
2494    if (p->getPathEffect() != 0) {
2495        mCaches.activeTexture(0);
2496        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2497                right - left, bottom - top, rx, ry, p);
2498        drawShape(left, top, texture, p);
2499    } else {
2500        const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2501                *currentTransform(), *p, right - left, bottom - top, rx, ry);
2502        drawVertexBuffer(left, top, *vertexBuffer, p);
2503    }
2504}
2505
2506void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2507    if (mState.currentlyIgnored()
2508            || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2509            || paintWillNotDraw(*p)) {
2510        return;
2511    }
2512    if (p->getPathEffect() != 0) {
2513        mCaches.activeTexture(0);
2514        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2515        drawShape(x - radius, y - radius, texture, p);
2516    } else {
2517        SkPath path;
2518        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2519            path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2520        } else {
2521            path.addCircle(x, y, radius);
2522        }
2523        drawConvexPath(path, p);
2524    }
2525}
2526
2527void OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2528        const SkPaint* p) {
2529    if (mState.currentlyIgnored()
2530            || quickRejectSetupScissor(left, top, right, bottom, p)
2531            || paintWillNotDraw(*p)) {
2532        return;
2533    }
2534
2535    if (p->getPathEffect() != 0) {
2536        mCaches.activeTexture(0);
2537        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2538        drawShape(left, top, texture, p);
2539    } else {
2540        SkPath path;
2541        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2542        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2543            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2544        }
2545        path.addOval(rect);
2546        drawConvexPath(path, p);
2547    }
2548}
2549
2550void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2551        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2552    if (mState.currentlyIgnored()
2553            || quickRejectSetupScissor(left, top, right, bottom, p)
2554            || paintWillNotDraw(*p)) {
2555        return;
2556    }
2557
2558    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2559    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2560        mCaches.activeTexture(0);
2561        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2562                startAngle, sweepAngle, useCenter, p);
2563        drawShape(left, top, texture, p);
2564        return;
2565    }
2566    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2567    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2568        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2569    }
2570
2571    SkPath path;
2572    if (useCenter) {
2573        path.moveTo(rect.centerX(), rect.centerY());
2574    }
2575    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2576    if (useCenter) {
2577        path.close();
2578    }
2579    drawConvexPath(path, p);
2580}
2581
2582// See SkPaintDefaults.h
2583#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2584
2585void OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2586        const SkPaint* p) {
2587    if (mState.currentlyIgnored()
2588            || quickRejectSetupScissor(left, top, right, bottom, p)
2589            || paintWillNotDraw(*p)) {
2590        return;
2591    }
2592
2593    if (p->getStyle() != SkPaint::kFill_Style) {
2594        // only fill style is supported by drawConvexPath, since others have to handle joins
2595        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2596                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2597            mCaches.activeTexture(0);
2598            const PathTexture* texture =
2599                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2600            drawShape(left, top, texture, p);
2601        } else {
2602            SkPath path;
2603            SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2604            if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2605                rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2606            }
2607            path.addRect(rect);
2608            drawConvexPath(path, p);
2609        }
2610    } else {
2611        if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2612            SkPath path;
2613            path.addRect(left, top, right, bottom);
2614            drawConvexPath(path, p);
2615        } else {
2616            drawColorRect(left, top, right, bottom, p);
2617
2618            mDirty = true;
2619        }
2620    }
2621}
2622
2623void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2624        int bytesCount, int count, const float* positions,
2625        FontRenderer& fontRenderer, int alpha, float x, float y) {
2626    mCaches.activeTexture(0);
2627
2628    TextShadow textShadow;
2629    if (!getTextShadow(paint, &textShadow)) {
2630        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2631    }
2632
2633    // NOTE: The drop shadow will not perform gamma correction
2634    //       if shader-based correction is enabled
2635    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2636    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2637            paint, text, bytesCount, count, textShadow.radius, positions);
2638    // If the drop shadow exceeds the max texture size or couldn't be
2639    // allocated, skip drawing
2640    if (!shadow) return;
2641    const AutoTexture autoCleanup(shadow);
2642
2643    const float sx = x - shadow->left + textShadow.dx;
2644    const float sy = y - shadow->top + textShadow.dy;
2645
2646    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha;
2647    if (getShader(paint)) {
2648        textShadow.color = SK_ColorWHITE;
2649    }
2650
2651    setupDraw();
2652    setupDrawWithTexture(true);
2653    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2654    setupDrawColorFilter(getColorFilter(paint));
2655    setupDrawShader(getShader(paint));
2656    setupDrawBlending(paint, true);
2657    setupDrawProgram();
2658    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2659            sx, sy, sx + shadow->width, sy + shadow->height);
2660    setupDrawTexture(shadow->id);
2661    setupDrawPureColorUniforms();
2662    setupDrawColorFilterUniforms(getColorFilter(paint));
2663    setupDrawShaderUniforms(getShader(paint));
2664    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2665
2666    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2667}
2668
2669bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2670    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha;
2671    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2672}
2673
2674void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2675        const float* positions, const SkPaint* paint) {
2676    if (text == NULL || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2677        return;
2678    }
2679
2680    // NOTE: Skia does not support perspective transform on drawPosText yet
2681    if (!currentTransform()->isSimple()) {
2682        return;
2683    }
2684
2685    mCaches.enableScissor();
2686
2687    float x = 0.0f;
2688    float y = 0.0f;
2689    const bool pureTranslate = currentTransform()->isPureTranslate();
2690    if (pureTranslate) {
2691        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2692        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2693    }
2694
2695    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2696    fontRenderer.setFont(paint, SkMatrix::I());
2697
2698    int alpha;
2699    SkXfermode::Mode mode;
2700    getAlphaAndMode(paint, &alpha, &mode);
2701
2702    if (CC_UNLIKELY(hasTextShadow(paint))) {
2703        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2704                alpha, 0.0f, 0.0f);
2705    }
2706
2707    // Pick the appropriate texture filtering
2708    bool linearFilter = currentTransform()->changesBounds();
2709    if (pureTranslate && !linearFilter) {
2710        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2711    }
2712    fontRenderer.setTextureFiltering(linearFilter);
2713
2714    const Rect* clip = pureTranslate ? writableSnapshot()->clipRect : &writableSnapshot()->getLocalClip();
2715    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2716
2717    const bool hasActiveLayer = hasLayer();
2718
2719    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2720    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2721            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2722        if (hasActiveLayer) {
2723            if (!pureTranslate) {
2724                currentTransform()->mapRect(bounds);
2725            }
2726            dirtyLayerUnchecked(bounds, getRegion());
2727        }
2728    }
2729
2730    mDirty = true;
2731}
2732
2733bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2734    if (CC_LIKELY(transform.isPureTranslate())) {
2735        outMatrix->setIdentity();
2736        return false;
2737    } else if (CC_UNLIKELY(transform.isPerspective())) {
2738        outMatrix->setIdentity();
2739        return true;
2740    }
2741
2742    /**
2743     * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2744     * with values rounded to the nearest int.
2745     */
2746    float sx, sy;
2747    transform.decomposeScale(sx, sy);
2748    outMatrix->setScale(
2749            roundf(fmaxf(1.0f, sx)),
2750            roundf(fmaxf(1.0f, sy)));
2751    return true;
2752}
2753
2754int OpenGLRenderer::getSaveCount() const {
2755    return mState.getSaveCount();
2756}
2757
2758int OpenGLRenderer::save(int flags) {
2759    return mState.save(flags);
2760}
2761
2762void OpenGLRenderer::restore() {
2763    return mState.restore();
2764}
2765
2766void OpenGLRenderer::restoreToCount(int saveCount) {
2767    return mState.restoreToCount(saveCount);
2768}
2769
2770void OpenGLRenderer::translate(float dx, float dy, float dz) {
2771    return mState.translate(dx, dy, dz);
2772}
2773
2774void OpenGLRenderer::rotate(float degrees) {
2775    return mState.rotate(degrees);
2776}
2777
2778void OpenGLRenderer::scale(float sx, float sy) {
2779    return mState.scale(sx, sy);
2780}
2781
2782void OpenGLRenderer::skew(float sx, float sy) {
2783    return mState.skew(sx, sy);
2784}
2785
2786void OpenGLRenderer::setMatrix(const Matrix4& matrix) {
2787    mState.setMatrix(matrix);
2788}
2789
2790void OpenGLRenderer::concatMatrix(const Matrix4& matrix) {
2791    mState.concatMatrix(matrix);
2792}
2793
2794bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
2795    return mState.clipRect(left, top, right, bottom, op);
2796}
2797
2798bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
2799    return mState.clipPath(path, op);
2800}
2801
2802bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
2803    return mState.clipRegion(region, op);
2804}
2805
2806void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
2807    mState.setClippingOutline(allocator, outline);
2808}
2809
2810void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator,
2811        const Rect& rect, float radius, bool highPriority) {
2812    mState.setClippingRoundRect(allocator, rect, radius, highPriority);
2813}
2814
2815
2816
2817void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2818        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2819        DrawOpMode drawOpMode) {
2820
2821    if (drawOpMode == kDrawOpMode_Immediate) {
2822        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2823        // drawing as ops from DeferredDisplayList are already filtered for these
2824        if (text == NULL || count == 0 || mState.currentlyIgnored() || canSkipText(paint) ||
2825                quickRejectSetupScissor(bounds)) {
2826            return;
2827        }
2828    }
2829
2830    const float oldX = x;
2831    const float oldY = y;
2832
2833    const mat4& transform = *currentTransform();
2834    const bool pureTranslate = transform.isPureTranslate();
2835
2836    if (CC_LIKELY(pureTranslate)) {
2837        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2838        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2839    }
2840
2841    int alpha;
2842    SkXfermode::Mode mode;
2843    getAlphaAndMode(paint, &alpha, &mode);
2844
2845    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2846
2847    if (CC_UNLIKELY(hasTextShadow(paint))) {
2848        fontRenderer.setFont(paint, SkMatrix::I());
2849        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2850                alpha, oldX, oldY);
2851    }
2852
2853    const bool hasActiveLayer = hasLayer();
2854
2855    // We only pass a partial transform to the font renderer. That partial
2856    // matrix defines how glyphs are rasterized. Typically we want glyphs
2857    // to be rasterized at their final size on screen, which means the partial
2858    // matrix needs to take the scale factor into account.
2859    // When a partial matrix is used to transform glyphs during rasterization,
2860    // the mesh is generated with the inverse transform (in the case of scale,
2861    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2862    // apply the full transform matrix at draw time in the vertex shader.
2863    // Applying the full matrix in the shader is the easiest way to handle
2864    // rotation and perspective and allows us to always generated quads in the
2865    // font renderer which greatly simplifies the code, clipping in particular.
2866    SkMatrix fontTransform;
2867    bool linearFilter = findBestFontTransform(transform, &fontTransform)
2868            || fabs(y - (int) y) > 0.0f
2869            || fabs(x - (int) x) > 0.0f;
2870    fontRenderer.setFont(paint, fontTransform);
2871    fontRenderer.setTextureFiltering(linearFilter);
2872
2873    // TODO: Implement better clipping for scaled/rotated text
2874    const Rect* clip = !pureTranslate ? NULL : mState.currentClipRect();
2875    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2876
2877    bool status;
2878    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2879
2880    // don't call issuedrawcommand, do it at end of batch
2881    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2882    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2883        SkPaint paintCopy(*paint);
2884        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2885        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2886                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2887    } else {
2888        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2889                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2890    }
2891
2892    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2893        if (!pureTranslate) {
2894            transform.mapRect(layerBounds);
2895        }
2896        dirtyLayerUnchecked(layerBounds, getRegion());
2897    }
2898
2899    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2900
2901    mDirty = true;
2902}
2903
2904void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2905        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2906    if (text == NULL || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
2907        return;
2908    }
2909
2910    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2911    mCaches.enableScissor();
2912
2913    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2914    fontRenderer.setFont(paint, SkMatrix::I());
2915    fontRenderer.setTextureFiltering(true);
2916
2917    int alpha;
2918    SkXfermode::Mode mode;
2919    getAlphaAndMode(paint, &alpha, &mode);
2920    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2921
2922    const Rect* clip = &writableSnapshot()->getLocalClip();
2923    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2924
2925    const bool hasActiveLayer = hasLayer();
2926
2927    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2928            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2929        if (hasActiveLayer) {
2930            currentTransform()->mapRect(bounds);
2931            dirtyLayerUnchecked(bounds, getRegion());
2932        }
2933    }
2934
2935    mDirty = true;
2936}
2937
2938void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2939    if (mState.currentlyIgnored()) return;
2940
2941    mCaches.activeTexture(0);
2942
2943    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2944    if (!texture) return;
2945    const AutoTexture autoCleanup(texture);
2946
2947    const float x = texture->left - texture->offset;
2948    const float y = texture->top - texture->offset;
2949
2950    drawPathTexture(texture, x, y, paint);
2951    mDirty = true;
2952}
2953
2954void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2955    if (!layer) {
2956        return;
2957    }
2958
2959    mat4* transform = NULL;
2960    if (layer->isTextureLayer()) {
2961        transform = &layer->getTransform();
2962        if (!transform->isIdentity()) {
2963            save(SkCanvas::kMatrix_SaveFlag);
2964            concatMatrix(*transform);
2965        }
2966    }
2967
2968    bool clipRequired = false;
2969    const bool rejected = mState.calculateQuickRejectForScissor(x, y,
2970            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2971
2972    if (rejected) {
2973        if (transform && !transform->isIdentity()) {
2974            restore();
2975        }
2976        return;
2977    }
2978
2979    EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2980            x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2981
2982    updateLayer(layer, true);
2983
2984    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2985    mCaches.activeTexture(0);
2986
2987    if (CC_LIKELY(!layer->region.isEmpty())) {
2988        if (layer->region.isRect()) {
2989            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2990                    composeLayerRect(layer, layer->regionRect));
2991        } else if (layer->mesh) {
2992
2993            const float a = getLayerAlpha(layer);
2994            setupDraw();
2995            setupDrawWithTexture();
2996            setupDrawColor(a, a, a, a);
2997            setupDrawColorFilter(layer->getColorFilter());
2998            setupDrawBlending(layer);
2999            setupDrawProgram();
3000            setupDrawPureColorUniforms();
3001            setupDrawColorFilterUniforms(layer->getColorFilter());
3002            setupDrawTexture(layer->getTexture());
3003            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3004                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
3005                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
3006
3007                layer->setFilter(GL_NEAREST);
3008                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
3009                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3010            } else {
3011                layer->setFilter(GL_LINEAR);
3012                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3013                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3014            }
3015
3016            TextureVertex* mesh = &layer->mesh[0];
3017            GLsizei elementsCount = layer->meshElementCount;
3018
3019            while (elementsCount > 0) {
3020                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3021
3022                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3023                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3024                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3025
3026                elementsCount -= drawCount;
3027                // Though there are 4 vertices in a quad, we use 6 indices per
3028                // quad to draw with GL_TRIANGLES
3029                mesh += (drawCount / 6) * 4;
3030            }
3031
3032#if DEBUG_LAYERS_AS_REGIONS
3033            drawRegionRectsDebug(layer->region);
3034#endif
3035        }
3036
3037        if (layer->debugDrawUpdate) {
3038            layer->debugDrawUpdate = false;
3039
3040            SkPaint paint;
3041            paint.setColor(0x7f00ff00);
3042            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3043        }
3044    }
3045    layer->hasDrawnSinceUpdate = true;
3046
3047    if (transform && !transform->isIdentity()) {
3048        restore();
3049    }
3050
3051    mDirty = true;
3052}
3053
3054///////////////////////////////////////////////////////////////////////////////
3055// Draw filters
3056///////////////////////////////////////////////////////////////////////////////
3057void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) {
3058    // We should never get here since we apply the draw filter when stashing
3059    // the paints in the DisplayList.
3060    LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters");
3061}
3062
3063///////////////////////////////////////////////////////////////////////////////
3064// Drawing implementation
3065///////////////////////////////////////////////////////////////////////////////
3066
3067Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3068    Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
3069    if (!texture) {
3070        return mCaches.textureCache.get(bitmap);
3071    }
3072    return texture;
3073}
3074
3075void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3076        float x, float y, const SkPaint* paint) {
3077    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3078        return;
3079    }
3080
3081    int alpha;
3082    SkXfermode::Mode mode;
3083    getAlphaAndMode(paint, &alpha, &mode);
3084
3085    setupDraw();
3086    setupDrawWithTexture(true);
3087    setupDrawAlpha8Color(paint->getColor(), alpha);
3088    setupDrawColorFilter(getColorFilter(paint));
3089    setupDrawShader(getShader(paint));
3090    setupDrawBlending(paint, true);
3091    setupDrawProgram();
3092    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3093            x, y, x + texture->width, y + texture->height);
3094    setupDrawTexture(texture->id);
3095    setupDrawPureColorUniforms();
3096    setupDrawColorFilterUniforms(getColorFilter(paint));
3097    setupDrawShaderUniforms(getShader(paint));
3098    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3099
3100    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3101}
3102
3103// Same values used by Skia
3104#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3105#define kStdUnderline_Offset    (1.0f / 9.0f)
3106#define kStdUnderline_Thickness (1.0f / 18.0f)
3107
3108void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3109        const SkPaint* paint) {
3110    // Handle underline and strike-through
3111    uint32_t flags = paint->getFlags();
3112    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3113        SkPaint paintCopy(*paint);
3114
3115        if (CC_LIKELY(underlineWidth > 0.0f)) {
3116            const float textSize = paintCopy.getTextSize();
3117            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3118
3119            const float left = x;
3120            float top = 0.0f;
3121
3122            int linesCount = 0;
3123            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3124            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3125
3126            const int pointsCount = 4 * linesCount;
3127            float points[pointsCount];
3128            int currentPoint = 0;
3129
3130            if (flags & SkPaint::kUnderlineText_Flag) {
3131                top = y + textSize * kStdUnderline_Offset;
3132                points[currentPoint++] = left;
3133                points[currentPoint++] = top;
3134                points[currentPoint++] = left + underlineWidth;
3135                points[currentPoint++] = top;
3136            }
3137
3138            if (flags & SkPaint::kStrikeThruText_Flag) {
3139                top = y + textSize * kStdStrikeThru_Offset;
3140                points[currentPoint++] = left;
3141                points[currentPoint++] = top;
3142                points[currentPoint++] = left + underlineWidth;
3143                points[currentPoint++] = top;
3144            }
3145
3146            paintCopy.setStrokeWidth(strokeWidth);
3147
3148            drawLines(&points[0], pointsCount, &paintCopy);
3149        }
3150    }
3151}
3152
3153void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3154    if (mState.currentlyIgnored()) {
3155        return;
3156    }
3157
3158    drawColorRects(rects, count, paint, false, true, true);
3159}
3160
3161void OpenGLRenderer::drawShadow(float casterAlpha,
3162        const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3163    if (mState.currentlyIgnored()) return;
3164
3165    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3166    mCaches.enableScissor();
3167
3168    SkPaint paint;
3169    paint.setAntiAlias(true); // want to use AlphaVertex
3170
3171    // The caller has made sure casterAlpha > 0.
3172    float ambientShadowAlpha = mAmbientShadowAlpha;
3173    if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3174        ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3175    }
3176    if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3177        paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3178        drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3179    }
3180
3181    float spotShadowAlpha = mSpotShadowAlpha;
3182    if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3183        spotShadowAlpha = mCaches.propertySpotShadowStrength;
3184    }
3185    if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3186        paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3187        drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3188    }
3189
3190    mDirty=true;
3191}
3192
3193void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3194        bool ignoreTransform, bool dirty, bool clip) {
3195    if (count == 0) {
3196        return;
3197    }
3198
3199    int color = paint->getColor();
3200    // If a shader is set, preserve only the alpha
3201    if (getShader(paint)) {
3202        color |= 0x00ffffff;
3203    }
3204
3205    float left = FLT_MAX;
3206    float top = FLT_MAX;
3207    float right = FLT_MIN;
3208    float bottom = FLT_MIN;
3209
3210    Vertex mesh[count];
3211    Vertex* vertex = mesh;
3212
3213    for (int index = 0; index < count; index += 4) {
3214        float l = rects[index + 0];
3215        float t = rects[index + 1];
3216        float r = rects[index + 2];
3217        float b = rects[index + 3];
3218
3219        Vertex::set(vertex++, l, t);
3220        Vertex::set(vertex++, r, t);
3221        Vertex::set(vertex++, l, b);
3222        Vertex::set(vertex++, r, b);
3223
3224        left = fminf(left, l);
3225        top = fminf(top, t);
3226        right = fmaxf(right, r);
3227        bottom = fmaxf(bottom, b);
3228    }
3229
3230    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3231        return;
3232    }
3233
3234    setupDraw();
3235    setupDrawNoTexture();
3236    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3237    setupDrawShader(getShader(paint));
3238    setupDrawColorFilter(getColorFilter(paint));
3239    setupDrawBlending(paint);
3240    setupDrawProgram();
3241    setupDrawDirtyRegionsDisabled();
3242    setupDrawModelView(kModelViewMode_Translate, false,
3243            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3244    setupDrawColorUniforms(getShader(paint));
3245    setupDrawShaderUniforms(getShader(paint));
3246    setupDrawColorFilterUniforms(getColorFilter(paint));
3247
3248    if (dirty && hasLayer()) {
3249        dirtyLayer(left, top, right, bottom, *currentTransform());
3250    }
3251
3252    issueIndexedQuadDraw(&mesh[0], count / 4);
3253
3254    mDirty = true;
3255}
3256
3257void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3258        const SkPaint* paint, bool ignoreTransform) {
3259    int color = paint->getColor();
3260    // If a shader is set, preserve only the alpha
3261    if (getShader(paint)) {
3262        color |= 0x00ffffff;
3263    }
3264
3265    setupDraw();
3266    setupDrawNoTexture();
3267    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3268    setupDrawShader(getShader(paint));
3269    setupDrawColorFilter(getColorFilter(paint));
3270    setupDrawBlending(paint);
3271    setupDrawProgram();
3272    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3273            left, top, right, bottom, ignoreTransform);
3274    setupDrawColorUniforms(getShader(paint));
3275    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3276    setupDrawColorFilterUniforms(getColorFilter(paint));
3277    setupDrawSimpleMesh();
3278
3279    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3280}
3281
3282void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3283        Texture* texture, const SkPaint* paint) {
3284    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3285
3286    GLvoid* vertices = (GLvoid*) NULL;
3287    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3288
3289    if (texture->uvMapper) {
3290        vertices = &mMeshVertices[0].x;
3291        texCoords = &mMeshVertices[0].u;
3292
3293        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3294        texture->uvMapper->map(uvs);
3295
3296        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3297    }
3298
3299    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3300        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3301        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3302
3303        texture->setFilter(GL_NEAREST, true);
3304        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3305                paint, texture->blend, vertices, texCoords,
3306                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3307    } else {
3308        texture->setFilter(getFilter(paint), true);
3309        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3310                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3311    }
3312
3313    if (texture->uvMapper) {
3314        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3315    }
3316}
3317
3318void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3319        GLuint texture, const SkPaint* paint, bool blend,
3320        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3321        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3322        ModelViewMode modelViewMode, bool dirty) {
3323
3324    int a;
3325    SkXfermode::Mode mode;
3326    getAlphaAndMode(paint, &a, &mode);
3327    const float alpha = a / 255.0f;
3328
3329    setupDraw();
3330    setupDrawWithTexture();
3331    setupDrawColor(alpha, alpha, alpha, alpha);
3332    setupDrawColorFilter(getColorFilter(paint));
3333    setupDrawBlending(paint, blend, swapSrcDst);
3334    setupDrawProgram();
3335    if (!dirty) setupDrawDirtyRegionsDisabled();
3336    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3337    setupDrawTexture(texture);
3338    setupDrawPureColorUniforms();
3339    setupDrawColorFilterUniforms(getColorFilter(paint));
3340    setupDrawMesh(vertices, texCoords, vbo);
3341
3342    glDrawArrays(drawMode, 0, elementsCount);
3343}
3344
3345void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3346        GLuint texture, const SkPaint* paint, bool blend,
3347        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3348        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3349        ModelViewMode modelViewMode, bool dirty) {
3350
3351    int a;
3352    SkXfermode::Mode mode;
3353    getAlphaAndMode(paint, &a, &mode);
3354    const float alpha = a / 255.0f;
3355
3356    setupDraw();
3357    setupDrawWithTexture();
3358    setupDrawColor(alpha, alpha, alpha, alpha);
3359    setupDrawColorFilter(getColorFilter(paint));
3360    setupDrawBlending(paint, blend, swapSrcDst);
3361    setupDrawProgram();
3362    if (!dirty) setupDrawDirtyRegionsDisabled();
3363    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3364    setupDrawTexture(texture);
3365    setupDrawPureColorUniforms();
3366    setupDrawColorFilterUniforms(getColorFilter(paint));
3367    setupDrawMeshIndices(vertices, texCoords, vbo);
3368
3369    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3370}
3371
3372void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3373        GLuint texture, const SkPaint* paint,
3374        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3375        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3376
3377    int color = paint != NULL ? paint->getColor() : 0;
3378    int alpha;
3379    SkXfermode::Mode mode;
3380    getAlphaAndMode(paint, &alpha, &mode);
3381
3382    setupDraw();
3383    setupDrawWithTexture(true);
3384    if (paint != NULL) {
3385        setupDrawAlpha8Color(color, alpha);
3386    }
3387    setupDrawColorFilter(getColorFilter(paint));
3388    setupDrawShader(getShader(paint));
3389    setupDrawBlending(paint, true);
3390    setupDrawProgram();
3391    if (!dirty) setupDrawDirtyRegionsDisabled();
3392    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3393    setupDrawTexture(texture);
3394    setupDrawPureColorUniforms();
3395    setupDrawColorFilterUniforms(getColorFilter(paint));
3396    setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3397    setupDrawMesh(vertices, texCoords);
3398
3399    glDrawArrays(drawMode, 0, elementsCount);
3400}
3401
3402void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3403        ProgramDescription& description, bool swapSrcDst) {
3404
3405    if (writableSnapshot()->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3406        blend = true;
3407        mDescription.hasRoundRectClip = true;
3408    }
3409    mSkipOutlineClip = true;
3410
3411    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3412
3413    if (blend) {
3414        // These blend modes are not supported by OpenGL directly and have
3415        // to be implemented using shaders. Since the shader will perform
3416        // the blending, turn blending off here
3417        // If the blend mode cannot be implemented using shaders, fall
3418        // back to the default SrcOver blend mode instead
3419        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3420            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3421                description.framebufferMode = mode;
3422                description.swapSrcDst = swapSrcDst;
3423
3424                if (mCaches.blend) {
3425                    glDisable(GL_BLEND);
3426                    mCaches.blend = false;
3427                }
3428
3429                return;
3430            } else {
3431                mode = SkXfermode::kSrcOver_Mode;
3432            }
3433        }
3434
3435        if (!mCaches.blend) {
3436            glEnable(GL_BLEND);
3437        }
3438
3439        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3440        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3441
3442        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3443            glBlendFunc(sourceMode, destMode);
3444            mCaches.lastSrcMode = sourceMode;
3445            mCaches.lastDstMode = destMode;
3446        }
3447    } else if (mCaches.blend) {
3448        glDisable(GL_BLEND);
3449    }
3450    mCaches.blend = blend;
3451}
3452
3453bool OpenGLRenderer::useProgram(Program* program) {
3454    if (!program->isInUse()) {
3455        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3456        program->use();
3457        mCaches.currentProgram = program;
3458        return false;
3459    }
3460    return true;
3461}
3462
3463void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3464    TextureVertex* v = &mMeshVertices[0];
3465    TextureVertex::setUV(v++, u1, v1);
3466    TextureVertex::setUV(v++, u2, v1);
3467    TextureVertex::setUV(v++, u1, v2);
3468    TextureVertex::setUV(v++, u2, v2);
3469}
3470
3471void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3472    getAlphaAndModeDirect(paint, alpha,  mode);
3473    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3474        // if drawing a layer, ignore the paint's alpha
3475        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3476    }
3477    *alpha *= currentSnapshot()->alpha;
3478}
3479
3480float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3481    float alpha;
3482    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3483        alpha = mDrawModifiers.mOverrideLayerAlpha;
3484    } else {
3485        alpha = layer->getAlpha() / 255.0f;
3486    }
3487    return alpha * currentSnapshot()->alpha;
3488}
3489
3490}; // namespace uirenderer
3491}; // namespace android
3492