OpenGLRenderer.cpp revision 14e513058ed4168c94e015638d16f5f87fd8063a
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "ShadowTessellator.h"
40#include "Vector.h"
41#include "VertexBuffer.h"
42
43namespace android {
44namespace uirenderer {
45
46///////////////////////////////////////////////////////////////////////////////
47// Defines
48///////////////////////////////////////////////////////////////////////////////
49
50#define RAD_TO_DEG (180.0f / 3.14159265f)
51#define MIN_ANGLE 0.001f
52
53#define ALPHA_THRESHOLD 0
54
55#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
56
57///////////////////////////////////////////////////////////////////////////////
58// Globals
59///////////////////////////////////////////////////////////////////////////////
60
61/**
62 * Structure mapping Skia xfermodes to OpenGL blending factors.
63 */
64struct Blender {
65    SkXfermode::Mode mode;
66    GLenum src;
67    GLenum dst;
68}; // struct Blender
69
70// In this array, the index of each Blender equals the value of the first
71// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
72static const Blender gBlends[] = {
73    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
75    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
76    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
78    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
79    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
80    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
81    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
84    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
85    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
86    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
87    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
88};
89
90// This array contains the swapped version of each SkXfermode. For instance
91// this array's SrcOver blending mode is actually DstOver. You can refer to
92// createLayer() for more information on the purpose of this array.
93static const Blender gBlendsSwap[] = {
94    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
95    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
96    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
97    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
98    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
100    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
101    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
104    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
105    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
106    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
107    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
108    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
109};
110
111///////////////////////////////////////////////////////////////////////////////
112// Functions
113///////////////////////////////////////////////////////////////////////////////
114
115template<typename T>
116static inline T min(T a, T b) {
117    return a < b ? a : b;
118}
119
120///////////////////////////////////////////////////////////////////////////////
121// Constructors/destructor
122///////////////////////////////////////////////////////////////////////////////
123
124OpenGLRenderer::OpenGLRenderer():
125        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
126    // *set* draw modifiers to be 0
127    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
128    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
129
130    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
131
132    mFrameStarted = false;
133    mCountOverdraw = false;
134
135    mScissorOptimizationDisabled = false;
136}
137
138OpenGLRenderer::~OpenGLRenderer() {
139    // The context has already been destroyed at this point, do not call
140    // GL APIs. All GL state should be kept in Caches.h
141}
142
143void OpenGLRenderer::initProperties() {
144    char property[PROPERTY_VALUE_MAX];
145    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
146        mScissorOptimizationDisabled = !strcasecmp(property, "true");
147        INIT_LOGD("  Scissor optimization %s",
148                mScissorOptimizationDisabled ? "disabled" : "enabled");
149    } else {
150        INIT_LOGD("  Scissor optimization enabled");
151    }
152}
153
154///////////////////////////////////////////////////////////////////////////////
155// Setup
156///////////////////////////////////////////////////////////////////////////////
157
158void OpenGLRenderer::setViewport(int width, int height) {
159    initViewport(width, height);
160
161    glDisable(GL_DITHER);
162    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
163
164    glEnableVertexAttribArray(Program::kBindingPosition);
165}
166
167void OpenGLRenderer::initViewport(int width, int height) {
168    if (mCaches.propertyEnable3d) {
169        // TODO: make view proj app configurable
170        float dist = std::max(width, height) * 1.5;
171        dist *= mCaches.propertyCameraDistance;
172        Matrix4 projection;
173        projection.loadFrustum(-width / 2, -height / 2, width / 2, height / 2, dist, 0);
174        Matrix4 view;
175        view.loadLookAt(0, 0, dist,
176                0, 0, 0,
177                0, 1, 0);
178        mViewProjMatrix.loadMultiply(projection, view);
179        mViewProjMatrix.translate(-width/2, -height/2);
180    } else {
181        mViewProjMatrix.loadOrtho(0, width, height, 0, -1, 1);
182    }
183
184    initializeViewport(width, height);
185}
186
187void OpenGLRenderer::setupFrameState(float left, float top,
188        float right, float bottom, bool opaque) {
189    mCaches.clearGarbage();
190
191    initializeSaveStack(left, top, right, bottom);
192    mOpaque = opaque;
193    mTilingClip.set(left, top, right, bottom);
194}
195
196status_t OpenGLRenderer::startFrame() {
197    if (mFrameStarted) return DrawGlInfo::kStatusDone;
198    mFrameStarted = true;
199
200    mDirtyClip = true;
201
202    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
203
204    glViewport(0, 0, getWidth(), getHeight());
205
206    // Functors break the tiling extension in pretty spectacular ways
207    // This ensures we don't use tiling when a functor is going to be
208    // invoked during the frame
209    mSuppressTiling = mCaches.hasRegisteredFunctors();
210
211    startTiling(*mSnapshot, true);
212
213    debugOverdraw(true, true);
214
215    return clear(mTilingClip.left, mTilingClip.top,
216            mTilingClip.right, mTilingClip.bottom, mOpaque);
217}
218
219status_t OpenGLRenderer::prepareDirty(float left, float top,
220        float right, float bottom, bool opaque) {
221
222    setupFrameState(left, top, right, bottom, opaque);
223
224    // Layer renderers will start the frame immediately
225    // The framebuffer renderer will first defer the display list
226    // for each layer and wait until the first drawing command
227    // to start the frame
228    if (currentSnapshot().fbo == 0) {
229        syncState();
230        updateLayers();
231    } else {
232        return startFrame();
233    }
234
235    return DrawGlInfo::kStatusDone;
236}
237
238void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
239    // If we know that we are going to redraw the entire framebuffer,
240    // perform a discard to let the driver know we don't need to preserve
241    // the back buffer for this frame.
242    if (mExtensions.hasDiscardFramebuffer() &&
243            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
244        const bool isFbo = getTargetFbo() == 0;
245        const GLenum attachments[] = {
246                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
247                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
248        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
249    }
250}
251
252status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
253    if (!opaque || mCountOverdraw) {
254        mCaches.enableScissor();
255        mCaches.setScissor(left, currentSnapshot().height - bottom, right - left, bottom - top);
256        glClear(GL_COLOR_BUFFER_BIT);
257        return DrawGlInfo::kStatusDrew;
258    }
259
260    mCaches.resetScissor();
261    return DrawGlInfo::kStatusDone;
262}
263
264void OpenGLRenderer::syncState() {
265    if (mCaches.blend) {
266        glEnable(GL_BLEND);
267    } else {
268        glDisable(GL_BLEND);
269    }
270}
271
272void OpenGLRenderer::startTiling(const Snapshot& s, bool opaque) {
273    if (!mSuppressTiling) {
274        const Rect* clip = &mTilingClip;
275        if (s.flags & Snapshot::kFlagFboTarget) {
276            clip = &(s.layer->clipRect);
277        }
278
279        startTiling(*clip, s.height, opaque);
280    }
281}
282
283void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
284    if (!mSuppressTiling) {
285        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
286                clip.right - clip.left, clip.bottom - clip.top, opaque);
287    }
288}
289
290void OpenGLRenderer::endTiling() {
291    if (!mSuppressTiling) mCaches.endTiling();
292}
293
294void OpenGLRenderer::finish() {
295    renderOverdraw();
296    endTiling();
297
298    // When finish() is invoked on FBO 0 we've reached the end
299    // of the current frame
300    if (getTargetFbo() == 0) {
301        mCaches.pathCache.trim();
302    }
303
304    if (!suppressErrorChecks()) {
305#if DEBUG_OPENGL
306        GLenum status = GL_NO_ERROR;
307        while ((status = glGetError()) != GL_NO_ERROR) {
308            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
309            switch (status) {
310                case GL_INVALID_ENUM:
311                    ALOGE("  GL_INVALID_ENUM");
312                    break;
313                case GL_INVALID_VALUE:
314                    ALOGE("  GL_INVALID_VALUE");
315                    break;
316                case GL_INVALID_OPERATION:
317                    ALOGE("  GL_INVALID_OPERATION");
318                    break;
319                case GL_OUT_OF_MEMORY:
320                    ALOGE("  Out of memory!");
321                    break;
322            }
323        }
324#endif
325
326#if DEBUG_MEMORY_USAGE
327        mCaches.dumpMemoryUsage();
328#else
329        if (mCaches.getDebugLevel() & kDebugMemory) {
330            mCaches.dumpMemoryUsage();
331        }
332#endif
333    }
334
335    if (mCountOverdraw) {
336        countOverdraw();
337    }
338
339    mFrameStarted = false;
340}
341
342void OpenGLRenderer::interrupt() {
343    if (mCaches.currentProgram) {
344        if (mCaches.currentProgram->isInUse()) {
345            mCaches.currentProgram->remove();
346            mCaches.currentProgram = NULL;
347        }
348    }
349    mCaches.resetActiveTexture();
350    mCaches.unbindMeshBuffer();
351    mCaches.unbindIndicesBuffer();
352    mCaches.resetVertexPointers();
353    mCaches.disableTexCoordsVertexArray();
354    debugOverdraw(false, false);
355}
356
357void OpenGLRenderer::resume() {
358    const Snapshot& snapshot = currentSnapshot();
359    glViewport(0, 0, snapshot.viewport.getWidth(), snapshot.viewport.getHeight());
360    glBindFramebuffer(GL_FRAMEBUFFER, snapshot.fbo);
361    debugOverdraw(true, false);
362
363    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
364
365    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
366    mCaches.enableScissor();
367    mCaches.resetScissor();
368    dirtyClip();
369
370    mCaches.activeTexture(0);
371    mCaches.resetBoundTextures();
372
373    mCaches.blend = true;
374    glEnable(GL_BLEND);
375    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
376    glBlendEquation(GL_FUNC_ADD);
377}
378
379void OpenGLRenderer::resumeAfterLayer() {
380    const Snapshot& snapshot = currentSnapshot();
381    glViewport(0, 0, snapshot.viewport.getWidth(), snapshot.viewport.getHeight());
382    glBindFramebuffer(GL_FRAMEBUFFER, snapshot.fbo);
383    debugOverdraw(true, false);
384
385    mCaches.resetScissor();
386    dirtyClip();
387}
388
389void OpenGLRenderer::detachFunctor(Functor* functor) {
390    mFunctors.remove(functor);
391}
392
393void OpenGLRenderer::attachFunctor(Functor* functor) {
394    mFunctors.add(functor);
395}
396
397status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
398    status_t result = DrawGlInfo::kStatusDone;
399    size_t count = mFunctors.size();
400
401    if (count > 0) {
402        interrupt();
403        SortedVector<Functor*> functors(mFunctors);
404        mFunctors.clear();
405
406        DrawGlInfo info;
407        info.clipLeft = 0;
408        info.clipTop = 0;
409        info.clipRight = 0;
410        info.clipBottom = 0;
411        info.isLayer = false;
412        info.width = 0;
413        info.height = 0;
414        memset(info.transform, 0, sizeof(float) * 16);
415
416        for (size_t i = 0; i < count; i++) {
417            Functor* f = functors.itemAt(i);
418            result |= (*f)(DrawGlInfo::kModeProcess, &info);
419
420            if (result & DrawGlInfo::kStatusDraw) {
421                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
422                dirty.unionWith(localDirty);
423            }
424
425            if (result & DrawGlInfo::kStatusInvoke) {
426                mFunctors.add(f);
427            }
428        }
429        resume();
430    }
431
432    return result;
433}
434
435status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
436    if (currentSnapshot().isIgnored()) return DrawGlInfo::kStatusDone;
437
438    detachFunctor(functor);
439
440
441    Rect clip(currentClipRect());
442    clip.snapToPixelBoundaries();
443
444    // Since we don't know what the functor will draw, let's dirty
445    // tne entire clip region
446    if (hasLayer()) {
447        dirtyLayerUnchecked(clip, getRegion());
448    }
449
450    DrawGlInfo info;
451    info.clipLeft = clip.left;
452    info.clipTop = clip.top;
453    info.clipRight = clip.right;
454    info.clipBottom = clip.bottom;
455    info.isLayer = hasLayer();
456    info.width = getSnapshot()->viewport.getWidth();
457    info.height = getSnapshot()->height;
458    getSnapshot()->transform->copyTo(&info.transform[0]);
459
460    bool dirtyClip = mDirtyClip;
461    // setup GL state for functor
462    if (mDirtyClip) {
463        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
464    }
465    if (mCaches.enableScissor() || dirtyClip) {
466        setScissorFromClip();
467    }
468    interrupt();
469
470    // call functor immediately after GL state setup
471    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
472
473    if (result != DrawGlInfo::kStatusDone) {
474        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
475        dirty.unionWith(localDirty);
476
477        if (result & DrawGlInfo::kStatusInvoke) {
478            mFunctors.add(functor);
479        }
480    }
481
482    resume();
483    return result | DrawGlInfo::kStatusDrew;
484}
485
486///////////////////////////////////////////////////////////////////////////////
487// Debug
488///////////////////////////////////////////////////////////////////////////////
489
490void OpenGLRenderer::eventMark(const char* name) const {
491    mCaches.eventMark(0, name);
492}
493
494void OpenGLRenderer::startMark(const char* name) const {
495    mCaches.startMark(0, name);
496}
497
498void OpenGLRenderer::endMark() const {
499    mCaches.endMark();
500}
501
502void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
503    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
504        if (clear) {
505            mCaches.disableScissor();
506            mCaches.stencil.clear();
507        }
508        if (enable) {
509            mCaches.stencil.enableDebugWrite();
510        } else {
511            mCaches.stencil.disable();
512        }
513    }
514}
515
516void OpenGLRenderer::renderOverdraw() {
517    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
518        const Rect* clip = &mTilingClip;
519
520        mCaches.enableScissor();
521        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
522                clip->right - clip->left, clip->bottom - clip->top);
523
524        // 1x overdraw
525        mCaches.stencil.enableDebugTest(2);
526        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
527
528        // 2x overdraw
529        mCaches.stencil.enableDebugTest(3);
530        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
531
532        // 3x overdraw
533        mCaches.stencil.enableDebugTest(4);
534        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
535
536        // 4x overdraw and higher
537        mCaches.stencil.enableDebugTest(4, true);
538        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
539
540        mCaches.stencil.disable();
541    }
542}
543
544void OpenGLRenderer::countOverdraw() {
545    size_t count = getWidth() * getHeight();
546    uint32_t* buffer = new uint32_t[count];
547    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
548
549    size_t total = 0;
550    for (size_t i = 0; i < count; i++) {
551        total += buffer[i] & 0xff;
552    }
553
554    mOverdraw = total / float(count);
555
556    delete[] buffer;
557}
558
559///////////////////////////////////////////////////////////////////////////////
560// Layers
561///////////////////////////////////////////////////////////////////////////////
562
563bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
564    if (layer->deferredUpdateScheduled && layer->renderer &&
565            layer->displayList && layer->displayList->isRenderable()) {
566        ATRACE_CALL();
567
568        Rect& dirty = layer->dirtyRect;
569
570        if (inFrame) {
571            endTiling();
572            debugOverdraw(false, false);
573        }
574
575        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
576            layer->render();
577        } else {
578            layer->defer();
579        }
580
581        if (inFrame) {
582            resumeAfterLayer();
583            startTiling(*mSnapshot);
584        }
585
586        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
587        layer->hasDrawnSinceUpdate = false;
588
589        return true;
590    }
591
592    return false;
593}
594
595void OpenGLRenderer::updateLayers() {
596    // If draw deferring is enabled this method will simply defer
597    // the display list of each individual layer. The layers remain
598    // in the layer updates list which will be cleared by flushLayers().
599    int count = mLayerUpdates.size();
600    if (count > 0) {
601        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
602            startMark("Layer Updates");
603        } else {
604            startMark("Defer Layer Updates");
605        }
606
607        // Note: it is very important to update the layers in order
608        for (int i = 0; i < count; i++) {
609            Layer* layer = mLayerUpdates.itemAt(i);
610            updateLayer(layer, false);
611            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
612                mCaches.resourceCache.decrementRefcount(layer);
613            }
614        }
615
616        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
617            mLayerUpdates.clear();
618            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
619        }
620        endMark();
621    }
622}
623
624void OpenGLRenderer::flushLayers() {
625    int count = mLayerUpdates.size();
626    if (count > 0) {
627        startMark("Apply Layer Updates");
628        char layerName[12];
629
630        // Note: it is very important to update the layers in order
631        for (int i = 0; i < count; i++) {
632            sprintf(layerName, "Layer #%d", i);
633            startMark(layerName);
634
635            ATRACE_BEGIN("flushLayer");
636            Layer* layer = mLayerUpdates.itemAt(i);
637            layer->flush();
638            ATRACE_END();
639
640            mCaches.resourceCache.decrementRefcount(layer);
641
642            endMark();
643        }
644
645        mLayerUpdates.clear();
646        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
647
648        endMark();
649    }
650}
651
652void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
653    if (layer) {
654        // Make sure we don't introduce duplicates.
655        // SortedVector would do this automatically but we need to respect
656        // the insertion order. The linear search is not an issue since
657        // this list is usually very short (typically one item, at most a few)
658        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
659            if (mLayerUpdates.itemAt(i) == layer) {
660                return;
661            }
662        }
663        mLayerUpdates.push_back(layer);
664        mCaches.resourceCache.incrementRefcount(layer);
665    }
666}
667
668void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
669    if (layer) {
670        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
671            if (mLayerUpdates.itemAt(i) == layer) {
672                mLayerUpdates.removeAt(i);
673                mCaches.resourceCache.decrementRefcount(layer);
674                break;
675            }
676        }
677    }
678}
679
680void OpenGLRenderer::clearLayerUpdates() {
681    size_t count = mLayerUpdates.size();
682    if (count > 0) {
683        mCaches.resourceCache.lock();
684        for (size_t i = 0; i < count; i++) {
685            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
686        }
687        mCaches.resourceCache.unlock();
688        mLayerUpdates.clear();
689    }
690}
691
692void OpenGLRenderer::flushLayerUpdates() {
693    syncState();
694    updateLayers();
695    flushLayers();
696    // Wait for all the layer updates to be executed
697    AutoFence fence;
698}
699
700///////////////////////////////////////////////////////////////////////////////
701// State management
702///////////////////////////////////////////////////////////////////////////////
703
704void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
705    bool restoreOrtho = removed.flags & Snapshot::kFlagDirtyOrtho;
706    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
707    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
708
709    if (restoreOrtho) {
710        const Rect& r = restored.viewport;
711        glViewport(r.left, r.top, r.right, r.bottom);
712        mViewProjMatrix.load(removed.orthoMatrix); // todo: should ortho be stored in 'restored'?
713    }
714
715    if (restoreClip) {
716        dirtyClip();
717    }
718
719    if (restoreLayer) {
720        endMark(); // Savelayer
721        startMark("ComposeLayer");
722        composeLayer(removed, restored);
723        endMark();
724    }
725}
726
727///////////////////////////////////////////////////////////////////////////////
728// Layers
729///////////////////////////////////////////////////////////////////////////////
730
731int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
732        int alpha, SkXfermode::Mode mode, int flags) {
733    const int count = saveSnapshot(flags);
734
735    if (!currentSnapshot().isIgnored()) {
736        createLayer(left, top, right, bottom, alpha, mode, flags);
737    }
738
739    return count;
740}
741
742void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
743    const Rect untransformedBounds(bounds);
744
745    currentTransform().mapRect(bounds);
746
747    // Layers only make sense if they are in the framebuffer's bounds
748    if (bounds.intersect(currentClipRect())) {
749        // We cannot work with sub-pixels in this case
750        bounds.snapToPixelBoundaries();
751
752        // When the layer is not an FBO, we may use glCopyTexImage so we
753        // need to make sure the layer does not extend outside the bounds
754        // of the framebuffer
755        if (!bounds.intersect(currentSnapshot().previous->viewport)) {
756            bounds.setEmpty();
757        } else if (fboLayer) {
758            clip.set(bounds);
759            mat4 inverse;
760            inverse.loadInverse(currentTransform());
761            inverse.mapRect(clip);
762            clip.snapToPixelBoundaries();
763            if (clip.intersect(untransformedBounds)) {
764                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
765                bounds.set(untransformedBounds);
766            } else {
767                clip.setEmpty();
768            }
769        }
770    } else {
771        bounds.setEmpty();
772    }
773}
774
775void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
776        bool fboLayer, int alpha) {
777    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
778            bounds.getHeight() > mCaches.maxTextureSize ||
779            (fboLayer && clip.isEmpty())) {
780        mSnapshot->empty = fboLayer;
781    } else {
782        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
783    }
784}
785
786int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
787        int alpha, SkXfermode::Mode mode, int flags) {
788    const int count = saveSnapshot(flags);
789
790    if (!currentSnapshot().isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
791        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
792        // operations will be able to store and restore the current clip and transform info, and
793        // quick rejection will be correct (for display lists)
794
795        Rect bounds(left, top, right, bottom);
796        Rect clip;
797        calculateLayerBoundsAndClip(bounds, clip, true);
798        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
799
800        if (!currentSnapshot().isIgnored()) {
801            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
802            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
803            mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
804        }
805    }
806
807    return count;
808}
809
810
811/**
812 * Layers are viewed by Skia are slightly different than layers in image editing
813 * programs (for instance.) When a layer is created, previously created layers
814 * and the frame buffer still receive every drawing command. For instance, if a
815 * layer is created and a shape intersecting the bounds of the layers and the
816 * framebuffer is draw, the shape will be drawn on both (unless the layer was
817 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
818 *
819 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
820 * texture. Unfortunately, this is inefficient as it requires every primitive to
821 * be drawn n + 1 times, where n is the number of active layers. In practice this
822 * means, for every primitive:
823 *   - Switch active frame buffer
824 *   - Change viewport, clip and projection matrix
825 *   - Issue the drawing
826 *
827 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
828 * To avoid this, layers are implemented in a different way here, at least in the
829 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
830 * is set. When this flag is set we can redirect all drawing operations into a
831 * single FBO.
832 *
833 * This implementation relies on the frame buffer being at least RGBA 8888. When
834 * a layer is created, only a texture is created, not an FBO. The content of the
835 * frame buffer contained within the layer's bounds is copied into this texture
836 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
837 * buffer and drawing continues as normal. This technique therefore treats the
838 * frame buffer as a scratch buffer for the layers.
839 *
840 * To compose the layers back onto the frame buffer, each layer texture
841 * (containing the original frame buffer data) is drawn as a simple quad over
842 * the frame buffer. The trick is that the quad is set as the composition
843 * destination in the blending equation, and the frame buffer becomes the source
844 * of the composition.
845 *
846 * Drawing layers with an alpha value requires an extra step before composition.
847 * An empty quad is drawn over the layer's region in the frame buffer. This quad
848 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
849 * quad is used to multiply the colors in the frame buffer. This is achieved by
850 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
851 * GL_ZERO, GL_SRC_ALPHA.
852 *
853 * Because glCopyTexImage2D() can be slow, an alternative implementation might
854 * be use to draw a single clipped layer. The implementation described above
855 * is correct in every case.
856 *
857 * (1) The frame buffer is actually not cleared right away. To allow the GPU
858 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
859 *     buffer is left untouched until the first drawing operation. Only when
860 *     something actually gets drawn are the layers regions cleared.
861 */
862bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
863        int alpha, SkXfermode::Mode mode, int flags) {
864    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
865    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
866
867    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
868
869    // Window coordinates of the layer
870    Rect clip;
871    Rect bounds(left, top, right, bottom);
872    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
873    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
874
875    // Bail out if we won't draw in this snapshot
876    if (currentSnapshot().isIgnored()) {
877        return false;
878    }
879
880    mCaches.activeTexture(0);
881    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
882    if (!layer) {
883        return false;
884    }
885
886    layer->setAlpha(alpha, mode);
887    layer->layer.set(bounds);
888    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
889            bounds.getWidth() / float(layer->getWidth()), 0.0f);
890    layer->setColorFilter(mDrawModifiers.mColorFilter);
891    layer->setBlend(true);
892    layer->setDirty(false);
893
894    // Save the layer in the snapshot
895    mSnapshot->flags |= Snapshot::kFlagIsLayer;
896    mSnapshot->layer = layer;
897
898    startMark("SaveLayer");
899    if (fboLayer) {
900        return createFboLayer(layer, bounds, clip);
901    } else {
902        // Copy the framebuffer into the layer
903        layer->bindTexture();
904        if (!bounds.isEmpty()) {
905            if (layer->isEmpty()) {
906                // Workaround for some GL drivers. When reading pixels lying outside
907                // of the window we should get undefined values for those pixels.
908                // Unfortunately some drivers will turn the entire target texture black
909                // when reading outside of the window.
910                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
911                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
912                layer->setEmpty(false);
913            }
914
915            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
916                    mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
917
918            // Enqueue the buffer coordinates to clear the corresponding region later
919            mLayers.push(new Rect(bounds));
920        }
921    }
922
923    return true;
924}
925
926bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
927    layer->clipRect.set(clip);
928    layer->setFbo(mCaches.fboCache.get());
929
930    mSnapshot->region = &mSnapshot->layer->region;
931    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
932            Snapshot::kFlagDirtyOrtho;
933    mSnapshot->fbo = layer->getFbo();
934    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
935    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
936    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
937    mSnapshot->height = bounds.getHeight();
938    mSnapshot->orthoMatrix.load(mViewProjMatrix);
939
940    endTiling();
941    debugOverdraw(false, false);
942    // Bind texture to FBO
943    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
944    layer->bindTexture();
945
946    // Initialize the texture if needed
947    if (layer->isEmpty()) {
948        layer->allocateTexture();
949        layer->setEmpty(false);
950    }
951
952    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
953            layer->getTexture(), 0);
954
955    startTiling(*mSnapshot, true);
956
957    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
958    mCaches.enableScissor();
959    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
960            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
961    glClear(GL_COLOR_BUFFER_BIT);
962
963    dirtyClip();
964
965    // Change the ortho projection
966    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
967
968    // TODO: determine best way to support 3d drawing within HW layers
969    mViewProjMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
970
971    return true;
972}
973
974/**
975 * Read the documentation of createLayer() before doing anything in this method.
976 */
977void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
978    if (!removed.layer) {
979        ALOGE("Attempting to compose a layer that does not exist");
980        return;
981    }
982
983    Layer* layer = removed.layer;
984    const Rect& rect = layer->layer;
985    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
986
987    bool clipRequired = false;
988    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
989            &clipRequired, false); // safely ignore return, should never be rejected
990    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
991
992    if (fboLayer) {
993        endTiling();
994
995        // Detach the texture from the FBO
996        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
997
998        layer->removeFbo(false);
999
1000        // Unbind current FBO and restore previous one
1001        glBindFramebuffer(GL_FRAMEBUFFER, restored.fbo);
1002        debugOverdraw(true, false);
1003
1004        startTiling(restored);
1005    }
1006
1007    if (!fboLayer && layer->getAlpha() < 255) {
1008        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1009                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1010        // Required below, composeLayerRect() will divide by 255
1011        layer->setAlpha(255);
1012    }
1013
1014    mCaches.unbindMeshBuffer();
1015
1016    mCaches.activeTexture(0);
1017
1018    // When the layer is stored in an FBO, we can save a bit of fillrate by
1019    // drawing only the dirty region
1020    if (fboLayer) {
1021        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
1022        if (layer->getColorFilter()) {
1023            setupColorFilter(layer->getColorFilter());
1024        }
1025        composeLayerRegion(layer, rect);
1026        if (layer->getColorFilter()) {
1027            resetColorFilter();
1028        }
1029    } else if (!rect.isEmpty()) {
1030        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1031
1032        save(0);
1033        // the layer contains screen buffer content that shouldn't be alpha modulated
1034        // (and any necessary alpha modulation was handled drawing into the layer)
1035        mSnapshot->alpha = 1.0f;
1036        composeLayerRect(layer, rect, true);
1037        restore();
1038    }
1039
1040    dirtyClip();
1041
1042    // Failing to add the layer to the cache should happen only if the layer is too large
1043    if (!mCaches.layerCache.put(layer)) {
1044        LAYER_LOGD("Deleting layer");
1045        Caches::getInstance().resourceCache.decrementRefcount(layer);
1046    }
1047}
1048
1049void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1050    float alpha = getLayerAlpha(layer);
1051
1052    setupDraw();
1053    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1054        setupDrawWithTexture();
1055    } else {
1056        setupDrawWithExternalTexture();
1057    }
1058    setupDrawTextureTransform();
1059    setupDrawColor(alpha, alpha, alpha, alpha);
1060    setupDrawColorFilter();
1061    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1062    setupDrawProgram();
1063    setupDrawPureColorUniforms();
1064    setupDrawColorFilterUniforms();
1065    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1066        setupDrawTexture(layer->getTexture());
1067    } else {
1068        setupDrawExternalTexture(layer->getTexture());
1069    }
1070    if (currentTransform().isPureTranslate() &&
1071            layer->getWidth() == (uint32_t) rect.getWidth() &&
1072            layer->getHeight() == (uint32_t) rect.getHeight()) {
1073        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1074        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1075
1076        layer->setFilter(GL_NEAREST);
1077        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1078                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1079    } else {
1080        layer->setFilter(GL_LINEAR);
1081        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1082                rect.left, rect.top, rect.right, rect.bottom);
1083    }
1084    setupDrawTextureTransformUniforms(layer->getTexTransform());
1085    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
1086
1087    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1088}
1089
1090void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1091    if (!layer->isTextureLayer()) {
1092        const Rect& texCoords = layer->texCoords;
1093        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1094                texCoords.right, texCoords.bottom);
1095
1096        float x = rect.left;
1097        float y = rect.top;
1098        bool simpleTransform = currentTransform().isPureTranslate() &&
1099                layer->getWidth() == (uint32_t) rect.getWidth() &&
1100                layer->getHeight() == (uint32_t) rect.getHeight();
1101
1102        if (simpleTransform) {
1103            // When we're swapping, the layer is already in screen coordinates
1104            if (!swap) {
1105                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1106                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1107            }
1108
1109            layer->setFilter(GL_NEAREST, true);
1110        } else {
1111            layer->setFilter(GL_LINEAR, true);
1112        }
1113
1114        float alpha = getLayerAlpha(layer);
1115        bool blend = layer->isBlend() || alpha < 1.0f;
1116        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1117                layer->getTexture(), alpha, layer->getMode(), blend,
1118                &mMeshVertices[0].x, &mMeshVertices[0].u,
1119                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1120
1121        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1122    } else {
1123        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1124        drawTextureLayer(layer, rect);
1125        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1126    }
1127}
1128
1129/**
1130 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1131 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1132 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1133 * by saveLayer's restore
1134 */
1135#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1136        DRAW_COMMAND;                                                            \
1137        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1138            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1139            DRAW_COMMAND;                                                        \
1140            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1141        }                                                                        \
1142    }
1143
1144#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1145
1146void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1147    if (layer->region.isRect()) {
1148        layer->setRegionAsRect();
1149
1150        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1151
1152        layer->region.clear();
1153        return;
1154    }
1155
1156    if (CC_LIKELY(!layer->region.isEmpty())) {
1157        size_t count;
1158        const android::Rect* rects;
1159        Region safeRegion;
1160        if (CC_LIKELY(hasRectToRectTransform())) {
1161            rects = layer->region.getArray(&count);
1162        } else {
1163            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1164            rects = safeRegion.getArray(&count);
1165        }
1166
1167        const float alpha = getLayerAlpha(layer);
1168        const float texX = 1.0f / float(layer->getWidth());
1169        const float texY = 1.0f / float(layer->getHeight());
1170        const float height = rect.getHeight();
1171
1172        setupDraw();
1173
1174        // We must get (and therefore bind) the region mesh buffer
1175        // after we setup drawing in case we need to mess with the
1176        // stencil buffer in setupDraw()
1177        TextureVertex* mesh = mCaches.getRegionMesh();
1178        uint32_t numQuads = 0;
1179
1180        setupDrawWithTexture();
1181        setupDrawColor(alpha, alpha, alpha, alpha);
1182        setupDrawColorFilter();
1183        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1184        setupDrawProgram();
1185        setupDrawDirtyRegionsDisabled();
1186        setupDrawPureColorUniforms();
1187        setupDrawColorFilterUniforms();
1188        setupDrawTexture(layer->getTexture());
1189        if (currentTransform().isPureTranslate()) {
1190            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1191            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1192
1193            layer->setFilter(GL_NEAREST);
1194            setupDrawModelView(kModelViewMode_Translate, false,
1195                    x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1196        } else {
1197            layer->setFilter(GL_LINEAR);
1198            setupDrawModelView(kModelViewMode_Translate, false,
1199                    rect.left, rect.top, rect.right, rect.bottom);
1200        }
1201        setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1202
1203        for (size_t i = 0; i < count; i++) {
1204            const android::Rect* r = &rects[i];
1205
1206            const float u1 = r->left * texX;
1207            const float v1 = (height - r->top) * texY;
1208            const float u2 = r->right * texX;
1209            const float v2 = (height - r->bottom) * texY;
1210
1211            // TODO: Reject quads outside of the clip
1212            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1213            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1214            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1215            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1216
1217            numQuads++;
1218
1219            if (numQuads >= gMaxNumberOfQuads) {
1220                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1221                                GL_UNSIGNED_SHORT, NULL));
1222                numQuads = 0;
1223                mesh = mCaches.getRegionMesh();
1224            }
1225        }
1226
1227        if (numQuads > 0) {
1228            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1229                            GL_UNSIGNED_SHORT, NULL));
1230        }
1231
1232#if DEBUG_LAYERS_AS_REGIONS
1233        drawRegionRectsDebug(layer->region);
1234#endif
1235
1236        layer->region.clear();
1237    }
1238}
1239
1240#if DEBUG_LAYERS_AS_REGIONS
1241void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1242    size_t count;
1243    const android::Rect* rects = region.getArray(&count);
1244
1245    uint32_t colors[] = {
1246            0x7fff0000, 0x7f00ff00,
1247            0x7f0000ff, 0x7fff00ff,
1248    };
1249
1250    int offset = 0;
1251    int32_t top = rects[0].top;
1252
1253    for (size_t i = 0; i < count; i++) {
1254        if (top != rects[i].top) {
1255            offset ^= 0x2;
1256            top = rects[i].top;
1257        }
1258
1259        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1260        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1261                SkXfermode::kSrcOver_Mode);
1262    }
1263}
1264#endif
1265
1266void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1267        SkXfermode::Mode mode, bool dirty) {
1268    Vector<float> rects;
1269
1270    SkRegion::Iterator it(region);
1271    while (!it.done()) {
1272        const SkIRect& r = it.rect();
1273        rects.push(r.fLeft);
1274        rects.push(r.fTop);
1275        rects.push(r.fRight);
1276        rects.push(r.fBottom);
1277        it.next();
1278    }
1279
1280    drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1281}
1282
1283void OpenGLRenderer::dirtyLayer(const float left, const float top,
1284        const float right, const float bottom, const mat4 transform) {
1285    if (hasLayer()) {
1286        Rect bounds(left, top, right, bottom);
1287        transform.mapRect(bounds);
1288        dirtyLayerUnchecked(bounds, getRegion());
1289    }
1290}
1291
1292void OpenGLRenderer::dirtyLayer(const float left, const float top,
1293        const float right, const float bottom) {
1294    if (hasLayer()) {
1295        Rect bounds(left, top, right, bottom);
1296        dirtyLayerUnchecked(bounds, getRegion());
1297    }
1298}
1299
1300void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1301    if (bounds.intersect(currentClipRect())) {
1302        bounds.snapToPixelBoundaries();
1303        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1304        if (!dirty.isEmpty()) {
1305            region->orSelf(dirty);
1306        }
1307    }
1308}
1309
1310void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1311    GLsizei elementsCount = quadsCount * 6;
1312    while (elementsCount > 0) {
1313        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1314
1315        setupDrawIndexedVertices(&mesh[0].x);
1316        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1317
1318        elementsCount -= drawCount;
1319        // Though there are 4 vertices in a quad, we use 6 indices per
1320        // quad to draw with GL_TRIANGLES
1321        mesh += (drawCount / 6) * 4;
1322    }
1323}
1324
1325void OpenGLRenderer::clearLayerRegions() {
1326    const size_t count = mLayers.size();
1327    if (count == 0) return;
1328
1329    if (!currentSnapshot().isIgnored()) {
1330        // Doing several glScissor/glClear here can negatively impact
1331        // GPUs with a tiler architecture, instead we draw quads with
1332        // the Clear blending mode
1333
1334        // The list contains bounds that have already been clipped
1335        // against their initial clip rect, and the current clip
1336        // is likely different so we need to disable clipping here
1337        bool scissorChanged = mCaches.disableScissor();
1338
1339        Vertex mesh[count * 4];
1340        Vertex* vertex = mesh;
1341
1342        for (uint32_t i = 0; i < count; i++) {
1343            Rect* bounds = mLayers.itemAt(i);
1344
1345            Vertex::set(vertex++, bounds->left, bounds->top);
1346            Vertex::set(vertex++, bounds->right, bounds->top);
1347            Vertex::set(vertex++, bounds->left, bounds->bottom);
1348            Vertex::set(vertex++, bounds->right, bounds->bottom);
1349
1350            delete bounds;
1351        }
1352        // We must clear the list of dirty rects before we
1353        // call setupDraw() to prevent stencil setup to do
1354        // the same thing again
1355        mLayers.clear();
1356
1357        setupDraw(false);
1358        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1359        setupDrawBlending(true, SkXfermode::kClear_Mode);
1360        setupDrawProgram();
1361        setupDrawPureColorUniforms();
1362        setupDrawModelView(kModelViewMode_Translate, false,
1363                0.0f, 0.0f, 0.0f, 0.0f, true);
1364
1365        issueIndexedQuadDraw(&mesh[0], count);
1366
1367        if (scissorChanged) mCaches.enableScissor();
1368    } else {
1369        for (uint32_t i = 0; i < count; i++) {
1370            delete mLayers.itemAt(i);
1371        }
1372        mLayers.clear();
1373    }
1374}
1375
1376///////////////////////////////////////////////////////////////////////////////
1377// State Deferral
1378///////////////////////////////////////////////////////////////////////////////
1379
1380bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1381    const Rect& currentClip = currentClipRect();
1382    const mat4& currentMatrix = currentTransform();
1383
1384    if (stateDeferFlags & kStateDeferFlag_Draw) {
1385        // state has bounds initialized in local coordinates
1386        if (!state.mBounds.isEmpty()) {
1387            currentMatrix.mapRect(state.mBounds);
1388            Rect clippedBounds(state.mBounds);
1389            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1390            // is used, it should more closely duplicate the quickReject logic (in how it uses
1391            // snapToPixelBoundaries)
1392
1393            if(!clippedBounds.intersect(currentClip)) {
1394                // quick rejected
1395                return true;
1396            }
1397
1398            state.mClipSideFlags = kClipSide_None;
1399            if (!currentClip.contains(state.mBounds)) {
1400                int& flags = state.mClipSideFlags;
1401                // op partially clipped, so record which sides are clipped for clip-aware merging
1402                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1403                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1404                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1405                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1406            }
1407            state.mBounds.set(clippedBounds);
1408        } else {
1409            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1410            // overdraw avoidance (since we don't know what it overlaps)
1411            state.mClipSideFlags = kClipSide_ConservativeFull;
1412            state.mBounds.set(currentClip);
1413        }
1414    }
1415
1416    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1417    if (state.mClipValid) {
1418        state.mClip.set(currentClip);
1419    }
1420
1421    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1422    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1423    state.mMatrix.load(currentMatrix);
1424    state.mDrawModifiers = mDrawModifiers;
1425    state.mAlpha = currentSnapshot().alpha;
1426    return false;
1427}
1428
1429void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1430    setMatrix(state.mMatrix);
1431    mSnapshot->alpha = state.mAlpha;
1432    mDrawModifiers = state.mDrawModifiers;
1433
1434    if (state.mClipValid && !skipClipRestore) {
1435        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1436                state.mClip.right, state.mClip.bottom);
1437        dirtyClip();
1438    }
1439}
1440
1441/**
1442 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1443 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1444 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1445 *
1446 * This method should be called when restoreDisplayState() won't be restoring the clip
1447 */
1448void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1449    if (clipRect != NULL) {
1450        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1451    } else {
1452        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1453    }
1454    dirtyClip();
1455    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1456}
1457
1458///////////////////////////////////////////////////////////////////////////////
1459// Clipping
1460///////////////////////////////////////////////////////////////////////////////
1461
1462void OpenGLRenderer::setScissorFromClip() {
1463    Rect clip(currentClipRect());
1464    clip.snapToPixelBoundaries();
1465
1466    if (mCaches.setScissor(clip.left, currentSnapshot().height - clip.bottom,
1467            clip.getWidth(), clip.getHeight())) {
1468        mDirtyClip = false;
1469    }
1470}
1471
1472void OpenGLRenderer::ensureStencilBuffer() {
1473    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1474    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1475    // just hope we have one when hasLayer() returns false.
1476    if (hasLayer()) {
1477        attachStencilBufferToLayer(currentSnapshot().layer);
1478    }
1479}
1480
1481void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1482    // The layer's FBO is already bound when we reach this stage
1483    if (!layer->getStencilRenderBuffer()) {
1484        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1485        // is attached after we initiated tiling. We must turn it off,
1486        // attach the new render buffer then turn tiling back on
1487        endTiling();
1488
1489        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1490                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1491        layer->setStencilRenderBuffer(buffer);
1492
1493        startTiling(layer->clipRect, layer->layer.getHeight());
1494    }
1495}
1496
1497void OpenGLRenderer::setStencilFromClip() {
1498    if (!mCaches.debugOverdraw) {
1499        if (!currentSnapshot().clipRegion->isEmpty()) {
1500            // NOTE: The order here is important, we must set dirtyClip to false
1501            //       before any draw call to avoid calling back into this method
1502            mDirtyClip = false;
1503
1504            ensureStencilBuffer();
1505
1506            mCaches.stencil.enableWrite();
1507
1508            // Clear the stencil but first make sure we restrict drawing
1509            // to the region's bounds
1510            bool resetScissor = mCaches.enableScissor();
1511            if (resetScissor) {
1512                // The scissor was not set so we now need to update it
1513                setScissorFromClip();
1514            }
1515            mCaches.stencil.clear();
1516            if (resetScissor) mCaches.disableScissor();
1517
1518            // NOTE: We could use the region contour path to generate a smaller mesh
1519            //       Since we are using the stencil we could use the red book path
1520            //       drawing technique. It might increase bandwidth usage though.
1521
1522            // The last parameter is important: we are not drawing in the color buffer
1523            // so we don't want to dirty the current layer, if any
1524            drawRegionRects(*(currentSnapshot().clipRegion),
1525                    0xff000000, SkXfermode::kSrc_Mode, false);
1526
1527            mCaches.stencil.enableTest();
1528
1529            // Draw the region used to generate the stencil if the appropriate debug
1530            // mode is enabled
1531            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1532                drawRegionRects(*(currentSnapshot().clipRegion),
1533                        0x7f0000ff, SkXfermode::kSrcOver_Mode);
1534            }
1535        } else {
1536            mCaches.stencil.disable();
1537        }
1538    }
1539}
1540
1541/**
1542 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1543 *
1544 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1545 *         style, and tessellated AA ramp
1546 */
1547bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1548        SkPaint* paint) {
1549    bool clipRequired = false;
1550    bool snapOut = paint && paint->isAntiAlias();
1551
1552    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1553        float outset = paint->getStrokeWidth() * 0.5f;
1554        left -= outset;
1555        top -= outset;
1556        right += outset;
1557        bottom += outset;
1558    }
1559
1560    if (calculateQuickRejectForScissor(left, top, right, bottom, &clipRequired, snapOut)) {
1561        return true;
1562    }
1563
1564    if (!isRecording()) {
1565        // not quick rejected, so enable the scissor if clipRequired
1566        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1567    }
1568    return false;
1569}
1570
1571void OpenGLRenderer::debugClip() {
1572#if DEBUG_CLIP_REGIONS
1573    if (!isRecording() && !currentSnapshot().clipRegion->isEmpty()) {
1574        drawRegionRects(*(currentSnapshot().clipRegion), 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1575    }
1576#endif
1577}
1578
1579bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1580    if (CC_LIKELY(currentTransform().rectToRect())) {
1581        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1582        if (clipped) {
1583            dirtyClip();
1584        }
1585        return !mSnapshot->clipRect->isEmpty();
1586    }
1587
1588    SkPath path;
1589    path.addRect(left, top, right, bottom);
1590
1591    return OpenGLRenderer::clipPath(&path, op);
1592}
1593
1594bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1595    SkMatrix transform;
1596    currentTransform().copyTo(transform);
1597
1598    SkPath transformed;
1599    path->transform(transform, &transformed);
1600
1601    SkRegion clip;
1602    if (!mSnapshot->previous->clipRegion->isEmpty()) {
1603        clip.setRegion(*mSnapshot->previous->clipRegion);
1604    } else {
1605        if (mSnapshot->previous == mFirstSnapshot) {
1606            clip.setRect(0, 0, getWidth(), getHeight());
1607        } else {
1608            Rect* bounds = mSnapshot->previous->clipRect;
1609            clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1610        }
1611    }
1612
1613    SkRegion region;
1614    region.setPath(transformed, clip);
1615
1616    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1617    if (clipped) {
1618        dirtyClip();
1619    }
1620    return !mSnapshot->clipRect->isEmpty();
1621}
1622
1623bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1624    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1625    if (clipped) {
1626        dirtyClip();
1627    }
1628    return !mSnapshot->clipRect->isEmpty();
1629}
1630
1631///////////////////////////////////////////////////////////////////////////////
1632// Drawing commands
1633///////////////////////////////////////////////////////////////////////////////
1634
1635void OpenGLRenderer::setupDraw(bool clear) {
1636    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1637    //       changes the scissor test state
1638    if (clear) clearLayerRegions();
1639    // Make sure setScissor & setStencil happen at the beginning of
1640    // this method
1641    if (mDirtyClip) {
1642        if (mCaches.scissorEnabled) {
1643            setScissorFromClip();
1644        }
1645        setStencilFromClip();
1646    }
1647
1648    mDescription.reset();
1649
1650    mSetShaderColor = false;
1651    mColorSet = false;
1652    mColorA = mColorR = mColorG = mColorB = 0.0f;
1653    mTextureUnit = 0;
1654    mTrackDirtyRegions = true;
1655
1656    // Enable debug highlight when what we're about to draw is tested against
1657    // the stencil buffer and if stencil highlight debugging is on
1658    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1659            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1660            mCaches.stencil.isTestEnabled();
1661
1662    mDescription.emulateStencil = mCountOverdraw;
1663}
1664
1665void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1666    mDescription.hasTexture = true;
1667    mDescription.hasAlpha8Texture = isAlpha8;
1668}
1669
1670void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1671    mDescription.hasTexture = true;
1672    mDescription.hasColors = true;
1673    mDescription.hasAlpha8Texture = isAlpha8;
1674}
1675
1676void OpenGLRenderer::setupDrawWithExternalTexture() {
1677    mDescription.hasExternalTexture = true;
1678}
1679
1680void OpenGLRenderer::setupDrawNoTexture() {
1681    mCaches.disableTexCoordsVertexArray();
1682}
1683
1684void OpenGLRenderer::setupDrawAA() {
1685    mDescription.isAA = true;
1686}
1687
1688void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1689    mColorA = alpha / 255.0f;
1690    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1691    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1692    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1693    mColorSet = true;
1694    mSetShaderColor = mDescription.setColorModulate(mColorA);
1695}
1696
1697void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1698    mColorA = alpha / 255.0f;
1699    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1700    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1701    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1702    mColorSet = true;
1703    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1704}
1705
1706void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1707    mCaches.fontRenderer->describe(mDescription, paint);
1708}
1709
1710void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1711    mColorA = a;
1712    mColorR = r;
1713    mColorG = g;
1714    mColorB = b;
1715    mColorSet = true;
1716    mSetShaderColor = mDescription.setColorModulate(a);
1717}
1718
1719void OpenGLRenderer::setupDrawShader() {
1720    if (mDrawModifiers.mShader) {
1721        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1722    }
1723}
1724
1725void OpenGLRenderer::setupDrawColorFilter() {
1726    if (mDrawModifiers.mColorFilter) {
1727        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1728    }
1729}
1730
1731void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1732    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1733        mColorA = 1.0f;
1734        mColorR = mColorG = mColorB = 0.0f;
1735        mSetShaderColor = mDescription.modulate = true;
1736    }
1737}
1738
1739void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1740    // When the blending mode is kClear_Mode, we need to use a modulate color
1741    // argb=1,0,0,0
1742    accountForClear(mode);
1743    bool blend = (mColorSet && mColorA < 1.0f) ||
1744            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1745    chooseBlending(blend, mode, mDescription, swapSrcDst);
1746}
1747
1748void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1749    // When the blending mode is kClear_Mode, we need to use a modulate color
1750    // argb=1,0,0,0
1751    accountForClear(mode);
1752    blend |= (mColorSet && mColorA < 1.0f) ||
1753            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1754            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1755    chooseBlending(blend, mode, mDescription, swapSrcDst);
1756}
1757
1758void OpenGLRenderer::setupDrawProgram() {
1759    useProgram(mCaches.programCache.get(mDescription));
1760}
1761
1762void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1763    mTrackDirtyRegions = false;
1764}
1765
1766void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1767        float left, float top, float right, float bottom, bool ignoreTransform) {
1768    mModelView.loadTranslate(left, top, 0.0f);
1769    if (mode == kModelViewMode_TranslateAndScale) {
1770        mModelView.scale(right - left, bottom - top, 1.0f);
1771    }
1772
1773    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1774    if (!ignoreTransform) {
1775        mCaches.currentProgram->set(mViewProjMatrix, mModelView, currentTransform(), offset);
1776        if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1777    } else {
1778        mCaches.currentProgram->set(mViewProjMatrix, mModelView, mat4::identity(), offset);
1779        if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1780    }
1781}
1782
1783void OpenGLRenderer::setupDrawColorUniforms() {
1784    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1785        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1786    }
1787}
1788
1789void OpenGLRenderer::setupDrawPureColorUniforms() {
1790    if (mSetShaderColor) {
1791        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1792    }
1793}
1794
1795void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1796    if (mDrawModifiers.mShader) {
1797        if (ignoreTransform) {
1798            // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1799            // because it was built into modelView / the geometry, and the SkiaShader needs to
1800            // compensate.
1801            mat4 modelViewWithoutTransform;
1802            modelViewWithoutTransform.loadInverse(currentTransform());
1803            modelViewWithoutTransform.multiply(mModelView);
1804            mModelView.load(modelViewWithoutTransform);
1805        }
1806        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1807                mModelView, *mSnapshot, &mTextureUnit);
1808    }
1809}
1810
1811void OpenGLRenderer::setupDrawColorFilterUniforms() {
1812    if (mDrawModifiers.mColorFilter) {
1813        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1814    }
1815}
1816
1817void OpenGLRenderer::setupDrawTextGammaUniforms() {
1818    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1819}
1820
1821void OpenGLRenderer::setupDrawSimpleMesh() {
1822    bool force = mCaches.bindMeshBuffer();
1823    mCaches.bindPositionVertexPointer(force, 0);
1824    mCaches.unbindIndicesBuffer();
1825}
1826
1827void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1828    if (texture) bindTexture(texture);
1829    mTextureUnit++;
1830    mCaches.enableTexCoordsVertexArray();
1831}
1832
1833void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1834    bindExternalTexture(texture);
1835    mTextureUnit++;
1836    mCaches.enableTexCoordsVertexArray();
1837}
1838
1839void OpenGLRenderer::setupDrawTextureTransform() {
1840    mDescription.hasTextureTransform = true;
1841}
1842
1843void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1844    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1845            GL_FALSE, &transform.data[0]);
1846}
1847
1848void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1849    bool force = false;
1850    if (!vertices || vbo) {
1851        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1852    } else {
1853        force = mCaches.unbindMeshBuffer();
1854    }
1855
1856    mCaches.bindPositionVertexPointer(force, vertices);
1857    if (mCaches.currentProgram->texCoords >= 0) {
1858        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1859    }
1860
1861    mCaches.unbindIndicesBuffer();
1862}
1863
1864void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1865    bool force = mCaches.unbindMeshBuffer();
1866    GLsizei stride = sizeof(ColorTextureVertex);
1867
1868    mCaches.bindPositionVertexPointer(force, vertices, stride);
1869    if (mCaches.currentProgram->texCoords >= 0) {
1870        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1871    }
1872    int slot = mCaches.currentProgram->getAttrib("colors");
1873    if (slot >= 0) {
1874        glEnableVertexAttribArray(slot);
1875        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1876    }
1877
1878    mCaches.unbindIndicesBuffer();
1879}
1880
1881void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1882    bool force = false;
1883    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1884    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1885    // use the default VBO found in Caches
1886    if (!vertices || vbo) {
1887        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1888    } else {
1889        force = mCaches.unbindMeshBuffer();
1890    }
1891    mCaches.bindIndicesBuffer();
1892
1893    mCaches.bindPositionVertexPointer(force, vertices);
1894    if (mCaches.currentProgram->texCoords >= 0) {
1895        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1896    }
1897}
1898
1899void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1900    bool force = mCaches.unbindMeshBuffer();
1901    mCaches.bindIndicesBuffer();
1902    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1903}
1904
1905///////////////////////////////////////////////////////////////////////////////
1906// Drawing
1907///////////////////////////////////////////////////////////////////////////////
1908
1909status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1910        int32_t replayFlags) {
1911    status_t status;
1912
1913    if (mCaches.propertyDirtyViewport) {
1914        // force recalc of view/proj matrices
1915        setViewport(getWidth(), getHeight());
1916        mCaches.propertyDirtyViewport = false;
1917    }
1918
1919    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1920    // will be performed by the display list itself
1921    if (displayList && displayList->isRenderable()) {
1922        // compute 3d ordering
1923        displayList->computeOrdering();
1924        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1925            status = startFrame();
1926            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1927            displayList->replay(replayStruct, 0);
1928            return status | replayStruct.mDrawGlStatus;
1929        }
1930
1931        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1932        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
1933        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1934        displayList->defer(deferStruct, 0);
1935
1936        flushLayers();
1937        status = startFrame();
1938
1939        return deferredList.flush(*this, dirty) | status;
1940    }
1941
1942    return DrawGlInfo::kStatusDone;
1943}
1944
1945void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1946    int alpha;
1947    SkXfermode::Mode mode;
1948    getAlphaAndMode(paint, &alpha, &mode);
1949
1950    int color = paint != NULL ? paint->getColor() : 0;
1951
1952    float x = left;
1953    float y = top;
1954
1955    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1956
1957    bool ignoreTransform = false;
1958    if (currentTransform().isPureTranslate()) {
1959        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
1960        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
1961        ignoreTransform = true;
1962
1963        texture->setFilter(GL_NEAREST, true);
1964    } else {
1965        texture->setFilter(FILTER(paint), true);
1966    }
1967
1968    // No need to check for a UV mapper on the texture object, only ARGB_8888
1969    // bitmaps get packed in the atlas
1970    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1971            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1972            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1973}
1974
1975/**
1976 * Important note: this method is intended to draw batches of bitmaps and
1977 * will not set the scissor enable or dirty the current layer, if any.
1978 * The caller is responsible for properly dirtying the current layer.
1979 */
1980status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
1981        TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) {
1982    mCaches.activeTexture(0);
1983    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1984    if (!texture) return DrawGlInfo::kStatusDone;
1985
1986    const AutoTexture autoCleanup(texture);
1987
1988    int alpha;
1989    SkXfermode::Mode mode;
1990    getAlphaAndMode(paint, &alpha, &mode);
1991
1992    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1993    texture->setFilter(pureTranslate ? GL_NEAREST : FILTER(paint), true);
1994
1995    const float x = (int) floorf(bounds.left + 0.5f);
1996    const float y = (int) floorf(bounds.top + 0.5f);
1997    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
1998        int color = paint != NULL ? paint->getColor() : 0;
1999        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2000                texture->id, paint != NULL, color, alpha, mode,
2001                &vertices[0].x, &vertices[0].u,
2002                GL_TRIANGLES, bitmapCount * 6, true,
2003                kModelViewMode_Translate, false);
2004    } else {
2005        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2006                texture->id, alpha / 255.0f, mode, texture->blend,
2007                &vertices[0].x, &vertices[0].u,
2008                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2009                kModelViewMode_Translate, false);
2010    }
2011
2012    return DrawGlInfo::kStatusDrew;
2013}
2014
2015status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2016    const float right = left + bitmap->width();
2017    const float bottom = top + bitmap->height();
2018
2019    if (quickRejectSetupScissor(left, top, right, bottom)) {
2020        return DrawGlInfo::kStatusDone;
2021    }
2022
2023    mCaches.activeTexture(0);
2024    Texture* texture = getTexture(bitmap);
2025    if (!texture) return DrawGlInfo::kStatusDone;
2026    const AutoTexture autoCleanup(texture);
2027
2028    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2029        drawAlphaBitmap(texture, left, top, paint);
2030    } else {
2031        drawTextureRect(left, top, right, bottom, texture, paint);
2032    }
2033
2034    return DrawGlInfo::kStatusDrew;
2035}
2036
2037status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2038    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2039    const mat4 transform(*matrix);
2040    transform.mapRect(r);
2041
2042    if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) {
2043        return DrawGlInfo::kStatusDone;
2044    }
2045
2046    mCaches.activeTexture(0);
2047    Texture* texture = getTexture(bitmap);
2048    if (!texture) return DrawGlInfo::kStatusDone;
2049    const AutoTexture autoCleanup(texture);
2050
2051    // This could be done in a cheaper way, all we need is pass the matrix
2052    // to the vertex shader. The save/restore is a bit overkill.
2053    save(SkCanvas::kMatrix_SaveFlag);
2054    concatMatrix(matrix);
2055    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2056        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2057    } else {
2058        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2059    }
2060    restore();
2061
2062    return DrawGlInfo::kStatusDrew;
2063}
2064
2065status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2066    const float right = left + bitmap->width();
2067    const float bottom = top + bitmap->height();
2068
2069    if (quickRejectSetupScissor(left, top, right, bottom)) {
2070        return DrawGlInfo::kStatusDone;
2071    }
2072
2073    mCaches.activeTexture(0);
2074    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2075    const AutoTexture autoCleanup(texture);
2076
2077    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2078        drawAlphaBitmap(texture, left, top, paint);
2079    } else {
2080        drawTextureRect(left, top, right, bottom, texture, paint);
2081    }
2082
2083    return DrawGlInfo::kStatusDrew;
2084}
2085
2086status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2087        float* vertices, int* colors, SkPaint* paint) {
2088    if (!vertices || mSnapshot->isIgnored()) {
2089        return DrawGlInfo::kStatusDone;
2090    }
2091
2092    // TODO: use quickReject on bounds from vertices
2093    mCaches.enableScissor();
2094
2095    float left = FLT_MAX;
2096    float top = FLT_MAX;
2097    float right = FLT_MIN;
2098    float bottom = FLT_MIN;
2099
2100    const uint32_t count = meshWidth * meshHeight * 6;
2101
2102    ColorTextureVertex mesh[count];
2103    ColorTextureVertex* vertex = mesh;
2104
2105    bool cleanupColors = false;
2106    if (!colors) {
2107        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2108        colors = new int[colorsCount];
2109        memset(colors, 0xff, colorsCount * sizeof(int));
2110        cleanupColors = true;
2111    }
2112
2113    mCaches.activeTexture(0);
2114    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2115    const UvMapper& mapper(getMapper(texture));
2116
2117    for (int32_t y = 0; y < meshHeight; y++) {
2118        for (int32_t x = 0; x < meshWidth; x++) {
2119            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2120
2121            float u1 = float(x) / meshWidth;
2122            float u2 = float(x + 1) / meshWidth;
2123            float v1 = float(y) / meshHeight;
2124            float v2 = float(y + 1) / meshHeight;
2125
2126            mapper.map(u1, v1, u2, v2);
2127
2128            int ax = i + (meshWidth + 1) * 2;
2129            int ay = ax + 1;
2130            int bx = i;
2131            int by = bx + 1;
2132            int cx = i + 2;
2133            int cy = cx + 1;
2134            int dx = i + (meshWidth + 1) * 2 + 2;
2135            int dy = dx + 1;
2136
2137            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2138            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2139            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2140
2141            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2142            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2143            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2144
2145            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2146            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2147            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2148            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2149        }
2150    }
2151
2152    if (quickRejectSetupScissor(left, top, right, bottom)) {
2153        if (cleanupColors) delete[] colors;
2154        return DrawGlInfo::kStatusDone;
2155    }
2156
2157    if (!texture) {
2158        texture = mCaches.textureCache.get(bitmap);
2159        if (!texture) {
2160            if (cleanupColors) delete[] colors;
2161            return DrawGlInfo::kStatusDone;
2162        }
2163    }
2164    const AutoTexture autoCleanup(texture);
2165
2166    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2167    texture->setFilter(FILTER(paint), true);
2168
2169    int alpha;
2170    SkXfermode::Mode mode;
2171    getAlphaAndMode(paint, &alpha, &mode);
2172
2173    float a = alpha / 255.0f;
2174
2175    if (hasLayer()) {
2176        dirtyLayer(left, top, right, bottom, currentTransform());
2177    }
2178
2179    setupDraw();
2180    setupDrawWithTextureAndColor();
2181    setupDrawColor(a, a, a, a);
2182    setupDrawColorFilter();
2183    setupDrawBlending(true, mode, false);
2184    setupDrawProgram();
2185    setupDrawDirtyRegionsDisabled();
2186    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2187    setupDrawTexture(texture->id);
2188    setupDrawPureColorUniforms();
2189    setupDrawColorFilterUniforms();
2190    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2191
2192    glDrawArrays(GL_TRIANGLES, 0, count);
2193
2194    int slot = mCaches.currentProgram->getAttrib("colors");
2195    if (slot >= 0) {
2196        glDisableVertexAttribArray(slot);
2197    }
2198
2199    if (cleanupColors) delete[] colors;
2200
2201    return DrawGlInfo::kStatusDrew;
2202}
2203
2204status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2205         float srcLeft, float srcTop, float srcRight, float srcBottom,
2206         float dstLeft, float dstTop, float dstRight, float dstBottom,
2207         SkPaint* paint) {
2208    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2209        return DrawGlInfo::kStatusDone;
2210    }
2211
2212    mCaches.activeTexture(0);
2213    Texture* texture = getTexture(bitmap);
2214    if (!texture) return DrawGlInfo::kStatusDone;
2215    const AutoTexture autoCleanup(texture);
2216
2217    const float width = texture->width;
2218    const float height = texture->height;
2219
2220    float u1 = fmax(0.0f, srcLeft / width);
2221    float v1 = fmax(0.0f, srcTop / height);
2222    float u2 = fmin(1.0f, srcRight / width);
2223    float v2 = fmin(1.0f, srcBottom / height);
2224
2225    getMapper(texture).map(u1, v1, u2, v2);
2226
2227    mCaches.unbindMeshBuffer();
2228    resetDrawTextureTexCoords(u1, v1, u2, v2);
2229
2230    int alpha;
2231    SkXfermode::Mode mode;
2232    getAlphaAndMode(paint, &alpha, &mode);
2233
2234    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2235
2236    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2237    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2238
2239    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2240    // Apply a scale transform on the canvas only when a shader is in use
2241    // Skia handles the ratio between the dst and src rects as a scale factor
2242    // when a shader is set
2243    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2244    bool ignoreTransform = false;
2245
2246    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2247        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2248        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2249
2250        dstRight = x + (dstRight - dstLeft);
2251        dstBottom = y + (dstBottom - dstTop);
2252
2253        dstLeft = x;
2254        dstTop = y;
2255
2256        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2257        ignoreTransform = true;
2258    } else {
2259        texture->setFilter(FILTER(paint), true);
2260    }
2261
2262    if (CC_UNLIKELY(useScaleTransform)) {
2263        save(SkCanvas::kMatrix_SaveFlag);
2264        translate(dstLeft, dstTop);
2265        scale(scaleX, scaleY);
2266
2267        dstLeft = 0.0f;
2268        dstTop = 0.0f;
2269
2270        dstRight = srcRight - srcLeft;
2271        dstBottom = srcBottom - srcTop;
2272    }
2273
2274    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2275        int color = paint ? paint->getColor() : 0;
2276        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2277                texture->id, paint != NULL, color, alpha, mode,
2278                &mMeshVertices[0].x, &mMeshVertices[0].u,
2279                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2280    } else {
2281        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2282                texture->id, alpha / 255.0f, mode, texture->blend,
2283                &mMeshVertices[0].x, &mMeshVertices[0].u,
2284                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2285    }
2286
2287    if (CC_UNLIKELY(useScaleTransform)) {
2288        restore();
2289    }
2290
2291    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2292
2293    return DrawGlInfo::kStatusDrew;
2294}
2295
2296status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2297        float left, float top, float right, float bottom, SkPaint* paint) {
2298    if (quickRejectSetupScissor(left, top, right, bottom)) {
2299        return DrawGlInfo::kStatusDone;
2300    }
2301
2302    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2303    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2304            right - left, bottom - top, patch);
2305
2306    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2307}
2308
2309status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2310        float left, float top, float right, float bottom, SkPaint* paint) {
2311    if (quickRejectSetupScissor(left, top, right, bottom)) {
2312        return DrawGlInfo::kStatusDone;
2313    }
2314
2315    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2316        mCaches.activeTexture(0);
2317        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2318        if (!texture) return DrawGlInfo::kStatusDone;
2319        const AutoTexture autoCleanup(texture);
2320
2321        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2322        texture->setFilter(GL_LINEAR, true);
2323
2324        int alpha;
2325        SkXfermode::Mode mode;
2326        getAlphaAndMode(paint, &alpha, &mode);
2327
2328        const bool pureTranslate = currentTransform().isPureTranslate();
2329        // Mark the current layer dirty where we are going to draw the patch
2330        if (hasLayer() && mesh->hasEmptyQuads) {
2331            const float offsetX = left + currentTransform().getTranslateX();
2332            const float offsetY = top + currentTransform().getTranslateY();
2333            const size_t count = mesh->quads.size();
2334            for (size_t i = 0; i < count; i++) {
2335                const Rect& bounds = mesh->quads.itemAt(i);
2336                if (CC_LIKELY(pureTranslate)) {
2337                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2338                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2339                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2340                } else {
2341                    dirtyLayer(left + bounds.left, top + bounds.top,
2342                            left + bounds.right, top + bounds.bottom, currentTransform());
2343                }
2344            }
2345        }
2346
2347        bool ignoreTransform = false;
2348        if (CC_LIKELY(pureTranslate)) {
2349            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2350            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2351
2352            right = x + right - left;
2353            bottom = y + bottom - top;
2354            left = x;
2355            top = y;
2356            ignoreTransform = true;
2357        }
2358        drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2359                mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2360                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2361                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2362    }
2363
2364    return DrawGlInfo::kStatusDrew;
2365}
2366
2367/**
2368 * Important note: this method is intended to draw batches of 9-patch objects and
2369 * will not set the scissor enable or dirty the current layer, if any.
2370 * The caller is responsible for properly dirtying the current layer.
2371 */
2372status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2373        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2374    mCaches.activeTexture(0);
2375    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2376    if (!texture) return DrawGlInfo::kStatusDone;
2377    const AutoTexture autoCleanup(texture);
2378
2379    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2380    texture->setFilter(GL_LINEAR, true);
2381
2382    int alpha;
2383    SkXfermode::Mode mode;
2384    getAlphaAndMode(paint, &alpha, &mode);
2385
2386    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2387            mode, texture->blend, &vertices[0].x, &vertices[0].u,
2388            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2389
2390    return DrawGlInfo::kStatusDrew;
2391}
2392
2393status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2394        bool useOffset) {
2395    // not missing call to quickReject/dirtyLayer, always done at a higher level
2396
2397    if (!vertexBuffer.getVertexCount()) {
2398        // no vertices to draw
2399        return DrawGlInfo::kStatusDone;
2400    }
2401
2402    int color = paint->getColor();
2403    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2404    bool isAA = paint->isAntiAlias();
2405
2406    setupDraw();
2407    setupDrawNoTexture();
2408    if (isAA) setupDrawAA();
2409    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2410    setupDrawColorFilter();
2411    setupDrawShader();
2412    setupDrawBlending(isAA, mode);
2413    setupDrawProgram();
2414    setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0);
2415    setupDrawColorUniforms();
2416    setupDrawColorFilterUniforms();
2417    setupDrawShaderUniforms();
2418
2419    const void* vertices = vertexBuffer.getBuffer();
2420    bool force = mCaches.unbindMeshBuffer();
2421    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2422    mCaches.resetTexCoordsVertexPointer();
2423    mCaches.unbindIndicesBuffer();
2424
2425    int alphaSlot = -1;
2426    if (isAA) {
2427        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2428        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2429
2430        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2431        glEnableVertexAttribArray(alphaSlot);
2432        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2433    }
2434
2435    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2436
2437    if (isAA) {
2438        glDisableVertexAttribArray(alphaSlot);
2439    }
2440
2441    return DrawGlInfo::kStatusDrew;
2442}
2443
2444/**
2445 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2446 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2447 * screen space in all directions. However, instead of using a fragment shader to compute the
2448 * translucency of the color from its position, we simply use a varying parameter to define how far
2449 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2450 *
2451 * Doesn't yet support joins, caps, or path effects.
2452 */
2453status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2454    VertexBuffer vertexBuffer;
2455    // TODO: try clipping large paths to viewport
2456    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2457
2458    if (hasLayer()) {
2459        SkRect bounds = path.getBounds();
2460        PathTessellator::expandBoundsForStroke(bounds, paint);
2461        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2462    }
2463
2464    return drawVertexBuffer(vertexBuffer, paint);
2465}
2466
2467/**
2468 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2469 * and additional geometry for defining an alpha slope perimeter.
2470 *
2471 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2472 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2473 * in-shader alpha region, but found it to be taxing on some GPUs.
2474 *
2475 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2476 * memory transfer by removing need for degenerate vertices.
2477 */
2478status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2479    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2480
2481    count &= ~0x3; // round down to nearest four
2482
2483    VertexBuffer buffer;
2484    SkRect bounds;
2485    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2486
2487    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2488    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2489        return DrawGlInfo::kStatusDone;
2490    }
2491
2492    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2493
2494    bool useOffset = !paint->isAntiAlias();
2495    return drawVertexBuffer(buffer, paint, useOffset);
2496}
2497
2498status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2499    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2500
2501    count &= ~0x1; // round down to nearest two
2502
2503    VertexBuffer buffer;
2504    SkRect bounds;
2505    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2506
2507    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2508    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2509        return DrawGlInfo::kStatusDone;
2510    }
2511
2512    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2513
2514    bool useOffset = !paint->isAntiAlias();
2515    return drawVertexBuffer(buffer, paint, useOffset);
2516}
2517
2518status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2519    // No need to check against the clip, we fill the clip region
2520    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2521
2522    Rect& clip(*mSnapshot->clipRect);
2523    clip.snapToPixelBoundaries();
2524
2525    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2526
2527    return DrawGlInfo::kStatusDrew;
2528}
2529
2530status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2531        SkPaint* paint) {
2532    if (!texture) return DrawGlInfo::kStatusDone;
2533    const AutoTexture autoCleanup(texture);
2534
2535    const float x = left + texture->left - texture->offset;
2536    const float y = top + texture->top - texture->offset;
2537
2538    drawPathTexture(texture, x, y, paint);
2539
2540    return DrawGlInfo::kStatusDrew;
2541}
2542
2543status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2544        float rx, float ry, SkPaint* p) {
2545    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2546            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2547        return DrawGlInfo::kStatusDone;
2548    }
2549
2550    if (p->getPathEffect() != 0) {
2551        mCaches.activeTexture(0);
2552        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2553                right - left, bottom - top, rx, ry, p);
2554        return drawShape(left, top, texture, p);
2555    }
2556
2557    SkPath path;
2558    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2559    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2560        float outset = p->getStrokeWidth() / 2;
2561        rect.outset(outset, outset);
2562        rx += outset;
2563        ry += outset;
2564    }
2565    path.addRoundRect(rect, rx, ry);
2566    return drawConvexPath(path, p);
2567}
2568
2569status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2570    if (mSnapshot->isIgnored() || quickRejectSetupScissor(x - radius, y - radius,
2571            x + radius, y + radius, p) ||
2572            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2573        return DrawGlInfo::kStatusDone;
2574    }
2575    if (p->getPathEffect() != 0) {
2576        mCaches.activeTexture(0);
2577        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2578        return drawShape(x - radius, y - radius, texture, p);
2579    }
2580
2581    SkPath path;
2582    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2583        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2584    } else {
2585        path.addCircle(x, y, radius);
2586    }
2587    return drawConvexPath(path, p);
2588}
2589
2590status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2591        SkPaint* p) {
2592    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2593            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2594        return DrawGlInfo::kStatusDone;
2595    }
2596
2597    if (p->getPathEffect() != 0) {
2598        mCaches.activeTexture(0);
2599        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2600        return drawShape(left, top, texture, p);
2601    }
2602
2603    SkPath path;
2604    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2605    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2606        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2607    }
2608    path.addOval(rect);
2609    return drawConvexPath(path, p);
2610}
2611
2612status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2613        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2614    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2615            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2616        return DrawGlInfo::kStatusDone;
2617    }
2618
2619    if (fabs(sweepAngle) >= 360.0f) {
2620        return drawOval(left, top, right, bottom, p);
2621    }
2622
2623    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2624    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2625        mCaches.activeTexture(0);
2626        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2627                startAngle, sweepAngle, useCenter, p);
2628        return drawShape(left, top, texture, p);
2629    }
2630
2631    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2632    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2633        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2634    }
2635
2636    SkPath path;
2637    if (useCenter) {
2638        path.moveTo(rect.centerX(), rect.centerY());
2639    }
2640    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2641    if (useCenter) {
2642        path.close();
2643    }
2644    return drawConvexPath(path, p);
2645}
2646
2647// See SkPaintDefaults.h
2648#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2649
2650status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2651    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2652            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2653        return DrawGlInfo::kStatusDone;
2654    }
2655
2656    if (p->getStyle() != SkPaint::kFill_Style) {
2657        // only fill style is supported by drawConvexPath, since others have to handle joins
2658        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2659                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2660            mCaches.activeTexture(0);
2661            const PathTexture* texture =
2662                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2663            return drawShape(left, top, texture, p);
2664        }
2665
2666        SkPath path;
2667        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2668        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2669            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2670        }
2671        path.addRect(rect);
2672        return drawConvexPath(path, p);
2673    }
2674
2675    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2676        SkPath path;
2677        path.addRect(left, top, right, bottom);
2678        return drawConvexPath(path, p);
2679    } else {
2680        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2681        return DrawGlInfo::kStatusDrew;
2682    }
2683}
2684
2685void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2686        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2687        float x, float y) {
2688    mCaches.activeTexture(0);
2689
2690    // NOTE: The drop shadow will not perform gamma correction
2691    //       if shader-based correction is enabled
2692    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2693    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2694            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2695    // If the drop shadow exceeds the max texture size or couldn't be
2696    // allocated, skip drawing
2697    if (!shadow) return;
2698    const AutoTexture autoCleanup(shadow);
2699
2700    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2701    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2702
2703    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2704    int shadowColor = mDrawModifiers.mShadowColor;
2705    if (mDrawModifiers.mShader) {
2706        shadowColor = 0xffffffff;
2707    }
2708
2709    setupDraw();
2710    setupDrawWithTexture(true);
2711    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2712    setupDrawColorFilter();
2713    setupDrawShader();
2714    setupDrawBlending(true, mode);
2715    setupDrawProgram();
2716    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2717            sx, sy, sx + shadow->width, sy + shadow->height);
2718    setupDrawTexture(shadow->id);
2719    setupDrawPureColorUniforms();
2720    setupDrawColorFilterUniforms();
2721    setupDrawShaderUniforms();
2722    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2723
2724    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2725}
2726
2727bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2728    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2729    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2730}
2731
2732status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2733        const float* positions, SkPaint* paint) {
2734    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2735        return DrawGlInfo::kStatusDone;
2736    }
2737
2738    // NOTE: Skia does not support perspective transform on drawPosText yet
2739    if (!currentTransform().isSimple()) {
2740        return DrawGlInfo::kStatusDone;
2741    }
2742
2743    mCaches.enableScissor();
2744
2745    float x = 0.0f;
2746    float y = 0.0f;
2747    const bool pureTranslate = currentTransform().isPureTranslate();
2748    if (pureTranslate) {
2749        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2750        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2751    }
2752
2753    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2754    fontRenderer.setFont(paint, mat4::identity());
2755
2756    int alpha;
2757    SkXfermode::Mode mode;
2758    getAlphaAndMode(paint, &alpha, &mode);
2759
2760    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2761        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2762                alpha, mode, 0.0f, 0.0f);
2763    }
2764
2765    // Pick the appropriate texture filtering
2766    bool linearFilter = currentTransform().changesBounds();
2767    if (pureTranslate && !linearFilter) {
2768        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2769    }
2770    fontRenderer.setTextureFiltering(linearFilter);
2771
2772    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2773    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2774
2775    const bool hasActiveLayer = hasLayer();
2776
2777    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2778    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2779            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2780        if (hasActiveLayer) {
2781            if (!pureTranslate) {
2782                currentTransform().mapRect(bounds);
2783            }
2784            dirtyLayerUnchecked(bounds, getRegion());
2785        }
2786    }
2787
2788    return DrawGlInfo::kStatusDrew;
2789}
2790
2791mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2792    mat4 fontTransform;
2793    if (CC_LIKELY(transform.isPureTranslate())) {
2794        fontTransform = mat4::identity();
2795    } else {
2796        if (CC_UNLIKELY(transform.isPerspective())) {
2797            fontTransform = mat4::identity();
2798        } else {
2799            float sx, sy;
2800            currentTransform().decomposeScale(sx, sy);
2801            fontTransform.loadScale(sx, sy, 1.0f);
2802        }
2803    }
2804    return fontTransform;
2805}
2806
2807status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2808        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2809        DrawOpMode drawOpMode) {
2810
2811    if (drawOpMode == kDrawOpMode_Immediate) {
2812        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2813        // drawing as ops from DeferredDisplayList are already filtered for these
2814        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2815                quickRejectSetupScissor(bounds)) {
2816            return DrawGlInfo::kStatusDone;
2817        }
2818    }
2819
2820    const float oldX = x;
2821    const float oldY = y;
2822
2823    const mat4& transform = currentTransform();
2824    const bool pureTranslate = transform.isPureTranslate();
2825
2826    if (CC_LIKELY(pureTranslate)) {
2827        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2828        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2829    }
2830
2831    int alpha;
2832    SkXfermode::Mode mode;
2833    getAlphaAndMode(paint, &alpha, &mode);
2834
2835    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2836
2837    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2838        fontRenderer.setFont(paint, mat4::identity());
2839        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2840                alpha, mode, oldX, oldY);
2841    }
2842
2843    const bool hasActiveLayer = hasLayer();
2844
2845    // We only pass a partial transform to the font renderer. That partial
2846    // matrix defines how glyphs are rasterized. Typically we want glyphs
2847    // to be rasterized at their final size on screen, which means the partial
2848    // matrix needs to take the scale factor into account.
2849    // When a partial matrix is used to transform glyphs during rasterization,
2850    // the mesh is generated with the inverse transform (in the case of scale,
2851    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2852    // apply the full transform matrix at draw time in the vertex shader.
2853    // Applying the full matrix in the shader is the easiest way to handle
2854    // rotation and perspective and allows us to always generated quads in the
2855    // font renderer which greatly simplifies the code, clipping in particular.
2856    mat4 fontTransform = findBestFontTransform(transform);
2857    fontRenderer.setFont(paint, fontTransform);
2858
2859    // Pick the appropriate texture filtering
2860    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2861    fontRenderer.setTextureFiltering(linearFilter);
2862
2863    // TODO: Implement better clipping for scaled/rotated text
2864    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2865    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2866
2867    bool status;
2868    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2869
2870    // don't call issuedrawcommand, do it at end of batch
2871    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2872    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2873        SkPaint paintCopy(*paint);
2874        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2875        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2876                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2877    } else {
2878        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2879                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2880    }
2881
2882    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2883        if (!pureTranslate) {
2884            transform.mapRect(layerBounds);
2885        }
2886        dirtyLayerUnchecked(layerBounds, getRegion());
2887    }
2888
2889    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2890
2891    return DrawGlInfo::kStatusDrew;
2892}
2893
2894status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2895        float hOffset, float vOffset, SkPaint* paint) {
2896    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2897        return DrawGlInfo::kStatusDone;
2898    }
2899
2900    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2901    mCaches.enableScissor();
2902
2903    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2904    fontRenderer.setFont(paint, mat4::identity());
2905    fontRenderer.setTextureFiltering(true);
2906
2907    int alpha;
2908    SkXfermode::Mode mode;
2909    getAlphaAndMode(paint, &alpha, &mode);
2910    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2911
2912    const Rect* clip = &mSnapshot->getLocalClip();
2913    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2914
2915    const bool hasActiveLayer = hasLayer();
2916
2917    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2918            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2919        if (hasActiveLayer) {
2920            currentTransform().mapRect(bounds);
2921            dirtyLayerUnchecked(bounds, getRegion());
2922        }
2923    }
2924
2925    return DrawGlInfo::kStatusDrew;
2926}
2927
2928status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2929    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2930
2931    mCaches.activeTexture(0);
2932
2933    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2934    if (!texture) return DrawGlInfo::kStatusDone;
2935    const AutoTexture autoCleanup(texture);
2936
2937    const float x = texture->left - texture->offset;
2938    const float y = texture->top - texture->offset;
2939
2940    drawPathTexture(texture, x, y, paint);
2941
2942    return DrawGlInfo::kStatusDrew;
2943}
2944
2945status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2946    if (!layer) {
2947        return DrawGlInfo::kStatusDone;
2948    }
2949
2950    mat4* transform = NULL;
2951    if (layer->isTextureLayer()) {
2952        transform = &layer->getTransform();
2953        if (!transform->isIdentity()) {
2954            save(0);
2955            concatMatrix(*transform);
2956        }
2957    }
2958
2959    bool clipRequired = false;
2960    const bool rejected = calculateQuickRejectForScissor(x, y,
2961            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, false);
2962
2963    if (rejected) {
2964        if (transform && !transform->isIdentity()) {
2965            restore();
2966        }
2967        return DrawGlInfo::kStatusDone;
2968    }
2969
2970    updateLayer(layer, true);
2971
2972    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2973    mCaches.activeTexture(0);
2974
2975    if (CC_LIKELY(!layer->region.isEmpty())) {
2976        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
2977        mDrawModifiers.mColorFilter = layer->getColorFilter();
2978
2979        if (layer->region.isRect()) {
2980            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2981                    composeLayerRect(layer, layer->regionRect));
2982        } else if (layer->mesh) {
2983            const float a = getLayerAlpha(layer);
2984            setupDraw();
2985            setupDrawWithTexture();
2986            setupDrawColor(a, a, a, a);
2987            setupDrawColorFilter();
2988            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2989            setupDrawProgram();
2990            setupDrawPureColorUniforms();
2991            setupDrawColorFilterUniforms();
2992            setupDrawTexture(layer->getTexture());
2993            if (CC_LIKELY(currentTransform().isPureTranslate())) {
2994                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2995                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2996
2997                layer->setFilter(GL_NEAREST);
2998                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2999                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3000            } else {
3001                layer->setFilter(GL_LINEAR);
3002                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3003                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3004            }
3005
3006            TextureVertex* mesh = &layer->mesh[0];
3007            GLsizei elementsCount = layer->meshElementCount;
3008
3009            while (elementsCount > 0) {
3010                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3011
3012                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3013                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3014                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3015
3016                elementsCount -= drawCount;
3017                // Though there are 4 vertices in a quad, we use 6 indices per
3018                // quad to draw with GL_TRIANGLES
3019                mesh += (drawCount / 6) * 4;
3020            }
3021
3022#if DEBUG_LAYERS_AS_REGIONS
3023            drawRegionRectsDebug(layer->region);
3024#endif
3025        }
3026
3027        mDrawModifiers.mColorFilter = oldFilter;
3028
3029        if (layer->debugDrawUpdate) {
3030            layer->debugDrawUpdate = false;
3031            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3032                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3033        }
3034    }
3035    layer->hasDrawnSinceUpdate = true;
3036
3037    if (transform && !transform->isIdentity()) {
3038        restore();
3039    }
3040
3041    return DrawGlInfo::kStatusDrew;
3042}
3043
3044///////////////////////////////////////////////////////////////////////////////
3045// Shaders
3046///////////////////////////////////////////////////////////////////////////////
3047
3048void OpenGLRenderer::resetShader() {
3049    mDrawModifiers.mShader = NULL;
3050}
3051
3052void OpenGLRenderer::setupShader(SkiaShader* shader) {
3053    mDrawModifiers.mShader = shader;
3054    if (mDrawModifiers.mShader) {
3055        mDrawModifiers.mShader->setCaches(mCaches);
3056    }
3057}
3058
3059///////////////////////////////////////////////////////////////////////////////
3060// Color filters
3061///////////////////////////////////////////////////////////////////////////////
3062
3063void OpenGLRenderer::resetColorFilter() {
3064    mDrawModifiers.mColorFilter = NULL;
3065}
3066
3067void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3068    mDrawModifiers.mColorFilter = filter;
3069}
3070
3071///////////////////////////////////////////////////////////////////////////////
3072// Drop shadow
3073///////////////////////////////////////////////////////////////////////////////
3074
3075void OpenGLRenderer::resetShadow() {
3076    mDrawModifiers.mHasShadow = false;
3077}
3078
3079void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3080    mDrawModifiers.mHasShadow = true;
3081    mDrawModifiers.mShadowRadius = radius;
3082    mDrawModifiers.mShadowDx = dx;
3083    mDrawModifiers.mShadowDy = dy;
3084    mDrawModifiers.mShadowColor = color;
3085}
3086
3087///////////////////////////////////////////////////////////////////////////////
3088// Draw filters
3089///////////////////////////////////////////////////////////////////////////////
3090
3091void OpenGLRenderer::resetPaintFilter() {
3092    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3093    // comparison, see MergingDrawBatch::canMergeWith
3094    mDrawModifiers.mHasDrawFilter = false;
3095    mDrawModifiers.mPaintFilterClearBits = 0;
3096    mDrawModifiers.mPaintFilterSetBits = 0;
3097}
3098
3099void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3100    mDrawModifiers.mHasDrawFilter = true;
3101    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3102    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3103}
3104
3105SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3106    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3107        return paint;
3108    }
3109
3110    uint32_t flags = paint->getFlags();
3111
3112    mFilteredPaint = *paint;
3113    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3114            mDrawModifiers.mPaintFilterSetBits);
3115
3116    return &mFilteredPaint;
3117}
3118
3119///////////////////////////////////////////////////////////////////////////////
3120// Drawing implementation
3121///////////////////////////////////////////////////////////////////////////////
3122
3123Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3124    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3125    if (!texture) {
3126        return mCaches.textureCache.get(bitmap);
3127    }
3128    return texture;
3129}
3130
3131void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3132        float x, float y, SkPaint* paint) {
3133    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3134        return;
3135    }
3136
3137    int alpha;
3138    SkXfermode::Mode mode;
3139    getAlphaAndMode(paint, &alpha, &mode);
3140
3141    setupDraw();
3142    setupDrawWithTexture(true);
3143    setupDrawAlpha8Color(paint->getColor(), alpha);
3144    setupDrawColorFilter();
3145    setupDrawShader();
3146    setupDrawBlending(true, mode);
3147    setupDrawProgram();
3148    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3149            x, y, x + texture->width, y + texture->height);
3150    setupDrawTexture(texture->id);
3151    setupDrawPureColorUniforms();
3152    setupDrawColorFilterUniforms();
3153    setupDrawShaderUniforms();
3154    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3155
3156    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3157}
3158
3159// Same values used by Skia
3160#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3161#define kStdUnderline_Offset    (1.0f / 9.0f)
3162#define kStdUnderline_Thickness (1.0f / 18.0f)
3163
3164void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, SkPaint* paint) {
3165    // Handle underline and strike-through
3166    uint32_t flags = paint->getFlags();
3167    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3168        SkPaint paintCopy(*paint);
3169
3170        if (CC_LIKELY(underlineWidth > 0.0f)) {
3171            const float textSize = paintCopy.getTextSize();
3172            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3173
3174            const float left = x;
3175            float top = 0.0f;
3176
3177            int linesCount = 0;
3178            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3179            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3180
3181            const int pointsCount = 4 * linesCount;
3182            float points[pointsCount];
3183            int currentPoint = 0;
3184
3185            if (flags & SkPaint::kUnderlineText_Flag) {
3186                top = y + textSize * kStdUnderline_Offset;
3187                points[currentPoint++] = left;
3188                points[currentPoint++] = top;
3189                points[currentPoint++] = left + underlineWidth;
3190                points[currentPoint++] = top;
3191            }
3192
3193            if (flags & SkPaint::kStrikeThruText_Flag) {
3194                top = y + textSize * kStdStrikeThru_Offset;
3195                points[currentPoint++] = left;
3196                points[currentPoint++] = top;
3197                points[currentPoint++] = left + underlineWidth;
3198                points[currentPoint++] = top;
3199            }
3200
3201            paintCopy.setStrokeWidth(strokeWidth);
3202
3203            drawLines(&points[0], pointsCount, &paintCopy);
3204        }
3205    }
3206}
3207
3208status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3209    if (mSnapshot->isIgnored()) {
3210        return DrawGlInfo::kStatusDone;
3211    }
3212
3213    int color = paint->getColor();
3214    // If a shader is set, preserve only the alpha
3215    if (mDrawModifiers.mShader) {
3216        color |= 0x00ffffff;
3217    }
3218    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3219
3220    return drawColorRects(rects, count, color, mode);
3221}
3222
3223status_t OpenGLRenderer::drawShadow(const mat4& casterTransform, float casterAlpha,
3224        float width, float height) {
3225    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3226
3227    // For now, always and scissor
3228    // TODO: use quickReject
3229    mCaches.enableScissor();
3230
3231    SkPaint paint;
3232    paint.setColor(mCaches.propertyShadowStrength << 24);
3233    paint.setAntiAlias(true); // want to use AlphaVertex
3234
3235    VertexBuffer shadowVertexBuffer;
3236    ShadowTessellator::tessellateAmbientShadow(width, height, casterTransform,
3237            shadowVertexBuffer);
3238    return drawVertexBuffer(shadowVertexBuffer, &paint);
3239}
3240
3241status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3242        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3243    if (count == 0) {
3244        return DrawGlInfo::kStatusDone;
3245    }
3246
3247    float left = FLT_MAX;
3248    float top = FLT_MAX;
3249    float right = FLT_MIN;
3250    float bottom = FLT_MIN;
3251
3252    Vertex mesh[count];
3253    Vertex* vertex = mesh;
3254
3255    for (int index = 0; index < count; index += 4) {
3256        float l = rects[index + 0];
3257        float t = rects[index + 1];
3258        float r = rects[index + 2];
3259        float b = rects[index + 3];
3260
3261        Vertex::set(vertex++, l, t);
3262        Vertex::set(vertex++, r, t);
3263        Vertex::set(vertex++, l, b);
3264        Vertex::set(vertex++, r, b);
3265
3266        left = fminf(left, l);
3267        top = fminf(top, t);
3268        right = fmaxf(right, r);
3269        bottom = fmaxf(bottom, b);
3270    }
3271
3272    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3273        return DrawGlInfo::kStatusDone;
3274    }
3275
3276    setupDraw();
3277    setupDrawNoTexture();
3278    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3279    setupDrawShader();
3280    setupDrawColorFilter();
3281    setupDrawBlending(mode);
3282    setupDrawProgram();
3283    setupDrawDirtyRegionsDisabled();
3284    setupDrawModelView(kModelViewMode_Translate, false,
3285            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3286    setupDrawColorUniforms();
3287    setupDrawShaderUniforms();
3288    setupDrawColorFilterUniforms();
3289
3290    if (dirty && hasLayer()) {
3291        dirtyLayer(left, top, right, bottom, currentTransform());
3292    }
3293
3294    issueIndexedQuadDraw(&mesh[0], count / 4);
3295
3296    return DrawGlInfo::kStatusDrew;
3297}
3298
3299void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3300        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3301    // If a shader is set, preserve only the alpha
3302    if (mDrawModifiers.mShader) {
3303        color |= 0x00ffffff;
3304    }
3305
3306    setupDraw();
3307    setupDrawNoTexture();
3308    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3309    setupDrawShader();
3310    setupDrawColorFilter();
3311    setupDrawBlending(mode);
3312    setupDrawProgram();
3313    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3314            left, top, right, bottom, ignoreTransform);
3315    setupDrawColorUniforms();
3316    setupDrawShaderUniforms(ignoreTransform);
3317    setupDrawColorFilterUniforms();
3318    setupDrawSimpleMesh();
3319
3320    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3321}
3322
3323void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3324        Texture* texture, SkPaint* paint) {
3325    int alpha;
3326    SkXfermode::Mode mode;
3327    getAlphaAndMode(paint, &alpha, &mode);
3328
3329    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3330
3331    GLvoid* vertices = (GLvoid*) NULL;
3332    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3333
3334    if (texture->uvMapper) {
3335        vertices = &mMeshVertices[0].x;
3336        texCoords = &mMeshVertices[0].u;
3337
3338        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3339        texture->uvMapper->map(uvs);
3340
3341        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3342    }
3343
3344    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3345        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3346        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3347
3348        texture->setFilter(GL_NEAREST, true);
3349        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3350                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3351                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3352    } else {
3353        texture->setFilter(FILTER(paint), true);
3354        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3355                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3356    }
3357
3358    if (texture->uvMapper) {
3359        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3360    }
3361}
3362
3363void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3364        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3365    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3366            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3367}
3368
3369void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3370        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3371        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3372        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3373        ModelViewMode modelViewMode, bool dirty) {
3374
3375    setupDraw();
3376    setupDrawWithTexture();
3377    setupDrawColor(alpha, alpha, alpha, alpha);
3378    setupDrawColorFilter();
3379    setupDrawBlending(blend, mode, swapSrcDst);
3380    setupDrawProgram();
3381    if (!dirty) setupDrawDirtyRegionsDisabled();
3382    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3383    setupDrawTexture(texture);
3384    setupDrawPureColorUniforms();
3385    setupDrawColorFilterUniforms();
3386    setupDrawMesh(vertices, texCoords, vbo);
3387
3388    glDrawArrays(drawMode, 0, elementsCount);
3389}
3390
3391void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3392        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3393        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3394        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3395        ModelViewMode modelViewMode, bool dirty) {
3396
3397    setupDraw();
3398    setupDrawWithTexture();
3399    setupDrawColor(alpha, alpha, alpha, alpha);
3400    setupDrawColorFilter();
3401    setupDrawBlending(blend, mode, swapSrcDst);
3402    setupDrawProgram();
3403    if (!dirty) setupDrawDirtyRegionsDisabled();
3404    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3405    setupDrawTexture(texture);
3406    setupDrawPureColorUniforms();
3407    setupDrawColorFilterUniforms();
3408    setupDrawMeshIndices(vertices, texCoords, vbo);
3409
3410    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3411}
3412
3413void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3414        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3415        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3416        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3417
3418    setupDraw();
3419    setupDrawWithTexture(true);
3420    if (hasColor) {
3421        setupDrawAlpha8Color(color, alpha);
3422    }
3423    setupDrawColorFilter();
3424    setupDrawShader();
3425    setupDrawBlending(true, mode);
3426    setupDrawProgram();
3427    if (!dirty) setupDrawDirtyRegionsDisabled();
3428    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3429    setupDrawTexture(texture);
3430    setupDrawPureColorUniforms();
3431    setupDrawColorFilterUniforms();
3432    setupDrawShaderUniforms(ignoreTransform);
3433    setupDrawMesh(vertices, texCoords);
3434
3435    glDrawArrays(drawMode, 0, elementsCount);
3436}
3437
3438void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3439        ProgramDescription& description, bool swapSrcDst) {
3440    if (mCountOverdraw) {
3441        if (!mCaches.blend) glEnable(GL_BLEND);
3442        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3443            glBlendFunc(GL_ONE, GL_ONE);
3444        }
3445
3446        mCaches.blend = true;
3447        mCaches.lastSrcMode = GL_ONE;
3448        mCaches.lastDstMode = GL_ONE;
3449
3450        return;
3451    }
3452
3453    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3454
3455    if (blend) {
3456        // These blend modes are not supported by OpenGL directly and have
3457        // to be implemented using shaders. Since the shader will perform
3458        // the blending, turn blending off here
3459        // If the blend mode cannot be implemented using shaders, fall
3460        // back to the default SrcOver blend mode instead
3461        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3462            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3463                description.framebufferMode = mode;
3464                description.swapSrcDst = swapSrcDst;
3465
3466                if (mCaches.blend) {
3467                    glDisable(GL_BLEND);
3468                    mCaches.blend = false;
3469                }
3470
3471                return;
3472            } else {
3473                mode = SkXfermode::kSrcOver_Mode;
3474            }
3475        }
3476
3477        if (!mCaches.blend) {
3478            glEnable(GL_BLEND);
3479        }
3480
3481        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3482        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3483
3484        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3485            glBlendFunc(sourceMode, destMode);
3486            mCaches.lastSrcMode = sourceMode;
3487            mCaches.lastDstMode = destMode;
3488        }
3489    } else if (mCaches.blend) {
3490        glDisable(GL_BLEND);
3491    }
3492    mCaches.blend = blend;
3493}
3494
3495bool OpenGLRenderer::useProgram(Program* program) {
3496    if (!program->isInUse()) {
3497        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3498        program->use();
3499        mCaches.currentProgram = program;
3500        return false;
3501    }
3502    return true;
3503}
3504
3505void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3506    TextureVertex* v = &mMeshVertices[0];
3507    TextureVertex::setUV(v++, u1, v1);
3508    TextureVertex::setUV(v++, u2, v1);
3509    TextureVertex::setUV(v++, u1, v2);
3510    TextureVertex::setUV(v++, u2, v2);
3511}
3512
3513void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3514    getAlphaAndModeDirect(paint, alpha,  mode);
3515    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3516        // if drawing a layer, ignore the paint's alpha
3517        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3518    }
3519    *alpha *= mSnapshot->alpha;
3520}
3521
3522float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3523    float alpha;
3524    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3525        alpha = mDrawModifiers.mOverrideLayerAlpha;
3526    } else {
3527        alpha = layer->getAlpha() / 255.0f;
3528    }
3529    return alpha * mSnapshot->alpha;
3530}
3531
3532}; // namespace uirenderer
3533}; // namespace android
3534